/** * 道具属性结构体 * @param $data * @return array */ public static function get_item_additions(&$data) { $attr_index = Cache_ItemKey::getInstance()->get_item_key(); $role_index = Cache_RoleKey::getInstance()->get_item_key(); // echo "sub_type:".$data['sub_type']."<br>"; $out = array(); $arr_other = array(); $fpower_calc = array(); $fpower_base_calc = array(); if ($data['type'] == 1 || $data['type'] == 6) { if (empty($data['player_prop_id'])) { // $attrData = Cache_EquipBaseAttr::getInstance()->get_equip_base_attr($data['sub_type'],$data['quality'],$data['level'],$data['star_level']); $obj = new Game_Prop(); $attrData = $obj->get_equip_attr($data); unset($obj); // Com_Log::log($attrData,'cache_prop',1); $data['base_attr'] = $attrData['base_attr']; $data['addition_attr'] = $attrData['addition_attr']; $data['base_attr'] = $attrData['base_attr']; $data['level'] = $attrData['level']; $data['intensive_level'] = $attrData['intensive_level']; $data['intensive_desc'] = $attrData['intensive_desc']; } # ---------------------------------------------------------------- # 星图加成信息 # ---------------------------------------------------------------- $star_map = array(); $we_swallow_revise_info = array(); if (!empty($data['star_map_desc'])) { if (is_string($data['star_map_desc'])) { $data['star_map_desc'] = json_decode($data['star_map_desc'], true); } $star_map = self::parse_star_map($data['star_map_desc']); } # ---------------------------------------------------------------- # 基础属性 # ---------------------------------------------------------------- if (!empty($data['base_attr'])) { if (is_string($data['base_attr'])) { $data['base_attr'] = json_decode($data['base_attr'], true); } list($key, $val) = each($data['base_attr']); //基础属性 就一个 # atk相关特殊处理,将atk与atk_max替换成atk_min,因为role_key只有atk_min if ($key == 'atk' || $key == 'atk_max') { $key = 'atk_min'; } $fpower_base_calc[$key] += $val; # ---------------------------------------------------------------- # 强化属性加成 # ---------------------------------------------------------------- if (!empty($data['intensive_desc'])) { if (is_string($data['intensive_desc'])) { $data['intensive_desc'] = json_decode($data['intensive_desc'], true); } list($i_key, $i_val) = each($data['intensive_desc']); //强化属性 if ($i_key == 'atk' || $i_key == 'atk_max') { $i_key = 'atk_min'; } if (isset($star_map['intensify'])) { $i_val += ceil($i_val * ($star_map['intensify'] / 10000)); //星图加成 } $fpower_calc[$i_key] += $i_val; } $fpower_calc[$key] += $val; $out[] = array(0 => intval($attr_index['equip_base_val']), 1 => array(0 => $role_index[$key], 1 => ceil($val), 2 => 0, 3 => $i_val)); } # ---------------------------------------------------------------- # 附加属性 # ---------------------------------------------------------------- if (!empty($data['addition_attr']) && is_array($data['addition_attr'])) { $out_additional = array(); foreach ($data['addition_attr'] as $key => $val) { # -------------------------------------------------------- # 翅膀装备吞噬属性加成 # -------------------------------------------------------- if (!empty($data['we_swallow_info']) && is_array($data['we_swallow_info']['swallow_attr'])) { if (isset($data['we_swallow_info']['swallow_attr'][$key])) { $add_val = $data['we_swallow_info']['swallow_attr'][$key]; if ($key == 'atk' || $key == 'atk_max') { $key = 'atk_min'; } $fpower_calc[$key] += $add_val; } } # -------------------------------------------------------- # 星图加成 # -------------------------------------------------------- if (isset($star_map['additional'])) { $val += $val * ($star_map['additional'] / 10000); } # atk相关特殊处理,将atk与atk_max替换成atk_min,因为role_key只有atk_min if ($key == 'atk' || $key == 'atk_max') { $key = 'atk_min'; } $fpower_base_calc[$key] += $val; if (in_array($key, Cache_AttrConfig::getInstance()->get_percent_key())) { $show_type = 1; //前端显示百分比 } else { $show_type = 0; } $out_additional[] = array(0 => $role_index[$key], 1 => ceil($val), 2 => $show_type, 3 => ceil($add_val), 'sort_priority' => self::$_sort_priority[$key]); $fpower_calc[$key] += $val; } # 排序 Com_Array::multisort($out_additional, array('sort_priority' => 'asc')); unset($out_additional['sort_priority']); $out[] = array(0 => $attr_index['equip_additional'], 1 => $out_additional); } # ---------------------------------------------------------------- # 洗练属性 # ---------------------------------------------------------------- if ($data['type'] == 1) { # 只有装备类才获取 if (empty($data['refine_attr']) || empty($data['refine_info'])) { # 为空显示默认洗练属性 if (!Com_Util::is_first_charge_item($data['prop_id'])) { list($data['refine_attr'], $data['refine_info']) = TenYear::getInstance('Game_EquipRefine')->extend_refine($data['sub_type'], $data['level']); } } if (!empty($data['refine_attr']) && is_array($data['refine_attr'])) { $out_refine = array(); $attr_perfection_sum = 0; $attr_progress_sum = 0; foreach ($data['refine_attr'] as $attr_seq => $attr_info) { # -------------------------------------------------------- # 注意,这两项的取值必须在key做转换之前,否则在key转换后可能导致取不到值 # -------------------------------------------------------- $attr_limit = $data['refine_info']['attr_info'][$attr_seq]['refine_attr_value'] + $data['refine_info']['attr_info'][$attr_seq]['attr_stint']; $attr_ratio = $data['refine_info']['attr_info'][$attr_seq]['attr_ratio']; $attr_progress = ceil($data['refine_info']['attr_info'][$attr_seq]['en_refine_attr_value'] / $data['refine_info']['attr_info'][$attr_seq]['attr_stint'] * 10000); # atk相关特殊处理,将atk与atk_max替换成atk_min,因为role_key只有atk_min if (!is_array($attr_info)) { continue; } # TODO: 为了兼容旧的洗练数据,以后要清档上功能,可以除去这行 list($key, $val) = each($attr_info); if ($key == 'atk' || $key == 'atk_max') { $key = 'atk_min'; } $fpower_base_calc[$key] += $val; $fpower_calc[$key] += $val; $out_refine[] = array(0 => $role_index[$key], 1 => ceil($val), 2 => 0, 3 => $attr_limit, 'sort_priority' => self::$_sort_priority[$key]); $attr_perfection_sum += $attr_ratio; $attr_progress_sum += $attr_progress; } # 排序 Com_Array::multisort($out_refine, array('sort_priority' => 'asc')); unset($out_refine['sort_priority']); $out[] = array(0 => $attr_index['equip_refine'], 1 => $out_refine); $out[] = array(0 => $attr_index['equip_refine_perfection'], 1 => ceil($attr_perfection_sum / 5)); $out[] = array(0 => $attr_index['equip_en_refine_progress'], 1 => ceil($attr_progress_sum / $data['refine_info']['last_refine_type'])); } } #策划要一个道具的基础属性战力 $fpower_base = Formula_Fpower::calc_fpower($fpower_base_calc); $out[] = array(0 => intval($attr_index['raw_fpower']), 1 => $fpower_base); # ---------------------------------------------------------------- # 强化等级 # ---------------------------------------------------------------- if (!empty($data['intensive_level'])) { $out[] = array(0 => $attr_index['intensive_level'], 1 => $data['intensive_level']); } # ---------------------------------------------------------------- # 最大强化等级 # ---------------------------------------------------------------- if ($data['type'] == 1) { # 只有装备类才获取 $intensify_lv_limit = TenYear::getInstance('Game_EquipIntensifier')->get_intensify_lv_limit_by_item_level($data['level']); $out[] = array(0 => $attr_index['intensify_max'], 1 => $intensify_lv_limit); } # ---------------------------------------------------------------- # 强化属性 # ---------------------------------------------------------------- if (!empty($data['intensive_desc'])) { if (is_string($data['intensive_desc'])) { $data['intensive_desc'] = json_decode($data['intensive_desc'], true); } $val = 0; list($key, $val) = each($data['intensive_desc']); //强化属性 # atk相关特殊处理,将atk与atk_max替换成atk_min,因为role_key只有atk_min if ($key == 'atk' || $key == 'atk_max') { $key = 'atk_min'; } if (isset($star_map['intensify'])) { $val += ceil($val * ($star_map['intensify'] / 10000)); //星图加成 } $fpower_calc[$key] += $val; $out[] = array(0 => $attr_index['equip_strengthen_val'], 1 => $val); } # ---------------------------------------------------------------- # 翅膀装备吞噬等级与经验 # ---------------------------------------------------------------- if ($data['type'] == 6) { # 只有翅膀装备类才获取 if (!empty($data['we_swallow_info'])) { $out[] = array(0 => $attr_index['wing_equip_swallow_lv'], 1 => $data['we_swallow_info']['swallow_lv']); $out[] = array(0 => $attr_index['wing_equip_swallow_exp'], 1 => $data['we_swallow_info']['swallow_exp']); } else { $out[] = array(0 => $attr_index['wing_equip_swallow_lv'], 1 => 0); $out[] = array(0 => $attr_index['wing_equip_swallow_exp'], 1 => 0); } } # ---------------------------------------------------------------- # 镶嵌宝石属性 # ---------------------------------------------------------------- $gem_item = array(); $gem_configs = array(); $hole_stint = TenYear::getInstance('Game_EquipInlayGems')->get_prop_inlay_gem_hole_stint($data); # 孔位上限 for ($i = 1; $i <= $hole_stint; $i++) { //镶嵌部分 if (!empty($data['inlay_gems'][$i])) { $gem_id = $data['inlay_gems'][$i]; if (!isset($gem_configs[$gem_id])) { $gem_configs[$gem_id] = Cache_Forge::getInstance()->get_inlay_gems_by_id($gem_id); } $attr = self::parse_gem_config_attr($gem_configs[$gem_id]); $out_additional = array(); $gem_fpower = 0; if (!empty($attr)) { foreach ($attr as $key => $val) { if ($key == 'atk' || $key == 'atk_max') { $key = 'atk_min'; } if (isset($star_map['gem'])) { $val += ceil($val * ($star_map['gem'] / 10000)); //星图加成 } /** if(in_array($key,Cache_AttrConfig::getInstance()->get_percent_key())){ $show_type = 1; //前端显示百分比 } else{ $show_type = 0; } **/ if (isset($role_index[$key])) { $fpower_calc[$key] += $val; $out_additional[] = array(0 => $role_index[$key], 1 => intval($val)); } } $gem_fpower += Formula_Fpower::calc_fpower($attr); } $gem_item[] = array(0 => $i, 1 => self::get_prop_struct($gem_configs[$gem_id]), 2 => $gem_fpower, 3 => $out_additional); //0 sid 1 战力 2 属性 } else { $gem_item[] = array(0 => $i, 1 => array(), 2 => 0, 3 => array()); //0 sid 1 战力 2 属性 } } $out[] = array(0 => $attr_index['gem'], 1 => $gem_item); //星图属性 if (isset($data['star_map_id']) && $data['star_map_id'] > 0) { $star_attr = array(); $star_map_config = Cache_Prop::getInstance()->get_prop_info($data['star_map_id']); $star_attr['star'] = self::get_prop_struct($star_map_config); $star_attr['power'] = 0; //战力计算 $star_attr['property'] = array(); $star_map_info = Cache_Forge::getInstance()->get_star_map_config_byid($data['star_map_id']); if ($star_map_info) { foreach ($star_map_info as $k => $v) { $a = array(); $a['addition_type'] = self::$_star_map_attr_enum[$v['data']]; #$a['addition_key'] = $v['data']; $a['addition_val'] = $v['data_value']; if (isset($attr_index[$k])) { // if(!isset($attr_index[$k])){ // Com_Log::log($k,'addition',1); // } $a['condition_type'] = 0; $a['condition_key'] = array('k' => $attr_index[$k], 'v' => $v['limit_value'], 'per' => 0); } else { if ($k == 'inlay_gems_lv') { $a['condition_type'] = 1; } elseif ($k == 'inlay_gems') { $a['condition_type'] = 2; } elseif ($k == 'activate') { $a['condition_type'] = 3; } $a['condition_key'] = array('k' => 0, 'v' => $v['limit_value'], 'per' => 0); } $star_attr['property'][] = $a; } } $out[] = array(0 => $attr_index['star'], 1 => $star_attr); } # ---------------------------------------------------------------- # 吞噬属性:需要写死传回已配置的所有吞噬属性,即便当前道具尚未有激活任意项吞噬属性,也需要用初始值填充 # ---------------------------------------------------------------- list($allow_swallow_sub_type, $allow_swallow_id) = TenYear::getInstance('Game_EquipSwallow')->get_swallow_restriction_info($data['sub_type']); $distinct_swallow_list = Cache_Forge::getInstance()->get_distinct_swallow_list(); foreach ($distinct_swallow_list as $swallow_info) { if (!empty($allow_swallow_id) && !in_array($swallow_info['swallow_id'], $allow_swallow_id)) { continue; } $swallow[$swallow_info['swallow_id']] = array('swallow_id' => $swallow_info['swallow_id'], 'swallow_lv' => 0, 'swallow_exp' => 0); } if (!empty($data['swallow_info'])) { foreach ($data['swallow_info'] as $swallow_id => $swallow_info) { $swallow[$swallow_id] = array('id' => $swallow_info['swallow_id'], 'lv' => $swallow_info['swallow_lv'], 'value' => $swallow_info['swallow_exp']); } } $out[] = array(0 => $attr_index['swallow'], 1 => $swallow); if (!empty($data['equip_view'])) { if (is_string($data['equip_view'])) { $equip_view = $data['equip_view']; } else { $equip_view = implode(':', $data['equip_view']); } if ($equip_view == '0:0:0:0' || $equip_view == '0:0:0') { $equip_view = ''; } } $out[] = array(0 => $attr_index['equip_view'], 1 => $equip_view); if (!empty($fpower_calc)) { // Com_Log::log('============[start]===========','equip_fpower',1); // Com_Log::log("prop_id:{$data['prop_id']}",'equip_fpower',1); // Com_Log::log($fpower_calc,'equip_fpower',1); $data['fpower'] = Formula_Fpower::calc_fpower($fpower_calc); // Com_Log::log("fpower:{$data['fpower']}",'equip_fpower',1); // Com_Log::log('============[end]===========','equip_fpower',1); } else { $data['fpower'] = 0; } } foreach (self::$_out_base_keys as $key) { if ($key == 'bind_type') { #特殊处理下 if (isset($attr_index[$key]) && isset($data['bind_flag'])) { $out[] = array(0 => intval($attr_index[$key]), 1 => intval($data['bind_flag'])); } } elseif ($key == 'star_level') { if ($data['star_level'] > 10) { $data['star_level'] = $data['show_star']; } $out[] = array(0 => intval($attr_index[$key]), 1 => intval($data['star_level'])); } else { if (isset($attr_index[$key]) && isset($data[$key]) && !empty($data[$key])) { $out[] = array(0 => intval($attr_index[$key]), 1 => intval($data[$key])); } } } return $out; }
/** * 获取玩家基础属性 * * @param unknown_type $player_id * @return unknown */ protected function get_player_base_attr($player_id, $calc_buff_attr) { if (is_null($this->_playerItem)) { $this->_playerItem = $this->get_data('Player')->get_player_info($player_id); } $this->_player = $this->_playerItem; if (empty($this->_player)) { //玩家不存在 $this->_player = '20001'; return false; } if (empty($this->_playerDetailItem)) { $this->_playerDetailItem = $this->get_data('PlayerDetail')->get_player_detail($this->_player['player_id']); } //基础属性 // $baseAttrData = $this->_playerDetailItem['base_attr']; // if(isset($baseAttrData['base_attr'])) $baseAttrData=$baseAttrData['base_attr']; //先这样写有的数据错了等可以清空数据库了 删除 // if (is_array($baseAttrData)) { // foreach ($baseAttrData as $key=>$value) { // $this->_player[$key] += $value; // } // } $baseAttrData = $this->getInitPlayerAttrData($this->_player['career_type']); if (is_array($baseAttrData)) { foreach ($baseAttrData as $key => $value) { $this->_player[$key] += $value; // if($key == 'atk_min'){ // Com_Log::write('player_attr_atk_'.$this->_player['player_id'],"base {$value}"); // } } } $this->_player['atk_min'] = $this->_player['atk_max'] = Formula_Player::get_upgrade_atk($this->_player['atk_min'], $this->_player['level']); // Com_Log::write('player_attr_atk_'.$this->_player['player_id'],"atk_min {$this->_player['atk_min']}"); $this->_player['arm'] = $this->_player['arm'] = Formula_Player::get_upgrade_arm($this->_player['arm'], $this->_player['level']); $this->_player['hp'] = $this->_player['hp'] = Formula_Player::get_upgrade_hp($this->_player['hp'], $this->_player['level']); if ($this->_player['map_id'] == 2100) { $this->_player['atk_min'] += 500; #策划要求序章攻击加500 } $equip_move_speed = 0; if (!empty($this->_playerDetailItem['equip_attr'])) { foreach ($this->_playerDetailItem['equip_attr'] as $key => $value) { if ($key == 'move_speed') { $equip_move_speed = $value; } else { $this->_player[$key] += $value; } } } if (!empty($this->_playerDetailItem['fairy_attr_1'])) { foreach ($this->_playerDetailItem['fairy_attr_1'] as $key => $value) { $this->_player[$key] += $value; } } if (!empty($this->_playerDetailItem['fairy_attr_2'])) { foreach ($this->_playerDetailItem['fairy_attr_2'] as $key => $value) { $this->_player[$key] += $value; } } if (!empty($this->_playerDetailItem['fashion_attr'])) { foreach ($this->_playerDetailItem['fashion_attr'] as $key => $value) { $this->_player[$key] += $value; } } if (!empty($this->_playerDetailItem['union_achieve_attr'])) { foreach ($this->_playerDetailItem['union_achieve_attr'] as $key => $value) { $this->_player[$key] += $value; } } if (!empty($this->_playerDetailItem['achieve_attr_1'])) { foreach ($this->_playerDetailItem['achieve_attr_1'] as $key => $value) { $this->_player[$key] += $value; } } if (!empty($this->_playerDetailItem['achieve_attr_2'])) { foreach ($this->_playerDetailItem['achieve_attr_2'] as $key => $value) { $this->_player[$key] += $value; } } # 培养属性加成 if (!empty($this->_playerDetailItem['train_attr_info']) && is_array($this->_playerDetailItem['train_attr_info'])) { foreach ($this->_playerDetailItem['train_attr_info'] as $key => $value) { $this->_player[$key] += $value; } } # -------------------------------------------------------------------- # 培养套装激活效果计算 # -------------------------------------------------------------------- $train_set_attr_addition = $this->get_game('Train')->get_player_train_set_attr_addition($this->_player['player_id'], $this->_playerItem, $this->_playerDetailItem); # 培养套装加成信息 if (!empty($train_set_attr_addition)) { foreach ($train_set_attr_addition as $attr_key => $attr_val) { if (!is_numeric($attr_key)) { # 忽略技能等级的加成 $this->_player[$attr_key] += $attr_val; } } } # -------------------------------------------------------------------- #--------------------------------------------------------------------- #翅膀属性 #--------------------------------------------------------------------- if (!empty($this->_playerDetailItem['equip_wing'])) { $wing_attr = $this->_playerDetailItem['wing_info'][$this->_playerDetailItem['equip_wing']]; $addition = 0; $attr_addition = array(); if ($this->_playerDetailItem['equip_wing'] == 7) { if (isset($this->_playerDetailItem['wing_info'][8]) && $this->_playerDetailItem['wing_info'][8]['activation'] == 2) { $add_config = Cache_WingAddition::getInstance()->get_wing_addition($this->_playerDetailItem['wing_info'][8]['lvl']); $addition = $add_config['addition'] / 10000; $attr_addition = $this->_playerDetailItem['wing_info'][8]['attr']; if (!empty($this->_playerDetailItem['wing_info'][8]['equip_attr']) && Com_Array::is_good_arr($this->_playerDetailItem['wing_info'][8]['equip_attr'])) { foreach ($this->_playerDetailItem['wing_info'][8]['equip_attr'] as $attr_type => $attr_val) { $attr_addition[$attr_type] += ceil($attr_val); } } foreach ($attr_addition as $attr_type => $attr_val) { $attr_addition[$attr_type] = $attr_val * $addition; } } } if ($this->_playerDetailItem['equip_wing'] == 8) { if (isset($this->_playerDetailItem['wing_info'][7]) && $this->_playerDetailItem['wing_info'][7]['activation'] == 2) { $add_config = Cache_WingAddition::getInstance()->get_wing_addition($this->_playerDetailItem['wing_info'][7]['lvl']); $addition = $add_config['addition'] / 10000; $attr_addition = $this->_playerDetailItem['wing_info'][7]['attr']; if (!empty($this->_playerDetailItem['wing_info'][7]['equip_attr']) && Com_Array::is_good_arr($this->_playerDetailItem['wing_info'][7]['equip_attr'])) { foreach ($this->_playerDetailItem['wing_info'][7]['equip_attr'] as $attr_type => $attr_val) { $attr_addition[$attr_type] += ceil($attr_val); } } foreach ($attr_addition as $attr_type => $attr_val) { $attr_addition[$attr_type] = $attr_val * $addition; } } } $w_attr = array(); if (!empty($wing_attr['attr'])) { foreach ($wing_attr['attr'] as $key => $value) { $w_attr[$key] += $value; } } if (!empty($wing_attr['equip_attr'])) { foreach ($wing_attr['equip_attr'] as $key => $value) { $w_attr[$key] += $value; } } if (!empty($attr_addition)) { foreach ($attr_addition as $key => $value) { $w_attr[$key] += $value; } } if (!empty($w_attr)) { foreach ($w_attr as $key => $value) { $this->_player[$key] += $value; } } } #--------------------------------------------------------------------- #文斌的属性 #--------------------------------------------------------------------- if (!empty($this->_playerDetailItem['player_grade_attr'])) { foreach ($this->_playerDetailItem['player_grade_attr'] as $key => $value) { $this->_player[$key] += $value; } } #--------------------------------------------------------------------- #帮会的属性 #--------------------------------------------------------------------- if (!empty($this->_playerDetailItem['union_player_attr'])) { foreach ($this->_playerDetailItem['union_player_attr'] as $key => $value) { $this->_player[$key] += $value; } } #--------------------------------------------------------------------- #声望的属性 #--------------------------------------------------------------------- if (!empty($this->_playerDetailItem['fame_attr'])) { foreach ($this->_playerDetailItem['fame_attr'] as $key => $value) { $this->_player[$key] += $value; } } if (!empty($this->_playerDetailItem['vip_special_attr'])) { foreach ($this->_playerDetailItem['vip_special_attr'] as $key => $value) { $this->_player[$key] += $this->_player[$key] * ($value / 10000); } } if ($calc_buff_attr) { #TODO:看这个参数是不是要算buff属性 现在是排行查看的时候要计算 登陆的时候获取人物帐数据的的时候不用 if (!empty($this->_playerDetailItem['dower_info'])) { $arr_buff = array(); foreach ($this->_playerDetailItem['dower_info'] as $val) { $dower = Cache_Dower::getInstance()->get_dower_info($val['dower_id'], $val['dower_lv']); if (!empty($dower)) { $skillPassive = Cache_SkillPassive::getInstance()->get_skill_passive_info(array('sid' => $dower['skill_id'], 'level' => $val['dower_lv'])); if (!empty($skillPassive['buff_id1'])) { $arr_buff[] = $skillPassive['buff_id1']; } if (!empty($skillPassive['buff_id2'])) { $arr_buff[] = $skillPassive['buff_id2']; } } } if ($arr_buff) { $buff_data = Cache_SkillBuff::getInstance()->get_buff_data($arr_buff); if ($buff_data) { foreach ($buff_data as $val) { $attr_key = $this->get_game('BuffData')->get_attr_by_buff_type($val['param1']); if ($val['buff_type'] == 'mod_fight_attr') { $this->_playerDetailItem['buff_attr'][$attr_key] += $val['param2']; } if ($val['buff_type'] == 'mod_fight_attr_%') { $this->_playerDetailItem['buff_attr_per'][$attr_key] += $val['param2']; } } } } } #--------------------------------------------------------------------- #buff属性 #--------------------------------------------------------------------- if (!empty($this->_playerDetailItem['buff_attr'])) { foreach ($this->_playerDetailItem['buff_attr'] as $key => $value) { if ($key == 'hp' || $key == 'atk_min' || $key == 'arm') { $this->_player[$key] += intval($this->_player[$key] * ($value / 10000)); } } } #--------------------------------------------------------------------- #buff百分比属性 #--------------------------------------------------------------------- if (!empty($this->_playerDetailItem['buff_attr_per'])) { foreach ($this->_playerDetailItem['buff_attr_per'] as $key => $value) { if ($key == 'hp' || $key == 'atk_min' || $key == 'arm') { $this->_player[$key] += intval($this->_player[$key] * ($value / 100)); } } } } // #vip特权加成 vip升级的时候挪到 // // $vip_level_config = Cache_VipLevelLimit::getInstance()->get_limit_info($this->_player['privilege_level'],10066); // // if($vip_level_config){ // $this->_player['hp'] += $this->_player['hp'] * ($vip_level_config['max_times']/10000); // } // $vip_level_config = Cache_VipLevelLimit::getInstance()->get_limit_info($this->_player['privilege_level'],10067); // if($vip_level_config){ // $this->_player['atk_min'] += $this->_player['atk_min'] * ($vip_level_config['max_times']/10000); // } // $vip_level_config = Cache_VipLevelLimit::getInstance()->get_limit_info($this->_player['privilege_level'],10068); // if($vip_level_config){ // $this->_player['arm'] += $this->_player['arm'] * ($vip_level_config['max_times']/10000); // } if ($equip_move_speed > 0) { $this->_player['move_speed'] = $this->_player['move_speed'] * (1 + $equip_move_speed / 10000); } ###统一向上取整 foreach (Cache_AttrConfig::get_attr() as $key) { $this->_player[$key] = intval($this->_player[$key]); } return $this->_player; }
public function sync($data) { if (empty($data)) { return; } $data = json_decode($data, true); if (!isset($data['player_id'])) { return; } $player_id = $data['player_id']; $arr_update = $data['arr_update']; $gateway = $data['gateway']; //测试环境 推送到不同的gateway // echo $gateway."\n"; SynPlayer::init($player_id); SynPlayer::set_player($player_id); if (isset($arr_update['load']) && $arr_update['load'] == 1) { #登陆的时候加载下数据 SynPlayer::init_syn_data(null); SynPlayer::set_syn_data($arr_update['init_data']); return; } ######################################################## $objPlayerBase = $this->get_game('PlayerBase'); $objFpowerCalc = $this->get_game('FpowerCalc'); $objPlayer = $this->get_data('Player'); $objDetail = $this->get_data('PlayerDetail'); $objPlayerSkill = $this->get_game('PlayerSkill'); $objPlayerAchieve = $this->get_game('PlayerAchieve'); $objFairy = $this->get_data('Fairy'); $objHero = $this->get_game('Hero'); $objPlayerHero = $this->get_data('PlayerHero'); $objPlayerWing = $this->get_game('PlayerWing'); ######################################################## $player_detail = null; $playerInfo = null; if (isset($arr_update['player_data'])) { $player_detail = $arr_update['player_data']['player_detail']; $playerInfo = $arr_update['player_data']['player']; if (isset($arr_update['player_data']['player_detail']) && empty($player_detail)) { $player_detail = $objDetail->get_player_detail($player_id, Protocol_Player::get_player_attr_detail_key()); } if (isset($arr_update['player_data']['player']) && empty($playerInfo)) { $playerInfo = $objPlayer->get_player_info($player_id); } // Com_Log::write("sync.".$player_id,"player_data".var_export($arr_update['player_data'],true)); } //Com_Log::write("sync.".$player_id,"player_detail".var_export($player_detail,true)); //Com_Log::write("sync.".$player_id,"playerInfo".var_export($playerInfo,true)); $cur_data = SynPlayer::get_uval(); // Com_Log::write('potion_hot_cnt_'.$player_id,var_export($cur_data,true)); if (empty($cur_data)) { SynPlayer::init_syn_data(null); $init_data = $objPlayerBase->get_player_init_info($player_id); SynPlayer::set_syn_data($init_data); $cur_data = SynPlayer::get_uval(); if (isset($arr_update['potion_dh_cnt'])) { $arr_update['potion_dh_cnt'] = 0; } #初次同步 如果有这些同步就置为0 if (isset($arr_update['potion_hot_cnt'])) { $arr_update['potion_hot_cnt'] = 0; } if (isset($arr_update['mp_potion_cnt'])) { $arr_update['mp_potion_cnt'] = 0; } } $syn_item = array(); $player_info = array(); if (isset($arr_update['attr']) || isset($arr_update['fairy_info']) || isset($arr_update['hero_info'])) { //更新人物属性 // Com_Log::write('sync_player',"############################[start]##################################"); // Com_Log::write('sync_player',"cur_data:".var_export($cur_data,true)); $player_info = $this->get_player_info($player_id, $playerInfo, $player_detail); $attr = Cache_AttrConfig::getInstance()->get_attr(); // Com_Log::write('sync_player',"attr:".var_export($attr,true)); $attr_mag = array(); $level = $cur_data[36]; // Com_Log::write("sync_level.".$player_id,"level:{$level}"); foreach ($attr as $key) { $cur_val = $cur_data[SynPlayer::get_attr_inde($key)]; $now_val = intval($player_info[$key]); // Com_Log::write('sync_player.'.$player_id,"key:{$key} cur_val:{$cur_val} now_val:{$now_val}"); // echo "key:{$key} cur_val:{$cur_val} now_val:{$now_val}\n"; if ($cur_val != $now_val) { $diff_val = $now_val - $cur_val; if ($level <= 20 && $diff_val < 0) { // continue; } else { if ($diff_val < 0) { $diff_val = $diff_val * -1; $color = "FC0100"; $symbol = "-"; } else { $color = "66FD34"; $symbol = "+"; } if ($key != 'atk_max') { $param = array(array('rep_type' => 6, 'rep_val' => $key), array('rep_type' => 7, 'rep_val' => $symbol, 'rep_color' => $color), array('rep_type' => 7, 'rep_val' => $diff_val, 'rep_color' => $color)); $attr_mag[] = Language_Message::make_message('10116', $param); } } } $syn_item[$key] = $now_val; // Com_Log::write('sync_player',"############################[end]##################################"); } if (!empty($attr_mag)) { if (isset($arr_update['exp'])) { $msg_out = array(0 => $attr_mag, 1 => 2000); } else { $msg_out = array(0 => $attr_mag, 1 => 0); } Protocol::input($player_id, 8, 7, 742, $msg_out); } } $update_fpower = array(); if (isset($arr_update['wing']) || isset($arr_update['dower_info']) || isset($arr_update['hero_info']) || isset($arr_update['attr']) || isset($arr_update['fairy_info']) || isset($arr_update['skill_infos'])) { if (empty($player_info)) { $player_info = $this->get_player_info($player_id, $playerInfo, $player_detail); } Com_Log::write("player_fpower." . $player_id, "############################[start]#####################################"); Com_Log::write("player_fpower." . $player_id, "player_info:" . var_export($player_info, true)); Com_Log::write("player_fpower." . $player_id, "player_detail:" . var_export($player_detail, true)); // Com_Log::write("sync_player_fpower.".$player_id,"player_info:".var_export($player_info,true)); // Com_Log::write("sync_player_fpower.".$player_id,"player_detail:".var_export($player_detail,true)); $objFpowerCalc->set_player_info($player_info); $objFpowerCalc->set_player_detail($player_detail); $player_fpower = $this->get_game('FpowerCalc')->calc_player_fpower($data['player_id']); $player_info['fpower'] = $update_fpower['fpower'] = $player_fpower['fpower']; $update_fpower['buff_fpower'] = $syn_item['buff_fpower'] = $player_fpower['buff_fpower']; if (isset($arr_update['attr'])) { $update_fpower['equip_fpower'] = $objFpowerCalc->calc_equip_fpower($player_id); $player_info['equip_fpower'] = $syn_item['equip_fpower'] = $update_fpower['equip_fpower']; $update_fpower['sq_fpower'] = $objFpowerCalc->calc_sq_fpower($player_id); $player_info['sq_fpower'] = $syn_item['sq_fpower'] = $update_fpower['sq_fpower']; } if (isset($arr_update['fairy_info'])) { $update_fpower['fairy_fpower'] = $objFpowerCalc->calc_fairy_fpower($player_id); $player_info['fairy_fpower'] = $syn_item['fairy_fpower'] = $update_fpower['fairy_fpower']; } if (isset($arr_update['hero_info'])) { $update_fpower['hero_fpower'] = $objFpowerCalc->calc_hero_fpower($player_id); $player_info['hero_fpower'] = $syn_item['hero_fpower'] = $update_fpower['hero_fpower']; } if (isset($arr_update['skill_infos']) || isset($arr_update['dower_info'])) { $update_fpower['skill_fpower'] = $objFpowerCalc->calc_skill_fpower($player_id); $player_info['skill_fpower'] = $syn_item['skill_fpower'] = $update_fpower['skill_fpower']; } if (isset($arr_update['wing'])) { $update_fpower['wing_fpower'] = $objFpowerCalc->calc_wing_fpower($player_id); $player_info['wing_fpower'] = $syn_item['wing_fpower'] = $update_fpower['wing_fpower']; } if ($update_fpower) { $update_fpower['fpower'] = $player_info['fpower'] + $player_info['sq_fpower'] + $player_info['skill_fpower'] + $player_info['equip_fpower']; Com_Log::write("player_fpower." . $player_id, "fpower:{$player_info['fpower']} sq_fpower:{$player_info['sq_fpower']} skill_fpower:{$player_info['skill_fpower']} equip_fpower:{$player_info['equip_fpower']}"); $sum_fpower = $update_fpower['fpower'] + $player_info['hero_fpower'] + $player_info['fairy_fpower'] + $player_info['wing_fpower'] + $update_fpower['buff_fpower']; Com_Log::write("player_fpower." . $player_id, "hero_fpower:{$player_info['hero_fpower']} fairy_fpower:{$player_info['fairy_fpower']} wing_fpower:{$player_info['wing_fpower']} buff_fpower:{$update_fpower['buff_fpower']}"); $update_fpower['sum_fpower'] = $sum_fpower; if ($sum_fpower > $player_info['max_sum_fpower']) { $update_fpower['max_sum_fpower'] = $sum_fpower; } $yesterday_max_sum_fpower = $this->get_data("PlayerDailyTime")->get_player_used_time($player_id, 'yesterday_max_sum_fpower'); if (intval($yesterday_max_sum_fpower) == 0) { $grab_treasure_info = $this->get_cross("GrabTreasure")->get_grab_treasure($player_id); if (!empty($grab_treasure_info)) { $yesterday_max_sum_fpower = intval($player_info['max_sum_fpower']) ? $player_info['max_sum_fpower'] : $player_info['sum_fpower']; $this->get_data("PlayerDailyTime")->set_used_time($player_id, 'yesterday_max_sum_fpower', $yesterday_max_sum_fpower); } } $objPlayer->update_player_info($player_id, $update_fpower); $syn_item['fpower'] = $update_fpower['fpower']; $syn_item['sum_fpower'] = $sum_fpower; Com_Log::write("player_fpower." . $player_id, "sum_fpower:{$sum_fpower} fpower:{$update_fpower['fpower']}"); $this->get_data("Player")->set_player_sum_fpower($player_id, $sum_fpower); if ($player_info['level'] > 20) { if (!isset($player_info['union_id'])) { $playerInfo = $objPlayer->get_player_info($player_id); } $this->get_data("UnionInfo")->set_union_player_sum_fpower($player_info['union_id'], $player_id, $sum_fpower); } $objPlayerAchieve->async_trigger_achieve_target($player_id, 1, $sum_fpower, 2, $player_info['level']); } $objFpowerCalc->clear_static(); unset($arr_update['attr']); Com_Log::write("player_fpower." . $player_id, "############################[end]#####################################"); } if (isset($arr_update['equip_model']) || isset($arr_update['fashion_fit'])) { if (empty($arr_update['equip_model'])) { $arr_update['equip_model'] = $this->get_equip_views($player_id); } if (!isset($player_detail['fashion_fit']) || !isset($player_detail['player_settings'])) { $player_detail = $objDetail->get_player_detail($player_id, array('fashion_fit', 'player_settings')); } $fashion_fit = $player_detail['fashion_fit']; $meditation_flag = isset($player_detail['player_settings'][34]) ? $player_detail['player_settings'][34] : 0; if ($meditation_flag == 0) { if ($fashion_fit) { $fashions = Cache_Fashion::getInstance()->get_fashion(array_values($fashion_fit)); if ($fashions) { if (isset($fashion_fit[1])) { $arr_update['equip_model'][3] = $fashions[$fashion_fit[1]]['equip_view']; } if (isset($fashion_fit[2])) { $arr_update['equip_model'][0] = $fashions[$fashion_fit[2]]['equip_view']; } } } } $syn_item['equip'] = $arr_update['equip_model']; unset($arr_update['equip_model']); } if (isset($arr_update['meditation'])) { if (!isset($player_detail['player_settings'])) { $player_detail = $objDetail->get_player_detail($player_id, array('player_settings')); } $player_settings = $player_detail['player_settings']; if (isset($player_settings[37]) && $player_settings[37] == 1) { $syn_item['meditation_status'] = 1; } elseif (isset($player_settings[38]) && $player_settings[38] == 1) { $syn_item['meditation_status'] = 2; } else { $syn_item['meditation_status'] = 0; } } # 冥想功能开启状态同步 if (isset($arr_update['meditation_open_status'])) { if (empty($arr_update['meditation_open_status'])) { $player_detail = $objDetail->get_player_detail($player_id, array('func_open')); } else { $player_detail = $arr_update['meditation_open_status']; } if (isset($player_detail['func_open']['44'])) { $syn_item['meditation_open_status'] = 1; } else { $syn_item['meditation_open_status'] = 0; } } if (isset($arr_update['equip_swallow'])) { $syn_item['equip_swallow'] = $arr_update['equip_swallow']; unset($arr_update['equip_swallow']); } if (isset($arr_update['equip_skill'])) { $syn_item['equip_skill'] = $arr_update['equip_skill']; unset($arr_update['equip_skill']); } // $log_skill = false; if (isset($arr_update['skill_infos'])) { //Com_Log::write("skill_infos.".$player_id,"player_info:".var_export($arr_update,true)); //Com_Log::write("skill_infos.".$player_id,"player_info:".var_export($playerInfo,true)); //Com_Log::write("skill_infos.".$player_id,"player_deatail:".var_export($player_detail,true)); $skill_infos = $objPlayerSkill->skill_list($player_id, $playerInfo, $player_detail); // Com_Log::write('sync_skill_infos.'.$player_id,var_export($skill_infos['skill_infos'],true)); $syn_item['skill_infos'] = $skill_infos['skill_infos']; // $log_skill = true; unset($arr_update['skill_infos']); } if (isset($arr_update['fairy_info'])) { $fairy_list = $objFairy->get_player_fairy_list($player_id); $syn_item['fairy_info'] = array(); if (!empty($fairy_list)) { foreach ($fairy_list as $keys => $val) { foreach ($val['combination_list'] as $value) { //获取有镶嵌的属性ID if ($value['state'] > 1) { $val['triggers'][] = $value['state']; } } $syn_item['fairy_info'][] = $val; } } unset($arr_update['fairy_info']); } if (isset($arr_update['hero_info'])) { $hero_list = $this->get_data('PlayerHero')->get_fight_hero($player_id); if ($hero_list) { list($hero_id1, $hero_code1) = each($hero_list); if ($hero_id1) { $hero_info = $this->get_game('Hero')->get_player_hero_attr($player_id, $hero_id1); $syn_item['hero_info'] = $hero_info; $syn_item['hero_code'] = $hero_code1; $syn_item['hero_state'] = 1; $syn_item['hero_level'] = $hero_info['hero_level']; $syn_item['hero_fit_level'] = $hero_info['fit']; } else { $syn_item['hero_code'] = 0; $syn_item['hero_state'] = 0; $syn_item['hero_info'] = array(); $syn_item['hero_fit_level'] = 0; } list($hero_id2, $hero_code2) = each($hero_list); if ($hero_id2) { $after_hero_info = $this->get_game('Hero')->get_player_hero_attr($player_id, $hero_id2); $syn_item['hero2_info'] = $after_hero_info; $syn_item['hero2_code'] = $hero_code2; $syn_item['hero2_state'] = 1; $syn_item['hero2_level'] = $after_hero_info['hero_level']; $syn_item['hero2_fit_level'] = $after_hero_info['fit']; } else { $syn_item['hero2_code'] = 0; $syn_item['hero2_state'] = 0; $syn_item['hero2_info'] = array(); $syn_item['hero2_fit_level'] = 0; } } else { $syn_item['hero_code'] = 0; $syn_item['hero_state'] = 0; $syn_item['hero_info'] = array(); $syn_item['hero_fit_level'] = 0; $syn_item['hero2_code'] = 0; $syn_item['hero2_state'] = 0; $syn_item['hero2_info'] = array(); $syn_item['hero2_fit_level'] = 0; } unset($arr_update['hero_info']); } if (isset($arr_update['dower_info'])) { if (!isset($player_detail['dower_info'])) { $player_detail = $objDetail->get_player_detail($player_id, array('dower_info')); } $syn_item['dower_info'] = $player_detail['dower_info']; unset($arr_update['dower_info']); } if (isset($arr_update['hook_settings'])) { if (empty($arr_update['hook_settings'])) { $player_detail = $objDetail->get_player_detail($player_id, array('hook_settings')); } else { $player_detail = $arr_update['hook_settings']; } $syn_item['hook_settings'] = $player_detail['hook_settings']; unset($arr_update['hook_settings']); } if (isset($arr_update['wing'])) { if (!isset($player_detail['equip_wing']) || !isset($player_detail['wing_info'])) { $player_detail = $objDetail->get_player_detail($player_id, array('equip_wing', 'wing_info')); } if ($player_detail['equip_wing'] && isset($player_detail['wing_info'][$player_detail['equip_wing']])) { $wing_table_task = $objPlayerWing->get_cache_table_data('player_wing_table', array('id' => $player_detail['wing_info'][$player_detail['equip_wing']]['id'], 'level' => $player_detail['wing_info'][$player_detail['equip_wing']]['lvl'])); $syn_item['wing'] = $wing_table_task[0]['avatar']; $syn_item['wing_skill_id'] = intval($player_detail['wing_info'][$player_detail['equip_wing']]['skill_id'][0]); $syn_item['wing_skill_id2'] = intval($player_detail['wing_info'][$player_detail['equip_wing']]['skill_id'][1]); $syn_item['wing_skill_id3'] = intval($player_detail['wing_info'][$player_detail['equip_wing']]['skill_id'][2]); } else { $syn_item['wing'] = ''; $syn_item['wing_skill_id'] = 0; $syn_item['wing_skill_id2'] = 0; $syn_item['wing_skill_id3'] = 0; } unset($arr_update['wing']); } ##################[同步当前任务]##################################### if (isset($arr_update['city_escort_map_sid'])) { $syn_item['city_escort_map_sid'] = $arr_update['city_escort_map_sid']; unset($arr_update['city_escort_map_sid']); } if (isset($arr_update['city_escort_target_x'])) { $syn_item['city_escort_target_x'] = $arr_update['city_escort_target_x']; unset($arr_update['city_escort_target_x']); } if (isset($arr_update['city_escort_target_y'])) { $syn_item['city_escort_target_y'] = $arr_update['city_escort_target_y']; unset($arr_update['city_escort_target_y']); } if (isset($arr_update['city_escort_npc_sid'])) { $syn_item['city_escort_npc_sid'] = $arr_update['city_escort_npc_sid']; unset($arr_update['city_escort_npc_sid']); } if (isset($arr_update['task_id'])) { $syn_item['task_id'] = $arr_update['task_id']; unset($arr_update['task_id']); } if (isset($arr_update['task_step'])) { $syn_item['task_step'] = $arr_update['task_step']; unset($arr_update['task_step']); } if (isset($arr_update['task_start_status'])) { $syn_item['task_start_status'] = $arr_update['task_start_status']; unset($arr_update['task_start_status']); } ##################[同步当前任务]####################################### #########################[竞技场同步]################################## if (isset($arr_update['dw'])) { $syn_item['dw'] = $arr_update['dw']; unset($arr_update['dw']); } if (isset($arr_update['dw_lv'])) { $syn_item['dw_lv'] = $arr_update['dw_lv']; unset($arr_update['dw_lv']); } if (isset($arr_update['score'])) { $syn_item['score'] = $arr_update['score']; unset($arr_update['score']); } if (isset($arr_update['dw_star'])) { $syn_item['dw_star'] = $arr_update['dw_star']; unset($arr_update['dw_star']); } #########################[竞技场同步]################################## if (isset($arr_update['potion_dh_cnt'])) { #修改直接回血药剂数量 $cur_data = SynPlayer::get_uval(); $cur_val = intval($cur_data[SynPlayer::POTION_DH_CNT]); $syn_item['potion_dh_cnt'] = $cur_val + intval($arr_update['potion_dh_cnt']); unset($arr_update['potion_dh_cnt']); } if (isset($arr_update['potion_hot_cnt'])) { #修改缓慢回血药剂数量 $cur_data = SynPlayer::get_uval(); $cur_val = intval($cur_data[SynPlayer::POTION_HOT_CNT]); $syn_item['potion_hot_cnt'] = $cur_val + intval($arr_update['potion_hot_cnt']); unset($arr_update['potion_hot_cnt']); } if (isset($arr_update['mp_potion_cnt'])) { #修改回蓝药剂数量 $cur_data = SynPlayer::get_uval(); $cur_val = intval($cur_data[SynPlayer::MP_POTION_CNT]); $syn_item['mp_potion_cnt'] = $cur_val + intval($arr_update['mp_potion_cnt']); unset($arr_update['mp_potion_cnt']); } if (isset($arr_update['light_fairy_name'])) { #光女神名字 $syn_item['light_fairy_name'] = $arr_update['light_fairy_name']; // Com_Log::write('light_fairy_name_'.$player_id,$arr_update['light_fairy_name']); unset($arr_update['light_fairy_name']); } if (isset($arr_update['dark_fairy_name'])) { #按女神名字 $syn_item['dark_fairy_name'] = $arr_update['dark_fairy_name']; // Com_Log::write('dark_fairy_name'.$player_id,$arr_update['dark_fairy_name']); unset($arr_update['dark_fairy_name']); } if (isset($arr_update['athena_remaining_count'])) { #守护女神次数 $syn_item['athena_remaining_count'] = $arr_update['athena_remaining_count']; unset($arr_update['athena_remaining_count']); } if (isset($arr_update['worldboss_remaining_count'])) { #世界boss次数 $syn_item['worldboss_remaining_count'] = $arr_update['worldboss_remaining_count']; unset($arr_update['worldboss_remaining_count']); } if (isset($arr_update['had_on_swings'])) { #已开启翅膀 $syn_item['had_on_swings'] = $arr_update['had_on_swings']; unset($arr_update['had_on_swings']); } if (isset($arr_update['trial_of_god_remaining_cnt'])) { #神之试炼当前剩余次数 $syn_item['trial_of_god_remaining_cnt'] = $arr_update['trial_of_god_remaining_cnt']; unset($arr_update['trial_of_god_remaining_cnt']); } if (isset($arr_update['is_hidden_vip'])) { #vip显示状态 $syn_item['is_hidden_vip'] = $arr_update['is_hidden_vip']; unset($arr_update['is_hidden_vip']); } if (isset($arr_update['mineral_remaining_count'])) { #抢矿剩余次数 $syn_item['mineral_remaining_count'] = $arr_update['mineral_remaining_count']; unset($arr_update['mineral_remaining_count']); } if (isset($arr_update['privilege_left_time'])) { #vip特权剩余时间 $syn_item['privilege_left_time'] = $arr_update['privilege_left_time']; unset($arr_update['privilege_left_time']); } if (isset($arr_update['kf_3vs3_remaining_count'])) { #跨服切磋次数 $syn_item['kf_3vs3_remaining_count'] = $arr_update['kf_3vs3_remaining_count']; unset($arr_update['kf_3vs3_remaining_count']); } //毁灭奥克兰次数 if (isset($arr_update['count_boss_oakland'])) { $syn_item['count_boss_oakland'] = $arr_update['count_boss_oakland']; unset($arr_update['count_boss_oakland']); } if (isset($arr_update['count_boss_oakland'])) { $syn_item['count_boss_oakland'] = $arr_update['count_boss_oakland']; unset($arr_update['count_boss_oakland']); } if (isset($arr_update['count_chest_oakland'])) { $syn_item['count_chest_oakland'] = $arr_update['count_chest_oakland']; unset($arr_update['count_chest_oakland']); } if (!empty($arr_update)) { // Com_Log::write("sync_publish.".$player_id,var_export($arr_update,true)); #Com_Log::write('nut','---1--'.json_encode($arr_update)); foreach ($arr_update as $key => $val) { $syn_item[$key] = $val; #先临时这样写 #Com_Log::write('nut','---3--'.json_encode($arr_update)); $currency_key = Cache_Currency::get_currency_key(); if (empty($val) && !in_array($key, $currency_key)) { if (!isset($player_info[$key])) { $player_info = $this->get_player_info($player_id); } $syn_item[$key] = $player_info[$key]; } else { $syn_item[$key] = $val; } if ($key == 'silver') { if ($player_id == 1895663) { Com_Log::write('xgame.p2c_part_update_tmp', json_encode($syn_item)); } $objPlayerAchieve->async_trigger_achieve_target($player_id, 23, $syn_item[$key], 2, $player_info['level']); //出发成就 } if ($key == 'gold') { $objPlayerAchieve->async_trigger_achieve_target($player_id, 25, $syn_item[$key], 4, $player_info['level']); } } } #Com_Log::debug_write("sync.".$player_id, "arr_update".json_encode($arr_update)); #Com_Log::debug_write("sync.".$player_id, "player_info".json_encode($player_info)); unset($objPlayerBase, $objFpowerCalc, $objPlayer, $objDetail, $objPlayerSkill, $objPlayerAchieve, $objFairy, $objHero, $objPlayerHero, $objPlayerWing); SynPlayer::set_syn_data($syn_item); $data = SynPlayer::get_data(); // if(isset($data['u'][225])){ // Com_Log::write('silver_'.$player_id,"silver:{$data['u'][225]}"); // } // if($log_skill){ // Com_Log::write('sync_skill_infos.'.$player_id,var_export($data['m'],true)); // Com_Log::write('sync_skill_infos.'.$player_id,var_export($data['u'],true)); // } Protocol::input($player_id, 7, 4, 417, array(0 => $data['m'], 1 => $data['u'])); Protocol::out($gateway); }
/** * @Purpose: * 格式化配置表字段,拆分指定格式数据 * @Param $field 数据字段 * @Return 返回数组 */ private function format_table_field($field) { $rtn_data = array(); $data = explode("|", $field); if (Com_Array::is_good_arr($data)) { foreach ($data as $second_layer) { list($type, $value) = explode(":", $second_layer); if (in_array($type, Cache_AttrConfig::get_percent_key())) { $rtn_data[$type] = $value; } else { $rtn_data[$type] = $value; } } } else { list($type, $value) = explode(":", $data); if (in_array($type, Cache_AttrConfig::get_percent_key())) { $rtn_data[$type] = $value; } else { $rtn_data[$type] = $value; } } return $rtn_data; }
public static function set_hero_info2($data) { ##################【英雄属性】####################################### foreach (Cache_AttrConfig::get_attr() as $key) { $data[$key] = ceil($data[$key]); } self::push_value(self::HERO2_HP, intval($data['hp'])); self::push_value(self::HERO2_ATTAK, intval($data['atk_min'])); self::push_value(self::HERO2_ARMOR, intval($data['arm'])); if (isset($data['mp'])) { self::push_value(self::HERO2_MP, intval($data['mp'])); } if (isset($data['attack_speed'])) { self::push_value(self::HERO2_ATTACK_SPEED, intval($data['attack_speed'])); } if (isset($data['crit_chance'])) { self::push_value(self::HERO2_CRIT_CHANCE, intval($data['crit_chance'])); } if (isset($data['crit_damage'])) { self::push_value(self::HERO2_CRIT_DAMAGE, intval($data['crit_damage'])); } if (isset($data['penetrate_damage'])) { self::push_value(self::HERO2_PENETRATE_DAMAGE, intval($data['penetrate_damage'])); } if (isset($data['damage_dodge'])) { self::push_value(self::HERO2_DAMAGE_DODGE, intval($data['damage_dodge'])); } if (isset($data['magic_reduction'])) { self::push_value(self::HERO2_MAGIC_REDUCTION, intval($data['magic_reduction'])); } if (isset($data['controlled_reduction'])) { self::push_value(self::HERO2_CONTROLLED_REDUCTION, intval($data['controlled_reduction'])); } if (isset($data['damage_reduction'])) { self::push_value(self::HERO2_DAMAGE_REDUCTION, intval($data['damage_reduction'])); } if (isset($data['penetrate_damage_defense'])) { self::push_value(self::HERO2_PENETRATE_DAMAGE_DEFENSE, intval($data['penetrate_damage_defense'])); } if (isset($data['uncrit_prop'])) { self::push_value(self::HERO2_UNCRIT_PROP, intval($data['uncrit_prop'])); } if (isset($data['uncrit_damage'])) { self::push_value(self::HERO2_UNCRIT_DAMAGE, intval($data['uncrit_damage'])); } if (isset($data['hp_restore'])) { self::push_value(self::HERO2_HP_RESTORE, intval($data['hp_restore'])); } if (isset($data['hit_restore_heath'])) { self::push_value(self::HERO2_HIT_RESTORE_HEATH, intval($data['hit_restore_heath'])); } if (isset($data['hp_suck'])) { self::push_value(self::HERO2_HP_SUCK, intval($data['hp_suck'])); } if (isset($data['mp_restore'])) { self::push_value(self::HERO2_MP_RESTORE, intval($data['mp_restore'])); } if (isset($data['hit_restore_mp'])) { self::push_value(self::HERO2_HIT_RESTORE_MP, intval($data['hit_restore_mp'])); } if (isset($data['move_speed'])) { self::push_value(self::HERO2_MOVE_SPEED, intval($data['move_speed'])); } if (isset($data['rebound_damage'])) { self::push_value(self::HERO2_REBOUND_DAMAGE, intval($data['rebound_damage'])); } if (isset($data['weapon_master'])) { self::push_value(self::HERO2_WEAPON_MASTER, intval($data['weapon_master'])); } if (isset($data['atk_luck'])) { self::push_value(self::HERO2_ATK_LUCK, intval($data['atk_luck'])); } if (isset($data['hit_rate'])) { self::push_value(self::HERO2_HIT_RATE, intval($data['hit_rate'])); } if (isset($data['skill_cooling'])) { self::push_value(self::HERO2_SKILL_COOLING, intval($data['skill_cooling'])); } #百分比属性 英雄专用 if (isset($data['hero_hit_rate_per'])) { self::push_value(self::HERO2_HIT_RATE_PER, intval($data['hero_hit_rate_per'])); } if (isset($data['hero_dodge_per'])) { self::push_value(self::HERO2_DODGE_PER, intval($data['hero_dodge_per'])); } if (isset($data['hero_crit_chance_per'])) { self::push_value(self::HERO2_CRIT_CHANCE_PER, intval($data['hero_crit_chance_per'])); } if (isset($data['hero_crit_damage_per'])) { self::push_value(self::HERO2_CRIT_DAMAGE_PER, intval($data['hero_crit_damage_per'])); } if (isset($data['hero_uncrit_chance_per'])) { self::push_value(self::HERO2_UNCRIT_CHANCE_PER, intval($data['hero_uncrit_chance_per'])); } if (isset($data['hero_uncrit_damage_per'])) { self::push_value(self::HERO2_UNCRIT_DAMAGE_PER, intval($data['hero_uncrit_damage_per'])); } ###################【英雄属性】############################################# // self::push_value(self::HERO2_LEVEL,intval($data['hero_level'])); if (!empty($data['general_skill_id'])) { self::push_value(self::HERO2_SKILL0, intval($data['general_skill_id'])); self::push_value(self::HERO2_SKILL0_LEVEL, intval(1)); } else { self::push_value(self::HERO2_SKILL0, intval($data['general_skill_id'])); self::push_value(self::HERO2_SKILL0_LEVEL, intval(0)); } if (!empty($data['skill_list'])) { $skill1 = array_shift($data['skill_list']); if (!empty($skill1) && $skill1['state'] > 0) { self::push_value(self::HERO2_SKILL1, intval($skill1['id'])); self::push_value(self::HERO2_SKILL1_LEVEL, intval($skill1['lvl'])); } else { self::push_value(self::HERO2_SKILL1, intval(0)); self::push_value(self::HERO2_SKILL1_LEVEL, intval(0)); } $skill2 = array_shift($data['skill_list']); if (!empty($skill2) && $skill2['state'] > 0) { self::push_value(self::HERO2_SKILL2, intval($skill2['id'])); self::push_value(self::HERO2_SKILL2_LEVEL, intval($skill2['lvl'])); } else { self::push_value(self::HERO2_SKILL2, intval(0)); self::push_value(self::HERO2_SKILL2_LEVEL, intval(0)); } $skill3 = array_shift($data['skill_list']); if (!empty($skill3) && $skill3['state'] > 0) { self::push_value(self::HERO2_SKILL3, intval($skill3['id'])); self::push_value(self::HERO2_SKILL3_LEVEL, intval($skill3['lvl'])); } else { self::push_value(self::HERO2_SKILL3, intval(0)); self::push_value(self::HERO2_SKILL3_LEVEL, intval(0)); } $skill4 = array_shift($data['skill_list']); if (!empty($skill4) && $skill4['state'] > 0) { self::push_value(self::HERO2_SKILL4, intval($skill4['id'])); self::push_value(self::HERO2_SKILL4_LEVEL, intval($skill4['lvl'])); } else { self::push_value(self::HERO2_SKILL4, intval(0)); self::push_value(self::HERO2_SKILL4_LEVEL, intval(0)); } $skill5 = array_shift($data['skill_list']); if (!empty($skill5) && $skill5['state'] > 0) { self::push_value(self::HERO2_SKILL5, intval($skill5['id'])); self::push_value(self::HERO2_SKILL5_LEVEL, intval($skill5['lvl'])); } else { self::push_value(self::HERO2_SKILL5, intval(0)); self::push_value(self::HERO2_SKILL5_LEVEL, intval(0)); } $skill6 = array_shift($data['skill_list']); if (!empty($skill6) && $skill6['state'] > 0) { self::push_value(self::HERO2_SKILL6, intval($skill6['id'])); self::push_value(self::HERO2_SKILL6_LEVEL, intval($skill6['lvl'])); } else { self::push_value(self::HERO2_SKILL6, intval(0)); self::push_value(self::HERO2_SKILL6_LEVEL, intval(0)); } } else { self::push_value(self::HERO2_SKILL1, intval(0)); self::push_value(self::HERO2_SKILL1_LEVEL, intval(0)); self::push_value(self::HERO2_SKILL2, intval(0)); self::push_value(self::HERO2_SKILL2_LEVEL, intval(0)); self::push_value(self::HERO2_SKILL3, intval(0)); self::push_value(self::HERO2_SKILL3_LEVEL, intval(0)); self::push_value(self::HERO2_SKILL4, intval(0)); self::push_value(self::HERO2_SKILL4_LEVEL, intval(0)); self::push_value(self::HERO2_SKILL5, intval(0)); self::push_value(self::HERO2_SKILL5_LEVEL, intval(0)); self::push_value(self::HERO2_SKILL6, intval(0)); self::push_value(self::HERO2_SKILL6_LEVEL, intval(0)); } }