/**
  * @param App\GameModule\DTO\Village $village
  * @param int $field
  * @return array
  */
 public function getAvailable($village, $field)
 {
     $available = [];
     if ($field == 40) {
         if ($village->getOwner()->tribe === 1) {
             $available[] = $this->buildingService->getBuilding(BuildingModel::CITY_WALL, 1, $village);
             return $available;
         } elseif ($village->getOwner()->tribe === 2) {
             $available[] = $this->buildingService->getBuilding(BuildingModel::EARTH_WALL, 1, $village);
             return $available;
         } elseif ($village->getOwner()->tribe === 3) {
             $available[] = $this->buildingService->getBuilding(BuildingModel::PALISADE, 1, $village);
             return $available;
         }
     }
     if ($field == 39) {
         $available[] = $this->buildingService->getBuilding(BuildingModel::RALLY_POINT, 1, $village);
         return $available;
     }
     $buildings = $this->buildingModel->getAll();
     foreach ($buildings as $building => $name) {
         if ($building < 5) {
             continue;
         }
         if ($this->buildingService->isBuilt($village, $building)) {
             continue;
         }
         if (in_array($building, [BuildingModel::CITY_WALL, BuildingModel::EARTH_WALL, BuildingModel::PALISADE, BuildingModel::RALLY_POINT])) {
             continue;
         }
         if ($village->getNatar() === 0 && $building === BuildingModel::WORLD_WONDER) {
             continue;
         }
         $requirements = $this->buildingModel->getRequirements($building);
         $passed = FALSE;
         foreach ($requirements as $requirement) {
             $built = $this->buildingService->isBuilt($village, $requirement->require_building);
             if ($built && $requirement->exclude_building === $built->getBuilding()) {
                 $passed = FALSE;
                 break;
             }
             if ($built && $built->getLevel() >= $requirement->require_level) {
                 $passed = TRUE;
             } else {
                 $passed = FALSE;
                 break;
             }
         }
         if (!$requirements || $passed) {
             $available[] = $this->buildingService->getBuilding($building, 1, $village);
         }
     }
     return $available;
 }
Beispiel #2
0
 public function render()
 {
     $id = $this->presenter->getParameter('id');
     if (!$id) {
         /** @var \stdClass $field */
         $field = $this->VDataModel->getByUser($this->presenter->user->getId());
         $id = $field->wref;
     }
     $this->template->buildings = $this->BDataModel->getBuildingQueue($id);
     $this->template->village = $this->villageService->getVillage($id);
     $this->template->names = $this->buildingModel->getAll();
     $this->template->setFile(__DIR__ . '/BuildingControl.latte');
     $this->template->render();
 }
Beispiel #3
0
 /**
  * @param App\GameModule\DTO\Building $building
  * @param int $field
  * @param App\GameModule\DTO\Village $village
  * @return bool
  */
 public function canBuildLevel($building, $field, $village)
 {
     if (!$building) {
         return 'Building is at maximum level';
     }
     $current = $this->getBuilding($village->getFData()['f' . $field . 't'], $village->getFData()['f' . $field], $village);
     if ($current) {
         if ($current->getLevel() === $building->getLevel()) {
             return 'Building is at same level.';
         }
         /** @var \stdClass $maxLevel */
         $maxLevel = $this->buildingModel->getBuildingMaxLevel($building->getBuilding());
         if ($current->getLevel() === $maxLevel->level) {
             return 'Building is at maximum level';
         }
         $queue = $this->BDataModel->getBuildingQueue($village->getId());
         foreach ($queue as $single) {
             if ($single->level === $building->getLevel() && $single->type === $building->getBuilding() && $single->field == $field) {
                 return 'Building is already being build.';
             }
             if ($maxLevel->level === $single->level && $single->type === $building->getBuilding() && $single->field == $field) {
                 return 'Building max level under construction';
             }
         }
     }
     return TRUE;
 }
 public function actionDefault($id)
 {
     if (!$id) {
         /** @var \stdClass $field */
         $field = $this->VDataModel->getByUser($this->presenter->user->getId());
         $id = $field->wref;
     }
     $this->template->village = $village = $this->villageService->getVillage($id);
     $this->template->names = $this->buildingModel->getAll();
     if ($village->getOwner()->tribe === 1) {
         $wallId = 31;
     } elseif ($village->getOwner()->tribe === 2) {
         $wallId = 32;
     } else {
         $wallId = 33;
     }
     $this->template->wallId = $wallId;
     $this->template->wallLevel = $village->getFData()['f' . $wallId];
 }
Beispiel #5
0
 /**
  * @param App\GameModule\DTO\Village $village
  * @return int
  */
 public function getBaseProductionCrop($village)
 {
     $production = 0;
     $FData = $village->getFData();
     $grainMill = FALSE;
     $bakery = FALSE;
     $cropFields = [];
     // Step 1 find fields
     for ($i = 1; $i <= 38; $i++) {
         if ($FData['f' . $i . 't'] === App\GameModule\Model\Building\BuildingModel::CROPLAND) {
             $cropFields[] = $FData['f' . $i];
         }
         if ($FData['f' . $i . 't'] === App\GameModule\Model\Building\BuildingModel::GRAIN_MILL) {
             $grainMill = $FData['f' . $i];
         }
         if ($FData['f' . $i . 't'] === App\GameModule\Model\Building\BuildingModel::BAKERY) {
             $bakery = $FData['f' . $i];
         }
     }
     // Step 2 calculate raw production
     foreach ($cropFields as $level) {
         /** @var \stdClass $cropland */
         $cropland = $this->buildingModel->getBuildingLevel(4, $level);
         $production += $cropland->production;
     }
     // Step 3 apply oasis
     $production = $production * (1 + 0.25 * $this->ODataModel->countByUserVillage($village->getOwner()->id, $village->getId(), App\FrontModule\Model\OData\ODataModel::MODE_CROP) + 0.5 * $this->ODataModel->countByUserVillage($village->getOwner()->id, $village->getId(), App\FrontModule\Model\OData\ODataModel::MODE_CROP_BIG));
     // Step 4 apply grainMill and bakery
     if ($grainMill) {
         /** @var \stdClass $grainMill */
         $grainMill = $this->buildingModel->getBuildingLevel(App\GameModule\Model\Building\BuildingModel::GRAIN_MILL, $grainMill);
         $production = $production * ($grainMill->attribute / 100 + 1);
     }
     if ($bakery) {
         /** @var \stdClass $bakery */
         $bakery = $this->buildingModel->getBuildingLevel(App\GameModule\Model\Building\BuildingModel::BAKERY, $bakery);
         $production = $production * ($bakery->attribute / 100 + 1);
     }
     // Step 5 apply bonus production
     if ($village->getOwner()->b4 === 1) {
         $production = $production * 1.25;
     }
     // Step 6 apply speed
     $production = $production * $this->speed;
     return round($production);
 }