Hi.
I have got a problem, when i try to open alliance in my travian server it will appear this
I don't understand where is the problem
This is the originally code:
Thank and sorry for my english, because I slept in the English Lesson ^^
I have got a problem, when i try to open alliance in my travian server it will appear this
Code:
Fatal error: Cannot redeclare class Battle in /membri/haxtravian4/GameEngine/Battle.php on line 14
I don't understand where is the problem
This is the originally code:
Code:
<?php
#################################################################################
## -= YOU MAY NOT REMOVE OR CHANGE THIS NOTICE =- ##
## --------------------------------------------------------------------------- ##
## Filename Battle.php ##
## Developed by: Dzoki & Dixie Reworked buy Advocaite love it or hate it ##
## Thanks to: Akakori & Elmar ##
## License: TravianX Project ##
## Copyright: TravianX (c) 2010-2011. All rights reserved. ##
## ##
#################################################################################
class Battle {
public function procSim($post) {
global $form;
// Recivimos el formulario y procesamos
if(isset($post['a1_v']) && (isset($post['a2_v1']) || isset($post['a2_v2']) || isset($post['a2_v3']) || isset($post['a2_v4']))) {
$_POST['mytribe'] = $post['a1_v'];
$target = array();
if(isset($post['a2_v1'])) {
array_push($target,1);
}
if(isset($post['a2_v2'])) {
array_push($target,2);
}
if(isset($post['a2_v3'])) {
array_push($target,3);
}
if(isset($post['a2_v4'])) {
array_push($target,4);
}
if(isset($post['a2_v5'])) {
array_push($target,5);
}
$_POST['target'] = $target;
if(isset($post['a1_1'])) {
$sum = $sum2 = 0;
for($i=1;$i<=10;$i++) {
$sum += $post['a1_'.$i];
}
if($sum > 0) {
if($post['palast'] == "") {
$post['palast'] = 0;
}
if(isset($post['wall1']) && $post['wall1'] == "") {
$post['wall1'] = 0;
}
if(isset($post['wall2']) && $post['wall2'] == "") {
$post['wall2'] = 0;
}
if(isset($post['wall3']) && $post['wall3'] == "") {
$post['wall3'] = 0;
}if(isset($post['wall4']) && $post['wall4'] == "") {
$post['wall4'] = 0;
}if(isset($post['wall5']) && $post['wall5'] == "") {
$post['wall5'] = 0;
}
$post['tribe'] = $target[0];
$_POST['result'] = $this->simulate($post);
$form->valuearray = $post;
}
}
}
}
private function getBattleHero($uid) {
global $database;
$heroarray = $database->getHero($uid);
$herodata = $GLOBALS["h".$heroarray[0]['unit']];
$h_atk = $herodata['atk'] + 5 * floor($heroarray[0]['attack'] * $herodata['atkp'] / 5);
$h_di = $herodata['di'] + 5 * floor($heroarray[0]['defence'] * $herodata['dip'] / 5);
$h_dc = $herodata['dc'] + 5 * floor($heroarray[0]['defence'] * $herodata['dcp'] / 5);
$h_ob = 1 + 0.002 * $heroarray[0]['attackbonus'];
$h_db = 1 + 0.002 * $heroarray[0]['defencebonus'];
return array('heroid'=>$heroarray[0]['heroid'],'unit'=>$heroarray[0]['unit'],'atk'=>$h_atk,'di'=>$h_di,'dc'=>$h_dc,'ob'=>$h_ob,'db'=>$h_db,'health'=>$heroarray['health']);
}
private function simulate($post) {
// Establecemos los arrays con las unidades del atacante y defensor
$attacker = array('u1'=>0,'u2'=>0,'u3'=>0,'u4'=>0,'u5'=>0,'u6'=>0,'u7'=>0,'u8'=>0,'u9'=>0,'u10'=>0,'u11'=>0,'u12'=>0,'u13'=>0,'u14'=>0,'u15'=>0,'u16'=>0,'u17'=>0,'u18'=>0,'u19'=>0,'u20'=>0,'u21'=>0,'u22'=>0,'u23'=>0,'u24'=>0,'u25'=>0,'u26'=>0,'u27'=>0,'u28'=>0,'u29'=>0,'u30'=>0,'u31'=>0,'u32'=>0,'u33'=>0,'u34'=>0,'u35'=>0,'u36'=>0,'u37'=>0,'u38'=>0,'u39'=>0,'u40'=>0,'u41'=>0,'u42'=>0,'u43'=>0,'u44'=>0,'u45'=>0,'u46'=>0,'u47'=>0,'u48'=>0,'u49'=>0,'u50'=>0);
$start = ($post['a1_v']-1)*10+1;
$att_ab = array('a1'=>0,'a2'=>0,'a3'=>0,'a4'=>0,'a5'=>0,'a6'=>0,'a7'=>0,'a8'=>0);
$def_ab = array('b1'=>0,'b2'=>0,'b3'=>0,'b4'=>0,'b5'=>0,'b6'=>0,'b7'=>0,'b8'=>0);
$index = 1;
for($i=$start;$i<=($start+9);$i++) {
$attacker['u'.$i] = $post['a1_'.$index];
if($index <=8) {
$att_ab['a'.$index] = $post['f1_'.$index];
}
$index += 1;
}
$defender = array();
for($i=1;$i<=50;$i++) {
if(isset($post['a2_'.$i]) && $post['a2_'.$i] != "") {
$defender['u'.$i] = $post['a2_'.$i];
}
else {
$defender['u'.$i] = 0;
}
}
$deftribe = $post['tribe'];
$wall = 0;
switch($deftribe) {
case 1:
for($i=1;$i<=8;$i++) {
$def_ab['b'.$i] = $post['f2_'.$i];
}
$wall = $post['wall1'];
break;
case 2:
for($i=11;$i<=18;$i++) {
$def_ab['b'.$i] = $post['f2_'.$i];
}
$wall = $post['wall2'];
break;
case 3:
for($i=21;$i<=28;$i++) {
$def_ab['b'.$i] = $post['f2_'.$i];
}
$wall = $post['wall3'];
break;
case 4:
for($i=31;$i<=38;$i++) {
$def_ab['b'.$i] = $post['f2_'.$i];
}
$wall = $post['wall4'];
break;
case 5:
for($i=41;$i<=48;$i++) {
$def_ab['b'.$i] = $post['f2_'.$i];
}
$wall = $post['wall5'];
break;
}
if($post['kata'] == "") {
$post['kata'] = 0;
}
// check scout
$scout = 1;
for($i=$start;$i<=($start+9);$i++) {
if($i == 4 || $i == 14 || $i == 23 || $i == 34 || $i == 44)
{}
else{
if($attacker['u'.$i]>0) {
$scout = 0;
break;
}
}
}
if(!$scout)
return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$post['palast'],$post['ew1'],$post['ew2'],$post['ktyp']+3,$def_ab,$att_ab,$post['kata'],1);
else
return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$post['palast'],$post['ew1'],$post['ew2'],1,$def_ab,$att_ab,$post['kata'],1);
}
//1 raid 0 normal
function calculateBattle($Attacker,$Defender,$def_wall,$att_tribe,$def_tribe,$residence,$attpop,$defpop,$type,$def_ab,$att_ab,$tblevel,$stonemason,$walllevel) {
global $bid34;
// Definieer de array met de eenheden
$calvary = array(4,5,6,15,16,23,24,25,26,35,36,45,46);
$catapult = array(8,18,28,38,48);
$rams = array(7,17,27,37,47);
$catp = $ram = 0;
// Array om terug te keren met het resultaat van de berekening
$result = array();
$involve = 0;
$winner = false;
// bij 0 alle deelresultaten
$cap = $ap = $dp = $cdp = $rap = $rdp = 0;
//exit($type);
if ($Attacker['uhero'] != 0)
{
//exit($Attacker['id']);
$atkhero= $this->getBattleHero($Attacker['id']);
}
//$defhero= $this->getBattleHero($Defender['id']);
//
// Berekenen het totaal aantal punten van Aanvaller
//
$start = ($att_tribe-1)*10+1;
$end = ($att_tribe*10);
$abcount = 1;
if($type == 1)
{
for($i=$start;$i<=$end;$i++) {
global ${'u'.$i};
if($abcount <= 8 && $att_ab['a'.$abcount] > 0) {
$ap += (35 + ( 35 + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, $att_ab['a'.$abcount]) - 1)) * $Attacker['u'.$i];
}
else {
$ap += $Attacker['u'.$i] * 35;
}
$abcount +=1;
$units['Att_unit'][$i] = $Attacker['u'.$i];
}
if ($Attacker['uhero'] != 0){
$ap += $atkhero['atk'] * 35;
$ap = $ap * $atkhero['ob'];
}
}
else
{
for($i=$start;$i<=$end;$i++) {
global ${'u'.$i};
if($abcount <= 8 && $att_ab['a'.$abcount] > 0) {
if(in_array($i,$calvary)) {
$cap += (${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, $att_ab['a'.$abcount]) - 1)) * $Attacker['u'.$i];
}
else {
$ap += (${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, $att_ab['a'.$abcount]) - 1)) * $Attacker['u'.$i];
}
}
else {
if(in_array($i,$calvary)) {
$cap += $Attacker['u'.$i]*${'u'.$i}['atk'];
}
else {
$ap += $Attacker['u'.$i]*${'u'.$i}['atk'];
}
}
$abcount +=1;
// Punten van de catavult van de aanvaller
if(in_array($i,$catapult)) {
$catp += $Attacker['u'.$i];
}
// Punten van de Rammen van de aanvaller
if(in_array($i,$rams))
{
$ram += $Attacker['u'.$i];
}
$involve += $Attacker['u'.$i];
$units['Att_unit'][$i] = $Attacker['u'.$i];
}
if ($Attacker['uhero'] != 0)
{
$units['Att_unit']['hero'] = $Attacker['uhero'];
$cap += $Attacker['uhero']*$atkhero['atk'];
$ap += $Attacker['uhero']*$atkhero['atk'];
$ap = $ap * $atkhero['ob'];
$cap = $cap * $atkhero['ob'];
}
}
//
// Berekent het totaal aantal punten van de Defender
//
$start = ($def_tribe-1)*10+1;
$end = ($def_tribe*10);
$abcount = 1;
if($type == 1)
{
for($y=4;$y<=44;$y++) {
if($y == 4 || $y == 14 || $y == 23 || $y == 34 || $y == 44)
{
global ${'u'.$y};
if($y >= $start && $y <= ($end-2) && $def_ab['b'.$abcount] > 0) {
$dp += (20 + (20 + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, $def_ab['b'.$y]) - 1)) * $Defender['u'.$y];
$abcount +=1;
}
else {
$dp += $Defender['u'.$y]*20;
}
$units['Def_unit'][$y] = $Defender['u'.$y];
}
}
}
else
{
for($y=1;$y<=50;$y++) {
global ${'u'.$y};
if($y >= $start && $y <= ($end-2) && $def_ab['b'.$abcount] > 0) {
$dp += (${'u'.$y}['di'] + (${'u'.$y}['di'] + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, $def_ab['b'.$y]) - 1)) * $Defender['u'.$y];
$cdp += (${'u'.$y}['dc'] + (${'u'.$y}['dc'] + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, $def_ab['b'.$y]) - 1)) * $Defender['u'.$y];
$abcount +=1;
}
else {
$dp += $Defender['u'.$y]*${'u'.$y}['di'];
$cdp += $Defender['u'.$y]*${'u'.$y}['dc'];
}
$involve += $Defender['u'.$y];
$units['Def_unit'][$y] = $Defender['u'.$y];
}
}
//
// Formule voor de berekening van de bonus verdedigingsmuur "en" Residence ";
//
if($def_wall > 0) {
// Stel de factor berekening voor de "Muur" als het type van de beschaving
// Factor = 1030 Romeinse muur
// Factor = 1020 Wall Germanen
// Factor = 1025 Wall Galliers
$factor = ($def_tribe == 1)? 1.030 : (($def_tribe == 2)? 1.020 : 1.025);
// Defense Infanterie = infanterie * Muur (%)
$dp *= pow($factor,$def_wall);
// Defensa Cavelerie = Cavelerie * Muur (%)
$cdp *= pow($factor,$def_wall);
// Berekening van de Basic defence bonus "Residence"
$dp += ((2*(pow($residence,2)))*(pow($factor,$def_wall)));
$cdp += ((2*(pow($residence,2)))*(pow($factor,$def_wall)));
}
else
{
// Berekening van de Basic defence bonus "Residence"
$dp += (2*(pow($residence,2)));
$cdp += (2*(pow($residence,2)));
}
//
// Formule voor het berekenen van punten aanvallers (Infanterie & Cavalry)
//
$rap = $ap+$cap;
//
// Formule voor de berekening van Defensive Punten
//
if ($rap==0)
$rdp = ($dp) + ($cdp) + 10;
else
$rdp = ($dp * ($ap/$rap)) + ($cdp * ($cap/$rap)) + 10;
//
// En de Winnaar is....:
//
$result['Attack_points'] = $rap;
$result['Defend_points'] = $rdp;
$winner = ($rap > $rdp);
$result['Winner'] = ($winner)? "attacker" : "defender";
// Formule voor de berekening van de Moraal
if($attpop > $defpop) {
if ($rap < $rdp) {
$moralbonus = min(1.5, pow($attpop / $defpop, (0.2*($rap/$rdp))));
}
else {
$moralbonus = min(1.5, pow($attpop / $defpop, 0.2));
}
}
else {
$moralbonus = 1.0;
}
if($involve >= 1000) {
$Mfactor = round(2*(1.8592-pow($involve,0.015)),4);
}
else {
$Mfactor = 1.5;
}
// Formule voor het berekenen verloren drives
// $type = 1 Raid, 0 Normal
if($type == 1)
{
$holder = pow((($rdp*$moralbonus)/$rap),$Mfactor);
$holder = $holder / (1 + $holder);
// Attacker
$result[1] = $holder;
// Defender
$result[2] = 0;
}
else if($type == 2)
{
}
else if($type == 4) {
$holder = ($winner) ? pow((($rdp*$moralbonus)/$rap),$Mfactor) : pow(($rap/($rdp*$moralbonus)),$Mfactor);
$holder = $holder / (1 + $holder);
// Attacker
$result[1] = $winner ? $holder : 1 - $holder;
// Defender
$result[2] = $winner ? 1 - $holder : $holder;
$ram -= round($ram*$result[1]/100);
$catp -= round($catp*$result[1]/100);
}
else if($type == 3)
{
// Attacker
$result[1] = ($winner)? pow((($rdp*$moralbonus)/$rap),$Mfactor) : 1;
$result[1] = round($result[1],8);
// Defender
$result[2] = (!$winner)? pow(($rap/($rdp*$moralbonus)),$Mfactor) : 1;
$result[2] = round($result[2],8);
// Als aangevallen met "Hero"
$ku = ($att_tribe-1)*10+9;
$kings = $Attacker['u'.$ku];
$aviables= $kings-round($kings*$result[1]);
if ($aviables>0){
switch($aviables){
case 1:
$fealthy = rand(20,30);
break;
case 2:
$fealthy = rand(40,60);
break;
case 3:
$fealthy = rand(60,80);
break;
case 4:
$fealthy = rand(80,100);
break;
default:
$fealthy = 100;
break;
}
$result['hero_fealthy'] = $fealthy;
}
$ram -= ($winner)? round($ram*$result[1]/100) : round($ram*$result[2]/100);
$catp -= ($winner)? round($catp*$result[1]/100) : round($catp*$result[2]/100);
}
// Formule voor de berekening van katapulten nodig
if($catp > 0 && $tblevel != 0) {
$wctp = pow(($rap/$rdp),1.5);
$wctp = ($wctp >= 1)? 1-0.5/$wctp : 0.5*$wctp;
$wctp *= $catp;
$need = round((($moralbonus * (pow($tblevel,2) + $tblevel + 1)) / (8 * (round(200 * pow(1.0205,$att_ab['a8']))/200) / (1 * $bid34[$stonemason]['attri']/100))) + 0.5);
// Aantal katapulten om het gebouw neer te halen
$result[3] = $need;
// Aantal Katapulten die handeling
$result[4] = $wctp;
$result[5] = $moralbonus;
$result[6] = $att_ab['a8'];
}
if($ram > 0 && $walllevel != 0) {
$wctp = pow(($rap/$rdp),1.5);
$wctp = ($wctp >= 1)? 1-0.5/$wctp : 0.5*$wctp;
$wctp *= $ram;
$need = round((($moralbonus * (pow($walllevel,2) + $walllevel + 1)) / (8 * (round(200 * pow(1.0205,$att_ab['a7']))/200) / (1 * $bid34[$stonemason]['attri']/100))) + 0.5);
// Aantal katapulten om het gebouw neer te halen
$result[7] = $need;
// Aantal Katapulten die handeling
$result[8] = $wctp;
}
$result[6] = pow($rap/$rdp*$moralbonus,$Mfactor);
$total_att_units = count($units['Att_unit']);
$start = intval(($att_tribe-1)*10+1);
$end = intval(($att_tribe*10));
//exit($start."|".$end."|".$att_tribe);
//$y=1;
for($i=$start;$i <= $end;$i++)
{
$y = $i-(($att_tribe-1)*10);
//exit(intval("$y"));
$result['casualties_attacker'][$y] = round($result[1]*$units['Att_unit'][$i]);
//$y++;
//exit($result['casualties_attacker'][$y]);
}
//$result['casualties_attacker']['11'] = 0;
//exit($result['casualties_attacker']['2']);
//$_hero=11;
if ($units['Att_unit']['hero']>0)
{
$_result=mysql_query("select `owner` from " . TB_PREFIX . "vdata where `wref`='".$Attacker['from']."'");
$fdb = mysql_fetch_array($_result);
$hero_owner=$fdb['owner'];
$_result=mysql_query("select * from " . TB_PREFIX . "hero where `dead`='0' and `uid`='".$hero_owner."'");
$fdb = mysql_fetch_array($_result);
$hero_id=$fdb['heroid'];
$hero_health=$fdb['health'];
$damage_health=round(100*$result[1]);
//exit($damage_health."|".$hero_health."|".$hero_owner);
if ($hero_health<=$damage_health)
{
//hero die
$result['casualties_attacker']['11'] = 1;
mysql_query("update " . TB_PREFIX . "hero set `dead`='1' where `heroid`='".$hero_id."'");
}
else
{
mysql_query("update " . TB_PREFIX . "hero set `health`=`health`-".$damage_health." where `heroid`='".$hero_id."'");
}
}
//exit($result['casualties_attacker']['11']);
//$result['casualties_attacker'][11] = round($result[1]*$units['Att_unit']['hero']);
// Work out bounty
$start = ($att_tribe-1)*10+1;
$end = ($att_tribe*10);
$max_bounty = 0;
for($i=$start;$i<=$end;$i++) {
$y = $i-(($att_tribe-1)*10);
$max_bounty += ($Attacker['u'.$i]-$result['casualties_attacker'][$y])*${'u'.$i}['cap'];
}
$result['bounty'] = $max_bounty;
return $result;
}
public function resolveConflict($data) {
global $database,$units,$unitsbytype;
$UnitChief = $UnitRam = $UnitCatapult = 0;
$attacker_count = $attack_infantry = $attack_cavalry = $attack_scout = $rams = $catapults = 0;
$defender_count = $defense_infantry = $defense_cavalry = $defense_scout = $defense_heros = 0;
$DefenderFieldsArray = $ResourceImprovementArray = $TrapperArray = array();
$FieldPalRes = $BonusPalRes = $BonusStoneMason = $BonusArtefactDurability = 0;
$ExperienceAttacker = $ExperienceDefender = 0;
$RecountReqd = $AllDefendersDead = False;
$AttackArrivalTime = $data['endtime'];
$AttackerData = $database->getVillageBattleData($data['from']);
$AttackerData['pop'] = $database->getPopulation($AttackerData['id']);
$Blacksmith = $database->getABTech($data['from']);
for($i=1;$i<=11;$i++) { $attacker_count += $data['t'.$i]; }
if($data['type'] != 1) {
// Trap attacking troops if this is not a scouting mission
}
for($i=1;$i<=10;$i++) {
if($data['t'.$i] > 0) {
$unit = ($AttackerData['tribe']-1)*10+$i;
$unitdata = $GLOBALS['u'.$unit];
if(in_array($unit,$unitsbytype['cavalry'])) {
$attack_cavalry += $data['t'.$i] * ($unitdata['atk'] + ($unitdata['atk'] + 300 * $unitdata['pop'] / 7) * (pow(1.007,$Blacksmith['b'.$i]) - 1));
} else {
$attack_infantry += $data['t'.$i] * ($unitdata['atk'] + ($unitdata['atk'] + 300 * $unitdata['pop'] / 7) * (pow(1.007,$Blacksmith['b'.$i]) - 1));
}
if(in_array($unit,$unitsbytype['scout'])) {
$attack_scout = $data['t'.$i] * 35 * pow(1.021,$Blacksmith['b'.$i]);
}
if(in_array($unit,$unitsbytype['chief'])) { $UnitChief = $i; }
if(in_array($unit,$unitsbytype['ram'])) { $UnitRam = $i; }
if(in_array($unit,$unitsbytype['catapult'])) { $UnitCatapult = $i; }
}
}
if($data['t11'] == 1 && $data['type'] != 1) {
$heroarrayAttacker = $this->getBattleHero($AttackerData['id']);
if(in_array($heroarrayAttacker['unit'],$unitsbytype['cavalry'])) {
$attack_cavalry += $heroarrayAttacker['atk'];
} else {
$attack_infantry += $heroarrayAttacker['atk'];
}
$attack_infantry *= $heroarrayAttacker['ob'];
$attack_cavalry *= $heroarrayAttacker['ob'];
}
$attack_total = $attack_infantry + $attack_cavalry;
if($attacker_count == 1 && $attack_total < 83 && $data['type'] != 1) {
// kill the single non-scout low level attacker due to basic village defense
}
if ($database->isVillageOases($id) == 0) {
$DefenderData = $database->getVillageBattleData($data['to']);
$DefenderData['pop'] = $database->getPopulation($DefenderData['id']);
$IsOasis = False;
} else {
$OasisData = $database->getOMInfo($data['to']);
$IsOasis = True;
if($OasisData['conqured'] == 0) {
$DefenderData['pop'] = 500;
} else {
$DefenderData['pop'] = $database->getPopulation($OasisData['conqured']);
}
$DefenderData['tribe'] = 4;
$DefenderData['wall'] = 0;
}
$DefenderUnits = $database->getUnit($data['to']);
$DefendersAll = $database->getEnforceVillage($data['to'],0);
array_unshift($DefendersAll,$DefenderUnits);
foreach($DefendersAll as $defenders) {
$definf = $defcav = 0;
if(!empty($Armoury)) { reset($Armoury); }
$Armoury = $defenders['from'] != $defenders['vref'] ? $database->getABTech($defenders['from']) : $database->getABTech($defenders['vref']);
for($i=1;$i<=50;$i++) {
if($defenders['u'.$i] > 0) {
if(!empty($unitdata)) { reset($unitdata); }
$unitdata = $GLOBALS['u'.$i];
$definf += $defenders['u'.$i] * ($unitdata['di'] + ($unitdata['di'] + 300 * $unitdata['pop'] / 7) * (pow(1.007,$Armoury['a'.($i%10)]) - 1));
$defcav += $defenders['u'.$i] * ($unitdata['dc'] + ($unitdata['dc'] + 300 * $unitdata['pop'] / 7) * (pow(1.007,$Armoury['a'.($i%10)]) - 1));
if(in_array($i,$unitsbytype['scout'])) {
$defense_scout += $defenders['u'.$i] * 20 * pow(1.03,$Armoury['a'.($i%10)]);
}
$defender_count += $defenders['u'.$i];
}
}
if($defenders['hero'] == 1 && $data['type'] != 1) {
if(!empty($heroarray)) { reset($heroarray); }
if($defender['vref'] == $data['to']) {
$heroarray = $this->getBattleHero($DefenderData['id']);
} else {
$ReinforcerData = $database->getVillageBattleData($defenders['from']);
$heroarray = $this->getBattleHero($ReinforcerData['id']);
}
$definf = ($definf + $heroarray['di']) * $heroarray['db'];
$defcav = ($defcav + $heroarray['dc']) * $heroarray['db'];
$defense_heros++;
}
$defense_infantry += $definf;
$defense_cavalry += $defcav;
}
if($data['type'] == 1) {
if($attack_scout > $defense_scout) {
$attack_scout_casualties = pow(($defense_scout / $attack_scout),1.5);
// generate scout report and process casualties
} else {
$attack_scout_casualties = 1;
// kill all scouts
}
} else {
$defense_total = $attack_infantry * $defense_infantry / $attack_total + $attack_cavalry * $defense_cavalry / $attack_total;
if($DefenderData['pop'] < $AttackerData['pop']) {
$defense_total *= min(1.5,pow($AttackerData['pop']/$DefenderData['pop'],0.2));
}
$DefenderFields = $database->getResourceLevel($data['to']);
for($i=1;$i<=38;$i++) {
if($DefenderFields['f'.$i] > 0) { $DefenderFieldsArray[] = $i; }
if($DefenderFields['f'.$i.'t'] == 25 || $DefenderFields['f'.$i.'t'] == 26) {
$BonusPalRes = 2 * pow($DefenderFields['f'.$i],2);
$FieldPalRes = $i;
}
if($DefenderFields['f'.$i.'t'] == 34) {
$BonusStoneMason = $DefenderFields['f'.$i] / 10 + 1;
}
if($DefenderFields['f'.$i.'t'] >= 5 && $DefenderFields['f'.$i.'t'] <= 9) {
$ResourceImprovementArray[] = $i;
}
if($DefenderFields['f'.$i.'t'] == 36) {
$TrapperArray[] = $i;
}
if($DefenderFields['f'.$i.'t'] == $data['ctar1'] && $data['ctar1'] != 0) {
$ctarf[1] = $i;
}
if($DefenderFields['f'.$i.'t'] == $data['ctar2'] && $data['ctar2'] != 0 && ($data['ctar1'] != $data['ctar2'] || $data['ctar2'] <= 18)) {
$ctarf[2]= $i;
}
}
$defense_total += $BonusPalRes;
$BonusWall = $DefenderData['tribe'] == 1 ? 1.03 : ($DefenderData['tribe'] == 2 ? 1.02 : 1.025);
$defense_total *= pow($BonusWall,$DefenderData['wall']);
if($attacker_count + $defender_count + $defense_heros > 1000) {
$DiffModifier = 2 * (1.8592 - pow(($attacker_count + $defender_count + $defense_heros),0.015));
} else {
$DiffModifier = 1.5;
}
$attack_casualties = $defense_casualties = 1;
if($attack_total > $defense_total) {
$attack_casualties = pow(($defense_total / $attack_total),$DiffModifier);
if($data['type'] == 4) {
$attack_casualties = $attack_casualties / (1 + $attack_casualties);
$defense_casualties = 1 - $attack_casualties;
}
} else {
$defense_casualties = pow(($attack_total / $defense_total),$DiffModifier);
if($data['type'] == 4) {
$defense_casualties = $defense_casualties / (1 + $defense_casualties);
$attack_casualties = 1 - $defense_casualties;
}
}
if($rams > 0 && $DefenderData['wall'] > 0) {
if($attack_casualties < 1) {
$database->setVillageLevel($data['to'],'f40t',0);
$database->setVillageLevel($data['to'],'f40',0);
} else {
$RequiredRams=array(1=>array(1,2,2,3,4,6,7,10,12,14,17,20,23,27,31,35,39,43,48,53),array(1,4,8,13,19,27,36,46,57,69,83,98,114,132,151,171,192,214,238,263),array(1,2,4,6,8,11,15,19,23,28,34,40,46,53,61,69,77,86,96,106));
$DC = max(1,$BonusStoneMason) * max(1,$BonusPalRes) / (pow(1.015,$Blacksmith['b'.$UnitRam])) ;
$L = $DefenderData['wall'];
$L2 = round(($DefenderData['wall'] - 1) /2);
$DDR = $DC / ( $L*($L+1)/8 + 5 + (24.875 + 0.625*$L2)*$L2/2 );
//calculate damage to wall based on surviving rams
}
$RecountReqd = True;
}
if($catapults > 0 && !$IsOasis) {
$BuildLevelStrength=array(1=>1,2,2,3,4,6,8,10,12,14,17,20,23,27,31,35,39,43,48,53);
$RequiredCatapults = $RequiredCatapultsMax = $BuildingLevelMax = array();
if(!empty($RequiredCatapults)) { reset($RequiredCatapults); }
for($i=1;$i<=2;$i++) {
if($data['ctar'.$i] == 0 || $ctarf[$i] == 0) {
$data['ctar'.$i] = $DefenderFieldsArray[rand(0,count($DefenderFieldsArray)-1)];
if($data['ctar2'] == 0 && $i == 1) { $data['ctar2'] = $data['ctar1']; }
}
$RequiredCatapults[$i] = round((($DefenderData['pop'] < $AttackerData['pop'] ? min(3,pow($AttackerData['pop'] / $DefenderData['pop'],0.3)) : 1) * (pow($DefenderField['f'.$ctarf[$i]],2) + $DefenderField['f'.$ctarf[$i]] + 1) / (8 * (round(200 * pow(1.0205,$Blacksmith['b'.$UnitCatapult])) / 200) / max(1,($data['ctar'.$i]>=18?max(1,$BonusStoneMason + $BonusArtefactDurability):1)))) + 0.5);
$BuildingLevelMax[$i] = 20;
if($DefenderData['capital'] != 1 && $data['ctar'.$i] <= 18 || in_array($data['ctar'.$i],$TrapperArray)) { $BuildingLevelMax[$i] = 10; }
if(in_array($data['ctar'.$i],$ResourceImprovementArray)) { $BuildingLevelMax[$i] = 5; }
$RequiredCatapultsMax[$i] = round((($DefenderData['pop'] < $AttackerData['pop'] ? min(3,pow($AttackerData['pop'] / $DefenderData['pop'],0.3)) : 1) * (pow($BuildingLevelMax[$i],2) + $BuildingLevelMax[$i] + 1) / (8 * (round(200 * pow(1.0205,$Blacksmith['b'.$UnitCatapult])) / 200) / max(1,($data['ctar'.$i]>=18?max(1,$BonusStoneMason + $BonusArtefactDurability):1)))) + 0.5);
}
$CatapultsFiring = pow($attack_total / $defense_total,1.5);
if($CatapultsFiring > 1) {
$CatapultsFiring = 1 - 0.5 / $CatapultsFiring;
} else {
$CatapultsFiring = 0.5 * $CatapultsFiring;
}
$CatapultsFiring *= $data['t'.$UnitCatapult];
for($i=1;$i=($data['ctar1']==$data['ctar2']?1:2);$i++) {
$BuildingLevelOld[$i] = $DefenderField['f'.$data['ctar'.$i]];
if($data['ctar1']!=$data['ctar2'] && $i==1) { $CatapultsFiring /= 2; }
if($CatapultsFiring >= $RequiredCatapults[$i]) {
if($DefenderField['f'.$data['ctar'.$i]] == $FieldPalRes) { $DestroyedPalRes = True; }
if($data['ctar'.$i] >= 19) { $database->setVillageLevel($data['to'],'f'.$data['ctar'.$i].'t',0); }
$database->setVillageLevel($data['to'],'f'.$data['ctar'.$i],0);
$BuildingLevelNow[$i] = 0;
$RecountReqd = True;
} else {
$BuildLevelCount = 0;
for($j=$DefenderField['f'.$data['ctar'.$i]];$j=1;$j--) {
$BuildLevelCount += ($BuildLevelStrength[$j] - $BuildLevelStrength[$j-1]) * $RequiredCatapultsMax[$i] / $BuildLevelStrength[$BuildingLevelMax[$i]];
if($CatapultsFiring < $BuildLevelCount) {
$BuildingLevelNow[$i] = $j;
break;
}
$database->setVillageLevel($data['to'],'f'.$data['ctar'.$i],$BuildingLevelNow[$i]);
$RecountReqd = True;
}
}
}
}
for($i=1;$i<=10;$i++) {
$attack_casualties_array[$i] = round($data['t'.$i] * $attack_casualties);
if(!empty($unitdata)) { reset($unitdata); }
$unitdata = $GLOBALS['u'.(($AttackerData['tribe']-1)*10+$i)];
$ExperienceDefender += $attack_casualties_array[$i] * $unitdata['pop'];
}
if($data['t11'] == 1) {
if($attack_casualties < 0.9) {
if($heroarrayAttacker['health']-100*$attack_casualties > 0) {
$database->modifyHero('health',(100*$attack_casualties),$heroarrayAttacker['heroid'],2);
$database->modifyHero('lastupdate',time(),$heroarrayAttacker['heroid'],0);
} else {
$database->modifyHero('health',0,$heroarrayAttacker['heroid'],0);
$database->modifyHero('dead',1,$heroarrayAttacker['heroid'],0);
$database->modifyHero('lastupdate',time(),$heroarrayAttacker['heroid'],0);
}
} else {
$database->modifyHero('health',0,$heroarrayAttacker['heroid'],0);
$database->modifyHero('dead',1,$heroarrayAttacker['heroid'],0);
$database->modifyHero('lastupdate',time(),$heroarrayAttacker['heroid'],0);
}
}
// send surviving attackers and hero home, report.
// calculate defensive casualties, hero damage and experience (all heroes), modify units and reinforcements, report.
// damage buildings report
// Chiefing logic including wall and tribal specific building removal
if($IsOasis && $data['t11'] == 1 && $AllDefendersDead) {
$database->modifyOasisLoyalty($data['to']);
if($database->canConquerOasis($data['from'],$data['to'])) {
$database->conquerOasis($data['to'],$data['from'],$AttackerData['id']);
}
}
if($RecountReqd) { $automation->recountPop($data['to']); }
}
}
};
$battle = new Battle;
?>
Thank and sorry for my english, because I slept in the English Lesson ^^