Esempio n. 1
0
function combat($getPage_connection2, $continent, $xpos, $ypos, $attacker, $defender, $amphibian)
{
    if ($continent >= 1 && $xpos >= 1 && $ypos >= 1 && $attacker["id"] >= 1 && $defender["id"] >= 1 && $amphibian >= 0) {
        $tileInfoB = getTileInfo($getPage_connection2, $continent, $xpos, $ypos);
        $terrainInfoB = getTerrainInfo($getPage_connection2, $tileInfoB["terrain"]);
        $unitTypeInfoAttacker = getUnitTypeInfo($getPage_connection2, $attacker["type"]);
        $unitTypeInfoDefender = getUnitTypeInfo($getPage_connection2, $defender["type"]);
        $attackerA = 0.0;
        $attackerD = 0.0;
        $defenderA = 0.0;
        $defenderD = 0.0;
        $attackerReconLevel = array(0 => 0);
        $defenderReconLevel = array(0 => 0);
        $attackerReconExp = array(0 => 0);
        $defenderReconExp = array(0 => 0);
        $attackerReconBonus = 0;
        $defenderReconBonus = 0;
        $attackerArtilleryLevel = array(0 => 0);
        $defenderArtilleryLevel = array(0 => 0);
        $attackerArtilleryPower = array(0 => 0);
        $defenderArtilleryPower = array(0 => 0);
        $attackerArtilleryBonus = 0;
        $defenderArtilleryBonus = 0;
        // Experience Bonus from Recon
        $counter = 0;
        // goes through -2 to +2 x and y positions looking for attacker recon to aid attacker
        for ($x = -2; $x < 3; $x++) {
            for ($y = -2; $y < 3; $y++) {
                $unitInfoZ = getUnitInfo($getPage_connection2, $attacker["continent"], $attacker["xpos"] + $x, $attacker["ypos"] + $y);
                if ($unitInfoZ["id"] >= 1) {
                    if ($unitInfoZ["type"] == 5) {
                        $unitTypeInfoZ = getUnitTypeInfo($getPage_connection2, $unitInfoZ["type"]);
                        $attackerReconLevel[$counter] = $unitInfoZ["level"];
                        $attackerReconExp[$counter] = 2;
                        $counter++;
                    }
                    // if
                }
                // if
            }
            // for
        }
        // for
        $counter = 0;
        // goes through -2 to +2 x and y positions looking for defender recon to aid defender
        for ($x = -2; $x < 3; $x++) {
            for ($y = -2; $y < 3; $y++) {
                $unitInfoZ = getUnitInfo($getPage_connection2, $defender["continent"], $defender["xpos"] + $x, $defender["ypos"] + $y);
                if ($unitInfoZ["id"] >= 1) {
                    if ($unitInfoZ["type"] == 5) {
                        $unitTypeInfoZ = getUnitTypeInfo($getPage_connection2, $unitInfoZ["type"]);
                        $defenderReconLevel[$counter] = $unitInfoZ["level"];
                        $defenderReconExp[$counter] = 2;
                        $counter++;
                    }
                    // if
                }
                // if
            }
            // for
        }
        // for
        if ($attackerReconLevel[0] >= 1) {
            // add recon bonus
            for ($e = 0; $e < count($attackerReconLevel); $e++) {
                $attackerReconBonus += $attackerReconLevel[$e] * 0.25 + $attackerReconExp[$e];
            }
            // for
        }
        // if
        if ($defenderReconLevel[0] >= 1) {
            for ($e = 0; $e < count($defenderReconLevel); $e++) {
                $defenderReconBonus += $defenderReconLevel[$e] * 0.25 + $defenderReconExp[$e];
            }
            // for
        }
        // if
        $attackerExp = $attacker["exp"] + $attackerReconBonus;
        $defenderExp = $defender["exp"] + $defenderReconBonus;
        // Power Bonus from Artillery
        $counter = 0;
        // goes through -2 to +2 x and y positions looking for attacker artillery to aid attacker
        for ($x = -2; $x < 3; $x++) {
            for ($y = -2; $y < 3; $y++) {
                $unitInfoZ = getUnitInfo($getPage_connection2, $attacker["continent"], $attacker["xpos"] + $x, $attacker["ypos"] + $y);
                if ($unitInfoZ["id"] >= 1) {
                    if ($unitInfoZ["type"] == 4) {
                        $unitTypeInfoZ = getUnitTypeInfo($getPage_connection2, $unitInfoZ["type"]);
                        $attackerArtilleryLevel[$counter] = $unitInfoZ["level"];
                        //$attackerArtilleryPower[$counter] = $unitTypeInfoZ["attack"];
                        $attackerArtilleryPower[$counter] = 2;
                        $counter++;
                    }
                    // if
                }
                // if
            }
            // for
        }
        // for
        $counter = 0;
        // goes through -2 to +2 x and y positions looking for defender artillery to aid defender
        for ($x = -2; $x < 3; $x++) {
            for ($y = -2; $y < 3; $y++) {
                $unitInfoZ = getUnitInfo($getPage_connection2, $defender["continent"], $defender["xpos"] + $x, $defender["ypos"] + $y);
                if ($unitInfoZ["id"] >= 1) {
                    if ($unitInfoZ["type"] == 4) {
                        $unitTypeInfoZ = getUnitTypeInfo($getPage_connection2, $unitInfoZ["type"]);
                        $defenderArtilleryLevel[$counter] = $unitInfoZ["level"];
                        //$defenderArtilleryPower[$counter] = $unitTypeInfoZ["attack"];
                        $defenderArtilleryPower[$counter] = 2;
                        $counter++;
                    }
                    // if
                }
                // if
            }
            // for
        }
        // for
        if ($attackerArtilleryLevel[0] >= 1) {
            // add artillery bonus
            for ($e = 0; $e < count($attackerArtilleryLevel); $e++) {
                $attackerArtilleryBonus += $attackerArtilleryLevel[$e] * 0.25 + $attackerArtilleryPower[$e];
            }
            // for
        }
        // if
        if ($defenderArtilleryLevel[0] >= 1) {
            for ($e = 0; $e < count($defenderArtilleryLevel); $e++) {
                $defenderArtilleryBonus += $defenderArtilleryLevel[$e] * 0.25 + $defenderArtilleryPower[$e];
            }
            // for
        }
        // if
        $attackerA += $attackerArtilleryBonus;
        $attackerD += $attackerArtilleryBonus;
        $defenderA += $defenderArtilleryBonus;
        $defenderD += $defenderArtilleryBonus;
        $attackerA += $unitTypeInfoAttacker["attack"] + ($attacker["level"] * 0.25 + $attackerExp * 0.05);
        $attackerD += $unitTypeInfoAttacker["defense"] + ($attacker["level"] * 0.25 + $attackerExp * 0.05);
        $defenderA += $unitTypeInfoDefender["attack"] + ($defender["level"] * 0.25 + $defenderExp * 0.05);
        $defenderD += $unitTypeInfoDefender["defense"] + ($defender["level"] * 0.25 + $defenderExp * 0.05);
        $magnitude = 0;
        $formula = 0;
        // 1=winning,2=tie,3=losing
        $defenderModifier = 0.01 * $terrainInfoB["attackModifier"] * $defenderD;
        // add terrain modifier for defense bonus
        if ($amphibian == 1) {
            $defenderModifier = 0.25 * $defenderD;
            // add another +25% for amphibian assaults
        }
        // if
        // figure out which formula to use
        if ($attackerA > $defenderD + $defenderModifier) {
            // figure out category of combat
            if ($attackerA - ($defenderD + $defenderModifier) >= 4) {
                $magnitude = 5;
            } else {
                if ($attackerA - ($defenderD + $defenderModifier) >= 3) {
                    $magnitude = 4;
                } else {
                    if ($attackerA - ($defenderD + $defenderModifier) >= 2) {
                        $magnitude = 3;
                    } else {
                        if ($attackerA - ($defenderD + $defenderModifier) >= 1) {
                            $magnitude = 2;
                        } else {
                            $magnitude = 1;
                        }
                    }
                }
            }
            // else
            $formula = 1;
        } else {
            if ($attackerA == $defenderD + $defenderModifier) {
                $formula = 2;
            } else {
                // figure out category of combat
                if ($defenderD + $defenderModifier - $attackerA >= 4) {
                    $magnitude = 5;
                } else {
                    if ($defenderD + $defenderModifier - $attackerA >= 3) {
                        $magnitude = 4;
                    } else {
                        if ($defenderD + $defenderModifier - $attackerA >= 2) {
                            $magnitude = 3;
                        } else {
                            if ($defenderD + $defenderModifier - $attackerA >= 1) {
                                $magnitude = 2;
                            } else {
                                $magnitude = 1;
                            }
                        }
                    }
                }
                // else
                $formula = 3;
            }
        }
        // else
        $rand_attackerDamage = mt_rand(1, 100);
        $health_percent_attacker = 0;
        $health_percent_defender = 0;
        $new_defender_health = $defender["health"];
        $new_attacker_health = $attacker["health"];
        if ($formula == 1) {
            if ($magnitude == 5) {
                // 10% chance of receiving damage
                if ($rand_attackerDamage <= 10) {
                    // attacker is damaged
                    // health - 0-20% of health
                    $health_percent_attacker = $attacker["health"] * (1 - mt_rand(8, 10) * 0.1);
                    $new_attacker_health = $attacker["health"] - $health_percent_attacker;
                }
                // if
                // defender is damaged
                // health - 80-100% of health
                $health_percent_defender = $defender["health"] * (1 - mt_rand(0, 2) * 0.1);
                $new_defender_health = $attacker["health"] - $health_percent_defender;
            } else {
                if ($magnitude == 4) {
                    // 15% chance of receiving damage
                    if ($rand_attackerDamage <= 15) {
                        // attacker is damaged
                        // health - 20-40% of health
                        $health_percent_attacker = $attacker["health"] * (1 - mt_rand(6, 8) * 0.1);
                        $new_attacker_health = $attacker["health"] - $health_percent_attacker;
                    }
                    // if
                    // defender is damaged
                    // health - 60-80% of health
                    $health_percent_defender = $defender["health"] * (1 - mt_rand(2, 4) * 0.1);
                    $new_defender_health = $attacker["health"] - $health_percent_defender;
                } else {
                    if ($magnitude == 3) {
                        // 20% chance of receiving damage
                        if ($rand_attackerDamage <= 20) {
                            // attacker is damaged
                            // health - 40-60% of health
                            $health_percent_attacker = $attacker["health"] * (1 - mt_rand(4, 6) * 0.1);
                            $new_attacker_health = $attacker["health"] - $health_percent_attacker;
                        }
                        // if
                        // defender is damaged
                        // health - 40-60% of health
                        $health_percent_defender = $defender["health"] * (1 - mt_rand(4, 6) * 0.1);
                        $new_defender_health = $attacker["health"] - $health_percent_defender;
                    } else {
                        if ($magnitude == 2) {
                            // 25% chance of receiving damage
                            if ($rand_attackerDamage <= 25) {
                                // attacker is damaged
                                // health - 60-80% of health
                                $health_percent_attacker = $attacker["health"] * (1 - mt_rand(2, 4) * 0.1);
                                $new_attacker_health = $attacker["health"] - $health_percent_attacker;
                            }
                            // if
                            // defender is damaged
                            // health - 20-40% of health
                            $health_percent_defender = $defender["health"] * (1 - mt_rand(6, 8) * 0.1);
                            $new_defender_health = $attacker["health"] - $health_percent_defender;
                        } else {
                            if ($magnitude == 1) {
                                // 30% chance of receiving damage
                                if ($rand_attackerDamage <= 30) {
                                    // attacker is damaged
                                    // health - 80-100% of health
                                    $health_percent_attacker = $attacker["health"] * (1 - mt_rand(0, 2) * 0.1);
                                    $new_attacker_health = $attacker["health"] - $health_percent_attacker;
                                }
                                // if
                                // defender is damaged
                                // health - 0-20% of health
                                $health_percent_defender = $defender["health"] * (1 - mt_rand(8, 10) * 0.1);
                                $new_defender_health = $attacker["health"] - $health_percent_defender;
                            }
                        }
                    }
                }
            }
            // else if
            // set health
            setUnitInfo($getPage_connection2, $defender["id"], $defender["continent"], $defender["xpos"], $defender["ypos"], $new_defender_health, $defender["used"], $defender["name"], $defender["type"], $defender["owner"], $defender["level"], $defender["transport"], $defender["created"], $defender["exp"]);
            setUnitInfo($getPage_connection2, $attacker["id"], $attacker["continent"], $attacker["xpos"], $attacker["ypos"], $new_attacker_health, $attacker["used"], $attacker["name"], $attacker["type"], $attacker["owner"], $attacker["level"], $attacker["transport"], $attacker["created"], $attacker["exp"]);
        } else {
            if ($formula == 2) {
                // 50% chance of receiving or dealing damage
                if ($rand_attackerDamage <= 50) {
                    // attacker is damaged
                    // health - 10-100% of health
                    $health_percent_attacker = $attacker["health"] * (1 - mt_rand(1, 10) * 0.1);
                    $new_attacker_health = $attacker["health"] - $health_percent_attacker;
                } else {
                    // defender is damaged
                    // health - 10-100% of health
                    $health_percent_defender = $defender["health"] * (1 - mt_rand(1, 10) * 0.1);
                    $new_defender_health = $attacker["health"] - $health_percent_defender;
                }
                // else
                // set health
                setUnitInfo($getPage_connection2, $defender["id"], $defender["continent"], $defender["xpos"], $defender["ypos"], $new_defender_health, $defender["used"], $defender["name"], $defender["type"], $defender["owner"], $defender["level"], $defender["transport"], $defender["created"], $defender["exp"]);
                setUnitInfo($getPage_connection2, $attacker["id"], $attacker["continent"], $attacker["xpos"], $attacker["ypos"], $new_attacker_health, $attacker["used"], $attacker["name"], $attacker["type"], $attacker["owner"], $attacker["level"], $attacker["transport"], $attacker["created"], $attacker["exp"]);
            } else {
                if ($formula == 3) {
                    $rand_defenderDamage = mt_rand(1, 100);
                    if ($magnitude == 5) {
                        // 10% chance of receiving damage
                        if ($rand_defenderDamage <= 10) {
                            // defender is damaged
                            // health - 0-20% of health
                            $health_percent_defender = $defender["health"] * (1 - mt_rand(8, 10) * 0.1);
                            $new_defender_health = $attacker["health"] - $health_percent_defender;
                        }
                        // if
                        // attacker is damaged
                        // health - 80-100% of health
                        $health_percent_attacker = $attacker["health"] * (1 - mt_rand(0, 2) * 0.1);
                        $new_attacker_health = $attacker["health"] - $health_percent_attacker;
                    } else {
                        if ($magnitude == 4) {
                            // 15% chance of receiving damage
                            if ($rand_defenderDamage <= 15) {
                                // defender is damaged
                                // health - 20-40% of health
                                $health_percent_defender = $defender["health"] * (1 - mt_rand(6, 8) * 0.1);
                                $new_defender_health = $attacker["health"] - $health_percent_defender;
                            }
                            // if
                            // attacker is damaged
                            // health - 60-80% of health
                            $health_percent_attacker = $attacker["health"] * (1 - mt_rand(2, 4) * 0.1);
                            $new_attacker_health = $attacker["health"] - $health_percent_attacker;
                        } else {
                            if ($magnitude == 3) {
                                // 20% chance of receiving damage
                                if ($rand_defenderDamage <= 20) {
                                    // defender is damaged
                                    // health - 40-60% of health
                                    $health_percent_defender = $defender["health"] * (1 - mt_rand(4, 6) * 0.1);
                                    $new_defender_health = $attacker["health"] - $health_percent_defender;
                                }
                                // if
                                // attacker is damaged
                                // health - 40-60% of health
                                $health_percent_attacker = $attacker["health"] * (1 - mt_rand(4, 6) * 0.1);
                                $new_attacker_health = $attacker["health"] - $health_percent_attacker;
                            } else {
                                if ($magnitude == 2) {
                                    // 25% chance of receiving damage
                                    if ($rand_defenderDamage <= 25) {
                                        // defender is damaged
                                        // health - 60-80% of health
                                        $health_percent_defender = $defender["health"] * (1 - mt_rand(2, 4) * 0.1);
                                        $new_defender_health = $attacker["health"] - $health_percent_defender;
                                    }
                                    // if
                                    // attacker is damaged
                                    // health - 20-40% of health
                                    $health_percent_attacker = $attacker["health"] * (1 - mt_rand(6, 8) * 0.1);
                                    $new_attacker_health = $attacker["health"] - $health_percent_attacker;
                                } else {
                                    if ($magnitude == 1) {
                                        // 30% chance of receiving damage
                                        if ($rand_defenderDamage <= 30) {
                                            // defender is damaged
                                            // health - 80-100% of health
                                            $health_percent_defender = $defender["health"] * (1 - mt_rand(0, 2) * 0.1);
                                            $new_defender_health = $attacker["health"] - $health_percent_defender;
                                        }
                                        // if
                                        // attacker is damaged
                                        // health - 0-20% of health
                                        $health_percent_attacker = $attacker["health"] * (1 - mt_rand(8, 10) * 0.1);
                                        $new_attacker_health = $attacker["health"] - $health_percent_attacker;
                                    }
                                }
                            }
                        }
                    }
                    // else if
                    // set health
                    setUnitInfo($getPage_connection2, $defender["id"], $defender["continent"], $defender["xpos"], $defender["ypos"], $new_defender_health, $defender["used"], $defender["name"], $defender["type"], $defender["owner"], $defender["level"], $defender["transport"], $defender["created"], $defender["exp"]);
                    setUnitInfo($getPage_connection2, $attacker["id"], $attacker["continent"], $attacker["xpos"], $attacker["ypos"], $new_attacker_health, $attacker["used"], $attacker["name"], $attacker["type"], $attacker["owner"], $attacker["level"], $attacker["transport"], $attacker["created"], $attacker["exp"]);
                } else {
                }
            }
        }
        // else
        $newDefender = getUnitInfoByID($getPage_connection2, $defender["id"]);
        $newAttacker = getUnitInfoByID($getPage_connection2, $attacker["id"]);
        $defeat = "";
        $attackerWins = false;
        $new_used = $newAttacker["used"] + 1;
        // if either party is killed, remove them from map
        if ($newDefender["health"] <= 0 || $newAttacker["health"] <= 0) {
            // defender dies
            if ($newDefender["health"] <= 0) {
                $defeat = "Unit " . $newDefender["name"] . " has been killed in combat!";
                $attackerWins = true;
                if ($newDefender["transport"] >= 1) {
                    $transportInfo = getTransportInfo($getPage_connection2, $newDefender["transport"]);
                    for ($a = 0; $a < count($transportInfo); $a++) {
                        deleteUnitInfo($getPage_connection2, $transportInfo["list"][$a]);
                    }
                    // for
                }
                // if
                deleteUnitInfo($getPage_connection2, $newDefender["id"]);
                // add experience
                $new_exp = 1 + $newAttacker["exp"];
                setUnitInfo($getPage_connection2, $newAttacker["id"], $newAttacker["continent"], $newAttacker["xpos"], $newAttacker["ypos"], $new_attacker_health, $newAttacker["used"], $newAttacker["name"], $newAttacker["type"], $newAttacker["owner"], $newAttacker["level"], $newAttacker["transport"], $newAttacker["created"], $new_exp);
                // if amphibian combat
                if ($amphibian == 1) {
                    $unitInfoTransport = getUnitInfo($getPage_connection2, $_SESSION["action_id"]);
                    $transportInfoTransport = getTransportInfo($getPage_connection2, $unitInfoTransport["transport"]);
                    // set new transport list
                    $new_transport_list = array(0 => 0);
                    $counterB = 0;
                    for ($b = 0; $b < count($transportInfoTransport); $b++) {
                        if ($b != 1) {
                            $new_transport_list[$counterB] = $transportInfoTransport["list"][$b];
                            $counterB++;
                        }
                        // if
                    }
                    // for
                    setTransportInfo($getPage_connection2, $unitInfoTransport["transport"], $new_transport_list);
                }
                // if
                setUnitInfo($getPage_connection2, $_SESSION["action_id"], $_SESSION["new_continent"], $_SESSION["new_xpos"], $_SESSION["new_ypos"], $newAttacker["health"], $new_used, $newAttacker["name"], $newAttacker["type"], $newAttacker["owner"], $newAttacker["level"], $newAttacker["transport"], $newAttacker["created"], $newAttacker["exp"]);
            }
            // if
            // attacker dies
            if ($newAttacker["health"] <= 0) {
                $defeat = "Unit " . $newAttacker["name"] . " has been killed in combat!";
                $attackerWins = false;
                if ($newAttacker["transport"] >= 1) {
                    $transportInfo = getTransportInfo($getPage_connection2, $newAttacker["transport"]);
                    for ($a = 0; $a < count($transportInfo); $a++) {
                        deleteUnitInfo($getPage_connection2, $transportInfo["list"][$a]);
                    }
                    // for
                }
                // if
                deleteUnitInfo($getPage_connection2, $newAttacker["id"]);
                // add experience
                $new_exp = 1 + $newDefender["exp"];
                setUnitInfo($getPage_connection2, $newDefender["id"], $newDefender["continent"], $newDefender["xpos"], $newDefender["ypos"], $new_attacker_health, $newDefender["used"], $newDefender["name"], $newDefender["type"], $newDefender["owner"], $newDefender["level"], $newDefender["transport"], $newDefender["created"], $new_exp);
            }
            // if
            // otherwise bounce!
        }
        // if
        $attackerNationInfo = getNationInfo($getPage_connection2, $newAttacker["owner"]);
        $defenderNationInfo = getNationInfo($getPage_connection2, $newDefender["owner"]);
        $br1 = "<br />";
        $enteredInto = "Unit " . $newAttacker["name"] . " of " . $attackerNationInfo["name"] . " has entered into combat with unit " . $newDefender["name"] . " of " . $defenderNationInfo["name"] . " !";
        $suffering = "Unit " . $newAttacker["name"] . " has suffered " . $health_percent_attacker . " damage.  Unit " . $newDefender["name"] . " has suffered " . $health_percent_defender . " damage!";
        $_SESSION["success_message"] = $enteredInto . $br1 . $suffering . $br1 . $defeat;
        $log_message = $enteredInto . "  " . $suffering . "  " . $defeat;
        $new_date = date("Y-m-d H:i:s");
        addCombatLogInfo($getPage_connection2, $new_date, $log_message, $attackerNationInfo["id"], $defenderNationInfo["id"]);
    }
    // if
}
Esempio n. 2
0
function transportUnit($getPage_connection2)
{
    $validTransport = false;
    if ($_SESSION["action_id"] >= 1) {
        $unitInfoW = getUnitInfoByID($getPage_connection2, $_SESSION["action_id"]);
        // is it a valid entity?
        if ($unitInfoW["continent"] == $_SESSION["continent_id"] && $unitInfoW["xpos"] == $_SESSION["xpos"] && $unitInfoW["ypos"] == $_SESSION["ypos"]) {
            // is it owned by current player?
            if ($unitInfoW["owner"] == $_SESSION["nation_id"]) {
                $unitTypeInfoW = getUnitTypeInfo($getPage_connection2, $unitInfoW["type"]);
                // does unit have movement left?
                if ($unitInfoW["used"] < $unitTypeInfoW["movement"]) {
                    $tileInfoW = getTileInfo($getPage_connection2, $_SESSION["new_continent"], $_SESSION["new_xpos"], $_SESSION["new_ypos"]);
                    // land
                    if ($unitTypeInfoW["water"] == 0) {
                        // only water is applicable
                        if ($tileInfoW["terrain"] == 2) {
                            if ($_SESSION["new_continent"] == $_SESSION["continent_id"] && ($_SESSION["new_xpos"] >= $_SESSION["xpos"] - 1 && $_SESSION["new_xpos"] <= $_SESSION["xpos"] + 1) && ($_SESSION["new_ypos"] >= $_SESSION["ypos"] - 1 && $_SESSION["new_ypos"] <= $_SESSION["ypos"] + 1)) {
                                $validTransport = true;
                            }
                            // if
                        }
                        // if
                        // water units can't transport other water units!
                    } else {
                        $validTransport = false;
                    }
                    // else
                    // transport is valid, move on to processing
                    if ($validTransport === true) {
                        $unitInfoC = getUnitInfo($getPage_connection2, $_SESSION["new_continent"], $_SESSION["new_xpos"], $_SESSION["new_ypos"]);
                        // if friendly unit is found on destination tile, current unit does not move
                        if ($unitInfoC["id"] >= 1) {
                            // if transport is owned by player proceed
                            if ($unitInfoC["owner"] == $_SESSION["nation_id"]) {
                                $transportInfoC = getTransportInfo($getPage_connection2, $unitInfoC["transport"]);
                                if ($transportInfoC["id"] >= 1) {
                                    if (count($transportInfoC["list"]) < 5) {
                                        $new_index = count($transportInfoC) + 1;
                                        $transportInfoC["list"][$new_index] = $_SESSION["action_id"];
                                        setTransportInfo($getPage_connection2, $unitInfoC["transport"], $transportInfoC["list"]);
                                        $new_used = $unitInfoW["used"] + 1;
                                        $_SESSION["success_message"] = "Player's unit " . $unitInfoW["name"] . " has been transported successfully!";
                                        setUnitInfo($getPage_connection2, $_SESSION["action_id"], $_SESSION["new_continent"], -1, -1, $unitInfoW["health"], $new_used, $unitInfoW["name"], $unitInfoW["type"], $unitInfoW["owner"], $unitInfoW["level"], $unitInfoW["transport"], $unitInfoW["created"], $unitInfoW["exp"]);
                                    } else {
                                        $_SESSION["warning_message"] = "Cannot complete action: transport is at full capacity.";
                                    }
                                    // else
                                } else {
                                    $_SESSION["warning_message"] = "Cannot complete action: transport is invalid.";
                                }
                                // else
                            } else {
                                $_SESSION["warning_message"] = "Cannot complete action: transport not owned by player.";
                            }
                            // else
                        } else {
                            $_SESSION["warning_message"] = "Cannot complete action: unit cannot move to specified tile.";
                        }
                        // else
                    } else {
                        $_SESSION["warning_message"] = "Cannot complete action: unit cannot move to specified tile.";
                    }
                    // else
                } else {
                    $_SESSION["warning_message"] = "Cannot complete action: unit does not have enough movement.";
                }
                // else
            } else {
                $_SESSION["warning_message"] = "Cannot complete action: unit is not owned by current player.";
            }
            // else
        } else {
            $_SESSION["warning_message"] = "Cannot complete action: unit is not valid.";
        }
        // else
    } else {
        $_SESSION["warning_message"] = "Cannot complete action: unit is not valid.";
    }
    // else
}