/** * calculateAttack() * Calculate the battle using OPBE. * * OPBE ,to decrease memory usage, don't save both the initial and end state of fleets in a single round: only the end state is saved. * Then OPBE store the first round in BattleReport and don't start it, just to show the fleets before the battle. * Also,cause OPBE start the rounds without saving the initial state, the informations about how many shots were fired etc must be asked to the next round. * Logically, the last round can't ask the next round because there is not. * * @param array &$attackers * @param array &$defenders * @param mixed $FleetTF * @param mixed $DefTF * @return array */ function calculateAttack(&$attackers, &$defenders, $FleetTF, $DefTF) { //null == use default handlers $errorHandler = null; $exceptionHandler = null; $CombatCaps = $GLOBALS['CombatCaps']; $pricelist = $GLOBALS['pricelist']; /********** BUILDINGS MODELS **********/ /** Note: we are transform array of data like * fleetID => infos * into object tree structure like * playerGroup -> player -> fleet -> shipType */ //attackers $attackerGroupObj = new PlayerGroup(); foreach ($attackers as $fleetID => $attacker) { $player = $attacker['player']; //techs + bonus. Note that the bonus is divided by the factor because the result sum will be multiplied by the same inside OPBE list($attTech, $defenceTech, $shieldTech) = getTechsFromArray($player); //-- $attackerPlayerObj = $attackerGroupObj->createPlayerIfNotExist($player['id'], array(), $attTech, $shieldTech, $defenceTech); $attackerFleetObj = new Fleet($fleetID); foreach ($attacker['unit'] as $element => $amount) { if (empty($amount)) { continue; } $shipType = getShipType($element, $amount); $attackerFleetObj->addShipType($shipType); } $attackerPlayerObj->addFleet($attackerFleetObj); } //defenders $defenderGroupObj = new PlayerGroup(); foreach ($defenders as $fleetID => $defender) { $player = $defender['player']; //techs + bonus. Note that the bonus is divided by the factor because the result sum will be multiplied by the same inside OPBE list($attTech, $defenceTech, $shieldTech) = getTechsFromArray($player); //-- $defenderPlayerObj = $defenderGroupObj->createPlayerIfNotExist($player['id'], array(), $attTech, $shieldTech, $defenceTech); $defenderFleetObj = getFleet($fleetID); foreach ($defender['unit'] as $element => $amount) { if (empty($amount)) { continue; } $shipType = getShipType($element, $amount); $defenderFleetObj->addShipType($shipType); } $defenderPlayerObj->addFleet($defenderFleetObj); } /********** BATTLE ELABORATION **********/ $opbe = new Battle($attackerGroupObj, $defenderGroupObj); $startBattle = DebugManager::runDebugged(array($opbe, 'startBattle'), $errorHandler, $exceptionHandler); $startBattle(); $report = $opbe->getReport(); /********** WHO WON **********/ if ($report->defenderHasWin()) { $won = DEFENDERS_WON; } elseif ($report->attackerHasWin()) { $won = ATTACKERS_WON; } elseif ($report->isAdraw()) { $won = DRAW; } else { throw new Exception('problem'); } /********** ROUNDS INFOS **********/ $ROUND = array(); $lastRound = $report->getLastRoundNumber(); for ($i = 0; $i <= $lastRound; $i++) { // in case of last round, ask for rebuilt defenses. to change rebuils prob see constants/battle_constants.php $attackerGroupObj = $lastRound == $i ? $report->getAfterBattleAttackers() : $report->getResultAttackersFleetOnRound($i); $defenderGroupObj = $lastRound == $i ? $report->getAfterBattleDefenders() : $report->getResultDefendersFleetOnRound($i); $attInfo = updatePlayers($attackerGroupObj, $attackers); $defInfo = updatePlayers($defenderGroupObj, $defenders); $ROUND[$i] = roundInfo($report, $attackers, $defenders, $attackerGroupObj, $defenderGroupObj, $i + 1, $attInfo, $defInfo); } /********** DEBRIS **********/ //attackers $debAtt = $report->getAttackerDebris(); $debAttMet = $debAtt[0]; $debAttCry = $debAtt[1]; //defenders $debDef = $report->getDefenderDebris(); $debDefMet = $debDef[0]; $debDefCry = $debDef[1]; //total $debris = array('attacker' => array(METAL_ID => $debAttMet, CRYSTAL_ID => $debAttCry), 'defender' => array(METAL_ID => $debDefMet, CRYSTAL_ID => $debDefCry)); /********** LOST UNITS **********/ $totalLost = array('attacker' => $report->getTotalAttackersLostUnits(), 'defender' => $report->getTotalDefendersLostUnits()); /********** RETURNS **********/ return array('won' => $won, 'debris' => $debris, 'rw' => $ROUND, 'unitLost' => $totalLost); }
/* Separated from the Update function to lighten the server-to-database communication. Will usually be followed by it if all is done by code. It won't be if we set up the client-side access and administration calls, then it should only be used once, at the end of the session, or every now and then to not lose all the changes. */ function exportPlayers() { global $PlayersMMR; global $conn; $length = count($PlayersMMR); for ($i = 0; $i < $length; $i++) { $Player = $PlayersMMR[$i]['Name']; global ${$Player}; $sqlUpdate = "UPDATE mmr SET \n\t\tRating='" . ${$Player}->rating . "',\n\t\tRD='" . ${$Player}->rd . "',\n\t\tmu='" . ${$Player}->mu . "',\n\t\tphi='" . ${$Player}->phi . "',\n\t\tsigma='" . ${$Player}->sigma . "'\n\t\tWHERE Name='" . $Player . "'"; if ($conn->query($sqlUpdate) === TRUE) { echo "Updated player " . $Player . " in the database<br>"; } else { echo "<br>Error: " . $sqlUpdate . "<br>" . $conn->error . "<br>"; } } } initiate(); $Random0->AddWin($Random1); $Random1->AddLoss($Random0); updatePlayers(); echo $Random0->rating . '<br>'; echo $Random1->rating . '<br>'; exportPlayers(); // RIP Connection $conn->close();