コード例 #1
0
 public function handle_dirty_data()
 {
     $player_id_list = $this->get_whole_player_list();
     if (empty($player_id_list)) {
         return false;
     }
     foreach ($player_id_list as $player_id) {
         $player_info = TenYear::getInstance('Data_Player')->get_player_info($player_id);
         $arr_player_detail = TenYear::getInstance('Data_PlayerDetail')->get_player_detail($player_id, array('skill_info', 'skill_rune_info'));
         $skill_list_all = Cache_Skill::getInstance()->get_skill_list($player_info['career_type']);
         $skill_list_distinct = Cache_Skill::getInstance()->get_distinct_skill_list($player_info['career_type']);
         if (empty($skill_list_distinct)) {
             echo "Warning: player_id={$player_id}|career_type=" . $player_info['career_type'] . "\n";
             continue;
             #$this->throw_error('60022'); # 没有符合玩家职业的技能配置信息
         }
         # 该步操作除了获取hash结构外,重置了每个技能的max_level为有效信息
         $skill_hash_all = TenYear::getInstance('Game_PlayerSkill')->convert_skill_list_to_hash($skill_list_all);
         $exception_flag = 0;
         # 0无异常 >1异常
         foreach ($skill_list_distinct as $val) {
             if ($val['display'] == 0) {
                 continue;
             }
             $skill_id = $val['sid'];
             # 问题玩家
             if (isset($arr_player_detail['skill_info'][$skill_id]) && $arr_player_detail['skill_info'][$skill_id]['level'] > $skill_hash_all[$skill_id][1]['max_level']) {
                 echo "Warning: player_id={$player_id}|skill_id={$skill_id}|origin_level=" . $arr_player_detail['skill_info'][$skill_id]['level'] . "|max_level=" . $skill_hash_all[$skill_id][1]['max_level'] . "\n";
                 $arr_player_detail['skill_info'][$skill_id]['level'] = $skill_hash_all[$skill_id][1]['max_level'];
                 $exception_flag += 1;
             }
             if (isset($arr_player_detail['skill_rune_info'][$skill_id])) {
                 # 重置每个技能的符文为最大等级的激活状态
                 $rune_list_all = Cache_SkillRune::getInstance()->get_skill_rune_list_by_skill_id($skill_id);
                 $rune_hash_all = TenYear::getInstance('Game_PlayerSkill')->convert_rune_list_to_hash($rune_list_all);
                 foreach ($rune_hash_all as $rune_id => $rune_lv_info) {
                     if (isset($arr_player_detail['skill_rune_info'][$skill_id][$rune_id]) && $arr_player_detail['skill_rune_info'][$skill_id][$rune_id]['level'] > $rune_lv_info[1]['max_level']) {
                         echo "Warning: player_id={$player_id}|skill_id={$skill_id}|rune_id={$rune_id}|origin_level=" . $arr_player_detail['skill_rune_info'][$skill_id][$rune_id]['level'] . "|max_level=" . $rune_lv_info[1]['max_level'] . "\n";
                         $arr_player_detail['skill_rune_info'][$skill_id][$rune_id]['level'] = $rune_lv_info[1]['max_level'];
                         $exception_flag += 1;
                     }
                 }
             }
         }
         if (!empty($exception_flag)) {
             # 修正等级
             /**
             				TenYear::getInstance('Data_PlayerDetail')->update_player_detail(
             					$player_id,
             					array('skill_info'=>$arr_player_detail['skill_info'], 'skill_rune_info' => $arr_player_detail['skill_rune_info'])
             				);
             				**/
         }
     }
     echo "End ...\n";
 }
コード例 #2
0
 private function handle_skill_for_dummy($dr_info, $skill_info_string)
 {
     if (!empty($skill_info_string)) {
         $skill_list_dummy = array();
         # 虚拟角色需要配置的技能信息
         $skill_list_valid = array();
         # 有效的技能信息,存储skill配置表中对应当前职业的技能
         # 虚拟角色职业允许的技能信息
         $skill_list_distinct = Cache_Skill::getInstance()->get_distinct_skill_list($dr_info['career_type']);
         if (empty($skill_list_distinct)) {
             # do nothing
         } else {
             $skill_info_arr = explode("|", $skill_info_string);
             foreach ($skill_info_arr as $sinfo) {
                 list($skill_id, $skill_level) = explode(":", $sinfo);
                 $skill_list_dummy[$skill_id] = $skill_level;
             }
             # 获取有效技能信息
             foreach ($skill_list_distinct as $skill_record) {
                 $skill_list_valid[$skill_record['sid']] = $skill_record;
             }
         }
         # 过滤掉无效的技能配置
         foreach ($skill_list_dummy as $skill_id => $skill_level) {
             if (!isset($skill_list_valid[$skill_id])) {
                 unset($skill_list_dummy[$skill_id]);
             }
         }
         # 激活并启用相关技能
         if (!empty($skill_list_dummy)) {
             $player_detail_arr = TenYear::getInstance('Data_PlayerDetail')->get_player_detail($dr_info['player_id'], array('skill_info'));
             #echo "----------------------------------------------\n";
             #var_export($player_detail_arr);
             #echo "----------------------------------------------\n";
             if (!empty($player_detail_arr['skill_info'])) {
                 foreach ($player_detail_arr['skill_info'] as $skill_id => &$sinfo) {
                     $sinfo['keyboard'] = 0;
                     # 全部置为不启用
                 }
             }
             foreach ($skill_list_dummy as $skill_id => $skill_level) {
                 $player_detail_arr['skill_info'][$skill_id] = array('level' => $skill_level, 'keyboard' => $skill_list_valid[$skill_id]['keyboard']);
             }
             #echo "++++++++++++++++++++++++++++++++++++++++++++++\n";
             #var_export($player_detail_arr);
             #echo "++++++++++++++++++++++++++++++++++++++++++++++\n";
             TenYear::getInstance('Data_PlayerDetail')->update_player_detail($dr_info['player_id'], $player_detail_arr['skill_info']);
         }
     }
 }
コード例 #3
0
 public function get_skillrune_list($player_id)
 {
     try {
         $player_info = $this->get_data('Player')->get_player_info($player_id);
         $arr_player_detail = $this->get_data('PlayerDetail')->get_player_detail($player_id, array('skill_info', 'skill_rune_info', 'skill_keyboard', 'skill_rune_cote_info'));
         $skill_list_all = Cache_Skill::getInstance()->get_skill_list($player_info['career_type']);
         $skill_list_destinct = Cache_Skill::getInstance()->get_distinct_skill_list($player_info['career_type']);
         $out = array();
         $arr = $this->get_game('PlayerSkill')->convert_skill_list_to_hash($skill_list_all);
         # skill_flag: 0未激活;1已激活;
         if (!empty($skill_list_destinct)) {
             foreach ($skill_list_destinct as $val) {
                 $data = array();
                 if ($val['display'] == 0) {
                     continue;
                 }
                 $data['skill_id'] = $val['sid'];
                 $data['skill_name'] = $val['name'];
                 # 是否激活判断
                 if (isset($arr_player_detail['skill_info'][$val['sid']]['level'])) {
                     //已激活
                     $data['skill_flag'] = 1;
                     $data['skill_level'] = $arr_player_detail['skill_info'][$val['sid']]['level'];
                 } else {
                     $data['skill_flag'] = 0;
                     $data['skill_level'] = 1;
                     # 默认一级
                 }
                 $data['skill_keyboard'] = $val['keyboard'];
                 # rune_flag: 0未激活不可激活[序号靠前符文尚未激活];1未激活但可激活;2已激活
                 list($data['rune_list'], $auto_active_rune_cote) = $this->flag_rune_info_new($val['sid'], $arr_player_detail['skill_rune_info'][$val['sid']], null, $arr_player_detail['skill_rune_cote_info'][$val['sid']]);
                 $out[] = $data;
             }
         }
         #var_export($out);
         $skillrune_list = array();
         foreach ($out as $skill_info) {
             foreach ($skill_info['rune_list'] as $v) {
                 $si = array();
                 $si['skill_id'] = $skill_info['skill_id'];
                 $si['skill_name'] = $skill_info['skill_name'];
                 $si['skill_flag'] = $skill_info['skill_flag'] ? '已激活' : '未激活';
                 $si['skill_level'] = $skill_info['skill_level'];
                 $si['skill_keyboard'] = $skill_info['skill_keyboard'];
                 $si['rune_id'] = $v['rune_id'];
                 $si['rune_level'] = $v['rune_level'];
                 $si['next_rune_id'] = $v['next_rune_id'];
                 $si['rune_flag'] = $v['flag'];
                 if ($v['flag'] == 0) {
                     $si['rune_flag_fmt'] = '未激活[不可激活]';
                 } elseif ($v['flag'] == 1) {
                     $si['rune_flag_fmt'] = '未激活[可激活]';
                 } elseif ($v['flag'] == 2) {
                     $si['rune_flag_fmt'] = '已激活';
                 }
                 $si['cote_status'] = $v['cote_status'];
                 $si['rune_name'] = $v['rune_name'];
                 $skillrune_list[] = $si;
             }
         }
         #var_export($skillrune_list);
         return $skillrune_list;
     } catch (Exception $e) {
         $error = "Exception: " . $e->getFile() . " line:" . $e->getLine() . " " . $e->getMessage();
         echo $error;
     }
 }
コード例 #4
0
ファイル: PlayerSkill.php プロジェクト: bluefan/phpsource
 public function handle_skill_level_addition($player_id, &$skill_list, $player_info_all = null, $arr_player_detail_all = null)
 {
     /*
     if(is_null($player_info_all)){
     	$player_info = $this->get_data('Player')->get_player_info($player_id, array('player_id'));
     }else{
     	$player_info = $player_info_all;
     }
     */
     if (is_null($arr_player_detail_all)) {
         $arr_player_detail = $this->get_data('PlayerDetail')->get_player_detail($player_id, array('skill_starmap_info'));
         # 星图加成信息
     } else {
         $arr_player_detail = $arr_player_detail_all;
     }
     $train_set_attr_addition = $this->get_game('Train')->get_player_train_set_attr_addition($player_id, $player_info_all, $arr_player_detail_all);
     # 培养套装加成信息
     if (!empty($skill_list) && is_array($skill_list)) {
         foreach ($skill_list as &$skill_info) {
             if (!empty($skill_info['skill_status'])) {
                 if (!empty($arr_player_detail['skill_starmap_info'][$skill_info['skill_id']])) {
                     $skill_info['skill_level'] += $arr_player_detail['skill_starmap_info'][$skill_info['skill_id']];
                 }
                 if (!empty($train_set_attr_addition[$skill_info['skill_id']])) {
                     $skill_info['skill_level'] += $train_set_attr_addition[$skill_info['skill_id']];
                 }
                 # 最大等级保护
                 $max_level = Cache_Skill::getInstance()->get_skill_max_level($skill_info['skill_id']);
                 if ($skill_info['skill_level'] > $max_level) {
                     $skill_info['skill_level'] = $max_level;
                 }
             }
         }
     }
 }
コード例 #5
0
ファイル: PlayerWing.php プロジェクト: bluefan/phpsource
 /**
  * @Purpose:
  * 创建单个翅膀数据
  * @Param $player_id 玩家ID
  * @Param $wing_id 翅膀ID
  */
 private function create_wing($data)
 {
     $id = $data['id'];
     $wing['id'] = $data['id'];
     $wing['lvl'] = $data['level'];
     $wing['attr'] = $this->format_table_field($data['attr_add']);
     Com_Log::log("{$wing['id']} wing fight attr :" . var_export($wing['attr'], true), 'wing_fight', 1);
     $wing['fight'] = Formula_Fpower::calc_fpower($wing['attr']);
     Com_Log::log("{$wing['id']} wing fight base :{$wing['fight']}", 'wing_fight', 1);
     //技能分解
     $skill_data = explode("|", $data['skill_id']);
     $wing['skill_id'] = $skill_data;
     #翅膀技能加上战力
     if (is_array($wing['skill_id'])) {
         foreach ($wing['skill_id'] as $skill_id) {
             $max_level = Cache_Skill::getInstance()->get_skill_max_level($skill_id);
             $wing['fight'] += intval(Formula_SkillFpower::$wing_skill[$max_level]);
         }
     } else {
         $max_level = Cache_Skill::getInstance()->get_skill_max_level($wing['skill_id']);
         $wing['fight'] += intval(Formula_SkillFpower::$wing_skill[$max_level]);
     }
     Com_Log::log("{$wing['id']} wing fight add skill:{$wing['fight']}", 'wing_fight', 1);
     /*
     if (Com_Array::is_good_arr($skill_data))
     {
     	foreach ($skill_data as $second_layer) {
     		$wing['skill_id'][] = explode(":", $second_layer);
     	}
     }
     */
     #$wing[$id]['attr'] = json_encode($wing[$id]['attr']);
     $wing['show'] = 1;
     $wing['activation'] = 0;
     $wing['synthetic'] = 1;
     if ($data['condition']) {
         list($type, $value) = explode("|", $data['condition']);
         if ($type == 4) {
             #$wing['synthetic'] = 0;
             $wing['activation'] = 0;
             $item = explode(":", $value);
             $wing['condition'] = array($type, $item, 0);
             /*
             $l_data = explode(":", $data['show_condition']);
             if ($l_data[0] != 0)
             {
             	$wing['show'] = 0;
             }
             */
         } else {
             $value = $value > 0 ? $value : 0;
             $wing['condition'] = array($type, array($value));
         }
     }
     $wing['state'] = 0;
     $wing['sort'] = $data['sort'];
     $wing['avatar'] = $data['avatar'];
     $wing['name'] = strval($data['name']);
     $wing['repair_flag'] = $this->repair_flag;
     return $wing;
 }
コード例 #6
0
ファイル: Strengthen.php プロジェクト: bluefan/phpsource
 protected function get_skill_recommend($player_id, $level, $skill_data, $dower_data)
 {
     $out = array();
     $strengthen = Cache_Strengthen::getInstance()->get_strengthen($level, 2);
     $strengthen_list = array();
     $skill_configs = array();
     $dower_configs = array();
     foreach ($strengthen as $key => $val) {
         switch ($val['condition_type']) {
             case 11:
                 //每个技能的等级
                 foreach ($skill_data['skill_list'] as $skill) {
                     $skill_id = $skill['skill_id'];
                     if (!isset($skill_configs[$skill_id])) {
                         $skill_configs[$skill_id] = Cache_Skill::getInstance()->get_skill_info($skill_id);
                     }
                     //                        echo $val['condition_val']."|".$skill['skill_level']."|".$val['condition_operation'];
                     if ($this->cal_condition($val['condition_val'], $skill['skill_level'], $val['condition_operation'])) {
                         $tmp_val = $val;
                         $tmp_val['name'] = $skill_configs[$skill_id][0]['name'];
                         $strengthen_list[$val['sub_type']][$skill_id] = $tmp_val;
                     }
                 }
                 continue 2;
                 break;
             case 12:
                 //每个技能是否有可开启的符文
                 foreach ($skill_data['skill_list'] as $skill) {
                     $skill_id = $skill['skill_id'];
                     if (count($strengthen_list[$val['sub_type']][$skill_id] >= 1)) {
                         continue;
                     }
                     if (!isset($skill_configs[$skill_id])) {
                         $skill_configs[$skill_id] = Cache_Skill::getInstance()->get_skill_info($skill_id);
                     }
                     $num = 0;
                     foreach ($skill['rune_list'] as $rune) {
                         if ($rune[3] == 1) {
                             ++$num;
                         }
                     }
                     if ($this->cal_condition($val['condition_val'], $num, $val['condition_operation'])) {
                         $tmp_val = $val;
                         $tmp_val['name'] = $skill_configs[$skill_id][0]['name'];
                         $strengthen_list[$val['sub_type']][$skill_id] = $tmp_val;
                     }
                 }
                 continue 2;
                 break;
             case 13:
                 //技能每个符文等级是否达上限
                 foreach ($skill_data['skill_list'] as $skill) {
                     $skill_id = $skill['skill_id'];
                     if (count($strengthen_list[$val['sub_type']][$skill_id] >= 1)) {
                         continue;
                     }
                     if (!isset($skill_configs[$skill_id])) {
                         $skill_configs[$skill_id] = Cache_Skill::getInstance()->get_skill_info($skill_id);
                     }
                     $num = 0;
                     $rune_list_all = Cache_SkillRune::getInstance()->get_skill_rune_list_by_skill_id($skill_id);
                     $rune_hash_all = $this->convert_rune_list_to_hash($rune_list_all);
                     $rune_max_level = array();
                     foreach ($rune_hash_all as $rune_id => $rune_lv_info) {
                         $rune_max_level[$rune_id] = $rune_lv_info[1]['max_level'];
                     }
                     foreach ($skill['rune_list'] as $rune) {
                         if ($rune[2] <= $rune_max_level[$rune[1]]) {
                             $tmp_val = $val;
                             $tmp_val['name'] = $skill_configs[$skill_id][0]['name'];
                             $strengthen_list[$val['sub_type']][$skill_id] = $tmp_val;
                             break;
                         }
                     }
                 }
                 continue 2;
                 break;
             case 14:
                 //天赋格装备个数
                 $num = count($dower_data['inuse_dower_list']);
                 //                    echo $val['condition_val']."|".$num."|".$val['condition_operation'];
                 if ($this->cal_condition($val['condition_val'], $num, $val['condition_operation'])) {
                     $strengthen_list[$val['sub_type']]['s14'] = $val;
                 }
                 break;
             case 15:
                 //当前装备的天赋可升级
                 if ($dower_data['inuse_dower_list']) {
                     foreach ($dower_data['inuse_dower_list'] as $dower) {
                         if (count($strengthen_list[$val['sub_type']]) >= 2) {
                             break;
                         }
                         $dower_id = $dower['dower_id'];
                         if (!isset($dower_configs[$dower_id])) {
                             $dower_configs[$dower_id] = Cache_Dower::getInstance()->get_dower_info($dower_id, 1);
                         }
                         if ($dower['up_lv_flag'] == 1) {
                             $tmp_val = $val;
                             $tmp_val['name'] = $dower_configs[$dower_id]['name'];
                             $strengthen_list[$val['sub_type']][$dower_id] = $tmp_val;
                         }
                     }
                 }
                 break;
             case 16:
                 if ($dower_data['optional_dower_list']) {
                     foreach ($dower_data['optional_dower_list'] as $dower) {
                         if (count($strengthen_list[$val['sub_type']]) >= 2) {
                             break;
                         }
                         $dower_id = $dower['dower_id'];
                         if (!isset($dower_configs[$dower_id])) {
                             $dower_configs[$dower_id] = Cache_Dower::getInstance()->get_dower_info($dower_id, 1);
                         }
                         if ($dower['up_lv_flag'] == 1) {
                             $tmp_val = $val;
                             $tmp_val['name'] = $dower_configs[$dower_id]['name'];
                             $strengthen_list[$val['sub_type']][$dower_id] = $tmp_val;
                         }
                     }
                 }
                 break;
         }
     }
     if (!empty($strengthen_list)) {
         $out['advise'] = $this->format_advise_list(2, $strengthen_list);
     } else {
         $out['advise'] = array();
     }
     //        var_dump($out['advise']);
     return $out;
 }
コード例 #7
0
ファイル: PlayerFunc.php プロジェクト: bluefan/phpsource
 /**
  * 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;
 }