/** * 获取玩家基础属性 * * @param unknown_type $player_id * @return unknown */ protected function get_player_base_attr($player_id, $calc_buff_attr) { if (is_null($this->_playerItem)) { $this->_playerItem = $this->get_data('Player')->get_player_info($player_id); } $this->_player = $this->_playerItem; if (empty($this->_player)) { //玩家不存在 $this->_player = '20001'; return false; } if (empty($this->_playerDetailItem)) { $this->_playerDetailItem = $this->get_data('PlayerDetail')->get_player_detail($this->_player['player_id']); } //基础属性 // $baseAttrData = $this->_playerDetailItem['base_attr']; // if(isset($baseAttrData['base_attr'])) $baseAttrData=$baseAttrData['base_attr']; //先这样写有的数据错了等可以清空数据库了 删除 // if (is_array($baseAttrData)) { // foreach ($baseAttrData as $key=>$value) { // $this->_player[$key] += $value; // } // } $baseAttrData = $this->getInitPlayerAttrData($this->_player['career_type']); if (is_array($baseAttrData)) { foreach ($baseAttrData as $key => $value) { $this->_player[$key] += $value; // if($key == 'atk_min'){ // Com_Log::write('player_attr_atk_'.$this->_player['player_id'],"base {$value}"); // } } } $this->_player['atk_min'] = $this->_player['atk_max'] = Formula_Player::get_upgrade_atk($this->_player['atk_min'], $this->_player['level']); // Com_Log::write('player_attr_atk_'.$this->_player['player_id'],"atk_min {$this->_player['atk_min']}"); $this->_player['arm'] = $this->_player['arm'] = Formula_Player::get_upgrade_arm($this->_player['arm'], $this->_player['level']); $this->_player['hp'] = $this->_player['hp'] = Formula_Player::get_upgrade_hp($this->_player['hp'], $this->_player['level']); if ($this->_player['map_id'] == 2100) { $this->_player['atk_min'] += 500; #策划要求序章攻击加500 } $equip_move_speed = 0; if (!empty($this->_playerDetailItem['equip_attr'])) { foreach ($this->_playerDetailItem['equip_attr'] as $key => $value) { if ($key == 'move_speed') { $equip_move_speed = $value; } else { $this->_player[$key] += $value; } } } if (!empty($this->_playerDetailItem['fairy_attr_1'])) { foreach ($this->_playerDetailItem['fairy_attr_1'] as $key => $value) { $this->_player[$key] += $value; } } if (!empty($this->_playerDetailItem['fairy_attr_2'])) { foreach ($this->_playerDetailItem['fairy_attr_2'] as $key => $value) { $this->_player[$key] += $value; } } if (!empty($this->_playerDetailItem['fashion_attr'])) { foreach ($this->_playerDetailItem['fashion_attr'] as $key => $value) { $this->_player[$key] += $value; } } if (!empty($this->_playerDetailItem['union_achieve_attr'])) { foreach ($this->_playerDetailItem['union_achieve_attr'] as $key => $value) { $this->_player[$key] += $value; } } if (!empty($this->_playerDetailItem['achieve_attr_1'])) { foreach ($this->_playerDetailItem['achieve_attr_1'] as $key => $value) { $this->_player[$key] += $value; } } if (!empty($this->_playerDetailItem['achieve_attr_2'])) { foreach ($this->_playerDetailItem['achieve_attr_2'] as $key => $value) { $this->_player[$key] += $value; } } # 培养属性加成 if (!empty($this->_playerDetailItem['train_attr_info']) && is_array($this->_playerDetailItem['train_attr_info'])) { foreach ($this->_playerDetailItem['train_attr_info'] as $key => $value) { $this->_player[$key] += $value; } } # -------------------------------------------------------------------- # 培养套装激活效果计算 # -------------------------------------------------------------------- $train_set_attr_addition = $this->get_game('Train')->get_player_train_set_attr_addition($this->_player['player_id'], $this->_playerItem, $this->_playerDetailItem); # 培养套装加成信息 if (!empty($train_set_attr_addition)) { foreach ($train_set_attr_addition as $attr_key => $attr_val) { if (!is_numeric($attr_key)) { # 忽略技能等级的加成 $this->_player[$attr_key] += $attr_val; } } } # -------------------------------------------------------------------- #--------------------------------------------------------------------- #翅膀属性 #--------------------------------------------------------------------- if (!empty($this->_playerDetailItem['equip_wing'])) { $wing_attr = $this->_playerDetailItem['wing_info'][$this->_playerDetailItem['equip_wing']]; $addition = 0; $attr_addition = array(); if ($this->_playerDetailItem['equip_wing'] == 7) { if (isset($this->_playerDetailItem['wing_info'][8]) && $this->_playerDetailItem['wing_info'][8]['activation'] == 2) { $add_config = Cache_WingAddition::getInstance()->get_wing_addition($this->_playerDetailItem['wing_info'][8]['lvl']); $addition = $add_config['addition'] / 10000; $attr_addition = $this->_playerDetailItem['wing_info'][8]['attr']; if (!empty($this->_playerDetailItem['wing_info'][8]['equip_attr']) && Com_Array::is_good_arr($this->_playerDetailItem['wing_info'][8]['equip_attr'])) { foreach ($this->_playerDetailItem['wing_info'][8]['equip_attr'] as $attr_type => $attr_val) { $attr_addition[$attr_type] += ceil($attr_val); } } foreach ($attr_addition as $attr_type => $attr_val) { $attr_addition[$attr_type] = $attr_val * $addition; } } } if ($this->_playerDetailItem['equip_wing'] == 8) { if (isset($this->_playerDetailItem['wing_info'][7]) && $this->_playerDetailItem['wing_info'][7]['activation'] == 2) { $add_config = Cache_WingAddition::getInstance()->get_wing_addition($this->_playerDetailItem['wing_info'][7]['lvl']); $addition = $add_config['addition'] / 10000; $attr_addition = $this->_playerDetailItem['wing_info'][7]['attr']; if (!empty($this->_playerDetailItem['wing_info'][7]['equip_attr']) && Com_Array::is_good_arr($this->_playerDetailItem['wing_info'][7]['equip_attr'])) { foreach ($this->_playerDetailItem['wing_info'][7]['equip_attr'] as $attr_type => $attr_val) { $attr_addition[$attr_type] += ceil($attr_val); } } foreach ($attr_addition as $attr_type => $attr_val) { $attr_addition[$attr_type] = $attr_val * $addition; } } } $w_attr = array(); if (!empty($wing_attr['attr'])) { foreach ($wing_attr['attr'] as $key => $value) { $w_attr[$key] += $value; } } if (!empty($wing_attr['equip_attr'])) { foreach ($wing_attr['equip_attr'] as $key => $value) { $w_attr[$key] += $value; } } if (!empty($attr_addition)) { foreach ($attr_addition as $key => $value) { $w_attr[$key] += $value; } } if (!empty($w_attr)) { foreach ($w_attr as $key => $value) { $this->_player[$key] += $value; } } } #--------------------------------------------------------------------- #文斌的属性 #--------------------------------------------------------------------- if (!empty($this->_playerDetailItem['player_grade_attr'])) { foreach ($this->_playerDetailItem['player_grade_attr'] as $key => $value) { $this->_player[$key] += $value; } } #--------------------------------------------------------------------- #帮会的属性 #--------------------------------------------------------------------- if (!empty($this->_playerDetailItem['union_player_attr'])) { foreach ($this->_playerDetailItem['union_player_attr'] as $key => $value) { $this->_player[$key] += $value; } } #--------------------------------------------------------------------- #声望的属性 #--------------------------------------------------------------------- if (!empty($this->_playerDetailItem['fame_attr'])) { foreach ($this->_playerDetailItem['fame_attr'] as $key => $value) { $this->_player[$key] += $value; } } if (!empty($this->_playerDetailItem['vip_special_attr'])) { foreach ($this->_playerDetailItem['vip_special_attr'] as $key => $value) { $this->_player[$key] += $this->_player[$key] * ($value / 10000); } } if ($calc_buff_attr) { #TODO:看这个参数是不是要算buff属性 现在是排行查看的时候要计算 登陆的时候获取人物帐数据的的时候不用 if (!empty($this->_playerDetailItem['dower_info'])) { $arr_buff = array(); foreach ($this->_playerDetailItem['dower_info'] as $val) { $dower = Cache_Dower::getInstance()->get_dower_info($val['dower_id'], $val['dower_lv']); if (!empty($dower)) { $skillPassive = Cache_SkillPassive::getInstance()->get_skill_passive_info(array('sid' => $dower['skill_id'], 'level' => $val['dower_lv'])); if (!empty($skillPassive['buff_id1'])) { $arr_buff[] = $skillPassive['buff_id1']; } if (!empty($skillPassive['buff_id2'])) { $arr_buff[] = $skillPassive['buff_id2']; } } } if ($arr_buff) { $buff_data = Cache_SkillBuff::getInstance()->get_buff_data($arr_buff); if ($buff_data) { foreach ($buff_data as $val) { $attr_key = $this->get_game('BuffData')->get_attr_by_buff_type($val['param1']); if ($val['buff_type'] == 'mod_fight_attr') { $this->_playerDetailItem['buff_attr'][$attr_key] += $val['param2']; } if ($val['buff_type'] == 'mod_fight_attr_%') { $this->_playerDetailItem['buff_attr_per'][$attr_key] += $val['param2']; } } } } } #--------------------------------------------------------------------- #buff属性 #--------------------------------------------------------------------- if (!empty($this->_playerDetailItem['buff_attr'])) { foreach ($this->_playerDetailItem['buff_attr'] as $key => $value) { if ($key == 'hp' || $key == 'atk_min' || $key == 'arm') { $this->_player[$key] += intval($this->_player[$key] * ($value / 10000)); } } } #--------------------------------------------------------------------- #buff百分比属性 #--------------------------------------------------------------------- if (!empty($this->_playerDetailItem['buff_attr_per'])) { foreach ($this->_playerDetailItem['buff_attr_per'] as $key => $value) { if ($key == 'hp' || $key == 'atk_min' || $key == 'arm') { $this->_player[$key] += intval($this->_player[$key] * ($value / 100)); } } } } // #vip特权加成 vip升级的时候挪到 // // $vip_level_config = Cache_VipLevelLimit::getInstance()->get_limit_info($this->_player['privilege_level'],10066); // // if($vip_level_config){ // $this->_player['hp'] += $this->_player['hp'] * ($vip_level_config['max_times']/10000); // } // $vip_level_config = Cache_VipLevelLimit::getInstance()->get_limit_info($this->_player['privilege_level'],10067); // if($vip_level_config){ // $this->_player['atk_min'] += $this->_player['atk_min'] * ($vip_level_config['max_times']/10000); // } // $vip_level_config = Cache_VipLevelLimit::getInstance()->get_limit_info($this->_player['privilege_level'],10068); // if($vip_level_config){ // $this->_player['arm'] += $this->_player['arm'] * ($vip_level_config['max_times']/10000); // } if ($equip_move_speed > 0) { $this->_player['move_speed'] = $this->_player['move_speed'] * (1 + $equip_move_speed / 10000); } ###统一向上取整 foreach (Cache_AttrConfig::get_attr() as $key) { $this->_player[$key] = intval($this->_player[$key]); } return $this->_player; }
public static function set_hero_info2($data) { ##################【英雄属性】####################################### foreach (Cache_AttrConfig::get_attr() as $key) { $data[$key] = ceil($data[$key]); } self::push_value(self::HERO2_HP, intval($data['hp'])); self::push_value(self::HERO2_ATTAK, intval($data['atk_min'])); self::push_value(self::HERO2_ARMOR, intval($data['arm'])); if (isset($data['mp'])) { self::push_value(self::HERO2_MP, intval($data['mp'])); } if (isset($data['attack_speed'])) { self::push_value(self::HERO2_ATTACK_SPEED, intval($data['attack_speed'])); } if (isset($data['crit_chance'])) { self::push_value(self::HERO2_CRIT_CHANCE, intval($data['crit_chance'])); } if (isset($data['crit_damage'])) { self::push_value(self::HERO2_CRIT_DAMAGE, intval($data['crit_damage'])); } if (isset($data['penetrate_damage'])) { self::push_value(self::HERO2_PENETRATE_DAMAGE, intval($data['penetrate_damage'])); } if (isset($data['damage_dodge'])) { self::push_value(self::HERO2_DAMAGE_DODGE, intval($data['damage_dodge'])); } if (isset($data['magic_reduction'])) { self::push_value(self::HERO2_MAGIC_REDUCTION, intval($data['magic_reduction'])); } if (isset($data['controlled_reduction'])) { self::push_value(self::HERO2_CONTROLLED_REDUCTION, intval($data['controlled_reduction'])); } if (isset($data['damage_reduction'])) { self::push_value(self::HERO2_DAMAGE_REDUCTION, intval($data['damage_reduction'])); } if (isset($data['penetrate_damage_defense'])) { self::push_value(self::HERO2_PENETRATE_DAMAGE_DEFENSE, intval($data['penetrate_damage_defense'])); } if (isset($data['uncrit_prop'])) { self::push_value(self::HERO2_UNCRIT_PROP, intval($data['uncrit_prop'])); } if (isset($data['uncrit_damage'])) { self::push_value(self::HERO2_UNCRIT_DAMAGE, intval($data['uncrit_damage'])); } if (isset($data['hp_restore'])) { self::push_value(self::HERO2_HP_RESTORE, intval($data['hp_restore'])); } if (isset($data['hit_restore_heath'])) { self::push_value(self::HERO2_HIT_RESTORE_HEATH, intval($data['hit_restore_heath'])); } if (isset($data['hp_suck'])) { self::push_value(self::HERO2_HP_SUCK, intval($data['hp_suck'])); } if (isset($data['mp_restore'])) { self::push_value(self::HERO2_MP_RESTORE, intval($data['mp_restore'])); } if (isset($data['hit_restore_mp'])) { self::push_value(self::HERO2_HIT_RESTORE_MP, intval($data['hit_restore_mp'])); } if (isset($data['move_speed'])) { self::push_value(self::HERO2_MOVE_SPEED, intval($data['move_speed'])); } if (isset($data['rebound_damage'])) { self::push_value(self::HERO2_REBOUND_DAMAGE, intval($data['rebound_damage'])); } if (isset($data['weapon_master'])) { self::push_value(self::HERO2_WEAPON_MASTER, intval($data['weapon_master'])); } if (isset($data['atk_luck'])) { self::push_value(self::HERO2_ATK_LUCK, intval($data['atk_luck'])); } if (isset($data['hit_rate'])) { self::push_value(self::HERO2_HIT_RATE, intval($data['hit_rate'])); } if (isset($data['skill_cooling'])) { self::push_value(self::HERO2_SKILL_COOLING, intval($data['skill_cooling'])); } #百分比属性 英雄专用 if (isset($data['hero_hit_rate_per'])) { self::push_value(self::HERO2_HIT_RATE_PER, intval($data['hero_hit_rate_per'])); } if (isset($data['hero_dodge_per'])) { self::push_value(self::HERO2_DODGE_PER, intval($data['hero_dodge_per'])); } if (isset($data['hero_crit_chance_per'])) { self::push_value(self::HERO2_CRIT_CHANCE_PER, intval($data['hero_crit_chance_per'])); } if (isset($data['hero_crit_damage_per'])) { self::push_value(self::HERO2_CRIT_DAMAGE_PER, intval($data['hero_crit_damage_per'])); } if (isset($data['hero_uncrit_chance_per'])) { self::push_value(self::HERO2_UNCRIT_CHANCE_PER, intval($data['hero_uncrit_chance_per'])); } if (isset($data['hero_uncrit_damage_per'])) { self::push_value(self::HERO2_UNCRIT_DAMAGE_PER, intval($data['hero_uncrit_damage_per'])); } ###################【英雄属性】############################################# // self::push_value(self::HERO2_LEVEL,intval($data['hero_level'])); if (!empty($data['general_skill_id'])) { self::push_value(self::HERO2_SKILL0, intval($data['general_skill_id'])); self::push_value(self::HERO2_SKILL0_LEVEL, intval(1)); } else { self::push_value(self::HERO2_SKILL0, intval($data['general_skill_id'])); self::push_value(self::HERO2_SKILL0_LEVEL, intval(0)); } if (!empty($data['skill_list'])) { $skill1 = array_shift($data['skill_list']); if (!empty($skill1) && $skill1['state'] > 0) { self::push_value(self::HERO2_SKILL1, intval($skill1['id'])); self::push_value(self::HERO2_SKILL1_LEVEL, intval($skill1['lvl'])); } else { self::push_value(self::HERO2_SKILL1, intval(0)); self::push_value(self::HERO2_SKILL1_LEVEL, intval(0)); } $skill2 = array_shift($data['skill_list']); if (!empty($skill2) && $skill2['state'] > 0) { self::push_value(self::HERO2_SKILL2, intval($skill2['id'])); self::push_value(self::HERO2_SKILL2_LEVEL, intval($skill2['lvl'])); } else { self::push_value(self::HERO2_SKILL2, intval(0)); self::push_value(self::HERO2_SKILL2_LEVEL, intval(0)); } $skill3 = array_shift($data['skill_list']); if (!empty($skill3) && $skill3['state'] > 0) { self::push_value(self::HERO2_SKILL3, intval($skill3['id'])); self::push_value(self::HERO2_SKILL3_LEVEL, intval($skill3['lvl'])); } else { self::push_value(self::HERO2_SKILL3, intval(0)); self::push_value(self::HERO2_SKILL3_LEVEL, intval(0)); } $skill4 = array_shift($data['skill_list']); if (!empty($skill4) && $skill4['state'] > 0) { self::push_value(self::HERO2_SKILL4, intval($skill4['id'])); self::push_value(self::HERO2_SKILL4_LEVEL, intval($skill4['lvl'])); } else { self::push_value(self::HERO2_SKILL4, intval(0)); self::push_value(self::HERO2_SKILL4_LEVEL, intval(0)); } $skill5 = array_shift($data['skill_list']); if (!empty($skill5) && $skill5['state'] > 0) { self::push_value(self::HERO2_SKILL5, intval($skill5['id'])); self::push_value(self::HERO2_SKILL5_LEVEL, intval($skill5['lvl'])); } else { self::push_value(self::HERO2_SKILL5, intval(0)); self::push_value(self::HERO2_SKILL5_LEVEL, intval(0)); } $skill6 = array_shift($data['skill_list']); if (!empty($skill6) && $skill6['state'] > 0) { self::push_value(self::HERO2_SKILL6, intval($skill6['id'])); self::push_value(self::HERO2_SKILL6_LEVEL, intval($skill6['lvl'])); } else { self::push_value(self::HERO2_SKILL6, intval(0)); self::push_value(self::HERO2_SKILL6_LEVEL, intval(0)); } } else { self::push_value(self::HERO2_SKILL1, intval(0)); self::push_value(self::HERO2_SKILL1_LEVEL, intval(0)); self::push_value(self::HERO2_SKILL2, intval(0)); self::push_value(self::HERO2_SKILL2_LEVEL, intval(0)); self::push_value(self::HERO2_SKILL3, intval(0)); self::push_value(self::HERO2_SKILL3_LEVEL, intval(0)); self::push_value(self::HERO2_SKILL4, intval(0)); self::push_value(self::HERO2_SKILL4_LEVEL, intval(0)); self::push_value(self::HERO2_SKILL5, intval(0)); self::push_value(self::HERO2_SKILL5_LEVEL, intval(0)); self::push_value(self::HERO2_SKILL6, intval(0)); self::push_value(self::HERO2_SKILL6_LEVEL, intval(0)); } }