public static function findClosestPlanet($itemID, $x, $y, $z) { // Get the system location of the itemID $office = \EveCorporationCustomsOffices::where('itemID', '=', $itemID)->first(); $nearest_distance = INF; // Placeholder amount // Prepare some empty responses $calculatedSystemID = null; $calculatedSystemName = null; // Find the closest planetID to $x, $x & $z. groupID 7 are planets in the SDE foreach (\EveMapDenormalize::where('groupID', '=', 7)->where('solarSystemID', '=', $office->solarSystemID)->get() as $system) { // So it looks there are 2 ways of determining the nearest celestial. The sqrt one is // aparently a lot more accurate, versus the manhattan one that can be seen in the ECM // source is slightly less accurate. TBH, I have no idea which one to use. // See: http://math.stackexchange.com/a/42642 $distance = sqrt(pow($x - $system->x, 2) + pow($y - $system->y, 2) + pow($z - $system->z, 2)); // Or we can use this alternative from ECM: https://github.com/evecm/ecm/blob/master/ecm/plugins/assets/tasks/assets.py#L418 // that uses http://en.wikipedia.org/wiki/Taxicab_geometry // $distance = abs($x - $system->x) + abs($y - $system->y) + abs($z - $system->z); // We are only interested in the planetID that is closest to our asset. // so will update to this planet if it is closer than the previous one if ($distance < $nearest_distance) { // Update the current closes distance for the next pass $nearest_distance = $distance; // Set the variables that will eventually be returned $calculatedSystemID = $system->itemID; $calculatedSystemName = $system->itemName; } } return array('id' => $calculatedSystemID, 'name' => $calculatedSystemName); }
public static function Update($keyID, $vCode) { // Start and validate they key pair BaseApi::bootstrap(); BaseApi::validateKeyPair($keyID, $vCode); // Set key scopes and check if the call is banned $scope = 'Corp'; $api = 'CustomsOffices'; if (BaseApi::isBannedCall($api, $scope, $keyID)) { return; } // Get the characters for this key $characters = BaseApi::findKeyCharacters($keyID); // Check if this key has any characters associated with it if (!$characters) { return; } // Lock the call so that we are the only instance of this running now() // If it is already locked, just return without doing anything if (!BaseApi::isLockedCall($api, $scope, $keyID)) { $lockhash = BaseApi::lockCall($api, $scope, $keyID); } else { return; } // So I think a corporation key will only ever have one character // attached to it. So we will just use that characterID for auth // things, but the corporationID for locking etc. $corporationID = BaseApi::findCharacterCorporation($characters[0]); // Prepare the Pheal instance $pheal = new Pheal($keyID, $vCode); // Do the actual API call. pheal-ng actually handles some internal // caching too. try { $customsoffices_list = $pheal->corpScope->CustomsOffices(array('characterID' => $characters[0])); } catch (\Pheal\Exceptions\APIException $e) { // If we cant get account status information, prevent us from calling // this API again BaseApi::banCall($api, $scope, $keyID, 0, $e->getCode() . ': ' . $e->getMessage()); return; } catch (\Pheal\Exceptions\PhealException $e) { throw $e; } // Check if the data in the database is still considered up to date. // checkDbCache will return true if this is the case if (!BaseApi::checkDbCache($scope, $api, $customsoffices_list->cached_until, $corporationID)) { // TODO: Look as how we update this. As per https://neweden-dev.com/Character/customsoffices_list, the itemID // may change. So, we cant really just update existing ids. For now, we just trash all and recreate the // assets :< // Maybe do this in one big transaction? lel \EveCorporationCustomsOffices::where('corporationID', '=', $corporationID)->delete(); // Note about /corp/Locations // // We will build a list of itemID's to update the location information about // while we loop over the assets. This will be stored in location_retreive and // processed here [1] $location_retreive = array(); // Populate the assets for this corporation as well as the contents. foreach ($customsoffices_list->pocos as $poco) { // Add the asset to the location retreival array $location_retreive[] = $poco->itemID; // Process the rest of the database population $poco_data = new \EveCorporationCustomsOffices(); $poco_data->corporationID = $corporationID; $poco_data->itemID = $poco->itemID; $poco_data->solarSystemID = $poco->solarSystemID; $poco_data->solarSystemName = $poco->solarSystemName; $poco_data->reinforceHour = $poco->reinforceHour; $poco_data->allowAlliance = $poco->allowAlliance == "True" ? true : false; $poco_data->allowStandings = $poco->allowStandings == "True" ? true : false; $poco_data->standingLevel = $poco->standingLevel; $poco_data->taxRateAlliance = $poco->taxRateAlliance; $poco_data->taxRateCorp = $poco->taxRateCorp; $poco_data->taxRateStandingHigh = $poco->taxRateStandingHigh; $poco_data->taxRateStandingGood = $poco->taxRateStandingGood; $poco_data->taxRateStandingNeutral = $poco->taxRateStandingNeutral; $poco_data->taxRateStandingBad = $poco->taxRateStandingBad; $poco_data->taxRateStandingHorrible = $poco->taxRateStandingHorrible; $poco_data->save(); } // Now empty and process the locations as per [1] \EveCorporationCustomsOfficesLocations::where('corporationID', '=', $corporationID)->delete(); $location_retreive = array_chunk($location_retreive, 1); // Iterate over the chunks. foreach ($location_retreive as $chunk) { try { $locations = $pheal->corpScope->Locations(array('characterID' => $characters[0], 'ids' => implode(',', $chunk))); } catch (\Pheal\Exceptions\PhealException $e) { // Temp hack to check the asset list thingie // TBH, I am not 100% sure yet why the freaking call would fail for a id we **just** // got from the previous API call... if ($e->getCode() == 135 || $e->getCode() == 221) { // 135 "not the owner" | 221 "illegal page request" continue; } else { throw $e; } } // Loop over the locations, check their closest celestial // and add the data to the database foreach ($locations->locations as $location) { $closest_planet = BaseApi::findClosestPlanet($location->itemID, $location->x, $location->y, $location->z); $location_data = new \EveCorporationCustomsOfficesLocations(); $location_data->corporationID = $corporationID; $location_data->itemID = $location->itemID; $location_data->itemName = $location->itemName; $location_data->x = $location->x; $location_data->y = $location->y; $location_data->z = $location->z; $location_data->mapID = $closest_planet['id']; $location_data->mapName = $closest_planet['name']; $location_data->save(); } } // Update the cached_until time in the database for this api call BaseApi::setDbCache($scope, $api, $customsoffices_list->cached_until, $corporationID); } // Unlock the call BaseApi::unlockCall($lockhash); return $customsoffices_list; }