十九、攻击任务(MissionCaseAttack.php)
按照舰队任务的编号,排在第一个的就是攻击任务。这个代码很长,看的时候要有耐心。
好在引用的内容并不是很多,并且给出了详细的注释,读者不会晕头转向。
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function MissionCaseAttack ( $FleetRow ) { global $user , $phpEx , $xnova_root_path , $pricelist , $lang , $resource , $CombatCaps ; // 在舰队的记录中,fleet_start_time代表的不是出发时间,而是到达目的地时间 // 代表出发时间的是start_time // 此外还有fleet_end_time 这个是回到家的时间 // fleet_end_stay 这个是结束逗留的时间(联合防御和远征任务会用到) // 所以下面这个判断的意思是“舰队到达了目的地”,而不是“舰队起飞了” if ( $FleetRow [ 'fleet_start_time' ] <= time()) { // fleet_mess是用来记录舰队的状态的,基本可以理解为是在前进途中还是返航途中 // 但感觉利用得并不好,如果只有两个状态,可以用true 和 false来记录 // 所以我把它设为了0,1,2三个状态,对于需要停留的任务,停留时就处于第三个状态 if ( $FleetRow [ 'fleet_mess' ] == 0) { // ↓↓ 这个判断是试探存放战斗数据的文件是否存在 // 如果文件不存在,就中断操作,提示联系管理员 if (!isset( $CombatCaps [202][ 'sd' ])) { message( "<span style=" FONT-FAMILY: ">" . $lang [ 'sys_no_vars' ] . "</span>" , $lang [ 'sys_error' ], "fleet." . $phpEx , 2); } // ↓↓ 开始是一系列的数据库查询,取得攻防双方的舰队数量和科技等级 // 根据舰队信息取得防守方星球数据 $QryTargetPlanet = "SELECT * FROM {{table}} " ; $QryTargetPlanet .= "WHERE " ; $QryTargetPlanet .= "`galaxy` = '" . $FleetRow ['fleet_end_galaxy '] . "' AND "; $QryTargetPlanet .= "`system` = '" . $FleetRow ['fleet_end_system '] . "' AND "; $QryTargetPlanet .= "`planet` = '" . $FleetRow ['fleet_end_planet '] . "' AND "; $QryTargetPlanet .= "`planet_type` = '" . $FleetRow ['fleet_end_type '] . "' ;"; $TargetPlanet = doquery( $QryTargetPlanet , 'planets' , true); $TargetUserID = $TargetPlanet [ 'id_owner' ]; // 根据舰队信息取得攻击方信息 $QryCurrentUser = "SELECT * FROM {{table}} " ; $QryCurrentUser .= "WHERE " ; $QryCurrentUser .= "`id` = '" . $FleetRow ['fleet_owner '] . "' ;"; $CurrentUser = doquery( $QryCurrentUser , 'users' , true); $CurrentUserID = $CurrentUser [ 'id' ]; // 由星球数据取得目标星球的所有者的信息 $QryTargetUser = "SELECT * FROM {{table}} " ; $QryTargetUser .= "WHERE " ; $QryTargetUser .= "`id` = '" . $TargetUserID . "';" ; $TargetUser = doquery( $QryTargetUser , 'users' , true); // 然后取得双方的科技信息 // 其实下面这两个完全可以与上面两个查询整到一起 $QryTargetTech = "SELECT " ; $QryTargetTech .= "`military_tech`, `defence_tech`, `shield_tech` " ; $QryTargetTech .= "FROM {{table}} " ; $QryTargetTech .= "WHERE " ; $QryTargetTech .= "`id` = '" . $TargetUserID . "';" ; $TargetTechno = doquery( $QryTargetTech , 'users' , true); $QryCurrentTech = "SELECT " ; $QryCurrentTech .= "`military_tech`, `defence_tech`, `shield_tech` " ; $QryCurrentTech .= "FROM {{table}} " ; $QryCurrentTech .= "WHERE " ; $QryCurrentTech .= "`id` = '" . $CurrentUserID . "';" ; $CurrentTechno = doquery( $QryCurrentTech , 'users' , true); // ↑↑ 如果有其他的能影响舰队三围的项目(比如指挥官等),也应该在这里一并取出来 // 生成防守方的舰队(防御) // 如果考虑联合防御,在上面还应该把这个星球上联合防御的舰队提取出来 // 然后一起计算数量和科技水平 for ( $SetItem = 200; $SetItem 0) { $TargetSet [ $SetItem ][ 'count' ] = $TargetPlanet [ $resource [ $SetItem ]]; } } // 生成攻击方的舰队,也是用数组存放。'fleet_array'是不能直接拿来用的 // 这个字段的结构是 编号,数量;编号,数量; …… // 所以使用时需要用两次explode把它打散然后存进数组 $TheFleet = explode ( ";" , $FleetRow [ 'fleet_array' ]); foreach ( $TheFleet as $a => $b ) { if ( $b != '' ) { $a = explode ( "," , $b ); $CurrentSet [ $a [0]][ 'count' ] = $a [1]; } } // 包含进战斗引擎,ready to fight include_once ( $xnova_root_path . 'includes/ataki.' . $phpEx ); // 在输入信息之前采集时间 $mtime = microtime(); $mtime = explode ( " " , $mtime ); $mtime = $mtime [1] + $mtime [0]; $starttime = $mtime ; // 将双方舰队和科技输入战斗引擎,并用$walka来记录输出结果 $walka = walka( $CurrentSet , $TargetSet , $CurrentTechno , $TargetTechno ); // 再采集时间,得到战斗过程所用的时间 // 也就是“战斗报告产生于 x.xxxxxxxxxx 秒”的由来 $mtime = microtime(); $mtime = explode ( " " , $mtime ); $mtime = $mtime [1] + $mtime [0]; $endtime = $mtime ; $totaltime = ( $endtime - $starttime ); // 分别用一个单独的数组来记录攻击方的剩余舰队信息、 $CurrentSet = $walka [ "atakujacy" ]; // ……防守方的舰队信息、 $TargetSet = $walka [ "wrog" ]; // ……战斗的胜负结果、 $FleetResult = $walka [ "wygrana" ]; // ……每一轮的详细情况、 $dane_do_rw = $walka [ "dane_do_rw" ]; // 以及双方的损失和废墟情况 $zlom = $walka [ "zlom" ]; // 计算攻击方剩下的单位,顺便把装载量也一并计算进去了 $FleetArray = "" ; $FleetAmount = 0; $FleetStorage = 0; foreach ( $CurrentSet as $Ship => $Count ) { $FleetStorage += $pricelist [ $Ship ][ "capacity" ] * $Count [ 'count' ]; // 用$FleetArray记载舰队情况,转换成数据库里字段的格式,准备“入库” $FleetArray .= $Ship . "," . $Count [ 'count' ] . ";" ; $FleetAmount += $Count [ 'count' ]; } $FleetStorage -= $FleetRow [ "fleet_resource_metal" ]; $FleetStorage -= $FleetRow [ "fleet_resource_crystal" ]; $FleetStorage -= $FleetRow [ "fleet_resource_deuterium" ]; // 计算防守星球战后的情况 $TargetPlanetUpd = "" ; if (! is_null ( $TargetSet )) { foreach ( $TargetSet as $Ship => $Count ) { $TargetPlanetUpd .= "`" . $resource [ $Ship ] . "` = '" . $Count [' count '] . "' , "; } } // 如果战斗结果为攻击方获胜,则开始计算掠夺资源的情况 ↓↓ // 这里可以include进PlanetResourceUpdate.php,在掠夺之前先更新目标星球的资源 $Mining [ 'metal' ] = 0; $Mining [ 'crystal' ] = 0; $Mining [ 'deuter' ] = 0; if ( $FleetResult == "a" ) { if ( $FleetStorage > 0) { $metal = $TargetPlanet [ 'metal' ] / 2; $crystal = $TargetPlanet [ 'crystal' ] / 2; $deuter = $TargetPlanet [ "deuterium" ] / 2; if (( $metal ) > $FleetStorage / 3) { $Mining [ 'metal' ] = $FleetStorage / 3; $FleetStorage = $FleetStorage - $Mining [ 'metal' ]; } else { $Mining [ 'metal' ] = $metal ; $FleetStorage = $FleetStorage - $Mining [ 'metal' ]; } if (( $crystal ) > $FleetStorage / 2) { $Mining [ 'crystal' ] = $FleetStorage / 2; $FleetStorage = $FleetStorage - $Mining [ 'crystal' ]; } else { $Mining [ 'crystal' ] = $crystal ; $FleetStorage = $FleetStorage - $Mining [ 'crystal' ]; } if (( $deuter ) > $FleetStorage ) { $Mining [ 'deuter' ] = $FleetStorage ; $FleetStorage = $FleetStorage - $Mining [ 'deuter' ]; } else { $Mining [ 'deuter' ] = $deuter ; $FleetStorage = $FleetStorage - $Mining [ 'deuter' ]; } } } // ↑↑ 到这里为止就计算结束了,但如果星球上金属巨多,但晶体和重氢几乎没有 // 那就会出现装了1/3仓的金属,剩下2/3仓全都空着 // 所以可以考虑自己把掠夺方法完善一下,也不是很难 $Mining [ 'metal' ] = round ( $Mining [ 'metal' ]); $Mining [ 'crystal' ] = round ( $Mining [ 'crystal' ]); $Mining [ 'deuter' ] = round ( $Mining [ 'deuter' ]); // ↓↓ 更新数据库 $QryUpdateTarget = "UPDATE {{table}} SET " ; $QryUpdateTarget .= $TargetPlanetUpd ; $QryUpdateTarget .= "`metal` = `metal` - '" . $Mining ['metal '] . "' , "; $QryUpdateTarget .= "`crystal` = `crystal` - '" . $Mining ['crystal '] . "' , "; $QryUpdateTarget .= "`deuterium` = `deuterium` - '" . $Mining ['deuter '] . "' "; $QryUpdateTarget .= "WHERE " ; $QryUpdateTarget .= "`galaxy` = '" . $FleetRow ['fleet_end_galaxy '] . "' AND "; $QryUpdateTarget .= "`system` = '" . $FleetRow ['fleet_end_system '] . "' AND "; $QryUpdateTarget .= "`planet` = '" . $FleetRow ['fleet_end_planet '] . "' AND "; $QryUpdateTarget .= "`planet_type` = '" . $FleetRow ['fleet_end_type '] . "' "; $QryUpdateTarget .= "LIMIT 1;" ; doquery( $QryUpdateTarget , 'planets' ); $QryUpdateGalaxy = "UPDATE {{table}} SET " ; $QryUpdateGalaxy .= "`metal` = `metal` + '" . $zlom ['metal '] . "' , "; $QryUpdateGalaxy .= "`crystal` = `crystal` + '" . $zlom ['crystal '] . "' "; $QryUpdateGalaxy .= "WHERE " ; $QryUpdateGalaxy .= "`galaxy` = '" . $FleetRow ['fleet_end_galaxy '] . "' AND "; $QryUpdateGalaxy .= "`system` = '" . $FleetRow ['fleet_end_system '] . "' AND "; $QryUpdateGalaxy .= "`planet` = '" . $FleetRow ['fleet_end_planet '] . "' "; $QryUpdateGalaxy .= "LIMIT 1;" ; doquery( $QryUpdateGalaxy , 'galaxy' ); // ↓↓ 计算废墟和损失的情况 $FleetDebris = $zlom [ 'metal' ] + $zlom [ 'crystal' ]; $StrAttackerUnits = sprintf ( $lang [ 'sys_attacker_lostunits' ], pretty_number ( $zlom [ "atakujacy" ])); $StrDefenderUnits = sprintf ( $lang [ 'sys_defender_lostunits' ], pretty_number ( $zlom [ "wrog" ])); $StrRuins = sprintf ( $lang [ 'sys_gcdrunits' ], pretty_number ( $zlom [ "metal" ]), $lang [ 'Metal' ], pretty_number ( $zlom [ 'crystal' ]), $lang [ 'Crystal' ]); $DebrisField = $StrAttackerUnits . "" . $StrDefenderUnits . "" . $StrRuins ; // ↓↓ 计算产月概率 $MoonChance = $FleetDebris / 100000; if ( $FleetDebris > 2000000) { $MoonChance = 20; } if ( $FleetDebris = 100000) { $UserChance = mt_rand(1, 100); $ChanceMoon = sprintf ( $lang [ 'sys_moonproba' ], $MoonChance ); } // 如果RP够好,就能产生月亮了。当然前提是这个坐标上没有月亮 if (( $UserChance > 0) and ( $UserChance $MoonChance ) { …… } // ↓↓ 从这里开始生成战斗报告,很长,但并不复杂 $AttackDate = date ( "r" , $FleetRow [ "fleet_start_time" ]); $title = sprintf ( $lang [ 'sys_attack_title' ], $AttackDate ); $raport = "" . $title . "" ; $zniszczony = false; $a_zestrzelona = 0; // ↓↓ 双方攻防信息。如果有其他能影响舰队三围的,也要在这里加进去 // 当然这里的数据只是显示在战报中而已,是不会影响岛实际战斗的 $AttackTechon [ 'A' ] = $CurrentTechno [ "military_tech" ] * 10; $AttackTechon [ 'B' ] = $CurrentTechno [ "defence_tech" ] * 10; $AttackTechon [ 'C' ] = $CurrentTechno [ "shield_tech" ] * 10; $AttackerData = sprintf ( $lang [ 'sys_attack_attacker_pos' ], $CurrentUser [ "username" ], $FleetRow [ 'fleet_start_galaxy' ], $FleetRow [ 'fleet_start_system' ], $FleetRow [ 'fleet_start_planet' ]); $AttackerTech = sprintf ( $lang [ 'sys_attack_techologies' ], $AttackTechon [ 'A' ], $AttackTechon [ 'B' ], $AttackTechon [ 'C' ]); $DefendTechon [ 'A' ] = $TargetTechno [ "military_tech" ] * 10; $DefendTechon [ 'B' ] = $TargetTechno [ "defence_tech" ] * 10; $DefendTechon [ 'C' ] = $TargetTechno [ "shield_tech" ] * 10; $DefenderData = sprintf ( $lang [ 'sys_attack_defender_pos' ], $TargetUser [ "username" ], $FleetRow [ 'fleet_end_galaxy' ], $FleetRow [ 'fleet_end_system' ], $FleetRow [ 'fleet_end_planet' ]); $DefenderTech = sprintf ( $lang [ 'sys_attack_techologies' ], $DefendTechon [ 'A' ], $DefendTechon [ 'B' ], $DefendTechon [ 'C' ]); // 根据战斗中每一轮的详细情况生成交火的细节,包括每一轮的数量,攻防值,造成和吸收了多少伤害等 // 有一些键值可能需要看了战斗引擎才会明白它代表的什么,所以看不懂也没关系 ↓↓ foreach ( $dane_do_rw as $a => $b ) { …… } // ↓↓ 根据胜负结果显示相应的结尾 switch ( $FleetResult ) { …… } // 战斗报告生成于 x.xxxxxxxxxxxx 秒 $SimMessage = sprintf ( $lang [ 'sys_rapport_build_time' ], $totaltime ); $raport .= $SimMessage . "" ; // ↓↓ 将战斗报告编码,存入数据库 $dpath = (! $user [ "dpath" ]) ? DEFAULT_SKINPATH : $user [ "dpath" ]; $rid = md5( $raport ); $QryInsertRapport = "INSERT INTO {{table}} SET " ; $QryInsertRapport .= "`time` = UNIX_TIMESTAMP(), " ; $QryInsertRapport .= "`id_owner1` = '" . $FleetRow ['fleet_owner '] . "' , "; $QryInsertRapport .= "`id_owner2` = '" . $TargetUserID . "', " ; $QryInsertRapport .= "`rid` = '" . $rid . "', " ; $QryInsertRapport .= "`a_zestrzelona` = '" . $a_zestrzelona . "', " ; $QryInsertRapport .= "`raport` = '" . addslashes ( $raport ) . "';" ; doquery( $QryInsertRapport , 'rw' ); // ↓↓ 这里才是发给玩家的消息,其中有一个onclick的链接到上面的战报 // 下面这个是发给攻击方的,根据战斗结果不同,标题也有不同的颜色 $raport = "" ; $raport .= "" ; if ( $FleetResult == "a" ) { $raport .= "" ; } elseif ( $FleetResult == "r" ) { $raport .= "" ; } elseif ( $FleetResult == "w" ) { $raport .= "" ; } $raport .= …… // ↓ 这里突然回到计算攻击舰队的资源装载量,其实完全可以挪到上面去 $Mining [ 'metal' ] = $Mining [ 'metal' ] + $FleetRow [ "fleet_resource_metal" ]; $Mining [ 'crystal' ] = $Mining [ 'crystal' ] + $FleetRow [ "fleet_resource_crystal" ]; $Mining [ 'deuter' ] = $Mining [ 'deuter' ] + $FleetRow [ "fleet_resource_deuterium" ]; // 更新舰队信息 $QryUpdateFleet = "UPDATE {{table}} SET " ; $QryUpdateFleet .= "`fleet_amount` = '" . $FleetAmount . "', " ; $QryUpdateFleet .= "`fleet_array` = '" . $FleetArray . "', " ; $QryUpdateFleet .= "`fleet_mess` = '1', " ; $QryUpdateFleet .= "`fleet_resource_metal` = '" . $Mining ['metal '] . "' , "; $QryUpdateFleet .= "`fleet_resource_crystal` = '" . $Mining ['crystal '] . "' , "; $QryUpdateFleet .= "`fleet_resource_deuterium` = '" . $Mining ['deuter '] . "' "; $QryUpdateFleet .= "WHERE fleet_id = '" . $FleetRow ['fleet_id '] . "' "; $QryUpdateFleet .= "LIMIT 1 ;" ; doquery( $QryUpdateFleet , 'fleets' ); // 发送战斗消息给攻击方 SendSimpleMessage ( $CurrentUserID , '' , $FleetRow [ 'fleet_start_time' ], 3, $lang [ 'sys_mess_tower' ], $lang [ 'sys_mess_attack_report' ], $raport ); // ↓ 又突然插进来开始计算战斗经验和战斗次数 // 严重怀疑coder写这个文件时是不是喝高了 $AddPoint = $CurrentUser [ 'xpraid' ] + 1; $QryUpdateOfficier = "UPDATE {{table}} SET " ; $QryUpdateOfficier .= "`xpraid` = '" . $AddPoint . "' " ; $QryUpdateOfficier .= "WHERE id = '" . $CurrentUserID . "' " ; $QryUpdateOfficier .= "LIMIT 1 ;" ; doquery( $QryUpdateOfficier , 'users' ); $RaidsTotal = $CurrentUser [ 'raids' ] + 1; if ( $FleetResult == "a" ) { $RaidsWin = $CurrentUser [ 'raidswin' ] + 1; $QryUpdateRaidsCompteur = "UPDATE {{table}} SET " ; $QryUpdateRaidsCompteur .= "`raidswin` ='" . $RaidsWin . "', " ; $QryUpdateRaidsCompteur .= "`raids` ='" . $RaidsTotal . "' " ; $QryUpdateRaidsCompteur .= "WHERE id = '" . $CurrentUserID . "' " ; $QryUpdateRaidsCompteur .= "LIMIT 1 ;" ; doquery( $QryUpdateRaidsCompteur , 'users' ); } elseif ( $FleetResult == "r" || $FleetResult == "w" ) { $RaidsLoose = $CurrentUser [ 'raidsloose' ] + 1; $QryUpdateRaidsCompteur = "UPDATE {{table}} SET " ; $QryUpdateRaidsCompteur .= "`raidswin` ='" . $RaidsLoose . "', " ; $QryUpdateRaidsCompteur .= "`raids` ='" . $RaidsTotal . "' " ; $QryUpdateRaidsCompteur .= "WHERE id = '" . $CurrentUserID . "' " ; $QryUpdateRaidsCompteur .= "LIMIT 1 ;" ; doquery( $QryUpdateRaidsCompteur , 'users' ); } // ↓↓ 终于又回来了,开始写发给防御方的消息 $raport2 = "" ; $raport2 .= "" ; if ( $FleetResult == "a" ) { $raport2 .= "" ; } elseif ( $FleetResult == "r" ) { $raport2 .= "" ; } elseif ( $FleetResult == "w" ) { $raport2 .= "" ; } $raport2 .= $lang [ 'sys_mess_attack_report' ] . " [" . $FleetRow [ 'fleet_end_galaxy' ] . ":" . $FleetRow [ 'fleet_end_system' ] . ":" . $FleetRow [ 'fleet_end_planet' ] . "]" ; SendSimpleMessage ( $TargetUserID , '' , $FleetRow [ 'fleet_start_time' ], 3, $lang [ 'sys_mess_tower' ], $lang [ 'sys_mess_attack_report' ], $raport2 ); } // ↓↓ 如果舰队回到出发地了,就开始卸货,然后飞机入库 $fquery = "" ; if ( $FleetRow [ 'fleet_end_time' ] $Count ) { $fquery .= "`" . $resource [ $Ship ] . "` = `" . $resource [ $Ship ] . "` + '" . $Count [' count '] . "' , "; } } else { $fleet = explode ( ";" , $FleetRow [ 'fleet_array' ]); foreach ( $fleet as $a => $b ) { if ( $b != '' ) { $a = explode ( "," , $b ); $fquery .= "{$resource[$a[0]]}={$resource[$a[0]]} + {$a[1]}, \n" ; } } } // → 到最后别忘了删除这一条舰队记录,不然会一直占用航道。对其他舰队任务也是一样 doquery ( "DELETE FROM {{table}} WHERE `fleet_id` = " . $FleetRow [ "fleet_id" ], 'fleets' ); if (!( $FleetResult == "w" )) { $QryUpdatePlanet = "UPDATE {{table}} SET " ; $QryUpdatePlanet .= $fquery ; $QryUpdatePlanet .= "`metal` = `metal` + " . $FleetRow [ 'fleet_resource_metal' ] . ", " ; $QryUpdatePlanet .= "`crystal` = `crystal` + " . $FleetRow [ 'fleet_resource_crystal' ] . ", " ; $QryUpdatePlanet .= "`deuterium` = `deuterium` + " . $FleetRow [ 'fleet_resource_deuterium' ] . " " ; $QryUpdatePlanet .= "WHERE " ; $QryUpdatePlanet .= "`galaxy` = " . $FleetRow [ 'fleet_start_galaxy' ] . " AND " ; $QryUpdatePlanet .= "`system` = " . $FleetRow [ 'fleet_start_system' ] . " AND " ; $QryUpdatePlanet .= "`planet` = " . $FleetRow [ 'fleet_start_planet' ] . " AND " ; $QryUpdatePlanet .= "`planet_type` = " . $FleetRow [ 'fleet_start_type' ] . " LIMIT 1 ;" ; doquery( $QryUpdatePlanet , 'planets' ); } } } } |