/** * 道具属性结构体 * @param $data * @return array */ public static function get_item_additions(&$data) { $attr_index = Cache_ItemKey::getInstance()->get_item_key(); $role_index = Cache_RoleKey::getInstance()->get_item_key(); // echo "sub_type:".$data['sub_type']."<br>"; $out = array(); $arr_other = array(); $fpower_calc = array(); $fpower_base_calc = array(); if ($data['type'] == 1 || $data['type'] == 6) { if (empty($data['player_prop_id'])) { // $attrData = Cache_EquipBaseAttr::getInstance()->get_equip_base_attr($data['sub_type'],$data['quality'],$data['level'],$data['star_level']); $obj = new Game_Prop(); $attrData = $obj->get_equip_attr($data); unset($obj); // Com_Log::log($attrData,'cache_prop',1); $data['base_attr'] = $attrData['base_attr']; $data['addition_attr'] = $attrData['addition_attr']; $data['base_attr'] = $attrData['base_attr']; $data['level'] = $attrData['level']; $data['intensive_level'] = $attrData['intensive_level']; $data['intensive_desc'] = $attrData['intensive_desc']; } # ---------------------------------------------------------------- # 星图加成信息 # ---------------------------------------------------------------- $star_map = array(); $we_swallow_revise_info = array(); if (!empty($data['star_map_desc'])) { if (is_string($data['star_map_desc'])) { $data['star_map_desc'] = json_decode($data['star_map_desc'], true); } $star_map = self::parse_star_map($data['star_map_desc']); } # ---------------------------------------------------------------- # 基础属性 # ---------------------------------------------------------------- if (!empty($data['base_attr'])) { if (is_string($data['base_attr'])) { $data['base_attr'] = json_decode($data['base_attr'], true); } list($key, $val) = each($data['base_attr']); //基础属性 就一个 # atk相关特殊处理,将atk与atk_max替换成atk_min,因为role_key只有atk_min if ($key == 'atk' || $key == 'atk_max') { $key = 'atk_min'; } $fpower_base_calc[$key] += $val; # ---------------------------------------------------------------- # 强化属性加成 # ---------------------------------------------------------------- if (!empty($data['intensive_desc'])) { if (is_string($data['intensive_desc'])) { $data['intensive_desc'] = json_decode($data['intensive_desc'], true); } list($i_key, $i_val) = each($data['intensive_desc']); //强化属性 if ($i_key == 'atk' || $i_key == 'atk_max') { $i_key = 'atk_min'; } if (isset($star_map['intensify'])) { $i_val += ceil($i_val * ($star_map['intensify'] / 10000)); //星图加成 } $fpower_calc[$i_key] += $i_val; } $fpower_calc[$key] += $val; $out[] = array(0 => intval($attr_index['equip_base_val']), 1 => array(0 => $role_index[$key], 1 => ceil($val), 2 => 0, 3 => $i_val)); } # ---------------------------------------------------------------- # 附加属性 # ---------------------------------------------------------------- if (!empty($data['addition_attr']) && is_array($data['addition_attr'])) { $out_additional = array(); foreach ($data['addition_attr'] as $key => $val) { # -------------------------------------------------------- # 翅膀装备吞噬属性加成 # -------------------------------------------------------- if (!empty($data['we_swallow_info']) && is_array($data['we_swallow_info']['swallow_attr'])) { if (isset($data['we_swallow_info']['swallow_attr'][$key])) { $add_val = $data['we_swallow_info']['swallow_attr'][$key]; if ($key == 'atk' || $key == 'atk_max') { $key = 'atk_min'; } $fpower_calc[$key] += $add_val; } } # -------------------------------------------------------- # 星图加成 # -------------------------------------------------------- if (isset($star_map['additional'])) { $val += $val * ($star_map['additional'] / 10000); } # atk相关特殊处理,将atk与atk_max替换成atk_min,因为role_key只有atk_min if ($key == 'atk' || $key == 'atk_max') { $key = 'atk_min'; } $fpower_base_calc[$key] += $val; if (in_array($key, Cache_AttrConfig::getInstance()->get_percent_key())) { $show_type = 1; //前端显示百分比 } else { $show_type = 0; } $out_additional[] = array(0 => $role_index[$key], 1 => ceil($val), 2 => $show_type, 3 => ceil($add_val), 'sort_priority' => self::$_sort_priority[$key]); $fpower_calc[$key] += $val; } # 排序 Com_Array::multisort($out_additional, array('sort_priority' => 'asc')); unset($out_additional['sort_priority']); $out[] = array(0 => $attr_index['equip_additional'], 1 => $out_additional); } # ---------------------------------------------------------------- # 洗练属性 # ---------------------------------------------------------------- if ($data['type'] == 1) { # 只有装备类才获取 if (empty($data['refine_attr']) || empty($data['refine_info'])) { # 为空显示默认洗练属性 if (!Com_Util::is_first_charge_item($data['prop_id'])) { list($data['refine_attr'], $data['refine_info']) = TenYear::getInstance('Game_EquipRefine')->extend_refine($data['sub_type'], $data['level']); } } if (!empty($data['refine_attr']) && is_array($data['refine_attr'])) { $out_refine = array(); $attr_perfection_sum = 0; $attr_progress_sum = 0; foreach ($data['refine_attr'] as $attr_seq => $attr_info) { # -------------------------------------------------------- # 注意,这两项的取值必须在key做转换之前,否则在key转换后可能导致取不到值 # -------------------------------------------------------- $attr_limit = $data['refine_info']['attr_info'][$attr_seq]['refine_attr_value'] + $data['refine_info']['attr_info'][$attr_seq]['attr_stint']; $attr_ratio = $data['refine_info']['attr_info'][$attr_seq]['attr_ratio']; $attr_progress = ceil($data['refine_info']['attr_info'][$attr_seq]['en_refine_attr_value'] / $data['refine_info']['attr_info'][$attr_seq]['attr_stint'] * 10000); # atk相关特殊处理,将atk与atk_max替换成atk_min,因为role_key只有atk_min if (!is_array($attr_info)) { continue; } # TODO: 为了兼容旧的洗练数据,以后要清档上功能,可以除去这行 list($key, $val) = each($attr_info); if ($key == 'atk' || $key == 'atk_max') { $key = 'atk_min'; } $fpower_base_calc[$key] += $val; $fpower_calc[$key] += $val; $out_refine[] = array(0 => $role_index[$key], 1 => ceil($val), 2 => 0, 3 => $attr_limit, 'sort_priority' => self::$_sort_priority[$key]); $attr_perfection_sum += $attr_ratio; $attr_progress_sum += $attr_progress; } # 排序 Com_Array::multisort($out_refine, array('sort_priority' => 'asc')); unset($out_refine['sort_priority']); $out[] = array(0 => $attr_index['equip_refine'], 1 => $out_refine); $out[] = array(0 => $attr_index['equip_refine_perfection'], 1 => ceil($attr_perfection_sum / 5)); $out[] = array(0 => $attr_index['equip_en_refine_progress'], 1 => ceil($attr_progress_sum / $data['refine_info']['last_refine_type'])); } } #策划要一个道具的基础属性战力 $fpower_base = Formula_Fpower::calc_fpower($fpower_base_calc); $out[] = array(0 => intval($attr_index['raw_fpower']), 1 => $fpower_base); # ---------------------------------------------------------------- # 强化等级 # ---------------------------------------------------------------- if (!empty($data['intensive_level'])) { $out[] = array(0 => $attr_index['intensive_level'], 1 => $data['intensive_level']); } # ---------------------------------------------------------------- # 最大强化等级 # ---------------------------------------------------------------- if ($data['type'] == 1) { # 只有装备类才获取 $intensify_lv_limit = TenYear::getInstance('Game_EquipIntensifier')->get_intensify_lv_limit_by_item_level($data['level']); $out[] = array(0 => $attr_index['intensify_max'], 1 => $intensify_lv_limit); } # ---------------------------------------------------------------- # 强化属性 # ---------------------------------------------------------------- if (!empty($data['intensive_desc'])) { if (is_string($data['intensive_desc'])) { $data['intensive_desc'] = json_decode($data['intensive_desc'], true); } $val = 0; list($key, $val) = each($data['intensive_desc']); //强化属性 # atk相关特殊处理,将atk与atk_max替换成atk_min,因为role_key只有atk_min if ($key == 'atk' || $key == 'atk_max') { $key = 'atk_min'; } if (isset($star_map['intensify'])) { $val += ceil($val * ($star_map['intensify'] / 10000)); //星图加成 } $fpower_calc[$key] += $val; $out[] = array(0 => $attr_index['equip_strengthen_val'], 1 => $val); } # ---------------------------------------------------------------- # 翅膀装备吞噬等级与经验 # ---------------------------------------------------------------- if ($data['type'] == 6) { # 只有翅膀装备类才获取 if (!empty($data['we_swallow_info'])) { $out[] = array(0 => $attr_index['wing_equip_swallow_lv'], 1 => $data['we_swallow_info']['swallow_lv']); $out[] = array(0 => $attr_index['wing_equip_swallow_exp'], 1 => $data['we_swallow_info']['swallow_exp']); } else { $out[] = array(0 => $attr_index['wing_equip_swallow_lv'], 1 => 0); $out[] = array(0 => $attr_index['wing_equip_swallow_exp'], 1 => 0); } } # ---------------------------------------------------------------- # 镶嵌宝石属性 # ---------------------------------------------------------------- $gem_item = array(); $gem_configs = array(); $hole_stint = TenYear::getInstance('Game_EquipInlayGems')->get_prop_inlay_gem_hole_stint($data); # 孔位上限 for ($i = 1; $i <= $hole_stint; $i++) { //镶嵌部分 if (!empty($data['inlay_gems'][$i])) { $gem_id = $data['inlay_gems'][$i]; if (!isset($gem_configs[$gem_id])) { $gem_configs[$gem_id] = Cache_Forge::getInstance()->get_inlay_gems_by_id($gem_id); } $attr = self::parse_gem_config_attr($gem_configs[$gem_id]); $out_additional = array(); $gem_fpower = 0; if (!empty($attr)) { foreach ($attr as $key => $val) { if ($key == 'atk' || $key == 'atk_max') { $key = 'atk_min'; } if (isset($star_map['gem'])) { $val += ceil($val * ($star_map['gem'] / 10000)); //星图加成 } /** if(in_array($key,Cache_AttrConfig::getInstance()->get_percent_key())){ $show_type = 1; //前端显示百分比 } else{ $show_type = 0; } **/ if (isset($role_index[$key])) { $fpower_calc[$key] += $val; $out_additional[] = array(0 => $role_index[$key], 1 => intval($val)); } } $gem_fpower += Formula_Fpower::calc_fpower($attr); } $gem_item[] = array(0 => $i, 1 => self::get_prop_struct($gem_configs[$gem_id]), 2 => $gem_fpower, 3 => $out_additional); //0 sid 1 战力 2 属性 } else { $gem_item[] = array(0 => $i, 1 => array(), 2 => 0, 3 => array()); //0 sid 1 战力 2 属性 } } $out[] = array(0 => $attr_index['gem'], 1 => $gem_item); //星图属性 if (isset($data['star_map_id']) && $data['star_map_id'] > 0) { $star_attr = array(); $star_map_config = Cache_Prop::getInstance()->get_prop_info($data['star_map_id']); $star_attr['star'] = self::get_prop_struct($star_map_config); $star_attr['power'] = 0; //战力计算 $star_attr['property'] = array(); $star_map_info = Cache_Forge::getInstance()->get_star_map_config_byid($data['star_map_id']); if ($star_map_info) { foreach ($star_map_info as $k => $v) { $a = array(); $a['addition_type'] = self::$_star_map_attr_enum[$v['data']]; #$a['addition_key'] = $v['data']; $a['addition_val'] = $v['data_value']; if (isset($attr_index[$k])) { // if(!isset($attr_index[$k])){ // Com_Log::log($k,'addition',1); // } $a['condition_type'] = 0; $a['condition_key'] = array('k' => $attr_index[$k], 'v' => $v['limit_value'], 'per' => 0); } else { if ($k == 'inlay_gems_lv') { $a['condition_type'] = 1; } elseif ($k == 'inlay_gems') { $a['condition_type'] = 2; } elseif ($k == 'activate') { $a['condition_type'] = 3; } $a['condition_key'] = array('k' => 0, 'v' => $v['limit_value'], 'per' => 0); } $star_attr['property'][] = $a; } } $out[] = array(0 => $attr_index['star'], 1 => $star_attr); } # ---------------------------------------------------------------- # 吞噬属性:需要写死传回已配置的所有吞噬属性,即便当前道具尚未有激活任意项吞噬属性,也需要用初始值填充 # ---------------------------------------------------------------- list($allow_swallow_sub_type, $allow_swallow_id) = TenYear::getInstance('Game_EquipSwallow')->get_swallow_restriction_info($data['sub_type']); $distinct_swallow_list = Cache_Forge::getInstance()->get_distinct_swallow_list(); foreach ($distinct_swallow_list as $swallow_info) { if (!empty($allow_swallow_id) && !in_array($swallow_info['swallow_id'], $allow_swallow_id)) { continue; } $swallow[$swallow_info['swallow_id']] = array('swallow_id' => $swallow_info['swallow_id'], 'swallow_lv' => 0, 'swallow_exp' => 0); } if (!empty($data['swallow_info'])) { foreach ($data['swallow_info'] as $swallow_id => $swallow_info) { $swallow[$swallow_id] = array('id' => $swallow_info['swallow_id'], 'lv' => $swallow_info['swallow_lv'], 'value' => $swallow_info['swallow_exp']); } } $out[] = array(0 => $attr_index['swallow'], 1 => $swallow); if (!empty($data['equip_view'])) { if (is_string($data['equip_view'])) { $equip_view = $data['equip_view']; } else { $equip_view = implode(':', $data['equip_view']); } if ($equip_view == '0:0:0:0' || $equip_view == '0:0:0') { $equip_view = ''; } } $out[] = array(0 => $attr_index['equip_view'], 1 => $equip_view); if (!empty($fpower_calc)) { // Com_Log::log('============[start]===========','equip_fpower',1); // Com_Log::log("prop_id:{$data['prop_id']}",'equip_fpower',1); // Com_Log::log($fpower_calc,'equip_fpower',1); $data['fpower'] = Formula_Fpower::calc_fpower($fpower_calc); // Com_Log::log("fpower:{$data['fpower']}",'equip_fpower',1); // Com_Log::log('============[end]===========','equip_fpower',1); } else { $data['fpower'] = 0; } } foreach (self::$_out_base_keys as $key) { if ($key == 'bind_type') { #特殊处理下 if (isset($attr_index[$key]) && isset($data['bind_flag'])) { $out[] = array(0 => intval($attr_index[$key]), 1 => intval($data['bind_flag'])); } } elseif ($key == 'star_level') { if ($data['star_level'] > 10) { $data['star_level'] = $data['show_star']; } $out[] = array(0 => intval($attr_index[$key]), 1 => intval($data['star_level'])); } else { if (isset($attr_index[$key]) && isset($data[$key]) && !empty($data[$key])) { $out[] = array(0 => intval($attr_index[$key]), 1 => intval($data[$key])); } } } return $out; }
private function filter_unvalid_props($player_prop_info, $player_props) { if (empty($player_props)) { return $player_props; } foreach ($player_props as $key => $val) { # 过滤非装备道具 if ($val['type'] != $this->equip_type) { unset($player_props[$key]); } # 过滤自身 if ($val['player_prop_id'] == $player_prop_info['player_prop_id']) { unset($player_props[$key]); } # 过滤首充装备 if (Com_Util::is_first_charge_item($val['prop_id'])) { unset($player_props[$key]); } # 过滤非相同类型与子类型 if ($val['type'] != $player_prop_info['type'] || $val['sub_type'] != $player_prop_info['sub_type']) { unset($player_props[$key]); } # 过滤等级不符合要求装备 if ($val['level'] < $player_prop_info['level']) { unset($player_props[$key]); } elseif ($val['level'] == $player_prop_info['level']) { # 过滤品质不符合要求装备 if ($val['quality'] < $player_prop_info['quality']) { unset($player_props[$key]); } elseif ($val['quality'] == $player_prop_info['quality']) { # 过滤星级不符合要求装备 if ($val['star_level'] <= $player_prop_info['star_level']) { unset($player_props[$key]); } } } } return $player_props; }
public function wing_equip_swallow($type, $player_id, $player_prop_id, $swallow_equips, $onekey = 0) { $this->get_game('PlayerFunc')->get_func_is_open($player_id, $this->func_id); $this->param_check_numeric(array($type, $player_id), 0); if (empty($swallow_equips)) { $this->throw_error('10107'); } # 参数错误 $player_info = $this->get_data('Player')->get_player_info($player_id, array('level', 'vip', 'career_type')); $player_detail = $this->get_data('PlayerDetail')->get_player_detail($player_id, Protocol_Player::get_player_attr_detail_key()); # 1515展示协议返回数据,1515协议需要写死传回已配置的所有吞噬属性,即便当前道具尚未有激活任意项吞噬属性,也需要用初始值填充 $out_1515 = array('player_ppid' => $player_prop_id, 'swallow_ppids' => $swallow_equips, 'item_struct' => array()); $swallow_equips = explode(':', $swallow_equips); $swallow_equips = array_filter($swallow_equips); $player_prop_info = $this->get_data('PlayerProp')->get_player_prop_detail($player_id, $player_prop_id); $before_player_prop_info = $player_prop_info; if (empty($player_prop_info)) { $this->throw_error('80013'); //玩家没有该装备! } if (Com_Util::is_first_charge_item($player_prop_info['prop_id'])) { if (!empty($type)) { # 实际吞噬 $this->throw_error('81106'); # 首充装备不允许吞噬 } else { $message = array('texts' => array(array('code' => 81106, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 首充装备不允许吞噬 $out_1515['swallow_ppids'] = ""; return $out_1515; } } # 计算吞噬属性最大等级 $swallow_lv_max = $this->get_we_swallow_lv_max($player_prop_info['vocation_limit'], $player_detail); $swallow_config_max = Cache_Forge::getInstance()->get_we_swallow_config_by_lv($swallow_lv_max); if (empty($swallow_config_max)) { $this->throw_error('80047'); # 未找到翅膀装备吞噬配置信息 } $player_prop_details = $this->get_data('PlayerProp')->get_player_prop_detail_multi($player_id, $swallow_equips); if (empty($player_prop_details)) { $this->throw_error('80024'); //未选择有效的被吞噬装备 } # 被吞噬装备信息 $before_swallow_info = empty($player_prop_info['we_swallow_info']) ? array() : $player_prop_info['we_swallow_info']; $player_prop_id_slave = ""; $item_id_slave = ""; $onekey_prop_list = array(); # 保存允许一键吞噬的装备ID列表 foreach ($swallow_equips as $pprop_id) { if (!empty($type)) { # 实际吞噬 if (empty($player_prop_details[$pprop_id])) { $this->throw_error('80013'); # 玩家没有该装备! } if (Com_Util::is_first_charge_item($player_prop_details[$pprop_id]['prop_id'])) { $this->throw_error('81107'); # 首充装备不允许被吞噬 } if ($player_prop_details[$pprop_id]['quality'] < $this->min_swallow_quality) { $this->throw_error('80044'); # 装备品质未达到被吞噬要求 } if (isset($player_prop_info['we_swallow_info']['swallow_exp']) && $player_prop_info['we_swallow_info']['swallow_exp'] >= $swallow_config_max['swallow_exp'] - 1) { $this->throw_error('80045'); # 装备已达到最大吞噬等级 } } else { # 非实际吞噬 if (!empty($onekey)) { # 一键勾选 if (empty($player_prop_details[$pprop_id])) { continue; } if (Com_Util::is_first_charge_item($player_prop_details[$pprop_id]['prop_id'])) { continue; } if ($player_prop_details[$pprop_id]['quality'] < $this->min_swallow_quality) { continue; } if (isset($player_prop_info['we_swallow_info']['swallow_exp']) && $player_prop_info['we_swallow_info']['swallow_exp'] >= $swallow_config_max['swallow_exp'] - 1) { continue; } } else { # 单项勾选,单次勾选获取吞噬信息需要弹提示属性满的消息,但不能阻断程序执行,只能跳出循环 if (empty($player_prop_details[$pprop_id])) { $message = array('texts' => array(array('code' => 80013, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 玩家没有该装备! break; } if (Com_Util::is_first_charge_item($player_prop_details[$pprop_id]['prop_id'])) { $message = array('texts' => array(array('code' => 81107, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 首充装备不允许被吞噬 break; } if ($player_prop_details[$pprop_id]['quality'] < $this->min_swallow_quality) { $message = array('texts' => array(array('code' => 80044, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 装备品质未达到被吞噬要求 break; } if (isset($player_prop_info['we_swallow_info']['swallow_exp']) && $player_prop_info['we_swallow_info']['swallow_exp'] >= $swallow_config_max['swallow_exp'] - 1) { $message = array('texts' => array(array('code' => 80045, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 装备已达到最大吞噬等级 break; } } } $player_prop_id_slave .= "{$pprop_id}:"; $item_id_slave .= $player_prop_details[$pprop_id]['prop_id'] . ":"; $onekey_prop_list[] = $pprop_id; # 计算增加属性值 && 修正经验值 $add_swallow_exp = self::$swallow_quality_to_exp_map[$player_prop_details[$pprop_id]['quality']] * (1 + intval($player_prop_details[$pprop_id]['level'] / 5) / 4); if (isset($player_prop_info['we_swallow_info'])) { $player_prop_info['we_swallow_info']['swallow_exp'] += $add_swallow_exp; } else { $player_prop_info['we_swallow_info'] = array('swallow_lv' => 0, 'swallow_exp' => $add_swallow_exp, 'swallow_attr' => array()); } } # 根据吞噬属性的exp,刷新吞噬属性的lv if (!empty($player_prop_info['we_swallow_info'])) { $swallow_config = Cache_Forge::getInstance()->get_we_swallow_config_by_exp($player_prop_info['we_swallow_info']['swallow_exp']); if (!empty($swallow_config)) { $player_prop_info['we_swallow_info']['swallow_lv'] = min($swallow_config['swallow_lv'], $swallow_lv_max); # 根据最大lv,修正经验值 if ($player_prop_info['we_swallow_info']['swallow_exp'] >= $swallow_config_max['swallow_exp'] - 1) { $player_prop_info['we_swallow_info']['swallow_exp'] = $swallow_config_max['swallow_exp'] - 1; } } else { $this->throw_error('80047'); # 未找到翅膀装备吞噬配置信息 } } # 根据吞噬等级,计算吞噬加成附加属性 $we_swallow_revise_info = Cache_Forge::getInstance()->get_we_swallow_config_by_lv($player_prop_info['we_swallow_info']['swallow_lv']); if (empty($we_swallow_revise_info)) { $this->throw_error('80047'); # 未找到翅膀装备吞噬配置信息 } foreach ($player_prop_info['addition_attr'] as $attr_key => $attr_val) { $attr_val = ceil($attr_val * $we_swallow_revise_info['attr_revise_ratio'] / 10000) + $we_swallow_revise_info[$attr_key]; $player_prop_info['we_swallow_info']['swallow_attr'][$attr_key] = $attr_val; } if (empty($type)) { # 修正被吞噬的装备列表,去除吞噬属性达到上限及之后的其它装备 $out_1515['swallow_ppids'] = empty($onekey_prop_list) ? "" : implode(":", $onekey_prop_list); $out_1515['item_struct'] = Struct_Prop::get_prop_struct($player_prop_info); if (empty($out_1515['swallow_ppids']) && !empty($onekey)) { # 没有能被吞噬的装备 $message = array('texts' => array(array('code' => 80046, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 没有可以被吞噬的装备 } return $out_1515; } $out_1516 = array(0 => $player_prop_id, 1 => array('item_position' => 1, 'grid_list' => array())); $this->start_trans(); # 更新吞噬信息 $re = $this->get_data('PlayerProp')->update_player_prop($player_prop_info, array('we_swallow_info' => $player_prop_info['we_swallow_info'], 'we_swallow_version' => $this->we_swallow_version)); $this->write_check($re, 3010177); # 扣除被吞噬装备 foreach ($player_prop_details as $k => $v) { $re = $this->get_data('PlayerProp')->update_prop_num($player_id, $v, 1, '-', array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'cmd_id' => 1516)); $this->write_check($re, 3010182); } # 刷新玩家翅膀战力与镶嵌装备的附加属性及战力 if ($player_prop_info['item_position'] == $this->wing_pos) { $wing_attr = $player_detail['wing_info'][$player_prop_info['vocation_limit']]; # 修正缓存的翅膀装备吞噬信息 $wing_attr['equipment'][$player_prop_info['sub_type']]['we_swallow_info'] = $player_prop_info['we_swallow_info']; $wing_attr['equip_attr'] = $this->get_game('PlayerWing')->get_wing_equip_attr($wing_attr['equipment']); # 减去吞噬之前的战力 Struct_Prop::get_item_additions($before_player_prop_info); $wing_attr['fight'] -= $before_player_prop_info['fpower']; $wing_attr['equipment_fight'] -= $before_player_prop_info['fpower']; if ($wing_attr['fight'] < 0) { $wing_attr['fight'] = 0; } if ($wing_attr['equipment_fight'] < 0) { $wing_attr['equipment_fight'] = 0; } # 加上吞噬之后的战力 $player_prop_info_cp = $player_prop_info; Struct_Prop::get_item_additions($player_prop_info_cp); $wing_attr['fight'] += $player_prop_info_cp['fpower']; $wing_attr['equipment_fight'] += $player_prop_info_cp['fpower']; # 更新wing_info $player_detail['wing_info'][$player_prop_info['vocation_limit']] = $wing_attr; $re = $this->get_data('PlayerDetail')->update_player_detail($player_id, array('wing_info' => $player_detail['wing_info'])); $this->write_check($re, 3010242); #更新翅膀排行 if ($player_detail['wing_info'][$player_prop_info['vocation_limit']]['fight'] > 0) { $wing_fight = $player_detail['wing_info'][$player_prop_info['vocation_limit']]['fight']; $this->get_data('RankList')->update_wing_rank($player_id, $player_prop_info['vocation_limit'], $wing_fight); } } $this->commit(); # 成就相关埋 $this->get_game('PlayerAchieve')->async_trigger_achieve_target($player_id, 39, $player_prop_info['we_swallow_info']['swallow_lv'], 8); # -------------------------------------------------------------------- # 游戏日志记录 # -------------------------------------------------------------------- $log_info = array('player_id' => $player_id, 'player_level' => $player_info['level'], 'vip_level' => $player_info['vip'], 'vip_special_level' => $player_info['privilege_level'], 'add_time' => $this->current_time, 'player_prop_id_master' => $player_prop_info['player_prop_id'], 'item_id_master' => $player_prop_info['prop_id'], 'item_type' => $player_prop_info['type'], 'item_sub_type' => $player_prop_info['sub_type'], 'item_quality' => $player_prop_info['quality'], 'item_level' => $player_prop_info['level'], 'item_star_level' => $player_prop_info['star_level'], 'player_prop_id_slave' => rtrim($player_prop_id_slave, ":"), 'item_id_slave' => rtrim($item_id_slave, ":"), 'before_swallow_info' => $before_swallow_info, 'after_swallow_info' => $player_prop_info['we_swallow_info'], 'before_swallow_lv' => empty($before_swallow_info) ? 0 : $before_swallow_info['swallow_lv'], 'after_swallow_lv' => $player_prop_info['we_swallow_info']['swallow_lv'], 'before_swallow_exp' => empty($before_swallow_info) ? 0 : $before_swallow_info['swallow_exp'], 'after_swallow_exp' => $player_prop_info['we_swallow_info']['swallow_exp']); Log_Forge::getInstance()->add_log($log_info, 'we_swallow'); # 通知翅膀属性变更 if ($player_prop_info['item_position'] == $this->wing_pos) { #同步翅膀属性 $str = $this->get_game('PlayerWing')->get_activation_wing_interface($player_id, $player_detail['wing_info']); Protocol_Player::p2c_part_update($player_id, array('had_on_swings' => $str, 'wing' => '', 'attr' => '', 'player_data' => array('player_detail' => $player_detail, 'player' => array('career_type' => $player_info['career_type'], 'level' => $player_info['level'])))); } # 通知道具变更806 $ndata = array(); $ndata[] = $player_prop_info; foreach ($player_prop_details as $key => &$val) { $val['item_num'] -= 1; $out_1516[1]['grid_list'][] = $val['grid']; $ndata[] = $val; } Protocol_Prop::prop_806($player_id, $ndata); # 刷装备1506[翅膀装备强化面板]与1514[可吞噬道具列表] $out_1506 = $this->get_game('PlayerWing')->equipment_intensify_panel($player_id, 4); $out_1514 = $this->get_wing_equips_for_swallow($player_id, $player_prop_id); Protocol::input($player_id, 3, 15, 1506, $out_1506); Protocol::input($player_id, 3, 15, 1514, $out_1514); # 记录行为 Com_Log::write('xgame.forge_we_swallow', "{$player_id}\t" . "we_swallow\t" . "{$type}\t" . "{$player_prop_id}\t" . implode(",", $swallow_equips)); return $out_1516; }
public function enhanced_refine($player_id, $player_prop_id, $refine_attr_seq, $add_success_rate) { #$this->get_game('PlayerFunc')->get_func_is_open($player_id, $this->func_id_enhanced_refine); $this->param_check_numeric(array($player_id, $refine_attr_seq)); $player_info = $this->get_data('Player')->get_player_info($player_id, Com_Util::get_player_fields(array('currency', 'level', 'vip', 'privilege_level'))); $player_equip_info = $this->get_data('PlayerProp')->get_player_prop_detail($player_id, $player_prop_id); if (!$player_equip_info) { $this->throw_error('80013'); # 玩家没有该装备! } if (Com_Util::is_first_charge_item($player_equip_info['prop_id'])) { $this->throw_error('81105'); # 首充装备不允许精练 } $out_850 = array('player_prop_id' => $player_prop_id, 'result' => 0); # 洗练属性检查 if (empty($player_equip_info['refine_info'])) { $this->throw_error('81008'); # 洗练属性为空,不能精炼 } # 获取洗练属性key /** foreach ($player_equip_info['refine_info']['attr_info'] as $attr_seq => $attr_info) { if ($attr_info['attr_seq'] == $refine_attr_seq) { $en_refine_attr_key = $attr_info['attr_key']; break; } } **/ if (!isset($player_equip_info['refine_info']['attr_info'][$refine_attr_seq])) { $this->throw_error('81009'); # 精炼属性异常,选择的精炼属性不存在 } $refine_info = $player_equip_info['refine_info']; $refine_attr = $player_equip_info['refine_attr']; $en_refine_attr_value_current_lv = $refine_info['attr_info'][$refine_attr_seq]['en_refine_success_num'] * ceil($refine_info['attr_info'][$refine_attr_seq]['attr_limit'] / $refine_info['attr_info'][$refine_attr_seq]['attr_section']); if ($refine_info['attr_info'][$refine_attr_seq]['en_refine_lv'] >= $player_equip_info['level'] && $en_refine_attr_value_current_lv >= $refine_info['attr_info'][$refine_attr_seq]['attr_limit']) { $this->throw_error('81010'); # 精炼属性已满 } # 计算成功率 + 货币消耗 $refine_info_mod = $this->get_en_refine_success_rate_and_cost_currency($refine_info); list($cost_currency_type, $cost_currency_value) = explode(":", $refine_info_mod['attr_info'][$refine_attr_seq]['en_refine_cost_currency']); if ($add_success_rate) { $refine_info_mod['en_refine_success_rate'] += $this->add_success_rate; } $before_refine_attr = isset($player_equip_info['refine_attr']) ? $player_equip_info['refine_attr'] : array(); $before_refine_info = isset($player_equip_info['refine_info']) ? $player_equip_info['refine_info'] : array(); # 更新洗练属性 + 消耗货币 $this->start_trans(); $success_flag = false; if (Com_Random::probability($refine_info_mod['attr_info'][$refine_attr_seq]['en_refine_success_rate'], 10000)) { if ($refine_info_mod['attr_info'][$refine_attr_seq]['attr_section']) { $delta = ceil($refine_info_mod['attr_info'][$refine_attr_seq]['attr_limit'] / $refine_info_mod['attr_info'][$refine_attr_seq]['attr_section']); } else { $delta = 0; } $refine_info['attr_info'][$refine_attr_seq]['en_refine_attr_value'] += $delta; if ($refine_info['attr_info'][$refine_attr_seq]['en_refine_attr_value'] > $refine_info['attr_info'][$refine_attr_seq]['attr_stint']) { $refine_info['attr_info'][$refine_attr_seq]['en_refine_attr_value'] = $refine_info['attr_info'][$refine_attr_seq]['attr_stint']; } $refine_info['attr_info'][$refine_attr_seq]['en_refine_success_num'] += 1; $refine_info['attr_info'][$refine_attr_seq]['en_refine_failed_cont'] = 0; $refine_info['attr_info'][$refine_attr_seq]['attr_value'] = $refine_info['attr_info'][$refine_attr_seq]['refine_attr_value'] + $refine_info['attr_info'][$refine_attr_seq]['en_refine_attr_value']; # 升级 $en_refine_lv_stint = $this->get_en_refine_lv_stint($player_equip_info['level']); $en_refine_attr_value_current_lv = $refine_info['attr_info'][$refine_attr_seq]['en_refine_success_num'] * ceil($refine_info['attr_info'][$refine_attr_seq]['attr_limit'] / $refine_info['attr_info'][$refine_attr_seq]['attr_section']); if ($refine_info['attr_info'][$refine_attr_seq]['en_refine_lv'] < $en_refine_lv_stint && $en_refine_attr_value_current_lv >= $refine_info['attr_info'][$refine_attr_seq]['attr_limit']) { # 获取精练属性基础值 $attr_value_info_en_refine_old = Cache_Refine::getInstance()->get_attr_value_info($refine_info['attr_info'][$refine_attr_seq]['en_refine_lv']); $refine_info['attr_info'][$refine_attr_seq]['en_refine_lv'] += $this->en_refine_lv_delta; $attr_value_info_en_refine = Cache_Refine::getInstance()->get_attr_value_info($refine_info['attr_info'][$refine_attr_seq]['en_refine_lv']); if (empty($attr_value_info_en_refine)) { $this->throw_error('81011'); # 获取洗练属性值配置失败 } $attr_key = $refine_info['attr_info'][$refine_attr_seq]['attr_key']; $attr_ratio = $refine_info['attr_info'][$refine_attr_seq]['attr_ratio']; $refine_info['attr_info'][$refine_attr_seq]['attr_limit'] = ceil(($attr_value_info_en_refine[$attr_key] - $attr_value_info_en_refine_old[$attr_key]) * ($attr_ratio / 10000)); $en_refine_conf = Cache_Refine::getInstance()->get_equip_enhanced_refine_base_info($refine_info['attr_info'][$refine_attr_seq]['en_refine_lv']); $refine_info['attr_info'][$refine_attr_seq]['attr_section'] = $en_refine_conf['section']; $refine_info['attr_info'][$refine_attr_seq]['en_refine_success_num'] = 0; } $refine_attr[$refine_attr_seq] = array($refine_info['attr_info'][$refine_attr_seq]['attr_key'] => $refine_info['attr_info'][$refine_attr_seq]['attr_value']); $out_850['result'] = 1; $success_flag = true; } else { $refine_info['attr_info'][$refine_attr_seq]['en_refine_failed_cont'] += 1; # 连续失败精炼次数 } $cost_currency_key = Cache_Currency::getInstance()->get_key($cost_currency_type); $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', $cost_currency_key, $cost_currency_value, 1, 1); if ($add_success_rate) { $cost_currency_key_other = Cache_Currency::getInstance()->get_key($this->add_success_rate_cost_cur_type); $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', $cost_currency_key_other, $this->add_success_rate_cost_cur_value, 1, 0); } $re = $this->get_data('Player')->update_player_resource($player_id, $player_info, '850'); $this->write_check($re, 3010132); $update_field = array('refine_attr' => $refine_attr, 'refine_info' => $refine_info); $re = $this->get_data('PlayerProp')->update_player_prop($player_equip_info, $update_field); $this->write_check($re, 3010414); $this->commit(); # 提示购买成功消息 if ($success_flag) { $message = array('texts' => array(array('code' => 81014, 'content' => array(), 'params' => array(array(array('txt' => '', 'type' => 6, 'value' => $refine_info['attr_info'][$refine_attr_seq]['attr_key'], 'param' => '')), array(array('txt' => '', 'type' => 7, 'value' => $refine_info['attr_info'][$refine_attr_seq]['attr_value'] - $before_refine_info['attr_info'][$refine_attr_seq]['attr_value'], 'param' => ''))))), 'delay' => 0); } else { $message = array('texts' => array(array('code' => 81015, 'content' => array(), 'params' => array())), 'delay' => 0); } Protocol::input($player_id, 3, 7, 742, $message); # -------------------------------------------------------------------- # 游戏日志记录 # -------------------------------------------------------------------- $log_info = array('player_id' => $player_id, 'player_level' => $player_info['level'], 'vip_level' => $player_info['vip'], 'vip_special_level' => $player_info['privilege_level'], 'add_time' => $this->current_time, 'player_prop_id_master' => $player_prop_id, 'item_id_master' => $player_equip_info['prop_id'], 'item_type' => $player_equip_info['type'], 'item_sub_type' => $player_equip_info['sub_type'], 'item_quality' => $player_equip_info['quality'], 'item_level' => $player_equip_info['level'], 'item_star_level' => $player_equip_info['star_level'], 'item_position' => $player_equip_info['item_position'], 'action_type' => 2, 'before_refine_attr' => $before_refine_attr, 'after_refine_attr' => $player_equip_info['refine_attr'], 'before_refine_info' => $before_refine_info, 'after_refine_info' => $player_equip_info['refine_info']); Log_Forge::getInstance()->add_log($log_info, 'refine'); # 刷新玩家属性 if ($player_equip_info['item_position'] == 3) { $this->get_game('EquipAttr')->equip_attr($player_id); } # 粘806 + 通知道具变更信息 $player_equip_info['refine_attr'] = $update_field['refine_attr']; $player_equip_info['refine_info'] = $update_field['refine_info']; $ndata = array($player_equip_info); Protocol_Prop::prop_806($player_id, $ndata); $out_849 = $this->get_enhanced_refine_info($player_id, $player_prop_id, $refine_attr_seq); Protocol::input($player_id, 3, 8, 849, $out_849); return $out_850; }
private function filter_unvalid_props($player_prop_info, $player_props) { if (empty($player_props)) { return $player_props; } # 过滤非装备道具 foreach ($player_props as $key => $val) { if ($val['type'] != $this->equip_type) { unset($player_props[$key]); } # 过滤自身 if ($val['player_prop_id'] == $player_prop_info['player_prop_id']) { unset($player_props[$key]); } # 过滤掉品质大于>=4的装备,秋水确定于20150811 if ($val['quality'] >= 4) { unset($player_props[$key]); } } $swallow_restriction = Cache_Forge::getInstance()->get_swallow_restriction($player_prop_info['sub_type']); if (!empty($swallow_restriction['allow_swallow_sub_type'])) { $allow_swallow_sub_type = explode(":", $swallow_restriction['allow_swallow_sub_type']); foreach ($player_props as $key => $val) { if (!in_array($val['sub_type'], $allow_swallow_sub_type)) { unset($player_props[$key]); } if (Com_Util::is_first_charge_item($val['prop_id'])) { # 首充装备不允许被吞噬 unset($player_props[$key]); } } } return $player_props; }
public function equip_starmap_do($player_id, $player_prop_id, $star_spid) { $this->get_game('PlayerFunc')->get_func_is_open($player_id, $this->func_id); $this->param_check_numeric(array($player_id)); # 没有玩家信息 $player_info = $this->get_data('Player')->get_player_info($player_id); if (empty($player_info)) { $this->throw_error('10104'); } # 玩家没有该装备 $player_prop_info = $this->get_data('PlayerProp')->get_player_prop_detail($player_id, $player_prop_id); if (empty($player_prop_info)) { $this->throw_error('80013'); } if (Com_Util::is_first_charge_item($player_prop_info['prop_id'])) { $this->throw_error('81103'); # 首充装备不允许觉醒 } # 824展示协议返回数据 $out_824 = array('player_prop_id' => $player_prop_id, 'star_pid' => $star_spid, 'box_up' => array(), 'box_down' => array()); $before_starmap_desc = $player_prop_info['star_map_desc']; # 判断行为类型:flag=0星图卸载;flag=1星图安装;flag=2星图替换 if (empty($star_spid)) { if (empty($player_prop_info['star_map_id'])) { $this->throw_error('80031'); //该装备未曾安装星图! } $flag = 0; } else { $flag = empty($player_prop_info['star_map_id']) ? 1 : 2; } # 检查旧星图配置信息【卸载||替换】 if ($flag == 0 || $flag == 2) { $starmap_config_forSend = Cache_Prop::getInstance()->get_prop_info($player_prop_info['star_map_id']); if (!$starmap_config_forSend) { $this->throw_error('80033'); //没有该星图的配置信息! } } # 检查新星图配置信息【安装||替换】 if ($flag == 1 || $flag == 2) { $starmap_info_forInstall = $this->get_data('PlayerProp')->get_player_prop_detail($player_id, $star_spid); if (!$starmap_info_forInstall) { $this->throw_error('80032'); //玩家没有该星图! } $out_824['box_up'] = array('pos' => $starmap_info_forInstall['item_position'], 'index' => $starmap_info_forInstall['grid']); $starmap_config_forInstall = Cache_Prop::getInstance()->get_prop_info($starmap_info_forInstall['prop_id']); if (!$starmap_config_forInstall) { $this->throw_error('80033'); //没有该星图的配置信息! } $starmap_config = Cache_Forge::getInstance()->get_starmap_info($starmap_info_forInstall['prop_id']); # 允许的装备种类检查 if (!empty($starmap_config[0]['require_sub_type'])) { $require_sub_type = explode(":", $starmap_config[0]['require_sub_type']); if (!in_array($player_prop_info['sub_type'], $require_sub_type)) { $this->throw_error('80035'); //该觉醒石不允许镶嵌在该种类的装备上 } } # 要求的等级检查 if (!empty($starmap_config[0]['require_equip_level']) && $player_prop_info['level'] < $starmap_config[0]['require_equip_level']) { $this->throw_error('80040'); # 装备等级低于觉醒石要求等级,不允许镶嵌 } } $this->start_trans(); if ($flag == 0 || $flag == 2) { //发放旧星图【卸载||替换】 $reward = array(); $sendarrLogs = array(); $reward[] = array('type' => 'prop', 'item_id' => $player_prop_info['star_map_id'], 'item_num' => 1); $re = $this->get_game('Reward')->send_reward($player_id, $reward, array('cmd_id' => 824)); #send_reward失败时,会返回各种失败情况的错误码 $this->write_check_strict($re, 3010130); $sendarrLogs = $this->get_game('Reward')->get_prop_log(); $out_824['box_down'] = array('pos' => $sendarrLogs[0]['item_position'], 'index' => $sendarrLogs[0]['grid']); if ($flag == 2) { //扣除新星图【替换】 $re = $this->get_data('PlayerProp')->update_prop_num($player_id, $starmap_info_forInstall, 1, '-', array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'cmd_id' => 824)); $this->write_check($re, 3010136); } } else { //扣除新星图【安装】 $re = $this->get_data('PlayerProp')->update_prop_num($player_id, $starmap_info_forInstall, 1, '-', array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'cmd_id' => 824)); $this->write_check($re, 3010140); } # 更新装备状态 if ($flag) { # 【安装||替换】 $player_prop_info['star_map_id'] = $starmap_info_forInstall['prop_id']; $player_prop_info['star_map_desc'] = $this->get_latest_starmap_desc($player_prop_info); } else { # 【卸载】 $player_prop_info['star_map_id'] = ''; $player_prop_info['star_map_desc'] = array(); } $re = $this->get_data('PlayerProp')->update_player_prop($player_prop_info, array('star_map_id' => $player_prop_info['star_map_id'], 'star_map_desc' => $player_prop_info['star_map_desc'])); $this->write_check($re, 3010152); $this->commit(); # -------------------------------------------------------------------- # 游戏日志记录 # -------------------------------------------------------------------- $log_info = array('player_id' => $player_id, 'player_level' => $player_info['level'], 'vip_level' => $player_info['vip'], 'vip_special_level' => $player_info['privilege_level'], 'add_time' => $this->current_time, 'player_prop_id_master' => $player_prop_info['player_prop_id'], 'item_id_master' => $player_prop_info['prop_id'], 'item_type' => $player_prop_info['type'], 'item_sub_type' => $player_prop_info['sub_type'], 'item_quality' => $player_prop_info['quality'], 'item_level' => $player_prop_info['level'], 'item_star_level' => $player_prop_info['star_level'], 'player_prop_id_install' => $starmap_info_forInstall ? $starmap_info_forInstall['player_prop_id'] : 0, 'item_id_install' => $starmap_info_forInstall ? $starmap_info_forInstall['prop_id'] : 0, 'player_prop_id_uninstall' => $sendarrLogs ? $sendarrLogs[0]['player_prop_id'] : 0, 'item_id_uninstall' => $sendarrLogs ? $sendarrLogs[0]['prop_id'] : 0, 'before_starmap_desc' => $before_starmap_desc, 'after_starmap_desc' => $player_prop_info['star_map_desc']); Log_Forge::getInstance()->add_log($log_info, 'starmap'); if ($flag == 1 || $flag == 2) { # 安装和替换才算 # 引导任务埋点 $this->get_game('TaskTrigger')->async_trigger_guide_task($player_id, 25, 1); } $this->handle_starmap_refer_achieve($player_id); # 刷新玩家属性 if ($player_prop_info['item_position'] == 3) { $this->get_game('EquipAttr')->equip_attr($player_id); } # 通知道具变更 粘包806 $this->get_game('Reward')->add_reward_log(); # 调用add_reward_log,触发806协议通知道具变更,并记录道具获取日志 $ndata = array(); $ndata[] = $player_prop_info; /** //发放的星图 if($flag == 0 || $flag == 2) { foreach($sendarrLogs as $key => $val) { $ndata[] = $val; } } **/ //扣除的星图 if ($flag == 1 || $flag == 2) { $starmap_info_forInstall['item_num'] -= 1; $ndata[] = $starmap_info_forInstall; } Protocol_Prop::prop_806($player_id, $ndata); //获取 星图 $player_star_map = $this->get_game('Prop')->get_prop_list_by_type($player_id, $this->starmap_type, $this->starmap_sub_type); # 过滤不允许镶嵌该装备的星图 $player_star_map = $this->filter_unvalid_starmap($player_prop_info, $player_star_map); $data = array(); if ($player_star_map) { foreach ($player_star_map as $k => $v) { $data[] = Struct_Prop::get_item_box_struct($v); } } $emp = array(0 => $player_prop_id, 1 => $data); Protocol::input($player_id, 3, 8, 824, $out_824); Protocol::input($player_id, 3, 8, 823, $emp); }
public function equip_intensify($player_id, $player_prop_id, $auto_buy, $bless_item_id) { $this->get_game('PlayerFunc')->get_func_is_open($player_id, $this->func_id_intensifier); # 参数检查 $this->param_check_numeric(array($player_id, $auto_buy, $bless_item_id), 0); $player_info = $this->get_data('Player')->get_player_info($player_id, Com_Util::get_player_fields(array('currency', 'level', 'vip', 'privilege_level'))); if (empty($player_info)) { $this->throw_error('20002'); //没有玩家信息! } $player_equip_info = $this->get_data('PlayerProp')->get_player_prop_detail($player_id, $player_prop_id); if (empty($player_equip_info)) { $this->throw_error('80013'); //玩家没有该装备! } if (Com_Util::is_first_charge_item($player_equip_info['prop_id'])) { $this->throw_error('81101'); # 首充装备不允许强化 } # 获取强化等级上限 $intensify_lv_limit = $this->get_intensify_lv_limit_by_item_level($player_equip_info['level']); if ($player_equip_info['intensive_level'] >= $intensify_lv_limit) { $this->throw_error('80310'); //已满级 } # 强化配置信息检查 $intensify_config = Cache_Forge::getInstance()->get_intensify_info($player_equip_info['intensive_level'] + 1, 1); # 强化所需宝石检查 $player_gems = 0; # 添加了自动购买强化宝石的逻辑,故没有该材料时不能报错 $player_gems_info = $this->get_data('PlayerProp')->get_player_prop_by_prop_id($player_id, $intensify_config['item_id'], 1); if (!empty($player_gems_info)) { $gems = array_values($player_gems_info); foreach ($gems as $key => $val) { $player_gems += $val['item_num']; } } # 以下三种情况下的失败,前端要求仍然返回816协议下行,防止自动强化处理异常 if ($player_info['silver'] < $intensify_config['silver_num']) { $extra_816 = array('is_failed' => 2, 'intensive_info' => array()); Protocol::input($player_id, 3, 8, 816, $extra_816); $message = array('texts' => array(array('code' => 10113, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); return; #$this->throw_error('10113'); # 银两不足 } if (!$auto_buy && $player_gems < $intensify_config['item_num']) { $extra_816 = array('is_failed' => 3, 'intensive_info' => array()); Protocol::input($player_id, 3, 8, 816, $extra_816); $message = array('texts' => array(array('code' => 80312, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); return; #$this->throw_error('80312'); # 玩家强化的强化宝石不足! } if (!empty($bless_item_id)) { # 玩家强化的祝福石不足! # 强化所需祝福石检查 $player_bless_item_info = $this->get_data('PlayerProp')->get_player_prop_by_prop_id($player_id, $bless_item_id, 1); if (empty($player_bless_item_info)) { $extra_816 = array('is_failed' => 4, 'intensive_info' => array()); Protocol::input($player_id, 3, 8, 816, $extra_816); $message = array('texts' => array(array('code' => 80320, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); return; } } # 成功率判断 $flag = false; if ($player_equip_info['intensive_lose_times'] >= $intensify_config['lose_num']) { $flag = true; } else { $intensify_success_rate = $intensify_config['chance']; if (!empty($bless_item_id)) { $intensify_bless_info = Cache_Forge::getInstance()->get_intensify_bless_info_by_item_id($bless_item_id, 1); $intensify_success_rate += $intensify_bless_info['add_success_rate']; } if (Com_Random::probability($intensify_success_rate, 10000)) { $flag = true; } } # 强化处理 $before_intensive_desc = $player_equip_info['intensive_desc']; $after_intensive_desc = $this->equip_intensify_handle($flag, $player_id, $player_gems, $player_info, $player_equip_info, $intensify_config, $auto_buy, $bless_item_id); # 强化成功后,当前装备的强化等级加1 if ($flag) { $player_equip_info['intensive_level'] += 1; # 添加好友动态消息 $prop_info = Cache_Prop::getInstance()->get_prop_info($player_equip_info['prop_id']); $param = array(1 => "0|{$player_equip_info['intensive_level']}|1", 2 => "1|{$player_equip_info['prop_id']},{$prop_info['name']},{$player_equip_info['quality']}|2"); //$this->get_game("PlayerFriend")->add_friend_news_by_type($player_id, 1, 3, 1, $param); # -------------------------------------------------------------------- # 公告 # -------------------------------------------------------------------- $replace_info = array(array('rep_type' => 0, 'rep_val' => $player_id), array('rep_type' => 2, 'rep_val' => $player_equip_info['prop_id'], 'rep_player_id' => $player_id, 'rep_pid' => $player_equip_info['player_prop_id']), array('rep_type' => 7, 'txt' => $player_equip_info['intensive_level'])); $this->get_game('SystemNotice')->push_sys_notice($player_id, 61, $player_equip_info['intensive_level'], $replace_info); # 强化公告 if ($player_equip_info['type'] == 1) { $this->get_game('PlayerAchieve')->async_trigger_achieve_target($player_id, 6, "1:" . $player_equip_info['quality'] . ":" . $player_equip_info['star_level'] . ":" . intval($player_equip_info['intensive_level']) . ":{$player_equip_info['player_prop_id']}", 4); } else { if ($player_equip_info['type'] == 6) { $this->get_game('PlayerAchieve')->async_trigger_achieve_target($player_id, 35, "1:" . $player_equip_info['quality'] . ":" . $player_equip_info['star_level'] . ":" . intval($player_equip_info['level']) . ":{$player_equip_info['player_prop_id']}", 4); } } } else { # 失败时提示消息 /** $player_equip_info['intensive_lose_times'] += 1; $sure_succeed = $intensify_config['lose_num'] - $player_equip_info['intensive_lose_times']; # 剩余必定成功次数 if ($sure_succeed < 0) $sure_secceed = 0; $message = array( 'texts' => array( array( 'code' => 80906, 'content' => array(), 'params' => array( array ( array('txt' => '', 'type' => 7, 'value' => $sure_succeed, 'param' => '') ), ), ), ), 'delay' => 0, ); **/ $message = array('texts' => array(array('code' => 80919, 'content' => array(), 'params' => array()))); Protocol::input($player_id, 3, 7, 742, $message); } $out_816 = array(); $out_816['is_failed'] = $flag ? 0 : 1; # 强化成功后,获取下一级强化信息,若已满级,则可忽略满级标识以外信息内容,9->10级时,失败仍然会返回满级标识,进入下面if结构 if ($player_equip_info['intensive_level'] >= $intensify_lv_limit) { $silver_index = Cache_Currency::getInstance()->get_index('silver'); $out_816['intensive_info'] = array('result' => 1, 'item_pid' => $player_prop_id, 'upgrade_item' => array(), 'success_per' => 0, 'success_num' => 0, 'fail_num' => 0, 'expend_prop' => "{$intensify_config['item_id']}:{$intensify_config['item_num']}", 'expend_currency' => "{$silver_index}:{$intensify_config['silver_num']}", 'max_intensify_lv' => $intensify_lv_limit); } else { $ret = $this->get_equip_intensify_info($player_id, $player_prop_id); $out_816['intensive_info'] = $ret[0]; } # 通知玩家信息变更[必须放在commit之后] # 日常活跃度处理 $this->get_game('DailyBoon')->async_trigger_daily_boon_task($player_id, 2000); # 日常任务埋点 $this->get_game('TaskTrigger')->async_trigger_task($player_id, 107, 107, 1); # 引导任务埋点 $this->get_game('TaskTrigger')->async_trigger_guide_task($player_id, 15, 1); # -------------------------------------------------------------------- # 游戏日志记录 # -------------------------------------------------------------------- $log_info = array('player_id' => $player_id, 'player_level' => $player_info['level'], 'vip_level' => $player_info['vip'], 'vip_special_level' => $player_info['privilege_level'], 'add_time' => $this->current_time, 'player_prop_id' => $player_prop_id, 'item_id' => $player_equip_info['prop_id'], 'item_type' => $player_equip_info['type'], 'item_sub_type' => $player_equip_info['sub_type'], 'item_quality' => $player_equip_info['quality'], 'item_level' => $player_equip_info['level'], 'item_star_level' => $player_equip_info['star_level'], 'before_level' => $flag ? $player_equip_info['intensive_level'] - 1 : $player_equip_info['intensive_level'], 'after_level' => $player_equip_info['intensive_level'], 'before_attr_add' => $before_intensive_desc, 'after_attr_add' => $after_intensive_desc); Log_Forge::getInstance()->add_log($log_info, 'intensify'); Protocol::input($player_id, 3, 8, 816, $out_816); }
private function _forward_compatibility_for_refine(&$prop_detail) { if (empty($prop_detail) || !is_array($prop_detail)) { return; } if ($prop_detail['type'] != 1) { return; } if (empty($prop_detail['refine_attr']) || empty($prop_detail['refine_info'])) { if (Com_Util::is_first_charge_item($prop_detail['prop_id'])) { return; } list($refine_attr, $refine_info) = $this->get_game('EquipRefine')->extend_refine($prop_detail['sub_type'], $prop_detail['level']); $prop_detail['refine_attr'] = $refine_attr; $prop_detail['refine_info'] = $refine_info; } else { if (Com_Util::is_first_charge_item($prop_detail['prop_id'])) { unset($prop_detail['refine_attr']); unset($prop_detail['refine_info']); return; } if (intval($prop_detail['refine_version']) < 10) { #var_export($prop_detail['refine_info']); $refine_lv_stint = $this->get_game('EquipRefine')->get_refine_lv_stint($prop_detail['level']); $en_refine_lv_init = $this->get_game('EquipRefine')->get_en_refine_lv_init(); $en_refine_lv_stint = $this->get_game('EquipRefine')->get_en_refine_lv_stint($prop_detail['level']); $attr_value_info_refine = Cache_Refine::getInstance()->get_attr_value_info_refine($refine_lv_stint); if ($prop_detail['level'] > $en_refine_lv_init) { $attr_value_info_en_refine = Cache_Refine::getInstance()->get_attr_value_info($prop_detail['level'] - 10); # 可能获得空值 } else { $attr_value_info_en_refine = array(); # 小于初始精炼等级的装备上一精炼等级属性值置空 } $attr_value_info_en_refine_stint = Cache_Refine::getInstance()->get_attr_value_info($en_refine_lv_stint); foreach ($prop_detail['refine_info']['attr_info'] as $attr_seq => $attr_info) { $attr_key = $attr_info['attr_key']; $attr_ratio = $attr_info['attr_ratio']; $en_refine_lv = $en_refine_lv_stint; # 当前精炼等级 $en_refine_conf = Cache_Refine::getInstance()->get_equip_enhanced_refine_base_info($en_refine_lv); $refine_attr_value = ceil($attr_value_info_refine[$attr_key] * ($attr_ratio / 10000)); # 修正洗练属性值 $attr_limit = ceil(($attr_value_info_en_refine_stint[$attr_key] - $attr_value_info_en_refine[$attr_key]) * ($attr_ratio / 10000)); # 修正当前精炼等级下的精炼属性上限 $attr_stint = ceil($attr_value_info_en_refine_stint[$attr_key] * ($attr_ratio / 10000)); # 修正最高精炼等级对应的精炼属性上限 $attr_section = $en_refine_conf['section'] ? $en_refine_conf['section'] : 10; # 修正当前精炼等级下的精炼分段 $en_refine_attr_value = ceil($attr_value_info_en_refine[$attr_key] * $attr_ratio / 10000) + $attr_info['en_refine_success_num'] * ceil($attr_limit / $attr_section); # 修正当前精炼属性值 if ($en_refine_attr_value > $attr_stint) { $en_refine_attr_value = $attr_stint; } $attr_value = $refine_attr_value + $en_refine_attr_value; $attr_info_mod = array('attr_seq' => $attr_seq, 'attr_key' => $attr_key, 'attr_value' => $attr_value, 'refine_attr_value' => $refine_attr_value, 'attr_ratio' => $attr_ratio, 'en_refine_lv' => $en_refine_lv, 'en_refine_attr_value' => $en_refine_attr_value, 'attr_limit' => $attr_limit, 'attr_stint' => $attr_stint, 'attr_section' => $attr_section, 'en_refine_success_num' => intval($attr_info['en_refine_success_num']), 'en_refine_failed_cont' => intval($attr_info['en_refine_failed_cont'])); $prop_detail['refine_info']['attr_info'][$attr_seq] = $attr_info_mod; $prop_detail['refine_attr'][$attr_seq] = array($attr_key => $prop_detail['refine_info']['attr_info'][$attr_seq]['attr_value']); } #var_export($prop_detail['refine_info']); } } }