/** * creates new ship and corresponding move * * @param $id_unit int * @param $name string * @param $zarea_in_port int * @param $zarea int * @throws ControllerException * @throws ModelException */ public function setNewShip($id_unit, $name, $zarea_in_port, $zarea) { // 1. regex name $name = trim($name); if (!preg_match("/^([a-zA-Z0-9]+[a-zA-Z0-9' -]+[a-zA-Z0-9']+){1,}?\$/", $name)) { throw new ControllerException('Invalid ship name. Only letters, numbers, spaces and -\' allowed'); } // 2. check if id_zarea_in_port belongs to user $port_area = ModelGameArea::getGameArea($this->id_game, (int) $zarea_in_port); if ($port_area->getIdUser() !== $this->id_user) { throw new ControllerException('Area doesn\'t belong to user.'); } // 3. check if zarea and id_zarea_in_port are adjacent if (!in_array((int) $zarea, $port_area->getAdjecents())) { throw new ControllerException('Area not adjacent do port area.'); } // 4. check if ship id is in still available ships $stillAvailableShips = $this->getStillAvailableShips(); if (!isset($stillAvailableShips[$id_unit])) { throw new ControllerException('No ships of this type available.'); } else { if ($stillAvailableShips[$id_unit] <= 0) { throw new ControllerException('No ships of this type available anymore.'); } } // 5. create new move ModelSetShipsMove::createSetShipsMove($this->id_user, $this->id_game, (int) $zarea_in_port, (int) $zarea, (int) $id_unit, $name); }
public function run(array &$data) { $data['template'] = $this->getTemplate(); $this->addCurrentGameInfo($data); $this->moveController = new SetShipsController(ModelUser::getCurrentUser()->getId(), ModelGame::getCurrentGame()->getId()); // update moves if (isset($_POST['setship'])) { $this->setShip($data); } if (isset($_POST['fixate_start'])) { $this->fixateMove($data); } if (isset($_POST['delete'])) { $this->deleteMove($data); } // show already set ships $data['currentShips'] = array(); $iterator = ModelSetShipsMove::getSetShipMovesForUser(ModelUser::getCurrentUser()->getId(), ModelGame::getCurrentGame()->getId()); while ($iterator->hasNext()) { /** @var ModelSetShipsMove $move */ $move = $iterator->next(); $zShip = ModelInGameShip::getShipById(ModelGame::getCurrentGame()->getId(), $move->getIdZunit()); $id_ship = $zShip->getIdUnit(); $ship = ModelShip::getModelById($id_ship); $zAreaInPort = ModelGameArea::getGameArea(ModelGame::getCurrentGame()->getId(), $move->getIdZareaInPort()); $zAreaAtSea = ModelGameArea::getGameArea(ModelGame::getCurrentGame()->getId(), $move->getIdZarea()); $data['currentShips'][] = array('id' => $move->getId(), 'ship_type' => $ship->getName(), 'ship_name' => $zShip->getName(), 'zarea_in_port' => $zAreaInPort->getName() . ' ' . $zAreaInPort->getNumber(), 'zarea_at_sea' => $zAreaAtSea->getName() . ' ' . $zAreaAtSea->getNumber()); } // show still available ships $data['availableShips'] = array(); $stillAvailableShips = $this->moveController->getStillAvailableShips(); foreach ($stillAvailableShips as $id_unit => $count) { if ($count <= 0) { continue; } $data['availableShips'][] = array('id' => $id_unit, 'count' => $count, 'name' => ModelShip::getModelById($id_unit)->getName()); } // show available countries $data['availableZAreasInPort'] = array(); $data['availableZAreasAtSea'] = array(); $iterator = ModelGameArea::iterator(ModelUser::getCurrentUser()->getId(), ModelGame::getCurrentGame()->getId()); while ($iterator->hasNext()) { /** @var ModelGameArea $zArea */ $zArea = $iterator->next(); $data['availableZAreasInPort'][] = array('id_zarea_in_port' => $zArea->getId(), 'name' => $zArea->getName(), 'number' => $zArea->getNumber()); } $iterator = ModelArea::iterator(TYPE_SEA); while ($iterator->hasNext()) { /** @var ModelArea $area */ $area = $iterator->next(); $data['availableZAreasAtSea'][] = array('id_zarea_at_sea' => ModelGameArea::getGameAreaForArea(ModelGame::getCurrentGame()->getId(), $area->getId())->getId(), 'name' => $area->getName(), 'number' => $area->getNumber()); } $this->checkFixate($data, PHASE_SETSHIPS); $this->checkCurrentPhase($data, PHASE_SETSHIPS); }
private function showMoves(array &$data) { // add unit description $units = ModelLandUnit::iterator(); $unitsViewData = array(); while ($units->hasNext()) { /* @var $unit ModelLandUnit */ $unit = $units->next(); $unitsViewData[] = array('id' => $unit->getId(), 'abbreviation' => $unit->getAbbreviation(), 'name' => $unit->getName()); } $data['units'] = $unitsViewData; // show moves $game = ModelGame::getCurrentGame(); $id_game = $game->getId(); $round = $game->getRound(); $phase = $game->getIdPhase(); if ($phase > PHASE_LANDMOVE) { ++$round; } $moves = ModelLandMove::iterator(ModelUser::getCurrentUser()->getId(), $id_game, $round); $movesViewData = array(); while ($moves->hasNext()) { /* @var $move ModelLandMove */ $move = $moves->next(); $moveViewData = array(); $moveViewData['id'] = $move->getIdMove(); $steps = $move->getSteps(); $zArea = ModelGameArea::getGameArea((int) $id_game, (int) array_shift($steps)); $area = ModelArea::getArea((int) $zArea->getIdArea()); $moveViewData['startArea'] = array('number' => $area->getNumber(), 'name' => $area->getName()); $zArea = ModelGameArea::getGameArea((int) $id_game, (int) array_pop($steps)); $area = ModelArea::getArea($zArea->getIdArea()); $moveViewData['destinationArea'] = array('number' => $area->getNumber(), 'name' => $area->getName()); $units = $move->getUnits(); $unit_iter = ModelLandUnit::iterator(); $unitsViewData = array(); while ($unit_iter->hasNext()) { /* @var $unit ModelLandUnit */ $unit = $unit_iter->next(); $id_unit = (int) $unit->getId(); $unitsViewData[] = array('id' => $id_unit, 'count' => isset($units[$id_unit]) ? $units[$id_unit] : 0); } $moveViewData['units'] = $unitsViewData; $movesViewData[] = $moveViewData; } $data['moves'] = $movesViewData; }
private function validateNewProductionMove($round, $id_zarea, array $units) { // 1. check if zarea belongs to user $gameArea = ModelGameArea::getGameArea($this->id_game, $id_zarea); if ($this->id_user !== $gameArea->getIdUser()) { throw new ControllerException('Unable to create production move. Area doesn\'t belong to the current user.'); } // 2. check if user has enough res left // 2.a check cost of previous productions $current_costs = 0; $moves = ModelProductionMove::iterator($this->id_user, $this->id_game, $round); while ($moves->hasNext()) { /* @var $move ModelProductionMove */ $move = $moves->next(); $current_costs += $move->getCost(); } // 2.b get available res $current_production = UserViewHelper::getCurrentProductionForUserInGame($this->id_user, $this->id_game); // 2.c get cost of new move $new_cost = 0; $unit_iter = ModelLandUnit::iterator(); while ($unit_iter->hasNext()) { /* @var $unit ModelLandUnit */ $unit = $unit_iter->next(); $id_unit = (int) $unit->getId(); if (!isset($units[$id_unit]) || $units[$id_unit] <= 0) { continue; } $new_cost += (int) $unit->getPrice() * $units[$id_unit]; } if ($current_production['sum'] - $current_costs < $new_cost) { throw new ControllerException('Insufficient funds!'); } }
/** * creates land move for user * * @param $id_user int * @param $id_game int * @param $round int * @param $steps array(int step_nr => int id_zarea) -> step_nr counting from 1 to x * @param $units array(int id_unit => count) * @throws NullPointerException * @throws ModelException * @return ModelLandMove */ public static function createLandMove($id_user, $id_game, $round, $steps, $units) { SQLCommands::init(intval($id_game)); // CREATE MOVE $query = 'create_move'; $dict = array(); $dict[':id_user'] = intval($id_user); $dict[':id_phase'] = PHASE_LANDMOVE; $dict[':round'] = $round; DataSource::Singleton()->epp($query, $dict); $id_move = DataSource::getInstance()->getLastInsertId(); try { // INSERT MOVE STEPS $x = 0; foreach ($steps as $step => $id_zarea) { ++$x; ModelGameArea::getGameArea((int) $id_game, (int) $id_zarea); if (!isset($steps[$x])) { throw new ModelException('Cannot create landmove, steps not consistent.'); } $query = 'insert_area_for_move'; $dict = array(); $dict[':id_move'] = intval($id_move); $dict[':step'] = intval($step); $dict[':id_zarea'] = intval($id_zarea); DataSource::Singleton()->epp($query, $dict); } $id_zarea_start = (int) $steps[1]; // INSERT UNITS foreach ($units as $id_unit => $count) { ModelLandUnit::getModelById($id_unit); $zUnit = ModelInGameLandUnit::getModelByIdZAreaUserUnit((int) $id_game, $id_zarea_start, (int) $id_user, (int) $id_unit); $query = 'insert_land_units_for_move'; $dict = array(); $dict[':id_zunit'] = $zUnit->getId(); $dict[':id_move'] = intval($id_move); $dict[':count'] = intval($count); DataSource::Singleton()->epp($query, $dict); } } catch (ModelException $ex) { self::flagMoveDeleted(); throw $ex; } catch (NullPointerException $ex) { self::flagMoveDeleted(); throw $ex; } return self::$moves[$id_game][$id_move] = new ModelLandMove((int) $id_user, (int) $id_game, PHASE_LANDMOVE, (int) $id_move, (int) $round, false, $steps, $units); }
private function isAreaPassable($id_zarea, $move_type) { $zArea = ModelGameArea::getGameArea($this->id_game, $id_zarea); $id_owner = (int) $zArea->getIdUser(); $area_type = (int) $zArea->getIdType(); if ($id_owner === $this->id_user) { if ($move_type === TYPE_AIR || $move_type === TYPE_LAND) { return true; } if ($area_type === $move_type) { return true; } } if ($id_owner === NEUTRAL_COUNTRY) { if ($move_type === TYPE_AIR) { return true; } if ($area_type === TYPE_SEA && $move_type === TYPE_SEA) { return true; } } return false; }
private function showMoves(array &$data) { // show moves $costsSum = 0; $game = ModelGame::getCurrentGame(); $id_game = $game->getId(); $round = $game->getRound(); $phase = $game->getIdPhase(); if ($phase > PHASE_PRODUCTION) { ++$round; } $moves = ModelProductionMove::iterator(ModelUser::getCurrentUser()->getId(), $id_game, $round); $movesViewData = array(); while ($moves->hasNext()) { /* @var $move ModelProductionMove */ $move = $moves->next(); $moveViewData = array(); $moveViewData['id'] = $move->getIdMove(); $id_zarea = $move->getIdZArea(); $zArea = ModelGameArea::getGameArea((int) $id_game, $id_zarea); $area = ModelArea::getArea((int) $zArea->getIdArea()); $moveViewData['area'] = array('number' => $area->getNumber(), 'name' => $area->getName()); $units = $move->getUnits(); $unit_iter = ModelLandUnit::iterator(); $unitsViewData = array(); while ($unit_iter->hasNext()) { /* @var $unit ModelLandUnit */ $unit = $unit_iter->next(); $id_unit = (int) $unit->getId(); if (!isset($units[$id_unit]) || $units[$id_unit] <= 0) { continue; } $unitsViewData['name'] = $unit->getName(); $unitsViewData['count'] = $units[$id_unit]; $unitsViewData['cost'] = (int) $unit->getPrice() * $units[$id_unit]; $costsSum += $unitsViewData['cost']; break; } $moveViewData['units'] = $unitsViewData; $movesViewData[] = $moveViewData; } $data['moves'] = $movesViewData; $data['costsSum'] = $costsSum; }
private function executeAttack($id_target_area, array $moves) { // 0. init empty arrays for attacker/defender units $units_attacker = array(); $units_defender = array(); // 1. get units for defender $target_area = ModelGameArea::getGameArea($this->id_game, $id_target_area); $id_defender = $target_area->getIdUser(); $iter = ModelLandUnit::iterator(); while ($iter->hasNext()) { /* @var ModelLandUnit $unit */ $unit = $iter->next(); $units_attacker[$unit->getId()] = 0; $landUnit_defender = ModelInGameLandUnit::getModelByIdZAreaUserUnit($this->id_game, $id_target_area, $id_defender, $unit->getId()); $units_defender[$unit->getId()] = $landUnit_defender->getCount(); } // 2. add up all units for attacker (multiple moves possible, check already finished moves from NML-fights) // 2.a subtract units from originating country $id_attacker = 0; foreach ($moves as $id_move) { $move = ModelLandMove::getLandMove($this->id_game, $id_move); $id_user = $move->getIdUser(); $id_attacker = $id_user; $steps = $move->getSteps(); $from = reset($steps); $units = $move->getUnits(); foreach ($units as $id_unit => $count) { $landUnit_from = ModelInGameLandUnit::getModelByIdZAreaUserUnit($this->id_game, $from, $id_user, $id_unit); $landUnit_from->addCount($count * -1); $units_attacker[$id_unit] += $count; } } // 3. calculate winner and remaining units $attacker_wins = $this->calculateFight($units_attacker, $units_defender); // 3.a update defender units $iter = ModelLandUnit::iterator(); while ($iter->hasNext()) { /* @var ModelLandUnit $unit */ $unit = $iter->next(); $landUnit_defender = ModelInGameLandUnit::getModelByIdZAreaUserUnit($this->id_game, $id_target_area, $id_defender, $unit->getId()); $landUnit_defender->setCount($units_defender[$unit->getId()]); } // 4. update target country units (and user if attacker won) if ($attacker_wins) { // 4.a update attacker units $iter = ModelLandUnit::iterator(); while ($iter->hasNext()) { /* @var ModelLandUnit $unit */ $unit = $iter->next(); $landUnit_attacker = ModelInGameLandUnit::getModelByIdZAreaUserUnit($this->id_game, $id_target_area, $id_attacker, $unit->getId()); $landUnit_attacker->setCount($units_attacker[$unit->getId()]); } // 4.b update country owner $area = ModelGameArea::getGameArea($this->id_game, $id_target_area); $area->setIdUser($id_attacker); // 4.c check ships // TODO : implement ship takeover or ship destruction } // 4. flag all moves as finished foreach ($moves as $id_move) { $this->finished_moves[] = $id_move; } }
public function run(array &$data) { $game = ModelGame::getCurrentGame(); $id_game = $game->getId(); SQLCommands::init($id_game); // running game (or newly started but countries are already picked) if ($game->getStatus() === GAME_STATUS_RUNNING || $game->getStatus() === GAME_STATUS_STARTED && $game->getIdPhase() === PHASE_SETSHIPS) { $query = 'get_map_for_running_game'; } else { if ($game->getStatus() === GAME_STATUS_STARTED && $game->getIdPhase() === PHASE_SELECTSTART) { $query = 'get_map_for_new_game'; } else { throw new MapException('invalid game selected: ' . $id_game); } } $result = DataSource::getInstance()->epp($query); $countryData = array(); foreach ($result as $country) { // newly started game countries have to be picked -> no landunits/ships available if (array_key_exists('countrySelectOption', $country)) { $countryData[] = $country; continue; } // running game (or newly started but countries are already picked) // check landunits $unitCount = 0; $id_user = (int) $country['id_user']; if ($id_user <= 0) { $id_user = NEUTRAL_COUNTRY; } $units = ModelInGameLandUnit::getUnitsByIdZAreaUser($id_game, (int) $country['id'], $id_user); $unitsViewData = array(); /* @var $unit ModelInGameLandUnit */ foreach ($units as $unit) { $unitCount += $unit->getCount(); $landUnit = ModelLandUnit::getModelById($unit->getIdUnit()); $unitViewData = array('name' => $landUnit->getName(), 'count' => $unit->getCount()); $unitsViewData[] = $unitViewData; } if ($unitCount > 0) { $country['units'] = $unitsViewData; } $country['unitCount'] = $unitCount; // check ships $shipCount = 0; $shipViewData = array(); if ((int) $country['area_type'] === TYPE_LAND) { $ships = ModelInGameShip::getShipsInPort($id_game, (int) $country['id_zarea']); } else { $ships = ModelInGameShip::getShipsInAreaNotInPort($id_game, (int) $country['id_zarea']); } while ($ships->hasNext()) { /* @var $ship ModelInGameShip */ $ship = $ships->next(); $id_ship_owner = $ship->getIdUser(); if (!isset($shipViewData[$id_ship_owner])) { $shipViewData[$id_ship_owner] = array('username' => ModelUser::getUser($id_ship_owner)->getLogin(), 'ships' => array()); } $shipType = ModelShip::getModelById($ship->getIdUnit()); $currShipViewData = array('name' => $ship->getName(), 'type' => $shipType->getName(), 'diveStatus' => $ship->getDiveStatus(), 'experience' => $ship->getExperience()); if ((int) $country['area_type'] === TYPE_LAND) { $portToArea = ModelGameArea::getGameArea($id_game, $ship->getIdZArea()); $currShipViewData['port'] = $portToArea->getName(); $currShipViewData['portNumber'] = $portToArea->getNumber(); } $shipViewData[$id_ship_owner]['ships'][] = $currShipViewData; ++$shipCount; } if ($shipCount > 0) { $country['ships'] = $shipViewData; } $country['shipCount'] = $shipCount; $countryData[] = $country; } $data['countryData'] = $countryData; return $data; }
/** * creates land move for user * * @param $id_user int * @param $id_game int * @param $round int * @param $id_zarea int id_zarea * @param $units array(int id_unit => count) * @throws NullPointerException * @throws ModelException * @return ModelProductionMove */ public static function createProductionMove($id_user, $id_game, $round, $id_zarea, $units) { SQLCommands::init(intval($id_game)); // CREATE MOVE $query = 'create_move'; $dict = array(); $dict[':id_user'] = intval($id_user); $dict[':id_phase'] = PHASE_PRODUCTION; $dict[':round'] = $round; DataSource::Singleton()->epp($query, $dict); $id_move = DataSource::getInstance()->getLastInsertId(); try { // INSERT MOVE STEPS ModelGameArea::getGameArea((int) $id_game, (int) $id_zarea); $query = 'insert_area_for_move'; $dict = array(); $dict[':id_move'] = intval($id_move); $dict[':step'] = intval(1); $dict[':id_zarea'] = intval($id_zarea); DataSource::Singleton()->epp($query, $dict); // INSERT UNITS foreach ($units as $id_unit => $count) { ModelLandUnit::getModelById($id_unit); $zUnit = ModelInGameLandUnit::getModelByIdZAreaUserUnit((int) $id_game, $id_zarea, (int) $id_user, (int) $id_unit); $query = 'insert_land_units_for_move'; $dict = array(); $dict[':id_zunit'] = $zUnit->getId(); $dict[':id_move'] = intval($id_move); $dict[':count'] = intval($count); DataSource::Singleton()->epp($query, $dict); } } catch (ModelException $ex) { self::flagMoveDeleted(); throw $ex; } catch (NullPointerException $ex) { self::flagMoveDeleted(); throw $ex; } return self::$moves[$id_game][$id_move] = new ModelProductionMove((int) $id_user, (int) $id_game, PHASE_PRODUCTION, (int) $id_move, (int) $round, false, $id_zarea, $units); }
/** * @param int $id_zarea_in_port * @throws ModelException */ public function setIdZareaInPort($id_zarea_in_port = null) { if ($id_zarea_in_port !== null) { $id_zarea_in_port = intval($id_zarea_in_port); $port_zarea = ModelGameArea::getGameArea($this->id_game, $id_zarea_in_port); $sea_zarea = ModelGameArea::getGameArea($this->id_game, $this->id_zarea); if (!in_array($port_zarea->getIdArea(), $sea_zarea->getAdjecents())) { throw new ModelException('Invalid port -> not adjacent to current area.'); } } SQLCommands::init($this->id_game); $query = 'set_ship_in_port'; $dict = array(':id_zunit' => $this->id, ':id_zarea_in_port' => $id_zarea_in_port); DataSource::getInstance()->epp($query, $dict); $this->id_zarea_in_port = $id_zarea_in_port; }
/** * run the game logic * * @throws LogicException * @return void */ public function run() { if (!$this->checkIfValid()) { throw new LogicException('Game ' . $this->id_game . ' not valid for processing.'); } $this->startProcessing(); try { // run through moves for each user $iter = ModelSelectStartMove::iterator($this->id_game); while ($iter->hasNext()) { // areas to select for user $selectStartMove = $iter->next(); $regions_selected = $selectStartMove->getRegions(); // array(int option_number => array(int id_zarea)) $id_user = $selectStartMove->getIdUser(); /* @var $iigi ModelIsInGameInfo */ $iigi = ModelIsInGameInfo::getIsInGameInfo($id_user, $this->id_game); $id_set = $iigi->getIdStartingSet(); foreach ($regions_selected as $option_number => $areas) { $regions = ModelStartRegion::getRegionsForSetAndOption($id_set, $option_number); // array(int id_area => ModelStartRegion) foreach ($areas as $id_zarea) { $gameArea = ModelGameArea::getGameArea($this->id_game, $id_zarea); $id_area = $gameArea->getIdArea(); /* @var $region ModelStartRegion */ $region = $regions[$id_area]; $id_option = $region->getIdOptionType(); $unit_count = ModelOptionType::getOptionType($id_option)->getUnits(); // set user for game area $gameArea->setIdUser($id_user); // create units for user $iterUnits = ModelLandUnit::iterator(); while ($iterUnits->hasNext()) { $landUnit = $iterUnits->next(); $id_unit = $landUnit->getId(); $inGameLandUnit = ModelInGameLandUnit::getModelByIdZAreaUserUnit($this->id_game, $id_zarea, $id_user, $id_unit); $inGameLandUnit->setCount($unit_count); } } } } // add units to all empty game-areas $iter = ModelGameArea::iterator(NEUTRAL_COUNTRY, $this->id_game); while ($iter->hasNext()) { /* @var $gameArea ModelGameArea */ $gameArea = $iter->next(); if ($gameArea->getIdType() !== TYPE_LAND) { continue; } $count = $gameArea->getProductivity(); if ($gameArea->getIdResource() === RESOURCE_OIL) { ++$count; } $iterUnits = ModelLandUnit::iterator(); while ($iterUnits->hasNext()) { $landUnit = $iterUnits->next(); $id_unit = $landUnit->getId(); $inGameLandUnit = ModelInGameLandUnit::getModelByIdZAreaUserUnit($this->id_game, $gameArea->getId(), NEUTRAL_COUNTRY, $id_unit); $inGameLandUnit->setCount($count); } } $this->finishProcessing(); } catch (\Exception $ex) { $this->logger->fatal($ex); $this->rollback(); } }