function handleWarAttack($taskRow, $toVillageRow, $fromVillageRow, $procInfo) { global $GameMetadata, $SetupMetadata; if (!$toVillageRow['is_oasis'] && intval($toVillageRow['player_id']) == 0) { $paramsArray = explode('|', $taskRow['proc_params']); $paramsArray[sizeof($paramsArray) - 1] = 1; $newParams = implode('|', $paramsArray); $this->provider->executeQuery('UPDATE p_queue q SET q.player_id=%s, q.village_id=%s, q.to_player_id=%s, q.to_village_id=%s, q.proc_type=%s, q.proc_params=\'%s\', q.end_date=(q.end_date + INTERVAL q.execution_time SECOND) WHERE q.id=%s', array(intval($taskRow['to_player_id']), intval($taskRow['to_village_id']), intval($taskRow['player_id']), intval($taskRow['village_id']), QS_WAR_REINFORCE, $newParams, intval($taskRow['id']))); return TRUE; } $heroLevel = array('att' => 0, 'deff' => 0, 'heroTroopId' => -1); if ($procInfo['troopsArray']['hasHero']) { $_row = $this->provider->fetchRow('SELECT p.hero_att, p.hero_deff, p.hero_troop_id FROM p_players p WHERE p.id=%s', array(intval($fromVillageRow['player_id']))); if ($_row != NULL) { $heroLevel['att'] = intval($_row['hero_att']); $heroLevel['deff'] = intval($_row['hero_deff']); $heroLevel['heroTroopId'] = intval($_row['hero_troop_id']); } } $heroBuildingLevel = 0; $wringerLevel = 0; $buildings = array(); $bStr = trim($fromVillageRow['buildings']); if ($bStr != '') { $bStrArr = explode(',', $bStr); foreach ($bStrArr as $b2Str) { list($item_id, $level, $update_state) = explode(' ', $b2Str); if ($item_id == 35) { $wringerLevel = $level; } else { if ($item_id == 37) { $heroBuildingLevel = $level; } else { if ($item_id == 27) { $TreasuryLevel = $level; } } } } } $attackTroops = $this->_getAttackTroopsForVillage($fromVillageRow['troops_training'], $procInfo['troopsArray']['troops'], $heroLevel, $wringerLevel, FALSE); $buildinStabilityFactor = 1; $crannyTotalSize = 0; $palLevel = 0; $wallPower = 0; $wallLevel = 0; $wallBid = 0; $wallItemId = 0; $buildings = array(); $bStr = trim($toVillageRow['buildings']); if ($bStr != '') { $bStrArr = explode(',', $bStr); $fcc = 0; foreach ($bStrArr as $b2Str) { ++$fcc; list($item_id, $level, $update_state) = explode(' ', $b2Str); if ($item_id == 31 || $item_id == 32 || $item_id == 33) { $wallBid = $fcc; $wallItemId = $item_id; $wallLevel = $level; $wallPower = $level > 0 ? $GameMetadata['items'][$item_id]['levels'][$level - 1]['value'] : 0; } else { if ($item_id == 23 && $level > 0) { $crannyTotalSize += $GameMetadata['items'][$item_id]['levels'][$level - 1]['value'] * $GameMetadata['items'][$item_id]['for_tribe_id'][$toVillageRow['tribe_id']]; } else { if ($item_id == 34 && $level > 0) { $buildinStabilityFactor = $GameMetadata['items'][$item_id]['levels'][$level - 1]['value'] / 100; } else { if ($item_id == 26 && $level > 0) { $palLevel = $level; } } } } } } $crannyTotalSize = floor($crannyTotalSize * $GameMetadata['tribes'][$fromVillageRow['tribe_id']]['crannyFactor']); $buildinStability = 1; $crannySize = 0; $crannyTotalSize = floor($crannyTotalSize * $GameMetadata['tribes'][$fromVillageRow['tribe_id']]['crannyFactor']); $defenseTroops = array(); $totalDefensePower['infantry_power'] = $totalDefensePower['cavalry_power'] = 0; $troops_num = trim($toVillageRow['troops_num']); if ($troops_num != '') { $vtroopsArr = explode('|', $troops_num); foreach ($vtroopsArr as $vtroopsStr) { list($tvid, $tvtroopsStr) = explode(':', $vtroopsStr); $incFactor = $toVillageRow['is_oasis'] && intval($toVillageRow['player_id']) == 0 && $tvid == -1 ? floor($toVillageRow['oasisElapsedTimeInSeconds'] / 86400) : 0; $_hasHero = FALSE; $vtroops = array(); $_arr = explode(',', $tvtroopsStr); foreach ($_arr as $_arrStr) { list($_tid, $_tnum) = explode(' ', $_arrStr); if ($_tnum == -1) { $_hasHero = TRUE; } else { $vtroops[$_tid] = $_tnum + $incFactor; } } if ($tvid == -1) { $hero_in_village_id = intval($this->provider->fetchScalar('SELECT p.hero_in_village_id FROM p_players p WHERE p.id=%s', array(intval($toVillageRow['player_id'])))); if ($hero_in_village_id > 0 && $hero_in_village_id == $toVillageRow['id']) { $_hasHero = TRUE; } } $defenseTroops[$tvid] = $this->_getDefenseTroopsForVillage($tvid == -1 ? $toVillageRow['id'] : $tvid, $vtroops, $_hasHero, $toVillageRow['people_count'], $wallPower, FALSE); $totalDefensePower['infantry_power'] += $defenseTroops[$tvid]['infantry_power']; $totalDefensePower['cavalry_power'] += $defenseTroops[$tvid]['cavalry_power']; } } $warResult = $this->getWarResult($attackTroops, $defenseTroops, $totalDefensePower, $wallLevel, $palLevel, $taskRow['proc_type'] == QS_WAR_ATTACK_PLUNDER, $procInfo['troopsArray']['onlyHero'] ? TRUE : FALSE); $harvestResources = '0 0 0 0'; $harvestInfoStruct = array('string' => $harvestResources, 'sum' => 0); if (!$warResult['all_attack_killed']) { $harvestInfoStruct = $this->_harvestTroopsFrom($toVillageRow, $warResult['attackTroops']['total_carry_load'], $crannyTotalSize); $harvestResources = $harvestInfoStruct['string']; } $reduceConsumption = $warResult['attackTroops']['total_dead_consumption']; if ($warResult['all_attack_killed'] && $procInfo['troopsArray']['hasHero']) { $reduceConsumption += $GameMetadata['troops'][$procInfo['troopsArray']['heroTroopId']]['crop_consumption']; } if ($reduceConsumption > 0) { $this->_updateVillage($fromVillageRow, $reduceConsumption, $warResult['all_attack_killed'] && $procInfo['troopsArray']['hasHero']); } if ($procInfo['troopsArray']['hasHero'] && $warResult['defense_total_dead_number'] >= 1) { $heroStatisticPoint = ceil(5 * $warResult['defense_total_dead_number'] / 100); $this->provider->executeQuery('UPDATE p_players p SET p.hero_points=p.hero_points+%s WHERE p.id=%s', array($heroStatisticPoint, intval($fromVillageRow['player_id']))); } $defenseTroopsStr = ''; $defenseReduceConsumption = 0; $reportTroopTable = array(); $villages = array(); $tribeId = 0; foreach ($warResult['defenseTroops'] as $vid => $troopsTable) { $defenseReduceConsumption += $troopsTable['total_dead_consumption']; $newTroops = ''; $thisInforcementDied = TRUE; foreach ($troopsTable['troops'] as $tid => $tprop) { if ($newTroops != '') { $newTroops .= ','; } $newTroops .= $tid . ' ' . $tprop['live_number']; if ($tprop['live_number'] > 0) { $thisInforcementDied = FALSE; } if ($tid != 99) { if ($vid != -1) { if (!isset($villages[$vid])) { $villages[$vid] = array('troops' => array(), 'hero' => array('number' => 0, 'dead_number' => 0)); } if (!isset($villages[$vid]['troops'][$tid])) { $villages[$vid]['troops'][$tid] = array('number' => $tprop['number'], 'dead_number' => $tprop['number'] - $tprop['live_number']); } else { $villages[$vid]['troops'][$tid]['number'] += $tprop['number']; $villages[$vid]['troops'][$tid]['dead_number'] += $tprop['number'] - $tprop['live_number']; } } $tribeId = $GameMetadata['troops'][$tid]['for_tribe_id']; if (!isset($reportTroopTable[$tribeId])) { $reportTroopTable[$tribeId] = array('troops' => array(), 'hero' => array('number' => 0, 'dead_number' => 0)); } if (!isset($reportTroopTable[$tribeId]['troops'][$tid])) { $reportTroopTable[$tribeId]['troops'][$tid] = array('number' => $tprop['number'], 'dead_number' => $tprop['number'] - $tprop['live_number']); } else { $reportTroopTable[$tribeId]['troops'][$tid]['number'] += $tprop['number']; $reportTroopTable[$tribeId]['troops'][$tid]['dead_number'] += $tprop['number'] - $tprop['live_number']; } } } if ($troopsTable['hasHero']) { $reportTroopTable[$tribeId]['hero']['number']++; if ($vid != -1) { $villages[$vid]['hero']['number']++; } } if ($troopsTable['total_live_number'] > 0 && $troopsTable['hasHero']) { if ($vid != -1) { if ($newTroops != '') { $newTroops .= ','; } $newTroops .= $troopsTable['heroTroopId'] . ' -1'; } if ($vid == -1 && !$toVillageRow['is_oasis'] && $warResult['attackTroops']['total_dead_number'] > 0) { $heroStatisticPoint = ceil(5 * $warResult['attackTroops']['total_dead_number'] / 100); $this->provider->executeQuery('UPDATE p_players p SET p.hero_points=p.hero_points+%s WHERE p.id=%s', array($heroStatisticPoint, intval($toVillageRow['player_id']))); } $thisInforcementDied = FALSE; } if ($troopsTable['hasHero'] && $troopsTable['total_live_number'] <= 0) { $reportTroopTable[$tribeId]['hero']['dead_number']++; if ($vid != -1) { $villages[$vid]['hero']['dead_number']++; } $defenseReduceConsumption += $GameMetadata['troops'][$troopsTable['heroTroopId']]['crop_consumption']; } $this->_updateVillageOutTroops($vid, $toVillageRow['id'], $newTroops, $troopsTable['hasHero'] && $troopsTable['total_live_number'] <= 0, $thisInforcementDied, intval($toVillageRow['player_id'])); if ($vid == -1 && $toVillageRow['is_oasis']) { $this->provider->executeQuery('UPDATE p_villages v SET v.creation_date=NOW() WHERE v.id=%s', array(intval($toVillageRow['id']))); } if (!$thisInforcementDied || $vid == -1) { if ($defenseTroopsStr != '') { $defenseTroopsStr .= '|'; } $defenseTroopsStr .= $vid . ':' . $newTroops; } } if ($toVillageRow['is_oasis'] && intval($toVillageRow['player_id']) > 0 && isset($reportTroopTable[4])) { unset($reportTroopTable[4]); } $this->provider->executeQuery('UPDATE p_villages v SET v.troops_num=\'%s\' WHERE v.id=%s', array($defenseTroopsStr, $toVillageRow['id'])); if (!($toVillageRow['is_oasis'] && intval($toVillageRow['player_id']) == 0)) { $_tovid = $toVillageRow['is_oasis'] ? intval($toVillageRow['parent_id']) : $toVillageRow['id']; $this->provider->executeQuery('UPDATE p_villages v SET v.crop_consumption=v.crop_consumption-%s WHERE v.id=%s', array($defenseReduceConsumption, intval($_tovid))); } $villageTotallyDestructed = FALSE; $wallDestructionResult = ''; $catapultResult = ''; if (!$toVillageRow['is_oasis'] && !$warResult['all_attack_killed'] && $taskRow['proc_type'] != QS_WAR_ATTACK_PLUNDER) { $wallDestrTroopsCount = 0; $buildDestrTroopsCount = 0; foreach ($warResult['attackTroops']['troops'] as $tid => $tprop) { if ($tid == 7 || $tid == 17 || $tid == 27 || $tid == 57) { $wallDestrTroopsCount = $tprop['number']; } else { if ($tid == 8 || $tid == 18 || $tid == 28 || $tid == 58) { $buildDestrTroopsCount = $tprop['number']; } } } if ($procInfo['troopsArray']['hasWallDest']) { if ($wallLevel > 0) { $dropLevels = 0; if (2 * $wallPower < $wallDestrTroopsCount) { $dropLevels = floor($wallDestrTroopsCount / (2 * $wallPower)); if ($wallLevel - $dropLevels < 0) { $dropLevels = $wallLevel; } } if ($dropLevels > 0) { $wallDestructionResult = $wallLevel . '-' . ($wallLevel - $dropLevels); $wallLevel -= $dropLevels; $mq = new QueueJobModel(); while (0 < $dropLevels--) { $mq->upgradeBuilding($toVillageRow['id'], $wallBid, $wallItemId, TRUE); } } else { $wallDestructionResult = '-'; } } else { $wallDestructionResult = '+'; } } if (trim($procInfo['catapultTarget']) != '') { $catapultTargetArr = explode(':', $procInfo['catapultTarget']); $catapultTargetArr = explode(' ', $catapultTargetArr[1]); $buildingsInfo = array(); $bStr = trim($toVillageRow['buildings']); if ($bStr != '') { $bStrArr = explode(',', $bStr); $_i = 0; foreach ($bStrArr as $b2Str) { ++$_i; list($item_id, $level, $update_state) = explode(' ', $b2Str); if ($item_id == 31 || $item_id == 32 || $item_id == 33) { continue; } if ($level > 0) { $buildingsInfo[] = array('id' => $_i, 'item_id' => $item_id, 'level' => $level); } } } $catapultTargetInfoArr = array(); if (sizeof($buildingsInfo) > 0) { foreach ($catapultTargetArr as $catapultTargetItemId) { $targetExists = FALSE; foreach ($buildingsInfo as $bInfo) { if ($catapultTargetItemId == $bInfo['item_id']) { $catapultTargetInfoArr[] = $bInfo; $targetExists = TRUE; break; break; } } if (!$targetExists) { $_randIndex = mt_rand(0, sizeof($buildingsInfo) - 1); $catapultTargetInfoArr[] = $buildingsInfo[$_randIndex]; } } } if (sizeof($catapultTargetInfoArr) > 0) { if (sizeof($catapultTargetInfoArr) > 1 && $catapultTargetInfoArr[0]['id'] == $catapultTargetInfoArr[1]['id']) { $tmp = $catapultTargetInfoArr[0]; $catapultTargetInfoArr = array(); $catapultTargetInfoArr[] = $tmp; } $buildDestrTroopsCount = floor($buildDestrTroopsCount / sizeof($catapultTargetInfoArr)); foreach ($catapultTargetInfoArr as $catapultTargetInfoItem) { if ($catapultResult != '') { $catapultResult .= '#'; } $canDestructBuilding = $catapultTargetInfoItem['level'] * $buildinStabilityFactor * 4 <= $buildDestrTroopsCount; if ($canDestructBuilding) { $dropBuildingLevels = floor($buildDestrTroopsCount / ($catapultTargetInfoItem['level'] * $buildinStabilityFactor * 4)); if ($catapultTargetInfoItem['level'] - $dropBuildingLevels < 0) { $dropBuildingLevels = $catapultTargetInfoItem['level']; } $catapultResult .= $catapultTargetInfoItem['item_id'] . ' ' . $catapultTargetInfoItem['level'] . ' ' . ($catapultTargetInfoItem['level'] - $dropBuildingLevels); $mq = new QueueJobModel(); while (0 < $dropBuildingLevels--) { $mq->upgradeBuilding($toVillageRow['id'], $catapultTargetInfoItem['id'], $catapultTargetInfoItem['item_id'], TRUE); } } else { $catapultResult .= $catapultTargetInfoItem['item_id'] . ' ' . $catapultTargetInfoItem['level'] . ' -1'; } } } if (!$toVillageRow['is_capital'] && !$toVillageRow['is_special_village']) { $checkToVillageRow = $this->_getVillageInfo($taskRow['to_village_id']); $villageTotallyDestructed = TRUE; $bStr = trim($checkToVillageRow['buildings']); if ($bStr != '') { $bStrArr = explode(',', $bStr); $_i = 0; foreach ($bStrArr as $b2Str) { ++$_i; list($item_id, $level, $update_state) = explode(' ', $b2Str); if ($level > 0) { $villageTotallyDestructed = FALSE; break; } } } if ($villageTotallyDestructed) { $catapultResult = '+'; $this->leaveVillage($toVillageRow['id'], $toVillageRow['player_id'], 0, $toVillageRow['parent_id']); } } } } $doTroopsBack = TRUE; $villageCaptured = FALSE; $captureResult = ''; if ($procInfo['troopsArray']['hasKing'] && !$toVillageRow['is_oasis'] && !$warResult['all_attack_killed'] && $taskRow['proc_type'] != QS_WAR_ATTACK_PLUNDER && !$toVillageRow['is_capital'] && !$villageTotallyDestructed && $warResult['all_defense_killed'] && $toVillageRow['player_id'] != $fromVillageRow['player_id'] && !$toVillageRow['is_artefacts']) { $checkToVillageRow = $this->_getVillageInfo($taskRow['to_village_id']); $b25_26_exists = FALSE; $bStr = trim($checkToVillageRow['buildings']); if ($bStr != '') { $bStrArr = explode(',', $bStr); foreach ($bStrArr as $b2Str) { list($item_id, $level, $update_state) = explode(' ', $b2Str); if ($level > 0 && ($item_id == 25 || $item_id == 26)) { $b25_26_exists = TRUE; break; } } } $kingIsLive = FALSE; foreach ($warResult['attackTroops']['troops'] as $tid => $tprop) { if ($tid == 9 || $tid == 19 || $tid == 29) { $kingIsLive = $tprop['live_number'] > 0; break; } } if ($kingIsLive && $b25_26_exists) { $captureResult = '#'; } if ($kingIsLive && !$b25_26_exists) { $elapsedTimeInSeconds = $toVillageRow['elapsedTimeInSeconds']; $addValue = $elapsedTimeInSeconds * 10 / 3600; $total = round($toVillageRow['allegiance_percent'] + $addValue); $allegiancepercent = $total < 100 ? $total : 100; $minusAllgeriance = $fromVillageRow['tribe_id'] == 1 ? mt_rand(25, 30) : mt_rand(20, 25); $allegiance_percent = $allegiancepercent - round($minusAllgeriance * (1 - $wringerLevel / 100)); if ($allegiance_percent > 0) { $this->provider->executeQuery('UPDATE p_villages v SET v.allegiance_percent=%s, v.last_update_date=NOW() WHERE v.id=%s', array($allegiance_percent, intval($toVillageRow['id']))); $captureResult = $allegiancepercent . '-' . $allegiance_percent; } else { $allegiance_percent = 0; $captureResult = '+'; } if ($allegiance_percent == 0) { $villageCaptured = TRUE; $kingCropConumption = 0; $doTroopsBack = FALSE; foreach ($warResult['attackTroops']['troops'] as $tid => $tprop) { if ($tid == 9 || $tid == 19 || $tid == 29) { $kingCropConumption = $GameMetadata['troops'][$tid]['crop_consumption']; break; } if ($tprop['live_number'] > 0) { $doTroopsBack = TRUE; } } $toCheckPeople = $this->provider->fetchScalar('SELECT v.people_count FROM p_villages v WHERE v.id=%s', array($toVillageRow['id'])); $this->leaveVillage($toVillageRow['id'], $toVillageRow['player_id'], $toCheckPeople, $toVillageRow['parent_id'], FALSE); $this->captureVillage($toVillageRow, $fromVillageRow, $kingCropConumption); } } } $oasisResult = ''; if ($procInfo['troopsArray']['hasHero'] && $toVillageRow['is_oasis'] && !$warResult['all_attack_killed'] && $warResult['all_defense_killed'] && $toVillageRow['player_id'] != $fromVillageRow['player_id'] && 10 <= $heroBuildingLevel) { $canCaptureOasis = FALSE; $numberOfOwnedOases = trim($fromVillageRow['village_oases_id']) == '' ? 0 : sizeof(explode(',', $fromVillageRow['village_oases_id'])); if ($heroBuildingLevel == 20) { $canCaptureOasis = $numberOfOwnedOases < 3; } else { if (15 <= $heroBuildingLevel) { $canCaptureOasis = $numberOfOwnedOases < 2; } else { if (10 <= $heroBuildingLevel) { $canCaptureOasis = $numberOfOwnedOases < 1; } } } $oasisInRang = FALSE; $rang = 3; $map_size = $SetupMetadata['map_size']; $x = $fromVillageRow['rel_x']; $y = $fromVillageRow['rel_y']; $mi = -$rang; while ($mi <= $rang) { if ($oasisInRang) { break; } $mj = -$rang; while ($mj <= $rang) { if ($toVillageRow['id'] == $this->__getVillageId($map_size, $this->__getCoordInRange($map_size, $x + $mi), $this->__getCoordInRange($map_size, $y + $mj))) { $oasisInRang = TRUE; break; } ++$mj; } ++$mi; } if ($canCaptureOasis && $oasisInRang) { $qm = new QueueJobModel(); if (intval($toVillageRow['player_id']) == 0) { $oasisResult = '+'; $qm->captureOasis($toVillageRow['id'], $fromVillageRow['player_id'], $fromVillageRow['id'], TRUE); } else { $allegiance_percent = $toVillageRow['allegiance_percent']; $allegiance_percent -= 25; if ($allegiance_percent > 0) { $oasisResult = $toVillageRow['allegiance_percent'] . '-' . $allegiance_percent; $this->provider->executeQuery('UPDATE p_villages v SET v.allegiance_percent=%s WHERE v.id=%s', array($allegiance_percent, intval($toVillageRow['id']))); } else { $allegiance_percent = 0; $oasisResult = '+'; } if ($allegiance_percent == 0) { $qm->captureOasis($toVillageRow['id'], $toVillageRow['player_id'], $toVillageRow['parent_id'], FALSE); $qm->captureOasis($toVillageRow['id'], $fromVillageRow['player_id'], $fromVillageRow['id'], TRUE); } } } } $artefactResult = ''; if ($procInfo['troopsArray']['hasHero'] && $toVillageRow['artefacts'] != '' && !$warResult['all_attack_killed'] && $warResult['all_defense_killed'] && $toVillageRow['player_id'] != $fromVillageRow['player_id'] && 10 <= $TreasuryLevel) { $checkToVillageRow = $this->_getVillageInfo($taskRow['to_village_id']); $b27_exists = FALSE; $bStr = trim($checkToVillageRow['buildings']); if ($bStr != '') { $bStrArr = explode(',', $bStr); foreach ($bStrArr as $b2Str) { list($item_id, $level, $update_state) = explode(' ', $b2Str); if ($level > 0 && $item_id == 27) { $b27_exists = TRUE; break; } } } if ($b27_exists) { $artefactResult = 'X'; } if (!$b27_exists) { list($type, $effect) = explode(' ', $toVillageRow['artefacts']); if ($TreasuryLevel >= 10 && $effect == 2) { if ($fromVillageRow['artefacts'] != '') { $artefactResult = '#'; } else { $this->captureArtefact($toVillageRow, $fromVillageRow); $artefactResult = '+'; } } else { if ($TreasuryLevel == 20 && $effect == 1) { if ($fromVillageRow['artefacts'] != '') { $artefactResult = '#'; } else { $this->captureArtefact($toVillageRow, $fromVillageRow); $artefactResult = '+'; } } else { $artefactResult = '-'; } } } } $newTroops = ''; foreach ($warResult['attackTroops']['troops'] as $tid => $tprop) { if ($newTroops != '') { $newTroops .= ','; } $newTroops .= $tid . ' ' . $tprop['number'] . ' ' . ($tprop['number'] - $tprop['live_number']); } if ($procInfo['troopsArray']['hasHero']) { if ($newTroops != '') { $newTroops .= ','; } $newTroops .= -1 . ' ' . 1 . ' ' . ($warResult['all_attack_killed'] ? 1 : 0); } $attackReportTroops = $newTroops; $defenseReportTroops = ''; foreach ($reportTroopTable as $tribeId => $defTroops) { $defenseReportTroops1 = ''; if ($tribeId == 4) { $monsterTroops = array(); foreach ($GameMetadata['troops'] as $t4k => $t4v) { if ($t4v['for_tribe_id'] == 4) { $monsterTroops[$t4k] = array('number' => isset($defTroops['troops'][$t4k]) ? $defTroops['troops'][$t4k]['number'] : 0, 'dead_number' => isset($defTroops['troops'][$t4k]) ? $defTroops['troops'][$t4k]['dead_number'] : 0); } } $defTroops['troops'] = $monsterTroops; } foreach ($defTroops['troops'] as $tid => $tArr) { if ($defenseReportTroops1 != '') { $defenseReportTroops1 .= ','; } $defenseReportTroops1 .= $tid . ' ' . $tArr['number'] . ' ' . $tArr['dead_number']; } if ($defTroops['hero']['number'] > 0) { if ($defenseReportTroops1 != '') { $defenseReportTroops1 .= ','; } $defenseReportTroops1 .= -1 . ' ' . $defTroops['hero']['number'] . ' ' . $defTroops['hero']['dead_number']; } if ($defenseReportTroops1 != '') { if ($defenseReportTroops != '') { $defenseReportTroops .= '#'; } $defenseReportTroops .= $defenseReportTroops1; } } $timeInSeconds = $taskRow['remainingTimeInSeconds']; $attackDigit = 0; $defenseDigit = 0; if ($warResult['all_attack_killed']) { $attackDigit = 3; $defenseDigit = $warResult['defense_total_dead_number'] > 0 ? 5 : 4; } else { $attackDigit = $warResult['attackTroops']['total_dead_number'] > 0 ? 2 : 1; $defenseDigit = $warResult['defense_total_dead_number'] > 0 ? 6 : 7; } $reportResult = $defenseDigit * 10 + $attackDigit; $reportCategory = 3; $reportBody = $attackReportTroops . '|' . $defenseReportTroops . '|' . $warResult['attackTroops']['total_carry_load'] . '|' . $harvestResources . '|' . $wallDestructionResult . '|' . $catapultResult . '|' . $oasisResult . '|' . $captureResult . '|' . $artefactResult; $r = new ReportModel(); $r->createReport(intval($fromVillageRow['player_id']), intval($toVillageRow['player_id']), intval($fromVillageRow['id']), intval($toVillageRow['id']), $reportCategory, $reportResult, $reportBody, $timeInSeconds); foreach ($villages as $vID => $vTroops) { $defenseReportTroops2 = ''; $playerID = $this->provider->fetchScalar('SELECT v.player_id FROM p_villages v WHERE v.id=%s', array(intval($vID))); if ($playerID != NULL) { foreach ($vTroops['troops'] as $tid => $tArr) { if ($defenseReportTroops2 != '') { $defenseReportTroops2 .= ','; } $defenseReportTroops2 .= $tid . ' ' . $tArr['number'] . ' ' . $tArr['dead_number']; } if ($vTroops['hero']['number'] > 0) { if ($defenseReportTroops2 != '') { $defenseReportTroops2 .= ','; } $defenseReportTroops2 .= -1 . ' ' . $vTroops['hero']['number'] . ' ' . $vTroops['hero']['dead_number']; } $r->createReport('', intval($playerID), '', intval($toVillageRow['id']), 5, 62, $defenseReportTroops2, $taskRow['remainingTimeInSeconds']); } } if (intval($toVillageRow['player_id']) != intval($fromVillageRow['player_id'])) { $statisticPoint = 0; $harvestPoint = $harvestInfoStruct['sum']; if (intval($toVillageRow['player_id']) > 0 && intval($toVillageRow['tribe_id']) != 5) { $statisticPoint = $warResult['attackTroops']['total_dead_number']; $this->provider->executeQuery('UPDATE p_players p SET p.defense_points=p.defense_points+%s, p.week_defense_points=p.week_defense_points+%s WHERE p.id=%s', array($statisticPoint, $statisticPoint, intval($toVillageRow['player_id']))); } if (intval($fromVillageRow['player_id']) > 0 && intval($toVillageRow['tribe_id']) != 5) { $statisticPoint = $warResult['defense_total_dead_number']; $this->provider->executeQuery('UPDATE p_players p SET p.attack_points=p.attack_points+%s, p.week_attack_points=p.week_attack_points+%s, p.week_thief_points=p.week_thief_points+%s WHERE p.id=%s', array($statisticPoint, $statisticPoint, $harvestPoint, intval($fromVillageRow['player_id']))); } if (intval($toVillageRow['alliance_id']) > 0) { $statisticPoint = $warResult['attackTroops']['total_dead_number']; $this->provider->executeQuery('UPDATE p_alliances p SET p.rating=p.rating+%s, p.defense_points=p.defense_points+%s, p.week_defense_points=p.week_defense_points+%s WHERE p.id=%s', array($statisticPoint, $statisticPoint, $statisticPoint, intval($toVillageRow['alliance_id']))); } if (intval($fromVillageRow['alliance_id']) > 0) { $statisticPoint = $warResult['defense_total_dead_number']; $this->provider->executeQuery('UPDATE p_alliances p SET p.rating=p.rating+%s, p.attack_points=p.attack_points+%s, p.week_attack_points=p.week_attack_points+%s, p.week_thief_points=p.week_thief_points+%s WHERE p.id=%s', array($statisticPoint, $statisticPoint, $statisticPoint, $harvestPoint, intval($fromVillageRow['alliance_id']))); } } if (!$warResult['all_attack_killed'] && $doTroopsBack) { $paramsArray = explode('|', $taskRow['proc_params']); $paramsArray[sizeof($paramsArray) - 1] = 1; $newTroops = ''; foreach ($warResult['attackTroops']['troops'] as $tid => $tprop) { if ($newTroops != '') { $newTroops .= ','; } if ($villageCaptured && ($tid == 9 || $tid == 19 || $tid == 29)) { $tprop['live_number'] = 0; } $newTroops .= $tid . ' ' . $tprop['live_number']; } if (!$warResult['all_attack_killed'] && $procInfo['troopsArray']['hasHero']) { if ($newTroops != '') { $newTroops .= ','; } $newTroops .= $procInfo['troopsArray']['heroTroopId'] . ' -1'; } $paramsArray[0] = $newTroops; $paramsArray[4] = $harvestResources; $newParams = implode('|', $paramsArray); $this->provider->executeQuery('UPDATE p_queue q SET q.player_id=%s, q.village_id=%s, q.to_player_id=%s, q.to_village_id=%s, q.proc_type=%s, q.proc_params=\'%s\', q.end_date=(q.end_date + INTERVAL q.execution_time SECOND) WHERE q.id=%s', array(intval($taskRow['to_player_id']), intval($taskRow['to_village_id']), intval($taskRow['player_id']), intval($taskRow['village_id']), QS_WAR_REINFORCE, $newParams, intval($taskRow['id']))); return TRUE; } return FALSE; }
public function handleWarAttack($taskRow, $toVillageRow, $fromVillageRow, $procInfo) { $GameMetadata = $GLOBALS['GameMetadata']; $SetupMetadata = $GLOBALS['SetupMetadata']; if (!$toVillageRow['is_oasis'] && intval($toVillageRow['player_id']) == 0) { $paramsArray = explode("|", $taskRow['proc_params']); $paramsArray[sizeof($paramsArray) - 1] = 1; $newParams = implode("|", $paramsArray); $this->provider->executeQuery("UPDATE p_queue q \r\n\t\t\t\tSET \r\n\t\t\t\t\tq.player_id=%s,\r\n\t\t\t\t\tq.village_id=%s,\r\n\t\t\t\t\tq.to_player_id=%s,\r\n\t\t\t\t\tq.to_village_id=%s,\r\n\t\t\t\t\tq.proc_type=%s,\r\n\t\t\t\t\tq.proc_params='%s',\r\n\t\t\t\t\tq.end_date=(q.end_date + INTERVAL q.execution_time SECOND)\r\n\t\t\t\tWHERE q.id=%s", array(intval($taskRow['to_player_id']), intval($taskRow['to_village_id']), intval($taskRow['player_id']), intval($taskRow['village_id']), QS_WAR_REINFORCE, $newParams, intval($taskRow['id']))); return TRUE; } $heroLevel = 0; if ($procInfo['troopsArray']['hasHero']) { $heroLevel = intval($this->provider->fetchScalar("SELECT p.hero_level FROM p_players p WHERE p.id=%s", array(intval($fromVillageRow['player_id'])))); } $heroBuildingLevel = 0; $wringerLevel = 0; $buildings = array(); $bStr = trim($fromVillageRow['buildings']); if ($bStr != "") { $bStrArr = explode(",", $bStr); foreach ($bStrArr as $b2Str) { $update_state = explode(" ", $b2Str); $level = explode(" ", $b2Str); $item_id = explode(" ", $b2Str); list($item_id, $level, $update_state) = $item_id; if ($item_id == 35) { $wringerLevel = $level; } else { if ($item_id == 37) { $heroBuildingLevel = $level; } } } } $attackTroops = $this->_getAttackTroopsForVillage($fromVillageRow['troops_training'], $procInfo['troopsArray']['troops'], $heroLevel, $fromVillageRow['people_count'], $wringerLevel, FALSE); $buildinStabilityFactor = 1; $crannyTotalSize = 0; $wallPower = 0; $wallLevel = 0; $wallBid = 0; $wallItemId = 0; $buildings = array(); $bStr = trim($toVillageRow['buildings']); if ($bStr != "") { $bStrArr = explode(",", $bStr); $fcc = 0; foreach ($bStrArr as $b2Str) { ++$fcc; $update_state = explode(" ", $b2Str); $level = explode(" ", $b2Str); $item_id = explode(" ", $b2Str); list($item_id, $level, $update_state) = $item_id; if ($item_id == 31 || $item_id == 32 || $item_id == 33) { $wallBid = $fcc; $wallItemId = $item_id; $wallLevel = $level; $wallPower = 0 < $level ? $GameMetadata['items'][$item_id]['levels'][$level - 1]['value'] : 0; } else { if ($item_id == 23 && 0 < $level) { $crannyTotalSize += $GameMetadata['items'][$item_id]['levels'][$level - 1]['value'] * $GameMetadata['items'][$item_id]['for_tribe_id'][$toVillageRow['tribe_id']]; } else { if ($item_id == 34 && 0 < $level) { $buildinStabilityFactor = $GameMetadata['items'][$item_id]['levels'][$level - 1]['value'] / 100; } } } } } $crannyTotalSize = floor($crannyTotalSize * $GameMetadata['tribes'][$fromVillageRow['tribe_id']]['crannyFactor']); $defenseTroops = array(); $totalDefensePower = 0; $troops_num = trim($toVillageRow['troops_num']); if ($troops_num != "") { $vtroopsArr = explode("|", $troops_num); foreach ($vtroopsArr as $vtroopsStr) { $tvtroopsStr = explode(":", $vtroopsStr); $tvid = explode(":", $vtroopsStr); list($tvid, $tvtroopsStr) = $tvid; $incFactor = $toVillageRow['is_oasis'] && intval($toVillageRow['player_id']) == 0 && $tvid == 0 - 1 ? floor($toVillageRow['oasisElapsedTimeInSeconds'] / 86400) : 0; $_hasHero = FALSE; $vtroops = array(); $_arr = explode(",", $tvtroopsStr); foreach ($_arr as $_arrStr) { $_tnum = explode(" ", $_arrStr); $_tid = explode(" ", $_arrStr); list($_tid, $_tnum) = $_tid; if ($_tnum == 0 - 1) { $_hasHero = TRUE; } else { $vtroops[$_tid] = $_tnum + $incFactor; } } if ($tvid == 0 - 1) { $hero_in_village_id = intval($this->provider->fetchScalar("SELECT p.hero_in_village_id FROM p_players p WHERE p.id=%s", array(intval($toVillageRow['player_id'])))); if (0 < $hero_in_village_id && $hero_in_village_id == $toVillageRow['id']) { $_hasHero = TRUE; } } $defenseTroops[$tvid] = $this->_getDefenseTroopsForVillage($tvid == 0 - 1 ? $toVillageRow['id'] : $tvid, $vtroops, $_hasHero, $toVillageRow['people_count'], $wallPower, FALSE); $totalDefensePower += $defenseTroops[$tvid]['total_power']; } } $warResult = $this->getWarResult($attackTroops, $defenseTroops, $totalDefensePower, $taskRow['proc_type'] == QS_WAR_ATTACK_PLUNDER); $harvestResources = "0 0 0 0"; $harvestInfoStruct = array("string" => $harvestResources, "sum" => 0); if (!$warResult['all_attack_killed']) { $harvestInfoStruct = $this->_harvestTroopsFrom($toVillageRow, $warResult['attackTroops']['total_carry_load'], $crannyTotalSize); $harvestResources = $harvestInfoStruct['string']; } $reduceConsumption = $warResult['attackTroops']['total_dead_consumption']; if ($warResult['all_attack_killed'] && $procInfo['troopsArray']['hasHero']) { $reduceConsumption += $GameMetadata['troops'][$procInfo['troopsArray']['heroTroopId']]['crop_consumption']; } if (0 < $reduceConsumption) { $this->_updateVillage($fromVillageRow, $reduceConsumption, $warResult['all_attack_killed'] && $procInfo['troopsArray']['hasHero']); } if ($procInfo['troopsArray']['hasHero'] && !$warResult['all_attack_killed'] && 1 <= $warResult['defense_total_dead_number']) { $heroStatisticPoint = 1; $this->provider->executeQuery("UPDATE p_players p SET p.hero_points=p.hero_points+%s, p.hero_level=p.hero_level+floor(p.hero_points/(100*(p.hero_level+1))) WHERE p.id=%s", array($heroStatisticPoint, intval($fromVillageRow['player_id']))); } $defenseTroopsStr = ""; $defenseReduceConsumption = 0; $reportTroopTable = array(); $tribeId = 0; foreach ($warResult['defenseTroops'] as $vid => $troopsTable) { $defenseReduceConsumption += $troopsTable['total_dead_consumption']; $newTroops = ""; $thisInforcementDied = TRUE; foreach ($troopsTable['troops'] as $tid => $tprop) { if ($newTroops != "") { $newTroops .= ","; } $newTroops .= $tid . " " . $tprop['live_number']; if (0 < $tprop['live_number']) { $thisInforcementDied = FALSE; } $tribeId = $GameMetadata['troops'][$tid]['for_tribe_id']; if (!isset($reportTroopTable[$tribeId])) { $reportTroopTable[$tribeId] = array("troops" => array(), "hero" => array("number" => 0, "dead_number" => 0)); } if ($tid != 99) { if (!isset($reportTroopTable[$tribeId]['troops'][$tid])) { $reportTroopTable[$tribeId]['troops'][$tid] = array("number" => $tprop['number'], "dead_number" => $tprop['number'] - $tprop['live_number']); } else { $reportTroopTable[$tribeId]['troops'][$tid]['number'] += $tprop['number']; $reportTroopTable[$tribeId]['troops'][$tid]['dead_number'] += $tprop['number'] - $tprop['live_number']; } } } if ($troopsTable['hasHero']) { ++$reportTroopTable[$tribeId]['hero']['number']; } if (0 < $troopsTable['total_live_number'] && $troopsTable['hasHero']) { if ($vid != 0 - 1) { if ($newTroops != "") { $newTroops .= ","; } $newTroops .= $troopsTable['heroTroopId'] . " -1"; } if ($vid == 0 - 1 && !$toVillageRow['is_oasis'] && $warResult['all_attack_killed']) { $heroStatisticPoint = 1; $this->provider->executeQuery("UPDATE p_players p SET p.hero_points=p.hero_points+%s, p.hero_level=p.hero_level+floor(p.hero_points/(100*(p.hero_level+1))) WHERE p.id=%s", array($heroStatisticPoint, intval($toVillageRow['player_id']))); } $thisInforcementDied = FALSE; } if ($troopsTable['hasHero'] && $troopsTable['total_live_number'] <= 0) { ++$reportTroopTable[$tribeId]['hero']['dead_number']; $defenseReduceConsumption += $GameMetadata['troops'][$troopsTable['heroTroopId']]['crop_consumption']; } $this->_updateVillageOutTroops($vid, $toVillageRow['id'], $newTroops, $troopsTable['hasHero'] && $troopsTable['total_live_number'] <= 0, $thisInforcementDied, intval($toVillageRow['player_id'])); if ($vid == 0 - 1 && $toVillageRow['is_oasis']) { $this->provider->executeQuery("UPDATE p_villages v SET v.creation_date=NOW() WHERE v.id=%s", array(intval($toVillageRow['id']))); } if (!$thisInforcementDied || $vid == 0 - 1) { if ($defenseTroopsStr != "") { $defenseTroopsStr .= "|"; } $defenseTroopsStr .= $vid . ":" . $newTroops; } } if ($toVillageRow['is_oasis'] && 0 < intval($toVillageRow['player_id']) && isset($reportTroopTable[4])) { unset($reportTroopTable[4]); } $this->provider->executeQuery("UPDATE p_villages v SET v.troops_num='%s' WHERE v.id=%s", array($defenseTroopsStr, $toVillageRow['id'])); if (!($toVillageRow['is_oasis'] && intval($toVillageRow['player_id']) == 0)) { $_tovid = $toVillageRow['is_oasis'] ? intval($toVillageRow['parent_id']) : $toVillageRow['id']; $this->provider->executeQuery("UPDATE p_villages v SET v.crop_consumption=v.crop_consumption-%s WHERE v.id=%s", array($defenseReduceConsumption, intval($_tovid))); } $villageTotallyDestructed = FALSE; $wallDestructionResult = ""; $catapultResult = ""; if (!$toVillageRow['is_oasis'] && !$warResult['all_attack_killed'] && $taskRow['proc_type'] != QS_WAR_ATTACK_PLUNDER) { $wallDestrTroopsCount = 0; $buildDestrTroopsCount = 0; foreach ($warResult['attackTroops']['troops'] as $tid => $tprop) { if ($tid == 7 || $tid == 17 || $tid == 27 || $tid == 106 || $tid == 57) { $wallDestrTroopsCount = $tprop['live_number']; } else { if ($tid == 8 || $tid == 18 || $tid == 28 || $tid == 107 || $tid == 58) { $buildDestrTroopsCount = $tprop['live_number']; } } } if ($procInfo['troopsArray']['hasWallDest']) { if (0 < $wallLevel) { $dropLevels = 0; if (2 * $wallPower < $wallDestrTroopsCount) { $dropLevels = floor($wallDestrTroopsCount / (2 * $wallPower)); if ($wallLevel - $dropLevels < 0) { $dropLevels = $wallLevel; } } if (0 < $dropLevels) { $wallDestructionResult = $wallLevel . "-" . ($wallLevel - $dropLevels); $wallLevel -= $dropLevels; $mq = new QueueJobModel(); while (0 < $dropLevels--) { $mq->upgradeBuilding($toVillageRow['id'], $wallBid, $wallItemId, TRUE); } } else { $wallDestructionResult = "-"; } } else { $wallDestructionResult = "+"; } } if (trim($procInfo['catapultTarget']) != "") { $catapultTargetArr = explode(":", $procInfo['catapultTarget']); $catapultTargetArr = explode(" ", $catapultTargetArr[1]); $buildingsInfo = array(); $bStr = trim($toVillageRow['buildings']); if ($bStr != "") { $bStrArr = explode(",", $bStr); $_i = 0; foreach ($bStrArr as $b2Str) { ++$_i; $update_state = explode(" ", $b2Str); $level = explode(" ", $b2Str); $item_id = explode(" ", $b2Str); list($item_id, $level, $update_state) = $item_id; if ($item_id == 31 || $item_id == 32 || $item_id == 33) { continue; } if (0 < $level) { $buildingsInfo[] = array("id" => $_i, "item_id" => $item_id, "level" => $level); } } } $catapultTargetInfoArr = array(); if (0 < sizeof($buildingsInfo)) { foreach ($catapultTargetArr as $catapultTargetItemId) { $targetExists = FALSE; foreach ($buildingsInfo as $bInfo) { if (!($catapultTargetItemId == $bInfo['item_id'])) { continue; } $catapultTargetInfoArr[] = $bInfo; $targetExists = TRUE; break; break; } if (!$targetExists) { $_randIndex = mt_rand(0, sizeof($buildingsInfo) - 1); $catapultTargetInfoArr[] = $buildingsInfo[$_randIndex]; } } } if (0 < sizeof($catapultTargetInfoArr)) { if (1 < sizeof($catapultTargetInfoArr) && $catapultTargetInfoArr[0]['id'] == $catapultTargetInfoArr[1]['id']) { $tmp = $catapultTargetInfoArr[0]; $catapultTargetInfoArr = array(); $catapultTargetInfoArr[] = $tmp; } $buildDestrTroopsCount = floor($buildDestrTroopsCount / sizeof($catapultTargetInfoArr)); foreach ($catapultTargetInfoArr as $catapultTargetInfoItem) { if ($catapultResult != "") { $catapultResult .= "#"; } $canDestructBuilding = $catapultTargetInfoItem['level'] * $buildinStabilityFactor * 4 <= $buildDestrTroopsCount; if ($canDestructBuilding) { $dropBuildingLevels = floor($buildDestrTroopsCount / ($catapultTargetInfoItem['level'] * $buildinStabilityFactor * 4)); if ($catapultTargetInfoItem['level'] - $dropBuildingLevels < 0) { $dropBuildingLevels = $catapultTargetInfoItem['level']; } $catapultResult .= $catapultTargetInfoItem['item_id'] . " " . $catapultTargetInfoItem['level'] . " " . ($catapultTargetInfoItem['level'] - $dropBuildingLevels); $mq = new QueueJobModel(); do { if (0 < $dropBuildingLevels--) { $mq->upgradeBuilding($toVillageRow['id'], $catapultTargetInfoItem['id'], $catapultTargetInfoItem['item_id'], TRUE); } } while (1); } else { $catapultResult .= $catapultTargetInfoItem['item_id'] . " " . $catapultTargetInfoItem['level'] . " -1"; } } } if (!$toVillageRow['is_capital'] && !$toVillageRow['is_special_village']) { $checkToVillageRow = $this->_getVillageInfo($taskRow['to_village_id']); $villageTotallyDestructed = TRUE; $bStr = trim($checkToVillageRow['buildings']); if ($bStr != "") { $bStrArr = explode(",", $bStr); $_i = 0; foreach ($bStrArr as $b2Str) { ++$_i; $update_state = explode(" ", $b2Str); $level = explode(" ", $b2Str); $item_id = explode(" ", $b2Str); list($item_id, $level, $update_state) = $item_id; if (!(0 < $level)) { continue; } $villageTotallyDestructed = FALSE; break; break; } } if ($villageTotallyDestructed) { $catapultResult = "+"; $this->leaveVillage($toVillageRow['id'], $toVillageRow['player_id'], $toVillageRow['people_count'], $toVillageRow['parent_id']); } } } } $doTroopsBack = TRUE; $villageCaptured = FALSE; $captureResult = ""; if ($procInfo['troopsArray']['hasKing'] && !$toVillageRow['is_oasis'] && !$warResult['all_attack_killed'] && $taskRow['proc_type'] != QS_WAR_ATTACK_PLUNDER && !$toVillageRow['is_capital'] && !$villageTotallyDestructed && $warResult['all_defense_killed'] && $toVillageRow['player_id'] != $fromVillageRow['player_id']) { $checkToVillageRow = $this->_getVillageInfo($taskRow['to_village_id']); $b25_26_exists = FALSE; $bStr = trim($checkToVillageRow['buildings']); if ($bStr != "") { $bStrArr = explode(",", $bStr); foreach ($bStrArr as $b2Str) { $update_state = explode(" ", $b2Str); $level = explode(" ", $b2Str); $item_id = explode(" ", $b2Str); list($item_id, $level, $update_state) = $item_id; if (0 < $level && ($item_id == 25 || $item_id == 26)) { $b25_26_exists = TRUE; break; } } } $kingIsLive = FALSE; foreach ($warResult['attackTroops']['troops'] as $tid => $tprop) { if (!($tid == 9 || $tid == 19 || $tid == 29 || $tid == 108 || $tid == 59)) { continue; } $kingIsLive = 0 < $tprop['live_number']; break; break; } if ($kingIsLive && !$b25_26_exists) { $allegiance_percent = $toVillageRow['allegiance_percent']; $allegiance_percent -= 25; if (0 < $allegiance_percent) { $this->provider->executeQuery("UPDATE p_villages v SET v.allegiance_percent=%s WHERE v.id=%s", array($allegiance_percent, intval($toVillageRow['id']))); $captureResult = $toVillageRow['allegiance_percent'] . "-" . $allegiance_percent; } else { $allegiance_percent = 0; $captureResult = "+"; } if ($allegiance_percent == 0) { $villageCaptured = TRUE; $kingCropConumption = 0; $doTroopsBack = FALSE; foreach ($warResult['attackTroops']['troops'] as $tid => $tprop) { if ($tid == 9 || $tid == 19 || $tid == 29 || $tid == 108 || $tid == 59) { $kingCropConumption = $GLOBALS['GameMetadata']['troops'][$tid]['crop_consumption']; break; } if (0 < $tprop['live_number']) { $doTroopsBack = TRUE; } } $this->leaveVillage($toVillageRow['id'], $toVillageRow['player_id'], $toVillageRow['people_count'], $toVillageRow['parent_id'], FALSE); $this->captureVillage($toVillageRow, $fromVillageRow, $kingCropConumption); } } } $oasisResult = ""; if ($procInfo['troopsArray']['hasHero'] && $toVillageRow['is_oasis'] && !$warResult['all_attack_killed'] && $warResult['all_defense_killed'] && $toVillageRow['player_id'] != $fromVillageRow['player_id'] && 10 <= $heroBuildingLevel) { $canCaptureOasis = FALSE; $numberOfOwnedOases = trim($fromVillageRow['village_oases_id']) == "" ? 0 : sizeof(explode(",", $fromVillageRow['village_oases_id'])); if ($heroBuildingLevel == 20) { $canCaptureOasis = $numberOfOwnedOases < 3; } else { if (15 <= $heroBuildingLevel) { $canCaptureOasis = $numberOfOwnedOases < 2; } else { if (10 <= $heroBuildingLevel) { $canCaptureOasis = $numberOfOwnedOases < 1; } } } $oasisInRang = FALSE; $rang = 3; $map_size = $SetupMetadata['map_size']; $x = $fromVillageRow['rel_x']; $y = $fromVillageRow['rel_y']; $mi = 0 - $rang; while ($mi <= $rang) { if ($oasisInRang) { break; } $mj = 0 - $rang; while ($mj <= $rang) { if ($toVillageRow['id'] == $this->__getVillageId($map_size, $this->__getCoordInRange($map_size, $x + $mi), $this->__getCoordInRange($map_size, $y + $mj))) { $oasisInRang = TRUE; break; } ++$mj; } ++$mi; } if ($canCaptureOasis && $oasisInRang) { $qm = new QueueJobModel(); if (intval($toVillageRow['player_id']) == 0) { $oasisResult = "+"; $qm->captureOasis($toVillageRow['id'], $fromVillageRow['player_id'], $fromVillageRow['id'], TRUE); } else { $allegiance_percent = $toVillageRow['allegiance_percent']; $allegiance_percent -= 25; if (0 < $allegiance_percent) { $oasisResult = $toVillageRow['allegiance_percent'] . "-" . $allegiance_percent; $this->provider->executeQuery("UPDATE p_villages v SET v.allegiance_percent=%s WHERE v.id=%s", array($allegiance_percent, intval($toVillageRow['id']))); } else { $allegiance_percent = 0; $oasisResult = "+"; } if ($allegiance_percent == 0) { $qm->captureOasis($toVillageRow['id'], $toVillageRow['player_id'], $toVillageRow['parent_id'], FALSE); $qm->captureOasis($toVillageRow['id'], $fromVillageRow['player_id'], $fromVillageRow['id'], TRUE); } } } } $newTroops = ""; foreach ($warResult['attackTroops']['troops'] as $tid => $tprop) { if ($newTroops != "") { $newTroops .= ","; } $newTroops .= $tid . " " . $tprop['number'] . " " . ($tprop['number'] - $tprop['live_number']); } if ($procInfo['troopsArray']['hasHero']) { if ($newTroops != "") { $newTroops .= ","; } $newTroops .= 0 - 1 . " " . 1 . " " . ($warResult['all_attack_killed'] ? 1 : 0); } $attackReportTroops = $newTroops; $defenseReportTroops = ""; foreach ($reportTroopTable as $tribeId => $defTroops) { $defenseReportTroops1 = ""; if ($tribeId == 4) { $monsterTroops = array(); foreach ($GLOBALS['GameMetadata']['troops'] as $t4k => $t4v) { if ($t4v['for_tribe_id'] == 4) { $monsterTroops[$t4k] = array("number" => isset($defTroops['troops'][$t4k]) ? $defTroops['troops'][$t4k]['number'] : 0, "dead_number" => isset($defTroops['troops'][$t4k]) ? $defTroops['troops'][$t4k]['dead_number'] : 0); } } $defTroops['troops'] = $monsterTroops; } foreach ($defTroops['troops'] as $tid => $tArr) { if ($defenseReportTroops1 != "") { $defenseReportTroops1 .= ","; } $defenseReportTroops1 .= $tid . " " . $tArr['number'] . " " . $tArr['dead_number']; } if (0 < $defTroops['hero']['number']) { if ($defenseReportTroops1 != "") { $defenseReportTroops1 .= ","; } $defenseReportTroops1 .= 0 - 1 . " " . $defTroops['hero']['number'] . " " . $defTroops['hero']['dead_number']; } if ($defenseReportTroops1 != "") { if ($defenseReportTroops != "") { $defenseReportTroops .= "#"; } $defenseReportTroops .= $defenseReportTroops1; } } $timeInSeconds = $taskRow['remainingTimeInSeconds']; $attackDigit = 0; $defenseDigit = 0; if ($warResult['all_attack_killed']) { $attackDigit = 3; $defenseDigit = 0 < $warResult['defense_total_dead_number'] ? 5 : 4; } else { $attackDigit = 0 < $warResult['attackTroops']['total_dead_number'] ? 2 : 1; $defenseDigit = 0 < $warResult['defense_total_dead_number'] ? 6 : 7; } $reportResult = $defenseDigit * 10 + $attackDigit; $reportCategory = 3; $reportBody = $attackReportTroops . "|" . $defenseReportTroops . "|" . $warResult['attackTroops']['total_carry_load'] . "|" . $harvestResources . "|" . $wallDestructionResult . "|" . $catapultResult . "|" . $oasisResult . "|" . $captureResult; $r = new ReportModel(); $r->createReport(intval($fromVillageRow['player_id']), intval($toVillageRow['player_id']), intval($fromVillageRow['id']), intval($toVillageRow['id']), $reportCategory, $reportResult, $reportBody, $timeInSeconds); if (intval($toVillageRow['player_id']) != intval($fromVillageRow['player_id'])) { $statisticPoint = 0; $harvestPoint = $harvestInfoStruct['sum']; if (0 < intval($toVillageRow['player_id']) && intval($toVillageRow['tribe_id']) != 5) { $statisticPoint = $warResult['attackTroops']['total_dead_number']; $this->provider->executeQuery("UPDATE p_players p SET p.defense_points=p.defense_points+%s, p.week_defense_points=p.week_defense_points+%s WHERE p.id=%s", array($statisticPoint, $statisticPoint, intval($toVillageRow['player_id']))); } if (0 < intval($fromVillageRow['player_id']) && intval($fromVillageRow['tribe_id']) != 5) { $statisticPoint = $warResult['defense_total_dead_number']; $this->provider->executeQuery("UPDATE p_players p SET p.attack_points=p.attack_points+%s, p.week_attack_points=p.week_attack_points+%s, p.week_thief_points=p.week_thief_points+%s WHERE p.id=%s", array($statisticPoint, $statisticPoint, $harvestPoint, intval($fromVillageRow['player_id']))); } if (0 < intval($toVillageRow['alliance_id'])) { $statisticPoint = $warResult['attackTroops']['total_dead_number']; $allianceRate = $warResult['all_attack_killed'] ? 1 : 0; $this->provider->executeQuery("UPDATE p_alliances p SET p.rating=p.rating+%s, p.defense_points=p.defense_points+%s, p.week_defense_points=p.week_defense_points+%s WHERE p.id=%s", array($allianceRate, $statisticPoint, $statisticPoint, intval($toVillageRow['alliance_id']))); } if (0 < intval($fromVillageRow['alliance_id'])) { $statisticPoint = $warResult['defense_total_dead_number']; $allianceRate = !$warResult['all_attack_killed'] && 0 < $statisticPoint ? 1 : 0; $this->provider->executeQuery("UPDATE p_alliances p SET p.rating=p.rating+%s, p.attack_points=p.attack_points+%s, p.week_attack_points=p.week_attack_points+%s, p.week_thief_points=p.week_thief_points+%s WHERE p.id=%s", array($allianceRate, $statisticPoint, $statisticPoint, $harvestPoint, intval($fromVillageRow['alliance_id']))); } } if (!$warResult['all_attack_killed'] && $doTroopsBack) { $paramsArray = explode("|", $taskRow['proc_params']); $paramsArray[sizeof($paramsArray) - 1] = 1; $newTroops = ""; foreach ($warResult['attackTroops']['troops'] as $tid => $tprop) { if ($newTroops != "") { $newTroops .= ","; } if ($villageCaptured && ($tid == 9 || $tid == 19 || $tid == 29 || $tid == 108 || $tid == 59)) { $tprop['live_number'] = 0; } $newTroops .= $tid . " " . $tprop['live_number']; } if (!$warResult['all_attack_killed'] && $procInfo['troopsArray']['hasHero']) { if ($newTroops != "") { $newTroops .= ","; } $newTroops .= $procInfo['troopsArray']['heroTroopId'] . " -1"; } $paramsArray[0] = $newTroops; $paramsArray[4] = $harvestResources; $newParams = implode("|", $paramsArray); $this->provider->executeQuery("UPDATE p_queue q \r\n\t\t\t\tSET \r\n\t\t\t\t\tq.player_id=%s,\r\n\t\t\t\t\tq.village_id=%s,\r\n\t\t\t\t\tq.to_player_id=%s,\r\n\t\t\t\t\tq.to_village_id=%s,\r\n\t\t\t\t\tq.proc_type=%s,\r\n\t\t\t\t\tq.proc_params='%s',\r\n\t\t\t\t\tq.end_date=(q.end_date + INTERVAL q.execution_time SECOND)\r\n\t\t\t\tWHERE q.id=%s", array(intval($taskRow['to_player_id']), intval($taskRow['to_village_id']), intval($taskRow['player_id']), intval($taskRow['village_id']), QS_WAR_REINFORCE, $newParams, intval($taskRow['id']))); return TRUE; } return FALSE; }