十九、攻擊任務(MissionCaseAttack.php)
按照艦隊任務的編號,排在第一個的就是攻擊任務。這個代碼很長,看的時候要有耐心。
好在引用的內容並不是很多,並且給出了詳細的注釋,讀者不會暈頭轉向。
function MissionCaseAttack ($FleetRow) { global $user, $phpEx, $xnova_root_path, $pricelist, $lang, $resource, $CombatCaps; // 在艦隊的記錄中,fleet_start_time代表的不是出發時間,而是到達目的地時間 // 代表出發時間的是start_time // 此外還有fleet_end_time 這個是回到家的時間 // fleet_end_stay 這個是結束逗留的時間(聯合防御和遠征任務會用到) // 所以下面這個判斷的意思是“艦隊到達了目的地”,而不是“艦隊起飛了” if ($FleetRow['fleet_start_time'] <= time()) { // fleet_mess是用來記錄艦隊的狀態的,基本可以理解為是在前進途中還是返航途中 // 但感覺利用得並不好,如果只有兩個狀態,可以用true 和 false來記錄 // 所以我把它設為了0,1,2三個狀態,對於需要停留的任務,停留時就處於第三個狀態 if ($FleetRow['fleet_mess'] == 0) { // ↓↓ 這個判斷是試探存放戰斗數據的文件是否存在 // 如果文件不存在,就中斷操作,提示聯系管理員 if (!isset($CombatCaps[202]['sd'])) { message("<span >" . $lang['sys_no_vars'] . "</span>", $lang['sys_error'], "fleet." . $phpEx, 2); } // ↓↓ 開始是一系列的數據庫查詢,取得攻防雙方的艦隊數量和科技等級 // 根據艦隊信息取得防守方星球數據 $QryTargetPlanet = "SELECT * FROM {{table}} "; $QryTargetPlanet .= "WHERE "; $QryTargetPlanet .= "`galaxy` = '" . $FleetRow['fleet_end_galaxy'] . "' AND "; $QryTargetPlanet .= "`system` = '" . $FleetRow['fleet_end_system'] . "' AND "; $QryTargetPlanet .= "`planet` = '" . $FleetRow['fleet_end_planet'] . "' AND "; $QryTargetPlanet .= "`planet_type` = '" . $FleetRow['fleet_end_type'] . "';"; $TargetPlanet = doquery($QryTargetPlanet, 'planets', true); $TargetUserID = $TargetPlanet['id_owner']; // 根據艦隊信息取得攻擊方信息 $QryCurrentUser = "SELECT * FROM {{table}} "; $QryCurrentUser .= "WHERE "; $QryCurrentUser .= "`id` = '" . $FleetRow['fleet_owner'] . "';"; $CurrentUser = doquery($QryCurrentUser , 'users', true); $CurrentUserID = $CurrentUser['id']; // 由星球數據取得目標星球的所有者的信息 $QryTargetUser = "SELECT * FROM {{table}} "; $QryTargetUser .= "WHERE "; $QryTargetUser .= "`id` = '" . $TargetUserID . "';"; $TargetUser = doquery($QryTargetUser, 'users', true); // 然後取得雙方的科技信息 // 其實下面這兩個完全可以與上面兩個查詢整到一起 $QryTargetTech = "SELECT "; $QryTargetTech .= "`military_tech`, `defence_tech`, `shield_tech` "; $QryTargetTech .= "FROM {{table}} "; $QryTargetTech .= "WHERE "; $QryTargetTech .= "`id` = '" . $TargetUserID . "';"; $TargetTechno = doquery($QryTargetTech, 'users', true); $QryCurrentTech = "SELECT "; $QryCurrentTech .= "`military_tech`, `defence_tech`, `shield_tech` "; $QryCurrentTech .= "FROM {{table}} "; $QryCurrentTech .= "WHERE "; $QryCurrentTech .= "`id` = '" . $CurrentUserID . "';"; $CurrentTechno = doquery($QryCurrentTech, 'users', true); // ↑↑ 如果有其他的能影響艦隊三圍的項目(比如指揮官等),也應該在這裡一並取出來 // 生成防守方的艦隊(防御) // 如果考慮聯合防御,在上面還應該把這個星球上聯合防御的艦隊提取出來 // 然後一起計算數量和科技水平 for ($SetItem = 200; $SetItem 0) { $TargetSet[$SetItem]['count'] = $TargetPlanet[$resource[$SetItem]]; } } // 生成攻擊方的艦隊,也是用數組存放。'fleet_array'是不能直接拿來用的 // 這個字段的結構是 編號,數量;編號,數量; …… // 所以使用時需要用兩次explode把它打散然後存進數組 $TheFleet = explode(";", $FleetRow['fleet_array']); foreach($TheFleet as $a => $b) { if ($b != '') { $a = explode(",", $b); $CurrentSet[$a[0]]['count'] = $a[1]; } } // 包含進戰斗引擎,ready to fight include_once($xnova_root_path . 'includes/ataki.' . $phpEx); // 在輸入信息之前采集時間 $mtime = microtime(); $mtime = explode(" ", $mtime); $mtime = $mtime[1] + $mtime[0]; $starttime = $mtime; // 將雙方艦隊和科技輸入戰斗引擎,並用$walka來記錄輸出結果 $walka = walka($CurrentSet, $TargetSet, $CurrentTechno, $TargetTechno); // 再采集時間,得到戰斗過程所用的時間 // 也就是“戰斗報告產生於 x.xxxxxxxxxx 秒”的由來 $mtime = microtime(); $mtime = explode(" ", $mtime); $mtime = $mtime[1] + $mtime[0]; $endtime = $mtime; $totaltime = ($endtime - $starttime); // 分別用一個單獨的數組來記錄攻擊方的剩余艦隊信息、 $CurrentSet = $walka["atakujacy"]; // ……防守方的艦隊信息、 $TargetSet = $walka["wrog"]; // ……戰斗的勝負結果、 $FleetResult = $walka["wygrana"]; // ……每一輪的詳細情況、 $dane_do_rw = $walka["dane_do_rw"]; // 以及雙方的損失和廢墟情況 $zlom = $walka["zlom"]; // 計算攻擊方剩下的單位,順便把裝載量也一並計算進去了 $FleetArray = ""; $FleetAmount = 0; $FleetStorage = 0; foreach ($CurrentSet as $Ship => $Count) { $FleetStorage += $pricelist[$Ship]["capacity"] * $Count['count']; // 用$FleetArray記載艦隊情況,轉換成數據庫裡字段的格式,准備“入庫” $FleetArray .= $Ship . "," . $Count['count'] . ";"; $FleetAmount += $Count['count']; } $FleetStorage -= $FleetRow["fleet_resource_metal"]; $FleetStorage -= $FleetRow["fleet_resource_crystal"]; $FleetStorage -= $FleetRow["fleet_resource_deuterium"]; // 計算防守星球戰後的情況 $TargetPlanetUpd = ""; if (!is_null($TargetSet)) { foreach($TargetSet as $Ship => $Count) { $TargetPlanetUpd .= "`" . $resource[$Ship] . "` = '" . $Count['count'] . "', "; } } // 如果戰斗結果為攻擊方獲勝,則開始計算掠奪資源的情況 ↓↓ // 這裡可以include進PlanetResourceUpdate.php,在掠奪之前先更新目標星球的資源 $Mining['metal'] = 0; $Mining['crystal'] = 0; $Mining['deuter'] = 0; if ($FleetResult == "a") { if ($FleetStorage > 0) { $metal = $TargetPlanet['metal'] / 2; $crystal = $TargetPlanet['crystal'] / 2; $deuter = $TargetPlanet["deuterium"] / 2; if (($metal) > $FleetStorage / 3) { $Mining['metal'] = $FleetStorage / 3; $FleetStorage = $FleetStorage - $Mining['metal']; } else { $Mining['metal'] = $metal; $FleetStorage = $FleetStorage - $Mining['metal']; } if (($crystal) > $FleetStorage / 2) { $Mining['crystal'] = $FleetStorage / 2; $FleetStorage = $FleetStorage - $Mining['crystal']; } else { $Mining['crystal'] = $crystal; $FleetStorage = $FleetStorage - $Mining['crystal']; } if (($deuter) > $FleetStorage) { $Mining['deuter'] = $FleetStorage; $FleetStorage = $FleetStorage - $Mining['deuter']; } else { $Mining['deuter'] = $deuter; $FleetStorage = $FleetStorage - $Mining['deuter']; } } } // ↑↑ 到這裡為止就計算結束了,但如果星球上金屬巨多,但晶體和重氫幾乎沒有 // 那就會出現裝了1/3倉的金屬,剩下2/3倉全都空著 // 所以可以考慮自己把掠奪方法完善一下,也不是很難 $Mining['metal'] = round($Mining['metal']); $Mining['crystal'] = round($Mining['crystal']); $Mining['deuter'] = round($Mining['deuter']); // ↓↓ 更新數據庫 $QryUpdateTarget = "UPDATE {{table}} SET "; $QryUpdateTarget .= $TargetPlanetUpd; $QryUpdateTarget .= "`metal` = `metal` - '" . $Mining['metal'] . "', "; $QryUpdateTarget .= "`crystal` = `crystal` - '" . $Mining['crystal'] . "', "; $QryUpdateTarget .= "`deuterium` = `deuterium` - '" . $Mining['deuter'] . "' "; $QryUpdateTarget .= "WHERE "; $QryUpdateTarget .= "`galaxy` = '" . $FleetRow['fleet_end_galaxy'] . "' AND "; $QryUpdateTarget .= "`system` = '" . $FleetRow['fleet_end_system'] . "' AND "; $QryUpdateTarget .= "`planet` = '" . $FleetRow['fleet_end_planet'] . "' AND "; $QryUpdateTarget .= "`planet_type` = '" . $FleetRow['fleet_end_type'] . "' "; $QryUpdateTarget .= "LIMIT 1;"; doquery($QryUpdateTarget , 'planets'); $QryUpdateGalaxy = "UPDATE {{table}} SET "; $QryUpdateGalaxy .= "`metal` = `metal` + '" . $zlom['metal'] . "', "; $QryUpdateGalaxy .= "`crystal` = `crystal` + '" . $zlom['crystal'] . "' "; $QryUpdateGalaxy .= "WHERE "; $QryUpdateGalaxy .= "`galaxy` = '" . $FleetRow['fleet_end_galaxy'] . "' AND "; $QryUpdateGalaxy .= "`system` = '" . $FleetRow['fleet_end_system'] . "' AND "; $QryUpdateGalaxy .= "`planet` = '" . $FleetRow['fleet_end_planet'] . "' "; $QryUpdateGalaxy .= "LIMIT 1;"; doquery($QryUpdateGalaxy , 'galaxy'); // ↓↓ 計算廢墟和損失的情況 $FleetDebris = $zlom['metal'] + $zlom['crystal']; $StrAttackerUnits = sprintf ($lang['sys_attacker_lostunits'], pretty_number ($zlom["atakujacy"])); $StrDefenderUnits = sprintf ($lang['sys_defender_lostunits'], pretty_number ($zlom["wrog"])); $StrRuins = sprintf ($lang['sys_gcdrunits'], pretty_number ($zlom["metal"]), $lang['Metal'], pretty_number ($zlom['crystal']), $lang['Crystal']); $DebrisField = $StrAttackerUnits . "" . $StrDefenderUnits . "" . $StrRuins; // ↓↓ 計算產月概率 $MoonChance = $FleetDebris / 100000; if ($FleetDebris > 2000000) { $MoonChance = 20; } if ($FleetDebris = 100000) { $UserChance = mt_rand(1, 100); $ChanceMoon = sprintf ($lang['sys_moonproba'], $MoonChance); } // 如果RP夠好,就能產生月亮了。當然前提是這個坐標上沒有月亮 if (($UserChance > 0) and ($UserChance $MoonChance) { …… } // ↓↓ 從這裡開始生成戰斗報告,很長,但並不復雜 $AttackDate = date("r", $FleetRow["fleet_start_time"]); $title = sprintf ($lang['sys_attack_title'], $AttackDate); $raport = "" . $title . ""; $zniszczony = false; $a_zestrzelona = 0; // ↓↓ 雙方攻防信息。如果有其他能影響艦隊三圍的,也要在這裡加進去 // 當然這裡的數據只是顯示在戰報中而已,是不會影響島實際戰斗的 $AttackTechon['A'] = $CurrentTechno["military_tech"] * 10; $AttackTechon['B'] = $CurrentTechno["defence_tech"] * 10; $AttackTechon['C'] = $CurrentTechno["shield_tech"] * 10; $AttackerData = sprintf ($lang['sys_attack_attacker_pos'], $CurrentUser["username"],$FleetRow['fleet_start_galaxy'], $FleetRow['fleet_start_system'], $FleetRow['fleet_start_planet']); $AttackerTech = sprintf ($lang['sys_attack_techologies'], $AttackTechon['A'],$AttackTechon['B'], $AttackTechon['C']); $DefendTechon['A'] = $TargetTechno["military_tech"] * 10; $DefendTechon['B'] = $TargetTechno["defence_tech"] * 10; $DefendTechon['C'] = $TargetTechno["shield_tech"] * 10; $DefenderData = sprintf ($lang['sys_attack_defender_pos'], $TargetUser["username"], $FleetRow['fleet_end_galaxy'], $FleetRow['fleet_end_system'], $FleetRow['fleet_end_planet']); $DefenderTech = sprintf ($lang['sys_attack_techologies'], $DefendTechon['A'], $DefendTechon['B'], $DefendTechon['C']); // 根據戰斗中每一輪的詳細情況生成交火的細節,包括每一輪的數量,攻防值,造成和吸收了多少傷害等 // 有一些鍵值可能需要看了戰斗引擎才會明白它代表的什麼,所以看不懂也沒關系 ↓↓ foreach ($dane_do_rw as $a => $b) { …… } // ↓↓ 根據勝負結果顯示相應的結尾 switch ($FleetResult) { …… } // 戰斗報告生成於 x.xxxxxxxxxxxx 秒 $SimMessage = sprintf ($lang['sys_rapport_build_time'], $totaltime); $raport .= $SimMessage . ""; // ↓↓ 將戰斗報告編碼,存入數據庫 $dpath = (!$user["dpath"]) ? DEFAULT_SKINPATH : $user["dpath"]; $rid = md5($raport); $QryInsertRapport = "INSERT INTO {{table}} SET "; $QryInsertRapport .= "`time` = UNIX_TIMESTAMP(), "; $QryInsertRapport .= "`id_owner1` = '" . $FleetRow['fleet_owner'] . "', "; $QryInsertRapport .= "`id_owner2` = '" . $TargetUserID . "', "; $QryInsertRapport .= "`rid` = '" . $rid . "', "; $QryInsertRapport .= "`a_zestrzelona` = '" . $a_zestrzelona . "', "; $QryInsertRapport .= "`raport` = '" . addslashes ($raport) . "';"; doquery($QryInsertRapport , 'rw'); // ↓↓ 這裡才是發給玩家的消息,其中有一個onclick的鏈接到上面的戰報 // 下面這個是發給攻擊方的,根據戰斗結果不同,標題也有不同的顏色 $raport = ""; $raport .= ""; if ($FleetResult == "a") { $raport .= ""; } elseif ($FleetResult == "r") { $raport .= ""; } elseif ($FleetResult == "w") { $raport .= ""; } $raport .= …… // ↓ 這裡突然回到計算攻擊艦隊的資源裝載量,其實完全可以挪到上面去 $Mining['metal'] = $Mining['metal'] + $FleetRow["fleet_resource_metal"]; $Mining['crystal'] = $Mining['crystal'] + $FleetRow["fleet_resource_crystal"]; $Mining['deuter'] = $Mining['deuter'] + $FleetRow["fleet_resource_deuterium"]; // 更新艦隊信息 $QryUpdateFleet = "UPDATE {{table}} SET "; $QryUpdateFleet .= "`fleet_amount` = '" . $FleetAmount . "', "; $QryUpdateFleet .= "`fleet_array` = '" . $FleetArray . "', "; $QryUpdateFleet .= "`fleet_mess` = '1', "; $QryUpdateFleet .= "`fleet_resource_metal` = '" . $Mining['metal'] . "', "; $QryUpdateFleet .= "`fleet_resource_crystal` = '" . $Mining['crystal'] . "', "; $QryUpdateFleet .= "`fleet_resource_deuterium` = '" . $Mining['deuter'] . "' "; $QryUpdateFleet .= "WHERE fleet_id = '" . $FleetRow['fleet_id'] . "' "; $QryUpdateFleet .= "LIMIT 1 ;"; doquery($QryUpdateFleet , 'fleets'); // 發送戰斗消息給攻擊方 SendSimpleMessage ($CurrentUserID, '', $FleetRow['fleet_start_time'], 3, $lang['sys_mess_tower'], $lang['sys_mess_attack_report'], $raport); // ↓ 又突然插進來開始計算戰斗經驗和戰斗次數 // 嚴重懷疑coder寫這個文件時是不是喝高了 $AddPoint = $CurrentUser['xpraid'] + 1; $QryUpdateOfficier = "UPDATE {{table}} SET "; $QryUpdateOfficier .= "`xpraid` = '" . $AddPoint . "' "; $QryUpdateOfficier .= "WHERE id = '" . $CurrentUserID . "' "; $QryUpdateOfficier .= "LIMIT 1 ;"; doquery($QryUpdateOfficier, 'users'); $RaidsTotal = $CurrentUser['raids'] + 1; if ($FleetResult == "a") { $RaidsWin = $CurrentUser['raidswin'] + 1; $QryUpdateRaidsCompteur = "UPDATE {{table}} SET "; $QryUpdateRaidsCompteur .= "`raidswin` ='" . $RaidsWin . "', "; $QryUpdateRaidsCompteur .= "`raids` ='" . $RaidsTotal . "' "; $QryUpdateRaidsCompteur .= "WHERE id = '" . $CurrentUserID . "' "; $QryUpdateRaidsCompteur .= "LIMIT 1 ;"; doquery($QryUpdateRaidsCompteur, 'users'); } elseif ($FleetResult == "r" || $FleetResult == "w") { $RaidsLoose = $CurrentUser['raidsloose'] + 1; $QryUpdateRaidsCompteur = "UPDATE {{table}} SET "; $QryUpdateRaidsCompteur .= "`raidswin` ='" . $RaidsLoose . "', "; $QryUpdateRaidsCompteur .= "`raids` ='" . $RaidsTotal . "' "; $QryUpdateRaidsCompteur .= "WHERE id = '" . $CurrentUserID . "' "; $QryUpdateRaidsCompteur .= "LIMIT 1 ;"; doquery($QryUpdateRaidsCompteur, 'users'); } // ↓↓ 終於又回來了,開始寫發給防御方的消息 $raport2 = ""; $raport2 .= ""; if ($FleetResult == "a") { $raport2 .= ""; } elseif ($FleetResult == "r") { $raport2 .= ""; } elseif ($FleetResult == "w") { $raport2 .= ""; } $raport2 .= $lang['sys_mess_attack_report'] . " [" . $FleetRow['fleet_end_galaxy'] . ":" . $FleetRow['fleet_end_system'] . ":" . $FleetRow['fleet_end_planet'] . "]"; SendSimpleMessage ($TargetUserID, '', $FleetRow['fleet_start_time'], 3, $lang['sys_mess_tower'], $lang['sys_mess_attack_report'], $raport2); } // ↓↓ 如果艦隊回到出發地了,就開始卸貨,然後飛機入庫 $fquery = ""; if ($FleetRow['fleet_end_time'] $Count) { $fquery .= "`" . $resource[$Ship] . "` = `" . $resource[$Ship] . "` + '" . $Count['count'] . "', "; } } else { $fleet = explode(";", $FleetRow['fleet_array']); foreach($fleet as $a => $b) { if ($b != '') { $a = explode(",", $b); $fquery .= "{$resource[$a[0]]}={$resource[$a[0]]} + {$a[1]}, \n"; } } } // → 到最後別忘了刪除這一條艦隊記錄,不然會一直占用航道。對其他艦隊任務也是一樣 doquery ("DELETE FROM {{table}} WHERE `fleet_id` = " . $FleetRow["fleet_id"], 'fleets'); if (!($FleetResult == "w")) { $QryUpdatePlanet = "UPDATE {{table}} SET "; $QryUpdatePlanet .= $fquery; $QryUpdatePlanet .= "`metal` = `metal` + " . $FleetRow['fleet_resource_metal'] . ", "; $QryUpdatePlanet .= "`crystal` = `crystal` + " . $FleetRow['fleet_resource_crystal'] . ", "; $QryUpdatePlanet .= "`deuterium` = `deuterium` + " . $FleetRow['fleet_resource_deuterium'] . " "; $QryUpdatePlanet .= "WHERE "; $QryUpdatePlanet .= "`galaxy` = " . $FleetRow['fleet_start_galaxy'] . " AND "; $QryUpdatePlanet .= "`system` = " . $FleetRow['fleet_start_system'] . " AND "; $QryUpdatePlanet .= "`planet` = " . $FleetRow['fleet_start_planet'] . " AND "; $QryUpdatePlanet .= "`planet_type` = " . $FleetRow['fleet_start_type'] . " LIMIT 1 ;"; doquery($QryUpdatePlanet, 'planets'); } } } }