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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@ -9,6 +9,8 @@ class Legacies
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public static $request = null;
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public static $response = null;
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protected static $_now = null;
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public static function registerListener($event, $listener)
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{
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if (!isset(self::$_listeners[$event])) {
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@ -72,4 +74,12 @@ class Legacies
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{
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return 'fr_FR';
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}
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public static function now()
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{
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if (self::$_now === null) {
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self::$_now = time();
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}
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return self::$_now;
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}
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}
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@ -42,8 +42,12 @@ abstract class Legacies_Empire_Model_BuilderAbstract
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{
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$this->_currentPlanet = $currentPlanet;
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$this->_currentUser = $currentUser;
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$this->init();
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}
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abstract public function init();
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abstract protected function _initItem();
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public function enqueue()
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@ -51,14 +55,14 @@ abstract class Legacies_Empire_Model_BuilderAbstract
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$params = func_get_args();
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$item = call_user_func_array(array($this, '_initItem'), $params);
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$item->setIndex($this->_index);
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$queue[$this->_index++] = $item;
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$this->_queue[$this->_index++] = $item;
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return $this;
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}
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public function dequeue($itemIndex)
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{
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unset($itemIndex);
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unset($this->_queue[$itemIndex]);
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return $this;
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}
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@ -84,12 +88,17 @@ abstract class Legacies_Empire_Model_BuilderAbstract
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protected function _unserializeQueue($serialized)
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{
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$this->clearQueue();
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$reflection = new ReflectionClass($this->_itemClass);
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$unserialized = unserialize($serialized);
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foreach ($unserialized as $itemData) {
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$this->_enqueue($reflection->newInstance($itemData));
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if ($unserialized === false) {
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$this->_queue = array();
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return $this;
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}
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foreach ($unserialized as $itemData) {
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call_user_func_array(array($this, 'enqueue'), $itemData);
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}
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return $this;
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}
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@ -103,9 +112,6 @@ abstract class Legacies_Empire_Model_BuilderAbstract
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return $this->_queue;
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}
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abstract public function enqueue($item);
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abstract public function dequeue($item);
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public function clearQueue()
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{
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$this->_queue = array();
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@ -158,4 +164,48 @@ abstract class Legacies_Empire_Model_BuilderAbstract
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abstract public function getResourcesNeeded($typeId, $level);
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abstract public function getBuildingTime($typeId, $level);
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public function serialize()
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{
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return $this->_serializeQueue();
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}
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public function unserialize($serialized)
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{
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$this->_unserializeQueue($serialized);
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}
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public function count()
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{
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return count($this->_queue);
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}
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public function current()
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{
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return current($this->_queue);
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}
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public function next()
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{
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$element = next($this->_queue);
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$this->_index = key($this->_queue);
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return $element;
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}
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public function key()
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{
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return $this->_index;
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}
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public function valid()
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{
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return $this->current() !== false;
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}
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public function rewind()
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{
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reset($this->_queue);
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$this->_index = 0;
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}
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}
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@ -15,7 +15,9 @@ class Legacies_Empire_Model_Planet
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protected $_user = null;
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protected $_moon = null;
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protected $_now = null;
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protected $_builder = null;
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protected $_shipyard = null;
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protected static $_instances = array();
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@ -48,17 +50,19 @@ class Legacies_Empire_Model_Planet
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public function _init()
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{
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$this->_now = time();
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$this->_tableName = 'planets';
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$this->_idFieldName = 'id';
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$this->_builder = new Legacies_Empire_Model_Planet_Builder($this, $this->getUser());
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}
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/**
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* @deprecated
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*/
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protected function _now()
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public function _afterLoad()
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{
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return $this->_now;
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parent::_afterLoad();
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$this->_builder->init();
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return $this;
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}
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public function getLastUpdate()
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@ -73,22 +77,20 @@ class Legacies_Empire_Model_Planet
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public function updateStorages($time = null)
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{
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Math::setPrecision(10);
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Math::setPrecision(50);
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$resources = Legacies_Empire_Model_Game_Resources::getSingleton();
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foreach ($resources->getAllDatas() as $resource => $resourceData) {
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if (!isset($resourceData['storage_field']) || $resourceData['storage_field'] === null && $this['rpg_stockeur'] === null) {
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continue;
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}
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Math::setPrecision(1);
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$officerEnhancement = Math::add(Math::mul(.5, $this->getData('rpg_stockeur'), 50), 1, 10, 50);
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$officerEnhancement = (.5 * $this->getData('rpg_stockeur')) + 1;
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Math::setPrecision(0);
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$storageEnhancementFactor = Math::pow(1.6, $this[Legacies_Empire::getFieldName($resourceData['storage'])]);
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$storageEnhancementFactor = Math::floor(Math::pow(1.6, $this[Legacies_Empire::getFieldName($resourceData['storage'])]));
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$storageEnhancement = Math::mul(BASE_STORAGE_SIZE / 2, $storageEnhancementFactor);
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$value = Math::mul(MAX_OVERFLOW, Math::mul($officerEnhancement, Math::add(BASE_STORAGE_SIZE, $storageEnhancement)));
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$this->setData($resourceData['storage_field'], $value);
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$this->setData($resourceData['storage_field'], Math::floor($value));
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}
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Math::setPrecision();
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@ -102,7 +104,7 @@ class Legacies_Empire_Model_Planet
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$production = Legacies_Empire_Model_Game_Production::getSingleton();
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if ($time === null) {
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$time = $this->_now();
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$time = Legacies::now();
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}
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if (!$this->isPlanet()) {
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@ -207,11 +209,10 @@ class Legacies_Empire_Model_Planet
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$resources = Legacies_Empire_Model_Game_Resources::getSingleton();
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if ($time === null) {
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$time = $this->_now();
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$time = Legacies::now();
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}
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$timeDiff = ($time - $this->getLastUpdate()) / 3600;
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var_dump($time, $this->getLastUpdate(), $timeDiff);
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foreach ($resources->getAllDatas() as $resourceId => $resourceConfig) {
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$production = Math::mul($this->getData($resourceConfig['production_field']), $timeDiff);
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$this->setData($resourceConfig['field'], Math::min($production, $this->getData($resourceConfig['storage_field'])));
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@ -244,6 +245,28 @@ class Legacies_Empire_Model_Planet
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return $this->_user;
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}
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public function setUser(Legacies_Empire_Model_User $user)
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{
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$this->_user = $user;
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return $this;
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}
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public function getShipyard()
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{
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if ($this->_shipyard === null) {
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$this->_shipyard = new Legacies_Empire_Model_Planet_Building_Shipyard($this, $this->getUser());
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}
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return $this->_shipyard;
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}
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public function setShipyard(Legacies_Empire_Model_Planet_Building_Shipyard $shipyard)
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{
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$this->_shipyard = $shipyard;
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return $this;
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}
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public function isPlanet()
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{
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return (bool) ($this->getData('planet_type') == self::TYPE_PLANET);
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@ -357,38 +380,44 @@ class Legacies_Empire_Model_Planet
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return $this->hasData($fields[$elementId]) && Math::comp($this->getElement($elementId), $levelRequired) > 0;
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}
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public function appendQueue($buildingId)
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public function appendQueue($buildingId, $time = null, $destroy = false)
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{
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$types = Legacies_Empire_Model_Game_Types::getSingleton();
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$prices = Legacies_Empire_Model_Game_Prices::getSingleton();
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if (!$types->is($buildingId, Legacies_Empire::TYPE_BUILDING)) {
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return $this;
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}
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if (!$this->checkAvailability($buildingId)) {
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if ($destroy === false && !$this->checkAvailability($buildingId)) {
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return $this;
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}
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// Dispatch event
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// Dispatch 'planet.building.append-queue.before' event
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Legacies::dispatchEvent('planet.building.append-queue.before', array(
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'ship_id' => $shipId,
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'qty' => $qty,
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'shipyard' => $this,
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'planet' => $this->_currentPlanet,
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'user' => $this->_currentUser
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'bulding_id' => $buildingId,
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'level' => $this->getElement($buildingId),
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'planet' => $this,
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'user' => $this->getUser(),
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'destroy' => $destroy
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));
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$this->_builder->enqueue($buildingId, $level, $time);
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//$elementBasePrice = $prices;
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/*
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foreach ($this->_resourcesTypes as $resourceType) {
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$this->setData($resourceType, Math::sub($this->getData($resourceType), $resourcesNeeded[$resourceType]));
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}
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*/
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// Dispatch event
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// Dispatch 'planet.shipyard.append-queue.after' event
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Legacies::dispatchEvent('planet.shipyard.append-queue.after', array(
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'ship_id' => $shipId,
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'qty' => $qty,
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'shipyard' => $this,
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'planet' => $this->_currentPlanet,
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'user' => $this->_currentUser
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'bulding_id' => $buildingId,
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'level' => $this->getElement($buildingId),
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'planet' => $this,
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'user' => $this->getUser(),
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'destroy' => $destroy
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));
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return $this;
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@ -551,6 +580,7 @@ class Legacies_Empire_Model_Planet
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}
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$user = $planet->getUser();
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/*
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if (($queue = $planet->getData('b_building_id')) != '0') { //FIXME: refactor buildings construciton list
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$explodedQueue = explode(';', $queue);
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foreach ($explodedQueue as $item) {
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@ -558,9 +588,9 @@ class Legacies_Empire_Model_Planet
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if ($partialTime < $time) {
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$planet->updateResources($partialTime);
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/*if (CheckPlanetBuildingQueue($planet, $user)) {
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if (CheckPlanetBuildingQueue($planet, $user)) {
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SetNextQueueElementOnTop($planet, $user);
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}*/
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}
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} else {
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$planet->updateResources($time);
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break;
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@ -568,7 +598,9 @@ class Legacies_Empire_Model_Planet
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}
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} else {
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$planet->updateResources($time);
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}
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}*/
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$planet->updateResources($time);
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$planet->getShipyard()->updateQueue($time);
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$planet->setLastUpdate($time);
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}
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}
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@ -0,0 +1,39 @@
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<?php
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class Legacies_Empire_Model_Planet_Builder
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extends Legacies_Empire_Model_BuilderAbstract
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{
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public function init()
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{
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$this->_unserializeQueue($this->_currentPlanet->getData('b_building_id'));
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}
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/**
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* @param int $buildingId
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* @param int $level
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* @param int $time
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*/
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public function _initItem()
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{
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$buildingId = func_get_arg(0);
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$level = func_get_arg(1);
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$time = func_get_arg(2);
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return new Legacies_Empire_Model_Planet_Building_Shipyard_Item(array(
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'building_id' => $buildingId,
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'level' => $level,
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'created_at' => $time,
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'updated_at' => $time
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));
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}
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public function getResourcesNeeded($typeId, $level)
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{
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return array();
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}
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public function getBuildingTime($typeId, $level)
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{
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return 0;
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}
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}
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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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{
|
||||
$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)
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
};
|
||||
|
|
@ -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))
|
||||
|
|
|
|||
Loading…
Reference in a new issue