Updated Shipyard queue manager

Signed-off-by: Gregory PLANCHAT <g.planchat@gmail.com>
This commit is contained in:
Gregory PLANCHAT 2011-06-19 20:12:32 +02:00
commit 2bc1fdee62
7 changed files with 455 additions and 260 deletions

View file

@ -9,6 +9,8 @@ class Legacies
public static $request = null;
public static $response = null;
protected static $_now = null;
public static function registerListener($event, $listener)
{
if (!isset(self::$_listeners[$event])) {
@ -72,4 +74,12 @@ class Legacies
{
return 'fr_FR';
}
public static function now()
{
if (self::$_now === null) {
self::$_now = time();
}
return self::$_now;
}
}

View file

@ -42,8 +42,12 @@ abstract class Legacies_Empire_Model_BuilderAbstract
{
$this->_currentPlanet = $currentPlanet;
$this->_currentUser = $currentUser;
$this->init();
}
abstract public function init();
abstract protected function _initItem();
public function enqueue()
@ -51,14 +55,14 @@ abstract class Legacies_Empire_Model_BuilderAbstract
$params = func_get_args();
$item = call_user_func_array(array($this, '_initItem'), $params);
$item->setIndex($this->_index);
$queue[$this->_index++] = $item;
$this->_queue[$this->_index++] = $item;
return $this;
}
public function dequeue($itemIndex)
{
unset($itemIndex);
unset($this->_queue[$itemIndex]);
return $this;
}
@ -84,12 +88,17 @@ abstract class Legacies_Empire_Model_BuilderAbstract
protected function _unserializeQueue($serialized)
{
$this->clearQueue();
$reflection = new ReflectionClass($this->_itemClass);
$unserialized = unserialize($serialized);
foreach ($unserialized as $itemData) {
$this->_enqueue($reflection->newInstance($itemData));
if ($unserialized === false) {
$this->_queue = array();
return $this;
}
foreach ($unserialized as $itemData) {
call_user_func_array(array($this, 'enqueue'), $itemData);
}
return $this;
}
@ -103,9 +112,6 @@ abstract class Legacies_Empire_Model_BuilderAbstract
return $this->_queue;
}
abstract public function enqueue($item);
abstract public function dequeue($item);
public function clearQueue()
{
$this->_queue = array();
@ -158,4 +164,48 @@ abstract class Legacies_Empire_Model_BuilderAbstract
abstract public function getResourcesNeeded($typeId, $level);
abstract public function getBuildingTime($typeId, $level);
public function serialize()
{
return $this->_serializeQueue();
}
public function unserialize($serialized)
{
$this->_unserializeQueue($serialized);
}
public function count()
{
return count($this->_queue);
}
public function current()
{
return current($this->_queue);
}
public function next()
{
$element = next($this->_queue);
$this->_index = key($this->_queue);
return $element;
}
public function key()
{
return $this->_index;
}
public function valid()
{
return $this->current() !== false;
}
public function rewind()
{
reset($this->_queue);
$this->_index = 0;
}
}

View file

@ -15,7 +15,9 @@ class Legacies_Empire_Model_Planet
protected $_user = null;
protected $_moon = null;
protected $_now = null;
protected $_builder = null;
protected $_shipyard = null;
protected static $_instances = array();
@ -48,17 +50,19 @@ class Legacies_Empire_Model_Planet
public function _init()
{
$this->_now = time();
$this->_tableName = 'planets';
$this->_idFieldName = 'id';
$this->_builder = new Legacies_Empire_Model_Planet_Builder($this, $this->getUser());
}
/**
* @deprecated
*/
protected function _now()
public function _afterLoad()
{
return $this->_now;
parent::_afterLoad();
$this->_builder->init();
return $this;
}
public function getLastUpdate()
@ -73,22 +77,20 @@ class Legacies_Empire_Model_Planet
public function updateStorages($time = null)
{
Math::setPrecision(10);
Math::setPrecision(50);
$resources = Legacies_Empire_Model_Game_Resources::getSingleton();
foreach ($resources->getAllDatas() as $resource => $resourceData) {
if (!isset($resourceData['storage_field']) || $resourceData['storage_field'] === null && $this['rpg_stockeur'] === null) {
continue;
}
Math::setPrecision(1);
$officerEnhancement = Math::add(Math::mul(.5, $this->getData('rpg_stockeur'), 50), 1, 10, 50);
$officerEnhancement = (.5 * $this->getData('rpg_stockeur')) + 1;
Math::setPrecision(0);
$storageEnhancementFactor = Math::pow(1.6, $this[Legacies_Empire::getFieldName($resourceData['storage'])]);
$storageEnhancementFactor = Math::floor(Math::pow(1.6, $this[Legacies_Empire::getFieldName($resourceData['storage'])]));
$storageEnhancement = Math::mul(BASE_STORAGE_SIZE / 2, $storageEnhancementFactor);
$value = Math::mul(MAX_OVERFLOW, Math::mul($officerEnhancement, Math::add(BASE_STORAGE_SIZE, $storageEnhancement)));
$this->setData($resourceData['storage_field'], $value);
$this->setData($resourceData['storage_field'], Math::floor($value));
}
Math::setPrecision();
@ -102,7 +104,7 @@ class Legacies_Empire_Model_Planet
$production = Legacies_Empire_Model_Game_Production::getSingleton();
if ($time === null) {
$time = $this->_now();
$time = Legacies::now();
}
if (!$this->isPlanet()) {
@ -207,11 +209,10 @@ class Legacies_Empire_Model_Planet
$resources = Legacies_Empire_Model_Game_Resources::getSingleton();
if ($time === null) {
$time = $this->_now();
$time = Legacies::now();
}
$timeDiff = ($time - $this->getLastUpdate()) / 3600;
var_dump($time, $this->getLastUpdate(), $timeDiff);
foreach ($resources->getAllDatas() as $resourceId => $resourceConfig) {
$production = Math::mul($this->getData($resourceConfig['production_field']), $timeDiff);
$this->setData($resourceConfig['field'], Math::min($production, $this->getData($resourceConfig['storage_field'])));
@ -244,6 +245,28 @@ class Legacies_Empire_Model_Planet
return $this->_user;
}
public function setUser(Legacies_Empire_Model_User $user)
{
$this->_user = $user;
return $this;
}
public function getShipyard()
{
if ($this->_shipyard === null) {
$this->_shipyard = new Legacies_Empire_Model_Planet_Building_Shipyard($this, $this->getUser());
}
return $this->_shipyard;
}
public function setShipyard(Legacies_Empire_Model_Planet_Building_Shipyard $shipyard)
{
$this->_shipyard = $shipyard;
return $this;
}
public function isPlanet()
{
return (bool) ($this->getData('planet_type') == self::TYPE_PLANET);
@ -357,38 +380,44 @@ class Legacies_Empire_Model_Planet
return $this->hasData($fields[$elementId]) && Math::comp($this->getElement($elementId), $levelRequired) > 0;
}
public function appendQueue($buildingId)
public function appendQueue($buildingId, $time = null, $destroy = false)
{
$types = Legacies_Empire_Model_Game_Types::getSingleton();
$prices = Legacies_Empire_Model_Game_Prices::getSingleton();
if (!$types->is($buildingId, Legacies_Empire::TYPE_BUILDING)) {
return $this;
}
if (!$this->checkAvailability($buildingId)) {
if ($destroy === false && !$this->checkAvailability($buildingId)) {
return $this;
}
// Dispatch event
// Dispatch 'planet.building.append-queue.before' event
Legacies::dispatchEvent('planet.building.append-queue.before', array(
'ship_id' => $shipId,
'qty' => $qty,
'shipyard' => $this,
'planet' => $this->_currentPlanet,
'user' => $this->_currentUser
'bulding_id' => $buildingId,
'level' => $this->getElement($buildingId),
'planet' => $this,
'user' => $this->getUser(),
'destroy' => $destroy
));
$this->_builder->enqueue($buildingId, $level, $time);
//$elementBasePrice = $prices;
/*
foreach ($this->_resourcesTypes as $resourceType) {
$this->setData($resourceType, Math::sub($this->getData($resourceType), $resourcesNeeded[$resourceType]));
}
*/
// Dispatch event
// Dispatch 'planet.shipyard.append-queue.after' event
Legacies::dispatchEvent('planet.shipyard.append-queue.after', array(
'ship_id' => $shipId,
'qty' => $qty,
'shipyard' => $this,
'planet' => $this->_currentPlanet,
'user' => $this->_currentUser
'bulding_id' => $buildingId,
'level' => $this->getElement($buildingId),
'planet' => $this,
'user' => $this->getUser(),
'destroy' => $destroy
));
return $this;
@ -551,6 +580,7 @@ class Legacies_Empire_Model_Planet
}
$user = $planet->getUser();
/*
if (($queue = $planet->getData('b_building_id')) != '0') { //FIXME: refactor buildings construciton list
$explodedQueue = explode(';', $queue);
foreach ($explodedQueue as $item) {
@ -558,9 +588,9 @@ class Legacies_Empire_Model_Planet
if ($partialTime < $time) {
$planet->updateResources($partialTime);
/*if (CheckPlanetBuildingQueue($planet, $user)) {
if (CheckPlanetBuildingQueue($planet, $user)) {
SetNextQueueElementOnTop($planet, $user);
}*/
}
} else {
$planet->updateResources($time);
break;
@ -568,7 +598,9 @@ class Legacies_Empire_Model_Planet
}
} else {
$planet->updateResources($time);
}
}*/
$planet->updateResources($time);
$planet->getShipyard()->updateQueue($time);
$planet->setLastUpdate($time);
}
}

View file

@ -0,0 +1,39 @@
<?php
class Legacies_Empire_Model_Planet_Builder
extends Legacies_Empire_Model_BuilderAbstract
{
public function init()
{
$this->_unserializeQueue($this->_currentPlanet->getData('b_building_id'));
}
/**
* @param int $buildingId
* @param int $level
* @param int $time
*/
public function _initItem()
{
$buildingId = func_get_arg(0);
$level = func_get_arg(1);
$time = func_get_arg(2);
return new Legacies_Empire_Model_Planet_Building_Shipyard_Item(array(
'building_id' => $buildingId,
'level' => $level,
'created_at' => $time,
'updated_at' => $time
));
}
public function getResourcesNeeded($typeId, $level)
{
return array();
}
public function getBuildingTime($typeId, $level)
{
return 0;
}
}

View file

@ -56,15 +56,7 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
* construction queue
* @var array
*/
protected $_queue = null;
/**
* Current timestamp
*
* @var int
* @deprecated
*/
private $_now = 0;
protected $_builder = null;
/**
* Resource list
@ -117,9 +109,7 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
$this->_currentPlanet = $currentPlanet;
$this->_currentUser = $currentUser;
$this->_queue = new Legacies_Empire_Model_Planet_Building_Shipyard_Builder($currentPlanet, $currentUser);
$this->_now = time();
$this->_builder = new Legacies_Empire_Model_Planet_Building_Shipyard_Builder($currentPlanet, $currentUser);
}
/**
@ -130,7 +120,7 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
*/
protected function _now()
{
return $this->_now;
return Legacies::now();
}
/**
@ -154,7 +144,7 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
{
$types = Legacies_Empire_Model_Game_Types::getSingleton();
if (Math::comp($qty, 0) <= 0) {
if (Math::isPositive($qty)) {
return $this;
}
@ -181,10 +171,10 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
'user' => $this->_currentUser
));
$resourcesNeeded = $this->_getResourcesNeeded($shipId, $qty);
$resourcesNeeded = $this->getResourcesNeeded($shipId, $qty);
$buildTime = $this->getBuildTime($shipId, $qty);
$this->_queue->enqueue($shipId, $qty);
$this->_queue->enqueue($shipId, $qty, now());
foreach ($this->_resourcesTypes as $resourceType) {
$this->_currentPlanet[$resourceType] = Math::sub($this->_currentPlanet[$resourceType], $resourcesNeeded[$resourceType]);
@ -209,48 +199,7 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
*/
public function updateQueue($time = null)
{
$fields = Legacies_Empire_Model_Game_FieldsAlias::getSingleton();
if ($time === null) {
$time = $this->_now();
}
$elapsedTime = $time - $this->_currentPlanet['b_hangar'];
// Dispatch event
Legacies::dispatchEvent('planet.shipyard.update-queue.before', array(
'shipyard' => $this,
'planet' => $this->_currentPlanet,
'user' => $this->_currentUser
));
foreach ($this->_queue as $id => &$element) {
$shipId = $element->getData('ship_id');
$qty = $element->getData('qty');
$buildTime = $this->getBuildTime($shipId, $qty);
if ($elapsedTime >= $buildTime) {
$this->_currentPlanet[$fields[$shipId]] = Math::add($this->_currentPlanet[$fields[$shipId]], $qty);
$elapsedTime -= $buildTime;
unset($this->_queue[$id]);
continue;
}
$timeRatio = $elapsedTime / $buildTime;
$itemsBuilt = Math::mul($timeRatio, $qty);
$element->setData('updated_at', $time);
$element->setData('qty', Math::sub($qty, $itemsBuilt));
$this->_currentPlanet->setData($fields[$shipId], Math::add($this->_currentPlanet->getData($fields[$shipId]), $itemsBuilt));
break;
}
unset($element);
// Dispatch event
Legacies::dispatchEvent('planet.shipyard.update-queue.after', array(
'shipyard' => $this,
'planet' => $this->_currentPlanet,
'user' => $this->_currentUser
));
$this->_builder->updateQueue($time);
return $this;
}
@ -275,39 +224,7 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
*/
public function checkAvailability($shipId)
{
$types = Legacies_Empire_Model_Game_Types::getSingleton();
$requirements = Legacies_Empire_Model_Game_Requirements::getSingleton();
if (!isset($requirements[$shipId]) || empty($requirements[$shipId])) {
return true;
}
foreach ($requirements[$shipId] as $requirement => $level) {
if ($types->is($requirement, Legacies_Empire::TYPE_BUILDING) && $this->_currentPlanet->hasElement($requirement, $level)) {
continue;
} else if ($types->is($requirement, Legacies_Empire::TYPE_RESEARCH) && $this->_currentUser->hasElement($requirement, $level)) {
continue;
} else if ($types->is($requirement, Legacies_Empire::TYPE_DEFENSE) && $this->_currentPlanet->hasElement($requirement, $level)) {
continue;
} else if ($types->is($requirement, Legacies_Empire::TYPE_SHIP) && $this->_currentPlanet->hasElement($requirement, $level)) {
continue;
}
return false;
}
try {
// Dispatch event. Throw an exception to break the avaliability.
Legacies::dispatchEvent('planet.shipyard.check-availability', array(
'ship_id' => $shipId,
'shipyard' => $this,
'planet' => $this->_currentPlanet,
'user' => $this->_currentUser
));
} catch (Exception $e) {
return false;
}
return true;
return $this->_builder->checkAvailability($shipId);
}
/**
@ -320,13 +237,7 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
*/
protected function _checkMaximumQuantity($shipId, $qty)
{
$max = $this->getMaximumBuildableElementsCount($shipId);
if (Math::comp($qty, $max) > 0) {
return $max;
}
return $qty;
return Math::min($qty, $this->getMaximumBuildableElementsCount($shipId));
}
/**
@ -338,122 +249,17 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
*/
public function getMaximumBuildableElementsCount($shipId)
{
$prices = Legacies_Empire_Model_Game_Prices::getSingleton();
$fields = Legacies_Empire_Model_Game_FieldsAlias::getSingleton();
$resources = array(
Legacies_Empire::RESOURCE_METAL,
Legacies_Empire::RESOURCE_CRISTAL,
Legacies_Empire::RESOURCE_DEUTERIUM,
Legacies_Empire::RESOURCE_ENERGY
);
$qty = 0;
foreach ($resources as $resourceId) {
if (isset($prices[$shipId]) && isset($prices[$shipId][$resourceId]) && Math::comp($prices[$shipId][$resourceId], 0) > 0) {
$maxQty = Math::floor(Math::div($this->_currentPlanet->getData($resourceId), $prices[$shipId][$resourceId]));
if ($maxQty == 0) {
return 0;
}
if ($qty == 0 || Math::comp($maxQty, $qty) < 0) {
$qty = $maxQty;
}
}
}
if ($qty == 0) {
return 0;
}
$limitedElementsQty = array(
Legacies_Empire::ID_DEFENSE_SMALL_SHIELD_DOME => array(
'current' => $this->_currentPlanet[$fields[Legacies_Empire::ID_DEFENSE_SMALL_SHIELD_DOME]],
'requested' => $this->_currentPlanet[$fields[Legacies_Empire::ID_DEFENSE_SMALL_SHIELD_DOME]],
'limit' => 1
),
Legacies_Empire::ID_DEFENSE_LARGE_SHIELD_DOME => array(
'current' => $this->_currentPlanet[$fields[Legacies_Empire::ID_DEFENSE_LARGE_SHIELD_DOME]],
'requested' => $this->_currentPlanet[$fields[Legacies_Empire::ID_DEFENSE_LARGE_SHIELD_DOME]],
'limit' => 1
),
Legacies_Empire::ID_SPECIAL_ANTIBALLISTIC_MISSILE => array(
'current' => $this->_currentPlanet[$fields[Legacies_Empire::ID_SPECIAL_ANTIBALLISTIC_MISSILE]],
'requested' => $this->_currentPlanet[$fields[Legacies_Empire::ID_SPECIAL_ANTIBALLISTIC_MISSILE]],
'limit' => $this->_currentPlanet[$fields[Legacies_Empire::ID_BUILDING_MISSILE_SILO]] * 10
),
Legacies_Empire::ID_SPECIAL_INTERPLANETARY_MISSILE => array(
'current' => $this->_currentPlanet[$fields[Legacies_Empire::ID_SPECIAL_INTERPLANETARY_MISSILE]],
'requested' => $this->_currentPlanet[$fields[Legacies_Empire::ID_SPECIAL_INTERPLANETARY_MISSILE]],
'limit' => $this->_currentPlanet[$fields[Legacies_Empire::ID_BUILDING_MISSILE_SILO]] * 5
)
);
if (in_array($shipId, array_keys($limitedElementsQty))) {
foreach ($this->_queue as $element) {
if ($element['ship_id'] != $shipId) {
continue;
}
$limitedElementsQty[$shipId]['requested'] = Math::add($limitedElementsQty[$shipId]['requested'], $element['qty']);
if (Math::comp($limitedElementsQty[$shipId]['requested'], $limitedElementsQty[$shipId]['limit']) >= 0) {
return 0;
}
}
if (Math::comp($limitedElementsQty[$shipId]['current'], $limitedElementsQty[$shipId]['limit']) >= 0) {
return 0;
}
if (Math::comp($qty, $limitedElementsQty[$shipId]['limit']) >= 0) {
return $limitedElementsQty[$shipId]['limit'];
}
}
return $qty;
return $this->_builder->getMaximumBuildableElementsCount($shipId);
}
protected function _getResourcesNeeded($shipId, $qty)
public function getResourcesNeeded($shipId, $qty)
{
$prices = Legacies_Empire_Model_Game_Prices::getSingleton();
$resourcesNeeded = array();
foreach ($this->_resourcesTypes as $resourceId) {
if (isset($prices[$shipId]) && isset($prices[$shipId][$resourceId]) && $prices[$shipId][$resourceId] > 0) {
$resourcesNeeded[$resourceId] = Math::mul($prices[$shipId][$resourceId], $qty);
}
}
return $resourcesNeeded;
return $this->_builder->getResourcesNeeded();
}
public function getBuildTime($shipId, $qty)
{
$prices = Legacies_Empire_Model_Game_Prices::getSingleton();
$fields = Legacies_Empire_Model_Game_FieldsAlias::getSingleton();
$types = Legacies_Empire_Model_Game_Types::getSingleton();
$gameConfig = Legacies_Core_Model_Config::getSingleton();
$scale = 30;
$totalCost = Math::mul(Math::add($prices[$shipId][Legacies_Empire::RESOURCE_METAL], $prices[$shipId][Legacies_Empire::RESOURCE_CRISTAL]), $qty, $scale);
$speedFactor = $gameConfig->getData('game_speed');
$shipyardSpeedup = Math::div(1, Math::add($this->_currentPlanet[$fields[Legacies_Empire::ID_BUILDING_SHIPYARD]], 1, $scale), $scale);
$naniteSpeedup = Math::pow(.5, $this->_currentPlanet[$fields[Legacies_Empire::ID_BUILDING_NANITE_FACTORY]], $scale);
$structuresSpeedup = Math::mul($shipyardSpeedup, $naniteSpeedup, $scale);
$officerSpeedup = 1;
if (in_array($shipId, $types[Legacies_Empire::TYPE_SHIP])) {
$officerSpeedup = 1 - ($this->_currentUser['rpg_technocrate'] * .05);
} else if (in_array($shipId, $types[Legacies_Empire::TYPE_SPECIAL])) {
$officerSpeedup = 1 - ($this->_currentUser['rpg_technocrate'] * .05);
} else if (in_array($shipId, $types[Legacies_Empire::TYPE_DEFENSE])) {
$officerSpeedup = 1 - ($this->_currentUser['rpg_defenseur'] * .375);
}
$baseTime = ($totalCost / $speedFactor) * $structuresSpeedup;
return $baseTime * $officerSpeedup * 3600;
$this->_builder->getBuildTime($shipId, $qty);
}
public static function planetUpdateListener($eventData)

View file

@ -3,20 +3,268 @@
class Legacies_Empire_Model_Planet_Building_Shipyard_Builder
extends Legacies_Empire_Model_BuilderAbstract
{
public function __construct($currentPlanet, $currentUser)
public function init()
{
parent::__construct($currentPlanet, $currentUser);
$this->_unserializeQueue($currentPlanet->getData('b_hangar_id'));
$this->_unserializeQueue($this->_currentPlanet->getData('b_hangar_id'));
}
public function _initItem($shipId, $qty)
/**
* @param int $buildingId
* @param int $qty
* @param int $time
*/
public function _initItem()
{
$shipId = func_get_arg(0);
$qty = func_get_arg(1);
$time = func_get_arg(2);
return new Legacies_Empire_Model_Planet_Building_Shipyard_Item(array(
'ship_id' => $shipId,
'qty' => $qty,
'created_at' => time(),
'updated_at' => time()
'created_at' => $time,
'updated_at' => $time
));
}
}
/**
* Check if a ship or defense type is actually buildable on the current
* planet, depending on the technology and buildings requirements.
*
* @param int $shipId
* @return bool
*/
public function checkAvailability($shipId)
{
$types = Legacies_Empire_Model_Game_Types::getSingleton();
$requirements = Legacies_Empire_Model_Game_Requirements::getSingleton();
if (!isset($requirements[$shipId]) || empty($requirements[$shipId])) {
return true;
}
foreach ($requirements[$shipId] as $requirement => $level) {
if ($types->is($requirement, Legacies_Empire::TYPE_BUILDING) && $this->_currentPlanet->hasElement($requirement, $level)) {
continue;
} else if ($types->is($requirement, Legacies_Empire::TYPE_RESEARCH) && $this->_currentUser->hasElement($requirement, $level)) {
continue;
} else if ($types->is($requirement, Legacies_Empire::TYPE_DEFENSE) && $this->_currentPlanet->hasElement($requirement, $level)) {
continue;
} else if ($types->is($requirement, Legacies_Empire::TYPE_SHIP) && $this->_currentPlanet->hasElement($requirement, $level)) {
continue;
}
return false;
}
try {
// Dispatch event. Throw an exception to break the avaliability.
Legacies::dispatchEvent('planet.shipyard.check-availability', array(
'ship_id' => $shipId,
'shipyard' => $this,
'planet' => $this->_currentPlanet,
'user' => $this->_currentUser
));
} catch (Exception $e) {
return false;
}
return true;
}
/**
* Returns the maximum quantity of elements that are possible to build on
* the current planet.
*
* @param int $shipId
* @return int|string
*/
public function getMaximumBuildableElementsCount($shipId)
{
$prices = Legacies_Empire_Model_Game_Prices::getSingleton();
$fields = Legacies_Empire_Model_Game_FieldsAlias::getSingleton();
$resources = array(
Legacies_Empire::RESOURCE_METAL,
Legacies_Empire::RESOURCE_CRISTAL,
Legacies_Empire::RESOURCE_DEUTERIUM,
Legacies_Empire::RESOURCE_ENERGY
);
$qty = 0;
foreach ($resources as $resourceId) {
if (isset($prices[$shipId]) && isset($prices[$shipId][$resourceId]) && Math::comp($prices[$shipId][$resourceId], 0) > 0) {
$maxQty = Math::floor(Math::div($this->_currentPlanet->getData($resourceId), $prices[$shipId][$resourceId]));
if ($maxQty == 0) {
return 0;
}
if ($qty == 0 || Math::comp($maxQty, $qty) < 0) {
$qty = $maxQty;
}
}
}
if ($qty == 0) {
return 0;
}
$limitedElementsQty = array(
Legacies_Empire::ID_DEFENSE_SMALL_SHIELD_DOME => array(
'current' => $this->_currentPlanet[$fields[Legacies_Empire::ID_DEFENSE_SMALL_SHIELD_DOME]],
'requested' => $this->_currentPlanet[$fields[Legacies_Empire::ID_DEFENSE_SMALL_SHIELD_DOME]],
'limit' => 1
),
Legacies_Empire::ID_DEFENSE_LARGE_SHIELD_DOME => array(
'current' => $this->_currentPlanet[$fields[Legacies_Empire::ID_DEFENSE_LARGE_SHIELD_DOME]],
'requested' => $this->_currentPlanet[$fields[Legacies_Empire::ID_DEFENSE_LARGE_SHIELD_DOME]],
'limit' => 1
),
Legacies_Empire::ID_SPECIAL_ANTIBALLISTIC_MISSILE => array(
'current' => $this->_currentPlanet[$fields[Legacies_Empire::ID_SPECIAL_ANTIBALLISTIC_MISSILE]],
'requested' => $this->_currentPlanet[$fields[Legacies_Empire::ID_SPECIAL_ANTIBALLISTIC_MISSILE]],
'limit' => $this->_currentPlanet[$fields[Legacies_Empire::ID_BUILDING_MISSILE_SILO]] * 10
),
Legacies_Empire::ID_SPECIAL_INTERPLANETARY_MISSILE => array(
'current' => $this->_currentPlanet[$fields[Legacies_Empire::ID_SPECIAL_INTERPLANETARY_MISSILE]],
'requested' => $this->_currentPlanet[$fields[Legacies_Empire::ID_SPECIAL_INTERPLANETARY_MISSILE]],
'limit' => $this->_currentPlanet[$fields[Legacies_Empire::ID_BUILDING_MISSILE_SILO]] * 5
)
);
if (in_array($shipId, array_keys($limitedElementsQty))) {
foreach ($this->_queue as $element) {
if ($element['ship_id'] != $shipId) {
continue;
}
$limitedElementsQty[$shipId]['requested'] = Math::add($limitedElementsQty[$shipId]['requested'], $element['qty']);
if (Math::comp($limitedElementsQty[$shipId]['requested'], $limitedElementsQty[$shipId]['limit']) >= 0) {
return 0;
}
}
if (Math::comp($limitedElementsQty[$shipId]['current'], $limitedElementsQty[$shipId]['limit']) >= 0) {
return 0;
}
if (Math::comp($qty, $limitedElementsQty[$shipId]['limit']) >= 0) {
return $limitedElementsQty[$shipId]['limit'];
}
}
return $qty;
}
/**
* Returns the time needed to build $qty of $shipId
*
* @param int $shipId
* @param int $qty
*/
public function getBuildingTime($shipId, $qty)
{
$prices = Legacies_Empire_Model_Game_Prices::getSingleton();
$fields = Legacies_Empire_Model_Game_FieldsAlias::getSingleton();
$types = Legacies_Empire_Model_Game_Types::getSingleton();
$gameConfig = Legacies_Core_Model_Config::getSingleton();
Math::setPrecision(50);
// FIXME: Resource dependency
$totalCost = Math::mul(Math::add($prices[$shipId][Legacies_Empire::RESOURCE_METAL], $prices[$shipId][Legacies_Empire::RESOURCE_CRISTAL]), $qty);
$speedFactor = $gameConfig->getData('game_speed');
// FIXME: Building dependency
$shipyardSpeedup = Math::div(1, Math::add($this->_currentPlanet[$fields[Legacies_Empire::ID_BUILDING_SHIPYARD]], 1));
$naniteSpeedup = Math::pow(.5, $this->_currentPlanet[$fields[Legacies_Empire::ID_BUILDING_NANITE_FACTORY]]);
$structuresSpeedup = Math::mul($shipyardSpeedup, $naniteSpeedup);
// FIXME: officers
$officerSpeedup = 1;
if ($types->is($shipId, Legacies_Empire::TYPE_SHIP)) {
$officerSpeedup = 1 - ($this->_currentUser['rpg_technocrate'] * .05);
} else if ($types->is($shipId, Legacies_Empire::TYPE_SPECIAL)) {
$officerSpeedup = 1 - ($this->_currentUser['rpg_technocrate'] * .05);
} else if ($types->is($shipId, Legacies_Empire::TYPE_DEFENSE)) {
$officerSpeedup = 1 - ($this->_currentUser['rpg_defenseur'] * .375);
}
Math::setPrecision();
$baseTime = ($totalCost / $speedFactor) * $structuresSpeedup;
return (int) Math::floor($baseTime * $officerSpeedup * 3600);
}
/**
* (non-PHPdoc)
* @see Legacies_Empire_Model_BuilderAbstract::getResourcesNeeded()
*/
public function getResourcesNeeded($shipId, $qty)
{
$prices = Legacies_Empire_Model_Game_Prices::getSingleton();
$resourcesNeeded = array();
foreach ($this->_resourcesTypes as $resourceId) {
if (isset($prices[$shipId]) && isset($prices[$shipId][$resourceId]) && $prices[$shipId][$resourceId] > 0) {
$resourcesNeeded[$resourceId] = Math::mul($prices[$shipId][$resourceId], $qty);
}
}
return $resourcesNeeded;
}
/**
* Update the contruction queue.
*
* @return Legacies_Empire_Model_Planet_Building_Shipyard
*/
public function updateQueue($time = null)
{
$fields = Legacies_Empire_Model_Game_FieldsAlias::getSingleton();
if ($time === null) {
$time = Legacies::now();
}
$elapsedTime = $time - $this->_currentPlanet->getLastUpdate();
// Dispatch event
Legacies::dispatchEvent('planet.shipyard.update-queue.before', array(
'shipyard' => $this,
'planet' => $this->_currentPlanet,
'user' => $this->_currentUser
));
foreach ($this as $element) {
$shipId = $element->getData('ship_id');
$qty = $element->getData('qty');
$buildTime = $this->getBuildingTime($shipId, $qty);
if ($elapsedTime >= $buildTime) {
$this->_currentPlanet[$fields[$shipId]] = Math::add($this->_currentPlanet[$fields[$shipId]], $qty);
$elapsedTime -= $buildTime;
$this->dequeue($element->getIndex());
continue;
}
$timeRatio = $elapsedTime / $buildTime;
$itemsBuilt = Math::mul($timeRatio, $qty);
$element->setData('updated_at', $time);
$element->setData('qty', Math::sub($qty, $itemsBuilt));
$this->_currentPlanet->setData($fields[$shipId], Math::add($this->_currentPlanet->getData($fields[$shipId]), $itemsBuilt));
break;
}
$this->_currentPlanet->setData('b_hangar_id', $this->serialize());
// Dispatch event
Legacies::dispatchEvent('planet.shipyard.update-queue.after', array(
'shipyard' => $this,
'planet' => $this->_currentPlanet,
'user' => $this->_currentUser
));
return $this;
}
};

View file

@ -9,7 +9,18 @@ if (!extension_loaded('xdebug')) {
$planet = new Legacies_Empire_Model_Planet(array(
'last_update' => 0,
'planet_type' => 1,
'b_building' => (3600 * 10000),
'b_hangar_id' => serialize(array(array(
'ship_id' => Legacies_Empire::ID_SHIP_LIGHT_TRANSPORT,
'qty' => 1,
'created_at' => 0,
'updated_at' => 0
), array(
'ship_id' => Legacies_Empire::ID_SHIP_LARGE_TRANSPORT,
'qty' => 100,
'created_at' => 600,
'updated_at' => 600
))),
'metal' => 0,
'metal_perhour' => 20,
@ -34,7 +45,7 @@ $planet = new Legacies_Empire_Model_Planet(array(
'fusion_plant' => 0,
'robot_factory' => 0,
'nano_factory' => 0,
'hangar' => 0,
'hangar' => 6,
'metal_store' => 5,
'crystal_store' => 5,
'deuterium_store' => 5,
@ -46,11 +57,11 @@ var_dump($planet->getAllDatas());
$planet->updateStorages(3600);
var_dump($planet->getAllDatas());
//var_dump($planet->getAllDatas());
$planet->updateResourceProduction(3600);
var_dump($planet->getAllDatas());
//var_dump($planet->getAllDatas());
Legacies::dispatchEvent('planet.update', array(
'planet' => $planet,
@ -59,7 +70,6 @@ Legacies::dispatchEvent('planet.update', array(
var_dump($planet->getAllDatas());
var_dump((3600 + (3600 * 200)));
Legacies::dispatchEvent('planet.update', array(
'planet' => $planet,
'time' => (3600 + (3600 * 200))