function setCombatIndex($defenderId)
 {
     $combatLog = "";
     $battle = Battle::getBattle();
     $combatRules = $battle->combatRules;
     $combats = $battle->combatRules->combats->{$defenderId};
     /* @var Force $force */
     $force = $battle->force;
     $hexagon = $battle->force->units[$defenderId]->hexagon;
     $hexpart = new Hexpart();
     $hexpart->setXYwithNameAndType($hexagon->name, HEXAGON_CENTER);
     if (count((array) $combats->attackers) == 0) {
         $combats->index = null;
         $combats->attackStrength = null;
         $combats->defenseStrength = null;
         $combats->terrainCombatEffect = null;
         return;
     }
     $defenders = $combats->defenders;
     $attackStrength = 0;
     $combatLog .= "Attackers<br>";
     $attackers = 0;
     foreach ($combats->attackers as $id => $v) {
         $attackers++;
         $unit = $force->units[$id];
         $los = new Los();
         $los->setOrigin($force->getUnitHexagon($id));
         $los->setEndPoint($force->getUnitHexagon($defenderId));
         $range = (int) $los->getRange();
         $strength = $unit->strength;
         $combatLog .= $strength . " " . $unit->class;
         if ($battle->gameRules->phase == BLUE_TORP_COMBAT_PHASE || $battle->gameRules->phase == RED_TORP_COMBAT_PHASE) {
             if ($range > 2 * $unit->range) {
                 $strength /= 3;
                 $combatLog .= " One third for extended Range {$strength}";
             } elseif ($range > $unit->range) {
                 $strength /= 2;
                 $combatLog .= " Halved for extended Range {$strength}";
             }
             if ($range === 1) {
                 $strength *= 2;
                 $combatLog .= " Doubled for close Range {$strength}";
             }
             if ($range === 2 && $unit->nationality === 'ijn') {
                 $strength *= 2;
                 $combatLog .= " Doubled for close Range {$strength}";
             }
         } else {
             if ($range > $unit->range) {
                 $strength /= 2;
                 $combatLog .= " Halved for extended Range {$strength}";
             }
             if ($range <= $unit->range / 2) {
                 if ($range <= 2) {
                     $strength *= 3;
                     $combatLog .= " Tripled for range 2 or less {$strength}";
                 } else {
                     $strength *= 2;
                     $combatLog .= " Doubled for Range less than half normal {$strength}";
                 }
             }
         }
         $combatLog .= "<br>";
         $attackStrength += $strength;
     }
     if ($attackers > 1 && !($battle->gameRules->phase == BLUE_TORP_COMBAT_PHASE || $battle->gameRules->phase == RED_TORP_COMBAT_PHASE)) {
         $beforeStr = $attackStrength;
         $attackStrength /= 2;
         $combatLog .= "{$beforeStr} Attack strength halved fore multi ship attack {$attackStrength}<br>";
     }
     $defenseStrength = 0;
     $combatLog .= " = {$attackStrength}<br>Defenders<br> ";
     foreach ($defenders as $defId => $defender) {
         $unit = $battle->force->units[$defId];
         $combatLog .= " " . $unit->class . " ";
         $defenseStrength += $unit->defStrength;
         $combatLog .= "<br>";
     }
     if ($battle->gameRules->phase == BLUE_TORP_COMBAT_PHASE || $battle->gameRules->phase == RED_TORP_COMBAT_PHASE) {
         $combats->unitDefenseStrength = $defenseStrength;
         $combats->oneHitCol = $this->getOneHitColumn($defenseStrength);
         $combats->twoHitCol = $this->getTwoHitColumn($defenseStrength);
         $defenseStrength = $unit->maxMove + 1;
     }
     $combatLog .= " = {$defenseStrength}";
     $combatIndex = $this->getCombatIndex($attackStrength, $defenseStrength);
     /* Do this before terrain effects */
     if ($combatIndex >= $this->maxCombatIndex) {
         $combatIndex = $this->maxCombatIndex;
     }
     /* @var $combatRules CombatRules */
     $combats->attackStrength = $attackStrength;
     $combats->defenseStrength = $defenseStrength;
     $combats->terrainCombatEffect = 0;
     $combats->index = $combatIndex;
     $combats->combatLog = $combatLog;
 }
Exemple #2
0
 function unitIsInRange($id, $argRange = false)
 {
     $b = Battle::getBattle();
     $isInRange = false;
     $range = $this->units[$id]->range;
     $unitRange = $range * 2;
     if ($b->gameRules->phase == BLUE_TORP_COMBAT_PHASE || $b->gameRules->phase == RED_TORP_COMBAT_PHASE) {
         $unitRange = $range * 3;
     }
     $range = $unitRange;
     if ($argRange !== false) {
         $range = $argRange;
     }
     $los = new Los();
     $los->setOrigin($this->units[$id]->hexagon);
     for ($i = 0; $i < count($this->units); $i++) {
         /* hexagons without names are off map */
         if (!$this->units[$i]->hexagon->name) {
             continue;
         }
         $los->setEndPoint($this->units[$i]->hexagon);
         $losRange = $los->getRange();
         if ($losRange <= $range && $this->units[$i]->forceId != $this->units[$id]->forceId && $this->units[$i]->status != STATUS_CAN_REINFORCE && $this->units[$i]->status != STATUS_ELIMINATED) {
             if ($b->combatRules->checkBlocked($los, $id)) {
                 $isInRange = true;
                 break;
             }
         }
     }
     return $isInRange;
 }