/** * 获取进入游戏的初始化数据 * @param $player_id * @return mixed */ public function get_player_init_info($player_id, &$playerInfo = null, $calc_buff_attr = false) { $playerInfo = $this->get_data('Player')->get_player_info($player_id); if (empty($playerInfo)) { return array(); } $player_detail = $this->get_data('PlayerDetail')->get_player_detail($player_id); $objPlayerAttr = $this->get_game('PlayerAttr'); $objPlayerAttr->set_player_item($playerInfo); $objPlayerAttr->set_player_detail_item($player_detail); $syndata = $objPlayerAttr->get_player_attr($player_id, $calc_buff_attr); $objPlayerAttr->clear(); //$syndata = $objPlayerAttr->get_player_attr($player_detail); $syndata['dower_info'] = $player_detail['dower_info']; $skill_infos = $this->get_game('PlayerSkill')->skill_list($player_id, $playerInfo, $player_detail); $syndata['skill_infos'] = $skill_infos['skill_infos']; $syndata['fairy_info'] = $skill_infos['fairy_info']; $syndata['hook_settings'] = $player_detail['hook_settings']; if (empty($syndata['hook_settings'])) { $syndata['hook_settings'] = $this->init_onhook_settings(); } // $equip = $this->get_game('Prop')->get_player_equip($player_id); $player_prop = $this->get_player_prop_info($player_id, $playerInfo['level']); $syndata['potion_dh_cnt'] = $player_prop['potion_dh_cnt']; $syndata['potion_hot_cnt'] = $player_prop['potion_hot_cnt']; $syndata['mp_potion_cnt'] = $player_prop['mp_potion_cnt']; $equip = $player_prop['equit']; $syndata['equip_skill'] = array(); if (!empty($equip)) { $syndata['equip'] = array(); foreach ($equip as $key => $prop) { if (!empty($prop['equip_view'])) { if (is_string($prop['equip_view'])) { $syndata['equip'][$key] = $prop['equip_view']; } else { $syndata['equip'][$key] = implode(':', $prop['equip_view']); } if ($syndata['equip'][$key] == '0:0:0:0' || $syndata['equip'][$key] == '0:0:0') { $syndata['equip'][$key] = ''; } // $prop_config = Cache_Prop::getInstance()->get_prop_info($prop['prop_id']); //// $syndata['equip'][$key] = '0:0:0:0'; // $syndata['equip'][$key] = $prop_config['equip_views']; } //装备技能 if (!empty($prop['star_map_desc'])) { if (is_string($prop['star_map_desc'])) { $prop['star_map_desc'] = json_decode($prop['star_map_desc'], true); } if (isset($prop['star_map_desc']['activate']['skill'])) { $syndata['equip_skill'][$key] = $prop['star_map_desc']['activate']['skill']; } } } } //套装更新了 衣服的equip_view $fashion_fit = $player_detail['fashion_fit']; $fashion_info = $player_detail['fashion_info']; if ($fashion_fit) { $meditation_flag = isset($player_detail['player_settings'][34]) ? $player_detail['player_settings'][34] : 0; $fashions = Cache_Fashion::getInstance()->get_fashion(array_values($fashion_fit)); $now = time(); if ($meditation_flag == 0) { if (isset($fashion_fit[1])) { if ($fashion_info[$fashion_fit[1]]['timeliness'] > 0) { $timeliness = $fashion_info[$fashion_fit[1]]['timeliness'] - $now; if ($timeliness) { $syndata['equip'][3] = $fashions[$fashion_fit[1]]['equip_view']; } } else { $syndata['equip'][3] = $fashions[$fashion_fit[1]]['equip_view']; } } if (isset($fashion_fit[2])) { if ($fashion_info[$fashion_fit[2]]['timeliness'] > 0) { $timeliness = $fashion_info[$fashion_fit[2]]['timeliness'] - $now; if ($timeliness) { $syndata['equip'][0] = $fashions[$fashion_fit[2]]['equip_view']; } } else { $syndata['equip'][0] = $fashions[$fashion_fit[2]]['equip_view']; } } } } #获取泳装 $syndata['swim_suit'] = Cache_UnionSwim::getInstance()->get_swim_suit($playerInfo['career_type'], 0 + intval($playerInfo['vip'])); if ($playerInfo['level'] > 15) { #减轻玩家刚激活时候的压力 $hero_list = $this->get_data('PlayerHero')->get_fight_hero($player_id); if ($hero_list) { list($hero_id1, $hero_code1) = each($hero_list); if ($hero_id1) { $hero_info = $this->get_game('Hero')->get_player_hero_attr($player_id, $hero_id1); $syndata['hero_info'] = $hero_info; $syndata['hero_code'] = $hero_code1; $syndata['hero_state'] = 1; $syndata['hero_level'] = $hero_info['hero_level']; $syndata['hero_fit_level'] = $hero_info['fit']; } else { $syndata['hero_code'] = 0; $syndata['hero_state'] = 0; $syndata['hero_info'] = array(); $syndata['hero_fit_level'] = 0; } } list($hero_id2, $hero_code2) = each($hero_list); if ($hero_id2) { $after_hero_info = $this->get_game('Hero')->get_player_hero_attr($player_id, $hero_id2); $syndata['hero2_info'] = $after_hero_info; $syndata['hero2_code'] = $hero_code2; $syndata['hero2_state'] = 1; $syndata['hero2_level'] = $after_hero_info['hero_level']; $syndata['hero2_fit_level'] = $after_hero_info['fit']; } else { $syndata['hero2_code'] = 0; $syndata['hero2_state'] = 0; $syndata['hero2_info'] = array(); $syndata['hero2_fit_level'] = 0; } } else { $syndata['hero_code'] = 0; $syndata['hero_state'] = 0; $syndata['hero_info'] = array(); $syndata['hero_fit_level'] = 0; $syndata['hero2_code'] = 0; $syndata['hero2_state'] = 0; $syndata['hero2_info'] = array(); $syndata['hero2_fit_level'] = 0; } //竞技场信息 if ($playerInfo['level'] > 22) { #减轻玩家刚激活时候的压力 $my_arena_info = $this->get_data('KFArena')->get_kf_arena_info($player_id); } else { $my_arena_info = array(); } if (!empty($my_arena_info)) { $syndata['dw'] = $my_arena_info['dw']; $syndata['dw_lv'] = $my_arena_info['dw_lv']; $syndata['score'] = $my_arena_info['score']; $syndata['dw_star'] = $my_arena_info['dw_star']; } $syndata['city_id'] = empty($playerInfo['city_id']) ? 2100 : $playerInfo['city_id']; $syndata['city_x'] = empty($playerInfo['city_x']) ? 3382 : $playerInfo['city_x']; $syndata['city_y'] = empty($playerInfo['city_y']) ? 3538 : $playerInfo['city_y']; $task_data = $this->get_data('PlayerTask')->get_task_info($player_id); if ($task_data['main_val']) { list($task_id, $task_info) = each($task_data['main_val']); if ($task_info['target']) { $tar = reset($task_info['target']); $syndata['city_escort_map_sid'] = $tar['city_id']; $syndata['city_escort_target_x'] = $tar['pro_addr_x']; $syndata['city_escort_target_y'] = $tar['pro_addr_y']; $pro_npc = explode("|", $tar['pro_npc']); $syndata['city_escort_npc_sid'] = $pro_npc[0]; } $syndata['task_id'] = $task_id; $syndata['task_step'] = $task_info['step']; if ($task_info['task_status'] == 1) { $syndata['task_start_status'] = 1; } else { $syndata['task_start_status'] = 0; } } else { $syndata['city_escort_map_sid'] = 0; $syndata['city_escort_target_x'] = 0; $syndata['city_escort_target_y'] = 0; $syndata['city_escort_npc_sid'] = 0; } if ($player_detail['equip_wing'] && isset($player_detail['wing_info'][$player_detail['equip_wing']])) { $wing_table_task = Cache_PlayerWing::getInstance()->get_player_wing_data(array('id' => $player_detail['wing_info'][$player_detail['equip_wing']]['id'], 'level' => $player_detail['wing_info'][$player_detail['equip_wing']]['lvl'])); #$wing_table_task = $this->get_game('PlayerWing')->get_cache_table_data('player_wing_table', array('id' => $player_detail['wing_info'][$player_detail['equip_wing']]['id'], 'level' => $player_detail['wing_info'][$player_detail['equip_wing']]['lvl'])); $syndata['wing'] = $wing_table_task['avatar']; $syndata['wing_skill_id'] = intval($player_detail['wing_info'][$player_detail['equip_wing']]['skill_id'][0]); $syndata['wing_skill_id2'] = intval($player_detail['wing_info'][$player_detail['equip_wing']]['skill_id'][1]); $syndata['wing_skill_id3'] = intval($player_detail['wing_info'][$player_detail['equip_wing']]['skill_id'][2]); } else { $syndata['wing'] = ''; $syndata['wing_skill_id'] = 0; $syndata['wing_skill_id2'] = 0; $syndata['wing_skill_id3'] = 0; } $syndata['title_id'] = $playerInfo['title_id']; $player_settings = $player_detail['player_settings']; if (isset($player_settings[37]) && $player_settings[37] == 1) { $syndata['meditation_status'] = 1; } elseif (isset($player_settings[38]) && $player_settings[38] == 1) { $syndata['meditation_status'] = 2; } else { $syndata['meditation_status'] = 0; } $syndata['medal_id'] = intval($playerInfo['medal_id']); $syndata['like_times'] = intval($playerInfo['like_times']); $syndata['flowers'] = intval($playerInfo['flowers']); $syndata['union_id'] = intval($playerInfo['union_id']); $syndata['union_name'] = $playerInfo['union_name']; $syndata['union_job'] = $playerInfo['union_job']; $syndata['min_attack_interval'] = 0; //默认给0就好了 if ($playerInfo['level'] > 28) { $set = Cache_ActivityHall::getInstance()->get_Activity_set(4001); if (!empty($set)) { $used_athena_count = $this->get_game('Athena')->get_athena_remaining_count($player_id, 4001); #同步雅典娜次数给c++ $left_athena_num = $set[0]['max_times'] - $used_athena_count; if ($left_athena_num < 0) { $left_athena_num = 0; } $syndata['athena_remaining_count'] = $left_athena_num; } else { $syndata['athena_remaining_count'] = 0; } $set = Cache_ActivityHall::getInstance()->get_Activity_set(4011); if (!empty($set)) { $used_num = 0 + $this->get_data("PlayerDailyTime")->get_player_used_time($player_id, "world_boss_count"); #同步世界boss次数给c++ $left_worldboss_num = $set[0]['max_times'] - $used_num; if ($left_worldboss_num < 0) { $left_worldboss_num = 0; } $syndata['worldboss_remaining_count'] = $left_worldboss_num; } else { $syndata['worldboss_remaining_count'] = 0; } #神之试炼当前剩余次数 $syndata['trial_of_god_remaining_cnt'] = $this->get_game('Trial')->get_left_times($player_id); #抢矿当前剩余次数 $syndata['mineral_remaining_count'] = $this->get_game('GrabMine')->get_grabmine_remain_involved_num($player_id); #跨服切磋次数 $syndata['kf_3vs3_remaining_count'] = $this->get_game('KFDuel')->get_left_times($player_id); #毁灭奥克兰次数 $syndata['count_boss_oakland'] = 0 + $this->get_data("PlayerDailyTime")->get_player_used_time($player_id, "count_boss_oakland"); $syndata['count_monsters_oakland'] = 0 + $this->get_data("PlayerDailyTime")->get_player_used_time($player_id, "count_monsters_oakland"); $syndata['count_chest_oakland'] = 0 + $this->get_data("PlayerDailyTime")->get_player_used_time($player_id, "count_chest_oakland"); } else { $syndata['athena_remaining_count'] = 2; $syndata['worldboss_remaining_count'] = 2; $syndata['trial_of_god_remaining_cnt'] = 1; $syndata['mineral_remaining_count'] = 1; $syndata['kf_3vs3_remaining_count'] = 1; $syndata['count_boss_oakland'] = 0; $syndata['count_monsters_oakland'] = 0; $syndata['count_chest_oakland'] = 0; } if ($playerInfo['vip']) { $vip_info = $this->get_data('VipReward')->get_reward_log($player_id); $syndata['is_hidden_vip'] = isset($vip_info['is_hidden_vip']) ? $vip_info['is_hidden_vip'] : 0; } else { $syndata['is_hidden_vip'] = 0; } if ($playerInfo['privilege_level']) { #vip特权倒计时 $syndata['privilege_left_time'] = $this->get_game('VipSpecial')->get_left_time($player_id); } #已开启翅膀 $syndata['had_on_swings'] = $this->get_game('PlayerWing')->get_activation_wing_interface($player_id, $player_detail['wing_info']); // $syndata['wing'] = ""; // $syndata['wing_skill_id'] = 0; // var_dump($player_detail['wing_info']); # 魔法议会称号 $magic_plm_title_id = $this->get_game('MagicParliament')->get_magic_parliament_title_id($player_id); if (!empty($magic_plm_title_id)) { $title_conf = Cache_MagicParliament::getInstance()->get_title_conf($magic_plm_title_id); $syndata['magic_plm_title_buff_id'] = $title_conf['buff_id']; $syndata['magic_plm_title_buff_expire_time'] = $this->get_game('MagicParliament')->get_magic_parliamen_flush_time(); } else { $syndata['magic_plm_title_buff_id'] = 0; $syndata['magic_plm_title_buff_expire_time'] = 0; } $syndata['show_title'] = SHOW_TITLE; return $syndata; }
/** * 获取装备的属性 * @param $arrPropConfig * @return mixed */ public function get_equip_attr($arrPropConfig) { if (($arrPropConfig['type'] == 1 or $arrPropConfig['type'] == 6) && !isset($arrPropConfig['base_attr'])) { if ($arrPropConfig['rechage'] == 1) { #首充 $rechage_config = Cache_Rechage::getInstance()->get_rechage($arrPropConfig['prop_id']); if (empty($rechage_config)) { $arrPropConfig['base_attr'] = array(); $arrPropConfig['addition_attr'] = array(); } else { if ($rechage_config['base_attribute']) { $base = explode(":", $rechage_config['base_attribute']); $arrPropConfig['base_attr'][$base[0]] = $base[1]; } if ($rechage_config['add_attribute']) { $addition = explode("|", $rechage_config['add_attribute']); foreach ($addition as $attrs) { $attr = explode(":", $attrs); $arrPropConfig['addition_attr'][$attr[0]] = $attr[1]; } } if ($rechage_config['use_level']) { $arrPropConfig['level'] = $rechage_config['use_level']; } if ($rechage_config['strengthen_level']) { $arrPropConfig['intensive_level'] = $rechage_config['strengthen_level']; $intensify_config = Cache_Forge::getInstance()->get_intensify_info($rechage_config['strengthen_level']); $arrPropConfig['intensive_desc'] = Game_EquipIntensifier::get_latest_intensive_desc($arrPropConfig, $intensify_config); } } return $arrPropConfig; } else { #$equip = Cache_EquipBaseAttr::getInstance()->get_equip_base_attr($arrPropConfig['sub_type'],$arrPropConfig['quality'],$arrPropConfig['level'],$arrPropConfig['star_level']); $equip = Cache_EquipBaseAttr::getInstance()->generate_prop_attr($arrPropConfig['type'], $arrPropConfig['sub_type'], $arrPropConfig['quality'], $arrPropConfig['level'], $arrPropConfig['vocation_limit'], $arrPropConfig['star_level']); if ($arrPropConfig['type'] == 6 && $arrPropConfig['sub_type'] == 7 && $arrPropConfig['attr_not_rand']) { # 翅膀装备羽心类可能要求附加属性不随机 $stable_addition_attr = array(); # 获取翅膀装备信息 $item_info = Cache_PlayerWing::getInstance()->get_wing_equip_gift_info($arrPropConfig['prop_id']); if (!empty($item_info)) { $attr_key_hash = Struct_Prop::$_sort_priority; # 使用这个哈希可以确保属性key的有效性及顺序性 foreach ($attr_key_hash as $attr_key => $val) { if (!empty($item_info[$attr_key])) { $stable_addition_attr[$attr_key] = $item_info[$attr_key]; } } } if (!empty($stable_addition_attr)) { $equip['addition_attr'] = $stable_addition_attr; } } $arrPropConfig['star_level'] = $equip['star_level']; if (!empty($equip['base_attr'])) { $arrPropConfig['base_attr'] = $equip['base_attr']; } if (!empty($equip['addition_attr'])) { $arrPropConfig['addition_attr'] = $equip['addition_attr']; } if (!empty($equip['refine_attr'])) { $arrPropConfig['refine_attr'] = $equip['refine_attr']; } if (!empty($equip['refine_info'])) { $arrPropConfig['refine_info'] = $equip['refine_info']; } return $arrPropConfig; } } else { return $arrPropConfig; } }
public function get_wing_equip_gift($player_id, $item_id) { $this->param_check_numeric(array($player_id, $item_id)); # 获取装备信息 $item_info = Cache_PlayerWing::getInstance()->get_wing_equip_gift_info($item_id); if (empty($item_info)) { $this->throw_error('80048'); # 未配置赠送的翅膀装备 } # 判断达成条件 $start = strtotime(SERVER_FIRST_START_TIME); list($login_series_max, $login_acc) = $this->get_game('EventCondFunc')->_cal_login_refer($player_id, $start, $this->current_time); if ($login_acc < $item_info['login_acc']) { $this->throw_error('80049'); # 未达成翅膀装备领取条件 } # 判断是否已领取 $deal_log_list = $this->get_data('Wing')->get_deal_log($player_id, $item_id); if (!empty($deal_log_list)) { $this->throw_error('80050'); # 已经领取过该翅膀装备,不能重复领取 } $this->start_trans(); # 发送道具 $reward = array(); $reward[] = array('type' => 'prop', 'item_id' => $item_id, 'item_num' => 1); $re = $this->get_game('Reward')->send_reward($player_id, $reward, array('cmd_id' => '1518')); #send_reward失败时,会返回各种失败情况的错误码 $this->write_check_strict($re, 3010168); # 记录领取日志 $deal_log = array('player_id' => $player_id, 'item_id' => $item_id, 'reg_time' => $this->current_time, 'item_num' => 1, 'vocation_limit' => $item_info['vocation_limit']); $re = $this->get_data('Wing')->record_deal_log($deal_log); $this->write_check($re, 3010183); $this->commit(); # 该方法会自动推送843协议告知前端显示奖励信息,会调用prop_806协议通知道具变更,调用p2c_part_update通知人物信息变更 $this->get_game('Reward')->add_reward_log(); # 收集道具任务埋点 $this->get_game('TaskTrigger')->async_trigger_task($player_id, 11, $item_id, 1); $out_1518 = array('result' => 1); return $out_1518; }
/** * 获取翅膀推荐 * @param $player_id * @param $data */ protected function get_wing_recommend($player_id, $level, $data) { $out = array(); $strengthen_list = array(); if (empty($data)) { $strengthen = Cache_Strengthen::getInstance()->get_strengthen_by_condition_type($level, 24); $strengthen_list[$strengthen['sub_type']][$strengthen['sid']] = $strengthen; } else { $strengthen = Cache_Strengthen::getInstance()->get_strengthen($level, 5); $wing_config = Cache_PlayerWing::getInstance()->get_player_wing_info($data['id']); foreach ($strengthen as $key => $val) { $val['name'] = $wing_config[0]['name']; switch ($val['condition_type']) { case 25: //翅膀品质 妈的 没有品质 // if($this->cal_condition($val['condition_val'],$data[2],$val['condition_operation'])){ // continue; // } // continue 2; break; case 26: //翅膀位阶 if ($data['id'] == 7 || $data['0'] == 8) { if (!$this->cal_condition($val['condition_val'], $data['lvl'], $val['condition_operation'])) { $strengthen_list[$val['sub_type']][$key] = $val; } } break; case 37: #是否是大翅膀 if ($data['id'] == 7 || $data['id'] == 8) { $flag = 1; } else { $flag = 0; } if ($this->cal_condition($val['condition_val'], $flag, $val['condition_operation'])) { $strengthen_list[$val['sub_type']][$key] = $val; } break; case 41: #翅膀装备的数量 $num = count($data['equipment']); if ($this->cal_condition($val['condition_val'], $num, $val['condition_operation'])) { $strengthen_list[$val['sub_type']][$key] = $val; } break; case 42: #装备的品质 $num = count($data['equipment']); $quality = array(); if ($num > 0) { foreach ($data['equipment'] as $v) { $quality[$v['quality']] += 1; } } $c_val = explode(':', $val['condition_val']); $num = intval($quality[$c_val[1]]); if ($this->cal_condition($c_val[0], $num, $val['condition_operation'])) { $strengthen_list[$val['sub_type']][$key] = $val; } break; case 43: #羽炼等级 $num = count($data['equipment']); $intensive_level = array(); if ($num > 0) { foreach ($data['equipment'] as $v) { $intensive_level[$v['intensive_level']] += 1; } } $c_val = explode(':', $val['condition_val']); $num = intval($intensive_level[$c_val[1]]); if ($this->cal_condition($c_val[0], $num, $val['condition_operation'])) { $strengthen_list[$val['sub_type']][$key] = $val; } break; } } } if (!empty($strengthen_list)) { $out = $this->format_advise_list(5, $strengthen_list); } return $out; }
/** * 获取avatar 天梯也可以用这个 * @param $player_id * @return array */ public function get_player_avatar($player_id, $monster_id = 0, $career_type = 0, $remote = array(), $remote_player = array()) { $player_avatar = array('monster_id' => 0, 'career_type' => 0, 'avatar' => array()); # 为怪物时,前端自己从相关配置表生成怪物avatar if ($monster_id) { $player_avatar['monster_id'] = $monster_id; return $player_avatar; } # 为玩家时,影响avatar的相关功能顺序为:坐骑>时装>装备>默认 # 默认avatar部分 if ($career_type == 0) { $objPlayer = $this->get_data('Player'); // if(!empty($remote_player)){ // $objPlayer->set_remote($remote_player);#读取远程服务器的数据 // } $career_type = $objPlayer->get_player_info($player_id, 'career_type'); $player_avatar['career_type'] = $career_type; // $objPlayer->clear_remote(); // unset($objPlayer); } $role_attr_config = Cache_RoleAttr::getInstance()->get_role_attr($career_type); if (!empty($role_attr_config['role_avatar'])) { $player_avatar['avatar']['1'] = array('type' => 1, 'equip_view' => $role_attr_config['role_avatar']); } if (!empty($role_attr_config['weapon_avatar'])) { $player_avatar['avatar']['2'] = array('type' => 2, 'equip_view' => $role_attr_config['weapon_avatar']); } # 装备avatar部分 $equip_lists = $this->get_game('Prop')->get_player_equip($player_id, $remote); for ($i = 0; $i < 10; $i++) { if (isset($equip_lists[$i])) { if (!empty($equip_lists[$i]['equip_view'])) { $equip_view = is_string($equip_lists[$i]['equip_view']) ? $equip_lists[$i]['equip_view'] : implode(':', $equip_lists[$i]['equip_view']); switch ($i) { case 0: # 武器 $player_avatar['avatar']['2'] = array('type' => 2, 'equip_view' => $equip_view); break; case 3: # 身体 $player_avatar['avatar']['1'] = array('type' => 1, 'equip_view' => $equip_view); break; default: # do nothing break; } } } } $objPlayerDetail = $this->get_data('PlayerDetail'); // if(!empty($remote_player)){ // $objPlayerDetail->set_remote($remote_player); // } $player_detail = $objPlayerDetail->get_player_detail($player_id, array('equip_wing', 'wing_info', 'fashion_info', 'fashion_fit')); // $objPlayerDetail->clear_remote(); // unset($objPlayerDetail); # 翅膀avatar部分 if (!empty($player_detail['equip_wing'])) { $wing_id = $player_detail['equip_wing']; $wing_lv = $player_detail['wing_info'][$wing_id]['lvl']; $wing_config = Cache_PlayerWing::getInstance()->get_player_wing_info(array('id' => $wing_id, 'level' => $wing_lv)); if (!empty($wing_config)) { $player_avatar['avatar']['3'] = array('type' => 3, 'equip_view' => $wing_config[0]['avatar']); } } # 时装avatar部分 if (!empty($player_detail['fashion_fit']) && is_array($player_detail['fashion_fit'])) { $fashion_config = Cache_Fashion::getInstance()->get_fashion(array_values($player_detail['fashion_fit'])); if (!empty($fashion_config)) { # fashion_type: 1表示身体部位时装 2表示武器部位时装 foreach ($player_detail['fashion_fit'] as $fashion_type => $fashion_sid) { if (empty($fashion_type)) { continue; } # 异常时装数据跳过 $player_avatar['avatar'][$fashion_type] = array('type' => $fashion_type, 'equip_view' => $fashion_config[$fashion_sid]['equip_view']); } } } # 坐骑avatar部分 return $player_avatar; }
/** * 小红点提示 * @param $player_id * @param $type * @param $condition */ public function red_icon($player_id, $player_info = null, $player_detail = null) { if (is_null($player_info)) { $player_info = $this->get_data('Player')->get_player_info($player_id, array('silver', 'crystal', 'level', 'fame_level', 'career_type', 'gold', 'online_time')); } if (is_null($player_detail)) { $player_detail = $this->get_data('PlayerDetail')->get_player_detail($player_id, array('func_open', 'equip_wing', 'wing_info', 'skill_info', 'skill_rune_info', 'skill_rune_cote_info', 'dower_info', 'train_info')); } $prop_list = $this->get_data('PlayerProp')->get_player_prop_by_item_position($player_id); //重包裹里去除道具 $arr_prop_num = array(); $arr_prop_type = array(); $func_open = $player_detail['func_open']; if ($prop_list) { foreach ($prop_list as $prop) { $arr_prop_num[$prop['prop_id']] += $prop['item_num']; $arr_prop_type[$prop['type']][$prop['sub_type']][] = $prop; } } ##################[翅膀进阶检查]#################### $wing_id = $player_detail['equip_wing']; $out = array(); if (!empty($wing_id)) { if (isset($func_open[111])) { $wing_table = Cache_PlayerWing::getInstance()->get_player_wing_info(array('id' => $wing_id, 'level' => $player_detail[$wing_id]['lvl'] + 1)); if ($wing_table) { $tip = false; if ($wing_table[0]['condition']) { list($type, $condition) = explode("|", $wing_table[0]['condition']); if ($type == 5) { if ($player_info['fame_level'] >= $condition) { $tip = true; } } } if ($tip) { $material_prop = Com_FmtData::format_table_prop($wing_table[0]['condition']); if (Com_Array::is_good_arr($material_prop)) { foreach ($material_prop as $id => $num) { if ($arr_prop_num[$id] >= intval($num)) { $tip = true; } } } } if ($tip) { $out[] = array('func_id' => 1, 'status' => intval($tip), 'param' => ''); } } } } ##################[翅膀进阶检查]#################### ###################[翅膀激活]####################### if (isset($func_open[110]) && $player_detail['wing_info']) { $tip = false; $data = $player_detail['wing_info']; foreach ($data as $key => $val) { if ($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]) { $tip = true; } else { if ($player_info['online_time'] >= $data[$key]['condition'][1][0]) { $tip = true; } } } else { if ($val['condition'][0] == 7) { $data[$key]['condition'][2] = $player_info['level']; if ($data[$key]['condition'][2] >= $data[$key]['condition'][1][0]) { $tip = true; } } else { if ($val['condition'][0] == 6) { #获取翅膀配置表 $wing_table_task = $this->get_game('PlayerWing')->get_cache_table_data('player_wing_table', array('id' => $val['id'], 'level' => $val['lvl'])); if ($wing_table_task) { 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) { $tip = true; } } } } } if ($val['condition'][0] == 4) { #获取翅膀配置表 $wing_table = $this->get_game('PlayerWing')->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) { $tip = true; } } } } } if ($val['condition'][0] == 2 || $val['condition'][0] == 1) { if ($data[$id]['condition'][2] >= $wing['condition'][1][0]) { $tip = true; } } } if ($tip == true) { break; } } if ($tip) { $out[] = array('func_id' => 15, 'status' => intval($tip), 'param' => ''); } } ###################[翅膀激活]####################### ###################[翅膀羽炼]####################### // if (isset($func_open[112])) { $start = strtotime(SERVER_FIRST_START_TIME); list($login_series_max, $login_acc) = $this->get_game('EventCondFunc')->_cal_login_refer($player_id, $start, $this->current_time); $deal_log_hash = $this->get_data('Wing')->get_deal_log_by_player_id($player_id); $tip = false; for ($i = 7; $i <= 8; $i++) { $item_list = Cache_PlayerWing::getInstance()->get_wing_equip_gift_info_list($i); if ($item_list) { foreach ($item_list as $item_info) { $gain_status = 0; # 领取状态:0可领,1条件未达成不可领,2已领取不可领[NOTE:可领只有一种情况,不可领有多种情况,所以这样表示] # 判断达成条件 if ($login_acc < $item_info['login_acc'] && empty($deal_log_hash[$item_info['item_id']])) { $tip = true; break 2; } } } } if ($tip) { $out[] = array('func_id' => 17, 'status' => intval($tip), 'param' => ''); } // } ###################[翅膀羽炼]####################### ##################[翅膀装备检查]################### $wing_info = $player_detail['wing_info'][$wing_id]; if (isset($func_open[110]) && $wing_info) { $tip = false; if ($wing_id == 7 && $wing_id == 8) { if (!empty($wing_info['equipment']) && Com_Array::is_good_arr($wing_info['equipment'])) { for ($i = 1; $i <= 7; $i++) { if (!isset($wing_info['equipment'][$i])) { if (isset($arr_prop_type[6][$i]) && count($arr_prop_type[6][$i] > 0)) { foreach ($arr_prop_type[6][$i] as $arr_prop_detail) { if ($wing_info['lvl'] < $arr_prop_detail['level']) { $tip = true; break 2; } } } } } } } if ($tip) { $out[] = array('func_id' => 2, 'status' => intval($tip), 'param' => ''); } } ##################[翅膀装备检查]################### ##################[英雄]############################## if (isset($func_open[20])) { $tip = false; $hero_list = $this->get_data('PlayerHero')->get_fight_hero($player_id); if (!empty($hero_list)) { foreach ($hero_list as $hero_id => $hero_code) { $obj_player_hero_data = $this->get_data('PlayerHero'); $hero_data = $obj_player_hero_data->get_player_hero_info($player_id, $hero_id); if ($hero_data) { ###################[成长值]######################################### if (isset($func_open[29])) { $hero_conf = Cache_HeroAttr::getInstance()->get_hero_attr_info($hero_data['hero_code']); if ($hero_data['grow_rate'] <= $hero_conf['grow_limit']) { $obj_hero_grow = $this->get_data('PlayerHeroGrow'); $hero_grow_id = $obj_hero_grow->get_player_hero_grow_data($hero_id); $hero_grow_conf = array(); $findFlag = false; if (!$hero_grow_id) { $findFlag = true; } else { $hero_grow_conf = Cache_HeroGrow::getInstance()->get_config_info($hero_grow_id); if (empty($hero_grow_conf)) { $findFlag = true; } else { if ($hero_data['grow_rate'] < $hero_grow_conf['grow_left'] || $hero_data['grow_rate'] >= $hero_grow_conf['grow_right']) { #区间错误 $findFlag = true; } } } if ($findFlag) { #启动自动纠错 $hero_grow_id = $this->get_game('Hero')->find_hero_grow_id($hero_data['grow_rate'], $hero_grow_conf); } if ($hero_grow_id) { $last_props[$hero_grow_conf['item_id']] = intval($arr_prop_num[$hero_grow_conf['item_id']]); if ($last_props[$hero_grow_conf['item_id']] >= $hero_grow_conf['item_nums']) { $tip = true; } } if ($tip) { $out[] = array('func_id' => 3, 'status' => intval($tip), 'param' => $hero_id); } } } ###################[成长值]######################################### ##################[英雄等级]############################### if (isset($func_open[22])) { $tip = false; $is_culture = $this->get_game('Hero')->is_culture_hero($player_id, $hero_id, $hero_data['hero_code']); if ($is_culture) { if ($hero_data['level'] < $player_info['level']) { //英雄是否满级 $full_level_res = $this->get_game('Hero')->is_full_level($hero_data['hero_code'], $hero_data['level']); if (!$full_level_res) { //是否有同类型已培养的英雄 $upgrade_prop_list = $this->get_game('Hero')->upgrade_prop_list; foreach ($upgrade_prop_list as $prop_id) { if (isset($arr_prop_num[$prop_id])) { $tip = true; break; } } } } } if ($tip) { $out[] = array('func_id' => 4, 'status' => intval($tip), 'param' => $hero_id); } } ##################[英雄等级]############################### ##################[英雄潜能]############################### if (isset($func_open[23])) { $tip = false; //是否有同类型已培养的英雄 if ($is_culture) { for ($i = 1; $i <= 3; $i++) { $hero_potential_base_table = $this->get_game('Hero')->get_hero_potential_base_table($i, $hero_data['potential_level']); if ($player_info['silver'] >= $hero_potential_base_table['coin_num']) { if (!empty($hero_potential_base_table) && $hero_potential_base_table['prop_id'] && $hero_potential_base_table['prop_num']) { //获取玩家背包中的升级道具数量 $player_prop_num = $arr_prop_num[$hero_potential_base_table['prop_id']]; if ($player_prop_num >= $hero_potential_base_table['prop_num']) { $attr_max = $this->get_game('Hero')->get_potential_attr_max($hero_data['potential_level'], $i); if ($hero_data['potential_' . $i] < $attr_max) { $tip = true; break; } } } } } } if ($tip) { $out[] = array('func_id' => 5, 'status' => intval($tip), 'param' => $hero_id); } } ##################[英雄潜能]############################### ##################[英雄合体]############################### if (isset($func_open[24])) { $tip = false; if ($is_culture) { $full_stairs_res = $this->get_game('Hero')->is_full_stairs($hero_data['hero_code'], $hero_data['fit']); if (!$full_stairs_res) { $hero_attr_base = $this->get_game('Hero')->get_hero_attr_table($hero_data['hero_code']); $fit_table = $this->get_game('Hero')->get_hero_fit_table($hero_attr_base['fit_expend_type'], $hero_data['fit'] + 1); $player_prop_num = $arr_prop_num[$fit_table['prop_id']]; if ($player_prop_num >= $fit_table['prop_num']) { $hero_info = $this->get_game('Hero')->get_fit_hero_num($player_id, $hero_id, $hero_data['fit_type'], $hero_data['hero_code'], $hero_data['quality'], $hero_data['quality']); //英雄是否足够 $is_full_hero_res = $this->get_game('Hero')->is_full_hero($hero_attr_base['fit_expend_type'], $hero_data['fit'] + 1, $hero_info['num']); if ($is_full_hero_res) { $tip = true; } } } } if ($tip) { $out[] = array('func_id' => 6, 'status' => intval($tip), 'param' => $hero_id); } } ##################[英雄合体]############################### ##################[英雄星级]############################### if (isset($func_open[25])) { $tip = false; if ($is_culture) { $full_level_res = $this->get_game('Hero')->is_full_star($hero_data['hero_code'], $hero_data['star']); if (!$full_level_res) { $star_table = $this->get_game('Hero')->get_hero_star_table($hero_data['star'] + 1); if ($star_table && $star_table['prop_id1']) { $prop_id = $star_table['prop_id1']; $deduct_coin_num = $star_table['prop_id2']; $player_prop_num = $arr_prop_num[$prop_id]; if ($player_prop_num >= $star_table['prop_num1']) { if ($player_info['silver'] >= $deduct_coin_num) { $tip = true; } } } } } if ($tip) { $out[] = array('func_id' => 7, 'status' => intval($tip), 'param' => $hero_id); } } ##################[英雄星级]############################### } } } } ##################[英雄]################################################## ##################[女神]################################################# if (isset($func_open[30])) { $obj_player_fairy_data = $this->get_data('Fairy'); $fairy_list = $obj_player_fairy_data->get_player_fairy_list($player_id); $fairy_id = ''; if ($fairy_list) { foreach ($fairy_list as $val) { $fairy_id = $val['fairy_id']; if (!empty($fairy_id)) { $fairy_info = $this->get_data('Fairy')->get_player_fairy_info($fairy_id); if ($fairy_info) { ##################[女神强化]############################################ if ($fairy_info['type'] == 1) { $func_id = 35; } else { $func_id = 36; } if (isset($func_open[$func_id])) { $tip = false; $max_train_lv = Cache_FairyTrain::getInstance()->get_max_train_lv(); if (!empty($max_train_lv)) { $max_train_lv = 100; } if ($fairy_info['train_level'] < $max_train_lv) { $trainConfigs = $this->get_game('Fairy')->get_cache_table_data('fairy_train_table', array("lvl" => $fairy_info['train_level'])); if ($trainConfigs[0] || !empty($trainConfigs[0]['expend'])) { $train_config = $trainConfigs[0]; // 消耗需求 $cost_material = explode("|", $train_config['expend']); //升级下一级消耗 $costItemInfo = explode(':', $cost_material[0]); //道具消耗 $costGoldInfo = !empty($cost_material[1]) ? explode(':', $cost_material[1]) : 0; //金币消耗 if ($fairy_info['level'] >= $train_config['fairy_lvl']) { $cost_item_id = $costItemInfo[0]; $cost_item_num = intval($costItemInfo[1]); $player_prop_num = $arr_prop_num[$cost_item_id]; $cost_silver_num = is_array($costGoldInfo) ? intval($costGoldInfo[1]) : 0; if ($player_info['silver'] >= $cost_silver_num) { if ($player_prop_num >= $cost_item_num) { $tip = true; } } } } } if ($tip) { $out[] = array('func_id' => 8, 'status' => intval($tip), 'param' => $fairy_id); } } ##################[女神强化]############################################ ##################[女神培养]############################################ if (isset($func_open[31])) { $tip = false; $fairy_level_table = $this->get_game('Fairy')->get_fairy_lvl_tabel_data($fairy_info['fairy_code'], $fairy_info['star']); if ($fairy_level_table) { if ($player_info['fame_level'] >= $fairy_level_table['fame']) { $item_data = array(); $get_item_res = $this->get_game('Fairy')->get_item_data($fairy_info['fairy_code'], $fairy_info['star'], $item_data); if ($get_item_res == true) { $prop_id = $item_data['item']; $prop_num = $item_data['count']; $coin = $item_data['coin']; if ($item_data['fame'] > 0) { $coin = 0; } if ($prop_id && $prop_num) { if ($arr_prop_num[$prop_id] >= $prop_num) { if ($player_info['silver'] >= $coin) { $tip = true; } } } } } } if ($tip) { $out[] = array('func_id' => 9, 'status' => intval($tip), 'param' => $fairy_id); } } ##################[女神培养]############################################ ##################[女神符文位置]############################################ if (isset($func_open[31])) { $tip = false; if (Com_Array::is_good_arr($fairy_info['combination_list'])) { foreach ($fairy_info['combination_list'] as $value) { if ($value['state'] == 1) { $tip = true; } } } if ($tip) { $out[] = array('func_id' => 16, 'status' => intval($tip), 'param' => $fairy_id); } } ##################[女神符文位置]############################################ } } } } } ##################[女神]################################################# ########################[技能]########################################## $skill_list_all = Cache_Skill::getInstance()->get_skill_list($player_info['career_type']); $skill_list_distinct = Cache_Skill::getInstance()->get_distinct_skill_list($player_info['career_type'], 1); $skill_hash_all = $this->get_game('PlayerSkill')->convert_skill_list_to_hash($skill_list_all); $tip = false; foreach ($skill_list_distinct as $val) { if ($val['display'] == 0) { continue; } $skill_id = $val['sid']; $data['skill_status'] = 0; if (isset($player_detail['skill_info'][$skill_id]['level'])) { //已激活 $data['skill_status'] = 1; $data['skill_level'] = $player_detail['skill_info'][$skill_id]['level']; } if ($data['skill_status'] > 0) { if ($data['skill_level'] < $skill_hash_all[$skill_id][$data['skill_level']]['max_level'] && $player_info['level'] >= $skill_hash_all[$skill_id][$data['skill_level'] + 1]['unlock'] && $player_info['silver'] >= $skill_hash_all[$skill_id][$data['skill_level'] + 1]['levelup_cost_silver'] && $player_info['crystal'] >= $skill_hash_all[$skill_id][$data['skill_level'] + 1]['levelup_cost_skill_point']) { $tip = true; break; } } } if ($tip) { $out[] = array('func_id' => 10, 'status' => intval($tip), 'param' => ''); } ########################[技能]########################################## ########################[天赋]########################################## $tip = false; $active_dower_list = $this->get_data('PlayerDower')->get_player_dower($player_id); $dower_list_all = Cache_Dower::getInstance()->get_dower_list($player_info['career_type']); $dower_list_distinct = Cache_Dower::getInstance()->get_distinct_dower_list($player_info['career_type'], 0); // $dower_hash_all = $this->get_game('PlayerSkill')->convert_dower_list_to_hash($dower_list_all); if (!empty($dower_list_distinct)) { foreach ($dower_list_distinct as $val) { $dower_id = $val['sid']; if (isset($active_dower_list[$dower_id])) { $active_dower_list[$dower_id]['dower_lv'] += 1; } else { $active_dower_list[$dower_id] = array('dower_id' => $dower_id, 'dower_lv' => 1, 'player_id' => $player_id); } # 获取天赋配置信息 $dower_info = Cache_Dower::getInstance()->get_dower_info($dower_id, $active_dower_list[$dower_id]['dower_lv'], 0); if ($player_info['level'] > $dower_info['unlock']) { if ($player_info['crystal'] >= $dower_info['cost_crystal']) { if (!empty($dower_info['item_id']) && !empty($dower_info['item_num'])) { $player_prop_num = $arr_prop_num[$dower_info['item_id']]; if ($player_prop_num >= $dower_info['item_num']) { $tip = true; break; } } } } } if ($tip) { $out[] = array('func_id' => 11, 'status' => intval($tip), 'param' => ''); } } ########################[圣器]########################################## $trains = $player_detail['train_info']; if ($trains) { foreach ($trains as $train_type => $train) { $train_rank = $train['train_rank']; foreach ($train['train_detail'] as $train_attr_seq => $train_detail) { $train_step = $train_detail[$train_attr_seq]['train_step'] + 1; $train_detail = Cache_Train::getInstance()->get_train_detail($train_type, $train_rank, $train_attr_seq, $train_step); if ($train_detail) { if (!empty($train_detail['require_player_level']) && $player_info['level'] >= $train_detail['require_player_level']) { $cost_currency_value = Formula_Train::get_strengthen_train_cost(); $cost_currency_key = Cache_Currency::getInstance()->get_key($this->get_game('Train')->get_strengthen_train_cost_cur_type()); if ($player_info[$cost_currency_key] >= $cost_currency_value) { if ($player_info['silver'] >= $train_detail['consume_silver']) { if (!empty($train_detail['consume_item_id'])) { if ($arr_prop_num[$train_detail['consume_item_id']] >= $train_detail['consume_item_num']) { if ($train_type == 1) { $out[] = array('func_id' => 12, 'status' => intval($tip), 'param' => ''); } if ($train_type == 2) { $out[] = array('func_id' => 13, 'status' => intval($tip), 'param' => ''); } if ($train_type == 3) { $out[] = array('func_id' => 14, 'status' => intval($tip), 'param' => ''); } } } } } } } } } } ########################[圣器]######################################### return $out; }