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SuperBot v0.98
super Bot!

Ich habe leider ein Problem !

Wenn ich den bot im htdcos Ordner habe in einem extra Ordner namens "bot" und den Bot dann über localhost aktiviere bzw installiere, die Namen der erstellten Spieler eingebe die der Bot steuern soll und dann "Bot starten" drücke gibts ein PROBLEM.
Anfangs lief es, doch innerhalb weniger Minuten hat der Bot aufgehört zu spielen.
Wenn ich den Bot jetzt starte, passiert nichts in den Dörfern !?
Warum :S


würde mich über eine antwort freuen .

lg
Reply
hast du nur einen Bot spieler erstellt oder mehrere?
und welche version nutzt du?
Wenn ich helfen konnte, dann bewertet mich bitte. -->Bewertung
Reply
bei der ersten Nachricht, das schlechte adeln ist lustig^^
Mit freundlichen Grüssen chiomi
Reply
welche meinst du?
Wenn ich helfen konnte, dann bewertet mich bitte. -->Bewertung
Reply
Der oberste Post auf Seite 1 dieses Themas.
Reply
aso ok Big Grin
Wenn ich helfen konnte, dann bewertet mich bitte. -->Bewertung
Reply
bei mir kommt nur:
<br />
<b>Parse error</b>: parse error, unexpected '{' in <b>C:\DSLan\htdocs\bot\config\classes.php</b> on line <b>282</b><br />

-.-
früher(vorm reset)hats noch gefunzt!
Reply
was steht denn bei dir in der Datei "C:\DSLan\htdocs\bot\config\classes.php" in zeile 282?
Wenn ich helfen konnte, dann bewertet mich bitte. -->Bewertung
Reply
@Johari:
Das ist nicht der Superbot, das ist der DSLan bot, der nicht funktioniert.
Reply
Was genau ist dein problem?
und welche version benutzt du?
Wenn ich helfen konnte, dann bewertet mich bitte. -->Bewertung
Reply
Why does the bots build farms and warehouse over the maximum.

I took maximum level at 30 and looked in the storage settings and it do not work.
They build and build both farm and warehouse right now it is on 36 and max was on 30
Reply
Hey habe gesucht und gesucht finde aber keine lösung...

Habe mir gestern den bot hier runter geladen und versucht ihn in gang zu bekommen aber irgendwie stell ich mich bissel ungeschickt an!
Habe Spieler erstellt und eingefügt aber es passiert nichts...
Der bot zeigt mir ständig diese meldung an>>

<br />
<b>Parse error</b>: parse error, unexpected '{' in <b>C:\Users\Marlies\Desktop\Gerdi\dslan_v1.4\htdocs\bot\config\classes.php</b> on line <b>282</b><br />

Bitte um hilfe! Was kann ich tun?
Reply
Den Inhalt der Datei C:\Users\Marlies\Desktop\Gerdi\dslan_v1.4\htdocs\bot\config\classes.php posten (in [code]-Tags).
Reply
Code:
<?php
function msec(){}

class botvillagedata
{
    var $villagedata;
    var $villagedata_recruit;
    var $villagedata_bot;
    var $villagedata_builds;

    //Achtung Reihenfolge: $vid,$bh(!!),$wood,$stone,$iron
    function add_ressource_or_bh($vid,$bh=0,$wood=0,$stone=0,$iron=0){
        $this->villagedata[$vid]['r_bh']     += $bh;
        $this->villagedata[$vid]['r_stone']     += $stone;
        $this->villagedata[$vid]['r_iron']     += $iron;
        $this->villagedata[$vid]['r_wood']     += $wood;
    }
    function get_array($name,$detail=''){
        $var = $this->{$name};
        if(!empty($detail))
        {
            $var = $this->{$name}[$detail];
        }
        return $var;
    }
    function select_village_as_from_bot($vid){
        $this->villages[] = $vid;
        $this->allvillages++;
    }
    function set_type($vid,$type){
        $this->type[$vid] = $type;
        switch($type){
            case 'def':
                $this->type_def[] = $vid;
                break;
            case 'off':
                $this->type_off[] = $vid;
                break;
            case 'spy':
                $this->type_spy[] = $vid;
                break;
        }
        
    }
    function reload_villagedata(){
        global     $db,
            $botconfig,
            $cl_botvillages,
            $cl_action;
        
        $this->villagedata     = array();
        $sql             = "SELECT * FROM `villages` WHERE `userid` ='".$botconfig['id']."'";
        $res             = $db->query($sql);
        $count_villages        = $db->numRows($res);
        if($count_villages == 0){
            $x = 0;
            if (empty($botconfig['minvillages'])){
                while($x < $config['minvillages'])
                {
                    create_village($botconfig['id'],$botconfig['villagenames'],'random');
                    $x++;
                }
            } else    {
                while($x < $botconfig['minvillages'])
                {
                    create_village($botconfig['id'],$botconfig['villagenames'],'random');
                    $x++;
                }
            }
            die('Bitte neuladen...');
        }
        while ($row = $db->fetch($res))
        {
            $ress = ressis($row);
            $wood = $ress['r_wood']    - $row['r_wood'];
            $iron = $ress['r_stone']- $row['r_stone'];
            $wood = $ress['r_iron']    - $row['r_iron'];
            $this->select_village_as_from_bot($row['id']);
            //$villagedata anlegen (tabelle: `villages`)
            $this->villagedata[$row['id']] = $row;
            //$villagedata_bot anlegen (tabelle: `bot`)
            $this->read_from_db($row);
            //$villagedata_builds anlegen (tabelle: `builds`)
            $this->villagedata_builds($row['id']);
            //$villagedata_recruit anlegen (tabelle: `recruit`)
            $this->villagedata_recruit($row['id']);
            //Rohstoffe aktualisieren
            $this->add_ressource_or_bh($vid=$botconfig['id'],$bh=0,$wood=$wood,$stone=$stone,$iron=$iron);
            //Nächstes zu bauende Gebäude auswählen
            $cl_action->nextbuild_math($row);
        }
    }

    function read_from_db($villagedata){    
        global     $botconfig,
            $db;
        $this->villagedata_bot = array();
        $sql = 'SELECT * FROM `bot`';
        $res = $db->query($sql);
        while($row = $db->fetch($res)){
            $this->villagedata_bot[ $row['villageid'] ] = $row;
            switch($row['type']){
              case 'def':
                $this->set_type($row['villageid'],'def');
                break;
              case 'off':
                $this->set_type($row['villageid'],'off');
                break;
              case 'spy':
                $this->set_type($row['villageid'],'spy');
                break;
            }
        }
        $arr = $this->villagedata_bot;
        for($x=0; $x < $this->allvillages; $x++){
            if(!array_key_exists($this->villages[$x],$arr)){
                if($x == 0){
                    $this->new_village('def',$villagedata);
                }
                elseif (($x % $botconfig['spy_villages']) == 0){
                    $this->new_village('spy',$villagedata);
                }
                elseif ($x % $botconfig['deffoff'] == 0){
                    $this->new_village('off',$villagedata);
                }
                else {
                    $this->new_village('def',$villagedata);
                }
            }
        }
    }
    /*    villagedata_builds($vid)    Zählt alle Gebäude die gerade in der Bauschleife sind zu den normalen Gebäuden
        Eingabe:            $vid : Village-id
        Ausgabe:            -Keine-
    */
    function villagedata_builds($vid){
        global     $cl_builds,
            $db;
        $builds = $cl_builds->get_array("dbname");
        foreach ($builds as $key=>$value){
            $this->villagedata_builds[$vid][$value] = $this->villagedata[$vid][$value];
        }
        $result    = $db->query("SELECT id,building,end_time,build_time from build where villageid='".$vid."' order by id");
        $quantity = $db->numRows($result);
        $this->villagedata_builds[$vid]['quantity'] = $quantity;
        while($row=$db->Fetch($result)){
            $this->villagedata_builds[$vid][$row['building']]++;
            $this->villagedata_builds[$vid]['end_time'] = $row['end_time'];
        }
    }
    /*    villagedata_recruit($vid)    Erfasst alle rekrutierungen
        Eingabe:            $vid : Village-id
        Ausgabe:            -Keine-
    */
    function villagedata_recruit($vid){
        global $db;
        $sql = "SELECT unit,num_unit FROM recruit WHERE villageid=".$vid;
        $res = $db->query($sql);
        while($row =$db->fetch($res)){
            $this->villagedata_recruit[ $vid ][ $row['unit'] ] += $row['num_unit'];
        }
    }
    function select_villages_as_finish($vid){
        $db->query("UPDATE bot SET finish='y' WHERE id=$vid");
    }
    /*    new_village($type,$villagedata)    Legt einen neuen Eintrag der DB an und schreibt neue Dörfer in $villagedata_bot
        Eingabe:            $type: Typ des Dorfes ('def','off','spy')
                        $villagedata: Alle Einträge von Tabelle 'villages'
        Ausgabe:            -Keine-
    */
    function new_village($type,$villagedata){
        global     $botconfig,
            $db,
            $cl_builds,
            $cl_botvillagedata;
        $arr_builds = $cl_builds->get_array('dbname');
        $botval = $botconfig['buildings']['values'];
        $sql = 'insert into `bot`
            (villageid,type,finish_build,finish_tec,next_build';
        //) values (';
        foreach($arr_builds AS $dbname){
            $sql .= ", $dbname";
            $value[] = $botval[$dbname] - $villagedata[$dbname];
        }
        $sql .= ") values ('".$villagedata['id']."','".$type."','n','n','','";
        $count = count($value) -1;
        $y = 0;
        for($x=0;$x<$count;$x++)
        {
            $sql .= $value[$x]."','";
            $y++;
        }
        $sql .= $value[$y]."')";
        $db->query($sql);
        unset($sql);
        $villagedata_bot_ = array('villageid'=>$villagedata['id']);
        foreach($cl_builds->get_array('dbname') AS $key=>$val){
            $villagedata_bot_[$val] = ($botval[$val]-$villagedata[$val]);
        }
        $villagedata_bot_['type'] = $type;
        $villagedata_bot_['finish_build'] = 'n';
        $villagedata_bot_['finish_tec'] = 'n';
        $this->type[$villagedata['id']] = $type;
        $this->villagedata_bot[ $villagedata_bot_['villageid'] ] = $villagedata_bot_;
    }

}
/*
Klasse zum Bauen, Forschen und allem anderen.
Statt den 3 einzelnen Klassen gibt es nun nur noch diese!
*/
class Botvillages extends botvillagedata
{
    //Allgemeiner Dörfercounter, Array mit allen Dörfern, Array mit allen Dörfern nach den Type(off,def,spy)
    function recruit_build_research()
    {
        global     $cl_botvillagedata, //Eigene Klassen
            $cl_action,
            $botconfig, //Eigene Konfig
            $cl_builds,//Lan-klassen
            $cl_units,
            $cl_techs,
            $db,
            $arr_farm;
        //Off,Def,Spy dörfer durchgehen.
        foreach($cl_botvillagedata->type AS $vid=>$type){
            //Angriffe auf ein Botdorf ? Wenn ja def oder spy schicken!
            $villagedata = $cl_botvillagedata->get_array('villagedata',$vid);
            $villagedata_bot = $cl_botvillagedata->get_array('villagedata_bot',$vid);
            //TECHS ERFORSCHEN
            //Ist das erforschen auf null gesetzt?
            $fast_sql = NULL;
            if($villagedata_bot['finish_tec'] == 'n'){
                //Alle Typentechs auslesen
                $techs = $cl_techs->get_attType($type);
                
                foreach($techs as $value){
                    //$value = was soll erforscht werden
                    if($villagedata_bot["tec_".$value] == 'y'){
                        if($villagedata["unit_".$value."_tec_level"] != $botconfig[$type]['tec'][$value]){
                            //Es wurde eingestellt das noch mehr erforscht werden muss...
                            $research = $cl_action->research($value,$vid);
                            if(!$research){
                                if($cl_techs->error =="max_stage"){
                                    $fast_sql['tec_'.$value] = 'n';
                                }
                            }
                        } else {
                            $fast_sql['tec_'.$value] = 'n';
                        }
                    }
                }
                if(is_array($fast_sql))
                {
                    $sql = "UPDATE `bot` SET ";
                    foreach($fast_sql AS $building=>$val){
                        $sql .= "$building='$val' ";
                    }
                    $sql .= "WHERE villageid='".$vid."'";
                    $db->query($sql);
                    $fast_sql = NULL;
                }
                usleep(100);
            }
            $cl_action->build_building($cl_action->next_build[$vid]["building"]);
            usleep(100);
            //Wie viele Einheiten stehen bereits im Dorf?
            $querys = array();
            foreach($cl_units->get_array('dbname') AS $dbname) {
                $querys[] = "all_".$dbname;
            }
            $result = $db->query("SELECT ".implode(",",$querys)." from villages where id=".$vid."");
            $village_all = $db->fetch($result);
            $farm_datas['own_units'] = 0;
            //Alle eigenen Truppen auslesen
            foreach($cl_units->get_array('dbname') AS $dbname) {
                $farm_datas['own_units'] += $village_all['all_'.$dbname];
            }
            if($botconfig['max_units'] <= $farm_datas['own_units']) return false;
            //KI-Überprüfung Wenn die Punkte des Dorfes größer sind als der noch freie Bauernhof
            if($villagedata['points'] > $arr_farm[$villagedata['farm']] - $villagedata['r_bh']){
                if((random_generator($botconfig['ki']['create_units_villagepoints'] + 1)){
                    $units = $cl_units->get_attType($type);
                    foreach($units as $value){
                        $cl_action->recruit($value,$villagedata,$cl_units->recruit_in[$value]);
                    }
                }
            } else {
                $units = $cl_units->get_attType($type);
                foreach($units as $value){
                    $cl_action->recruit($value,$villagedata,$cl_units->recruit_in[$value]);
                }
            }
            usleep(100);
        }
    }
}
/* Diese Funktion erzeugt eine Zufallszahl (1-100) , die für einen Botlauf bleibt, danach wenn größer dann true wenn nicht dann false!  */
function random_generator($number_value){
    static $r_number;
    if(empty($r_number)){
        $r_number = rand(0,101);
    }
    if($r_number > $number_value){
        return false;
    }
    return true;
}
/*
class away
{
    var village;

    function write_away($vid,$units)
}
*/
class action
{
    var $last_village;
    var $last_recruit;
    var $last_error;
    var $sql_bot = NULL;
    var $error;
    var $next_build;
    var $builds;
    var $buildings_by_vid;
    var $attack;
    
    /*
        Überprüft ob jemand ein Dorf angreift.
        Gibt bei Angriff TRUE zurück, ansonsten FALSE
    */
    function check_attack($vid)
    {
        global $db;
        $sql = "SELECT * FROM `movements` WHERE `type` ='attack' AND `send_to_village`='".$vid."'";
        $res = $db->query($sql);
        while($row = $db->Fetch($res))
        {
            $this->attack[$vid][] = $row;
        }
        if($db->numRows($res) > 0)
            return true;
        return false;
    }
    
    function research($unit,$vid)    //Bei Unit wird nur der Unitname erwartet! Kein "unit_" vornedran!
    {
        global     $cl_techs,
            $cl_botvillages,
            $cl_botvillagedata;
        $this->last_village = $cl_botvillagedata->get_array('villagedata',$vid);
        // Schauen, ob noch nicht geforscht wird:
        if(!empty($this->last_village['smith_tec'])){
            $error = "Es wird bereits geforscht.";
            return false;
        }
        // Allgemeiner Einheitencheck:
        $cl_techs->check_tech($unit,$villagedata);
        switch($cl_techs->get_last_error()){
            case "tech_not_found":
                $error = "t";
                return false;
                break;
            case "max_stage":
                $error = "m";
                return false;
                break;
            case "not_fulfilled":
                $error = "G";
                return false;
                break;
            case "not_enough_storage":
                $error = "S";
                return false;
                break;
            case "not_enough_ress":
                $error = "R";
                return false;
            break;
        }
        // Wenn kein Fehler da ist, dann forschen:
        $cl_techs->research($unit,$villagedata);
        $wood     = round($cl_techs->get_wood($unit,$villagedata['unit_'.$unit.'_tec_level']+1));
        $stone    = round($cl_techs->get_stone($unit,$villagedata['unit_'.$unit.'_tec_level']+1));
        $iron     = round($cl_techs->get_iron($unit,$villagedata['unit_'.$unit.'_tec_level']+1));
        $this->last_village['r_wood'] -= $wood;
        $this->last_village['r_stone'] -= $stone;
        $this->last_village['r_iron'] -= $iron;
        return true;
    }
    function recruit($unit,$buildname)
    {
        global     $cl_units,
            $cl_botvillages,
            $botconfig,
            $arr_farm,
            $db;
        $villagedata = $last_village;
        # Einheiten rekrutieren:
        #Rohstoffe überprüfen
        $cl_units->check_needed($unit,$villagedata);
        if (is_numeric($cl_units->last_error)){
            $quantity = $cl_units->last_error >> 1;
        }
        $input = (int) $quantity;
        // Weitere Überprüfungen
        $wood     =    $cl_units->get_woodprice($unit)    *$input;
        $stone    =    $cl_units->get_stoneprice($unit)*$input;
        $iron     =    $cl_units->get_ironprice($unit)    *$input;
        $bh     =    $cl_units->get_bhprice($unit)    *$input;

        //Existiert überhaupt das Gebäude zum Bauen in dem Dorf?
        if($villagedata[$buildname] == 0){
            $check = "building does not exits";
            return false;
        }
        //Rohstoffe vorhanden?
        elseif ($wood>$villagedata['r_wood'] OR $stone>$villagedata['r_stone'] OR $iron>$villagedata['r_iron']){
            $check = "to_many_units";
            return false;
        }
        //Bauernhof?
        elseif(($arr_farm[$village['farm']]-$villagedata['r_bh']-$bh) >0){
            $check = "to_many_bh";
            return false;
        }
        //Alles möglich also rekrutieren
        if ($input>$botconfig['min_units_for_recruit']){
            // Ress abziehen:
            $db->query("UPDATE villages SET r_wood=r_wood-'$wood',r_stone=r_stone-'$stone',r_iron=r_iron-'$iron',r_bh=r_bh+'$bh' where id='".$villagedata['id']."'");
            // Nun kann die Einheit rekrutiert werden:
            $cl_units->recruit_units($unit,$input,$buildname,$villagedata[$buildname],$villagedata['id']);
            $this->last_village['r_bh'] += $bh;
            $this->last_village['r_wood'] -= $wood;
            $this->last_village['r_stone'] -= $stone;
            $this->last_village['r_iron'] -= $iron;
            return true;
        }
    }
    function nextbuild_math($villagedata){
        global     $botconfig,
            $db,
            $cl_botvillagedata,
            $db,
            $cl_builds;

        //Bot Tabelle
        $villagedata_bot = $cl_botvillagedata->get_array('villagedata_bot',$villagedata['id']);
        if(!empty($villagedata_bot['next_build'])){
            $this->next_build[$villagedata['id']]['building'] = $villagedata_bot['next_build'];
            $this->sql_bot['check_needed']['next_build'] ="''";
            $db->query($sql);
        } else {
            foreach($cl_builds->get_array('dbname') AS $dbname){
                srand ( (double)microtime () * 1000000 );
                $this->check_needed($dbname,$villagedata);
                $villagedata_bot[ $dbname ] += rand(0,5);
                if ($villagedata_bot[ $dbname ] > $this->next_build[$villagedata['id']]['value']){
                    $this->next_build[ $villagedata['id'] ]["building"]     = $dbname;
                    $this->next_build[ $villagedata['id'] ]["value"]     = $villagedata_bot[ $dbname ];
                }
            }
            $this->sql('check_needed',$villagedata['id']);
        }
    }
    function sql($name_function,$vid){
        global $db;
        //SQL zusammenstellen
        $sql = "UPDATE bot SET ";
        $x = 0;
        if(is_array($this->sql_bot)){
            foreach($this->sql_bot[$name_function] AS $building=>$val){
                if($x == 0) $sql .= "$building=$val";
                else $sql .= ", $building=$val";
                $x++;
            }
        $sql .= " WHERE villageid=".$vid;
        $db->query($sql);
        }
        $this->sql_bot[$name_function] = array();
    }
    function check_needed($building,$villagedata){
        global     $db,
            $cl_builds,
            $botconfig,
            $arr_maxstorage,
            $arr_farm;

        $this->sql_bot['check_needed'] = false;
        //Preise auslesen...
        $no_needed     = false;
        $stage         = $villagedata[$building] + 1;                //Stufe auslesen
        $wood         = $cl_builds->get_wood($building,$stage);         //Holzpreis
        $stone         = $cl_builds->get_stone($building,$stage);        //Lehmpreis
        $iron         = $cl_builds->get_iron($building,$stage);         //Eisenpreis
        $maxstorage     = $arr_maxstorage[$villagedata["storage"]];        //Fassungsvermögen des Speichers...
        $maxstage     = $cl_builds->get_maxstage($building);            //Maximale Stufe...
        $needed     = $cl_builds->get_needed_by_dbname($building);        //Einzelne Gebäudestufen
        //Alle Gebäude durchgehen...
        foreach($cl_builds->get_array('dbname') AS $dbname){
            if($needed[ $dbname ] > $villagedata[ $dbname ]){
                //Das Dorf entspricht nicht den Anforderungen zum Baudes Gebäudes...
                $this->sql_bot['check_needed'][$building] = -50;
                return true;
            }
        }
        //Was wird am meisten gebraucht?
        $need_iron = $iron - $villagedata['r_iron'];
        $need_stone = $stone - $villagedata['r_stone'];
        $need_wood = $wood - $villagedata['r_wood'];
        if($need_iron > $need_stone && $need_iron > $need_wood){
            if(random_generator($botconfig['ki']['not_enough_ress'])){
                $this->sql_bot['check_needed']['next_build'] = "'iron'";
                return true;
            }
        }
        //Die nächsten zwei überprüfen das gleiche, nur für andere Rohstoffe deshalb eingeklappt:
        if($need_stone > $need_iron && $need_stone > $need_wood){ if(random_generator($botconfig['ki']['not_enough_ress'])){ $this->sql_bot['check_needed']['next_build'] = "'stone'"; return true; } }
        if($need_wood > $need_iron && $need_wood > $need_stone){ if(random_generator$botconfig['ki']['not_enough_ress'])){ $this->sql_bot['check_needed']['next_build'] = "'wood'"; return true; } }
        //Der Preis für eine Ressource ist höher als das Fassungsvermögen...
        if($iron > $maxstorage || $stone > $maxstorage || $wood >$maxstorage){
                $this->sql_bot['check_needed'][$building] = -50;
                $this->sql_bot['check_needed']['next_build'] = "'storage'";
                return true;
        }
        //Nur wenn $botconfig['manual_maxstage'] auf true gesetzt ist!
        if($botconfig['manual_maxstage']){
            if($villagedata[$building] == $botconfig['maxstage'][$building]){
                //Maximale Stufe wurde heruntergesetzt
                $this->sql_bot['check_needed'][$building] = -50;
                return true;
            }
        }
        if($maxstage == $villagedata[$building]){
            //Falls das Gebäude voll ausgebaut ist..
            $this->sql_bot['check_needed'][$building] = -50;
            return true;
        }
        if(($arr_farm[$villagedata['farm']] - $villagedata['r_bh']) < 5)
        {
            //Weniger als 5 freie Bauernplätze / Bauernhof als nächstes Bauen...
            $this->sql_bot['check_needed']['next_build'] = "'farm'";
            return true;
        }
        //Da diese Funktion bei allen Gebäuden ausgefhrt wird..
        $minus = $botconfig['buildings']['values'][$building] - $villagedata[$building];
        $this->sql_bot['check_needed'][$building] = $minus;
    }

    function build_building($building){
        global     $botconfig,
            $db,
            $cl_builds,
            $cl_botvillages,
            $cl_botvillagedata;
        // Rohstoff preise & BH ermitteln:
        if(empty($building)){
            die('FEHLER - Kein Gebaeude');
        }
        $build_village     = $cl_botvillagedata->get_array('villagedata_builds',$villagedata['id']);
        $auftrage     = $build_village['quantity'];
        $villagedata     = $this->last_village;
        $plus_costs     = ($cl_builds->get_buildsharpens_costs($auftrage)/100)+1;
        $id_array     = array_flip($cl_builds->get_array('dbname'));
        if ($plus_costs < $botconfig['max_order']){
            // Diese Methode überprüft nur, der Methodenname verwirrt etwas.
            $cl_builds->build($villagedata,$id_array[$building],$build_village,$plus_costs);
            $error = '';
            switch($cl_builds->get_build_error2()){
                case 'not_enough_ress':
                $error = 'Rohstoffe';
                break;
                case 'not_enough_ress_plus':
                $error = 'Rohstoffe Bauschleife';
                break;
                case 'max_stage':
                $error = 'hoechste stufe';
                break;
                case 'not_enough_bh':
                $error = 'Bauernhof';
                break;
                case 'not_enough_storage':
                $error = 'Speicher';
                break;
                case 'not_fulfilled':
                $error = 'Gebaeude.';
                break;
            }
            if(!empty($error))
                return false;
            // Wenn kein Fehler ausgetreten ist, so kann das Gebäude gebaut werden:
            // Rohstoff preise & BH ermitteln:
            $wood     = $cl_builds->get_wood($building,$build_village[$building]+1);
            $stone     = $cl_builds->get_stone($building,$build_village[$building]+1);
            $iron     = $cl_builds->get_iron($building,$build_village[$building]+1);
            $bh     = $cl_builds->get_bh($building,$build_village[$building]+1);
            $time     = $cl_builds->get_time($villagedata['main'],$building,$build_village[$building]+1);
            $onlytime = $cl_builds->get_time($villagedata['main'],$building,$build_village[$building]+1);
            // Wenn die letzte Abfrage keinen Datensatz gefunden hat, dann ist noch kein Auftrag vorhandne.
            if ($db->affectedRows()==0){
                // Kein Auftrag vorhanden:
                $time += time();
                // In Villages den ersten Auftrag speichern:
                $add_village_sql = ",main_build='".$building.",$time' ";
            } else {
                // Bereits ein Auftrag vorhanden, in die Schleife:
                $time += $build_village['end_time'];
            }
            // Nun mal die Rohstoffkosten abziehen bzw, BH dazuzählen UND Gebäude bauen aktiv aktivieren:
            $db->query("UPDATE villages SET r_wood=r_wood-'".round($wood*$plus_costs)."',
                    r_stone=r_stone-'".round($stone*$plus_costs)."',
                    r_iron=r_iron-'".round($iron*$plus_costs)."',
                    r_bh=r_bh+'$bh' $add_village_sql where id='".$villagedata['id']."'");
            // Nun den Auftrag noch in die Tabelle "build" rein:
            $db->query("INSERT into build (building,villageid,end_time,build_time)
                    VALUES ('".$building."','".$villagedata['id']."','$time','$onlytime')");
            $buildid = $db->getLastID();
            // In Events den Bauauftrag speichern
            $db->query("INSERT into events (event_time,event_type,event_id,user_id,villageid) VALUES ('$time','build','$buildid','".$botconfig['id']."','".$villagedata['id']."')");
            //VILLAGEDATA AKTUALISIEREN
            $new_data=array    (
                'r_bh'=>$bh,
                'r_wood'=>$villagedata['r_wood'] - round($wood*$plus_costs),
                'r_stone'=>$villagedata['r_stone'] - round($stone*$plus_costs),
                'r_iron'=>$villagedata['r_iron'] - round($iron*$plus_costs)
            );
            $this->last_village = $new_data;
        }
    }
}
?>
Reply
Könnte mir jemand weiter helfen etwas genauer bitte?
Reply
Gefixt:

PHP Code:
<?php
function msec(){}

class 
botvillagedata
{
    var 
$villagedata;
    var 
$villagedata_recruit;
    var 
$villagedata_bot;
    var 
$villagedata_builds;

    
//Achtung Reihenfolge: $vid,$bh(!!),$wood,$stone,$iron
    
function add_ressource_or_bh($vid,$bh=0,$wood=0,$stone=0,$iron=0){
        
$this->villagedata[$vid]['r_bh']     += $bh;
        
$this->villagedata[$vid]['r_stone']     += $stone;
        
$this->villagedata[$vid]['r_iron']     += $iron;
        
$this->villagedata[$vid]['r_wood']     += $wood;
    }
    function 
get_array($name,$detail=''){
        
$var $this->{$name};
        if(!empty(
$detail))
        {
            
$var $this->{$name}[$detail];
        }
        return 
$var;
    }
    function 
select_village_as_from_bot($vid){
        
$this->villages[] = $vid;
        
$this->allvillages++;
    }
    function 
set_type($vid,$type){
        
$this->type[$vid] = $type;
        switch(
$type){
            case 
'def':
                
$this->type_def[] = $vid;
                break;
            case 
'off':
                
$this->type_off[] = $vid;
                break;
            case 
'spy':
                
$this->type_spy[] = $vid;
                break;
        }
        
    }
    function 
reload_villagedata(){
        global     
$db,
            
$botconfig,
            
$cl_botvillages,
            
$cl_action;
        
        
$this->villagedata     = array();
        
$sql             "SELECT * FROM `villages` WHERE `userid` ='".$botconfig['id']."'";
        
$res             $db->query($sql);
        
$count_villages        $db->numRows($res);
        if(
$count_villages == 0){
            
$x 0;
            if (empty(
$botconfig['minvillages'])){
                while(
$x $config['minvillages'])
                {
                    
create_village($botconfig['id'],$botconfig['villagenames'],'random');
                    
$x++;
                }
            } else    {
                while(
$x $botconfig['minvillages'])
                {
                    
create_village($botconfig['id'],$botconfig['villagenames'],'random');
                    
$x++;
                }
            }
            die(
'Bitte neuladen...');
        }
        while (
$row $db->fetch($res))
        {
            
$ress ressis($row);
            
$wood $ress['r_wood']    - $row['r_wood'];
            
$iron $ress['r_stone']- $row['r_stone'];
            
$wood $ress['r_iron']    - $row['r_iron'];
            
$this->select_village_as_from_bot($row['id']);
            
//$villagedata anlegen (tabelle: `villages`)
            
$this->villagedata[$row['id']] = $row;
            
//$villagedata_bot anlegen (tabelle: `bot`)
            
$this->read_from_db($row);
            
//$villagedata_builds anlegen (tabelle: `builds`)
            
$this->villagedata_builds($row['id']);
            
//$villagedata_recruit anlegen (tabelle: `recruit`)
            
$this->villagedata_recruit($row['id']);
            
//Rohstoffe aktualisieren
            
$this->add_ressource_or_bh($vid=$botconfig['id'],$bh=0,$wood=$wood,$stone=$stone,$iron=$iron);
            
//Nächstes zu bauende Gebäude auswählen
            
$cl_action->nextbuild_math($row);
        }
    }

    function 
read_from_db($villagedata){    
        global     
$botconfig,
            
$db;
        
$this->villagedata_bot = array();
        
$sql 'SELECT * FROM `bot`';
        
$res $db->query($sql);
        while(
$row $db->fetch($res)){
            
$this->villagedata_bot$row['villageid'] ] = $row;
            switch(
$row['type']){
              case 
'def':
                
$this->set_type($row['villageid'],'def');
                break;
              case 
'off':
                
$this->set_type($row['villageid'],'off');
                break;
              case 
'spy':
                
$this->set_type($row['villageid'],'spy');
                break;
            }
        }
        
$arr $this->villagedata_bot;
        for(
$x=0$x $this->allvillages$x++){
            if(!
array_key_exists($this->villages[$x],$arr)){
                if(
$x == 0){
                    
$this->new_village('def',$villagedata);
                }
                elseif ((
$x $botconfig['spy_villages']) == 0){
                    
$this->new_village('spy',$villagedata);
                }
                elseif (
$x $botconfig['deffoff'] == 0){
                    
$this->new_village('off',$villagedata);
                }
                else {
                    
$this->new_village('def',$villagedata);
                }
            }
        }
    }
    
/*    villagedata_builds($vid)    Zählt alle Gebäude die gerade in der Bauschleife sind zu den normalen Gebäuden
        Eingabe:            $vid : Village-id
        Ausgabe:            -Keine-
    */
    
function villagedata_builds($vid){
        global     
$cl_builds,
            
$db;
        
$builds $cl_builds->get_array("dbname");
        foreach (
$builds as $key=>$value){
            
$this->villagedata_builds[$vid][$value] = $this->villagedata[$vid][$value];
        }
        
$result    $db->query("SELECT id,building,end_time,build_time from build where villageid='".$vid."' order by id");
        
$quantity $db->numRows($result);
        
$this->villagedata_builds[$vid]['quantity'] = $quantity;
        while(
$row=$db->Fetch($result)){
            
$this->villagedata_builds[$vid][$row['building']]++;
            
$this->villagedata_builds[$vid]['end_time'] = $row['end_time'];
        }
    }
    
/*    villagedata_recruit($vid)    Erfasst alle rekrutierungen
        Eingabe:            $vid : Village-id
        Ausgabe:            -Keine-
    */
    
function villagedata_recruit($vid){
        global 
$db;
        
$sql "SELECT unit,num_unit FROM recruit WHERE villageid=".$vid;
        
$res $db->query($sql);
        while(
$row =$db->fetch($res)){
            
$this->villagedata_recruit$vid ][ $row['unit'] ] += $row['num_unit'];
        }
    }
    function 
select_villages_as_finish($vid){
        
$db->query("UPDATE bot SET finish='y' WHERE id=$vid");
    }
    
/*    new_village($type,$villagedata)    Legt einen neuen Eintrag der DB an und schreibt neue Dörfer in $villagedata_bot
        Eingabe:            $type: Typ des Dorfes ('def','off','spy')
                        $villagedata: Alle Einträge von Tabelle 'villages'
        Ausgabe:            -Keine-
    */
    
function new_village($type,$villagedata){
        global     
$botconfig,
            
$db,
            
$cl_builds,
            
$cl_botvillagedata;
        
$arr_builds $cl_builds->get_array('dbname');
        
$botval $botconfig['buildings']['values'];
        
$sql 'insert into `bot`
            (villageid,type,finish_build,finish_tec,next_build'
;
        
//) values (';
        
foreach($arr_builds AS $dbname){
            
$sql .= ", $dbname";
            
$value[] = $botval[$dbname] - $villagedata[$dbname];
        }
        
$sql .= ") values ('".$villagedata['id']."','".$type."','n','n','','";
        
$count count($value) -1;
        
$y 0;
        for(
$x=0;$x<$count;$x++)
        {
            
$sql .= $value[$x]."','";
            
$y++;
        }
        
$sql .= $value[$y]."')";
        
$db->query($sql);
        unset(
$sql);
        
$villagedata_bot_ = array('villageid'=>$villagedata['id']);
        foreach(
$cl_builds->get_array('dbname') AS $key=>$val){
            
$villagedata_bot_[$val] = ($botval[$val]-$villagedata[$val]);
        }
        
$villagedata_bot_['type'] = $type;
        
$villagedata_bot_['finish_build'] = 'n';
        
$villagedata_bot_['finish_tec'] = 'n';
        
$this->type[$villagedata['id']] = $type;
        
$this->villagedata_bot$villagedata_bot_['villageid'] ] = $villagedata_bot_;
    }

}
/*
Klasse zum Bauen, Forschen und allem anderen.
Statt den 3 einzelnen Klassen gibt es nun nur noch diese!
*/
class Botvillages extends botvillagedata
{
    
//Allgemeiner Dörfercounter, Array mit allen Dörfern, Array mit allen Dörfern nach den Type(off,def,spy)
    
function recruit_build_research()
    {
        global     
$cl_botvillagedata//Eigene Klassen
            
$cl_action,
            
$botconfig//Eigene Konfig
            
$cl_builds,//Lan-klassen
            
$cl_units,
            
$cl_techs,
            
$db,
            
$arr_farm;
        
//Off,Def,Spy dörfer durchgehen.
        
foreach($cl_botvillagedata->type AS $vid=>$type){
            
//Angriffe auf ein Botdorf ? Wenn ja def oder spy schicken!
            
$villagedata $cl_botvillagedata->get_array('villagedata',$vid);
            
$villagedata_bot $cl_botvillagedata->get_array('villagedata_bot',$vid);
            
//TECHS ERFORSCHEN
            //Ist das erforschen auf null gesetzt?
            
$fast_sql NULL;
            if(
$villagedata_bot['finish_tec'] == 'n'){
                
//Alle Typentechs auslesen
                
$techs $cl_techs->get_attType($type);
                
                foreach(
$techs as $value){
                    
//$value = was soll erforscht werden
                    
if($villagedata_bot["tec_".$value] == 'y'){
                        if(
$villagedata["unit_".$value."_tec_level"] != $botconfig[$type]['tec'][$value]){
                            
//Es wurde eingestellt das noch mehr erforscht werden muss...
                            
$research $cl_action->research($value,$vid);
                            if(!
$research){
                                if(
$cl_techs->error =="max_stage"){
                                    
$fast_sql['tec_'.$value] = 'n';
                                }
                            }
                        } else {
                            
$fast_sql['tec_'.$value] = 'n';
                        }
                    }
                }
                if(
is_array($fast_sql))
                {
                    
$sql "UPDATE `bot` SET ";
                    foreach(
$fast_sql AS $building=>$val){
                        
$sql .= "$building='$val' ";
                    }
                    
$sql .= "WHERE villageid='".$vid."'";
                    
$db->query($sql);
                    
$fast_sql NULL;
                }
                
usleep(100);
            }
            
$cl_action->build_building($cl_action->next_build[$vid]["building"]);
            
usleep(100);
            
//Wie viele Einheiten stehen bereits im Dorf?
            
$querys = array();
            foreach(
$cl_units->get_array('dbname') AS $dbname) {
                
$querys[] = "all_".$dbname;
            }
            
$result $db->query("SELECT ".implode(",",$querys)." from villages where id=".$vid."");
            
$village_all $db->fetch($result);
            
$farm_datas['own_units'] = 0;
            
//Alle eigenen Truppen auslesen
            
foreach($cl_units->get_array('dbname') AS $dbname) {
                
$farm_datas['own_units'] += $village_all['all_'.$dbname];
            }
            if(
$botconfig['max_units'] <= $farm_datas['own_units']) return false;
            
//KI-Überprüfung Wenn die Punkte des Dorfes größer sind als der noch freie Bauernhof
            
if($villagedata['points'] > $arr_farm[$villagedata['farm']] - $villagedata['r_bh']){
                if((
random_generator($botconfig['ki']['create_units_villagepoints'] + 1))){
                    
$units $cl_units->get_attType($type);
                    foreach(
$units as $value){
                        
$cl_action->recruit($value,$villagedata,$cl_units->recruit_in[$value]);
                    }
                }
            } else {
                
$units $cl_units->get_attType($type);
                foreach(
$units as $value){
                    
$cl_action->recruit($value,$villagedata,$cl_units->recruit_in[$value]);
                }
            }
            
usleep(100);
        }
    }
}
/* Diese Funktion erzeugt eine Zufallszahl (1-100) , die für einen Botlauf bleibt, danach wenn größer dann true wenn nicht dann false!  */
function random_generator($number_value){
    static 
$r_number;
    if(empty(
$r_number)){
        
$r_number rand(0,101);
    }
    if(
$r_number $number_value){
        return 
false;
    }
    return 
true;
}
/*
class away
{
    var village;

    function write_away($vid,$units)
}
*/
class action
{
    var 
$last_village;
    var 
$last_recruit;
    var 
$last_error;
    var 
$sql_bot NULL;
    var 
$error;
    var 
$next_build;
    var 
$builds;
    var 
$buildings_by_vid;
    var 
$attack;
    
    
/*
        Überprüft ob jemand ein Dorf angreift.
        Gibt bei Angriff TRUE zurück, ansonsten FALSE
    */
    
function check_attack($vid)
    {
        global 
$db;
        
$sql "SELECT * FROM `movements` WHERE `type` ='attack' AND `send_to_village`='".$vid."'";
        
$res $db->query($sql);
        while(
$row $db->Fetch($res))
        {
            
$this->attack[$vid][] = $row;
        }
        if(
$db->numRows($res) > 0)
            return 
true;
        return 
false;
    }
    
    function 
research($unit,$vid)    //Bei Unit wird nur der Unitname erwartet! Kein "unit_" vornedran!
    
{
        global     
$cl_techs,
            
$cl_botvillages,
            
$cl_botvillagedata;
        
$this->last_village $cl_botvillagedata->get_array('villagedata',$vid);
        
// Schauen, ob noch nicht geforscht wird:
        
if(!empty($this->last_village['smith_tec'])){
            
$error "Es wird bereits geforscht.";
            return 
false;
        }
        
// Allgemeiner Einheitencheck:
        
$cl_techs->check_tech($unit,$villagedata);
        switch(
$cl_techs->get_last_error()){
            case 
"tech_not_found":
                
$error "t";
                return 
false;
                break;
            case 
"max_stage":
                
$error "m";
                return 
false;
                break;
            case 
"not_fulfilled":
                
$error "G";
                return 
false;
                break;
            case 
"not_enough_storage":
                
$error "S";
                return 
false;
                break;
            case 
"not_enough_ress":
                
$error "R";
                return 
false;
            break;
        }
        
// Wenn kein Fehler da ist, dann forschen:
        
$cl_techs->research($unit,$villagedata);
        
$wood     round($cl_techs->get_wood($unit,$villagedata['unit_'.$unit.'_tec_level']+1));
        
$stone    round($cl_techs->get_stone($unit,$villagedata['unit_'.$unit.'_tec_level']+1));
        
$iron     round($cl_techs->get_iron($unit,$villagedata['unit_'.$unit.'_tec_level']+1));
        
$this->last_village['r_wood'] -= $wood;
        
$this->last_village['r_stone'] -= $stone;
        
$this->last_village['r_iron'] -= $iron;
        return 
true;
    }
    function 
recruit($unit,$buildname)
    {
        global     
$cl_units,
            
$cl_botvillages,
            
$botconfig,
            
$arr_farm,
            
$db;
        
$villagedata $last_village;
        
# Einheiten rekrutieren:
        #Rohstoffe überprüfen
        
$cl_units->check_needed($unit,$villagedata);
        if (
is_numeric($cl_units->last_error)){
            
$quantity $cl_units->last_error >> 1;
        }
        
$input = (int) $quantity;
        
// Weitere Überprüfungen
        
$wood     =    $cl_units->get_woodprice($unit)    *$input;
        
$stone    =    $cl_units->get_stoneprice($unit)*$input;
        
$iron     =    $cl_units->get_ironprice($unit)    *$input;
        
$bh     =    $cl_units->get_bhprice($unit)    *$input;

        
//Existiert überhaupt das Gebäude zum Bauen in dem Dorf?
        
if($villagedata[$buildname] == 0){
            
$check "building does not exits";
            return 
false;
        }
        
//Rohstoffe vorhanden?
        
elseif ($wood>$villagedata['r_wood'] OR $stone>$villagedata['r_stone'] OR $iron>$villagedata['r_iron']){
            
$check "to_many_units";
            return 
false;
        }
        
//Bauernhof?
        
elseif(($arr_farm[$village['farm']]-$villagedata['r_bh']-$bh) >0){
            
$check "to_many_bh";
            return 
false;
        }
        
//Alles möglich also rekrutieren
        
if ($input>$botconfig['min_units_for_recruit']){
            
// Ress abziehen:
            
$db->query("UPDATE villages SET r_wood=r_wood-'$wood',r_stone=r_stone-'$stone',r_iron=r_iron-'$iron',r_bh=r_bh+'$bh' where id='".$villagedata['id']."'");
            
// Nun kann die Einheit rekrutiert werden:
            
$cl_units->recruit_units($unit,$input,$buildname,$villagedata[$buildname],$villagedata['id']);
            
$this->last_village['r_bh'] += $bh;
            
$this->last_village['r_wood'] -= $wood;
            
$this->last_village['r_stone'] -= $stone;
            
$this->last_village['r_iron'] -= $iron;
            return 
true;
        }
    }
    function 
nextbuild_math($villagedata){
        global     
$botconfig,
            
$db,
            
$cl_botvillagedata,
            
$db,
            
$cl_builds;

        
//Bot Tabelle
        
$villagedata_bot $cl_botvillagedata->get_array('villagedata_bot',$villagedata['id']);
        if(!empty(
$villagedata_bot['next_build'])){
            
$this->next_build[$villagedata['id']]['building'] = $villagedata_bot['next_build'];
            
$this->sql_bot['check_needed']['next_build'] ="''";
            
$db->query($sql);
        } else {
            foreach(
$cl_builds->get_array('dbname') AS $dbname){
                
srand ( (double)microtime () * 1000000 );
                
$this->check_needed($dbname,$villagedata);
                
$villagedata_bot$dbname ] += rand(0,5);
                if (
$villagedata_bot$dbname ] > $this->next_build[$villagedata['id']]['value']){
                    
$this->next_build$villagedata['id'] ]["building"]     = $dbname;
                    
$this->next_build$villagedata['id'] ]["value"]     = $villagedata_bot$dbname ];
                }
            }
            
$this->sql('check_needed',$villagedata['id']);
        }
    }
    function 
sql($name_function,$vid){
        global 
$db;
        
//SQL zusammenstellen
        
$sql "UPDATE bot SET ";
        
$x 0;
        if(
is_array($this->sql_bot)){
            foreach(
$this->sql_bot[$name_function] AS $building=>$val){
                if(
$x == 0$sql .= "$building=$val";
                else 
$sql .= ", $building=$val";
                
$x++;
            }
        
$sql .= " WHERE villageid=".$vid;
        
$db->query($sql);
        }
        
$this->sql_bot[$name_function] = array();
    }
    function 
check_needed($building,$villagedata){
        global     
$db,
            
$cl_builds,
            
$botconfig,
            
$arr_maxstorage,
            
$arr_farm;

        
$this->sql_bot['check_needed'] = false;
        
//Preise auslesen...
        
$no_needed     false;
        
$stage         $villagedata[$building] + 1;                //Stufe auslesen
        
$wood         $cl_builds->get_wood($building,$stage);         //Holzpreis
        
$stone         $cl_builds->get_stone($building,$stage);        //Lehmpreis
        
$iron         $cl_builds->get_iron($building,$stage);         //Eisenpreis
        
$maxstorage     $arr_maxstorage[$villagedata["storage"]];        //Fassungsvermögen des Speichers...
        
$maxstage     $cl_builds->get_maxstage($building);            //Maximale Stufe...
        
$needed     $cl_builds->get_needed_by_dbname($building);        //Einzelne Gebäudestufen
        //Alle Gebäude durchgehen...
        
foreach($cl_builds->get_array('dbname') AS $dbname){
            if(
$needed$dbname ] > $villagedata$dbname ]){
                
//Das Dorf entspricht nicht den Anforderungen zum Baudes Gebäudes...
                
$this->sql_bot['check_needed'][$building] = -50;
                return 
true;
            }
        }
        
//Was wird am meisten gebraucht?
        
$need_iron $iron $villagedata['r_iron'];
        
$need_stone $stone $villagedata['r_stone'];
        
$need_wood $wood $villagedata['r_wood'];
        if(
$need_iron $need_stone && $need_iron $need_wood){
            if(
random_generator($botconfig['ki']['not_enough_ress'])){
                
$this->sql_bot['check_needed']['next_build'] = "'iron'";
                return 
true;
            }
        }
        
//Die nächsten zwei überprüfen das gleiche, nur für andere Rohstoffe deshalb eingeklappt:
        
if($need_stone $need_iron && $need_stone $need_wood){ if(random_generator($botconfig['ki']['not_enough_ress'])){ $this->sql_bot['check_needed']['next_build'] = "'stone'"; return true; } }
        if(
$need_wood $need_iron && $need_wood $need_stone){ if(random_generator($botconfig['ki']['not_enough_ress'])){ $this->sql_bot['check_needed']['next_build'] = "'wood'"; return true; } }
        
//Der Preis für eine Ressource ist höher als das Fassungsvermögen...
        
if($iron $maxstorage || $stone $maxstorage || $wood >$maxstorage){
                
$this->sql_bot['check_needed'][$building] = -50;
                
$this->sql_bot['check_needed']['next_build'] = "'storage'";
                return 
true;
        }
        
//Nur wenn $botconfig['manual_maxstage'] auf true gesetzt ist!
        
if($botconfig['manual_maxstage']){
            if(
$villagedata[$building] == $botconfig['maxstage'][$building]){
                
//Maximale Stufe wurde heruntergesetzt
                
$this->sql_bot['check_needed'][$building] = -50;
                return 
true;
            }
        }
        if(
$maxstage == $villagedata[$building]){
            
//Falls das Gebäude voll ausgebaut ist..
            
$this->sql_bot['check_needed'][$building] = -50;
            return 
true;
        }
        if((
$arr_farm[$villagedata['farm']] - $villagedata['r_bh']) < 5)
        {
            
//Weniger als 5 freie Bauernplätze / Bauernhof als nächstes Bauen...
            
$this->sql_bot['check_needed']['next_build'] = "'farm'";
            return 
true;
        }
        
//Da diese Funktion bei allen Gebäuden ausgefhrt wird..
        
$minus $botconfig['buildings']['values'][$building] - $villagedata[$building];
        
$this->sql_bot['check_needed'][$building] = $minus;
    }

    function 
build_building($building){
        global     
$botconfig,
            
$db,
            
$cl_builds,
            
$cl_botvillages,
            
$cl_botvillagedata;
        
// Rohstoff preise & BH ermitteln:
        
if(empty($building)){
            die(
'FEHLER - Kein Gebaeude');
        }
        
$build_village     $cl_botvillagedata->get_array('villagedata_builds',$villagedata['id']);
        
$auftrage     $build_village['quantity'];
        
$villagedata     $this->last_village;
        
$plus_costs     = ($cl_builds->get_buildsharpens_costs($auftrage)/100)+1;
        
$id_array     array_flip($cl_builds->get_array('dbname'));
        if (
$plus_costs $botconfig['max_order']){
            
// Diese Methode überprüft nur, der Methodenname verwirrt etwas.
            
$cl_builds->build($villagedata,$id_array[$building],$build_village,$plus_costs);
            
$error '';
            switch(
$cl_builds->get_build_error2()){
                case 
'not_enough_ress':
                
$error 'Rohstoffe';
                break;
                case 
'not_enough_ress_plus':
                
$error 'Rohstoffe Bauschleife';
                break;
                case 
'max_stage':
                
$error 'hoechste stufe';
                break;
                case 
'not_enough_bh':
                
$error 'Bauernhof';
                break;
                case 
'not_enough_storage':
                
$error 'Speicher';
                break;
                case 
'not_fulfilled':
                
$error 'Gebaeude.';
                break;
            }
            if(!empty(
$error))
                return 
false;
            
// Wenn kein Fehler ausgetreten ist, so kann das Gebäude gebaut werden:
            // Rohstoff preise & BH ermitteln:
            
$wood     $cl_builds->get_wood($building,$build_village[$building]+1);
            
$stone     $cl_builds->get_stone($building,$build_village[$building]+1);
            
$iron     $cl_builds->get_iron($building,$build_village[$building]+1);
            
$bh     $cl_builds->get_bh($building,$build_village[$building]+1);
            
$time     $cl_builds->get_time($villagedata['main'],$building,$build_village[$building]+1);
            
$onlytime $cl_builds->get_time($villagedata['main'],$building,$build_village[$building]+1);
            
// Wenn die letzte Abfrage keinen Datensatz gefunden hat, dann ist noch kein Auftrag vorhandne.
            
if ($db->affectedRows()==0){
                
// Kein Auftrag vorhanden:
                
$time += time();
                
// In Villages den ersten Auftrag speichern:
                
$add_village_sql ",main_build='".$building.",$time' ";
            } else {
                
// Bereits ein Auftrag vorhanden, in die Schleife:
                
$time += $build_village['end_time'];
            }
            
// Nun mal die Rohstoffkosten abziehen bzw, BH dazuzählen UND Gebäude bauen aktiv aktivieren:
            
$db->query("UPDATE villages SET r_wood=r_wood-'".round($wood*$plus_costs)."',
                    r_stone=r_stone-'"
.round($stone*$plus_costs)."',
                    r_iron=r_iron-'"
.round($iron*$plus_costs)."',
                    r_bh=r_bh+'
$bh$add_village_sql where id='".$villagedata['id']."'");
            
// Nun den Auftrag noch in die Tabelle "build" rein:
            
$db->query("INSERT into build (building,villageid,end_time,build_time)
                    VALUES ('"
.$building."','".$villagedata['id']."','$time','$onlytime')");
            
$buildid $db->getLastID();
            
// In Events den Bauauftrag speichern
            
$db->query("INSERT into events (event_time,event_type,event_id,user_id,villageid) VALUES ('$time','build','$buildid','".$botconfig['id']."','".$villagedata['id']."')");
            
//VILLAGEDATA AKTUALISIEREN
            
$new_data=array    (
                
'r_bh'=>$bh,
                
'r_wood'=>$villagedata['r_wood'] - round($wood*$plus_costs),
                
'r_stone'=>$villagedata['r_stone'] - round($stone*$plus_costs),
                
'r_iron'=>$villagedata['r_iron'] - round($iron*$plus_costs)
            );
            
$this->last_village $new_data;
        }
    }
}
?>
Reply
Ich danke dir!

Aber jetzt sagt er mir hab die falsche version... Und das ich v1.12 brauche....-.-
Gibt es die möglichkeit den bot einfach zu updaten?
Finde auch das sogenante "Archiv" nicht wo es das update geben soll! Und im dslan ordner oder bot ordner finde ich auch nichts!
Und bei dslan direckt wenn ich mich einlogge und starte steht auch nichts mit update! Sad
Reply
Adde mich in Skype, dann mach ich dir das. Btw der Bot ist scheiße Wink

MfG Manuel
Reply
Name ist der selbe wie hier ja? Mach ich! danke!
Reply
(28.01.2012, 18:28)SlimShady95 Wrote: Adde mich in Skype, dann mach ich dir das. Btw der Bot ist scheiße Wink

MfG Manuel


Naja besser als deiner ^^ Weil der wenigstens adelt . Ich weiß du hast angeblich den perfekten bot ,den aber niemand haben darf außer dir Big Grin

BUG: Bei mir baut der teilweise seine dörfer höher aus und baut den Bauernhof bis 32 aus ?
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