forked from halo-battle/game
Ajout d'une étape de linting dans DroneCi (#3)
Corrige un doublons laissé par le rebase semi-manuel Ajout d'une étape de linting dans DroneCi Fix linting Co-authored-by: Nigel Sheldon <nigelsheldon@live.fr> Reviewed-on: https://gitea.nemunai.re/halo-battle/game/pulls/3
This commit is contained in:
parent
5b17a7dbd7
commit
dd61d3b66b
263 changed files with 45327 additions and 42695 deletions
|
|
@ -9,178 +9,166 @@
|
|||
*
|
||||
***************************************************************************/
|
||||
class FlotteGroupee
|
||||
{
|
||||
var $id_flotte = 0,
|
||||
$nom,
|
||||
$end_planete,
|
||||
$time_end,
|
||||
$end_type,
|
||||
$ret_planete,
|
||||
$flottes = array(),
|
||||
$mission,
|
||||
$modifFlotte = array();
|
||||
{
|
||||
public $id_flotte = 0;
|
||||
public $nom;
|
||||
public $end_planete;
|
||||
public $time_end;
|
||||
public $end_type;
|
||||
public $ret_planete;
|
||||
public $flottes = array();
|
||||
public $mission;
|
||||
public $modifFlotte = array();
|
||||
|
||||
/**
|
||||
* Constructeur
|
||||
* @param int $id id de la flotte à importer
|
||||
* @param bool $verrou Booléen disant si la classe doit obtenir préalablement un verrou pour la flotte.
|
||||
*
|
||||
* @return void
|
||||
* @access public
|
||||
*/
|
||||
function __construct($id = 0, $verrou = true)
|
||||
{
|
||||
if (!empty($id))
|
||||
{
|
||||
global $table_flottes_preparation;
|
||||
global $spatialVAR, $ressoVAR;
|
||||
/**
|
||||
* Constructeur
|
||||
* @param int $id id de la flotte à importer
|
||||
* @param bool $verrou Booléen disant si la classe doit obtenir préalablement un verrou pour la flotte.
|
||||
*
|
||||
* @return void
|
||||
* @access public
|
||||
*/
|
||||
public function __construct($id = 0, $verrou = true)
|
||||
{
|
||||
if (!empty($id)) {
|
||||
global $table_flottes_preparation;
|
||||
global $spatialVAR, $ressoVAR;
|
||||
|
||||
$id = intval($id);
|
||||
$bdd = new BDD();
|
||||
$flotte = $bdd->unique_query("SELECT * FROM $table_flottes_preparation WHERE id = $id;");
|
||||
$bdd->deconnexion();
|
||||
$id = intval($id);
|
||||
$bdd = new BDD();
|
||||
$flotte = $bdd->unique_query("SELECT * FROM $table_flottes_preparation WHERE id = $id;");
|
||||
$bdd->deconnexion();
|
||||
|
||||
if (!empty($flotte))
|
||||
{
|
||||
$this->id_flotte = $flotte["id"];
|
||||
$this->nom = $flotte["nom"];
|
||||
$this->end_planete = $flotte["end_planete"];
|
||||
$this->end_type = $flotte["end_type"];
|
||||
$this->time_end = $flotte["time_end"];
|
||||
$this->mission = $flotte["mission"];
|
||||
if (!empty($flotte)) {
|
||||
$this->id_flotte = $flotte["id"];
|
||||
$this->nom = $flotte["nom"];
|
||||
$this->end_planete = $flotte["end_planete"];
|
||||
$this->end_type = $flotte["end_type"];
|
||||
$this->time_end = $flotte["time_end"];
|
||||
$this->mission = $flotte["mission"];
|
||||
|
||||
if (empty($this->flottes)
|
||||
$this->flottes = array();
|
||||
else
|
||||
$this->flottes = unserialize($flotte["flottes"]);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (empty($this->flottes)) {
|
||||
$this->flottes = array();
|
||||
} else {
|
||||
$this->flottes = unserialize($flotte["flottes"]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function load_planete()
|
||||
{
|
||||
if (is_numeric($this->end_planete) && !empty($this->end_planete))
|
||||
{
|
||||
//On traite l'importation en fonction des types fornis
|
||||
if ($this->end_type == 0 || $this->end_type == 1)
|
||||
{
|
||||
global $planete;
|
||||
//Si la planète est la même que celle du joueur actuel, on l'utilise, sinon, on la crée
|
||||
if (SURFACE == "planete" && $planete->id == $this->end_planete)
|
||||
$this->end_planete = $planete;
|
||||
else
|
||||
$this->end_planete = new Planete($this->end_planete);
|
||||
}
|
||||
else
|
||||
{
|
||||
global $planete;
|
||||
//Si la planète est la même que celle du joueur actuel, on l'utilise, sinon, on la crée
|
||||
if (SURFACE == "asteroide" && $planete->id == $this->end_planete)
|
||||
$this->end_planete = $planete;
|
||||
else
|
||||
$this->end_planete = new Asteroide($this->end_planete);
|
||||
}
|
||||
}
|
||||
}
|
||||
public function load_planete()
|
||||
{
|
||||
if (is_numeric($this->end_planete) && !empty($this->end_planete)) {
|
||||
//On traite l'importation en fonction des types fornis
|
||||
if ($this->end_type == 0 || $this->end_type == 1) {
|
||||
global $planete;
|
||||
//Si la planète est la même que celle du joueur actuel, on l'utilise, sinon, on la crée
|
||||
if (SURFACE == "planete" && $planete->id == $this->end_planete) {
|
||||
$this->end_planete = $planete;
|
||||
} else {
|
||||
$this->end_planete = new Planete($this->end_planete);
|
||||
}
|
||||
} else {
|
||||
global $planete;
|
||||
//Si la planète est la même que celle du joueur actuel, on l'utilise, sinon, on la crée
|
||||
if (SURFACE == "asteroide" && $planete->id == $this->end_planete) {
|
||||
$this->end_planete = $planete;
|
||||
} else {
|
||||
$this->end_planete = new Asteroide($this->end_planete);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function addFlotte($start_planete, $vitesse, $vaisseaux, $contenu_metal, $contenu_cristal, $contenu_hydrogene)
|
||||
{
|
||||
$this->flottes[] = array($start_planete->id_user, $start_planete->id, $vitesse, $vaisseaux, $contenu_metal, $contenu_cristal, $contenu_hydrogene);
|
||||
addModifFlotte("flottes");
|
||||
}
|
||||
public function addFlotte($start_planete, $vitesse, $vaisseaux, $contenu_metal, $contenu_cristal, $contenu_hydrogene)
|
||||
{
|
||||
$this->flottes[] = array($start_planete->id_user, $start_planete->id, $vitesse, $vaisseaux, $contenu_metal, $contenu_cristal, $contenu_hydrogene);
|
||||
addModifFlotte("flottes");
|
||||
}
|
||||
|
||||
function lancer()
|
||||
{
|
||||
public function lancer()
|
||||
{
|
||||
}
|
||||
|
||||
}
|
||||
public function addModifFlotte($modif)
|
||||
{
|
||||
if (!in_array($modif, $this->modifFlotte)) {
|
||||
$this->modifFlotte[] = $modif;
|
||||
}
|
||||
}
|
||||
|
||||
function addModifFlotte($modif)
|
||||
{
|
||||
if (!in_array($modif, $this->modifFlotte))
|
||||
$this->modifFlotte[] = $modif;
|
||||
}
|
||||
/**
|
||||
* Destructeur
|
||||
*
|
||||
* @return void
|
||||
* @access public
|
||||
*/
|
||||
public function __destruct()
|
||||
{
|
||||
global $table_flottes;
|
||||
|
||||
/**
|
||||
* Destructeur
|
||||
*
|
||||
* @return void
|
||||
* @access public
|
||||
*/
|
||||
function __destruct()
|
||||
{
|
||||
global $table_flottes;
|
||||
if ($this->modifFlotte === "DELETE") {
|
||||
$bdd = new BDD();
|
||||
$bdd->query("DELETE FROM $table_flottes WHERE id = ".$this->id_flotte.";");
|
||||
$bdd->deconnexion();
|
||||
} else {
|
||||
if (empty($this->id_flotte)) {
|
||||
if ($this->modifFlotte == "INSERT") {
|
||||
$out1 = '';
|
||||
$out2 = '';
|
||||
global $spatialVAR;
|
||||
foreach ($this->vaisseaux as $key => $vais) {
|
||||
$out1 .= ', '.$spatialVAR[$key];
|
||||
$out2 .= ', '.$vais;
|
||||
}
|
||||
$sql = "INSERT INTO $table_flottes (id_user, mission, start_time, start_type, start_planete, end_time, end_type, end_planete, vitesse, contenu_metal, contenu_cristal, contenu_hydrogene, tactique, nom, nb_vais$out1) VALUES ('".$this->start_planete->id_user."', '".$this->mission."', '".$this->start_time."', '".$this->start_type."', '".$this->start_planete->id."', '".$this->end_time."', '".$this->end_type."', '".$this->end_planete."', '".$this->vitesse."', '".$this->contenu[0]."', '".$this->contenu[1]."', '".$this->contenu[2]."', '".$this->tactique."', '".$this->nom."', ".$this->nb_vais."$out2);";
|
||||
if (DEBUG) {
|
||||
echo $sql;
|
||||
}
|
||||
$bdd = new BDD();
|
||||
$bdd->query($sql);
|
||||
$bdd->deconnexion();
|
||||
}
|
||||
} elseif (isset($this->modifFlotte[0])) {
|
||||
$out = array();
|
||||
$bdd = new BDD();
|
||||
foreach ($this->modifFlotte as $modif) {
|
||||
if (!is_array($this->{$modif})) {
|
||||
if (is_int($this->{$modif}) || is_float($this->{$modif})) {
|
||||
$out[] .= $modif." = ".$this->{$modif};
|
||||
} else {
|
||||
$bdd->escape($this->{$modif});
|
||||
$out[] .= $modif." = '".$this->{$modif}."'";
|
||||
}
|
||||
} else {
|
||||
if ($modif == "contenu") {
|
||||
$calc = "resso";
|
||||
} elseif ($modif == "vaisseaux") {
|
||||
$calc = "nomvaisn";
|
||||
}
|
||||
|
||||
if ($this->modifFlotte === "DELETE")
|
||||
{
|
||||
$bdd = new BDD();
|
||||
$bdd->query("DELETE FROM $table_flottes WHERE id = ".$this->id_flotte.";");
|
||||
$bdd->deconnexion();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (empty($this->id_flotte))
|
||||
{
|
||||
if ($this->modifFlotte == "INSERT")
|
||||
{
|
||||
$out1 = ''; $out2 = '';
|
||||
global $spatialVAR;
|
||||
foreach ($this->vaisseaux as $key => $vais)
|
||||
{
|
||||
$out1 .= ', '.$spatialVAR[$key];
|
||||
$out2 .= ', '.$vais;
|
||||
}
|
||||
$sql = "INSERT INTO $table_flottes (id_user, mission, start_time, start_type, start_planete, end_time, end_type, end_planete, vitesse, contenu_metal, contenu_cristal, contenu_hydrogene, tactique, nom, nb_vais$out1) VALUES ('".$this->start_planete->id_user."', '".$this->mission."', '".$this->start_time."', '".$this->start_type."', '".$this->start_planete->id."', '".$this->end_time."', '".$this->end_type."', '".$this->end_planete."', '".$this->vitesse."', '".$this->contenu[0]."', '".$this->contenu[1]."', '".$this->contenu[2]."', '".$this->tactique."', '".$this->nom."', ".$this->nb_vais."$out2);";
|
||||
if (DEBUG) echo $sql;
|
||||
$bdd = new BDD();
|
||||
$bdd->query($sql);
|
||||
$bdd->deconnexion();
|
||||
}
|
||||
}
|
||||
elseif(isset($this->modifFlotte[0]))
|
||||
{
|
||||
$out = array();
|
||||
$bdd = new BDD();
|
||||
foreach($this->modifFlotte as $modif)
|
||||
{
|
||||
if (!is_array($this->{$modif}))
|
||||
{
|
||||
if (is_int($this->{$modif}) || is_float($this->{$modif}))
|
||||
$out[] .= $modif." = ".$this->{$modif};
|
||||
else
|
||||
{
|
||||
$bdd->escape($this->{$modif});
|
||||
$out[] .= $modif." = '".$this->{$modif}."'";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ($modif == "contenu")
|
||||
$calc = "resso";
|
||||
elseif ($modif == "vaisseaux")
|
||||
$calc = "nomvaisn";
|
||||
if (!isset(${$calc.'VAR'})) {
|
||||
global ${$calc.'VAR'};
|
||||
}
|
||||
|
||||
if (!isset(${$calc.'VAR'}))
|
||||
global ${$calc.'VAR'};
|
||||
foreach (${$calc.'VAR'} as $key => $var) {
|
||||
$bdd->escape($this->{$modif}[$key]);
|
||||
$out[] = ${$calc.'VAR'}[$key]." = ".$this->{$modif}[$key];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach(${$calc.'VAR'} as $key => $var)
|
||||
{
|
||||
$bdd->escape($this->{$modif}[$key]);
|
||||
$out[] = ${$calc.'VAR'}[$key]." = ".$this->{$modif}[$key];
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!empty($out)) {
|
||||
$sql = "UPDATE $table_flottes SET ".implode(', ', $out).", last = 0 WHERE id = ".$this->id_flotte.";";
|
||||
if (DEBUG) {
|
||||
var_dump($sql);
|
||||
}
|
||||
$bdd->query($sql);
|
||||
}
|
||||
|
||||
if (!empty($out))
|
||||
{
|
||||
$sql = "UPDATE $table_flottes SET ".implode(', ', $out).", last = 0 WHERE id = ".$this->id_flotte.";";
|
||||
if (DEBUG) var_dump($sql);
|
||||
$bdd->query($sql);
|
||||
}
|
||||
|
||||
$bdd->deconnexion();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
?>
|
||||
$bdd->deconnexion();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue