public function prop_use_s2p($player_id, $item_sid, $item_unique_id, $count, $role_id) { //返回的数据结构 $out = array('item_sid' => $item_sid, 'role_id' => $role_id, 'item_unique_id' => $item_unique_id, 'count' => $count, 'error_code' => 0, 'cooldown_msec' => 0); if ($item_sid == 0 && $item_unique_id == 'hot' || $item_sid == 0 && $item_unique_id == 'dh' || $item_sid == 0 && $item_unique_id == 'mp') { # 0缓慢回血药剂 或者 1直接回血药剂 $res = $this->prop_use_by_drug($player_id, $item_unique_id); $out['error_code'] = intval($res['error_code']); $out['cooldown_msec'] = intval($res['cooldown_msec']); if (isset($res['item_sid'])) { $item_sid = $out['item_sid'] = $res['item_sid']; } } elseif ($item_sid > 0 && $item_unique_id == 'horn') { $res = $this->prop_use_by_prop_id($player_id, $item_sid, $count); $out['error_code'] = intval($res['error_code']); $out['cooldown_msec'] = intval($res['cooldown_msec']); } else { $res = $this->prop_use_by_ppid($player_id, $item_unique_id, $count); $out['error_code'] = intval($res['error_code']); $out['cooldown_msec'] = intval($res['cooldown_msec']); } if (!empty($this->_prop_log)) { Protocol_Prop::prop_806($player_id, $this->_prop_log); } $this->get_game('TaskTrigger')->async_trigger_task($player_id, 6, $item_sid, $count); //道具激活称号 $this->get_game('PlayerAchieve')->prop_activate_title($player_id, $item_sid); return $out; }
/** * @Purpose: * 批量删除英雄 * @param $player_id 玩家ID * @param $hero_list 英雄列表(包括英雄ID,英雄品质) * @param $player_info 玩家信息 */ private function del_hero_list($player_id, $hero_list, $player_info) { if (Com_Array::is_good_arr($hero_list)) { $obj_player_hero_data = $this->get_data('PlayerHero'); $obj_player_prop_data = $this->get_data('PlayerProp'); $obj_player_bag_game = $this->get_game('PlayerBag'); $time = time(); foreach ($hero_list as $hero_id => $quality) { //获取英雄数据 $hero_data = $obj_player_hero_data->get_player_hero_info($player_id, $hero_id); $hero_data['rune_hole_list'] = Com_FmtData::cus_json_decode($hero_data['rune_hole_list']); if ($hero_data['rune_hole_list']) { foreach ($hero_data['rune_hole_list'] as $val) { //如果英雄有镶嵌的符文,则卸下符文 if ($val['state'] == 2) { $rune_data = $obj_player_prop_data->get_player_prop_detail($player_id, $val['id']); if ($rune_data) { $empty_pos = $this->get_game('Prop')->get_empty_pos($player_id, 1); if ($empty_pos === false) { $this->throw_error('80001'); //包裹已满 } $obj_player_bag_game->prop_set_position($rune_data, $this->bag_pos, $empty_pos[0]); //创建更变数据 $rune_data['item_position'] = $this->bag_pos; $rune_data['grid'] = $empty_pos[0]; $rtn_data[] = $rune_data; Protocol_Prop::prop_806($player_id, $rtn_data); } } } } //删除英雄 $hero_del_res = $obj_player_hero_data->delete_player_hero($player_id, $hero_id, $quality); if (!$hero_del_res) { $this->throw_error('10104'); } $this->get_data('RankList')->del_hero_from_rank($hero_id); //更新英雄培养数据 #$this->update_hero_culture_data($player_id, 0, $hero_data['hero_code']); #更新日志 $log_data = array('player_id' => $player_id, 'channel' => 18, 'server_id' => SERVER_ID, 'operator_id' => OPERATOR_ID, 'player_level' => $player_info['level'], 'vip_level' => $player_info['vip'], 'vip_special_level' => $player_info['privilege_level'], 'type' => 5, 'cmd_id' => 512, 'item_id' => $hero_id, 'item_name' => $hero_data['name'], 'item_quality' => $quality, 'item_level' => $hero_data['level'], 'item_num' => 1, 'add_time' => $time); Log_Common::getInstance()->add_log($log_data); } } }
public function wing_equip_swallow($type, $player_id, $player_prop_id, $swallow_equips, $onekey = 0) { $this->get_game('PlayerFunc')->get_func_is_open($player_id, $this->func_id); $this->param_check_numeric(array($type, $player_id), 0); if (empty($swallow_equips)) { $this->throw_error('10107'); } # 参数错误 $player_info = $this->get_data('Player')->get_player_info($player_id, array('level', 'vip', 'career_type')); $player_detail = $this->get_data('PlayerDetail')->get_player_detail($player_id, Protocol_Player::get_player_attr_detail_key()); # 1515展示协议返回数据,1515协议需要写死传回已配置的所有吞噬属性,即便当前道具尚未有激活任意项吞噬属性,也需要用初始值填充 $out_1515 = array('player_ppid' => $player_prop_id, 'swallow_ppids' => $swallow_equips, 'item_struct' => array()); $swallow_equips = explode(':', $swallow_equips); $swallow_equips = array_filter($swallow_equips); $player_prop_info = $this->get_data('PlayerProp')->get_player_prop_detail($player_id, $player_prop_id); $before_player_prop_info = $player_prop_info; if (empty($player_prop_info)) { $this->throw_error('80013'); //玩家没有该装备! } if (Com_Util::is_first_charge_item($player_prop_info['prop_id'])) { if (!empty($type)) { # 实际吞噬 $this->throw_error('81106'); # 首充装备不允许吞噬 } else { $message = array('texts' => array(array('code' => 81106, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 首充装备不允许吞噬 $out_1515['swallow_ppids'] = ""; return $out_1515; } } # 计算吞噬属性最大等级 $swallow_lv_max = $this->get_we_swallow_lv_max($player_prop_info['vocation_limit'], $player_detail); $swallow_config_max = Cache_Forge::getInstance()->get_we_swallow_config_by_lv($swallow_lv_max); if (empty($swallow_config_max)) { $this->throw_error('80047'); # 未找到翅膀装备吞噬配置信息 } $player_prop_details = $this->get_data('PlayerProp')->get_player_prop_detail_multi($player_id, $swallow_equips); if (empty($player_prop_details)) { $this->throw_error('80024'); //未选择有效的被吞噬装备 } # 被吞噬装备信息 $before_swallow_info = empty($player_prop_info['we_swallow_info']) ? array() : $player_prop_info['we_swallow_info']; $player_prop_id_slave = ""; $item_id_slave = ""; $onekey_prop_list = array(); # 保存允许一键吞噬的装备ID列表 foreach ($swallow_equips as $pprop_id) { if (!empty($type)) { # 实际吞噬 if (empty($player_prop_details[$pprop_id])) { $this->throw_error('80013'); # 玩家没有该装备! } if (Com_Util::is_first_charge_item($player_prop_details[$pprop_id]['prop_id'])) { $this->throw_error('81107'); # 首充装备不允许被吞噬 } if ($player_prop_details[$pprop_id]['quality'] < $this->min_swallow_quality) { $this->throw_error('80044'); # 装备品质未达到被吞噬要求 } if (isset($player_prop_info['we_swallow_info']['swallow_exp']) && $player_prop_info['we_swallow_info']['swallow_exp'] >= $swallow_config_max['swallow_exp'] - 1) { $this->throw_error('80045'); # 装备已达到最大吞噬等级 } } else { # 非实际吞噬 if (!empty($onekey)) { # 一键勾选 if (empty($player_prop_details[$pprop_id])) { continue; } if (Com_Util::is_first_charge_item($player_prop_details[$pprop_id]['prop_id'])) { continue; } if ($player_prop_details[$pprop_id]['quality'] < $this->min_swallow_quality) { continue; } if (isset($player_prop_info['we_swallow_info']['swallow_exp']) && $player_prop_info['we_swallow_info']['swallow_exp'] >= $swallow_config_max['swallow_exp'] - 1) { continue; } } else { # 单项勾选,单次勾选获取吞噬信息需要弹提示属性满的消息,但不能阻断程序执行,只能跳出循环 if (empty($player_prop_details[$pprop_id])) { $message = array('texts' => array(array('code' => 80013, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 玩家没有该装备! break; } if (Com_Util::is_first_charge_item($player_prop_details[$pprop_id]['prop_id'])) { $message = array('texts' => array(array('code' => 81107, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 首充装备不允许被吞噬 break; } if ($player_prop_details[$pprop_id]['quality'] < $this->min_swallow_quality) { $message = array('texts' => array(array('code' => 80044, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 装备品质未达到被吞噬要求 break; } if (isset($player_prop_info['we_swallow_info']['swallow_exp']) && $player_prop_info['we_swallow_info']['swallow_exp'] >= $swallow_config_max['swallow_exp'] - 1) { $message = array('texts' => array(array('code' => 80045, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 装备已达到最大吞噬等级 break; } } } $player_prop_id_slave .= "{$pprop_id}:"; $item_id_slave .= $player_prop_details[$pprop_id]['prop_id'] . ":"; $onekey_prop_list[] = $pprop_id; # 计算增加属性值 && 修正经验值 $add_swallow_exp = self::$swallow_quality_to_exp_map[$player_prop_details[$pprop_id]['quality']] * (1 + intval($player_prop_details[$pprop_id]['level'] / 5) / 4); if (isset($player_prop_info['we_swallow_info'])) { $player_prop_info['we_swallow_info']['swallow_exp'] += $add_swallow_exp; } else { $player_prop_info['we_swallow_info'] = array('swallow_lv' => 0, 'swallow_exp' => $add_swallow_exp, 'swallow_attr' => array()); } } # 根据吞噬属性的exp,刷新吞噬属性的lv if (!empty($player_prop_info['we_swallow_info'])) { $swallow_config = Cache_Forge::getInstance()->get_we_swallow_config_by_exp($player_prop_info['we_swallow_info']['swallow_exp']); if (!empty($swallow_config)) { $player_prop_info['we_swallow_info']['swallow_lv'] = min($swallow_config['swallow_lv'], $swallow_lv_max); # 根据最大lv,修正经验值 if ($player_prop_info['we_swallow_info']['swallow_exp'] >= $swallow_config_max['swallow_exp'] - 1) { $player_prop_info['we_swallow_info']['swallow_exp'] = $swallow_config_max['swallow_exp'] - 1; } } else { $this->throw_error('80047'); # 未找到翅膀装备吞噬配置信息 } } # 根据吞噬等级,计算吞噬加成附加属性 $we_swallow_revise_info = Cache_Forge::getInstance()->get_we_swallow_config_by_lv($player_prop_info['we_swallow_info']['swallow_lv']); if (empty($we_swallow_revise_info)) { $this->throw_error('80047'); # 未找到翅膀装备吞噬配置信息 } foreach ($player_prop_info['addition_attr'] as $attr_key => $attr_val) { $attr_val = ceil($attr_val * $we_swallow_revise_info['attr_revise_ratio'] / 10000) + $we_swallow_revise_info[$attr_key]; $player_prop_info['we_swallow_info']['swallow_attr'][$attr_key] = $attr_val; } if (empty($type)) { # 修正被吞噬的装备列表,去除吞噬属性达到上限及之后的其它装备 $out_1515['swallow_ppids'] = empty($onekey_prop_list) ? "" : implode(":", $onekey_prop_list); $out_1515['item_struct'] = Struct_Prop::get_prop_struct($player_prop_info); if (empty($out_1515['swallow_ppids']) && !empty($onekey)) { # 没有能被吞噬的装备 $message = array('texts' => array(array('code' => 80046, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 没有可以被吞噬的装备 } return $out_1515; } $out_1516 = array(0 => $player_prop_id, 1 => array('item_position' => 1, 'grid_list' => array())); $this->start_trans(); # 更新吞噬信息 $re = $this->get_data('PlayerProp')->update_player_prop($player_prop_info, array('we_swallow_info' => $player_prop_info['we_swallow_info'], 'we_swallow_version' => $this->we_swallow_version)); $this->write_check($re, 3010177); # 扣除被吞噬装备 foreach ($player_prop_details as $k => $v) { $re = $this->get_data('PlayerProp')->update_prop_num($player_id, $v, 1, '-', array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'cmd_id' => 1516)); $this->write_check($re, 3010182); } # 刷新玩家翅膀战力与镶嵌装备的附加属性及战力 if ($player_prop_info['item_position'] == $this->wing_pos) { $wing_attr = $player_detail['wing_info'][$player_prop_info['vocation_limit']]; # 修正缓存的翅膀装备吞噬信息 $wing_attr['equipment'][$player_prop_info['sub_type']]['we_swallow_info'] = $player_prop_info['we_swallow_info']; $wing_attr['equip_attr'] = $this->get_game('PlayerWing')->get_wing_equip_attr($wing_attr['equipment']); # 减去吞噬之前的战力 Struct_Prop::get_item_additions($before_player_prop_info); $wing_attr['fight'] -= $before_player_prop_info['fpower']; $wing_attr['equipment_fight'] -= $before_player_prop_info['fpower']; if ($wing_attr['fight'] < 0) { $wing_attr['fight'] = 0; } if ($wing_attr['equipment_fight'] < 0) { $wing_attr['equipment_fight'] = 0; } # 加上吞噬之后的战力 $player_prop_info_cp = $player_prop_info; Struct_Prop::get_item_additions($player_prop_info_cp); $wing_attr['fight'] += $player_prop_info_cp['fpower']; $wing_attr['equipment_fight'] += $player_prop_info_cp['fpower']; # 更新wing_info $player_detail['wing_info'][$player_prop_info['vocation_limit']] = $wing_attr; $re = $this->get_data('PlayerDetail')->update_player_detail($player_id, array('wing_info' => $player_detail['wing_info'])); $this->write_check($re, 3010242); #更新翅膀排行 if ($player_detail['wing_info'][$player_prop_info['vocation_limit']]['fight'] > 0) { $wing_fight = $player_detail['wing_info'][$player_prop_info['vocation_limit']]['fight']; $this->get_data('RankList')->update_wing_rank($player_id, $player_prop_info['vocation_limit'], $wing_fight); } } $this->commit(); # 成就相关埋 $this->get_game('PlayerAchieve')->async_trigger_achieve_target($player_id, 39, $player_prop_info['we_swallow_info']['swallow_lv'], 8); # -------------------------------------------------------------------- # 游戏日志记录 # -------------------------------------------------------------------- $log_info = array('player_id' => $player_id, 'player_level' => $player_info['level'], 'vip_level' => $player_info['vip'], 'vip_special_level' => $player_info['privilege_level'], 'add_time' => $this->current_time, 'player_prop_id_master' => $player_prop_info['player_prop_id'], 'item_id_master' => $player_prop_info['prop_id'], 'item_type' => $player_prop_info['type'], 'item_sub_type' => $player_prop_info['sub_type'], 'item_quality' => $player_prop_info['quality'], 'item_level' => $player_prop_info['level'], 'item_star_level' => $player_prop_info['star_level'], 'player_prop_id_slave' => rtrim($player_prop_id_slave, ":"), 'item_id_slave' => rtrim($item_id_slave, ":"), 'before_swallow_info' => $before_swallow_info, 'after_swallow_info' => $player_prop_info['we_swallow_info'], 'before_swallow_lv' => empty($before_swallow_info) ? 0 : $before_swallow_info['swallow_lv'], 'after_swallow_lv' => $player_prop_info['we_swallow_info']['swallow_lv'], 'before_swallow_exp' => empty($before_swallow_info) ? 0 : $before_swallow_info['swallow_exp'], 'after_swallow_exp' => $player_prop_info['we_swallow_info']['swallow_exp']); Log_Forge::getInstance()->add_log($log_info, 'we_swallow'); # 通知翅膀属性变更 if ($player_prop_info['item_position'] == $this->wing_pos) { #同步翅膀属性 $str = $this->get_game('PlayerWing')->get_activation_wing_interface($player_id, $player_detail['wing_info']); Protocol_Player::p2c_part_update($player_id, array('had_on_swings' => $str, 'wing' => '', 'attr' => '', 'player_data' => array('player_detail' => $player_detail, 'player' => array('career_type' => $player_info['career_type'], 'level' => $player_info['level'])))); } # 通知道具变更806 $ndata = array(); $ndata[] = $player_prop_info; foreach ($player_prop_details as $key => &$val) { $val['item_num'] -= 1; $out_1516[1]['grid_list'][] = $val['grid']; $ndata[] = $val; } Protocol_Prop::prop_806($player_id, $ndata); # 刷装备1506[翅膀装备强化面板]与1514[可吞噬道具列表] $out_1506 = $this->get_game('PlayerWing')->equipment_intensify_panel($player_id, 4); $out_1514 = $this->get_wing_equips_for_swallow($player_id, $player_prop_id); Protocol::input($player_id, 3, 15, 1506, $out_1506); Protocol::input($player_id, 3, 15, 1514, $out_1514); # 记录行为 Com_Log::write('xgame.forge_we_swallow', "{$player_id}\t" . "we_swallow\t" . "{$type}\t" . "{$player_prop_id}\t" . implode(",", $swallow_equips)); return $out_1516; }
/** * 出售道具 * @param $player_id * @param $player_prop_id * @return array */ public function sell_item($player_id, $player_prop_id, $sell_price, $sell_num) { $prop = $this->get_data('PlayerProp')->get_player_prop_detail($player_id, $player_prop_id); if (empty($prop) || $sell_num <= 0 || $sell_num > $prop['item_num']) { $this->throw_error('80913'); //道具不存在 } if (intval($prop['bind_flag']) == 0) { $this->throw_error('71613'); //道具已经绑定不能出售 } $prop_config = Cache_Prop::getInstance()->get_prop_info($prop['prop_id']); if ($sell_price < $prop_config['reference_price'] / 2) { $this->throw_error('71605'); //出售价格出错 } if ($sell_price > $prop_config['reference_price'] * 1.5) { $this->throw_error('71612'); //出售价格出错 } $max_sell_num = $this->get_data('Auction')->get_player_max_sell_num($player_id); if ($max_sell_num >= $this->_max_sell_num) { $this->throw_error('71607'); //拍卖道具已经达到上限 } $player_info = $this->get_data('Player')->get_player_info($player_id, array('name', 'level', 'vip', 'silver', 'privilege_level')); $has_silver = $player_info['silver']; $need_silver = ceil($sell_price * $sell_num * 150); if ($need_silver > $has_silver) { $this->throw_error('10113'); //金币不足 } $this->get_data('Player')->check_player_resource($player_id, $player_info, "-", 'silver', $need_silver); $add_data['player_id'] = $player_id; $add_data['player_name'] = $player_info['name']; $add_data['quality'] = $prop['quality']; $add_data['type'] = $prop['type']; $add_data['sub_type'] = $prop['sub_type']; $sell_prop = $prop; $sell_prop['item_num'] = $sell_num; $add_data['prop_info'] = json_encode($sell_prop); $add_data['sell_price'] = $sell_price * $sell_num; $add_data['server_id'] = SERVER_ID; $add_data['server_name'] = SHOW_TITLE; $this->start_trans(); $result = $this->get_data('Auction')->add_auction($add_data); $auction_id = 0; if ($result) { $auction_id = $result; $player_info['cmd_id'] = 773; $result = $this->get_data('PlayerProp')->update_prop_num($player_id, $prop, $sell_num, "-", $player_info); } if ($result) { $result = $this->get_data('Player')->update_player_resource($player_id, $player_info, 773); } if ($result) { $this->commit(); $prop['item_num'] = $prop['item_num'] - $sell_num; Protocol_Prop::prop_806($player_id, array(0 => $prop)); //出售日志 Log_Trade::getInstance()->add_trade_log($player_id, $player_info['level'], $player_info['vip'], $player_info['privilege_level'], 1, $prop['prop_id'], $prop_config['name'], $prop['quality'], $sell_num, $sell_num, $prop['level'], $prop, 3, $need_silver); #引导任务 $this->get_game('TaskTrigger')->async_trigger_guide_task($player_id, 23, 1); $prop = array('auction_id' => $auction_id, 'prop' => Struct_Prop::get_prop_struct($sell_prop), 'time' => $this->_past_due, 'sell_price' => $add_data['sell_price'] / $sell_num); return array('result' => 1, 'prop' => $prop); } return array('result' => 0, 'prop' => array()); }
public function active_dower($player_id, $dower_id) { $this->get_game('PlayerFunc')->get_func_is_open($player_id, $this->func_id_dower); $this->param_check_numeric(array($player_id, $dower_id)); $player_info = $this->get_data('Player')->get_player_info($player_id, array('career_type', 'level', 'vip', 'privilege_level', 'crystal')); # 更新等级和修改时间 $active_dower_list = $this->get_data('PlayerDower')->get_player_dower($player_id); $before_level = isset($active_dower_list[$dower_id]) ? $active_dower_list[$dower_id]['dower_lv'] : 0; if (isset($active_dower_list[$dower_id])) { $active_dower_list[$dower_id]['dower_lv'] += 1; $active_dower_list[$dower_id]['mod_time'] = $this->current_time; } else { $active_dower_list[$dower_id] = array('dower_id' => $dower_id, 'dower_lv' => 1, 'player_id' => $player_id, 'mod_time' => $this->current_time); } # 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'], 1); if ($player_info['level'] < $dower_info['unlock']) { $this->throw_error('80605'); # 玩家等级不足 } $this->start_trans(); # 消耗魔晶 if (!empty($dower_info['cost_crystal'])) { $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', 'crystal', $dower_info['cost_crystal'], 1); $re = $this->get_data('Player')->update_player_resource($player_id, $player_info, '613'); $this->write_check($re, 3010895); } # 消耗材料 if (!empty($dower_info['item_id']) && !empty($dower_info['item_num'])) { # deduct_prop_by_prop_id方法中有判断道具是否足够,故外层不判断 $arr_logs_consume = array(); $log_param = array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'privilege_level' => $player_info['privilege_level'], 'cmd_id' => 613); $re = $this->get_game('Prop')->deduct_prop_by_prop_id($player_id, $dower_info['item_id'], $dower_info['item_num'], $arr_logs_consume, 0, $log_param); $this->write_check($re, 3010904); } # 更新玩家已激活天赋信息 $re = $this->get_data('PlayerDower')->update_player_dower($player_id, $active_dower_list[$dower_id]); $this->write_check($re, 3010909); # 获取玩家已经启用的天赋信息 $get_field = Protocol_Player::get_player_attr_detail_key(); $get_field[] = 'skill_starmap_info'; $get_field[] = 'skill_info'; $get_field[] = 'skill_rune_info'; $get_field[] = 'dower_info'; $player_detail = $this->get_data('PlayerDetail')->get_player_detail($player_id, $get_field); $player_detail['dower_info'][$dower_id] = array('slot_idx' => 0, 'dower_id' => $dower_id, 'dower_lv' => $active_dower_list[$dower_id]['dower_lv']); $re = $this->get_data('PlayerDetail')->update_player_detail($player_id, array('dower_info' => $player_detail['dower_info'])); $this->write_check($re, 3010915); $this->commit(); #引导任务 #if (empty($before_level)) { # 激活才触发,升级不触发 $this->get_game('TaskTrigger')->async_trigger_guide_task($player_id, 13, 1); # 升级也算 #} # -------------------------------------------------------------------- # 806同步道具变更 # -------------------------------------------------------------------- $ndata = array(); if (!empty($arr_logs_consume)) { foreach ($arr_logs_consume as $k => $v) { # 消耗的道具 $ndata[] = $v; } } Protocol_Prop::prop_806($player_id, $ndata); # -------------------------------------------------------------------- # 脏数据同步 # -------------------------------------------------------------------- //同步人物属性 $arr_part_update['dower_info'] = ''; $arr_part_update['player_data'] = array('player_detail' => $player_detail, 'player' => array('career_type' => $player_info['career_type'], 'level' => $player_info['level'])); Protocol_Player::p2c_part_update($player_id, $arr_part_update); $out_613 = array('dower_id' => $dower_id, 'dower_lv' => $active_dower_list[$dower_id]['dower_lv']); # 成就相关埋点 $this->handle_dower_refer_achieve($player_id); # 旧的仍然保留 $achieve_val = "1:" . $active_dower_list[$dower_id]['dower_lv'] . ":" . $dower_id; $this->get_game('PlayerAchieve')->async_trigger_achieve_target($player_id, 48, $achieve_val, 4); # -------------------------------------------------------------------- # 游戏日志记录 # -------------------------------------------------------------------- $log_info = array('player_id' => $player_id, 'player_level' => $player_info['level'], 'vip_level' => $player_info['vip'], 'vip_special_level' => $player_info['privilege_level'], 'add_time' => $this->current_time, 'dower_id' => $dower_id, 'dower_name' => $dower_info['name'], 'before_level' => $before_level, 'after_level' => $active_dower_list[$dower_id]['dower_lv']); Log_Skill::getInstance()->add_log($log_info, 'dower'); return $out_613; }
public function get_equips_info($type, $player_id, $pp_id, $pp_inherit_id) { $this->get_game('PlayerFunc')->get_func_is_open($player_id, $this->func_id); # 参数检查 $this->param_check_numeric(array($type, $player_id), 0); # 玩家检测 $player_info = $this->get_data('Player')->get_player_info($player_id, Com_Util::get_player_fields(array('currency', 'level', 'vip', 'privilege_level'))); if (empty($player_info)) { $this->throw_error('20002'); } # 传承道具检测 $player_props_info = $this->get_data('PlayerProp')->get_player_prop_detail_multi($player_id, array($pp_id, $pp_inherit_id)); if (empty($player_props_info[$pp_id]) || empty($player_props_info[$pp_inherit_id])) { $this->throw_error('80013'); } if (Com_Util::is_first_charge_item($player_props_info[$pp_id]['prop_id']) || Com_Util::is_first_charge_item($player_props_info[$pp_inheirt_id]['prop_id'])) { $this->throw_error('81102'); # 首充装备不允许传承 } $cost_prop_flag = true; # 是否消耗道具标识,同等级传承不能消耗道具 # 传承等级判断 if ($player_props_info[$pp_id]['level'] > $player_props_info[$pp_inherit_id]['level']) { $this->throw_error('80504'); } elseif ($player_props_info[$pp_id]['level'] == $player_props_info[$pp_inherit_id]['level']) { $cost_prop_flag = false; # 传承品质判断 if ($player_props_info[$pp_id]['quality'] > $player_props_info[$pp_inherit_id]['quality']) { $this->throw_error('80502'); } elseif ($player_props_info[$pp_id]['quality'] == $player_props_info[$pp_inherit_id]['quality']) { # 传承星级判断 if ($player_props_info[$pp_id]['star_level'] >= $player_props_info[$pp_inherit_id]['star_level']) { $this->throw_error('80505'); # 继承装备星级低于传承装备,无法传承 } } } # 传承类型判断 if ($player_props_info[$pp_id]['sub_type'] != $player_props_info[$pp_inherit_id]['sub_type']) { $this->throw_error('80503'); } # -------------------------------------------------------------------- # 传承与继承装备变化字段 # -------------------------------------------------------------------- $update_fields_for_inherit = array(); # 继承装备 $update_fields = array(); # 传承装备 # -------------------------------------------------------------------- # 强化处理:强化等级取二者较高保留 # -------------------------------------------------------------------- $is_inherit_intensify = $this->inherit_handle_for_intensify($player_props_info[$pp_id], $player_props_info[$pp_inherit_id], $update_fields_for_inherit); # -------------------------------------------------------------------- # 镶嵌宝石处理,记录需要发放的宝石 NOTE:如果取消注释,则之后一定要对$update_fields中的宝石相关field项进行置空操作 # -------------------------------------------------------------------- #$send_gems = $this->inherit_handle_for_inlay_gem($player_props_info[$pp_id], $player_props_info[$pp_inherit_id], $update_fields_for_inherit); # -------------------------------------------------------------------- # 吞噬属性处理,取二者较高保留 # -------------------------------------------------------------------- $is_inherit_swallow = $this->inherit_handle_for_swallow_info($player_props_info[$pp_id], $player_props_info[$pp_inherit_id], $update_fields_for_inherit); # -------------------------------------------------------------------- # 星图处理,A覆盖B NOTE:如果取消注释,则之后一定要对$update_fields中的星图相关field项进行置空操作 # -------------------------------------------------------------------- #$send_starmap = $this->inherit_handle_for_starmap($player_props_info[$pp_id], $player_props_info[$pp_inherit_id], $update_fields_for_inherit); # -------------------------------------------------------------------- # 洗练处理:A覆盖B,并将B的配置相关信息按等级重置 # -------------------------------------------------------------------- $is_inherit_refine = $this->inherit_handle_for_refine($player_props_info[$pp_id], $player_props_info[$pp_inherit_id], $update_fields_for_inherit); # 传承装备 有传承的属性需要置空,没传承的属性需要保留 if ($is_inherit_intensify) { $prop_config = Cache_Prop::getInstance()->get_prop_info($pp_id); $update_fields['intensive_level'] = 0; $update_fields['intensive_lose_times'] = 0; $update_fields['intensive_desc'] = array(); $update_fields['equip_view'] = $prop_config['equip_view']; } if ($is_inherit_swallow) { $update_fields['swallow_info'] = array(); } if ($is_inherit_refine) { list($refine_attr, $refine_info) = $this->get_game('EquipRefine')->extend_refine($player_props_info[$pp_id]['sub_type'], $player_props_info[$pp_id]['level']); $update_fields['refine_attr'] = $refine_attr; $update_fields['refine_info'] = $refine_info; } # 更新传承与被传承的装备信息 if ($type) { if (!$is_inherit_intensify && !$is_inherit_swallow && !$is_inherit_refine) { $this->throw_error('80506'); # 传承装备的属性小于继承装备,无需进行操作 } $this->start_trans(); # -------------------------------------------------------------------- # 通用消耗处理 # -------------------------------------------------------------------- $forge_common_info = Cache_Forge::getInstance()->get_forge_common_info($player_props_info[$pp_inherit_id]['level'], 1); if (!empty($forge_common_info['inherit_cost'])) { # 消耗的货币|消耗的道具 list($cost_currency, $cost_prop) = $this->get_common_depletion_detail($forge_common_info['inherit_cost']); if (!empty($cost_currency)) { foreach ($cost_currency as $key => $value) { $arr_consume = Com_Util::get_consume_info_for_data_center($player_info, $key, $value); # 传承货币消耗策划配多种时,此处的数据不准确,目前只配1种 $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', $key, $value, 1, 1); } $re = $this->get_data('Player')->update_player_resource($player_id, $player_info, '826', array(), $arr_consume); $this->write_check($re, 3010178); } if (!empty($cost_prop) && $cost_prop_flag) { # 消耗道具 $arr_logs_cost = array(); $log_param = array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'privilege_level' => $player_info['privilege_level'], 'cmd_id' => 826); foreach ($cost_prop as $prop_id => $prop_num) { $result = $this->get_game('Prop')->deduct_prop_by_prop_id($player_id, $prop_id, $prop_num, $arr_logs_cost, 0, $log_param); } } } # -------------------------------------------------------------------- # 多余宝石,多余星图发放 # -------------------------------------------------------------------- $reward = array(); if (!empty($send_gems)) { foreach ($send_gems as $k => $v) { $reward[] = array('type' => 'prop', 'item_id' => $k, 'item_num' => $v); } } if (!empty($send_starmap)) { $reward[] = array('type' => 'prop', 'item_id' => $send_starmap, 'item_num' => 1); } if (!empty($reward)) { $re = $this->get_game('Reward')->send_reward($player_id, $reward, array('cmd_id' => 826)); #send_reward失败时,会返回各种失败情况的错误码 $this->write_check_strict($re, 3010203); $arr_logs = $this->get_game('Reward')->get_prop_log(); } # -------------------------------------------------------------------- # 传承与继承装备更新 # -------------------------------------------------------------------- if (!empty($update_fields_for_inherit)) { $re = $this->get_data('PlayerProp')->update_player_prop($player_props_info[$pp_inherit_id], $update_fields_for_inherit); $this->write_check($re, 3010211); } if (!empty($update_fields)) { $re = $this->get_data('PlayerProp')->update_player_prop($player_props_info[$pp_id], $update_fields); $this->write_check($re, 3010214); } $this->commit(); # -------------------------------------------------------------------- # 游戏日志记录 # -------------------------------------------------------------------- $log_info = array('player_id' => $player_id, 'player_level' => $player_info['level'], 'vip_level' => $player_info['vip'], 'vip_special_level' => $player_info['privilege_level'], 'add_time' => $this->current_time, 'player_prop_id_master' => $player_props_info[$pp_inherit_id]['player_prop_id'], 'item_id_master' => $player_props_info[$pp_inherit_id]['prop_id'], 'item_type' => $player_props_info[$pp_inherit_id]['type'], 'item_sub_type' => $player_props_info[$pp_inherit_id]['sub_type'], 'item_quality' => $player_props_info[$pp_inherit_id]['quality'], 'item_level' => $player_props_info[$pp_inherit_id]['level'], 'item_star_level' => $player_props_info[$pp_inherit_id]['star_level'], 'player_prop_id_slave' => $player_props_info[$pp_id]['player_prop_id'], 'item_id_slave' => $player_props_info[$pp_id]['prop_id'], 'before_intensive_level' => $player_props_info[$pp_inherit_id]['intensive_level'], 'after_intensive_level' => isset($update_fields_for_inherit['intensive_level']) ? $update_fields_for_inherit['intensive_level'] : $player_props_info[$pp_inherit_id]['intensive_level'], 'before_intensive_desc' => $player_props_info[$pp_inherit_id]['intensive_desc'], 'after_intensive_desc' => isset($update_fields_for_inherit['intensive_desc']) ? $update_fields_for_inherit['intensive_desc'] : $player_props_info[$pp_inherit_id]['intensive_desc'], 'before_inlay_gems_lv' => $player_props_info[$pp_inherit_id]['inlay_gems_lv'], 'after_inlay_gems_lv' => isset($update_fields_for_inherit['inlay_gems_lv']) ? $update_fields_for_inherit['inlay_gems_lv'] : $player_props_info[$pp_inherit_id]['inlay_gems_lv'], 'before_inlay_gems' => $player_props_info[$pp_inherit_id]['inlay_gems'], 'after_inlay_gems' => isset($update_fields_for_inherit['inlay_gems']) ? $update_fields_for_inherit['inlay_gems'] : $player_props_info[$pp_inherit_id]['inlay_gems'], 'before_starmap_id' => $player_props_info[$pp_inherit_id]['star_map_id'], 'after_starmap_id' => isset($update_fields_for_inherit['star_map_id']) ? $update_fields_for_inherit['star_map_id'] : $player_props_info[$pp_inherit_id]['star_map_id'], 'before_starmap_desc' => $player_props_info[$pp_inherit_id]['star_map_desc'], 'after_starmap_desc' => isset($update_fields_for_inherit['star_map_desc']) ? $update_fields_for_inherit['star_map_desc'] : $player_props_info[$pp_inherit_id]['star_map_desc'], 'before_swallow_info' => $player_props_info[$pp_inherit_id]['swallow_info'], 'after_swallow_info' => isset($update_fields_for_inherit['swallow_info']) ? $update_fields_for_inherit['swallow_info'] : $player_props_info[$pp_inherit_id]['swallow_info']); Log_Forge::getInstance()->add_log($log_info, 'inherit'); # ------------------------------------------------------------ # 更新传承与继承装备信息 # ------------------------------------------------------------ if (!empty($update_fields_for_inherit)) { foreach ($update_fields_for_inherit as $k => $v) { $player_props_info[$pp_inherit_id][$k] = $v; } } if (!empty($update_fields)) { foreach ($update_fields as $k => $v) { $player_props_info[$pp_id][$k] = $v; } } # ------------------------------------------------------------ # 若传承或被传承装备有其一在玩家身上,则刷新玩家属性 # ------------------------------------------------------------ if ($player_props_info[$pp_inherit_id]['item_position'] == 3 || $player_props_info[$pp_id]['item_position'] == 3) { $this->get_game('EquipAttr')->equip_attr($player_id); } # ------------------------------------------------------------ # 粘806 + 通知道具变更信息 # ------------------------------------------------------------ $this->get_game('Reward')->add_reward_log(); # 调用add_reward_log,触发806协议通知道具变更,并记录道具获取日志 $ndata = array(); $ndata[] = $player_props_info[$pp_inherit_id]; $ndata[] = $player_props_info[$pp_id]; if (!empty($arr_logs_cost)) { foreach ($arr_logs_cost as $k => $v) { # 消耗的道具 $ndata[] = $v; } } Protocol_Prop::prop_806($player_id, $ndata); $out_825 = array(0 => $pp_id, 1 => $pp_inherit_id, 2 => Struct_Prop::get_prop_struct($player_props_info[$pp_inherit_id])); $out_825[3] = $this->get_inherit_consume_info($player_props_info[$pp_inherit_id]['level'], $cost_prop_flag); Protocol::input($player_id, 3, 8, 825, $out_825); /*old $out_826 = array( 'pp_id' => $pp_id, 'pp_inherit_id' => $pp_inherit_id, 'pp_box_info' => array('item_position' => 1, 'grid' => $player_props_info[$pp_id]['grid']), 'pp_inherit_box_info' => array('item_position' => 1, 'grid' => $player_props_info[$pp_inherit_id]['grid']), ); */ $out_826 = array('pp_prop_info' => Struct_Prop::get_prop_struct($player_props_info[$pp_id]), 'pp_inherit_prop_info' => Struct_Prop::get_prop_struct($player_props_info[$pp_inherit_id])); return $out_826; } else { if (!empty($update_fields_for_inherit)) { foreach ($update_fields_for_inherit as $k => $v) { $player_props_info[$pp_inherit_id][$k] = $v; } } if (!empty($update_fields)) { foreach ($update_fields as $k => $v) { $player_props_info[$pp_id][$k] = $v; } } $out_825 = array(0 => $pp_id, 1 => $pp_inherit_id, 2 => Struct_Prop::get_prop_struct($player_props_info[$pp_inherit_id])); $out_825[3] = $this->get_inherit_consume_info($player_props_info[$pp_inherit_id]['level'], $cost_prop_flag); return $out_825; } }
private function _train_handle($flag, $player_id, $cost_item_id, $cost_item_num, $player_item_num, $cost_silver_num, $cost_gold_num, &$player_info, &$fairy_info, $auto_buy, $improve_flag) { $this->start_trans(); # 成功 if ($flag) { $fairy_info['train_level'] += 1; #最新的强化信息 $newTrainConfigs = $this->get_cache_table_data('fairy_train_table', array("lvl" => $fairy_info['train_level'])); $train_attr = $fairy_info['train_attr']; if (!empty($newTrainConfigs[0]['attribute_add'])) { $add_attr = explode("|", $newTrainConfigs[0]['attribute_add']); foreach ($add_attr as $val) { $attr = explode(":", $val); if (!empty($attr)) { $train_attr[$attr[0]] += $attr[1]; } } } $fairy_info['train_attr'] = json_encode($train_attr); #组装更新字段 $update_data['train_level'] = $fairy_info['train_level']; $update_data['train_attr'] = $fairy_info['train_attr']; # 强化信息更新 if (!empty($update_data)) { $affectedRows = $this->get_data('Fairy')->update_player_fairy($fairy_info['fairy_id'], $update_data); if (!$affectedRows) { $this->throw_error('10104'); } } $fairy_fight = $this->calc_fight($fairy_info); #更新玩家表精灵战斗力 if ($fairy_info['state'] == 1 && $fairy_fight > 0) { $update_player_res = $this->get_data('Player')->update_player_info($player_id, array('fairy_fpower' => $fairy_fight)); if (!$update_player_res) { $this->throw_error('10104'); } } #同步更新玩家表精灵属性redis,SQL数据 $update_player_detail_res = $this->update_player_detail_fairy_attr($player_id, $fairy_info['type'], $fairy_info, $train_attr); if (!$update_player_detail_res) { $this->throw_error('10104'); } if ($fairy_fight > 0) { $this->get_data('RankList')->update_fairy_rank($fairy_info['fairy_id'], $fairy_fight); } } # 玩家金币更新 if ($cost_silver_num > 0) { $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', 'silver', $cost_silver_num, 1, 1); $re = $this->get_data('Player')->update_player_resource($player_id, $player_info, '536'); $this->write_check($re); } # 提高成功率,玩家钻石更新 if ($cost_gold_num > 0) { $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', 'gold', $cost_gold_num, 1, 0); $re = $this->get_data('Player')->update_player_resource($player_id, $player_info, '536'); $this->write_check($re); } # 消耗女神之泪和钻石【勾选自动购买时当所需女神之泪不足时需要消耗钻石】 $cost_num = $cost_item_num; $cost_currency_type = 0; $cost_currency_value = 0; $price = 0; if ($auto_buy) { if ($player_item_num < $cost_item_num) { $cost_num = $player_item_num; # 获取正确的女神之泪的单价 $item_info = $this->get_game('Shop')->shortcut_purchase_interface($cost_item_id, 1); if (empty($item_info['item_price'])) { $this->throw_error('80318'); # 商城强化宝石没有配置价格 } # 策划价格配置多项时,选其中一项 foreach ($item_info['item_price'] as $cur_type => $cur_val) { $price = $cur_val; $cost_currency_type = $cur_type; $cost_currency_value = intval($cur_val * ($cost_item_num - $player_item_num)); } } } # 将玩家包裹里的道具消耗完毕 if ($cost_num > 0) { $log_param = array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'privilege_level' => $player_info['privilege_level'], 'cmd_id' => 536); $arr_logs_item = array(); $re = $this->get_game('Prop')->deduct_prop_by_prop_id($player_id, $cost_item_id, $cost_num, $arr_logs_item, 0, $log_param); $this->write_check($re); } # 消耗虚拟货币 $arr_consume = array(); if ($cost_currency_value > 0) { if (in_array($cost_currency_type, array(2, 4))) { $ticket = 0; $gold = $cost_currency_value; if ($player_info['ticket'] > 0) { if ($player_info['ticket'] >= $cost_currency_value) { $ticket = $cost_currency_value; $gold = 0; } else { $ticket = $player_info['ticket']; $gold = $cost_currency_value - $player_info['ticket']; } } $arr_consume = array('price' => $price, 'gold' => $gold, 'ticket' => $ticket, 'count' => $cost_item_num - $player_item_num); } $cost_currency_key = Cache_Currency::getInstance()->get_key($cost_currency_type); $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', $cost_currency_key, $cost_currency_value, 1, 1); $re = $this->get_data('Player')->update_player_resource($player_id, $player_info, '536', array(), $arr_consume); $this->write_check($re); } #强化失败,返还一半的金币消耗 // if(!$flag){ // $call_back_silver = floor($cost_silver_num/2); // if($call_back_silver>0){ // $reward_info[] = array('type' => 'silver', 'item_id' => 3, 'item_num' => $call_back_silver); // $result = $this->get_game('Reward')->send_reward($player_id, $reward_info, array('cmd_id'=>'5361'), 1); // if($result !== true){ // $this->throw_error('10104'); // } // } // } $this->commit(); # 若有购买缺少材料,记录虚假商城购买日志 if ($cost_currency_value > 0) { $this->get_game('Shop')->add_dummy_shop_log($player_id, $player_info, $cost_item_id, intval($cost_item_num - $player_item_num), $cost_currency_type, $cost_currency_value, 536); } if (!$flag) { $this->get_game('Reward')->add_reward_log(false); } # 粘806 + 通知道具变更信息 $ndata = array(); if (!empty($arr_logs_item)) { foreach ($arr_logs_item as $k => $v) { # 消耗的女神之泪 $ndata[] = $v; } } Protocol_Prop::prop_806($player_id, $ndata); return true; }
/** * 一键出售道具 * @param $player_id * @return array * @throws Exception] */ public function batch_sell_prop($player_id) { $sell_id = array(); $objPlayerPropData = $this->get_data('PlayerProp'); $prop_list = $objPlayerPropData->get_player_prop_by_item_position($player_id); //冲从包裹取出道具 if ($prop_list) { $props = array(); foreach ($prop_list as $prop) { $props[] = $prop['prop_id']; } $prop_configs = Cache_Prop::getInstance()->get_prop_info($props); foreach ($prop_list as $key => $prop) { if ($prop_configs[$prop['prop_id']]['type'] == 3 && $prop_configs[$prop['prop_id']]['sub_type'] == 21 && $prop_configs[$prop['prop_id']]['quality'] <= 4) { $sell_id[$prop['player_prop_id']] = $prop; } elseif ($prop_configs[$prop['prop_id']]['type'] == 1 && $prop_configs[$prop['prop_id']]['sub_type'] <= 12 && $prop_configs[$prop['prop_id']]['quality'] <= 2) { $sell_id[$prop['player_prop_id']] = $prop; } } } if ($sell_id) { $get_silver = 0; foreach ($sell_id as $prop) { if ($prop_configs[$prop['prop_id']]['sale_price'] > 0) { $get_silver += $prop_configs[$prop['prop_id']]['sale_price'] * $prop['item_num']; } } if ($get_silver) { $player_info = $this->get_data('Player')->get_player_info($player_id, array('level', 'vip', 'silver', 'privilege_level')); $this->get_data('Player')->check_player_resource($player_id, $player_info, "+", 'silver', $get_silver); $result = true; $objPlayerPropData->start_watch($player_id); $this->start_trans(); $log_param = array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'cmd_id' => 804); foreach ($sell_id as $player_prop_id => $val) { $result = $objPlayerPropData->update_prop_num($player_id, $val, $val['item_num'], "-", $log_param); $sell_id[$player_prop_id] = 0; if (!$result) { $this->throw_error(80003, '10180062601'); } } if ($result) { $result = $this->get_data('Player')->update_player_resource($player_id, $player_info, 804); } if ($result) { Com_AdCache::set_pipe(false); $this->commit(); $out['result'] = 1; $out['item'] = array('pos' => 1, 'index' => array()); $asyData = array(); foreach ($sell_id as $arr_prop_detail) { $out['item']['index'][] = $arr_prop_detail['grid']; } $out['silver'] = Cache_Currency::getInstance()->get_index('silver') . ":" . $get_silver; Protocol_Prop::prop_806($player_id, $sell_id); return $out; } } } return array('result' => 1, array()); }
public function enhanced_refine($player_id, $player_prop_id, $refine_attr_seq, $add_success_rate) { #$this->get_game('PlayerFunc')->get_func_is_open($player_id, $this->func_id_enhanced_refine); $this->param_check_numeric(array($player_id, $refine_attr_seq)); $player_info = $this->get_data('Player')->get_player_info($player_id, Com_Util::get_player_fields(array('currency', 'level', 'vip', 'privilege_level'))); $player_equip_info = $this->get_data('PlayerProp')->get_player_prop_detail($player_id, $player_prop_id); if (!$player_equip_info) { $this->throw_error('80013'); # 玩家没有该装备! } if (Com_Util::is_first_charge_item($player_equip_info['prop_id'])) { $this->throw_error('81105'); # 首充装备不允许精练 } $out_850 = array('player_prop_id' => $player_prop_id, 'result' => 0); # 洗练属性检查 if (empty($player_equip_info['refine_info'])) { $this->throw_error('81008'); # 洗练属性为空,不能精炼 } # 获取洗练属性key /** foreach ($player_equip_info['refine_info']['attr_info'] as $attr_seq => $attr_info) { if ($attr_info['attr_seq'] == $refine_attr_seq) { $en_refine_attr_key = $attr_info['attr_key']; break; } } **/ if (!isset($player_equip_info['refine_info']['attr_info'][$refine_attr_seq])) { $this->throw_error('81009'); # 精炼属性异常,选择的精炼属性不存在 } $refine_info = $player_equip_info['refine_info']; $refine_attr = $player_equip_info['refine_attr']; $en_refine_attr_value_current_lv = $refine_info['attr_info'][$refine_attr_seq]['en_refine_success_num'] * ceil($refine_info['attr_info'][$refine_attr_seq]['attr_limit'] / $refine_info['attr_info'][$refine_attr_seq]['attr_section']); if ($refine_info['attr_info'][$refine_attr_seq]['en_refine_lv'] >= $player_equip_info['level'] && $en_refine_attr_value_current_lv >= $refine_info['attr_info'][$refine_attr_seq]['attr_limit']) { $this->throw_error('81010'); # 精炼属性已满 } # 计算成功率 + 货币消耗 $refine_info_mod = $this->get_en_refine_success_rate_and_cost_currency($refine_info); list($cost_currency_type, $cost_currency_value) = explode(":", $refine_info_mod['attr_info'][$refine_attr_seq]['en_refine_cost_currency']); if ($add_success_rate) { $refine_info_mod['en_refine_success_rate'] += $this->add_success_rate; } $before_refine_attr = isset($player_equip_info['refine_attr']) ? $player_equip_info['refine_attr'] : array(); $before_refine_info = isset($player_equip_info['refine_info']) ? $player_equip_info['refine_info'] : array(); # 更新洗练属性 + 消耗货币 $this->start_trans(); $success_flag = false; if (Com_Random::probability($refine_info_mod['attr_info'][$refine_attr_seq]['en_refine_success_rate'], 10000)) { if ($refine_info_mod['attr_info'][$refine_attr_seq]['attr_section']) { $delta = ceil($refine_info_mod['attr_info'][$refine_attr_seq]['attr_limit'] / $refine_info_mod['attr_info'][$refine_attr_seq]['attr_section']); } else { $delta = 0; } $refine_info['attr_info'][$refine_attr_seq]['en_refine_attr_value'] += $delta; if ($refine_info['attr_info'][$refine_attr_seq]['en_refine_attr_value'] > $refine_info['attr_info'][$refine_attr_seq]['attr_stint']) { $refine_info['attr_info'][$refine_attr_seq]['en_refine_attr_value'] = $refine_info['attr_info'][$refine_attr_seq]['attr_stint']; } $refine_info['attr_info'][$refine_attr_seq]['en_refine_success_num'] += 1; $refine_info['attr_info'][$refine_attr_seq]['en_refine_failed_cont'] = 0; $refine_info['attr_info'][$refine_attr_seq]['attr_value'] = $refine_info['attr_info'][$refine_attr_seq]['refine_attr_value'] + $refine_info['attr_info'][$refine_attr_seq]['en_refine_attr_value']; # 升级 $en_refine_lv_stint = $this->get_en_refine_lv_stint($player_equip_info['level']); $en_refine_attr_value_current_lv = $refine_info['attr_info'][$refine_attr_seq]['en_refine_success_num'] * ceil($refine_info['attr_info'][$refine_attr_seq]['attr_limit'] / $refine_info['attr_info'][$refine_attr_seq]['attr_section']); if ($refine_info['attr_info'][$refine_attr_seq]['en_refine_lv'] < $en_refine_lv_stint && $en_refine_attr_value_current_lv >= $refine_info['attr_info'][$refine_attr_seq]['attr_limit']) { # 获取精练属性基础值 $attr_value_info_en_refine_old = Cache_Refine::getInstance()->get_attr_value_info($refine_info['attr_info'][$refine_attr_seq]['en_refine_lv']); $refine_info['attr_info'][$refine_attr_seq]['en_refine_lv'] += $this->en_refine_lv_delta; $attr_value_info_en_refine = Cache_Refine::getInstance()->get_attr_value_info($refine_info['attr_info'][$refine_attr_seq]['en_refine_lv']); if (empty($attr_value_info_en_refine)) { $this->throw_error('81011'); # 获取洗练属性值配置失败 } $attr_key = $refine_info['attr_info'][$refine_attr_seq]['attr_key']; $attr_ratio = $refine_info['attr_info'][$refine_attr_seq]['attr_ratio']; $refine_info['attr_info'][$refine_attr_seq]['attr_limit'] = ceil(($attr_value_info_en_refine[$attr_key] - $attr_value_info_en_refine_old[$attr_key]) * ($attr_ratio / 10000)); $en_refine_conf = Cache_Refine::getInstance()->get_equip_enhanced_refine_base_info($refine_info['attr_info'][$refine_attr_seq]['en_refine_lv']); $refine_info['attr_info'][$refine_attr_seq]['attr_section'] = $en_refine_conf['section']; $refine_info['attr_info'][$refine_attr_seq]['en_refine_success_num'] = 0; } $refine_attr[$refine_attr_seq] = array($refine_info['attr_info'][$refine_attr_seq]['attr_key'] => $refine_info['attr_info'][$refine_attr_seq]['attr_value']); $out_850['result'] = 1; $success_flag = true; } else { $refine_info['attr_info'][$refine_attr_seq]['en_refine_failed_cont'] += 1; # 连续失败精炼次数 } $cost_currency_key = Cache_Currency::getInstance()->get_key($cost_currency_type); $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', $cost_currency_key, $cost_currency_value, 1, 1); if ($add_success_rate) { $cost_currency_key_other = Cache_Currency::getInstance()->get_key($this->add_success_rate_cost_cur_type); $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', $cost_currency_key_other, $this->add_success_rate_cost_cur_value, 1, 0); } $re = $this->get_data('Player')->update_player_resource($player_id, $player_info, '850'); $this->write_check($re, 3010132); $update_field = array('refine_attr' => $refine_attr, 'refine_info' => $refine_info); $re = $this->get_data('PlayerProp')->update_player_prop($player_equip_info, $update_field); $this->write_check($re, 3010414); $this->commit(); # 提示购买成功消息 if ($success_flag) { $message = array('texts' => array(array('code' => 81014, 'content' => array(), 'params' => array(array(array('txt' => '', 'type' => 6, 'value' => $refine_info['attr_info'][$refine_attr_seq]['attr_key'], 'param' => '')), array(array('txt' => '', 'type' => 7, 'value' => $refine_info['attr_info'][$refine_attr_seq]['attr_value'] - $before_refine_info['attr_info'][$refine_attr_seq]['attr_value'], 'param' => ''))))), 'delay' => 0); } else { $message = array('texts' => array(array('code' => 81015, 'content' => array(), 'params' => array())), 'delay' => 0); } Protocol::input($player_id, 3, 7, 742, $message); # -------------------------------------------------------------------- # 游戏日志记录 # -------------------------------------------------------------------- $log_info = array('player_id' => $player_id, 'player_level' => $player_info['level'], 'vip_level' => $player_info['vip'], 'vip_special_level' => $player_info['privilege_level'], 'add_time' => $this->current_time, 'player_prop_id_master' => $player_prop_id, 'item_id_master' => $player_equip_info['prop_id'], 'item_type' => $player_equip_info['type'], 'item_sub_type' => $player_equip_info['sub_type'], 'item_quality' => $player_equip_info['quality'], 'item_level' => $player_equip_info['level'], 'item_star_level' => $player_equip_info['star_level'], 'item_position' => $player_equip_info['item_position'], 'action_type' => 2, 'before_refine_attr' => $before_refine_attr, 'after_refine_attr' => $player_equip_info['refine_attr'], 'before_refine_info' => $before_refine_info, 'after_refine_info' => $player_equip_info['refine_info']); Log_Forge::getInstance()->add_log($log_info, 'refine'); # 刷新玩家属性 if ($player_equip_info['item_position'] == 3) { $this->get_game('EquipAttr')->equip_attr($player_id); } # 粘806 + 通知道具变更信息 $player_equip_info['refine_attr'] = $update_field['refine_attr']; $player_equip_info['refine_info'] = $update_field['refine_info']; $ndata = array($player_equip_info); Protocol_Prop::prop_806($player_id, $ndata); $out_849 = $this->get_enhanced_refine_info($player_id, $player_prop_id, $refine_attr_seq); Protocol::input($player_id, 3, 8, 849, $out_849); return $out_850; }
public function equip_swallow($type, $player_id, $player_prop_id, $swallow_equips, $onekey = 0) { $this->get_game('PlayerFunc')->get_func_is_open($player_id, $this->func_id); $this->param_check_numeric(array($type, $player_id), 0); if (empty($swallow_equips)) { $this->throw_error('10107'); } # 参数错误 $player_info = $this->get_data('Player')->get_player_info($player_id, array('level', 'vip')); # 828展示协议返回数据,828协议需要写死传回已配置的所有吞噬属性,即便当前道具尚未有激活任意项吞噬属性,也需要用初始值填充 $out_828 = array('player_ppid' => $player_prop_id, 'swallow_ppids' => $swallow_equips, 'swallow_list' => array()); $swallow_equips = explode(':', $swallow_equips); $swallow_equips = array_filter($swallow_equips); $player_prop_info = $this->get_data('PlayerProp')->get_player_prop_detail($player_id, $player_prop_id); if (empty($player_prop_info)) { $this->throw_error('80013'); //玩家没有该装备! } # 获取允许吞噬的装备子类型列表 list($allow_swallow_sub_type, $allow_swallow_id) = $this->get_swallow_restriction_info($player_prop_info['sub_type']); # 828展示协议返回数据,828协议需要写死传回已配置的所有吞噬属性,即便当前道具尚未有激活任意项吞噬属性,也需要用初始值填充 $distinct_swallow_list = Cache_Forge::getInstance()->get_distinct_swallow_list(); foreach ($distinct_swallow_list as $swallow_info) { if (!empty($allow_swallow_id) && !in_array($swallow_info['swallow_id'], $allow_swallow_id)) { continue; } $out_828['swallow_list'][$swallow_info['swallow_id']] = array('swallow_id' => $swallow_info['swallow_id'], 'swallow_lv' => 0, 'swallow_exp' => 0); } if (Com_Util::is_first_charge_item($player_prop_info['prop_id'])) { if (!empty($type)) { # 实际吞噬 $this->throw_error('81106'); # 首充装备不允许吞噬 } else { $message = array('texts' => array(array('code' => 81106, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 首充装备不允许吞噬 $out_828['swallow_ppids'] = ""; return $out_828; } } # 计算吞噬属性最大等级 $swallow_lv_max = $this->get_swallow_lv_max($player_prop_info['level']); $player_prop_details = $this->get_data('PlayerProp')->get_player_prop_detail_multi($player_id, $swallow_equips); if (empty($player_prop_details)) { $this->throw_error('80024'); //未选择有效的被吞噬装备 } # 被吞噬装备信息 $before_swallow_info = empty($player_prop_info['swallow_info']) ? array() : $player_prop_info['swallow_info']; $player_prop_id_slave = ""; $item_id_slave = ""; $onekey_prop_list = array(); # 保存允许一键吞噬的装备ID列表 $full_level_flag = false; # 是否满级,一键吞噬区分报错信息用 foreach ($swallow_equips as $pprop_id) { if (!empty($type)) { # 实际吞噬 if (!empty($allow_swallow_sub_type) && !in_array($player_prop_details[$pprop_id]['sub_type'], $allow_swallow_sub_type)) { $this->throw_error('80036'); # 被吞噬装备包含不允许吞噬的非法装备类型 } if ($player_prop_details[$pprop_id]['quality'] >= 4) { # 品质>=4的装备不允许被吞噬,秋水确定于20150811 $this->throw_error('80036'); # 被吞噬装备包含不允许吞噬的非法装备类型 } if (empty($player_prop_details[$pprop_id])) { $this->throw_error('80013'); # 玩家没有该装备! } if (Com_Util::is_first_charge_item($player_prop_details[$pprop_id]['prop_id'])) { $this->throw_error('81107'); # 首充装备不允许被吞噬 } if (!empty($player_prop_details[$pprop_id]['inlay_gems'])) { $this->throw_error('80041'); # 被吞噬装备镶嵌有宝石 } if (!empty($player_prop_details[$pprop_id]['star_map_id'])) { $this->throw_error('80042'); # 被吞噬装备镶嵌有觉醒石 } $item_swallow_info = Cache_Forge::getInstance()->get_swallow_map_config($player_prop_details[$pprop_id]['sub_type'], $player_prop_details[$pprop_id]['quality']); if (empty($item_swallow_info)) { $this->throw_error('80025'); # 该装备子类型没有配置对应的吞噬属性信息! } if (empty($item_swallow_info['swallow_id'])) { $this->throw_error('80026'); # 获取吞噬属性类型失败 } $exp_revise_info = Cache_Forge::getInstance()->get_swallow_exp_revise_config($player_prop_details[$pprop_id]['star_level']); if (empty($exp_revise_info) || empty($exp_revise_info['revise_ratio'])) { $this->throw_error('80044'); # 获取吞噬经验修正配置失败 } } else { # 非实际吞噬 if (!empty($onekey)) { # 一键勾选 if (!empty($allow_swallow_sub_type) && !in_array($player_prop_details[$pprop_id]['sub_type'], $allow_swallow_sub_type)) { continue; } if ($player_prop_details[$pprop_id]['quality'] >= 4) { # 品质>=4的装备不允许被吞噬,秋水确定于20150811 continue; } if (empty($player_prop_details[$pprop_id])) { continue; } if (Com_Util::is_first_charge_item($player_prop_details[$pprop_id]['prop_id'])) { continue; } if (!empty($player_prop_details[$pprop_id]['inlay_gems'])) { continue; } if (!empty($player_prop_details[$pprop_id]['star_map_id'])) { continue; } $item_swallow_info = Cache_Forge::getInstance()->get_swallow_map_config($player_prop_details[$pprop_id]['sub_type'], $player_prop_details[$pprop_id]['quality']); if (empty($item_swallow_info) || empty($item_swallow_info['swallow_id'])) { continue; } $exp_revise_info = Cache_Forge::getInstance()->get_swallow_exp_revise_config($player_prop_details[$pprop_id]['star_level']); if (empty($exp_revise_info) || empty($exp_revise_info['revise_ratio'])) { continue; } } else { # 单项勾选,单次勾选获取吞噬信息需要弹提示属性满的消息,但不能阻断程序执行,只能跳出循环 if (!empty($allow_swallow_sub_type) && !in_array($player_prop_details[$pprop_id]['sub_type'], $allow_swallow_sub_type)) { $message = array('texts' => array(array('code' => 80036, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 被吞噬装备包含不允许吞噬的非法装备类型 break; } if ($player_prop_details[$pprop_id]['quality'] >= 4) { # 品质>=4的装备不允许被吞噬,秋水确定于20150811 $message = array('texts' => array(array('code' => 80036, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 被吞噬装备包含不允许吞噬的非法装备类型 break; } if (empty($player_prop_details[$pprop_id])) { $message = array('texts' => array(array('code' => 80013, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 玩家没有该装备! break; } if (Com_Util::is_first_charge_item($player_prop_details[$pprop_id]['prop_id'])) { $message = array('texts' => array(array('code' => 81107, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 首充装备不允许被吞噬 break; } if (!empty($player_prop_details[$pprop_id]['inlay_gems'])) { $message = array('texts' => array(array('code' => 80041, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 被吞噬装备镶嵌有宝石 break; } if (!empty($player_prop_details[$pprop_id]['star_map_id'])) { $message = array('texts' => array(array('code' => 80042, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 被吞噬装备镶嵌有觉醒石 break; } $item_swallow_info = Cache_Forge::getInstance()->get_swallow_map_config($player_prop_details[$pprop_id]['sub_type'], $player_prop_details[$pprop_id]['quality']); if (empty($item_swallow_info)) { $message = array('texts' => array(array('code' => 80025, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 该装备子类型没有配置对应的吞噬属性信息! break; } if (empty($item_swallow_info['swallow_id'])) { $message = array('texts' => array(array('code' => 80026, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 获取吞噬属性类型失败 break; } $exp_revise_info = Cache_Forge::getInstance()->get_swallow_exp_revise_config($player_prop_details[$pprop_id]['star_level']); if (empty($exp_revise_info) || empty($exp_revise_info['revise_ratio'])) { $message = array('texts' => array(array('code' => 80044, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 获取吞噬经验修正配置失败 break; } } } # 计算增加的吞噬属性ID $add_swallow_id = $item_swallow_info['swallow_id']; # 使用配置数据判断满经验,是为了当策划修改最大吞噬等级算法时,能忽略旧装备中保存的吞噬属性信息最大等级与最大经验两项,提高向前兼容性,Forwards Compatibility # 获取吞噬配置信息,一键勾选吞噬是不能报这个错 $swallow_config = Cache_Forge::getInstance()->get_swallow_config($add_swallow_id, $swallow_lv_max); if (isset($player_prop_info['swallow_info'][$add_swallow_id]['swallow_exp']) && $player_prop_info['swallow_info'][$add_swallow_id]['swallow_exp'] >= $swallow_config['swallow_exp'] - 1) { if (!empty($type)) { # 实际吞噬 $this->throw_error('80021'); # 该装备的该项吞噬属性已满! } else { $full_level_flag = true; if (empty($onekey)) { # 单次勾选获取吞噬信息需要弹提示属性满的消息,但不能阻断程序执行,只能跳出循环 $message = array('texts' => array(array('code' => 80021, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); break; } else { # 一键勾选获取吞噬信息不弹提示属性满的消息 continue; } } } $player_prop_id_slave .= "{$pprop_id}:"; $item_id_slave .= $player_prop_details[$pprop_id]['prop_id'] . ":"; $onekey_prop_list[] = $pprop_id; # 计算增加属性值 && 修正经验值 $add_swallow_exp = self::$swallow_quality_to_exp_map[$player_prop_details[$pprop_id]['quality']]; $add_swallow_exp = ceil($add_swallow_exp * $exp_revise_info['revise_ratio'] / 10000); if (isset($player_prop_info['swallow_info'][$add_swallow_id])) { $player_prop_info['swallow_info'][$add_swallow_id]['swallow_exp'] += $add_swallow_exp; } else { $player_prop_info['swallow_info'][$add_swallow_id] = array('swallow_id' => $add_swallow_id, 'swallow_lv' => 0, 'swallow_exp' => $add_swallow_exp); } # 最大经验值保护 if ($player_prop_info['swallow_info'][$add_swallow_id]['swallow_exp'] >= $swallow_config['swallow_exp'] - 1) { $player_prop_info['swallow_info'][$add_swallow_id]['swallow_exp'] = $swallow_config['swallow_exp'] - 1; } } #var_export($player_prop_info); # 根据吞噬属性的exp,刷新吞噬属性的lv if (!empty($player_prop_info['swallow_info'])) { foreach ($player_prop_info['swallow_info'] as $sid => $sinfo) { $swallow_config = Cache_Forge::getInstance()->get_swallow_config_by_exp($sinfo['swallow_id'], $sinfo['swallow_exp']); if (!empty($swallow_config)) { $player_prop_info['swallow_info'][$sid]['swallow_lv'] = $swallow_config['swallow_lv']; #$player_prop_info['swallow_info'][$sid]['swallow_param'] = $swallow_config['swallow_param']; # 不缓存任何配置数据,提高策划修改配置表时的兼容性 } $out_828['swallow_list'][$sid] = array('swallow_id' => $sid, 'swallow_lv' => $player_prop_info['swallow_info'][$sid]['swallow_lv'], 'swallow_exp' => $player_prop_info['swallow_info'][$sid]['swallow_exp']); } $player_prop_info['swallow_version'] = 2; # 新功能版本号,用来区分新旧装备,一遍向下兼容接口有条件刷新 } if (empty($type)) { # 修正被吞噬的装备列表,去除吞噬属性达到上限及之后的其它装备 $out_828['swallow_ppids'] = empty($onekey_prop_list) ? "" : implode(":", $onekey_prop_list); if (empty($out_828['swallow_ppids']) && !empty($onekey)) { # 没有能被吞噬的装备 $code = $full_level_flag ? 80021 : 80043; $message = array('texts' => array(array('code' => $code, 'content' => array(), 'params' => array())), 'delay' => 0); Protocol::input($player_id, 3, 7, 742, $message); # 没有可以被吞噬的装备[装备镶嵌有觉醒石,宝石,装备为首充装备,装备获取不到吞噬配置] } return $out_828; } $out_829 = array(0 => $player_prop_id, 1 => array('item_position' => 1, 'grid_list' => array())); $this->start_trans(); # 更新吞噬信息 $re = $this->get_data('PlayerProp')->update_player_prop($player_prop_info, array('swallow_info' => $player_prop_info['swallow_info'])); $this->write_check($re, 3010177); # 扣除被吞噬装备 foreach ($player_prop_details as $k => $v) { $re = $this->get_data('PlayerProp')->update_prop_num($player_id, $v, 1, '-', array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'cmd_id' => 829)); $this->write_check($re, 3010182); } $this->commit(); # -------------------------------------------------------------------- # 游戏日志记录 # -------------------------------------------------------------------- $log_info = array('player_id' => $player_id, 'player_level' => $player_info['level'], 'vip_level' => $player_info['vip'], 'vip_special_level' => $player_info['privilege_level'], 'add_time' => $this->current_time, 'player_prop_id_master' => $player_prop_info['player_prop_id'], 'item_id_master' => $player_prop_info['prop_id'], 'item_type' => $player_prop_info['type'], 'item_sub_type' => $player_prop_info['sub_type'], 'item_quality' => $player_prop_info['quality'], 'item_level' => $player_prop_info['level'], 'item_star_level' => $player_prop_info['star_level'], 'player_prop_id_slave' => rtrim($player_prop_id_slave, ":"), 'item_id_slave' => rtrim($item_id_slave, ":"), 'before_swallow_info' => $before_swallow_info, 'after_swallow_info' => $player_prop_info['swallow_info'], 'swallow_id_1' => 0, 'before_swallow_level_1' => 0, 'after_swallow_level_1' => 0, 'swallow_id_2' => 0, 'before_swallow_level_2' => 0, 'after_swallow_level_2' => 0, 'swallow_id_3' => 0, 'before_swallow_level_3' => 0, 'after_swallow_level_3' => 0, 'swallow_id_4' => 0, 'before_swallow_level_4' => 0, 'after_swallow_level_4' => 0); if (!empty($before_swallow_info)) { foreach ($before_swallow_info as $sid => $sinfo) { $log_info["swallow_id_{$sid}"] = $sid; $log_info["before_swallow_level_{$sid}"] = $sinfo['swallow_lv']; } } foreach ($player_prop_info['swallow_info'] as $sid => $sinfo) { $log_info["swallow_id_{$sid}"] = $sid; $log_info["after_swallow_level_{$sid}"] = $sinfo['swallow_lv']; } Log_Forge::getInstance()->add_log($log_info, 'swallow'); # 刷新玩家属性 if ($player_prop_info['item_position'] == 3) { $this->get_game('EquipAttr')->equip_attr($player_id); } # 通知道具变更806 $ndata = array(); $ndata[] = $player_prop_info; foreach ($player_prop_details as $key => &$val) { $val['item_num'] -= 1; $out_829[1]['grid_list'][] = $val['grid']; $ndata[] = $val; } Protocol_Prop::prop_806($player_id, $ndata); # 刷装备814[锻造面板]与827[可吞噬道具列表] $equips = $this->get_data('PlayerProp')->get_player_prop_by_item_position($player_id, 1); Com_Array::multisort($equips, array('quality' => 'desc', 'level' => 'desc')); $emp = array(); $fmp = array(); if (!empty($equips)) { foreach ($equips as $k => $v) { if ($v['type'] == 1) { $emp[] = $v['grid']; } } # 过滤不允许该装备吞噬的装备 $equips = $this->filter_unvalid_props($player_prop_info, $equips); foreach ($equips as $k => $v) { $fmp[] = $v['grid']; } } $equip_list = array('item_position' => 1, 'grid_list' => $emp); $allow_swallow = array(0 => $player_prop_id, 1 => array('item_position' => 1, 'grid_list' => $fmp)); Protocol::input($player_id, 3, 8, 829, $out_829); Protocol::input($player_id, 3, 8, 814, array($equip_list)); Protocol::input($player_id, 3, 8, 827, $allow_swallow); # 记录行为 Com_Log::write('xgame.forge_swallow', "{$player_id}\t" . "swallow\t" . "{$type}\t" . "{$player_prop_id}\t" . implode(",", $swallow_equips)); # 日常任务埋点 $this->get_game('TaskTrigger')->async_trigger_task($player_id, 108, 108, 1); # 每日活跃任务埋点 $this->get_game('DailyBoon')->async_trigger_daily_boon_task($player_id, 2001, 1, 1); return $out_829; }
/** * @Purpose: * 翅膀装备传承 * @Param $player_id 玩家ID * @Param $inherit_equip_pid 传承装备ID * @Param $be_inherit_equip_pid 继承装备ID */ public function wing_equip_inherit($player_id, $inherit_equip_pid, $be_inherit_equip_pid) { $player_id = intval($player_id); $inherit_equip_pid = strval($inherit_equip_pid); $be_inherit_equip_pid = strval($be_inherit_equip_pid); $player_info = $this->get_data('Player')->get_player_info($player_id, Com_Util::get_player_fields(array('currency', 'career_type', 'level', 'vip', 'privilege_level'))); if (empty($player_info)) { $this->throw_error('20002'); //没有玩家信息! } $player_prop_list = $this->get_data('PlayerProp')->get_player_prop_detail_multi($player_id, array($inherit_equip_pid, $be_inherit_equip_pid)); $inherit_equip_info = $player_prop_list[$inherit_equip_pid]; $be_inherit_equip_info = $player_prop_list[$be_inherit_equip_pid]; if (empty($inherit_equip_info) || empty($be_inherit_equip_info)) { $this->throw_error('80013'); } else { if ($inherit_equip_info['sub_type'] == 7 || $be_inherit_equip_info['sub_type'] == 7) { $this->throw_error('10110'); #数据错误 } } $player_detail = $this->get_data('PlayerDetail')->get_player_detail($player_id, Protocol_Player::get_player_attr_detail_key()); if (empty($player_detail['wing_info'][$inherit_equip_info['vocation_limit']]) || empty($player_detail['wing_info'][$be_inherit_equip_info['vocation_limit']])) { $this->throw_error('10110'); #数据错误 } $inherit_table = Cache_WingEquipment::getInstance()->get_wing_equip_inherit_info(array('item_level' => $be_inherit_equip_info['level'])); if (empty($inherit_table)) { $this->throw_error('10109'); #配置表读取错误 } else { if (empty($inherit_table['expend_prop'])) { $this->throw_error('150022'); #wing_equip_inherit配置表的expend_prop字段配置错误 } } $prop_list = $this->format_table_field($inherit_table['expend_prop']); if (!Com_Array::is_good_arr($prop_list)) { $this->throw_error('150022'); #wing_equip_inherit配置表的expend_prop字段配置错误 } #道具检测 $arr_consume = array(); foreach ($prop_list as $id => $num) { if (empty($id) || empty($num)) { $this->throw_error('150022'); #wing_equip_inherit配置表的expend_prop字段配置错误 } $cost_currency_key = Cache_Currency::getInstance()->get_key($id); if ($cost_currency_key == 'prop') { #传承装备和继承装备等级不同时,才需要消耗道具 if ($inherit_equip_info['level'] != $be_inherit_equip_info['level']) { $this->get_game('Prop')->check_player_prop($player_id, $player_info, $id, $num, $arr_consume); } } else { if (empty($cost_currency_key)) { $this->throw_error('150022'); #wing_equip_inherit配置表的expend_prop字段配置错误 } $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', $cost_currency_key, $num, 1, $id); } } #如果是已装备的,传承前先清楚原来的装备属性 if ($inherit_equip_info['item_position'] == $this->wing_pos) { $wing_attr = $player_detail['wing_info'][$inherit_equip_info['vocation_limit']]; $wing_attr['equipment'][$inherit_equip_info['sub_type']] = array(); $arr_remove_prop_detail = $inherit_equip_info; Struct_Prop::get_item_additions($arr_remove_prop_detail); $wing_attr['fight'] -= $arr_remove_prop_detail['fpower']; $wing_attr['fight'] = $wing_attr['fight'] > 0 ? $wing_attr['fight'] : 0; $wing_attr['equipment_fight'] -= $arr_remove_prop_detail['fpower']; $wing_attr['equipment_fight'] = $wing_attr['equipment_fight'] > 0 ? $wing_attr['equipment_fight'] : 0; $player_detail['wing_info'][$inherit_equip_info['vocation_limit']] = $wing_attr; } if ($be_inherit_equip_info['item_position'] == $this->wing_pos) { $be_wing_attr = $player_detail['wing_info'][$be_inherit_equip_info['vocation_limit']]; $be_wing_attr['equipment'][$be_inherit_equip_info['sub_type']] = array(); $arr_remove_prop_detail = $be_inherit_equip_info; Struct_Prop::get_item_additions($arr_remove_prop_detail); $be_wing_attr['fight'] -= $arr_remove_prop_detail['fpower']; $be_wing_attr['fight'] = $be_wing_attr['fight'] > 0 ? $be_wing_attr['fight'] : 0; $be_wing_attr['equipment_fight'] -= $arr_remove_prop_detail['fpower']; $be_wing_attr['equipment_fight'] = $be_wing_attr['equipment_fight'] > 0 ? $be_wing_attr['equipment_fight'] : 0; $player_detail['wing_info'][$be_inherit_equip_info['vocation_limit']] = $be_wing_attr; } #传承 $update_equip_list = $this->get_inherit_wing_equip($inherit_equip_info, $be_inherit_equip_info); $is_update_wing = false; $is_update_be_wing = false; #如果是已装备的,重新计算翅膀战斗力 if ($inherit_equip_info['item_position'] == $this->wing_pos) { $wing_attr = $player_detail['wing_info'][$inherit_equip_info['vocation_limit']]; $wing_attr['equipment'][$inherit_equip_info['sub_type']] = $inherit_equip_info; $wing_attr['equip_attr'] = $this->get_wing_equip_attr($wing_attr['equipment']); $arr_prop_detail = $inherit_equip_info; Struct_Prop::get_item_additions($arr_prop_detail); $wing_attr['fight'] += $arr_prop_detail['fpower']; $wing_attr['equipment_fight'] += $arr_prop_detail['fpower']; $player_detail['wing_info'][$inherit_equip_info['vocation_limit']] = $wing_attr; $is_update_wing = true; } if ($be_inherit_equip_info['item_position'] == $this->wing_pos) { $be_wing_attr = $player_detail['wing_info'][$be_inherit_equip_info['vocation_limit']]; $be_wing_attr['equipment'][$be_inherit_equip_info['sub_type']] = $be_inherit_equip_info; $be_wing_attr['equip_attr'] = $this->get_wing_equip_attr($be_wing_attr['equipment']); $arr_prop_detail = $be_inherit_equip_info; Struct_Prop::get_item_additions($arr_prop_detail); $be_wing_attr['fight'] += $arr_prop_detail['fpower']; $be_wing_attr['equipment_fight'] += $arr_prop_detail['fpower']; $player_detail['wing_info'][$be_inherit_equip_info['vocation_limit']] = $be_wing_attr; $is_update_be_wing = true; } $this->start_trans(); #更新道具属性 if (!empty($update_equip_list[$inherit_equip_pid])) { $update_res = $this->get_data('PlayerProp')->update_player_prop($inherit_equip_info, $update_equip_list[$inherit_equip_pid]); if (!$update_res) { $this->throw_error('10104'); } } if (!empty($update_equip_list[$be_inherit_equip_pid])) { $update_res = $this->get_data('PlayerProp')->update_player_prop($be_inherit_equip_info, $update_equip_list[$be_inherit_equip_pid]); if (!$update_res) { $this->throw_error('10104'); } } #更新翅膀战斗力 if ($is_update_wing || $is_update_be_wing) { $update_res = $this->get_data('PlayerDetail')->update_player_detail($player_id, array('wing_info' => $player_detail['wing_info'])); if (!$update_res) { $this->throw_error('10104'); } } foreach ($prop_list as $id => $num) { if (empty($id) || empty($num)) { $this->throw_error('150022'); #wing_equip_inherit配置表的expend_prop字段配置错误 } $cost_currency_key = Cache_Currency::getInstance()->get_key($id); if ($cost_currency_key == 'prop') { #传承装备和继承装备等级不同时,才需要消耗道具 if ($inherit_equip_info['level'] != $be_inherit_equip_info['level']) { $this->get_game('Prop')->dedcut_player_prop($player_id, $player_info, 1512); } } else { if (empty($cost_currency_key)) { $this->throw_error('150022'); #wing_equip_inherit配置表的expend_prop字段配置错误 } #扣货币 $deduct_res = $this->get_data('Player')->update_player_resource($player_id, $player_info, 1512, array(), $arr_consume); if (!$deduct_res) { $this->throw_error('10104'); } } } if ($is_update_wing && $player_detail['wing_info'][$inherit_equip_info['vocation_limit']]['fight'] > 0) { $wing_fight = $player_detail['wing_info'][$inherit_equip_info['vocation_limit']]['fight']; $this->get_data('RankList')->update_wing_rank($player_id, $inherit_equip_info['vocation_limit'], $wing_fight); } if ($is_update_be_wing && $player_detail['wing_info'][$be_inherit_equip_info['vocation_limit']]['fight'] > 0) { $wing_fight = $player_detail['wing_info'][$be_inherit_equip_info['vocation_limit']]['fight']; $this->get_data('RankList')->update_wing_rank($player_id, $be_inherit_equip_info['vocation_limit'], $wing_fight); } $this->commit(); $ndata = array(); if (!$is_update_wing) { $ndata[] = $inherit_equip_info; } if (!$is_update_be_wing) { $ndata[] = $be_inherit_equip_info; } if (!empty($ndata)) { #806通知前端道具属性变更 Protocol_Prop::prop_806($player_id, $ndata); } if ($is_update_wing || $is_update_be_wing) { #同步翅膀属性 $str = $this->get_activation_wing_interface($player_id, $player_detail['wing_info']); Protocol_Player::p2c_part_update($player_id, array('had_on_swings' => $str, 'wing' => '', 'attr' => '', 'player_data' => array('player_detail' => $player_detail, 'player' => array('career_type' => $player_info['career_type'], 'level' => $player_info['level'])))); } $rtn_data = array('inherit_equip_info' => empty($inherit_equip_info) ? array() : Struct_Prop::get_prop_struct($inherit_equip_info), 'be_inherit_equip_info' => empty($be_inherit_equip_info) ? array() : Struct_Prop::get_prop_struct($be_inherit_equip_info)); return $rtn_data; }
public function equip_starmap_do($player_id, $player_prop_id, $star_spid) { $this->get_game('PlayerFunc')->get_func_is_open($player_id, $this->func_id); $this->param_check_numeric(array($player_id)); # 没有玩家信息 $player_info = $this->get_data('Player')->get_player_info($player_id); if (empty($player_info)) { $this->throw_error('10104'); } # 玩家没有该装备 $player_prop_info = $this->get_data('PlayerProp')->get_player_prop_detail($player_id, $player_prop_id); if (empty($player_prop_info)) { $this->throw_error('80013'); } if (Com_Util::is_first_charge_item($player_prop_info['prop_id'])) { $this->throw_error('81103'); # 首充装备不允许觉醒 } # 824展示协议返回数据 $out_824 = array('player_prop_id' => $player_prop_id, 'star_pid' => $star_spid, 'box_up' => array(), 'box_down' => array()); $before_starmap_desc = $player_prop_info['star_map_desc']; # 判断行为类型:flag=0星图卸载;flag=1星图安装;flag=2星图替换 if (empty($star_spid)) { if (empty($player_prop_info['star_map_id'])) { $this->throw_error('80031'); //该装备未曾安装星图! } $flag = 0; } else { $flag = empty($player_prop_info['star_map_id']) ? 1 : 2; } # 检查旧星图配置信息【卸载||替换】 if ($flag == 0 || $flag == 2) { $starmap_config_forSend = Cache_Prop::getInstance()->get_prop_info($player_prop_info['star_map_id']); if (!$starmap_config_forSend) { $this->throw_error('80033'); //没有该星图的配置信息! } } # 检查新星图配置信息【安装||替换】 if ($flag == 1 || $flag == 2) { $starmap_info_forInstall = $this->get_data('PlayerProp')->get_player_prop_detail($player_id, $star_spid); if (!$starmap_info_forInstall) { $this->throw_error('80032'); //玩家没有该星图! } $out_824['box_up'] = array('pos' => $starmap_info_forInstall['item_position'], 'index' => $starmap_info_forInstall['grid']); $starmap_config_forInstall = Cache_Prop::getInstance()->get_prop_info($starmap_info_forInstall['prop_id']); if (!$starmap_config_forInstall) { $this->throw_error('80033'); //没有该星图的配置信息! } $starmap_config = Cache_Forge::getInstance()->get_starmap_info($starmap_info_forInstall['prop_id']); # 允许的装备种类检查 if (!empty($starmap_config[0]['require_sub_type'])) { $require_sub_type = explode(":", $starmap_config[0]['require_sub_type']); if (!in_array($player_prop_info['sub_type'], $require_sub_type)) { $this->throw_error('80035'); //该觉醒石不允许镶嵌在该种类的装备上 } } # 要求的等级检查 if (!empty($starmap_config[0]['require_equip_level']) && $player_prop_info['level'] < $starmap_config[0]['require_equip_level']) { $this->throw_error('80040'); # 装备等级低于觉醒石要求等级,不允许镶嵌 } } $this->start_trans(); if ($flag == 0 || $flag == 2) { //发放旧星图【卸载||替换】 $reward = array(); $sendarrLogs = array(); $reward[] = array('type' => 'prop', 'item_id' => $player_prop_info['star_map_id'], 'item_num' => 1); $re = $this->get_game('Reward')->send_reward($player_id, $reward, array('cmd_id' => 824)); #send_reward失败时,会返回各种失败情况的错误码 $this->write_check_strict($re, 3010130); $sendarrLogs = $this->get_game('Reward')->get_prop_log(); $out_824['box_down'] = array('pos' => $sendarrLogs[0]['item_position'], 'index' => $sendarrLogs[0]['grid']); if ($flag == 2) { //扣除新星图【替换】 $re = $this->get_data('PlayerProp')->update_prop_num($player_id, $starmap_info_forInstall, 1, '-', array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'cmd_id' => 824)); $this->write_check($re, 3010136); } } else { //扣除新星图【安装】 $re = $this->get_data('PlayerProp')->update_prop_num($player_id, $starmap_info_forInstall, 1, '-', array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'cmd_id' => 824)); $this->write_check($re, 3010140); } # 更新装备状态 if ($flag) { # 【安装||替换】 $player_prop_info['star_map_id'] = $starmap_info_forInstall['prop_id']; $player_prop_info['star_map_desc'] = $this->get_latest_starmap_desc($player_prop_info); } else { # 【卸载】 $player_prop_info['star_map_id'] = ''; $player_prop_info['star_map_desc'] = array(); } $re = $this->get_data('PlayerProp')->update_player_prop($player_prop_info, array('star_map_id' => $player_prop_info['star_map_id'], 'star_map_desc' => $player_prop_info['star_map_desc'])); $this->write_check($re, 3010152); $this->commit(); # -------------------------------------------------------------------- # 游戏日志记录 # -------------------------------------------------------------------- $log_info = array('player_id' => $player_id, 'player_level' => $player_info['level'], 'vip_level' => $player_info['vip'], 'vip_special_level' => $player_info['privilege_level'], 'add_time' => $this->current_time, 'player_prop_id_master' => $player_prop_info['player_prop_id'], 'item_id_master' => $player_prop_info['prop_id'], 'item_type' => $player_prop_info['type'], 'item_sub_type' => $player_prop_info['sub_type'], 'item_quality' => $player_prop_info['quality'], 'item_level' => $player_prop_info['level'], 'item_star_level' => $player_prop_info['star_level'], 'player_prop_id_install' => $starmap_info_forInstall ? $starmap_info_forInstall['player_prop_id'] : 0, 'item_id_install' => $starmap_info_forInstall ? $starmap_info_forInstall['prop_id'] : 0, 'player_prop_id_uninstall' => $sendarrLogs ? $sendarrLogs[0]['player_prop_id'] : 0, 'item_id_uninstall' => $sendarrLogs ? $sendarrLogs[0]['prop_id'] : 0, 'before_starmap_desc' => $before_starmap_desc, 'after_starmap_desc' => $player_prop_info['star_map_desc']); Log_Forge::getInstance()->add_log($log_info, 'starmap'); if ($flag == 1 || $flag == 2) { # 安装和替换才算 # 引导任务埋点 $this->get_game('TaskTrigger')->async_trigger_guide_task($player_id, 25, 1); } $this->handle_starmap_refer_achieve($player_id); # 刷新玩家属性 if ($player_prop_info['item_position'] == 3) { $this->get_game('EquipAttr')->equip_attr($player_id); } # 通知道具变更 粘包806 $this->get_game('Reward')->add_reward_log(); # 调用add_reward_log,触发806协议通知道具变更,并记录道具获取日志 $ndata = array(); $ndata[] = $player_prop_info; /** //发放的星图 if($flag == 0 || $flag == 2) { foreach($sendarrLogs as $key => $val) { $ndata[] = $val; } } **/ //扣除的星图 if ($flag == 1 || $flag == 2) { $starmap_info_forInstall['item_num'] -= 1; $ndata[] = $starmap_info_forInstall; } Protocol_Prop::prop_806($player_id, $ndata); //获取 星图 $player_star_map = $this->get_game('Prop')->get_prop_list_by_type($player_id, $this->starmap_type, $this->starmap_sub_type); # 过滤不允许镶嵌该装备的星图 $player_star_map = $this->filter_unvalid_starmap($player_prop_info, $player_star_map); $data = array(); if ($player_star_map) { foreach ($player_star_map as $k => $v) { $data[] = Struct_Prop::get_item_box_struct($v); } } $emp = array(0 => $player_prop_id, 1 => $data); Protocol::input($player_id, 3, 8, 824, $out_824); Protocol::input($player_id, 3, 8, 823, $emp); }
public function equip_unload_inlaygems($player_id, $player_prop_id, $hole_id) { $this->get_game('PlayerFunc')->get_func_is_open($player_id, $this->func_id); $this->param_check_numeric(array($player_id, $hole_id)); # 装备检查 $player_prop_info = $this->get_data('PlayerProp')->get_player_prop_detail($player_id, $player_prop_id); if (empty($player_prop_info)) { $this->throw_error('80013'); //玩家没有该装备信息! } # 孔位检查 $hole_stint = $this->get_prop_inlay_gem_hole_stint($player_prop_info); if ($hole_id > $hole_stint || $hole_id <= 0) { $this->throw_error('80406'); //孔位错误! } if (empty($player_prop_info['inlay_gems']) || empty($player_prop_info['inlay_gems'][$hole_id])) { $this->throw_error('80405'); //玩家装备该孔位没有镶嵌宝石! } $player_info = $this->get_data('Player')->get_player_info($player_id, array('level', 'vip')); $before_inlay_gems = $player_prop_info['inlay_gems']; # 获取宝石配置信息 $gems_config = Cache_Forge::getInstance()->get_inlay_gems_by_id($player_prop_info['inlay_gems'][$hole_id], 1); $this->start_trans(); # 卸载已镶嵌宝石到背包 # 不调用add_prop_reward_log或add_reward_log,则send_reward不会调用806协议通知道具变更,并且不记录Log日志 $reward[] = array('type' => 'prop', 'item_id' => $player_prop_info['inlay_gems'][$hole_id], 'item_num' => 1); $re = $this->get_game('Reward')->send_reward($player_id, $reward, array('cmd_id' => 820)); #send_reward失败时,会返回各种失败情况的错误码 $this->write_check_strict($re, 3010251); $arrLogs = $this->get_game('Reward')->get_prop_log(); # 更新装备的宝石镶嵌信息 unset($player_prop_info['inlay_gems'][$hole_id]); $player_prop_info['inlay_gems_lv'] -= $arrLogs[0]['level']; # 以item表的level为准 $player_prop_info['star_map_desc'] = $this->get_game('EquipStarMap')->get_latest_starmap_desc($player_prop_info); $equip_update_field = array('inlay_gems' => $player_prop_info['inlay_gems'], 'inlay_gems_lv' => $player_prop_info['inlay_gems_lv'], 'star_map_desc' => $player_prop_info['star_map_desc']); $re = $this->get_data('PlayerProp')->update_player_prop($player_prop_info, $equip_update_field); $this->write_check($re, 3010264); $this->commit(); # 刷新玩家属性 if ($player_prop_info['item_position'] == 3) { $this->get_game('EquipAttr')->equip_attr($player_id); } # 通知道具变更 粘包806 $this->get_game('Reward')->add_reward_log(); # 调用add_reward_log,触发806协议通知道具变更,并记录道具获取日志 #$ndata[] = $arrLogs[0]; # 宝石变更后的信息 $ndata[] = $player_prop_info; # 装备变更后的信息 Protocol_Prop::prop_806($player_id, $ndata); # 重新获取宝石列表 粘包817 $gems = $this->get_game('Prop')->get_prop_list_by_type($player_id, $this->compose_gem_type, $this->compose_gem_sub_type); $gems = $this->filter_unvalid_gems($player_prop_info, $gems); # 过滤不允许镶嵌该装备的宝石 $emp = Struct_Prop::get_item_boxes_info($gems); $data = array('pid' => $player_prop_id, 'gem_list' => isset($emp[1]) ? $emp[1] : array('pos' => 1, 'indexes' => array())); Protocol::input($player_id, 3, 8, 817, $data); # -------------------------------------------------------------------- # 游戏日志记录 # -------------------------------------------------------------------- $log_info = array('player_id' => $player_id, 'player_level' => $player_info['level'], 'vip_level' => $player_info['vip'], 'vip_special_level' => $player_info['privilege_level'], 'add_time' => $this->current_time, 'action_type' => 0, 'player_prop_id_master' => $player_prop_info['player_prop_id'], 'item_id_master' => $player_prop_info['prop_id'], 'item_type' => $player_prop_info['type'], 'item_sub_type' => $player_prop_info['sub_type'], 'item_quality' => $player_prop_info['quality'], 'item_level' => $player_prop_info['level'], 'item_star_level' => $player_prop_info['star_level'], 'player_prop_id_slave' => $arrLogs[0]['player_prop_id'], 'item_id_slave' => $arrLogs[0]['prop_id'], 'hole_index' => $hole_id, 'before_inlay_gems_lv' => $player_prop_info['inlay_gems_lv'] + $arrLogs[0]['level'], 'after_inlay_gems_lv' => $player_prop_info['inlay_gems_lv'], 'before_inlay_gems' => $before_inlay_gems, 'after_inlay_gems' => $player_prop_info['inlay_gems']); Log_Forge::getInstance()->add_log($log_info, 'inlay'); return array('hole_id' => $hole_id, 'gem_box_info' => array('pos' => $arrLogs[0]['item_position'], 'index' => $arrLogs[0]['grid'])); }
protected function equip_intensify_handle($flag, $player_id, $player_gems, $player_info, $player_equip_info, $intensify_config, $auto_buy, $bless_item_id) { if ($flag) { # 成功 $player_equip_info['intensive_lose_times'] = 0; $player_equip_info['intensive_level'] += 1; $player_equip_info['intensive_desc'] = Game_EquipIntensifier::get_latest_intensive_desc($player_equip_info, $intensify_config); if ($player_equip_info['star_map_id']) { # 获取最新星图状态desc $player_equip_info['star_map_desc'] = $this->get_game('EquipStarMap')->get_latest_starmap_desc($player_equip_info); } } else { # 失败 $player_equip_info['intensive_lose_times'] += 1; } $this->start_trans(); # 玩家银两更新 $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', 'silver', $intensify_config['silver_num'], 1, 1); # 强化特效信息更新 $equip_view = $player_equip_info['equip_view']; if ($equip_view[0]) { $weapon_effect = Cache_WeaponEffect::getInstance()->get_weapon_effect($equip_view[0], $player_equip_info['intensive_level']); if ($weapon_effect && $weapon_effect['effect_id']) { $equip_view[2] = $weapon_effect['effect_id']; } } $equip_update_field = array('intensive_lose_times' => $player_equip_info['intensive_lose_times'], 'intensive_level' => $player_equip_info['intensive_level'], 'intensive_desc' => $player_equip_info['intensive_desc'], 'star_map_desc' => $player_equip_info['star_map_desc'], 'equip_view' => $equip_view); $re = $this->get_data('PlayerProp')->update_player_prop($player_equip_info, $equip_update_field); $this->write_check($re, 3010414); $log_param = array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'privilege_level' => $player_info['privilege_level'], 'cmd_id' => 816); # 消耗祝福石 if (!empty($bless_item_id)) { $arr_logs_bless_item = array(); $re = $this->get_game('Prop')->deduct_prop_by_prop_id($player_id, $bless_item_id, 1, $arr_logs_bless_item, 0, $log_param); $this->write_check($re, 3010422); } # 消耗强化宝石和钻石【勾选自动购买时当所需强化宝石不足时需要消耗钻石】 $gem_cost_num = $intensify_config['item_num']; $cost_currency_type = 0; $cost_currency_value = 0; $price = 0; if ($auto_buy) { if ($player_gems < $intensify_config['item_num']) { $gem_cost_num = $player_gems; # 获取正确的强化宝石的单价 $intensify_gem_info = $this->get_game('Shop')->shortcut_purchase_interface($intensify_config['item_id'], 1); if (empty($intensify_gem_info['item_price'])) { $this->throw_error('80318'); # 商城强化宝石没有配置价格 } # 策划价格配置多项时,选其中一项 list($cur_type, $cur_val) = each($intensify_gem_info['item_price']); $price = $cur_val; $cost_currency_type = $cur_type; $cost_currency_value = intval($cur_val * ($intensify_config['item_num'] - $player_gems)); } } if ($gem_cost_num > 0) { $arr_logs_gem = array(); $re = $this->get_game('Prop')->deduct_prop_by_prop_id($player_id, $intensify_config['item_id'], $gem_cost_num, $arr_logs_gem, 0, $log_param); $this->write_check($re, 3010449); } # 消耗虚拟货币 if ($cost_currency_value > 0) { $cost_currency_key = Cache_Currency::getInstance()->get_key($cost_currency_type); $arr_consume = Com_Util::get_consume_info_for_data_center($player_info, $cost_currency_key, $cost_currency_value, intval($intensify_config['item_num'] - $player_gems)); $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', $cost_currency_key, $cost_currency_value, 1, $cost_currency_type); } $re = $this->get_data('Player')->update_player_resource($player_id, $player_info, '816', array(), $arr_consume); $this->write_check($re, 3010476); $this->commit(); # 若有购买缺少材料,记录虚假商城购买日志 if ($cost_currency_value > 0) { $this->get_game('Shop')->add_dummy_shop_log($player_id, $player_info, $intensify_config['item_id'], intval($intensify_config['item_num'] - $player_gems), $cost_currency_type, $cost_currency_value, 816); } # 刷新玩家属性 if ($player_equip_info['item_position'] == 3) { $this->get_game('EquipAttr')->equip_attr($player_id); } # 粘806 + 通知道具变更信息 $ndata = array(); $ndata[] = $player_equip_info; if (!empty($arr_logs_gem) && is_array($arr_logs_gem)) { foreach ($arr_logs_gem as $k => $v) { # 消耗的宝石 $ndata[] = $v; } } if (!empty($arr_logs_bless_item)) { # 消耗的祝福石,祝福石只消耗1个 $ndata[] = $arr_logs_bless_item[0]; } Protocol_Prop::prop_806($player_id, $ndata); # 通知玩家信息变更[必须放在commit之后] return $player_equip_info['intensive_desc']; }
public function compose($player_id, $target_id, $comp_type, $comp_sub_type, $auto_buy, $onekey) { $this->get_game('PlayerFunc')->get_func_is_open($player_id, $this->func_id); # 参数校验,comp_sub_type允许为0 $this->param_check_numeric(array($player_id, $target_id, $comp_type, $comp_sub_type), 0); $player_info = $this->get_data('Player')->get_player_info($player_id, Com_Util::get_player_fields(array('currency', 'player_id', 'level', 'vip', 'privilege_level'))); # 一键合成不允许自动购买 if ($onekey) { $auto_buy = 0; } # 获取具体合成信息 $comp_info = Cache_ItemCompose::getInstance()->get_item_compose_info_by_target_id($target_id); if (empty($comp_info)) { $this->throw_error('90002'); # 没有配置该道具的合成信息 } $comp_type = $comp_info['comp_type']; $comp_sub_type = $comp_info['comp_sub_type']; /** 由于前端问题,传参此处可能报异常,反正这两个参数不实用,故忽略 if ($comp_info['comp_type'] != $comp_type || $comp_info['comp_sub_type'] != $comp_sub_type) { $this->throw_error('90003'); # 合成参数异常 } **/ # 检查消耗情况 $cost_material_info_hash = array(); # 消耗材料信息哈希,为了方便一次性查找所有消耗材料的持有数 for ($i = 1; $i <= 5; $i++) { if (!empty($comp_info['m' . $i . '_id']) && !empty($comp_info['m' . $i . '_amount'])) { $cost_material_info_hash[$comp_info['m' . $i . '_id']] = $comp_info['m' . $i . '_amount']; } } # -------------------------------------------------------------------- # 计算可一键合成的产物数量 # -------------------------------------------------------------------- $onekey_num_list = array(); # 每项材料可以满足合成条件几次 if (!empty($cost_material_info_hash)) { $material_hold_nums = $this->get_game('Prop')->get_prop_num_by_prop_id($player_id, array_keys($cost_material_info_hash)); foreach ($cost_material_info_hash as $m_id => $m_amount) { $onekey_num_list[$m_id] = intval($material_hold_nums[$m_id] / $m_amount); } } $onekey_num = min($onekey_num_list); # 木桶原理,能一键合成的产物数由最少材料项决定 if ($onekey) { if (empty($onekey_num)) { $this->throw_error('90004'); # 合成所需材料不足 } $onekey_num = min($onekey_num, intval($player_info['silver'] / $comp_info['cost'])); # 木桶原理,能一键合成的产物数还由玩家持有货币决定 if (empty($onekey_num)) { $this->throw_error('10113'); # 金币不足 } } else { if (empty($onekey_num) && empty($auto_buy)) { $this->throw_error('90004'); # 合成所需材料不足 } $onekey_num = 1; # 非一键合成一次只允许合成一件 } $this->start_trans(); # 消耗虚拟货币 $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', 'silver', $comp_info['cost'] * $onekey_num, 1, 1); # 消耗材料 $arr_logs = array(); $log_param = array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'privilege_level' => $player_info['privilege_level'], 'cmd_id' => 2202); foreach ($cost_material_info_hash as $m_id => $m_amount) { $hold_num = !empty($material_hold_nums[$m_id]) ? $material_hold_nums[$m_id] : 0; if (!empty($auto_buy) && $hold_num < $m_amount) { # 一定是单次合成 # 获取正确的单价 $price_info = $this->get_game('Shop')->shortcut_purchase_interface($m_id, 1); if (empty($price_info['item_price'])) { $this->throw_error('130001'); # 商城没有出售该道具 } # 策划价格配置多项时,选其中一项 list($cur_idx, $cur_val) = each($price_info['item_price']); $price = $cur_val; $cost_currency_key = Cache_Currency::getInstance()->get_key($cur_idx); $cost_currency_value = intval($cur_val * ($m_amount - $hold_num)); $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', $cost_currency_key, $cost_currency_value, 1, $cur_idx); if ($hold_num > 0) { # 该方法在道具不足时会报错,无需外层再判断是否道具足够 $re = $this->get_game('Prop')->deduct_prop_by_prop_id($player_id, $m_id, $material_hold_nums[$m_id], $arr_logs, 0, $log_param); $this->write_check($re, 3010156); } # 若有购买缺少材料,记录虚假商城购买日志 if ($cost_currency_value > 0) { $this->get_game('Shop')->add_dummy_shop_log($player_id, $player_info, $m_id, intval($m_amount - $hold_num), $cur_idx, $cost_currency_value, 2202); } } else { # 可能单次,可能一键 # 该方法在道具不足时会报错,无需外层再判断是否道具足够 $re = $this->get_game('Prop')->deduct_prop_by_prop_id($player_id, $m_id, $m_amount * $onekey_num, $arr_logs, 0, $log_param); $this->write_check($re, 3010161); } } # TODO: 数据中心推送 $re = $this->get_data('Player')->update_player_resource($player_id, $player_info, '2202'); $this->write_check($re, 3010167); #--------------------------------------------------------------------- # 按概率计算成功次数 #--------------------------------------------------------------------- $success_num = 0; for ($i = 1; $i <= $onekey_num; $i++) { if (Com_Random::probability($comp_info['succ_rate'], 10000)) { # 成功 $success_num += 1; } } if ($success_num) { # 成功 # 发送道具 $reward[] = array('type' => 'prop', 'item_id' => $target_id, 'item_num' => $success_num); $re = $this->get_game('Reward')->send_reward($player_id, $reward, array('cmd_id' => 2202)); #send_reward失败时,会返回各种失败情况的错误码 $this->write_check_strict($re, 3010173); } # 记录合成日志 $this->commit(); # -------------------------------------------------------------------- # 通知道具变更,粘包806 # -------------------------------------------------------------------- $this->get_game('Reward')->add_reward_log(); # 调用add_reward_log,触发806协议通知道具变更,并记录道具获取日志 if (!empty($arr_logs) && is_array($arr_logs)) { $ndata = array(); foreach ($arr_logs as $key => $val) { $ndata[] = $val; } Protocol_Prop::prop_806($player_id, $ndata); } # -------------------------------------------------------------------- # 刷新2201协议 # -------------------------------------------------------------------- $data_2201 = $this->get_compose_info($player_id, $comp_type, $comp_sub_type); Protocol::input($player_id, 3, 22, 2201, $data_2201); # 记录行为 Com_Log::write('xgame.compose', "{$player_id}\t" . "{$target_id}\t" . "{$auto_buy}\t" . "{$onekey}\t" . "{$onekey_num}\t" . "{$success_num}\t"); # 日常任务埋点,宝石合成才触发,考虑宝石种类可能包含多种,不方便使用$arr_logs[0]['type'] == 3 && $arr_logs[0]['sub_type'] == 6类似条件 #if ($comp_type == $this->comp_type_for_gem) { # 改为任意合成都算 $this->get_game('TaskTrigger')->async_trigger_task($player_id, 109, 109, $onekey_num); #} #引导任务 $this->get_game('TaskTrigger')->async_trigger_guide_task($player_id, 12, $onekey_num); # -------------------------------------------------------------------- # 公告 # -------------------------------------------------------------------- $replace_info = array(array('rep_type' => 0, 'rep_val' => $player_id), array('rep_type' => 1, 'rep_val' => 70), array('rep_type' => 2, 'rep_val' => $target_id)); $prop_info = Cache_Prop::getInstance()->get_prop_info($target_id); $this->get_game('SystemNotice')->push_sys_notice($player_id, 70, 0, $replace_info, 0, $prop_info['need_broad_cast']); $out_2202 = array('result' => 1); return $out_2202; }
public function get_event_reward($player_id, $event_id, $reward_id, $event_template) { $this->param_check_numeric(array($player_id, $event_id, $reward_id)); # 加锁失败 if (!Com_Lock::lock("lock|get_event_reward|player_id={$player_id}")) { $this->throw_error('170501'); # 系统繁忙 } $player_info = $this->get_data('Player')->get_player_info($player_id, Com_Util::get_player_fields(array('currency', 'level', 'vip', 'privilege_level', 'map_id'))); if ($player_info['map_id'] == 2100) { $this->throw_error('12012'); # 请在完成序章后领取 } # 获取活动配置 $event_info = $this->get_data('Event')->get_event_info($event_id); if (empty($event_info) || empty($event_info['event_reward_info'])) { $this->throw_error('12004'); # 无效的活动,未找到活动配置信息 } $reward_id_array = explode(':', $event_info['event_reward_info']); if (!in_array($reward_id, $reward_id_array)) { $this->throw_error('12006'); # 无效的奖励,未找到活动奖励配置信息 } # NOTE: 因为允许在活动结束后领奖,所以领奖时不用活动开启时间段[open_date_head,open_date_tail]做检测 if ($event_info['reward_date_head'] > $this->current_time || $event_info['reward_date_tail'] < $this->current_time) { $this->throw_error('12005'); # 未到或已超过活动奖励领取时间 } # 获取奖励配置 $reward_info = $this->get_data('Event')->get_reward_info($reward_id); if (empty($reward_info) || empty($reward_info['cond_func'])) { $this->throw_error('12006'); # 无效的奖励,未找到活动奖励配置信息 } if (!empty($reward_info['valid_date_head']) || !empty($reward_info['valid_date_tail'])) { if ($reward_info['valid_date_head'] > $this->current_time || $reward_info['valid_date_tail'] < $this->current_time) { $this->throw_error('12007'); # 未到或已超过活动奖励有效时间 } } /** # -------------------------------------------------------------------- # 活动领奖周期内的领奖次数上限判断 # -------------------------------------------------------------------- if (!empty($event_info['event_reward_stint']) && !empty($event_info['event_reward_cycle'])) { # 向上取整获取最大领奖期数 $max_cycle = ceil(($event_info['reward_date_tail'] - $event_info['reward_date_head']) / $event_info['event_reward_cycle']); for($i = 1; $i <= $max_cycle; $i++) { $cycle_head = $event_info['reward_date_head'] + $event_info['event_reward_cycle'] * ($i - 1); # 领奖周期首部时间 $cycle_tail = $event_info['reward_date_head'] + $event_info['event_reward_cycle'] * $i - 1; # 领奖周期尾部时间,减一是为了相邻两个区间没有交集 if ($this->current_time < $cycle_head || $this->current_time > $cycle_tail) { # 当前时间不在该领奖周期内 continue; } else { # 获取该周期内的领奖次数 list($reward_record, $reward_record_count) = $this->get_data('Event')->get_event_reward_record_part($player_id, $event_id, $cycle_head, $cycle_tail); if ($reward_record_count >= $event_info['event_reward_stint']) { $this->throw_error('12008'); # 已达到活动领奖周期内的领取次数上限 } break; } } } # -------------------------------------------------------------------- # 奖励领奖周期内的领奖次数上限判断,NOTO:没有考虑循环奖励的领取上限不仅由reward_gain_stint决定,还由循环达成数loop_num决定 # -------------------------------------------------------------------- if (!empty($reward_info['reward_gain_stint']) && !empty($reward_info['reward_gain_cycle'])) { # 向上取整获取最大领奖期数 $max_cycle = ceil(($event_info['reward_date_tail'] - $event_info['reward_date_head']) / $reward_info['reward_gain_cycle']); for($i = 1; $i <= $max_cycle; $i++) { $cycle_head = $event_info['reward_date_head'] + $reward_info['reward_gain_cycle'] * ($i - 1); # 领奖周期首部时间 $cycle_tail = $event_info['reward_date_head'] + $reward_info['reward_gain_cycle'] * $i - 1; # 领奖周期尾部时间,减一是为了相邻两个区间没有交集 if ($this->current_time < $cycle_head || $this->current_time > $cycle_tail) { # 当前时间不在该领奖周期内 continue; } else { # 获取该周期内的领奖次数 list($reward_record, $reward_record_count) = $this->get_data('Event')->exactly_get_event_reward_record_part($player_id, $event_id, $reward_id, $cycle_head, $cycle_tail); if ($reward_record_count >= $reward_info['reward_gain_stint']) { $this->throw_error('12009'); # 已达到奖励领奖周期内的领取次数上限 } break; } } } **/ # 进度计算 $sys_params = array('event_id' => $event_info['event_id'], 'announce_date_head' => $event_info['announce_date_head'], 'announce_date_tail' => $event_info['announce_date_tail'], 'open_date_head' => $event_info['open_date_head'], 'open_date_tail' => $event_info['open_date_tail'], 'reward_id' => $reward_info['reward_id'], 'reward_type' => $reward_info['reward_type'], 'reward_billing_cycle' => $reward_info['reward_billing_cycle']); $ret = $this->call_cond_func($player_id, $reward_info['cond_func'], $reward_info['cond_func_relation'], $sys_params); # 剩余领奖次数计算 list($real_remain_gain_num, $reward_remain_gain_num, $config_gain_stint) = $this->_cal_reward_remain_gain_num($player_id, $event_info, $reward_info, $ret); if (empty($real_remain_gain_num)) { $this->throw_error('12009'); # 已达到奖励领奖周期内的领取次数上限 } # -------------------------------------------------------------------- # 奖励达成条件判断 # -------------------------------------------------------------------- # 进度计算 $sys_params = array('event_id' => $event_info['event_id'], 'announce_date_head' => $event_info['announce_date_head'], 'announce_date_tail' => $event_info['announce_date_tail'], 'open_date_head' => $event_info['open_date_head'], 'open_date_tail' => $event_info['open_date_tail'], 'reward_id' => $reward_info['reward_id'], 'reward_type' => $reward_info['reward_type'], 'reward_billing_cycle' => $reward_info['reward_billing_cycle']); $ret = $this->call_cond_func($player_id, $reward_info['cond_func'], $reward_info['cond_func_relation'], $sys_params); if (empty($ret['status'])) { $this->throw_error('12010'); # 未达到奖励的领取条件 } # -------------------------------------------------------------------- # 发奖 + 消耗道具 + 并刷新奖励信息 # -------------------------------------------------------------------- $this->start_trans(); # 消耗道具 if (!empty($reward_info['consume_info'])) { $consume_currency = false; $arr_logs_consume = array(); $reward_item_info_arr = explode("|", $reward_info['consume_info']); $log_param = array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'privilege_level' => $player_info['privilege_level'], 'cmd_id' => 2304); foreach ($reward_item_info_arr as $item_info) { list($item_id, $item_num) = explode(":", $item_info); $item_key = Cache_PropLoot::getInstance()->get_item_key($item_id); if ($item_key == 'prop') { # 消耗道具 # deduct_prop_by_prop_id方法中有判断道具是否足够,故外层不判断 $re = $this->get_game('Prop')->deduct_prop_by_prop_id($player_id, $item_id, $item_num, $arr_logs_consume, 0, $log_param); $this->write_check($re, 3010311); } else { # 消耗资源 $arr_consume = Com_Util::get_consume_info_for_data_center($player_info, $item_key, $item_num); $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', $item_key, $item_num, 1, $item_id); $consume_currency = true; } } if ($consume_currency) { $re = $this->get_data('Player')->update_player_resource($player_id, $player_info, '2304', array(), $arr_consume); $this->write_check($re, 3010332); } } # 奖励道具 $reward = array(); $reward_detail = array(); if (!empty($reward_info['reward_info'])) { $reward_item_info_arr = explode("|", $reward_info['reward_info']); foreach ($reward_item_info_arr as $item_info) { list($item_id, $item_num, $item_tag) = explode(":", $item_info); $reward_detail[$item_id] = $item_num; } } $this->get_game('Reward')->gen_reward_array($reward_detail, $reward); $re = $this->get_game('Reward')->send_reward($player_id, $reward, array('cmd_id' => '2304', 'bind_flag' => 0)); $this->write_check_strict($re, 3010347); # 记录奖励领取日志 $re = $this->get_data('Event')->record_player_event_reward($player_id, $event_id, $reward_id, $this->current_time); $this->write_check($re, 3010351); $this->commit(); # 蛋疼的次数同步埋点 if ($event_template == 2) { # 充值回馈需要同步次数变更 $this->get_game('PlayerFunc')->sync_func_tips($player_id, 1260); } # 粘806 + 通知道具变更信息 $ndata = array(); if (!empty($arr_logs_consume)) { foreach ($arr_logs_consume as $k => $v) { # 消耗的道具 $ndata[] = $v; } Protocol_Prop::prop_806($player_id, $ndata); } # 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 $ret = $this->get_game('Reward')->add_reward_log(true); #----------------------------------------------------------------- # 重新获取奖励项列表 #----------------------------------------------------------------- $event_reward_list = array(); $special_reward_list = array(); if (!empty($event_info['event_reward_info'])) { $reward_id_array = explode(':', $event_info['event_reward_info']); #echo "</br>===============".$event_info['event_id']."==================</br>"; #var_export($reward_id_array); $reward_info = $this->get_data('Event')->multi_get_reward_info($reward_id_array); #var_export($reward_info); # 对奖励列表升序排序 Com_Array::multisort($reward_info, array('reward_priority' => 'asc')); foreach ($reward_info as $reward) { #echo "</br>===============reward_id:".$reward['reward_id']."==================</br>"; # 获取奖励的具体道具列表 $reward_item_list = array(); if (!empty($reward['reward_info'])) { $reward_item_info_arr = explode("|", $reward['reward_info']); foreach ($reward_item_info_arr as $item_info) { list($item_id, $item_num, $item_tag) = explode(":", $item_info); $item_config = Cache_Prop::getInstance()->get_prop_info($item_id); $item_config['item_num'] = $item_num; $item_struct = Struct_Prop::get_prop_struct($item_config); $reward_item_list[$item_id] = $item_struct; if ($item_tag == $this->reward_item_tag_for_special) { $special_reward_list[$item_id] = $item_struct; } } } # 进度计算 $sys_params = array('event_id' => $event_info['event_id'], 'announce_date_head' => $event_info['announce_date_head'], 'announce_date_tail' => $event_info['announce_date_tail'], 'open_date_head' => $event_info['open_date_head'], 'open_date_tail' => $event_info['open_date_tail'], 'reward_id' => $reward['reward_id'], 'reward_type' => $reward['reward_type'], 'reward_billing_cycle' => $reward['reward_billing_cycle']); $ret = $this->call_cond_func($player_id, $reward['cond_func'], $reward['cond_func_relation'], $sys_params); # 剩余领奖次数计算 list($real_remain_gain_num, $reward_remain_gain_num, $config_gain_stint) = $this->_cal_reward_remain_gain_num($player_id, $event_info, $reward, $ret); # 领奖状态判定 if ($event_info['reward_date_head'] > $this->current_time || $event_info['reward_date_tail'] < $this->current_time) { $reward_status = 0; # 未到或已超过活动奖励领取时间 } elseif ((!empty($reward['valid_date_head']) || !empty($reward['valid_date_tail'])) && ($reward['valid_date_head'] > $this->current_time || $reward['valid_date_tail'] < $this->current_time)) { $reward_status = 0; # 未到或已超过活动奖励有效时间 } elseif (empty($real_remain_gain_num)) { # 用实际剩余领奖次数判断领奖状态 $reward_status = 0; } else { $reward_status = $ret['status']; } # 可领奖总数计算 if ($reward_status) { $can_receive_reward_num += 1; } $event_reward_list[] = array('reward_id' => $reward['reward_id'], 'reward_cond' => $reward['cond_desc'], 'reward_item_list' => $reward_item_list, 'reward_progress_head' => $ret['progress_head'], 'reward_progress_tail' => $ret['progress_tail'], 'reward_remain_gain_num' => $reward_remain_gain_num, 'reward_status' => $reward_status, 'reward_type' => $reward['reward_type'], 'consume_info' => $reward['consume_info'], 'reward_gain_stint' => $config_gain_stint); } } $out_2304 = array('event_tag' => $event_info['event_tag'], 'event_id' => $event_id, 'event_reward_list' => $event_reward_list, 'event_template' => $event_template); # 记录行为 Com_Log::write('xgame.event', "{$player_id}\t" . "get_event_reward\t" . "{$event_id}\t" . "{$reward_id}\t"); return $out_2304; }
/** * 以用户的道具id扣除道具 * @param $player_id * @param $player_prop_id * @param $need_num * @param array $log_param * @param null $player_prop_info * @param int $send_806 * @return bool */ public function deduct_prop_by_ppid($player_id, $player_prop_id, $need_num, $log_param = array(), $player_prop_info = null, $send_806 = 1) { if (empty($player_prop_info)) { $player_prop_info = $this->get_data('PlayerProp')->get_player_prop_detail($player_id, $player_prop_id); } if ($player_prop_info['item_num'] < $need_num) { return false; } if ($player_prop_info['item_num'] == $need_num) { //道具数量小于扣除数量 if (!$this->get_data('PlayerProp')->delete_player_prop($player_id, $player_prop_info, true, $log_param)) { return false; } $need_num -= $player_prop_info['item_num']; $player_prop_info['item_num'] = 0; $arr_logs[] = $player_prop_info; } else { //道具数量大于扣除数量 更新道具数量 if (!$this->get_data('PlayerProp')->update_prop_num($player_id, $player_prop_info, $need_num, '-', $log_param)) { return false; } $player_prop_info['item_num'] -= $need_num; $arr_logs[] = $player_prop_info; } if ($send_806 == 1) { if ($this->is_trans()) { $this->set_redis_pre_action(null, array("Protocol_Prop", "prop_806"), array($player_id, $arr_logs)); } else { Protocol_Prop::prop_806($player_id, $arr_logs); } } return true; }
/** * 完成任务 * @param $player_id * @param $task_id * @param $step_id * @param $arr_player_task 任务数据 */ public function finish_main_task($player_id, $task_id, $step_id) { $time_start = microtime(true); $arr_player_task = $this->get_data('PlayerTask')->get_task_info($player_id); if (empty($arr_player_task['main_val'][$task_id])) { $this->throw_error('10107'); //参数错误 } if ($arr_player_task['main_val'][$task_id]['task_status'] < 2) { $this->throw_error('10015'); //任务还未完成 } $player_info = $this->get_data('Player')->get_player_info($player_id, array('career_type', 'level', 'vip', 'privilege_level', 'union_id')); $out = array('old' => array(), 'new' => array()); $current_num = intval($arr_player_task['current_num']); $task_config = Cache_TaskConfig::getInstance()->get_task_config($task_id); $cur_step_config = Cache_TaskStepConfig::getInstance()->get_task_step_config($task_id, $step_id); if (!empty($arr_player_task['main_val'][$task_id]['target'])) { foreach ($arr_player_task['main_val'][$task_id]['target'] as $target_id => $val) { $this->get_game('TaskTrigger')->clear_main_task_target_val($arr_player_task, $task_id, $target_id); #清理target_val } } #更新任务进度 if ($arr_player_task['main_val'][$task_id]['task_steps'] == $arr_player_task['main_val'][$task_id]['step']) { $max_num = Cache_TaskConfig::getInstance()->get_chapter_task_num($task_config['chapter_id'], $task_config['chapter_part']); $finish_num = $this->get_chapter_task_finish_num($player_id, $task_config['chapter_id'], $task_config['chapter_part']); if ($max_num) { $jin_du = ceil($finish_num / $max_num * 100); } else { $jin_du = 0; } $arr_player_task['current_num'] = $jin_du; } if ($cur_step_config['dungeon_event_sid']) { Protocol::input($player_id, 7, 4, 471, $cur_step_config['dungeon_event_sid']); } //副本触发 if ($cur_step_config['buff_id']) { Protocol::input($player_id, 7, 4, 496, array('status' => 0, 'buff_id' => $cur_step_config['buff_id'])); } //buff结束 $logs = array(); $old_task_status = $arr_player_task['main_val'][$task_id]['task_status'] + 1; $out['old'] = array('task_id' => $task_id, 'step' => $step_id, 'task_status' => $old_task_status, 'task_data' => $this->format_target($arr_player_task['main_val'][$task_id]['target'], $cur_step_config['step_type']), 'index' => 1, 'cur_finish_num' => $current_num, 'task_seq' => 0, 'kill_npc_city_id' => 0, 'task_type' => 1, 'task_star' => 0); $logs[] = array('type' => 1, 'task_id' => $task_id, 'step' => $step_id, 'status' => $old_task_status); // //统计对象清除 触发的时候已经删除 这地方先注释 // if(!empty($arr_player_task['main_val'][$task_id]['target'])){ // unset($arr_player_task['target_val'][$arr_player_task['main_val'][$task_id]['step_type']][$arr_player_task['main_val'][$task_id]['target']['target_id']][$task_config['task_type']][$task_id]); // } $deduct_prop = array(); //收集道具任务 扣除道具 if ($arr_player_task['main_val'][$task_id]['step_type'] == 5) { //收集道具任务 foreach ($arr_player_task['main_val'][$task_id]['target'] as $target) { $deduct_prop[$target['target_id']] = $target['target_num']; } } $out_12 = array(); $dup_id2 = 0; $func_open_task_id = 0; #功能开启的任务id $reset_skill = false; $upgrade_async = true; if ($arr_player_task['main_val'][$task_id]['step'] >= $arr_player_task['main_val'][$task_id]['task_steps']) { //下一个任务 $func_open_task_id = $task_id; $next_task_id = $arr_player_task['main_val'][$task_id]['next_task_id']; $next_task_config = Cache_TaskConfig::getInstance()->get_task_config($next_task_id); if ($task_id == 11071) { $reset_skill = true; } if (!empty($next_task_config)) { $step_config = Cache_TaskStepConfig::getInstance()->get_task_step_config($next_task_id, 1); // Com_Log::log("================[step config]================","fb_task",1); // Com_Log::log($step_config,"fb_task",1); $arr_target = $this->get_target_val($player_id, $step_config); // Com_Log::log("================[target]================","fb_task",1); // Com_Log::log($arr_target,"fb_task",1); if (!empty($arr_target)) { foreach ($arr_target as $target) { if (!empty($target)) { $arr_player_task['target_val'][$step_config['step_type']][$target['target_id']][$next_task_config['task_type']][$next_task_id] = $target['target_num']; } } } if ($step_config['dup_id2']) { $dup_id2 = $step_config['dup_id2']; // Com_Log::write("fb_city.".$player_id,"main task_id:{$next_task_id} city:{$city_id}"); } // Com_Log::write("deal_main_task.".$player_id,"task_main min_level:{$next_task_config['min_level']} level:{$next_task_config['level']}"); // Com_Log::write("task_targeter.".$player_id,"main min_level:{$next_task_config['min_level']} level:{$player_info['level']}"); if ($next_task_config['min_level'] > $player_info['level']) { $task_status = 0; $upgrade_async = false; } else { if ($step_config['step_type'] == 2) { $task_status = 2; //直接完成 } else { $task_status = 1; } } if ($step_config['buff_id']) { Protocol::input($player_id, 7, 4, 496, array('status' => 1, 'buff_id' => $step_config['buff_id'])); } //buff开始 $arr_player_task['main_val'][$next_task_id] = array('task_id' => $next_task_id, 'task_steps' => $next_task_config['task_steps'], 'step' => 1, 'task_status' => $task_status, 'next_task_id' => $next_task_config['next_task_id'], 'step_type' => $step_config['step_type'], 'dungeon_event_sid' => $step_config['dungeon_event_sid'], 'buff_id' => $step_config['buff_id'], 'btn_dialog' => $step_config['btn_dialog'], 'target' => $arr_target); $arr_player_task['current_chapter'] = $next_task_config['chapter_id']; $arr_player_task['current_chapter_part'] = $next_task_config['chapter_part']; $finish_num = $this->get_chapter_task_finish_num($player_id, $next_task_config['chapter_id'], $next_task_config['chapter_part']); if ($finish_num <= 1) { $arr_player_task['current_num'] = 0; } $out['new'] = array('task_id' => $next_task_id, 'step' => 1, 'task_status' => $task_status, 'task_data' => $this->format_target($arr_target, $step_config['step_type']), 'index' => 1, 'cur_finish_num' => $arr_player_task['current_num'], 'task_seq' => 0, 'kill_npc_city_id' => 0, 'task_type' => 1, 'task_star' => 0); $logs[] = array('type' => 1, 'task_id' => $next_task_id, 'step' => 1, 'status' => $task_status); ++$arr_player_task['main_finish_count_acc']; if ($step_config['step_type'] == 12) { $out_12['city_escort_map_sid'] = $step_config['city_id']; $out_12['city_escort_target_x'] = $step_config['pro_addr_x']; $out_12['city_escort_target_y'] = $step_config['pro_addr_y']; $pro_npc = explode("|", $step_config['pro_npc']); $out_12['city_escort_npc_sid'] = $pro_npc[0]; } ##新手引导 // Com_Log::write('guide_'.$player_id,"task_id:{$next_task_id} task_main:".$step_config['guide_type']); if (!empty($step_config['guide_type'])) { $guides = explode("|", $step_config['guide_type']); foreach ($guides as $guide) { // Com_Log::write('guide_'.$player_id,"task_id:{$next_task_id} task_main_guide:".$guide); Protocol_Guide::add($guide, 1); // Com_Log::write('task_guide.'.$player_id,"task main next guide:{$guide} task_guide:{$step_config['task_guide']}"); if ($step_config['task_guide'] == 1) { $this->do_guide_task($player_id, $guide, 1, $arr_player_task, $out); } } } if ($task_id != $next_task_id) { #压力测试 接重复的任务 所以这地方不能unset unset($arr_player_task['main_val'][$task_id]); } } } else { //下一步任务 $next_step = $arr_player_task['main_val'][$task_id]['step'] + 1; $step_config = Cache_TaskStepConfig::getInstance()->get_task_step_config($task_id, $next_step); $arr_target = $this->get_target_val($player_id, $step_config); if (!empty($arr_target)) { foreach ($arr_target as $target) { if (!empty($target)) { $arr_player_task['target_val'][$step_config['step_type']][$target['target_id']][$task_config['task_type']][$task_id] = $target['target_num']; } } } if ($step_config['dup_id2']) { $dup_id2 = $step_config['dup_id2']; // Com_Log::write("fb_city.".$player_id,"main task_id:{$task_id} city:{$city_id}"); } if ($step_config['step_type'] == 2) { $task_status = 2; } else { $task_status = 1; } if ($step_config['buff_id']) { Protocol::input($player_id, 7, 4, 496, array('status' => 1, 'buff_id' => $step_config['buff_id'])); } //buff开始 $arr_player_task['main_val'][$task_id]['step'] = $next_step; $arr_player_task['main_val'][$task_id]['task_status'] = $task_status; $arr_player_task['main_val'][$task_id]['step_type'] = $step_config['step_type']; $arr_player_task['main_val'][$task_id]['target'] = $arr_target; $arr_player_task['main_val'][$task_id]['dungeon_event_sid'] = $step_config['dungeon_event_sid']; $arr_player_task['main_val'][$task_id]['buff_id'] = $step_config['buff_id']; $arr_player_task['main_val'][$task_id]['btn_dialog'] = $step_config['btn_dialog']; $arr_player_task['current_chapter'] = $task_config['chapter_id']; $arr_player_task['current_chapter_part'] = $task_config['chapter_part']; $out['new'] = array('task_id' => $task_id, 'step' => $next_step, 'task_status' => $task_status, 'task_data' => $this->format_target($arr_target, $step_config['step_type']), 'index' => 1, 'cur_finish_num' => $arr_player_task['current_num'], 'task_seq' => 0, 'kill_npc_city_id' => 0, 'task_type' => 1, 'task_star' => 0); $logs[] = array('type' => 1, 'task_id' => $task_id, 'step' => $next_step, 'status' => $task_status); if ($step_config['step_type'] == 12) { $out_12['city_escort_map_sid'] = $step_config['city_id']; $out_12['city_escort_target_x'] = $step_config['pro_addr_x']; $out_12['city_escort_target_y'] = $step_config['pro_addr_y']; $pro_npc = explode("|", $step_config['pro_npc']); $out_12['city_escort_npc_sid'] = $pro_npc[0]; } ##新手引导 // Com_Log::write('guide_'.$player_id,"task_id:{$task_id} task_main_next:".$step_config['guide_type']); if (!empty($step_config['guide_type'])) { $guides = explode("|", $step_config['guide_type']); foreach ($guides as $guide) { // Com_Log::write('guide_'.$player_id,"task_id:{$task_id} task_main_next_guide:".$guide); Protocol_Guide::add($guide, 1); // Com_Log::write('task_guide.'.$player_id,"task main step guide:{$guide} task_guide:{$step_config['task_guide']}"); if ($step_config['task_guide'] == 1) { $this->do_guide_task($player_id, $guide, 1, $arr_player_task, $out); } } } } $career_type = $player_info['career_type']; $this->start_trans(); $result = $this->get_data('PlayerTask')->set_task_info($player_id, $arr_player_task); //更新任务 if ($result) { //领奖励 $task_award_config = Cache_TaskAwardConfig::getInstance()->get_task_award_info($task_id, $step_id); if (!empty($task_award_config)) { $reward = array(); if (!empty($task_award_config['prop_info'])) { $prop_info = explode('|', $task_award_config['prop_info']); foreach ($prop_info as $v) { $prop = explode(':', $v); if ($prop[0] > 100) { $reward[] = array('type' => 'prop', 'item_id' => $prop[0], 'item_num' => $prop[1]); } else { $key = Cache_PropLoot::getInstance()->get_item_key($prop[0]); if ($key != 'prop') { $reward[] = array('type' => $key, 'item_id' => $prop[0], 'item_num' => $prop[1]); } } } } $career_reward_key = "career_type_reward_{$career_type}"; // Com_Log::log("career_reward_key:".$career_reward_key,"task_award,log",1); if (isset($task_award_config[$career_reward_key]) && !empty($task_award_config[$career_reward_key])) { $prop_info = explode('|', $task_award_config[$career_reward_key]); foreach ($prop_info as $v) { $prop = explode(':', $v); if ($prop[0] > 100) { $reward[] = array('type' => 'prop', 'item_id' => $prop[0], 'item_num' => $prop[1]); } else { $key = Cache_PropLoot::getInstance()->get_item_key($prop[0]); if ($key != 'prop') { $reward[] = array('type' => $key, 'item_id' => $prop[0], 'item_num' => $prop[1]); } } } } // Com_Log::log("prop:".var_export($reward,true),"task_award,log",1); if (!empty($reward)) { $params = array('cmd_id' => '1002', 'func_id' => 1020, 'bind_flag' => 0, 'chapter' => $task_config['chapter_id'], 'map_id' => $cur_step_config['city_id']); // Com_Log::log($params,"sysnotice.log",1); // Com_Log::write("task_reward.".$player_id,"task_id:{$task_id} step:{$step_id} #".var_export($reward,true)); $result = $this->get_game('Reward')->send_reward($player_id, $reward, $params, 0); if ($result !== true) { if ($result == '80001') { $result = "10018"; } $this->throw_error($result); } } } } if ($result && !empty($deduct_prop) && $cur_step_config['step_type'] != 11) { $arr_logs = array(); foreach ($deduct_prop as $prop_id => $need_num) { $this->get_game('Prop')->deduct_prop_by_prop_id($player_id, $prop_id, $need_num, $arr_logs, 1, array('cmd_id' => 1010, 'level' => $player_info['level'], 'vip' => $player_info['vip'], 'privilege_level' => $player_info['privilege_level'])); } } if ($result) { $this->commit(); if (!empty($cur_step_config['unlock_skill_info'])) { $this->get_game('PlayerSkill')->flush_locked_skill($player_id, $player_info['career_type'], $cur_step_config['unlock_skill_info'], $player_info['level'], $arr_player_task['main_val'], $task_id, $step_id); } if ($dup_id2) { #开启副本 // Com_Log::write("fb_city.".$player_id,"main city:{$city_id}"); $this->get_game('PlayerFB')->update_fb_chapter_data_interface($player_id, $dup_id2); } Protocol::input($player_id, 3, 10, 1002, array(0 => $out)); // Com_Log::write('task_1002.'.$player_id,"task_main_finish:".var_export($out,true)); $this->get_game('Reward')->add_reward_log(false, 0, 1, $upgrade_async); if (isset($arr_logs) && !empty($arr_logs)) { Protocol_Prop::prop_806($player_id, $arr_logs); } $task_main_info = reset($arr_player_task['main_val']); $out_12['task_id'] = $task_main_info['task_id']; $out_12['task_step'] = $task_main_info['step']; if ($task_main_info['task_status'] == 1) { $out_12['task_start_status'] = 1; } else { $out_12['task_start_status'] = 0; } Protocol_Player::p2c_part_update($player_id, $out_12); #同步状态 分进程了 不能合下面skill_infos一起发了发了脏数据会乱 // Com_Log::write('out_12.'.$player_id,"trigger:".var_export($out_12,true)); if ($reset_skill) { try { $this->get_game('PlayerSkill')->default_set($player_id, $player_info); Protocol_Player::p2c_part_update($player_id, array('skill_infos' => array())); } catch (Exception $e) { // Com_Log::write("task_skill_reset","player_id:{$player_id} skill_def_set error"); } } // SynPlayer::set_syn_data($out_12); // $data = SynPlayer::get_data(); // Protocol::input($player_id,7,4,417,array(0=>$data['m'],1=>$data['u'])); if ($func_open_task_id) { $this->get_game('FuncOpen')->do_func_open($player_id, 1, $func_open_task_id); if ($func_open_task_id == 11071 || $func_open_task_id == 11045) { $this->get_game('PlayerWing')->update_wing_activation_condition($player_id, 6, $func_open_task_id); } // Com_Replication::asyn_call_func('PlayerTaskLog','data','add_player_task_log',array($player_id, $func_open_task_id)); #一步插入日志 } # 公会成就处理 $this->get_game('UnionAchieve')->async_trigger_union_achieve($player_id, 4, 1, 1, $player_info['union_id'] ? $player_info['union_id'] : 0); if ($logs) { Log_Task::getInstance()->add_multi_task_log($player_id, $player_info['level'], $player_info['vip'], $player_info['privilege_level'], $logs); } #推新手引导 Protocol_Guide::out($player_id, $player_info); } else { $this->throw_error('10104'); } }
protected function add_prop_reward_log($func_id = 0) { // Com_Log::log($this->arrPropLogs,"sysnotice.log",1); if (!empty($this->arrPropLogs)) { // Com_Log::log($this->arrParams,"sysnotice.log",1); // //同步到前端 Protocol_Prop::prop_806($this->player_id, $this->arrPropLogs, $func_id); $arr_async = array(); foreach ($this->arrPropLogs as $val) { if (isset($this->arrParams['func_id'])) { $data['player_id'] = $this->player_id; $data['func_id'] = $this->arrParams['func_id']; $data['chapter'] = $this->arrParams['chapter']; $data['map_id'] = $this->arrParams['map_id']; $data['prop_id'] = $val['prop_id']; $data['item_num'] = $val['item_num']; $data['player_prop_id'] = $val['player_prop_id']; $data['need_broad_cast'] = $val['need_broad_cast']; $this->add_notice($data); } if (isset($val['overlay_num'])) { $item_num = $val['overlay_num']; } else { $item_num = $val['item_num']; } if ($val['type'] == 2 && $val['sub_type'] == 1) { $arr_async['potion_hot_cnt'] += $item_num; } if ($val['type'] == 2 && $val['sub_type'] == 6) { $arr_async['potion_dh_cnt'] += $item_num; } if ($val['type'] == 2 && $val['sub_type'] == 11) { $arr_async['mp_potion_cnt'] += $item_num; } $this->_out_reward[$val['prop_id']] += $item_num; if (!isset($val['send_mail'])) { #发邮件的不记录日志 Log_Common::getInstance()->add_prop_log($this->player_id, $this->arrParams['level'], $this->arrParams['vip'], $this->arrParams['privilege_level'], $this->arrParams['cmd_id'], 1, $val['player_prop_id'], $val['prop_id'], $val['type'], $val['name'], $val['quality'], $item_num, $val['level'], $val['item_num'] - $item_num, $val, $val['sub_type']); } Protocol_Reward::add($this->player_id, $val); } if ($arr_async) { Protocol_Player::p2c_part_update($this->player_id, $arr_async); } } }