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// Защитные сооружения private $defenses = [ '⚡' => ['name' => 'Лазерная турель', 'damage' => 2, 'type' => 'laser'], '💥' => ['name' => 'Ракетная установка', 'damage' => 3, 'type' => 'missile'], '🔥' => ['name' => 'Плазменная пушка', 'damage' => 4, 'type' => 'plasma'], '❄️' => ['name' => 'Криозаморозка', 'damage' => 1, 'type' => 'freeze', 'special' => 'slow'], '🌈' => ['name' => 'Щитовой генератор', 'damage' => 0, 'type' => 'shield', 'special' => 'protect'], '🔮' => ['name' => 'Телепорт', 'damage' => 0, 'type' => 'teleport', 'special' => 'banish'], '⭐' => ['name' => 'Нова-бомба', 'damage' => 10, 'type' => 'nova', 'special' => 'area'], '🌀' => ['name' => 'Черная дыра', 'damage' => 15, 'type' => 'blackhole', 'special' => 'ultimate'] ]; // Бонусные эффекты private $bonusEffects = [ 'double_damage' => ['name' => 'Двойной урон', 'duration' => 3, 'multiplier' => 2.0], 'shield_boost' => ['name' => 'Усиление щитов', 'duration' => 5, 'effect' => 'protection'], 'rapid_fire' => ['name' => 'Скорострельность', 'duration' => 4, 'effect' => 'speed'], 'energy_surge' => ['name' => 'Энергетический всплеск', 'duration' => 2, 'multiplier' => 3.0], 'time_dilation' => ['name' => 'Замедление времени', 'duration' => 6, 'effect' => 'slow_enemies'] ]; public function __construct() { $this->db = createDatabaseConnection(); $this->initializeCosmicTables(); } /** * Инициализация таблиц для Cosmic Defenders */ private function initializeCosmicTables() { try { // Таблица командиров $this->db->exec(" CREATE TABLE IF NOT EXISTS cosmic_commanders ( id INT AUTO_INCREMENT PRIMARY KEY, user_id INT NOT NULL, commander_level INT NOT NULL DEFAULT 1, experience INT NOT NULL DEFAULT 0, energy INT NOT NULL DEFAULT 100, ships_destroyed INT NOT NULL DEFAULT 0, waves_survived INT NOT NULL DEFAULT 0, defensive_upgrades TEXT, unlocked_technologies TEXT, highest_wave INT NOT NULL DEFAULT 0, total_battles INT NOT NULL DEFAULT 0, created_at TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP, updated_at TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP, UNIQUE KEY unique_user (user_id), KEY idx_commander_level (commander_level), KEY idx_experience (experience), CONSTRAINT fk_cosmic_user FOREIGN KEY (user_id) REFERENCES users(id) ON DELETE CASCADE ) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci "); // Таблица битв $this->db->exec(" CREATE TABLE IF NOT EXISTS cosmic_battles ( id INT AUTO_INCREMENT PRIMARY KEY, user_id INT NOT NULL, bet DECIMAL(8,2) NOT NULL, win DECIMAL(8,2) NOT NULL DEFAULT 0.00, waves_completed INT NOT NULL DEFAULT 0, ships_destroyed INT NOT NULL DEFAULT 0, defenses_used TEXT, bonuses_activated TEXT, battle_field TEXT, experience_gained INT NOT NULL DEFAULT 0, energy_gained INT NOT NULL DEFAULT 0, created_at TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP, KEY idx_user_id (user_id), KEY idx_created_at (created_at), KEY idx_win (win), CONSTRAINT fk_cosmic_battles_user FOREIGN KEY (user_id) REFERENCES users(id) ON DELETE CASCADE ) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci "); // Таблица активных технологий $this->db->exec(" CREATE TABLE IF NOT EXISTS cosmic_active_tech ( id INT AUTO_INCREMENT PRIMARY KEY, user_id INT NOT NULL, tech_type VARCHAR(30) NOT NULL, tech_data TEXT, activated_at TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP, expires_at TIMESTAMP NOT NULL, KEY idx_user_id (user_id), KEY idx_expires_at (expires_at), CONSTRAINT fk_cosmic_tech_user FOREIGN KEY (user_id) REFERENCES users(id) ON DELETE CASCADE ) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci "); } catch (PDOException $e) { log_error('Cosmic Defenders table initialization error: ' . $e->getMessage()); } } /** * Получение данных командира */ public function getCommanderData($userId) { try { $stmt = $this->db->prepare('SELECT * FROM cosmic_commanders WHERE user_id = ?'); $stmt->execute([$userId]); $data = $stmt->fetch(); if (!$data) { // Создаем нового командира $stmt = $this->db->prepare(' INSERT INTO cosmic_commanders (user_id, commander_level, experience, energy) VALUES (?, 1, 0, 100) '); $stmt->execute([$userId]); return [ 'user_id' => $userId, 'commander_level' => 1, 'experience' => 0, 'energy' => 100, 'ships_destroyed' => 0, 'waves_survived' => 0, 'highest_wave' => 0, 'total_battles' => 0, 'defensive_upgrades' => '[]', 'unlocked_technologies' => '[]' ]; } return $data; } catch (Exception $e) { log_error('Cosmic get commander data error: ' . $e->getMessage()); throw $e; } } /** * Генерация космического поля битвы 6x4 */ public function generateBattleField($waveLevel = 1) { $field = []; // Определяем плотность противников на основе уровня волны $enemyDensity = min(0.4 + ($waveLevel * 0.05), 0.8); $defenseChance = 0.2 + ($waveLevel * 0.02); $enemyKeys = array_keys($this->enemyShips); $defenseKeys = array_keys($this->defenses); // Веса противников зависят от уровня волны $enemyWeights = $this->calculateEnemyWeights($waveLevel); for ($row = 0; $row < 4; $row++) { $field[$row] = []; for ($col = 0; $col < 6; $col++) { if (mt_rand(1, 100) <= ($enemyDensity * 100)) { // Размещаем противника $field[$row][$col] = $this->getWeightedEnemy($enemyKeys, $enemyWeights); } elseif (mt_rand(1, 100) <= ($defenseChance * 100)) { // Размещаем защиту $field[$row][$col] = $defenseKeys[array_rand($defenseKeys)]; } else { // Пустая клетка $field[$row][$col] = '🌌'; } } } return $field; } /** * Расчет весов противников в зависимости от уровня волны */ private function calculateEnemyWeights($waveLevel) { $baseWeights = [30, 25, 20, 15, 8, 4, 2, 1]; // Соответствует порядку в enemyShips // Увеличиваем вероятность сильных противников с ростом волны for ($i = 0; $i < count($baseWeights); $i++) { $levelBonus = max(0, $waveLevel - ($i * 2)); $baseWeights[$i] += $levelBonus; } return $baseWeights; } /** * Получение взвешенного случайного противника */ private function getWeightedEnemy($enemies, $weights) { $totalWeight = array_sum($weights); $random = mt_rand(1, $totalWeight); $currentWeight = 0; for ($i = 0; $i < count($enemies); $i++) { $currentWeight += $weights[$i]; if ($random <= $currentWeight) { return $enemies[$i]; } } return '🛸'; // Fallback } /** * Главная функция - защита базы */ public function defendBase($userId, $bet) { try { // Валидация if ($bet < MIN_BET || $bet > MAX_BET) { throw new Exception('Ставка должна быть от ' . MIN_BET . ' до ' . MAX_BET); } $user = (new Casino())->getUserById($userId); if ($user['balance'] < $bet) { throw new Exception('Недостаточно средств'); } $commanderData = $this->getCommanderData($userId); // Определяем количество волн на основе ставки и уровня командира $maxWaves = min(5, 1 + floor($bet / 10) + floor($commanderData['commander_level'] / 3)); $totalWin = 0; $totalShipsDestroyed = 0; $wavesCompleted = 0; $experienceGained = 0; $energyGained = 0; $battleLog = []; // Симуляция волн for ($wave = 1; $wave <= $maxWaves; $wave++) { $field = $this->generateBattleField($wave); $waveResult = $this->processWave($field, $commanderData, $bet); $battleLog[] = [ 'wave' => $wave, 'field' => $field, 'result' => $waveResult ]; if ($waveResult['success']) { $wavesCompleted++; $totalShipsDestroyed += $waveResult['ships_destroyed']; $totalWin += $waveResult['wave_reward']; $experienceGained += $waveResult['experience']; $energyGained += $waveResult['energy']; } else { // Волна провалена - битва заканчивается break; } // Бонус за выживание в нескольких волнах if ($wavesCompleted >= 3) { $totalWin *= 1.5; // +50% за выживание } } // Применяем активные технологии $activeTech = $this->getActiveTech($userId); $totalWin = $this->applyTechBonuses($totalWin, $activeTech, $wavesCompleted); // Обновляем данные $newBalance = $user['balance'] - $bet + $totalWin; $newTotalWinnings = $user['total_winnings'] + $totalWin; $newTotalBets = $user['total_bets'] + $bet; // Обновляем данные командира $newExperience = $commanderData['experience'] + $experienceGained; $newCommanderLevel = $this->calculateCommanderLevel($newExperience); $newEnergy = min(200, $commanderData['energy'] + $energyGained); $newShipsDestroyed = $commanderData['ships_destroyed'] + $totalShipsDestroyed; $newWavesSurvived = $commanderData['waves_survived'] + $wavesCompleted; $newHighestWave = max($commanderData['highest_wave'], $wavesCompleted); // Транзакция $this->db->beginTransaction(); try { // Обновляем основного пользователя $stmt = $this->db->prepare(' UPDATE users SET balance = ?, total_winnings = ?, total_bets = ?, games_played = games_played + 1 WHERE id = ? '); $stmt->execute([$newBalance, $newTotalWinnings, $newTotalBets, $userId]); // Обновляем данные командира $stmt = $this->db->prepare(' UPDATE cosmic_commanders SET commander_level = ?, experience = ?, energy = ?, ships_destroyed = ?, waves_survived = ?, highest_wave = ?, total_battles = total_battles + 1 WHERE user_id = ? '); $stmt->execute([ $newCommanderLevel, $newExperience, $newEnergy, $newShipsDestroyed, $newWavesSurvived, $newHighestWave, $userId ]); // Создаем транзакции $casino = new Casino(); $casino->addTransaction($userId, 'bet', -$bet, $user['balance'], $user['balance'] - $bet, 'Ставка в Cosmic Defenders'); if ($totalWin > 0) { $casino->addTransaction($userId, 'win', $totalWin, $user['balance'] - $bet, $newBalance, 'Выигрыш в Cosmic Defenders'); } // Сохраняем битву $stmt = $this->db->prepare(' INSERT INTO cosmic_battles (user_id, bet, win, waves_completed, ships_destroyed, battle_field, experience_gained, energy_gained, created_at) VALUES (?, ?, ?, ?, ?, ?, ?, ?, NOW()) '); $stmt->execute([ $userId, $bet, $totalWin, $wavesCompleted, $totalShipsDestroyed, json_encode($battleLog, JSON_UNESCAPED_UNICODE), $experienceGained, $energyGained ]); $this->db->commit(); // Логирование if ($totalWin > $bet * 10) { log_to_database('INFO', "Cosmic Defenders big win: {$totalWin} (bet: {$bet}, waves: {$wavesCompleted})", $userId); } return [ 'battleLog' => $battleLog, 'wavesCompleted' => $wavesCompleted, 'totalShipsDestroyed' => $totalShipsDestroyed, 'totalWin' => $totalWin, 'experienceGained' => $experienceGained, 'energyGained' => $energyGained, 'commanderData' => $this->getCommanderData($userId), 'message' => $this->generateCosmicMessage($totalWin, $bet, $wavesCompleted, $totalShipsDestroyed) ]; } catch (Exception $e) { $this->db->rollBack(); throw $e; } } catch (Exception $e) { log_error('Cosmic Defenders battle error: ' . $e->getMessage()); throw $e; } } /** * Обработка одной волны */ private function processWave($field, $commanderData, $bet) { $shipsDestroyed = 0; $totalDamageDealt = 0; $totalEnemyPower = 0; $defenseBonus = 1.0; // Анализируем поле for ($row = 0; $row < 4; $row++) { for ($col = 0; $col < 6; $col++) { $cell = $field[$row][$col]; if (isset($this->enemyShips[$cell])) { $enemy = $this->enemyShips[$cell]; $totalEnemyPower += $enemy['hp']; // Симулируем уничтожение (вероятность зависит от уровня командира) $destroyChance = 0.6 + ($commanderData['commander_level'] * 0.05); if (mt_rand(1, 100) <= ($destroyChance * 100)) { $shipsDestroyed++; $totalDamageDealt += $enemy['reward']; } } if (isset($this->defenses[$cell])) { $defense = $this->defenses[$cell]; $defenseBonus += $defense['damage'] * 0.1; } } } // Определяем успех волны $requiredDestruction = max(1, floor($totalEnemyPower * 0.4)); $success = $shipsDestroyed >= $requiredDestruction; $waveReward = $success ? $bet * (0.3 + ($shipsDestroyed * 0.1)) * $defenseBonus : 0; $experience = $shipsDestroyed * 25 + ($success ? 100 : 50); $energy = $shipsDestroyed * 3 + ($success ? 10 : 5); return [ 'success' => $success, 'ships_destroyed' => $shipsDestroyed, 'wave_reward' => $waveReward, 'experience' => $experience, 'energy' => $energy, 'defense_bonus' => $defenseBonus ]; } /** * Расчет уровня командира */ private function calculateCommanderLevel($experience) { return floor($experience / 2000) + 1; } /** * Активация технологии */ public function activateTechnology($userId, $techType) { try { $techCosts = [ 'shield_matrix' => 50, 'weapon_overcharge' => 75, 'time_manipulation' => 100, 'quantum_tunneling' => 125 ]; if (!isset($techCosts[$techType])) { throw new Exception('Неизвестная технология'); } $commanderData = $this->getCommanderData($userId); $techCost = $techCosts[$techType]; if ($commanderData['energy'] < $techCost) { throw new Exception('Недостаточно энергии'); } // Тратим энергию $newEnergy = $commanderData['energy'] - $techCost; $stmt = $this->db->prepare(' UPDATE cosmic_commanders SET energy = ? WHERE user_id = ? '); $stmt->execute([$newEnergy, $userId]); // Активируем технологию $stmt = $this->db->prepare(' INSERT INTO cosmic_active_tech (user_id, tech_type, expires_at) VALUES (?, ?, DATE_ADD(NOW(), INTERVAL 60 SECOND)) '); $stmt->execute([$userId, $techType]); $techNames = [ 'shield_matrix' => 'Щитовая матрица', 'weapon_overcharge' => 'Перегрузка оружия', 'time_manipulation' => 'Манипуляция временем', 'quantum_tunneling' => 'Квантовый туннель' ]; return [ 'success' => true, 'techType' => $techType, 'techName' => $techNames[$techType], 'commanderData' => $this->getCommanderData($userId), 'message' => "🚀 {$techNames[$techType]} активирована! (-{$techCost} энергии)" ]; } catch (Exception $e) { return [ 'success' => false, 'error' => $e->getMessage() ]; } } /** * Получение активных технологий */ private function getActiveTech($userId) { $stmt = $this->db->prepare(' SELECT * FROM cosmic_active_tech WHERE user_id = ? AND expires_at > NOW() '); $stmt->execute([$userId]); return $stmt->fetchAll(); } /** * Применение бонусов технологий */ private function applyTechBonuses($win, $activeTech, $waves) { foreach ($activeTech as $tech) { switch ($tech['tech_type']) { case 'shield_matrix': $win *= 1.3; // +30% к выигрышу break; case 'weapon_overcharge': $win *= 1.5; // +50% к выигрышу break; case 'time_manipulation': $win *= (1 + $waves * 0.2); // Бонус за каждую волну break; case 'quantum_tunneling': $win *= 2.0; // x2 к выигрышу break; } } return $win; } /** * Улучшение базы */ public function upgradeBase($userId, $upgradeType) { try { $upgradeCosts = [ 'weapons' => 1000, 'shields' => 1200, 'sensors' => 800, 'reactor' => 1500 ]; if (!isset($upgradeCosts[$upgradeType])) { throw new Exception('Неизвестное улучшение'); } $cost = $upgradeCosts[$upgradeType]; $user = (new Casino())->getUserById($userId); if ($user['balance'] < $cost) { throw new Exception('Недостаточно кредитов'); } $commanderData = $this->getCommanderData($userId); $upgrades = json_decode($commanderData['defensive_upgrades'] ?: '[]', true); if (in_array($upgradeType, $upgrades)) { throw new Exception('Улучшение уже приобретено'); } // Списываем кредиты $newBalance = $user['balance'] - $cost; $stmt = $this->db->prepare('UPDATE users SET balance = ? WHERE id = ?'); $stmt->execute([$newBalance, $userId]); // Добавляем улучшение $upgrades[] = $upgradeType; $stmt = $this->db->prepare('UPDATE cosmic_commanders SET defensive_upgrades = ? WHERE user_id = ?'); $stmt->execute([json_encode($upgrades), $userId]); // Создаем транзакцию $casino = new Casino(); $casino->addTransaction($userId, 'upgrade', -$cost, $user['balance'], $newBalance, "Улучшение базы: {$upgradeType}"); $upgradeNames = [ 'weapons' => 'Система оружия', 'shields' => 'Щитовые генераторы', 'sensors' => 'Сенсорная сеть', 'reactor' => 'Энергетический реактор' ]; return [ 'success' => true, 'upgradeType' => $upgradeType, 'upgradeName' => $upgradeNames[$upgradeType], 'commanderData' => $this->getCommanderData($userId), 'message' => "🔧 {$upgradeNames[$upgradeType]} улучшена! (-{$cost} кредитов)" ]; } catch (Exception $e) { return [ 'success' => false, 'error' => $e->getMessage() ]; } } /** * Генерация сообщения о результате */ private function generateCosmicMessage($win, $bet, $waves, $ships) { if ($win == 0) { return 'База уничтожена! Но командир выжил... 💥'; } $winRatio = $win / $bet; if ($waves >= 5 && $ships >= 15) { return "👑 ЛЕГЕНДАРНЫЙ КОМАНДИР! {$waves} волн, {$ships} кораблей! Выигрыш: " . format_currency($win) . " 👑"; } elseif ($winRatio >= 20) { return "🌟 КОСМИЧЕСКИЙ ГЕРОЙ! Выдающаяся оборона! Выигрыш: " . format_currency($win) . " 🌟"; } elseif ($waves >= 4) { return "⚡ ЭЛИТНЫЙ ЗАЩИТНИК! {$waves} волн отражено! Выигрыш: " . format_currency($win) . " ⚡"; } elseif ($ships >= 10) { return "🚀 КОСМИЧЕСКИЙ АС! {$ships} кораблей уничтожено! Выигрыш: " . format_currency($win) . " 🚀"; } elseif ($winRatio >= 3) { return "🛡️ Успешная оборона! База защищена! Выигрыш: " . format_currency($win) . " 🛡️"; } else { return "🌌 Победа! Галактика в безопасности! Выигрыш: " . format_currency($win) . " 🌌"; } } /** * Получение статистики командира */ public function getCosmicStats($userId) { try { $stmt = $this->db->prepare(' SELECT COUNT(*) as total_battles, SUM(bet) as total_bets, SUM(win) as total_wins, MAX(win) as max_win, SUM(waves_completed) as total_waves, SUM(ships_destroyed) as total_ships, MAX(waves_completed) as max_waves_single_battle, AVG(waves_completed) as avg_waves_per_battle FROM cosmic_battles WHERE user_id = ? '); $stmt->execute([$userId]); return $stmt->fetch(); } catch (Exception $e) { log_error('Cosmic stats error: ' . $e->getMessage()); return []; } } } ?>