PHP网页游戏学习之Xnova(ogame)源码解读(十六)


十九、攻击任务(MissionCaseAttack.php)

按照舰队任务的编号,排在第一个的就是攻击任务 。这个代码很长,看的时候要有耐心 。
好在引用的内容并不是很多,并且给出了详细的注释,读者不会晕头转向 。

function MissionCaseAttack ($FleetRow)
{
  global $user, $phpEx, $xnova_root_path, $pricelist, $lang, $resource, $CombatCaps;
   // 在舰队的记录中,fleet_start_time代表的不是出发时间,而是到达目的地时间
   // 代表出发时间的是start_time
   // 此外还有fleet_end_time 这个是回到家的时间
    // fleet_end_stay 这个是结束逗留的时间(联合防御和远征任务会用到)
    // 所以下面这个判断的意思是“舰队到达了目的地”,而不是“舰队起飞了”
    if ($FleetRow[fleet_start_time] <= time()) {
    // fleet_mess是用来记录舰队的状态的,基本可以理解为是在前进途中还是返航途中
    // 但感觉利用得并不好,如果只有两个状态,可以用true 和 false来记录
    // 所以我把它设为了0,1,2三个状态,对于需要停留的任务,停留时就处于第三个状态
    if ($FleetRow[fleet_mess] == 0) {
      // ↓↓ 这个判断是试探存放战斗数据的文件是否存在
       // 如果文件不存在,就中断操作,提示联系管理员
       if (!isset($CombatCaps[202][sd])) {
        message("<span style="FONT-FAMILY: ">" . $lang[sys_no_vars] . "</span>", $lang[sys_error], "fleet." . $phpEx, 2);
      }
      // ↓↓ 开始是一系列的数据库查询,取得攻防双方的舰队数量和科技等级
      // 根据舰队信息取得防守方星球数据
      $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];
      // 根据舰队信息取得攻击方信息
      $QryCurrentUser = "SELECT * FROM {{table}} ";
      $QryCurrentUser .= "WHERE ";
      $QryCurrentUser .= "`id` = " . $FleetRow[fleet_owner] . ";";
      $CurrentUser = doquery($QryCurrentUser , users, true);
      $CurrentUserID = $CurrentUser[id];
      // 由星球数据取得目标星球的所有者的信息
       $QryTargetUser = "SELECT * FROM {{table}} ";
      $QryTargetUser .= "WHERE ";
      $QryTargetUser .= "`id` = " . $TargetUserID . ";";
      $TargetUser = doquery($QryTargetUser, users, true);
      // 然后取得双方的科技信息
       // 其实下面这两个完全可以与上面两个查询整到一起
      $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);
      // ↑↑ 如果有其他的能影响舰队三围的项目(比如指挥官等),也应该在这里一并取出来
      // 生成防守方的舰队(防御)
       // 如果考虑联合防御,在上面还应该把这个星球上联合防御的舰队提取出来
       // 然后一起计算数量和科技水平
       for ($SetItem = 200; $SetItem 0) {
          $TargetSet[$SetItem][count] = $TargetPlanet[$resource[$SetItem]];
        }
      }
      // 生成攻击方的舰队,也是用数组存放 。fleet_array是不能直接拿来用的
       // 这个字段的结构是  编号,数量;编号,数量; ……
       // 所以使用时需要用两次explode把它打散然后存进数组
       $TheFleet = explode(";", $FleetRow[fleet_array]);
      foreach($TheFleet as $a => $b) {
        if ($b != ) {
          $a = explode(",", $b);
          $CurrentSet[$a[0]][count] = $a[1];
        }
      }
      // 包含进战斗引擎,ready to fight
      include_once($xnova_root_path . includes/ataki. . $phpEx);
      // 在输入信息之前采集时间
       $mtime = microtime();
      $mtime = explode(" ", $mtime);
      $mtime = $mtime[1] + $mtime[0];
      $starttime = $mtime;
      // 将双方舰队和科技输入战斗引擎,并用$walka来记录输出结果
       $walka = walka($CurrentSet, $TargetSet, $CurrentTechno, $TargetTechno);
      // 再采集时间,得到战斗过程所用的时间
       // 也就是“战斗报告产生于 x.xxxxxxxxxx 秒”的由来
      $mtime = microtime();
      $mtime = explode(" ", $mtime);
      $mtime = $mtime[1] + $mtime[0];
      $endtime = $mtime;
      $totaltime = ($endtime - $starttime);
      // 分别用一个单独的数组来记录攻击方的剩余舰队信息、
       $CurrentSet = $walka["atakujacy"];
      // ……防守方的舰队信息、
       $TargetSet = $walka["wrog"];
      // ……战斗的胜负结果、
       $FleetResult = $walka["wygrana"];
      // ……每一轮的详细情况、
       $dane_do_rw = $walka["dane_do_rw"];
      // 以及双方的损失和废墟情况
       $zlom = $walka["zlom"];
      // 计算攻击方剩下的单位,顺便把装载量也一并计算进去了
      $FleetArray = "";
      $FleetAmount = 0;
      $FleetStorage = 0;
      foreach ($CurrentSet as $Ship => $Count) {
        $FleetStorage += $pricelist[$Ship]["capacity"] * $Count[count];
        // 用$FleetArray记载舰队情况,转换成数据库里字段的格式,准备“入库”
          $FleetArray .= $Ship . "," . $Count[count] . ";";
        $FleetAmount += $Count[count];
      }
      $FleetStorage -= $FleetRow["fleet_resource_metal"];
      $FleetStorage -= $FleetRow["fleet_resource_crystal"];
      $FleetStorage -= $FleetRow["fleet_resource_deuterium"];
      // 计算防守星球战后的情况
       $TargetPlanetUpd = "";
  if (!is_null($TargetSet)) {
        foreach($TargetSet as $Ship => $Count) {
          $TargetPlanetUpd .= "`" . $resource[$Ship] . "` = " . $Count[count] . ", ";
        }
  }
      // 如果战斗结果为攻击方获胜,则开始计算掠夺资源的情况 ↓↓
      // 这里可以include进PlanetResourceUpdate.php,在掠夺之前先更新目标星球的资源
       $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];
          }
        }
      }
      // ↑↑ 到这里为止就计算结束了,但如果星球上金属巨多,但晶体和重氢几乎没有
       // 那就会出现装了1/3仓的金属,剩下2/3仓全都空着
       // 所以可以考虑自己把掠夺方法完善一下,也不是很难
      $Mining[metal] = round($Mining[metal]);
      $Mining[crystal] = round($Mining[crystal]);
      $Mining[deuter] = round($Mining[deuter]);
      // ↓↓ 更新数据库
       $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);
      // ↓↓ 计算废墟和损失的情况
       $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;
      // ↓↓ 计算产月概率
       $MoonChance = $FleetDebris / 100000;
      if ($FleetDebris > 2000000) {
        $MoonChance = 20;
      }
      if ($FleetDebris = 100000) {
        $UserChance = mt_rand(1, 100);
        $ChanceMoon = sprintf ($lang[sys_moonproba], $MoonChance);
      }
      // 如果RP够好,就能产生月亮了 。当然前提是这个坐标上没有月亮
       if (($UserChance > 0) and ($UserChance $MoonChance) {
        ……
       }
      // ↓↓ 从这里开始生成战斗报告,很长,但并不复杂
       $AttackDate = date("r", $FleetRow["fleet_start_time"]);
      $title = sprintf ($lang[sys_attack_title], $AttackDate);
      $raport = "" . $title . "";
      $zniszczony = false;
      $a_zestrzelona = 0;
      // ↓↓ 双方攻防信息 。如果有其他能影响舰队三围的,也要在这里加进去
       // 当然这里的数据只是显示在战报中而已,是不会影响岛实际战斗的
       $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], $DefendTechon[C]);
      // 根据战斗中每一轮的详细情况生成交火的细节,包括每一轮的数量,攻防值,造成和吸收了多少伤害等
       // 有一些键值可能需要看了战斗引擎才会明白它代表的什么,所以看不懂也没关系 ↓↓
      foreach ($dane_do_rw as $a => $b) {
       ……
       }
      // ↓↓ 根据胜负结果显示相应的结尾
       switch ($FleetResult) {
       ……
       } 
      // 战斗报告生成于 x.xxxxxxxxxxxx 秒
       $SimMessage = sprintf ($lang[sys_rapport_build_time], $totaltime);
      $raport .= $SimMessage . "";
      // ↓↓ 将战斗报告编码,存入数据库
       $dpath = (!$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);
      // ↓↓ 这里才是发给玩家的消息,其中有一个onclick的链接到上面的战报
       // 下面这个是发给攻击方的,根据战斗结果不同,标题也有不同的颜色
       $raport = "";
      $raport .= "";
      if ($FleetResult == "a") {
        $raport .= "";
      } elseif ($FleetResult == "r") {
        $raport .= "";
      } elseif ($FleetResult == "w") {
        $raport .= "";
      }
      $raport .= ……
       // ↓ 这里突然回到计算攻击舰队的资源装载量,其实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"];
      // 更新舰队信息
       $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);
      // 发送战斗消息给攻击方
       SendSimpleMessage ($CurrentUserID, , $FleetRow[fleet_start_time], 3, $lang[sys_mess_tower], $lang[sys_mess_attack_report], $raport);
      // ↓ 又突然插进来开始计算战斗经验和战斗次数
       // 严重怀疑coder写这个文件时是不是喝高了
       $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);
      }
      // ↓↓ 终于又回来了,开始写发给防御方的消息
       $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);
    }
      // ↓↓ 如果舰队回到出发地了,就开始卸货,然后飞机入库
       $fquery = "";
      if ($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";
          }
        }
      }
      // → 到最后别忘了删除这一条舰队记录,不然会一直占用航道 。对其他舰队任务也是一样
       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);
      }
    }
  }
}