- fixed isWormhole(); bug
This commit is contained in:
@@ -780,153 +780,155 @@ class Map extends Controller\AccessController {
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$sourceSystemId = (int)$this->getF3()->get(User::SESSION_KEY_CHARACTER_PREV_SYSTEM_ID);
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$targetSystemId = (int)$log->systemId;
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$sourceSystem = null;
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$targetSystem = null;
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if($sourceSystemId){
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$sourceSystem = null;
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$targetSystem = null;
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// check if source and target systems are equal
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// -> NO target system available
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if($sourceSystemId === $targetSystemId){
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// check if previous (solo) system is already on the map
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$sourceSystem = $map->getSystemByCCPId($sourceSystemId);
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$sameSystem = true;
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}else{
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// check if previous (source) system is already on the map
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$sourceSystem = $map->getSystemByCCPId($sourceSystemId);
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// check if source and target systems are equal
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// -> NO target system available
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if($sourceSystemId === $targetSystemId){
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// check if previous (solo) system is already on the map
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$sourceSystem = $map->getSystemByCCPId($sourceSystemId);
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$sameSystem = true;
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}else{
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// check if previous (source) system is already on the map
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$sourceSystem = $map->getSystemByCCPId($sourceSystemId);
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// -> check if system is already on this map
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$targetSystem = $map->getSystemByCCPId( $targetSystemId );
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}
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// -> check if system is already on this map
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$targetSystem = $map->getSystemByCCPId( $targetSystemId );
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}
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// if systems don´t already exists on map -> get "blank" systems
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// -> required for system type check (e.g. wormhole, k-space)
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if(
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!$sourceSystem &&
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$sourceSystemId
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){
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$sourceExists = false;
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$sourceSystem = $map->getNewSystem($sourceSystemId);
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}else{
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// system exists -> add target to the "right"
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$systemPosX = $sourceSystem->posX + $systemOffsetX;
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$systemPosY = $sourceSystem->posY + $systemOffsetY;
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}
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// if systems don´t already exists on map -> get "blank" systems
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// -> required for system type check (e.g. wormhole, k-space)
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if(
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!$sourceSystem &&
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$sourceSystemId
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){
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$sourceExists = false;
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$sourceSystem = $map->getNewSystem($sourceSystemId);
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}else{
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// system exists -> add target to the "right"
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$systemPosX = $sourceSystem->posX + $systemOffsetX;
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$systemPosY = $sourceSystem->posY + $systemOffsetY;
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}
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if(
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!$sameSystem &&
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!$targetSystem
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){
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$targetExists = false;
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$targetSystem = $map->getNewSystem( $targetSystemId );
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}
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if(
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!$sameSystem &&
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!$targetSystem
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){
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$targetExists = false;
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$targetSystem = $map->getNewSystem( $targetSystemId );
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}
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$addSourceSystem = false;
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$addTargetSystem = false;
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$addConnection = false;
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$addSourceSystem = false;
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$addTargetSystem = false;
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$addConnection = false;
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switch($mapScope->name){
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case 'all':
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if($sameSystem){
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$addSourceSystem = true;
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}else{
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$addSourceSystem = true;
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$addTargetSystem = true;
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$addConnection = true;
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}
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break;
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case 'k-space':
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if($sameSystem){
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if( !$sourceSystem->isWormhole() ){
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switch($mapScope->name){
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case 'all':
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if($sameSystem){
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$addSourceSystem = true;
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}
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}elseif(
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!$sourceSystem->isWormhole() ||
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!$targetSystem->isWormhole()
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){
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$addSourceSystem = true;
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$addTargetSystem = true;
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$addConnection = true;
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}
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break;
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case 'wh':
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default:
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if($sameSystem){
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if( $sourceSystem->isWormhole() ){
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$addSourceSystem = true;
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}
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}elseif(
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$sourceSystem->isWormhole() ||
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$targetSystem->isWormhole()
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){
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$addSourceSystem = true;
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$addTargetSystem = true;
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$addConnection = true;
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}elseif(
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!$sourceSystem->isWormhole() &&
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!$targetSystem->isWormhole()
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){
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// check distance between systems (in jumps)
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// -> if > 1 it is !very likely! a wormhole
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$routeController = new Route();
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$routeController->initJumpData();
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$route = $routeController->findRoute($sourceSystem->name, $targetSystem->name, 1);
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if( !$route['routePossible'] ){
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}else{
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$addSourceSystem = true;
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$addTargetSystem = true;
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$addConnection = true;
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}
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break;
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case 'k-space':
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if($sameSystem){
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if( !$sourceSystem->isWormhole() ){
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$addSourceSystem = true;
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}
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}elseif(
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!$sourceSystem->isWormhole() ||
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!$targetSystem->isWormhole()
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){
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$addSourceSystem = true;
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$addTargetSystem = true;
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$addConnection = true;
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}
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break;
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case 'wh':
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default:
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if($sameSystem){
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if( $sourceSystem->isWormhole() ){
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$addSourceSystem = true;
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}
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}elseif(
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$sourceSystem->isWormhole() ||
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$targetSystem->isWormhole()
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){
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$addSourceSystem = true;
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$addTargetSystem = true;
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$addConnection = true;
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}elseif(
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!$sourceSystem->isWormhole() &&
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!$targetSystem->isWormhole()
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){
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// check distance between systems (in jumps)
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// -> if > 1 it is !very likely! a wormhole
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$routeController = new Route();
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$routeController->initJumpData();
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$route = $routeController->findRoute($sourceSystem->name, $targetSystem->name, 1);
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if( !$route['routePossible'] ){
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$addSourceSystem = true;
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$addTargetSystem = true;
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$addConnection = true;
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}
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}
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break;
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}
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// save source system -------------------------------------------------------------------------------------
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if(
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$addSourceSystem &&
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$sourceSystem &&
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!$sourceExists
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){
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$sourceSystem = $map->saveSystem($sourceSystem, $systemPosX, $systemPosY, $character);
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// get updated maps object
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if($sourceSystem){
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$map = $sourceSystem->mapId;
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$sourceExists = true;
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$clearMapDataCache = true;
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// increase system position (prevent overlapping)
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$systemPosX = $sourceSystem->posX + $systemOffsetX;
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$systemPosY = $sourceSystem->posY + $systemOffsetY;
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}
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break;
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}
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// save source system -------------------------------------------------------------------------------------
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if(
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$addSourceSystem &&
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$sourceSystem &&
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!$sourceExists
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){
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$sourceSystem = $map->saveSystem($sourceSystem, $systemPosX, $systemPosY, $character);
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// get updated maps object
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if($sourceSystem){
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$map = $sourceSystem->mapId;
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$sourceExists = true;
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$clearMapDataCache = true;
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// increase system position (prevent overlapping)
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$systemPosX = $sourceSystem->posX + $systemOffsetX;
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$systemPosY = $sourceSystem->posY + $systemOffsetY;
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}
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}
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// save target system -------------------------------------------------------------------------------------
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if(
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$addTargetSystem &&
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$targetSystem &&
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!$targetExists
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){
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$targetSystem = $map->saveSystem($targetSystem, $systemPosX, $systemPosY, $character);
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// get updated maps object
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if($targetSystem){
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$map = $targetSystem->mapId;
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$clearMapDataCache = true;
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$targetExists = true;
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// save target system -------------------------------------------------------------------------------------
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if(
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$addTargetSystem &&
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$targetSystem &&
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!$targetExists
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){
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$targetSystem = $map->saveSystem($targetSystem, $systemPosX, $systemPosY, $character);
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// get updated maps object
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if($targetSystem){
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$map = $targetSystem->mapId;
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$clearMapDataCache = true;
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$targetExists = true;
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}
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}
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}
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// save connection ----------------------------------------------------------------------------------------
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if(
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$addConnection &&
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$sourceExists &&
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$targetExists &&
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$sourceSystem &&
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$targetSystem &&
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!$map->searchConnection( $sourceSystem, $targetSystem )
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){
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$connection = $map->getNewConnection($sourceSystem, $targetSystem);
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$connection = $map->saveConnection($connection);
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// get updated maps object
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if($connection){
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$map = $connection->mapId;
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$clearMapDataCache = true;
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// save connection ----------------------------------------------------------------------------------------
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if(
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$addConnection &&
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$sourceExists &&
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$targetExists &&
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$sourceSystem &&
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$targetSystem &&
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!$map->searchConnection( $sourceSystem, $targetSystem )
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){
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$connection = $map->getNewConnection($sourceSystem, $targetSystem);
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$connection = $map->saveConnection($connection);
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// get updated maps object
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if($connection){
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$map = $connection->mapId;
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$clearMapDataCache = true;
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}
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}
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}
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}
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