/** * 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; }
/** * @Purpose: * 获取玩家翅膀信息 * @Param $player_id 玩家ID * @Return 指定格式的玩家翅膀列表 */ public function get_player_wing_info($player_id) { $player_id = intval($player_id); #获取临时数据区数据 $data = $this->get_temporary_data(); if (!$data) { #获取玩家翅膀信息 $obj_player_detail_data = $this->get_data('PlayerDetail'); $data = $obj_player_detail_data->get_player_detail($player_id, 'wing_info'); } $activated_num = 0; $rtn_data = array(); if (Com_Array::is_good_arr($data)) { #获取玩家声望等级 $player_info = $this->get_data('Player')->get_player_info($player_id, array('online_time', 'fame_level', 'level')); foreach ($data as $key => $val) { if ($val['activation'] == 2 && $val['condition'][0] == 4) { $data[$key]['upgrade'] = 2; #获取下级数据 $wing_table = $this->get_cache_table_data('player_wing_table', array('id' => $val['id'], 'level' => $val['lvl'] + 1)); if ($wing_table[0]) { $data[$key]['upgrade'] = 1; $data[$key]['n_lvl'] = $val['lvl'] + 1; $attr = $this->format_table_field($wing_table[0]['attr_add']); if (Com_Array::is_good_arr($attr)) { if (!empty($val['equip_attr']) && Com_Array::is_good_arr($val['equip_attr'])) { foreach ($val['equip_attr'] as $attr_type => $attr_val) { $attr[$attr_type] += ceil($attr_val); } } foreach ($attr as $type => $value) { $data[$key]['n_attr_add'][$type][] = Cache_RoleKey::get_item_key($type); $data[$key]['n_attr_add'][$type][] = $value; } } //技能分解 if ($wing_table[0]['skill_id']) { $skill_data = explode("|", $wing_table[0]['skill_id']); $data[$key]['n_skill_id'] = $skill_data; } $data[$key]['success_rate'] = $wing_table[0]['success_rate']; $data[$key]['coin'] = $wing_table[0]['expend_coin']; $drop = $this->format_table_field($wing_table[0]['expend_drop']); if (Com_Array::is_good_arr($drop)) { foreach ($drop as $id => $num) { $data[$key]['drop'][$id][] = $id; $data[$key]['drop'][$id][] = $num; if ($id >= 1 && $id <= 3) { #获取完成进度 $data[$key]['drop'][$id][] = 0; } else { #获取玩家背包中的升级道具数量 $data[$key]['drop'][$id][] = $this->get_prop_num_by_player_bag($player_id, $id); } } } if ($wing_table[0]['condition']) { list($type, $condition) = explode("|", $wing_table[0]['condition']); if ($type == 5) { $data[$key]['cur_fame_level'] = $player_info['fame_level']; $data[$key]['need_fame_level'] = $condition; } } } } if ($val['activation'] == 0) { #在线时间检测 if ($val['condition'][0] == 3) { $data[$key]['condition'][2] = $this->get_game('DailyBoon')->daily_online_time($player_id); if ($data[$key]['condition'][2] >= $data[$key]['condition'][1][0]) { $data[$key]['activation'] = 1; } else { if ($player_info['online_time'] >= $data[$key]['condition'][1][0]) { $data[$key]['activation'] = 1; } } } else { if ($val['condition'][0] == 7) { $data[$key]['condition'][2] = $player_info['level']; if ($data[$key]['condition'][2] >= $data[$key]['condition'][1][0]) { $data[$key]['activation'] = 1; } } else { if ($val['condition'][0] == 6) { #获取翅膀配置表 $wing_table_task = $this->get_cache_table_data('player_wing_table', array('id' => $val['id'], 'level' => $val['lvl'])); if (!$wing_table_task[0]['condition']) { $this->throw_error('10109'); #配置表读取错误 } list($type, $task_id) = explode("|", $wing_table_task[0]['condition']); $task_res = $this->get_game('TaskMain')->task_is_finish($player_id, $task_id); if ($task_res) { $data[$key]['activation'] = 1; } } } } if ($val['condition'][0] == 4) { #获取翅膀配置表 $wing_table = $this->get_cache_table_data('player_wing_table', array('id' => $val['id'], 'level' => 1)); if (Com_Array::is_good_arr($wing_table)) { foreach ($wing_table as $wing) { list($type, $value) = explode("|", $wing['condition']); if ($type == 4) { if ($data[$val['id']]['activation'] != 0) { continue; } $is_activate = true; $wing_list = explode(":", $value); if (is_array($wing_list)) { #检测是否有被激活的翅膀 foreach ($wing_list as $wid) { if ($data[$wid]['activation'] != 2) { $is_activate = false; break; } } } else { if ($data[$wing_list]['activation'] != 2) { $is_activate = false; } } #改变隐藏翅膀激活状态 if ($is_activate) { $data[$val['id']]['activation'] = 1; } } } } } } #获取翅膀配置表 $wing_table_task = $this->get_cache_table_data('player_wing_table', array('id' => $val['id'], 'level' => $val['lvl'])); if (empty($wing_table_task[0]['avatar'])) { $this->throw_error('10109'); #配置表读取错误 } $data[$key]['avatar'] = $wing_table_task[0]['avatar']; #装备数据 if (!empty($val['equipment']) && Com_Array::is_good_arr($val['equipment'])) { foreach ($val['equipment'] as $equip_pos => $equip_info) { $data[$key]['equipment_list'][$equip_pos][] = $equip_pos; $data[$key]['equipment_list'][$equip_pos][] = Struct_Prop::get_prop_struct($equip_info); if ($equip_pos == 7) { #7为带新模型装备 $item_table = Cache_Prop::getInstance()->get_prop_info($equip_info['prop_id']); $data[$key]['avatar'] = $item_table['equip_view']; } } } if (!empty($val['equip_attr']) && Com_Array::is_good_arr($val['equip_attr'])) { foreach ($val['equip_attr'] as $attr_type => $attr_val) { $val['attr'][$attr_type] += ceil($attr_val); } } if (Com_Array::is_good_arr($val['attr'])) { $addition = 0; if ($val['id'] == 7) { if (isset($data[8]) && $data[8]['activation'] == 2) { $add_config = Cache_WingAddition::getInstance()->get_wing_addition($data[8]['lvl']); $addition = $add_config['addition'] / 10000; $attr_addition = $data[8]['attr']; if (!empty($data[8]['equip_attr']) && Com_Array::is_good_arr($data[8]['equip_attr'])) { foreach ($data[8]['equip_attr'] as $attr_type => $attr_val) { $attr_addition[$attr_type] += ceil($attr_val); } } foreach ($attr_addition as $attr_type => $attr_val) { $data[$key]['addition_attr'][$attr_type][] = Cache_RoleKey::get_item_key($attr_type); $data[$key]['addition_attr'][$attr_type][] = $attr_val * $addition; } } } if ($val['id'] == 8) { if (isset($data[7]) && $data[7]['activation'] == 2) { $add_config = Cache_WingAddition::getInstance()->get_wing_addition($data[7]['lvl']); $addition = $add_config['addition'] / 10000; $attr_addition = $data[7]['attr']; if (!empty($data[7]['equip_attr']) && Com_Array::is_good_arr($data[7]['equip_attr'])) { foreach ($data[7]['equip_attr'] as $attr_type => $attr_val) { $attr_addition[$attr_type] += ceil($attr_val); } } foreach ($attr_addition as $attr_type => $attr_val) { $data[$key]['addition_attr'][$attr_type][] = Cache_RoleKey::get_item_key($attr_type); $data[$key]['addition_attr'][$attr_type][] = $attr_val * $addition; } } } $data[$key]['addition_value'] = $addition * 100; foreach ($val['attr'] as $type => $value) { $data[$key]['attr_add'][$type][] = Cache_RoleKey::get_item_key($type); $data[$key]['attr_add'][$type][] = $value; } } #原20级才开始更新翅膀激活成就,导致20前激活的翅膀无法完成成就,在此做容错处理,重新统计已激活的翅膀,更新成就数据 if ($val['activation'] == 2) { if ($val['condition'][0] == 4) { $activated_num += 3; } else { $activated_num++; } } $rtn_data[$key] = Struct_PlayerAttr::get_wing_info_struct($data[$key]); } } if ($activated_num > 0) { //成就任务激活翅膀 $this->get_game('PlayerAchieve')->async_trigger_achieve_target($player_id, 26, $activated_num); } return array('0' => $rtn_data); }