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File: constants/battle_constants.php

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File: constants/battle_constants.php
Role: Auxiliary script
Content type: text/plain
Description: Class source
Class: OPBE
Ogame probabilistic battle engine
Author: By
Last change: added timezone constant.
increased portability.
Decrease random fire from 50% to 10%.
Added fleet composition to debug information.
Moved some functions from battle report to round.
Added a test case.
Formatted the report in 3 parts: presentation,battle and end of battle
Added the randomic rapid fire.
Added the randomic rapid fire constants.
Cleaned some old constants.
Added some checks.
Added constant.
fixed wast of damage of last shot in shield.
added a constant.
Date: 7 years ago
Size: 3,561 bytes


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 * Copyright (C) 2013 Jstar
 * This file is part of OPBE.
 * OPBE is free software: you can redistribute it and/or modify
 * it under the terms of the GNU Affero General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 * OPBE is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * GNU Affero General Public License for more details.
 * You should have received a copy of the GNU Affero General Public License
 * along with OPBE. If not, see <>.
 * @package OPBE
 * @author Jstar <>
 * @copyright 2013 Jstar <>
 * @license GNU AGPLv3 License
 * @version beta(26-10-2013)
 * @link

/*** System constants, do not edit! ***/
define('BATTLE_WIN', 1);
define('BATTLE_LOSE', -1);
define('BATTLE_DRAW', 0);
define('SHIELD_CELLS', 100); //how many cells a ship's shield should contain. Carefull to edit: more cells = better accuracy but less bounces in some cases.
define('USE_BIEXPLOSION_SYSTEM', true); // enable below system value
define('PROB_TO_REAL_MAGIC', 2); //value used to adapt probability theory to critical cases.

/*** Battle constants, default as Ogame ***/
define('ROUNDS', 6); //how many rounds a battle have, no limits.
define('SHIELDS_TECH_INCREMENT_FACTOR', 0.1); //how much a level increase the shield, in percentage from 0 to 1.
define('ARMOUR_TECH_INCREMENT_FACTOR', 0.1); //how much a level increase the armour, in percentage from 0 to 1.
define('WEAPONS_TECH_INCREMENT_FACTOR', 0.1); //how much a level increase the weapon, in percentage from 0 to 1.
define('COST_TO_ARMOUR', 0.1); //how much cost equal the armour, from 0 to 1. 1 means the ships/defenses armour equal its cost.
define('MIN_PROB_TO_EXPLODE', 0.3); //minimum probability at one the ships/defenses can explode, from 0 to 1. 1 means that the ship/def can explode only when they lost all hp.
define('DEFENSE_REPAIR_PROB', 0.7); //probability to repair defenses. From 0 to 1, 1 means that defenses are always rebuilt.
define('SHIP_REPAIR_PROB', 0); //same as below but for ships.
define('USE_HITSHIP_LIMITATION', false); //this option will limit the number of exploding ships to the number of total shots received by all defender's ships.
define('USE_RANDOMIC_RF', true); // enable below system values
define('MAX_RF_BUFF', 0.1); // how much the rapid fire can be randomically increased.
define('MAX_RF_NERF', 0.1); // how much the rapid fire can be randomically decreased.

/*** Views and optimization options ***/
define('ONLY_FIRST_AND_LAST_ROUND', false); //This option is usefull to decrease RAM usage, but the battle report will not contain all rounds.

/*** After-battle constants, default as Ogame ***/
define('DEBRIS_FACTOR', 0.3); //Percentage of debris generated from destroyed resources.
define('POINT_UNIT', 1000); //Ogame point = 1000 resources.
define('MOON_UNIT_PROB', 100000);
define('MAX_MOON_PROB', 20); //max probability to moon creation.
define('MOON_MIN_START_SIZE', 2000);
define('MOON_MAX_START_SIZE', 6000);
define('MOON_MIN_FACTOR', 100);
define('MOON_MAX_FACTOR', 200);
define('DEFAULT_MOON_NAME', 'moon');


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