Updated Shipyard queue manager
Signed-off-by: Gregory PLANCHAT <g.planchat@gmail.com>
This commit is contained in:
parent
282eb43a31
commit
2bc1fdee62
7 changed files with 455 additions and 260 deletions
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@ -56,15 +56,7 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
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* construction queue
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* @var array
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*/
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protected $_queue = null;
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/**
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* Current timestamp
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*
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* @var int
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* @deprecated
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*/
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private $_now = 0;
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protected $_builder = null;
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/**
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* Resource list
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@ -117,9 +109,7 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
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$this->_currentPlanet = $currentPlanet;
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$this->_currentUser = $currentUser;
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$this->_queue = new Legacies_Empire_Model_Planet_Building_Shipyard_Builder($currentPlanet, $currentUser);
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$this->_now = time();
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$this->_builder = new Legacies_Empire_Model_Planet_Building_Shipyard_Builder($currentPlanet, $currentUser);
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}
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/**
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@ -130,7 +120,7 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
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*/
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protected function _now()
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{
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return $this->_now;
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return Legacies::now();
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}
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/**
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@ -154,7 +144,7 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
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{
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$types = Legacies_Empire_Model_Game_Types::getSingleton();
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if (Math::comp($qty, 0) <= 0) {
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if (Math::isPositive($qty)) {
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return $this;
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}
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@ -181,10 +171,10 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
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'user' => $this->_currentUser
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));
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$resourcesNeeded = $this->_getResourcesNeeded($shipId, $qty);
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$resourcesNeeded = $this->getResourcesNeeded($shipId, $qty);
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$buildTime = $this->getBuildTime($shipId, $qty);
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$this->_queue->enqueue($shipId, $qty);
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$this->_queue->enqueue($shipId, $qty, now());
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foreach ($this->_resourcesTypes as $resourceType) {
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$this->_currentPlanet[$resourceType] = Math::sub($this->_currentPlanet[$resourceType], $resourcesNeeded[$resourceType]);
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@ -209,48 +199,7 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
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*/
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public function updateQueue($time = null)
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{
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$fields = Legacies_Empire_Model_Game_FieldsAlias::getSingleton();
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if ($time === null) {
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$time = $this->_now();
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}
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$elapsedTime = $time - $this->_currentPlanet['b_hangar'];
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// Dispatch event
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Legacies::dispatchEvent('planet.shipyard.update-queue.before', array(
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'shipyard' => $this,
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'planet' => $this->_currentPlanet,
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'user' => $this->_currentUser
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));
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foreach ($this->_queue as $id => &$element) {
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$shipId = $element->getData('ship_id');
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$qty = $element->getData('qty');
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$buildTime = $this->getBuildTime($shipId, $qty);
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if ($elapsedTime >= $buildTime) {
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$this->_currentPlanet[$fields[$shipId]] = Math::add($this->_currentPlanet[$fields[$shipId]], $qty);
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$elapsedTime -= $buildTime;
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unset($this->_queue[$id]);
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continue;
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}
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$timeRatio = $elapsedTime / $buildTime;
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$itemsBuilt = Math::mul($timeRatio, $qty);
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$element->setData('updated_at', $time);
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$element->setData('qty', Math::sub($qty, $itemsBuilt));
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$this->_currentPlanet->setData($fields[$shipId], Math::add($this->_currentPlanet->getData($fields[$shipId]), $itemsBuilt));
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break;
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}
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unset($element);
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// Dispatch event
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Legacies::dispatchEvent('planet.shipyard.update-queue.after', array(
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'shipyard' => $this,
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'planet' => $this->_currentPlanet,
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'user' => $this->_currentUser
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));
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$this->_builder->updateQueue($time);
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return $this;
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}
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@ -275,39 +224,7 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
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*/
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public function checkAvailability($shipId)
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{
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$types = Legacies_Empire_Model_Game_Types::getSingleton();
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$requirements = Legacies_Empire_Model_Game_Requirements::getSingleton();
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if (!isset($requirements[$shipId]) || empty($requirements[$shipId])) {
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return true;
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}
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foreach ($requirements[$shipId] as $requirement => $level) {
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if ($types->is($requirement, Legacies_Empire::TYPE_BUILDING) && $this->_currentPlanet->hasElement($requirement, $level)) {
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continue;
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} else if ($types->is($requirement, Legacies_Empire::TYPE_RESEARCH) && $this->_currentUser->hasElement($requirement, $level)) {
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continue;
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} else if ($types->is($requirement, Legacies_Empire::TYPE_DEFENSE) && $this->_currentPlanet->hasElement($requirement, $level)) {
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continue;
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} else if ($types->is($requirement, Legacies_Empire::TYPE_SHIP) && $this->_currentPlanet->hasElement($requirement, $level)) {
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continue;
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}
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return false;
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}
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try {
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// Dispatch event. Throw an exception to break the avaliability.
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Legacies::dispatchEvent('planet.shipyard.check-availability', array(
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'ship_id' => $shipId,
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'shipyard' => $this,
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'planet' => $this->_currentPlanet,
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'user' => $this->_currentUser
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));
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} catch (Exception $e) {
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return false;
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}
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return true;
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return $this->_builder->checkAvailability($shipId);
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}
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/**
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@ -320,13 +237,7 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
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*/
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protected function _checkMaximumQuantity($shipId, $qty)
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{
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$max = $this->getMaximumBuildableElementsCount($shipId);
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if (Math::comp($qty, $max) > 0) {
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return $max;
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}
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return $qty;
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return Math::min($qty, $this->getMaximumBuildableElementsCount($shipId));
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}
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/**
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@ -338,122 +249,17 @@ class Legacies_Empire_Model_Planet_Building_Shipyard
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*/
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public function getMaximumBuildableElementsCount($shipId)
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{
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$prices = Legacies_Empire_Model_Game_Prices::getSingleton();
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$fields = Legacies_Empire_Model_Game_FieldsAlias::getSingleton();
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$resources = array(
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Legacies_Empire::RESOURCE_METAL,
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Legacies_Empire::RESOURCE_CRISTAL,
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Legacies_Empire::RESOURCE_DEUTERIUM,
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Legacies_Empire::RESOURCE_ENERGY
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);
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$qty = 0;
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foreach ($resources as $resourceId) {
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if (isset($prices[$shipId]) && isset($prices[$shipId][$resourceId]) && Math::comp($prices[$shipId][$resourceId], 0) > 0) {
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$maxQty = Math::floor(Math::div($this->_currentPlanet->getData($resourceId), $prices[$shipId][$resourceId]));
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if ($maxQty == 0) {
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return 0;
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}
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if ($qty == 0 || Math::comp($maxQty, $qty) < 0) {
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$qty = $maxQty;
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}
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}
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}
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if ($qty == 0) {
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return 0;
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}
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$limitedElementsQty = array(
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Legacies_Empire::ID_DEFENSE_SMALL_SHIELD_DOME => array(
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'current' => $this->_currentPlanet[$fields[Legacies_Empire::ID_DEFENSE_SMALL_SHIELD_DOME]],
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'requested' => $this->_currentPlanet[$fields[Legacies_Empire::ID_DEFENSE_SMALL_SHIELD_DOME]],
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'limit' => 1
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),
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Legacies_Empire::ID_DEFENSE_LARGE_SHIELD_DOME => array(
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'current' => $this->_currentPlanet[$fields[Legacies_Empire::ID_DEFENSE_LARGE_SHIELD_DOME]],
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'requested' => $this->_currentPlanet[$fields[Legacies_Empire::ID_DEFENSE_LARGE_SHIELD_DOME]],
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'limit' => 1
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),
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Legacies_Empire::ID_SPECIAL_ANTIBALLISTIC_MISSILE => array(
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'current' => $this->_currentPlanet[$fields[Legacies_Empire::ID_SPECIAL_ANTIBALLISTIC_MISSILE]],
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'requested' => $this->_currentPlanet[$fields[Legacies_Empire::ID_SPECIAL_ANTIBALLISTIC_MISSILE]],
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'limit' => $this->_currentPlanet[$fields[Legacies_Empire::ID_BUILDING_MISSILE_SILO]] * 10
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),
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Legacies_Empire::ID_SPECIAL_INTERPLANETARY_MISSILE => array(
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'current' => $this->_currentPlanet[$fields[Legacies_Empire::ID_SPECIAL_INTERPLANETARY_MISSILE]],
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'requested' => $this->_currentPlanet[$fields[Legacies_Empire::ID_SPECIAL_INTERPLANETARY_MISSILE]],
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'limit' => $this->_currentPlanet[$fields[Legacies_Empire::ID_BUILDING_MISSILE_SILO]] * 5
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)
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);
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if (in_array($shipId, array_keys($limitedElementsQty))) {
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foreach ($this->_queue as $element) {
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if ($element['ship_id'] != $shipId) {
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continue;
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}
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$limitedElementsQty[$shipId]['requested'] = Math::add($limitedElementsQty[$shipId]['requested'], $element['qty']);
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if (Math::comp($limitedElementsQty[$shipId]['requested'], $limitedElementsQty[$shipId]['limit']) >= 0) {
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return 0;
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}
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}
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if (Math::comp($limitedElementsQty[$shipId]['current'], $limitedElementsQty[$shipId]['limit']) >= 0) {
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return 0;
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}
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if (Math::comp($qty, $limitedElementsQty[$shipId]['limit']) >= 0) {
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return $limitedElementsQty[$shipId]['limit'];
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}
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}
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return $qty;
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return $this->_builder->getMaximumBuildableElementsCount($shipId);
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}
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protected function _getResourcesNeeded($shipId, $qty)
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public function getResourcesNeeded($shipId, $qty)
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{
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$prices = Legacies_Empire_Model_Game_Prices::getSingleton();
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$resourcesNeeded = array();
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foreach ($this->_resourcesTypes as $resourceId) {
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if (isset($prices[$shipId]) && isset($prices[$shipId][$resourceId]) && $prices[$shipId][$resourceId] > 0) {
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$resourcesNeeded[$resourceId] = Math::mul($prices[$shipId][$resourceId], $qty);
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}
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}
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return $resourcesNeeded;
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return $this->_builder->getResourcesNeeded();
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}
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public function getBuildTime($shipId, $qty)
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{
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$prices = Legacies_Empire_Model_Game_Prices::getSingleton();
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$fields = Legacies_Empire_Model_Game_FieldsAlias::getSingleton();
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$types = Legacies_Empire_Model_Game_Types::getSingleton();
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$gameConfig = Legacies_Core_Model_Config::getSingleton();
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$scale = 30;
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$totalCost = Math::mul(Math::add($prices[$shipId][Legacies_Empire::RESOURCE_METAL], $prices[$shipId][Legacies_Empire::RESOURCE_CRISTAL]), $qty, $scale);
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$speedFactor = $gameConfig->getData('game_speed');
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$shipyardSpeedup = Math::div(1, Math::add($this->_currentPlanet[$fields[Legacies_Empire::ID_BUILDING_SHIPYARD]], 1, $scale), $scale);
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$naniteSpeedup = Math::pow(.5, $this->_currentPlanet[$fields[Legacies_Empire::ID_BUILDING_NANITE_FACTORY]], $scale);
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$structuresSpeedup = Math::mul($shipyardSpeedup, $naniteSpeedup, $scale);
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$officerSpeedup = 1;
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if (in_array($shipId, $types[Legacies_Empire::TYPE_SHIP])) {
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$officerSpeedup = 1 - ($this->_currentUser['rpg_technocrate'] * .05);
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} else if (in_array($shipId, $types[Legacies_Empire::TYPE_SPECIAL])) {
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$officerSpeedup = 1 - ($this->_currentUser['rpg_technocrate'] * .05);
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} else if (in_array($shipId, $types[Legacies_Empire::TYPE_DEFENSE])) {
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$officerSpeedup = 1 - ($this->_currentUser['rpg_defenseur'] * .375);
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}
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$baseTime = ($totalCost / $speedFactor) * $structuresSpeedup;
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return $baseTime * $officerSpeedup * 3600;
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$this->_builder->getBuildTime($shipId, $qty);
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}
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public static function planetUpdateListener($eventData)
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@ -3,20 +3,268 @@
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class Legacies_Empire_Model_Planet_Building_Shipyard_Builder
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extends Legacies_Empire_Model_BuilderAbstract
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{
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public function __construct($currentPlanet, $currentUser)
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public function init()
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{
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parent::__construct($currentPlanet, $currentUser);
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$this->_unserializeQueue($currentPlanet->getData('b_hangar_id'));
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$this->_unserializeQueue($this->_currentPlanet->getData('b_hangar_id'));
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}
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public function _initItem($shipId, $qty)
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/**
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* @param int $buildingId
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* @param int $qty
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* @param int $time
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*/
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public function _initItem()
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{
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$shipId = func_get_arg(0);
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$qty = func_get_arg(1);
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$time = func_get_arg(2);
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return new Legacies_Empire_Model_Planet_Building_Shipyard_Item(array(
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'ship_id' => $shipId,
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'qty' => $qty,
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'created_at' => time(),
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'updated_at' => time()
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'created_at' => $time,
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'updated_at' => $time
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));
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}
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}
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/**
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* Check if a ship or defense type is actually buildable on the current
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* planet, depending on the technology and buildings requirements.
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*
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* @param int $shipId
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* @return bool
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*/
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public function checkAvailability($shipId)
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{
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$types = Legacies_Empire_Model_Game_Types::getSingleton();
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$requirements = Legacies_Empire_Model_Game_Requirements::getSingleton();
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if (!isset($requirements[$shipId]) || empty($requirements[$shipId])) {
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return true;
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}
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foreach ($requirements[$shipId] as $requirement => $level) {
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if ($types->is($requirement, Legacies_Empire::TYPE_BUILDING) && $this->_currentPlanet->hasElement($requirement, $level)) {
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continue;
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} else if ($types->is($requirement, Legacies_Empire::TYPE_RESEARCH) && $this->_currentUser->hasElement($requirement, $level)) {
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continue;
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} else if ($types->is($requirement, Legacies_Empire::TYPE_DEFENSE) && $this->_currentPlanet->hasElement($requirement, $level)) {
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continue;
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} else if ($types->is($requirement, Legacies_Empire::TYPE_SHIP) && $this->_currentPlanet->hasElement($requirement, $level)) {
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continue;
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}
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return false;
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}
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try {
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// Dispatch event. Throw an exception to break the avaliability.
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Legacies::dispatchEvent('planet.shipyard.check-availability', array(
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'ship_id' => $shipId,
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'shipyard' => $this,
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'planet' => $this->_currentPlanet,
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'user' => $this->_currentUser
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));
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} catch (Exception $e) {
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return false;
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}
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return true;
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}
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/**
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* Returns the maximum quantity of elements that are possible to build on
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* the current planet.
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*
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* @param int $shipId
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* @return int|string
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*/
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public function getMaximumBuildableElementsCount($shipId)
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{
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$prices = Legacies_Empire_Model_Game_Prices::getSingleton();
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$fields = Legacies_Empire_Model_Game_FieldsAlias::getSingleton();
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$resources = array(
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Legacies_Empire::RESOURCE_METAL,
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Legacies_Empire::RESOURCE_CRISTAL,
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Legacies_Empire::RESOURCE_DEUTERIUM,
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Legacies_Empire::RESOURCE_ENERGY
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);
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$qty = 0;
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foreach ($resources as $resourceId) {
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if (isset($prices[$shipId]) && isset($prices[$shipId][$resourceId]) && Math::comp($prices[$shipId][$resourceId], 0) > 0) {
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$maxQty = Math::floor(Math::div($this->_currentPlanet->getData($resourceId), $prices[$shipId][$resourceId]));
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if ($maxQty == 0) {
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return 0;
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}
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if ($qty == 0 || Math::comp($maxQty, $qty) < 0) {
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$qty = $maxQty;
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}
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}
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}
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if ($qty == 0) {
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return 0;
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}
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$limitedElementsQty = array(
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Legacies_Empire::ID_DEFENSE_SMALL_SHIELD_DOME => array(
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'current' => $this->_currentPlanet[$fields[Legacies_Empire::ID_DEFENSE_SMALL_SHIELD_DOME]],
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'requested' => $this->_currentPlanet[$fields[Legacies_Empire::ID_DEFENSE_SMALL_SHIELD_DOME]],
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'limit' => 1
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),
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Legacies_Empire::ID_DEFENSE_LARGE_SHIELD_DOME => array(
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'current' => $this->_currentPlanet[$fields[Legacies_Empire::ID_DEFENSE_LARGE_SHIELD_DOME]],
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'requested' => $this->_currentPlanet[$fields[Legacies_Empire::ID_DEFENSE_LARGE_SHIELD_DOME]],
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'limit' => 1
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),
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Legacies_Empire::ID_SPECIAL_ANTIBALLISTIC_MISSILE => array(
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'current' => $this->_currentPlanet[$fields[Legacies_Empire::ID_SPECIAL_ANTIBALLISTIC_MISSILE]],
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'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;
|
||||
}
|
||||
};
|
||||
Loading…
Reference in a new issue