public static function attack_target_ship($victim_id, $attacker_id) { global $db_prefix; global $ewd_maxhullsize; global $sector_max; global $bounty_ratio; global $bounty_minturns; global $bounty_maxvalue; global $level_factor; global $torp_dmg_rate; global $rating_combat_factor; global $upgrade_cost; global $upgrade_factor; $sql_manager = new manage_table(); $player_manager = new manage_player(); $manage_log = new manage_log(); ############################################################################################### ### ### ### LAUNCHING ATTACK LAUNCHING ATTACK LAUNCHING ATTACK LAUNCHING ATTACK LAUNCHING ATTACK ### ### ### ############################################################################################### $tables_to_lock_array = array('xenobe', 'sector_defence', 'ships', 'universe', 'bounty', 'planets', 'news', 'movement_log', 'logs', 'ibank_accounts', 'languages', 'zones', 'player_logs', 'security_logs'); if ($sql_manager->lock_table($tables_to_lock_array)) { $victim_id = $this->stripnum($victim_id); $attacker_id = $this->stripnum($attacker_id); /* Get Player Data */ $target_data = $sql_manager->playerinfo($victim_id, ""); $attacker_data = $sql_manager->playerinfo($attacker_id, ""); $playerscore = $player_manager->generate_score($attacker_id); $targetscore = $player_manager->generate_score($victim_id); $playerscore = $playerscore * $playerscore; $targetscore = $targetscore * $targetscore; $zone_information = $sql_manager->zone_information($target_data['sector'], 'allow_attack'); # stage 1 - check both are in the same sector if ($target_data['sector'] != $attacker_data['sector'] || $target_data['on_planet'] == "Y") { echo "Target not in the sector, or the target is on a planet. You sir have failed.<br/>"; # Security Log # $manage_log->security_log($attacker_data['ship_id'], 23, $attacker_data['ship_id'], $target_data['ship_id']); } else { if ($attacker_data['turns'] < 1) { echo "You have no turns to attack with. You sir have failed.<br/>"; $manage_log->security_log($attacker_data['ship_id'], 24, $attacker_data['ship_id'], $target_data['ship_id'], $attacker_data['turns']); } else { if ($attacker_data['team'] == $target_data['team'] and $target_data['team'] > 0) { echo "Oi, trying to attack your friends, shame on you... SHAME ON YOU!<br/>"; $manage_log->security_log($attacker_data['ship_id'], 25, $attacker_data['ship_id'], $target_data['ship_id']); } else { if ($zone_information['allow_attack'] == "N") { echo "This zone doesnt allow attacking. You sir have failed.<br/>"; $manage_log->security_log($attacker_data['ship_id'], 26, $attacker_data['ship_id'], $target_data['ship_id']); } else { if (isset($_SESSION['in_combat']) && $_SESSION['in_combat'] === true) { echo "Whoooops, your allready attacking this ship! Refresh much? Admin has been notified.<br/>"; ## LOG THIS MULTI ATTACK ## $manage_log->security_log($attacker_data['ship_id'], 27, $attacker_data['ship_id'], $target_data['ship_id']); } else { $manage_log->security_log($attacker_data['ship_id'], 28, $attacker_data['ship_id'], $target_data['ship_id']); /* WE CAN ATTACK ... NO GOING BACK NOW JIM!!!*/ if (preg_match("/(\\@xenobe)\$/", $target_data['email']) === 0) { /*xenobe. we dont want to be blocking the scheduler again*/ } else { $_SESSION['in_combat'] = (bool) true; } // Set In Combat Flag $success = (10 - $target_data['cloak'] + $attacker_data['sensors']) * 5; if ($success < 5) { $success = 5; } if ($success > 95) { $success = 95; } $flee = (10 - $target_data['engines'] + $attacker_data['engines']) * 5; if ($target_data['beams'] == $attacker_data['beams'] and $target_data['power'] == $attacker_data['power']) { /*Black holes open when 2 equally matched beams are fired directly at each other with the same power amplilification*/ $roll3 = mt_rand(1, 10000); /* chance of Accidently creating a black hole!*/ /*to not ruin the game, there is a 0.04% chance of a black hole appearing. and then the 2 ships have to be matched in size*/ } else { $roll3 = 1; } $roll = mt_rand(1, 100); $roll2 = mt_rand(1, 100); if ($flee < $roll2) { echo "Oh no they out manouvered you! UPGRADE THOSE ENGINES! <br/>"; $attacker_data['turns'] = $attacker_data['turns'] - 1; $attacker_data['turns_used'] = $attacker_data['turns_used'] + 1; $updated_stats = array('turns' => $attacker_data['turns'], 'turns_used' => $attacker_data['turns_used']); $sql_manager->updatePlayer($attacker_data['ship_id'], "ships", $updated_stats); $manage_log->player_log($target_data['ship_id'], 4, $attacker_data['ship_id'], '', '', '', "<font color='#FF0000'>High Priority</font>", '<b><font color="#FF0000">Warning</font></b>'); } elseif ($roll > $success) { // If scanning failed, inform the target echo "Oops you where unable to lock target on the enemy ship, UPGRADE THOSE SENSORS!!!!?!<br/>"; $attacker_data['turns'] = $attacker_data['turns'] - 1; $attacker_data['turns_used'] = $attacker_data['turns_used'] + 1; $updated_stats = array('turns' => $attacker_data['turns'], 'turns_used' => $attacker_data['turns_used']); $sql_manager->updatePlayer($attacker_data['ship_id'], "ships", $updated_stats); $manage_log->player_log($target_data['ship_id'], 9, $attacker_data['ship_id'], '', '', '', "<font color='#FF0000'>High Priority</font>", '<b><font color="#FF0000">Warning</font></b>'); } else { $shipavg = $this->ship_average_tech($target_data, "ship"); if ($shipavg > $ewd_maxhullsize) { $chance = ($shipavg - $ewd_maxhullsize) * 10; } else { $chance = 0; } $random_value = mt_rand(1, 100); if ($roll3 > 9996) { $manage_log->security_log($attacker_data['ship_id'], 29, $attacker_data['ship_id'], $target_data['ship_id']); /*A black hole was accidently created*/ echo "Uuuuuuuuuuuhhhhhhhh oooooohhhhhhh shsssshshshshhhhhhiiiiiii............bbbbbblllllllaaaaaccccccckkkkkkkkk kk kk kk kk kk h h h o<br/>"; $attacker_data['turns'] = $attacker_data['turns'] - 1; $attacker_data['turns_used'] = $attacker_data['turns_used'] + 1; $updated_stats = array('turns' => $attacker_data['turns'], 'turns_used' => $attacker_data['turns_used']); $sql_manager->updatePlayer($attacker_data['ship_id'], "ships", $updated_stats); # both ships suffer damage if they have EWD, otherwise both ships destroyed # if ($target_data['dev_emerwarp'] > 0) { $dest_sector = mt_rand(1, $sector_max - 1); $target_data['dev_emerwarp'] = $target_data['dev_emerwarp'] - 1; $updated_stats = array('sector' => $dest_sector, 'dev_emerwarp' => $target_data['dev_emerwarp'], 'cleared_defences' => ' '); $sql_manager->updatePlayer($target_data['ship_id'], "ships", $updated_stats); $manage_log->player_log($target_data['ship_id'], 25, '', '', '', '', "<font color='#FF0000'>High Priority</font>", '<b><font color="#FF0000">Warning</font></b>'); } else { # SHIP DESTROYED # /*Escape pods are useless....*/ $sql_manager->reset_ship($target_data['ship_id']); $sql_manager->kill_ship($target_data['ship_id']); $sql_manager->update_player_ship_deaths($target_data['ship_id']); $manage_log->player_log($target_data['ship_id'], 24, '', '', '', '', "<font color='#FF0000'><b>Extreme Priority</b></font>", '<b><font color="#FF0000">Warning</font></b>'); } if ($attacker_data['dev_emerwarp'] > 0) { $dest_sector = mt_rand(1, $sector_max - 1); $rating_change = round($attacker_data['rating'] * 0.1); $attacker_data['dev_emerwarp'] = $attacker_data['dev_emerwarp'] - 1; $attacker_data['turns'] = $attacker_data['turns'] - 1; $attacker_data['turns_used'] = $attacker_data['turns_used'] + 1; $updated_stats = array('sector' => $dest_sector, 'dev_emerwarp' => $attacker_data['dev_emerwarp'], 'cleared_defences' => ' ', 'turns' => $attacker_data['turns'], 'turns_used' => $attacker_data['turns_used'], 'rating' => $rating_change); $sql_manager->updatePlayer($attacker_data['ship_id'], "ships", $updated_stats); $manage_log->player_log($attacker_data['ship_id'], 25, '', '', '', '', "<font color='#FF0000'>High Priority</font>", '<b><font color="#FF0000">Warning</font></b>'); } else { # SHIP DESTROYED # /*Escape pods are useless....*/ $sql_manager->reset_ship($attacker_data['ship_id']); $sql_manager->kill_ship($attacker_data['ship_id']); $sql_manager->update_player_ship_deaths($attacker_data['ship_id']); $manage_log->player_log($attacker_data['ship_id'], 24, '', '', '', '', "<font color='#FF0000'><b>Extreme Priority</b></font>", '<b><font color="#FF0000">Warning</font></b>'); } } else { if ($target_data['dev_emerwarp'] > 0 && $random_value > $chance) { /*They did it, they hit the EWD just in time*/ echo "they hit the EWD.... we missed them ... now to take your anger out on your weapons officer.....<br/>"; $rating_change = round($attacker_data['rating'] * 0.1); $dest_sector = mt_rand(1, $sector_max - 1); $attacker_data['turns'] = $attacker_data['turns'] - 1; $attacker_data['turns_used'] = $attacker_data['turns_used'] + 1; $updated_stats = array('turns' => $attacker_data['turns'], 'turns_used' => $attacker_data['turns_used'], 'rating' => $rating_change); $sql_manager->updatePlayer($attacker_data['ship_id'], "ships", $updated_stats); /*Move the ship that hit the EWD*/ $target_data['dev_emerwarp'] = $target_data['dev_emerwarp'] - 1; $updated_stats = array('sector' => $dest_sector, 'dev_emerwarp' => $target_data['dev_emerwarp'], 'cleared_defences' => ' '); $sql_manager->updatePlayer($target_data['ship_id'], "ships", $updated_stats); $manage_log->player_log($target_data['ship_id'], 6, $attacker_data['ship_id'], '', '', '', "<font color='#FF0000'>High Priority</font>", '<b><font color="#FF0000">Warning</font></b>'); } else { /*Go forth and attack*/ if (($targetscore / $playerscore < $bounty_ratio || $target_data['turns_used'] < $bounty_minturns) && preg_match("/(\\@xenobe)\$/", $target_data['email']) === 0) { $btyamount = 0; $hasbounty = $sql_manager->get_bounty($target_data['ship_id'], 0); if ($hasbounty['btytotal'] > 0) { $btyamount = $hasbounty['btytotal']; } if ($btyamount <= 0) { $bounty = round($playerscore * $bounty_maxvalue); $sql_manager->create_bounty($attacker_data['ship_id'], 0, $bounty); # LOG BOUNTY ON PLAYER # echo "The Federation does not approve of you attacking a smaller ship. Your now barred from all shipyards until you pay your fine.<br/>"; $manage_log->player_log($attacker_data['ship_id'], 26, $target_data['ship_id'], $bounty, '', '', "<font color='#E9AB17'>Medium Priority</font>", '<b><font color="#FF0000">Warning</font></b>'); } } if ($target_data['dev_emerwarp'] > 0) { $manage_log->player_log($target_data['ship_id'], 7, $attacker_data['ship_id'], '', '', '', "<font color='#FF0000'>High Priority</font>", '<b><font color="#FF0000">Warning</font></b>'); } ############################## ############################## ## ## ## SETTING UP ATTACK DATA ## ## ## ############################## ############################## $targetenergy = $target_data['ship_energy']; $playerenergy = $attacker_data['ship_energy']; // I added these two so we can have a value for debugging and reporting totals // If we use the variables in calcs below, change the display of stats too $targetbeams = $this->number_beams($target_data['beams']); if ($targetbeams > $target_data['ship_energy']) { $targetbeams = $target_data['ship_energy']; } $target_data['ship_energy'] = $target_data['ship_energy'] - $targetbeams; // Why dont we set targetinfo[ship_energy] to a variable instead? $playerbeams = $this->number_beams($attacker_data['beams']); if ($playerbeams > $attacker_data['ship_energy']) { $playerbeams = $attacker_data['ship_energy']; } $attacker_data['ship_energy'] = $attacker_data['ship_energy'] - $playerbeams; $playershields = $this->number_shields($attacker_data['shields']); if ($playershields > $attacker_data['ship_energy']) { $playershields = $attacker_data['ship_energy']; } $attacker_data['ship_energy'] = $attacker_data['ship_energy'] - $playershields; $targetshields = $this->number_shields($target_data['shields']); if ($targetshields > $target_data['ship_energy']) { $targetshields = $target_data['ship_energy']; } $target_data['ship_energy'] = $target_data['ship_energy'] - $targetshields; $playertorpnum = round(pow($level_factor, $attacker_data['torp_launchers'])) * 10; if ($playertorpnum > $attacker_data['torps']) { $playertorpnum = $attacker_data['torps']; } $targettorpnum = round(pow($level_factor, $target_data['torp_launchers'])) * 10; if ($targettorpnum > $target_data['torps']) { $targettorpnum = $target_data['torps']; } $playertorpdmg = $torp_dmg_rate * $playertorpnum; $targettorpdmg = $torp_dmg_rate * $targettorpnum; $playerarmor = $attacker_data['armor_pts']; $targetarmor = $target_data['armor_pts']; $playerfighters = $attacker_data['ship_fighters']; $targetfighters = $target_data['ship_fighters']; $targetdestroyed = 0; $playerdestroyed = 0; echo "You are currently attacking " . $target_data['character_name'] . " aboard " . $target_data['ship_name'] . ":<br/>"; $bcs_info = null; $bcs_info[] = array("Beams (lvl)", $playerbeams . " <span class=\"table_word_faded\">(" . $attacker_data['beams'] . ")</span>", $targetbeams . " <span class=\"table_word_faded\">(" . $target_data['beams'] . ")</span>"); $bcs_info[] = array("Shields (lvl)", $playershields . " <span class=\"table_word_faded\">(" . $attacker_data['shields'] . ")</span>", $targetshields . " <span class=\"table_word_faded\">(" . $target_data['shields'] . ")</span>"); $bcs_info[] = array("Energy (Start)", $attacker_data['ship_energy'] . " <span class=\"table_word_faded\">(" . $playerenergy . ")</span>", $target_data['ship_energy'] . " <span class=\"table_word_faded\">(" . $targetenergy . ")</span>"); $bcs_info[] = array("Torps (lvl)", $playertorpnum . " <span class=\"table_word_faded\">(" . $attacker_data['torp_launchers'] . ")</span>", $targettorpnum . " <span class=\"table_word_faded\">(" . $target_data['torp_launchers'] . ")</span>"); $bcs_info[] = array("TorpDmg", $playertorpdmg, $targettorpdmg); $bcs_info[] = array("Fighters", $playerfighters, $targetfighters); $bcs_info[] = array("Armor (lvl)", $playerarmor . " <span class=\"table_word_faded\">(" . $attacker_data['armor'] . ")</span>", $targetarmor . " <span class=\"table_word_faded\">(" . $target_data['beams'] . ")</span>"); $bcs_info[] = array("Escape Pod", $attacker_data['dev_escapepod'], $target_data['dev_escapepod']); /* Build table */ ?> <div class="general-table-container"> <?php echo "<table><tbody>"; echo "<tr>"; echo "<td>Stats</td>"; echo "<td>You [<span class=\"table_word_blue\">" . $attacker_data['character_name'] . "</span>]</td>"; echo "<td>Target [<span class=\"table_word_orange\">" . $target_data['character_name'] . "</span>]</td>"; echo "</tr>"; for ($bcs_index = 0; $bcs_index < count($bcs_info); $bcs_index++) { echo " <tr>"; echo " <td>" . $bcs_info[$bcs_index][0] . "</td>"; echo " <td>" . $bcs_info[$bcs_index][1] . "</td>"; echo " <td>" . $bcs_info[$bcs_index][2] . "</td>"; echo " </tr>"; } echo "</tbody></table>"; echo "<table><tbody>"; echo "<tr>"; echo "<td colspan=\"2\">Target Locked</td>"; echo "</tr>"; echo "<tr><td class=\"ship-attack-title\">Firing Beams</td>"; echo "<td>"; $bcs_stats_info = false; if ($targetfighters > 0 && $playerbeams > 0) { $bcs_stats_info = true; if ($playerbeams > round($targetfighters / 2)) { $temp = round($targetfighters / 2); $lost = $targetfighters - $temp; //Maybe we should report on how many beams fired , etc for comparision/bugtracking echo $target_data['character_name'] . " lost " . $lost . " fighters<br/>"; $targetfighters = $temp; $playerbeams = $playerbeams - $lost; } else { $targetfighters = $targetfighters - $playerbeams; echo $target_data['character_name'] . " lost " . $playerbeams . " fighters<br/>"; $playerbeams = 0; } } if ($playerfighters > 0 && $targetbeams > 0) { $bcs_stats_info = true; if ($targetbeams > round($playerfighters / 2)) { $temp = round($playerfighters / 2); $lost = $playerfighters - $temp; echo "You lost " . $lost . " fighters<br>"; $playerfighters = $temp; $targetbeams = $targetbeams - $lost; } else { $playerfighters = $playerfighters - $targetbeams; echo "You lost " . $targetbeams . " fighters<br>"; $targetbeams = 0; } } if ($playerbeams > 0) { $bcs_stats_info = true; if ($playerbeams > $targetshields) { $playerbeams = $playerbeams - $targetshields; $targetshields = 0; echo $target_data['character_name'] . "'s shields are down!<br>"; } else { echo $target_data['character_name'] . "'s shields are hit for " . $playerbeams . " damage.<br>"; $targetshields = $targetshields - $playerbeams; $playerbeams = 0; } } if ($targetbeams > 0) { $bcs_stats_info = true; if ($targetbeams > $playershields) { $targetbeams = $targetbeams - $playershields; $playershields = 0; echo "Your shields are down!<br/>"; } else { echo "Your shields are hit for " . $targetbeams . " damage.<br/>"; $playershields = $playershields - $targetbeams; $targetbeams = 0; } } if ($playerbeams > 0) { $bcs_stats_info = true; if ($playerbeams > $targetarmor) { $targetarmor = 0; echo $target_data['character_name'] . "'s armor breached!<br/>"; } else { $targetarmor = $targetarmor - $playerbeams; echo $target_data['character_name'] . "'s armor is hit for " . $playerbeams . " damage.<br/>"; } } if ($targetbeams > 0) { $bcs_stats_info = true; if ($targetbeams > $playerarmor) { $playerarmor = 0; echo "Your armor has been breached!" . "<br/>"; } else { $playerarmor = $playerarmor - $targetbeams; echo "Your armor is hit for {$targetbeams} damage.<br>"; } } if ($bcs_stats_info == false) { echo "No information available.<br>"; } echo " </td></tr>"; echo "<tr><td class=\"ship-attack-title\">Launching Torpedos</td>"; echo "<td>"; $bcs_stats_info = false; if ($targetfighters > 0 && $playertorpdmg > 0) { $bcs_stats_info = true; if ($playertorpdmg > round($targetfighters / 2)) { $temp = round($targetfighters / 2); $lost = $targetfighters - $temp; echo $target_data['character_name'] . " lost " . $lost . " fighters<br/>"; $targetfighters = $temp; $playertorpdmg = $playertorpdmg - $lost; } else { $targetfighters = $targetfighters - $playertorpdmg; echo $target_data['character_name'] . " lost " . $playertorpdmg . " fighters<br/>"; $playertorpdmg = 0; } } if ($playerfighters > 0 && $targettorpdmg > 0) { $bcs_stats_info = true; if ($targettorpdmg > round($playerfighters / 2)) { $temp = round($playerfighters / 2); $lost = $playerfighters - $temp; echo "You lost " . $lost . " fighters<br/>"; echo "{$temp} - {$playerfighters} - {$targettorpdmg}"; $playerfighters = $temp; $targettorpdmg = $targettorpdmg - $lost; } else { $playerfighters = $playerfighters - $targettorpdmg; echo "You lost " . $targettorpdmg . " fighters<br/>"; $targettorpdmg = 0; } } if ($playertorpdmg > 0) { $bcs_stats_info = true; if ($playertorpdmg > $targetarmor) { $targetarmor = 0; echo $target_data['character_name'] . "'s armor breached!<br/>"; } else { $targetarmor = $targetarmor - $playertorpdmg; echo $target_data['character_name'] . "'s armor is hit for " . $playertorpdmg . " damage.<br/>"; } } if ($targettorpdmg > 0) { $bcs_stats_info = true; if ($targettorpdmg > $playerarmor) { $playerarmor = 0; echo "Your armor has been breached!" . "<br/>"; } else { $playerarmor = $playerarmor - $targettorpdmg; echo "Your armor is hit for " . $targettorpdmg . " damage.<br/>"; } } if ($bcs_stats_info == false) { echo "No information available.<br>"; } echo "</tr></td>"; echo "<tr><td class=\"ship-attack-title\">Fighter have been launched</td>"; echo "<td>"; $bcs_stats_info = false; if ($playerfighters > 0 && $targetfighters > 0) { $bcs_stats_info = true; if ($playerfighters > $targetfighters) { echo $target_data['character_name'] . " Lost all their fighters<br/>"; $temptargfighters = 0; } else { echo $target_data['character_name'] . " lost " . $playerfighters . " fighters.<br/>"; $temptargfighters = $targetfighters - $playerfighters; } if ($targetfighters > $playerfighters) { echo "You lost all fighters.<br/>"; $tempplayfighters = 0; } else { echo "You lost " . $targetfighters . " fighters.<br/>"; $tempplayfighters = $playerfighters - $targetfighters; } $playerfighters = $tempplayfighters; $targetfighters = $temptargfighters; } if ($playerfighters > 0) { $bcs_stats_info = true; if ($playerfighters > $targetarmor) { $targetarmor = 0; echo $target_data['character_name'] . "'s armor breached!<br/>"; } else { $targetarmor = $targetarmor - $playerfighters; echo $target_data['character_name'] . "'s armor is hit for " . $playerfighters . " damage.<br/>"; } } if ($targetfighters > 0) { $bcs_stats_info = true; if ($targetfighters > $playerarmor) { $playerarmor = 0; echo "Your armor has been breached!" . "<br/>"; } else { $playerarmor = $playerarmor - $targetfighters; echo "Your armor is hit for " . $targetfighters . " damage.<br/>"; } } if ($bcs_stats_info == false) { echo "No information available.<br>"; } echo " </td></tr></tbody></table>"; echo "<table><tbody><tr><td>Results</td></tr><tr><td>"; if ($targetarmor < 1) { ###################################### ### ### ## ## ## ENEMY DESTROYED ## ## ## ### ### ###################################### echo $target_data['character_name'] . "'s ship has been destroyed.<br/>"; if ($target_data['dev_escapepod'] == "Y") { #LOG ATTACK LOOSE ESCAPE $rating = round($target_data['rating'] / 2); echo "Escape pod was launch detected! <span class=\"table_word_blue\">You destroyed their ship but they got away in their Escape Pod</span><br/>"; $sql_manager->reset_ship($target_data['ship_id']); $sql_manager->update_player_ship_deaths($target_data['ship_id']); $sql_manager->update_player_ship_kills($attacker_data['ship_id']); $sql_manager->collect_bounty($attacker_data['ship_id'], $target_data['ship_id']); /*Reload credits just in case user collected a bounty*/ $current_credits = $sql_manager->check_credits($attacker_data['ship_id']); $attacker_data['credits'] = $current_credits['credits']; $manage_log->player_log($target_data['ship_id'], 10, $attacker_data['ship_id'], 'Y', '', '', "<font color='#FF0000'><b>Extreme Priority</b></font>", '<b><font color="#FF0000">Warning</font></b>'); } else { # LOG ATTACK # $sql_manager->reset_ship($target_data['ship_id']); $sql_manager->kill_ship($target_data['ship_id']); $sql_manager->update_player_ship_deaths($target_data['ship_id']); $sql_manager->update_player_ship_kills($attacker_data['ship_id']); $sql_manager->collect_bounty($attacker_data['ship_id'], $target_data['ship_id']); $current_credits = $sql_manager->check_credits($attacker_data['ship_id']); $attacker_data['credits'] = $current_credits['credits']; $manage_log->player_log($target_data['ship_id'], 10, $attacker_data['ship_id'], 'N', '', '', "<font color='#FF0000'><b>Extreme Priority</b></font>", '<b><font color="#FF0000">Warning</font></b>'); } if ($playerarmor > 0) { ###################################### ### ### ## ## ## YOU SURVIVED ## ## ## ### ### ###################################### $rating_change = round($target_data['rating'] * $rating_combat_factor); // Updating to always get a positive rating increase for xenobe and the credits they are carrying $salv_credits = 0; // Double Death Attack Bug Fix - Returns 0 for real players, 1 for Xenobe players if (preg_match("/(\\@xenobe)\$/", $target_data['email']) !== 0) { $sql_manager->disable_xenobe($target_data['email']); if ($rating_change > 0) { $rating_change = 0 - $rating_change; $manage_log->player_log($target_data['ship_id'], 10, $attacker_data['ship_id'], 'N', '', '', "<font color='#FF0000'><b>Extreme Priority</b></font>", '<b><font color="#FF0000">Warning</font></b>'); $salv_credits = $target_data['credits']; # BUG FIX copy the credits before killing ship*/ $sql_manager->reset_ship($target_data['ship_id']); $sql_manager->kill_ship($target_data['ship_id']); $sql_manager->collect_bounty($attacker_data['ship_id'], $target_data['ship_id']); $current_credits = $sql_manager->check_credits($attacker_data['ship_id']); $attacker_data['credits'] = $current_credits['credits']; } else { $salv_credits = $target_data['credits']; } } $salvage_percentage = mt_rand(1, 10); $free_ore = round($target_data['ship_ore'] / $salvage_percentage); $free_organics = round($target_data['ship_organics'] / $salvage_percentage); $free_goods = round($target_data['ship_goods'] / $salvage_percentage); $free_holds = $this->number_holds($attacker_data['hull']) - $attacker_data['ship_ore'] - $attacker_data['ship_organics'] - $attacker_data['ship_goods'] - $attacker_data['ship_colonists']; if ($free_holds > $free_goods) { $salv_goods = $free_goods; $free_holds = $free_holds - $free_goods; } elseif ($free_holds > 0) { $salv_goods = $free_holds; $free_holds = 0; } else { $salv_goods = 0; } if ($free_holds > $free_ore) { $salv_ore = $free_ore; $free_holds = $free_holds - $free_ore; } elseif ($free_holds > 0) { $salv_ore = $free_holds; $free_holds = 0; } else { $salv_ore = 0; } if ($free_holds > $free_organics) { $salv_organics = $free_organics; $free_holds = $free_holds - $free_organics; } elseif ($free_holds > 0) { $salv_organics = $free_holds; $free_holds = 0; } else { $salv_organics = 0; } $ship_value = $upgrade_cost * (round(pow($upgrade_factor, $target_data['hull'])) + round(pow($upgrade_factor, $target_data['engines'])) + round(pow($upgrade_factor, $target_data['power'])) + round(pow($upgrade_factor, $target_data['computer'])) + round(pow($upgrade_factor, $target_data['sensors'])) + round(pow($upgrade_factor, $target_data['beams'])) + round(pow($upgrade_factor, $target_data['torp_launchers'])) + round(pow($upgrade_factor, $target_data['shields'])) + round(pow($upgrade_factor, $target_data['armor'])) + round(pow($upgrade_factor, $target_data['cloak']))); $ship_salvage_rate = mt_rand(10, 20); $ship_salvage = $ship_value * $ship_salvage_rate / 100 + $salv_credits; // Added credits for xenobe - 0 if normal player echo "You salvaged <span class=\"table_word_green\">" . $salv_ore . "</span> units of ore,<span class=\"table_word_green\"> " . $salv_organics . "</span> units of organics, <span class=\"table_word_green\">" . $salv_goods . "</span> units of goods, and salvaged <span class=\"table_word_yellow\">" . $ship_salvage_rate . "</span>% of the ship for <span class=\"table_word_yellow\">" . $ship_salvage . "</span> credits.<br/>Your rating changed by " . NUMBER(abs($rating_change)) . " points.<br/>"; $armor_lost = $attacker_data['armor_pts'] - $playerarmor; $fighters_lost = $attacker_data['ship_fighters'] - $playerfighters; $attacker_data['ship_ore'] = $attacker_data['ship_ore'] + $salv_ore; $attacker_data['ship_organics'] = $attacker_data['ship_organics'] + $salv_organics; $attacker_data['ship_goods'] = $attacker_data['ship_goods'] + $salv_goods; $attacker_data['credits'] = $attacker_data['credits'] + $ship_salvage; $attacker_data['ship_energy'] = $attacker_data['ship_energy']; $attacker_data['ship_fighters'] = $attacker_data['ship_fighters'] - $fighters_lost; $attacker_data['armor_pts'] = $attacker_data['armor_pts'] - $armor_lost; $attacker_data['torps'] = $attacker_data['torps'] - $playertorpnum; $attacker_data['turns'] = $attacker_data['turns'] - 1; $attacker_data['turns_used'] = $attacker_data['turns_used'] + 1; $attacker_data['rating'] = $attacker_data['rating'] - $rating_change; $updated_stats = array('rating' => $attacker_data['rating'], 'turns_used' => $attacker_data['turns_used'], 'turns' => $attacker_data['turns'], 'torps' => $attacker_data['torps'], 'armor_pts' => $attacker_data['armor_pts'], 'ship_fighters' => $attacker_data['ship_fighters'], 'ship_energy' => $attacker_data['ship_energy'], 'ship_ore' => $attacker_data['ship_ore'], 'ship_organics' => $attacker_data['ship_organics'], 'ship_goods' => $attacker_data['ship_goods'], 'credits' => $attacker_data['credits']); $sql_manager->updatePlayer($attacker_data['ship_id'], "ships", $updated_stats); echo "You lost <span class=\"table_word_red\">" . $armor_lost . "</span> Armour, <span class=\"table_word_red\">" . $fighters_lost . "</span> Fighters, and used <span class=\"table_word_red\">" . $playertorpnum . "</span> Torpedoes.<br/>"; } } else { ###################################### ### ### ## ## ## ENEMY SURVIVED ## ## ## ### ### ###################################### echo "You did not destory " . $target_data['character_name'] . "'s ship.<br>"; $rating_change = round($target_data['rating'] * 0.1); $armor_lost = $target_data['armor_pts'] - $targetarmor; $fighters_lost = $target_data['ship_fighters'] - $targetfighters; $energy = $target_data['ship_energy']; $manage_log->player_log($target_data['ship_id'], 27, $attacker_data['ship_id'], $armor_lost, $fighters_lost, '', "<font color='#FF0000'><b>Extreme Priority</b></font>", '<b><font color="#FF0000">Warning</font></b>'); $target_data['ship_energy'] = $target_data['ship_energy']; $target_data['ship_fighters'] = $target_data['ship_fighters'] - $fighters_lost; $target_data['armor_pts'] = $target_data['armor_pts'] - $armor_lost; $target_data['torps'] = $target_data['torps'] - $targettorpnum; $updated_stats = array('ship_energy' => $target_data['ship_energy'], 'ship_fighters' => $target_data['ship_fighters'], 'armor_pts' => $target_data['armor_pts'], 'torps' => $target_data['torps']); $sql_manager->updatePlayer($target_data['ship_id'], "ships", $updated_stats); $armor_lost = $attacker_data['armor_pts'] - $playerarmor; $fighters_lost = $attacker_data['ship_fighters'] - $playerfighters; $energy = $attacker_data['ship_energy']; $attacker_data['ship_energy'] = $energy; $attacker_data['ship_fighters'] = $attacker_data['ship_fighters'] - $fighters_lost; $attacker_data['armor_pts'] = $attacker_data['armor_pts'] - $armor_lost; $attacker_data['torps'] = $attacker_data['torps'] - $playertorpnum; $attacker_data['turns'] = $attacker_data['turns'] - 1; $attacker_data['turns_used'] = $attacker_data['turns_used'] + 1; $attacker_data['rating'] = $attacker_data['rating']; $updated_stats = array('ship_energy' => $attacker_data['ship_energy'], 'ship_fighters' => $attacker_data['ship_fighters'], 'armor_pts' => $attacker_data['armor_pts'], 'torps' => $attacker_data['torps'], 'turns' => $attacker_data['turns'], 'turns_used' => $attacker_data['turns_used'], 'rating' => $attacker_data['rating']); $sql_manager->updatePlayer($attacker_data['ship_id'], "ships", $updated_stats); echo "You lost <span class=\"table_word_red\">" . $armor_lost . "</span> armour, <span class=\"table_word_red\">" . $fighters_lost . "</span> Fighters, and used <span class=\"table_word_red\">" . $playertorpnum . "</span> Torpedoes.<br/>"; } if ($playerarmor < 1) { ###################################### ### ### ## ## ## YOU LOST... WHAT! ## ## ## ### ### ###################################### echo "Your ship has been destroyed!<br/>"; if ($attacker_data['dev_escapepod'] == "Y") { echo "Luckily you have an escape pod!<br/>"; $sql_manager->reset_ship($attacker_data['ship_id']); $sql_manager->update_player_ship_deaths($attacker_data['ship_id']); ## LOG EVENT ## $sql_manager->collect_bounty($target_data['ship_id'], $attacker_data['ship_id']); $current_credits = $sql_manager->check_credits($target_data['ship_id']); $target_data['credits'] = $current_credits['credits']; $manage_log->player_log($attacker_data['ship_id'], 28, $target_data['ship_id'], 'Y', '', '', "<font color='#FF0000'><b>Extreme Priority</b></font>", '<b><font color="#FF0000">Warning</font></b>'); } else { echo "You didnt have an escape Pod, sadly your ice cold corpse can be seen floating in space....<br/>"; $sql_manager->reset_ship($attacker_data['ship_id']); $sql_manager->kill_ship($attacker_data['ship_id']); $sql_manager->update_player_ship_deaths($attacker_data['ship_id']); $sql_manager->collect_bounty($target_data['ship_id'], $attacker_data['ship_id']); $current_credits = $sql_manager->check_credits($target_data['ship_id']); $target_data['credits'] = $current_credits['credits']; $manage_log->player_log($attacker_data['ship_id'], 28, $target_data['ship_id'], 'N', '', '', "<font color='#FF0000'><b>Extreme Priority</b></font>", '<b><font color="#FF0000">Warning</font></b>'); } if ($targetarmor > 0) { $salvage_percentage = mt_rand(1, 10); $free_ore = round($attacker_data['ship_ore'] / $salvage_percentage); $free_organics = round($attacker_data['ship_organics'] / $salvage_percentage); $free_goods = round($attacker_data['ship_goods'] / $salvage_percentage); $free_holds = $this->number_holds($target_data['hull']) - $target_data['ship_ore'] - $target_data['ship_organics'] - $target_data['ship_goods'] - $target_data['ship_colonists']; if ($free_holds > $free_goods) { $salv_goods = $free_goods; $free_holds = $free_holds - $free_goods; } elseif ($free_holds > 0) { $salv_goods = $free_holds; $free_holds = 0; } else { $salv_goods = 0; } if ($free_holds > $free_ore) { $salv_ore = $free_ore; $free_holds = $free_holds - $free_ore; } elseif ($free_holds > 0) { $salv_ore = $free_holds; $free_holds = 0; } else { $salv_ore = 0; } if ($free_holds > $free_organics) { $salv_organics = $free_organics; $free_holds = $free_holds - $free_organics; } elseif ($free_holds > 0) { $salv_organics = $free_holds; $free_holds = 0; } else { $salv_organics = 0; } $ship_value = $upgrade_cost * (round(pow($upgrade_factor, $attacker_data['hull'])) + round(pow($upgrade_factor, $attacker_data['engines'])) + round(pow($upgrade_factor, $attacker_data['power'])) + round(pow($upgrade_factor, $attacker_data['computer'])) + round(pow($upgrade_factor, $attacker_data['sensors'])) + round(pow($upgrade_factor, $attacker_data['beams'])) + round(pow($upgrade_factor, $attacker_data['torp_launchers'])) + round(pow($upgrade_factor, $attacker_data['shields'])) + round(pow($upgrade_factor, $attacker_data['armor'])) + round(pow($upgrade_factor, $attacker_data['cloak']))); $ship_salvage_rate = mt_rand(10, 20); $ship_salvage = $ship_value * $ship_salvage_rate / 100 + $salv_credits; // Added credits for xenobe - 0 if normal player echo $target_data['character_name'] . " salvaged <span class=\"table_word_green\">" . $salv_ore . "</span> units of ore, <span class=\"table_word_green\">" . $salv_organics . "</span> units of organics, <span class=\"table_word_green\">" . $salv_goods . "</span> units of goods, and salvaged <span class=\"table_word_yellow\">" . $ship_salvage_rate . "</span>% of the ship for <span class=\"table_word_yellow\">" . $ship_salvage . "</span> credits<br/>"; $target_data['credits'] = $target_data['credits'] + $ship_salvage; $target_data['ship_ore'] = $target_data['ship_ore'] + $salv_ore; $target_data['ship_organics'] = $target_data['ship_organics'] + $salv_organics; $target_data['ship_goods'] = $target_data['ship_goods'] + $salv_goods; $target_data['armor_pts'] = $target_data['armor_pts'] - $targetarmor; $target_data['ship_fighters'] = $target_data['ship_fighters'] - $targetfighters; $target_data['ship_energy'] = $target_data['ship_energy']; $target_data['torps'] = $target_data['torps'] - $targettorpnum; echo "<P>ACTIVATING</P>"; $updated_stats = array('credits' => $target_data['credits'], 'ship_ore' => $target_data['ship_ore'], 'ship_organics' => $target_data['ship_organics'], 'ship_goods' => $target_data['ship_goods'], 'armor_pts' => $target_data['armor_pts'], 'ship_fighters' => $target_data['ship_fighters'], 'ship_energy' => $target_data['ship_energy'], 'torps' => $target_data['torps']); $sql_manager->updatePlayer($target_data['ship_id'], "ships", $updated_stats); } } echo "</td></td></tbody></table></div>"; ## END OF ATTACK ## } } } } } } } } } else { /*Error*/ } /*Now unlock the tables*/ $sql_manager = new manage_table(); if ($sql_manager->unlock_table()) { /*Now we have finished, unlock the tables.*/ } else { /*Somthing went wrong*/ } $_SESSION['in_combat'] = (bool) false; }
#DOES THE PLAYER HAVE TURNS?# if ($playerinfo['turns'] < 1) { echo "You need at least one turn to use a warp editor.<br/><br/>"; TEXT_GOTOMAIN(); include "footer.php"; die; } #DOES THE PLAYER HAVE WARP EDITORS?# if ($playerinfo['dev_warpedit'] < 1) { echo "You do not have any warp editors.<br/><br/>"; TEXT_GOTOMAIN(); include "footer.php"; die; } #DOES THE ZONE ALLOW WARP EDITING?# $zone_information = $sql_manager->zone_information($playerinfo['sector'], 'allow_warpedit'); if ($zone_information['allow_warpedit'] == 'N') { echo "Using a Warp Editor in this sector is not permitted.<br/><br/>"; TEXT_GOTOMAIN(); include "footer.php"; die; } #ARE YOU THE OWNER OF THIS SECTOR?# if ($zone_information['allow_warpedit'] == 'L') { $zoneowner_info = $sql_manager->zone_owner_information($zone_information['zone_id']); $zoneteam = $sql_manager->team_id($zoneowner_info['owner']); if ($zoneowner_info['owner'] != $playerinfo['ship_id']) { if ($zoneteam['team'] != $playerinfo['team'] || $playerinfo['team'] == 0) { echo "Using a Warp Editor in this sector is not permitted.<br/><br/>"; TEXT_GOTOMAIN(); include "footer.php";