Пример #1
0
 public function player_hero_grow_upgrade($player_id, $hero_id, $state)
 {
     $player_id = intval($player_id);
     $hero_id = strval($hero_id);
     $obj_player_hero_data = $this->get_data('PlayerHero');
     $hero_data = $obj_player_hero_data->get_player_hero_info($player_id, $hero_id);
     if (empty($hero_data)) {
         $this->throw_error('10102');
         #英雄不存在
     }
     $hero_conf = Cache_HeroAttr::getInstance()->get_hero_attr_info($hero_data['hero_code']);
     if (empty($hero_conf)) {
         $this->throw_error('50120');
         #英雄配置错误
     }
     if ($hero_data['grow_rate'] >= $hero_conf['grow_limit']) {
         $this->throw_error('50121');
         #成长值已达上限
     }
     /*
     $obj_hero_grow = $this->get_data('PlayerHeroGrow');
     $hero_grow_id = $obj_hero_grow->get_player_hero_grow_data($hero_id);
     $hero_grow_conf = array();
     $findFlag = false;
     if(!$hero_grow_id){
     	$findFlag = true;
     }else{
     	$hero_grow_conf = Cache_HeroGrow::getInstance()->get_config_info($hero_grow_id);
     	if(empty($hero_grow_conf)){
     		$findFlag = true;
     	}else{
     		if($hero_data['grow_rate']<$hero_grow_conf['grow_left'] || $hero_data['grow_rate']>=$hero_grow_conf['grow_right']){#区间错误
     			$findFlag = true;
     		}
     	}
     }
     if($findFlag){#启动自动纠错
     	$hero_grow_id = $this->find_hero_grow_id($hero_data['grow_rate'], $hero_grow_conf);
     	if(!$hero_grow_id){
     		$this->throw_error('10111');#配置错误
     	}
     }
     if(empty($hero_grow_conf)){
     	$this->throw_error('10111');
     }
     
     $obj_prop_game = $this->get_game('Prop');
     $consume_props = $last_props = array();
     $last_props[$hero_grow_conf['item_id']] = intval($obj_prop_game->get_prop_num_by_prop_id($player_id, $hero_grow_conf['item_id']));
     if($last_props[$hero_grow_conf['item_id']] < $hero_grow_conf['item_nums']){
     	$this->throw_error('50107');
     }
     */
     list($need_prop_id, $need_prop_nums) = explode(":", trim($hero_conf['grow_expend']));
     if (empty($need_prop_id) || empty($need_prop_nums)) {
         $this->throw_error('10111');
     }
     $obj_prop_game = $this->get_game('Prop');
     $last_props_nums = intval($obj_prop_game->get_prop_num_by_prop_id($player_id, $need_prop_id));
     if ($last_props_nums < $need_prop_nums) {
         $this->throw_error('50107');
     }
     $hero_grow_conf = Cache_HeroGrow::getInstance()->get_config_info($need_prop_id);
     if (empty($hero_grow_conf)) {
         $this->throw_error('10111');
         #配置错误
     }
     $consume_props_nums = 0;
     #消耗道具数量
     $crit_counter = 0;
     #暴击计数
     $counter = 10;
     #while执行计数
     $sum_rand_grow_val = 0;
     #总提升数量
     $new_hero_grow_val = 0;
     #新的成长值
     do {
         $counter--;
         // $last_props[$hero_grow_conf['item_id']] -= $hero_grow_conf['item_nums'];#剩余数量
         // $consume_props[$hero_grow_conf['item_id']] += $hero_grow_conf['item_nums'];#消耗数量
         $last_props_nums -= $need_prop_nums;
         $consume_props_nums += $need_prop_nums;
         $rand_val = 0;
         $is_crit = Com_Random::probability($hero_grow_conf['crit_rate']);
         if ($is_crit) {
             $crit_counter++;
             $rand_val = $this->parse_data($hero_grow_conf['val_crit']);
         } else {
             $rand_val = $this->parse_data($hero_grow_conf['val_nor']);
         }
         if (!$rand_val) {
             $this->throw_error('50122');
             #英雄成长配置表解析错误
         }
         #单次随机值
         $real_rand_val = Com_Random::get_probability_key($rand_val);
         #批量随机值之和
         $sum_rand_grow_val += $real_rand_val;
         #英雄的新成长值
         $new_hero_grow_val = $hero_data['grow_rate'] + $sum_rand_grow_val;
         if ($new_hero_grow_val >= $hero_conf['grow_limit']) {
             #超过英雄成长值上限
             $new_hero_grow_val = $hero_conf['grow_limit'];
             $sum_rand_grow_val = $hero_conf['grow_limit'] - $hero_data['grow_rate'];
             break;
         }
         /*
         #移动至下一个成长值区间
         if($new_hero_grow_val > $hero_grow_conf['grow_right']){
         	$hero_grow_id++;
         	$hero_grow_conf = Cache_HeroGrow::getInstance()->get_config_info($hero_grow_id);
         	if(empty($hero_grow_conf)){
         		break;
         	}
         
         	if(!isset($last_props[$hero_grow_conf['item_id']])){
         		$last_props[$hero_grow_conf['item_id']] = intval($obj_prop_game->get_prop_num_by_prop_id($player_id, $hero_grow_conf['item_id']));
         	}
         }
         if($last_props[$hero_grow_conf['item_id']] < $hero_grow_conf['item_nums']){#道具不足
         	break;
         }
         */
         if ($last_props_nums < $need_prop_nums) {
             break;
         }
     } while ($counter > 0 && $state > 0);
     #控制循环数量防止进入死循环
     $result = true;
     $player_info = $this->get_data('Player')->get_player_info($player_id, array('level', 'vip'));
     $log_param = array('cmd_id' => 557, 'level' => $player_info['level'], 'vip' => $player_info['vip']);
     $log = array();
     $this->start_trans();
     /*
     foreach($consume_props as $prop_id=>$prop_nums){#批量扣除多个道具如果可能
     	$result = $obj_prop_game->deduct_prop_by_prop_id($player_id, $prop_id, $prop_nums, $log, 1, $log_param);
     	if(!$result){
     		$this->throw_error('10101');
     	}
     }
     */
     $result = $obj_prop_game->deduct_prop_by_prop_id($player_id, $need_prop_id, $consume_props_nums, $log, 1, $log_param);
     if ($result) {
         $hero_data['grow_rate'] = $new_hero_grow_val;
         $result = $obj_player_hero_data->update_player_hero($player_id, $hero_id, array('grow_rate' => $new_hero_grow_val), $hero_data);
     }
     if ($result) {
         $this->commit();
         // $obj_hero_grow->set_player_hero_grow_data($hero_id, $hero_grow_id);
         // $n_hero_grow_conf = Cache_HeroGrow::getInstance()->get_config_info($hero_grow_id);
         return array('res' => $crit_counter, 'rand_val' => $sum_rand_grow_val, 'cur_grow_val' => $new_hero_grow_val, 'effect' => 1000 * self::calc_grow_attar($new_hero_grow_val, $hero_conf['grow']), 'prop_id' => $need_prop_id, 'prop_nums' => $need_prop_nums, 'nor_desc' => $hero_grow_conf['nor_desc'], 'crit_desc' => $hero_grow_conf['crit_desc']);
     } else {
         $this->throw_error('10101');
     }
 }
Пример #2
0
 /**
  * @Purpose:
  * 提升英雄成长值
  * @Param $player_id 
  * @Param $hero_id
  * @Param $state 0普通提升 1批量提升
  * @Param $auto 为1时表示道具不足时从上次自动购买道具
  */
 public function player_hero_grow_upgrade($player_id, $hero_id, $state, $auto = 0)
 {
     $player_id = intval($player_id);
     $hero_id = strval($hero_id);
     $obj_player_hero_data = $this->get_data('PlayerHero');
     $hero_data = $obj_player_hero_data->get_player_hero_info($player_id, $hero_id);
     if (empty($hero_data)) {
         $this->throw_error('10102');
         #英雄不存在
     }
     $hero_conf = Cache_HeroAttr::getInstance()->get_hero_attr_info($hero_data['hero_code']);
     if (empty($hero_conf)) {
         $this->throw_error('50120');
         #英雄配置错误
     }
     if ($hero_data['grow_rate'] >= $hero_conf['grow_limit']) {
         $this->throw_error('50121');
         #成长值已达上限
     }
     $obj_hero_grow = $this->get_data('PlayerHeroGrow');
     $hero_grow_id = $obj_hero_grow->get_player_hero_grow_data($hero_id);
     $hero_grow_conf = array();
     $findFlag = false;
     if (!$hero_grow_id) {
         $findFlag = true;
     } else {
         $hero_grow_conf = Cache_HeroGrow::getInstance()->get_config_info($hero_grow_id);
         if (empty($hero_grow_conf)) {
             $findFlag = true;
         } else {
             if ($hero_data['grow_rate'] < $hero_grow_conf['grow_left'] || $hero_data['grow_rate'] >= $hero_grow_conf['grow_right']) {
                 #区间错误
                 $findFlag = true;
             }
         }
     }
     if ($findFlag) {
         #启动自动纠错
         $hero_grow_id = $this->find_hero_grow_id($hero_data['grow_rate'], $hero_grow_conf);
         if (!$hero_grow_id) {
             $this->throw_error('10111');
             #配置错误
         }
     }
     if (empty($hero_grow_conf)) {
         $this->throw_error('10111');
     }
     $obj_prop_game = $this->get_game('Prop');
     $obj_shop_game = $this->get_game('Shop');
     $consume_props = $last_props = $arr_consume = $arr_shop_log = array();
     $last_props[$hero_grow_conf['item_id']] = intval($obj_prop_game->get_prop_num_by_prop_id($player_id, $hero_grow_conf['item_id']));
     if (empty($auto) && $last_props[$hero_grow_conf['item_id']] < $hero_grow_conf['item_nums']) {
         $this->throw_error('50107');
     }
     $player_info = $this->get_data('Player')->get_player_info($player_id, Com_Util::get_player_fields(array('currency', 'level', 'vip', 'privilege_level')));
     $crit_counter = 0;
     #暴击计数
     $counter = 10;
     #while执行计数
     $sum_rand_grow_val = 0;
     #总提升数量
     $new_hero_grow_val = 0;
     #新的成长值
     $upgrade_times = $counter;
     $error_code = 0;
     $update_gold = false;
     #是否更新彩钻或钻石资源
     do {
         $need_buy_prop_nums = 0;
         #每次执行所需要的材料需在商城购买的数量
         if ($last_props[$hero_grow_conf['item_id']] < $hero_grow_conf['item_nums']) {
             $last_props[$hero_grow_conf['item_id']] = 0;
             $need_buy_prop_nums = $hero_grow_conf['item_nums'] - $last_props[$hero_grow_conf['item_id']];
             if ($last_props[$hero_grow_conf['item_id']] > 0) {
                 $consume_props[$hero_grow_conf['item_id']] += $last_props[$hero_grow_conf['item_id']];
             }
         } else {
             $last_props[$hero_grow_conf['item_id']] -= $hero_grow_conf['item_nums'];
             #剩余数量
             $consume_props[$hero_grow_conf['item_id']] += $hero_grow_conf['item_nums'];
             #消耗数量
         }
         if ($need_buy_prop_nums > 0) {
             #材料不足需要在商城购买
             $update_gold = true;
             $buy_prop_info = $obj_shop_game->shortcut_purchase_interface($hero_grow_conf['item_id'], 1);
             if (empty($buy_prop_info['item_price'])) {
                 $this->throw_error('130001');
                 #商城没有出售该道具
             }
             list($cost_currency_type, $cost_currency_value) = each($buy_prop_info['item_price']);
             $cost_currency_value *= $need_buy_prop_nums;
             $cost_currency_key = Cache_Currency::getInstance()->get_key($cost_currency_type);
             $arr_tmp_consume = Com_Util::get_consume_info_for_data_center($player_info, $cost_currency_key, $cost_currency_value, $need_buy_prop_nums);
             if (!empty($arr_tmp_consume)) {
                 $arr_consume['price'] += $arr_tmp_consume['price'];
                 $arr_consume['gold'] += $arr_tmp_consume['gold'];
                 $arr_consume['ticket'] += $arr_tmp_consume['ticket'];
                 $arr_consume['count'] += $arr_tmp_consume['count'];
             }
             #虚拟商城记录日志
             if (!isset($arr_shop_log[$hero_grow_conf['item_id']])) {
                 $arr_shop_log[$hero_grow_conf['item_id']]['cost_resource_id'] = $cost_currency_type;
             }
             $arr_shop_log[$hero_grow_conf['item_id']]['item_num'] += $need_buy_prop_nums;
             $arr_shop_log[$hero_grow_conf['item_id']]['cost_resource_num'] += $cost_currency_value;
             $error_code = $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', $cost_currency_key, $cost_currency_value, 0, $cost_currency_type);
             if ($error_code !== true) {
                 if ($counter == 10) {
                     #首次执行如果资源不足则退出
                     $this->throw_error($error_code);
                 }
                 break;
             }
         }
         $counter--;
         $rand_val = 0;
         $is_crit = Com_Random::probability($hero_grow_conf['crit_rate']);
         if ($is_crit) {
             $crit_counter++;
             $rand_val = $this->parse_data($hero_grow_conf['val_crit']);
         } else {
             $rand_val = $this->parse_data($hero_grow_conf['val_nor']);
         }
         if (!$rand_val) {
             $this->throw_error('50122');
             #英雄成长配置表解析错误
         }
         #单次随机值
         $real_rand_val = Com_Random::get_probability_key($rand_val);
         #批量随机值之和
         $sum_rand_grow_val += $real_rand_val;
         #英雄的新成长值
         $new_hero_grow_val = $hero_data['grow_rate'] + $sum_rand_grow_val;
         if ($new_hero_grow_val >= $hero_conf['grow_limit']) {
             #超过英雄成长值上限
             $new_hero_grow_val = $hero_conf['grow_limit'];
             $sum_rand_grow_val = $hero_conf['grow_limit'] - $hero_data['grow_rate'];
             break;
         }
         #移动至下一个成长值区间
         if ($new_hero_grow_val > $hero_grow_conf['grow_right']) {
             $hero_grow_id++;
             $hero_grow_conf = Cache_HeroGrow::getInstance()->get_config_info($hero_grow_id);
             if (empty($hero_grow_conf)) {
                 break;
             }
             if (!isset($last_props[$hero_grow_conf['item_id']])) {
                 $last_props[$hero_grow_conf['item_id']] = intval($obj_prop_game->get_prop_num_by_prop_id($player_id, $hero_grow_conf['item_id']));
             }
         }
         if (empty($auto) && $last_props[$hero_grow_conf['item_id']] < $hero_grow_conf['item_nums']) {
             #道具不足
             break;
         }
     } while ($counter > 0 && $state > 0);
     #控制循环数量防止进入死循环
     $this->start_trans();
     $result = true;
     if ($update_gold) {
         $result = $this->get_data('Player')->update_player_resource($player_id, $player_info, 557, array(), $arr_consume);
         $this->write_check($result, 3010476);
     }
     if (!empty($consume_props)) {
         $log_param = array('cmd_id' => 557, 'level' => $player_info['level'], 'vip' => $player_info['vip']);
         $logs = array();
         foreach ($consume_props as $prop_id => $prop_nums) {
             #批量扣除多个道具如果可能
             $result = $obj_prop_game->deduct_prop_by_prop_id($player_id, $prop_id, $prop_nums, $logs, 1, $log_param);
             if (!$result) {
                 $this->throw_error('10101');
             }
         }
     }
     if ($result) {
         $hero_data['grow_rate'] = $new_hero_grow_val;
         $hero_data['fight'] = $this->calc_fight($player_id, $hero_data, $hero_data['fit'], $hero_data['rune_hole_list'], $hero_data['star_add_attr_per'], $hero_data['skill_list']);
         $update_field['grow_rate'] = $hero_data['grow_rate'];
         $update_field['fight'] = $hero_data['fight'];
         $result = $this->update_db($player_id, $update_field, $hero_data, 557);
         $this->get_data('RankList')->update_hero_rank($hero_id, $hero_data['fight']);
     }
     if ($result) {
         $this->commit();
         $obj_hero_grow->set_player_hero_grow_data($hero_id, $hero_grow_id);
         $n_hero_grow_conf = Cache_HeroGrow::getInstance()->get_config_info($hero_grow_id);
         #引导任务
         $this->get_game('TaskTrigger')->async_trigger_guide_task($player_id, 26, $upgrade_times - $counter);
         $this->get_game('PlayerAchieve')->async_trigger_achieve_target($player_id, 37, $hero_data['grow_rate'] + $hero_data['fit_grow'], 8);
         if (!empty($arr_shop_log)) {
             foreach ($arr_shop_log as $item_id => $item_info) {
                 $obj_shop_game->add_dummy_shop_log($player_id, $player_info, $item_id, $item_info['item_num'], $item_info['cost_resource_id'], $item_info['cost_resource_num'], 557);
             }
         }
         return array('res' => $crit_counter, 'rand_val' => $sum_rand_grow_val, 'cur_grow_val' => $new_hero_grow_val, 'effect' => 10000 * round($this->calc_grow_attar($new_hero_grow_val, $hero_conf['grow']), 4), 'prop_id' => $n_hero_grow_conf['item_id'], 'prop_nums' => $n_hero_grow_conf['item_nums'], 'nor_desc' => $n_hero_grow_conf['nor_desc'], 'crit_desc' => $n_hero_grow_conf['crit_desc']);
     } else {
         $this->throw_error('10101');
     }
 }
Пример #3
0
 /**
  * 小红点提示
  * @param $player_id
  * @param $type
  * @param $condition
  */
 public function red_icon($player_id, $player_info = null, $player_detail = null)
 {
     if (is_null($player_info)) {
         $player_info = $this->get_data('Player')->get_player_info($player_id, array('silver', 'crystal', 'level', 'fame_level', 'career_type', 'gold', 'online_time'));
     }
     if (is_null($player_detail)) {
         $player_detail = $this->get_data('PlayerDetail')->get_player_detail($player_id, array('func_open', 'equip_wing', 'wing_info', 'skill_info', 'skill_rune_info', 'skill_rune_cote_info', 'dower_info', 'train_info'));
     }
     $prop_list = $this->get_data('PlayerProp')->get_player_prop_by_item_position($player_id);
     //重包裹里去除道具
     $arr_prop_num = array();
     $arr_prop_type = array();
     $func_open = $player_detail['func_open'];
     if ($prop_list) {
         foreach ($prop_list as $prop) {
             $arr_prop_num[$prop['prop_id']] += $prop['item_num'];
             $arr_prop_type[$prop['type']][$prop['sub_type']][] = $prop;
         }
     }
     ##################[翅膀进阶检查]####################
     $wing_id = $player_detail['equip_wing'];
     $out = array();
     if (!empty($wing_id)) {
         if (isset($func_open[111])) {
             $wing_table = Cache_PlayerWing::getInstance()->get_player_wing_info(array('id' => $wing_id, 'level' => $player_detail[$wing_id]['lvl'] + 1));
             if ($wing_table) {
                 $tip = false;
                 if ($wing_table[0]['condition']) {
                     list($type, $condition) = explode("|", $wing_table[0]['condition']);
                     if ($type == 5) {
                         if ($player_info['fame_level'] >= $condition) {
                             $tip = true;
                         }
                     }
                 }
                 if ($tip) {
                     $material_prop = Com_FmtData::format_table_prop($wing_table[0]['condition']);
                     if (Com_Array::is_good_arr($material_prop)) {
                         foreach ($material_prop as $id => $num) {
                             if ($arr_prop_num[$id] >= intval($num)) {
                                 $tip = true;
                             }
                         }
                     }
                 }
                 if ($tip) {
                     $out[] = array('func_id' => 1, 'status' => intval($tip), 'param' => '');
                 }
             }
         }
     }
     ##################[翅膀进阶检查]####################
     ###################[翅膀激活]#######################
     if (isset($func_open[110]) && $player_detail['wing_info']) {
         $tip = false;
         $data = $player_detail['wing_info'];
         foreach ($data as $key => $val) {
             if ($val['activation'] == 0) {
                 #在线时间检测
                 if ($val['condition'][0] == 3) {
                     $data[$key]['condition'][2] = $this->get_game('DailyBoon')->daily_online_time($player_id);
                     if ($data[$key]['condition'][2] >= $data[$key]['condition'][1][0]) {
                         $tip = true;
                     } else {
                         if ($player_info['online_time'] >= $data[$key]['condition'][1][0]) {
                             $tip = true;
                         }
                     }
                 } else {
                     if ($val['condition'][0] == 7) {
                         $data[$key]['condition'][2] = $player_info['level'];
                         if ($data[$key]['condition'][2] >= $data[$key]['condition'][1][0]) {
                             $tip = true;
                         }
                     } else {
                         if ($val['condition'][0] == 6) {
                             #获取翅膀配置表
                             $wing_table_task = $this->get_game('PlayerWing')->get_cache_table_data('player_wing_table', array('id' => $val['id'], 'level' => $val['lvl']));
                             if ($wing_table_task) {
                                 list($type, $task_id) = explode("|", $wing_table_task[0]['condition']);
                                 $task_res = $this->get_game('TaskMain')->task_is_finish($player_id, $task_id);
                                 if ($task_res) {
                                     $tip = true;
                                 }
                             }
                         }
                     }
                 }
                 if ($val['condition'][0] == 4) {
                     #获取翅膀配置表
                     $wing_table = $this->get_game('PlayerWing')->get_cache_table_data('player_wing_table', array('id' => $val['id'], 'level' => 1));
                     if (Com_Array::is_good_arr($wing_table)) {
                         foreach ($wing_table as $wing) {
                             list($type, $value) = explode("|", $wing['condition']);
                             if ($type == 4) {
                                 if ($data[$val['id']]['activation'] != 0) {
                                     continue;
                                 }
                                 $is_activate = true;
                                 $wing_list = explode(":", $value);
                                 if (is_array($wing_list)) {
                                     #检测是否有被激活的翅膀
                                     foreach ($wing_list as $wid) {
                                         if ($data[$wid]['activation'] != 2) {
                                             $is_activate = false;
                                             break;
                                         }
                                     }
                                 } else {
                                     if ($data[$wing_list]['activation'] != 2) {
                                         $is_activate = false;
                                     }
                                 }
                                 #改变隐藏翅膀激活状态
                                 if ($is_activate) {
                                     $tip = true;
                                 }
                             }
                         }
                     }
                 }
                 if ($val['condition'][0] == 2 || $val['condition'][0] == 1) {
                     if ($data[$id]['condition'][2] >= $wing['condition'][1][0]) {
                         $tip = true;
                     }
                 }
             }
             if ($tip == true) {
                 break;
             }
         }
         if ($tip) {
             $out[] = array('func_id' => 15, 'status' => intval($tip), 'param' => '');
         }
     }
     ###################[翅膀激活]#######################
     ###################[翅膀羽炼]#######################
     //        if (isset($func_open[112])) {
     $start = strtotime(SERVER_FIRST_START_TIME);
     list($login_series_max, $login_acc) = $this->get_game('EventCondFunc')->_cal_login_refer($player_id, $start, $this->current_time);
     $deal_log_hash = $this->get_data('Wing')->get_deal_log_by_player_id($player_id);
     $tip = false;
     for ($i = 7; $i <= 8; $i++) {
         $item_list = Cache_PlayerWing::getInstance()->get_wing_equip_gift_info_list($i);
         if ($item_list) {
             foreach ($item_list as $item_info) {
                 $gain_status = 0;
                 # 领取状态:0可领,1条件未达成不可领,2已领取不可领[NOTE:可领只有一种情况,不可领有多种情况,所以这样表示]
                 # 判断达成条件
                 if ($login_acc < $item_info['login_acc'] && empty($deal_log_hash[$item_info['item_id']])) {
                     $tip = true;
                     break 2;
                 }
             }
         }
     }
     if ($tip) {
         $out[] = array('func_id' => 17, 'status' => intval($tip), 'param' => '');
     }
     //        }
     ###################[翅膀羽炼]#######################
     ##################[翅膀装备检查]###################
     $wing_info = $player_detail['wing_info'][$wing_id];
     if (isset($func_open[110]) && $wing_info) {
         $tip = false;
         if ($wing_id == 7 && $wing_id == 8) {
             if (!empty($wing_info['equipment']) && Com_Array::is_good_arr($wing_info['equipment'])) {
                 for ($i = 1; $i <= 7; $i++) {
                     if (!isset($wing_info['equipment'][$i])) {
                         if (isset($arr_prop_type[6][$i]) && count($arr_prop_type[6][$i] > 0)) {
                             foreach ($arr_prop_type[6][$i] as $arr_prop_detail) {
                                 if ($wing_info['lvl'] < $arr_prop_detail['level']) {
                                     $tip = true;
                                     break 2;
                                 }
                             }
                         }
                     }
                 }
             }
         }
         if ($tip) {
             $out[] = array('func_id' => 2, 'status' => intval($tip), 'param' => '');
         }
     }
     ##################[翅膀装备检查]###################
     ##################[英雄]##############################
     if (isset($func_open[20])) {
         $tip = false;
         $hero_list = $this->get_data('PlayerHero')->get_fight_hero($player_id);
         if (!empty($hero_list)) {
             foreach ($hero_list as $hero_id => $hero_code) {
                 $obj_player_hero_data = $this->get_data('PlayerHero');
                 $hero_data = $obj_player_hero_data->get_player_hero_info($player_id, $hero_id);
                 if ($hero_data) {
                     ###################[成长值]#########################################
                     if (isset($func_open[29])) {
                         $hero_conf = Cache_HeroAttr::getInstance()->get_hero_attr_info($hero_data['hero_code']);
                         if ($hero_data['grow_rate'] <= $hero_conf['grow_limit']) {
                             $obj_hero_grow = $this->get_data('PlayerHeroGrow');
                             $hero_grow_id = $obj_hero_grow->get_player_hero_grow_data($hero_id);
                             $hero_grow_conf = array();
                             $findFlag = false;
                             if (!$hero_grow_id) {
                                 $findFlag = true;
                             } else {
                                 $hero_grow_conf = Cache_HeroGrow::getInstance()->get_config_info($hero_grow_id);
                                 if (empty($hero_grow_conf)) {
                                     $findFlag = true;
                                 } else {
                                     if ($hero_data['grow_rate'] < $hero_grow_conf['grow_left'] || $hero_data['grow_rate'] >= $hero_grow_conf['grow_right']) {
                                         #区间错误
                                         $findFlag = true;
                                     }
                                 }
                             }
                             if ($findFlag) {
                                 #启动自动纠错
                                 $hero_grow_id = $this->get_game('Hero')->find_hero_grow_id($hero_data['grow_rate'], $hero_grow_conf);
                             }
                             if ($hero_grow_id) {
                                 $last_props[$hero_grow_conf['item_id']] = intval($arr_prop_num[$hero_grow_conf['item_id']]);
                                 if ($last_props[$hero_grow_conf['item_id']] >= $hero_grow_conf['item_nums']) {
                                     $tip = true;
                                 }
                             }
                             if ($tip) {
                                 $out[] = array('func_id' => 3, 'status' => intval($tip), 'param' => $hero_id);
                             }
                         }
                     }
                     ###################[成长值]#########################################
                     ##################[英雄等级]###############################
                     if (isset($func_open[22])) {
                         $tip = false;
                         $is_culture = $this->get_game('Hero')->is_culture_hero($player_id, $hero_id, $hero_data['hero_code']);
                         if ($is_culture) {
                             if ($hero_data['level'] < $player_info['level']) {
                                 //英雄是否满级
                                 $full_level_res = $this->get_game('Hero')->is_full_level($hero_data['hero_code'], $hero_data['level']);
                                 if (!$full_level_res) {
                                     //是否有同类型已培养的英雄
                                     $upgrade_prop_list = $this->get_game('Hero')->upgrade_prop_list;
                                     foreach ($upgrade_prop_list as $prop_id) {
                                         if (isset($arr_prop_num[$prop_id])) {
                                             $tip = true;
                                             break;
                                         }
                                     }
                                 }
                             }
                         }
                         if ($tip) {
                             $out[] = array('func_id' => 4, 'status' => intval($tip), 'param' => $hero_id);
                         }
                     }
                     ##################[英雄等级]###############################
                     ##################[英雄潜能]###############################
                     if (isset($func_open[23])) {
                         $tip = false;
                         //是否有同类型已培养的英雄
                         if ($is_culture) {
                             for ($i = 1; $i <= 3; $i++) {
                                 $hero_potential_base_table = $this->get_game('Hero')->get_hero_potential_base_table($i, $hero_data['potential_level']);
                                 if ($player_info['silver'] >= $hero_potential_base_table['coin_num']) {
                                     if (!empty($hero_potential_base_table) && $hero_potential_base_table['prop_id'] && $hero_potential_base_table['prop_num']) {
                                         //获取玩家背包中的升级道具数量
                                         $player_prop_num = $arr_prop_num[$hero_potential_base_table['prop_id']];
                                         if ($player_prop_num >= $hero_potential_base_table['prop_num']) {
                                             $attr_max = $this->get_game('Hero')->get_potential_attr_max($hero_data['potential_level'], $i);
                                             if ($hero_data['potential_' . $i] < $attr_max) {
                                                 $tip = true;
                                                 break;
                                             }
                                         }
                                     }
                                 }
                             }
                         }
                         if ($tip) {
                             $out[] = array('func_id' => 5, 'status' => intval($tip), 'param' => $hero_id);
                         }
                     }
                     ##################[英雄潜能]###############################
                     ##################[英雄合体]###############################
                     if (isset($func_open[24])) {
                         $tip = false;
                         if ($is_culture) {
                             $full_stairs_res = $this->get_game('Hero')->is_full_stairs($hero_data['hero_code'], $hero_data['fit']);
                             if (!$full_stairs_res) {
                                 $hero_attr_base = $this->get_game('Hero')->get_hero_attr_table($hero_data['hero_code']);
                                 $fit_table = $this->get_game('Hero')->get_hero_fit_table($hero_attr_base['fit_expend_type'], $hero_data['fit'] + 1);
                                 $player_prop_num = $arr_prop_num[$fit_table['prop_id']];
                                 if ($player_prop_num >= $fit_table['prop_num']) {
                                     $hero_info = $this->get_game('Hero')->get_fit_hero_num($player_id, $hero_id, $hero_data['fit_type'], $hero_data['hero_code'], $hero_data['quality'], $hero_data['quality']);
                                     //英雄是否足够
                                     $is_full_hero_res = $this->get_game('Hero')->is_full_hero($hero_attr_base['fit_expend_type'], $hero_data['fit'] + 1, $hero_info['num']);
                                     if ($is_full_hero_res) {
                                         $tip = true;
                                     }
                                 }
                             }
                         }
                         if ($tip) {
                             $out[] = array('func_id' => 6, 'status' => intval($tip), 'param' => $hero_id);
                         }
                     }
                     ##################[英雄合体]###############################
                     ##################[英雄星级]###############################
                     if (isset($func_open[25])) {
                         $tip = false;
                         if ($is_culture) {
                             $full_level_res = $this->get_game('Hero')->is_full_star($hero_data['hero_code'], $hero_data['star']);
                             if (!$full_level_res) {
                                 $star_table = $this->get_game('Hero')->get_hero_star_table($hero_data['star'] + 1);
                                 if ($star_table && $star_table['prop_id1']) {
                                     $prop_id = $star_table['prop_id1'];
                                     $deduct_coin_num = $star_table['prop_id2'];
                                     $player_prop_num = $arr_prop_num[$prop_id];
                                     if ($player_prop_num >= $star_table['prop_num1']) {
                                         if ($player_info['silver'] >= $deduct_coin_num) {
                                             $tip = true;
                                         }
                                     }
                                 }
                             }
                         }
                         if ($tip) {
                             $out[] = array('func_id' => 7, 'status' => intval($tip), 'param' => $hero_id);
                         }
                     }
                     ##################[英雄星级]###############################
                 }
             }
         }
     }
     ##################[英雄]##################################################
     ##################[女神]#################################################
     if (isset($func_open[30])) {
         $obj_player_fairy_data = $this->get_data('Fairy');
         $fairy_list = $obj_player_fairy_data->get_player_fairy_list($player_id);
         $fairy_id = '';
         if ($fairy_list) {
             foreach ($fairy_list as $val) {
                 $fairy_id = $val['fairy_id'];
                 if (!empty($fairy_id)) {
                     $fairy_info = $this->get_data('Fairy')->get_player_fairy_info($fairy_id);
                     if ($fairy_info) {
                         ##################[女神强化]############################################
                         if ($fairy_info['type'] == 1) {
                             $func_id = 35;
                         } else {
                             $func_id = 36;
                         }
                         if (isset($func_open[$func_id])) {
                             $tip = false;
                             $max_train_lv = Cache_FairyTrain::getInstance()->get_max_train_lv();
                             if (!empty($max_train_lv)) {
                                 $max_train_lv = 100;
                             }
                             if ($fairy_info['train_level'] < $max_train_lv) {
                                 $trainConfigs = $this->get_game('Fairy')->get_cache_table_data('fairy_train_table', array("lvl" => $fairy_info['train_level']));
                                 if ($trainConfigs[0] || !empty($trainConfigs[0]['expend'])) {
                                     $train_config = $trainConfigs[0];
                                     // 消耗需求
                                     $cost_material = explode("|", $train_config['expend']);
                                     //升级下一级消耗
                                     $costItemInfo = explode(':', $cost_material[0]);
                                     //道具消耗
                                     $costGoldInfo = !empty($cost_material[1]) ? explode(':', $cost_material[1]) : 0;
                                     //金币消耗
                                     if ($fairy_info['level'] >= $train_config['fairy_lvl']) {
                                         $cost_item_id = $costItemInfo[0];
                                         $cost_item_num = intval($costItemInfo[1]);
                                         $player_prop_num = $arr_prop_num[$cost_item_id];
                                         $cost_silver_num = is_array($costGoldInfo) ? intval($costGoldInfo[1]) : 0;
                                         if ($player_info['silver'] >= $cost_silver_num) {
                                             if ($player_prop_num >= $cost_item_num) {
                                                 $tip = true;
                                             }
                                         }
                                     }
                                 }
                             }
                             if ($tip) {
                                 $out[] = array('func_id' => 8, 'status' => intval($tip), 'param' => $fairy_id);
                             }
                         }
                         ##################[女神强化]############################################
                         ##################[女神培养]############################################
                         if (isset($func_open[31])) {
                             $tip = false;
                             $fairy_level_table = $this->get_game('Fairy')->get_fairy_lvl_tabel_data($fairy_info['fairy_code'], $fairy_info['star']);
                             if ($fairy_level_table) {
                                 if ($player_info['fame_level'] >= $fairy_level_table['fame']) {
                                     $item_data = array();
                                     $get_item_res = $this->get_game('Fairy')->get_item_data($fairy_info['fairy_code'], $fairy_info['star'], $item_data);
                                     if ($get_item_res == true) {
                                         $prop_id = $item_data['item'];
                                         $prop_num = $item_data['count'];
                                         $coin = $item_data['coin'];
                                         if ($item_data['fame'] > 0) {
                                             $coin = 0;
                                         }
                                         if ($prop_id && $prop_num) {
                                             if ($arr_prop_num[$prop_id] >= $prop_num) {
                                                 if ($player_info['silver'] >= $coin) {
                                                     $tip = true;
                                                 }
                                             }
                                         }
                                     }
                                 }
                             }
                             if ($tip) {
                                 $out[] = array('func_id' => 9, 'status' => intval($tip), 'param' => $fairy_id);
                             }
                         }
                         ##################[女神培养]############################################
                         ##################[女神符文位置]############################################
                         if (isset($func_open[31])) {
                             $tip = false;
                             if (Com_Array::is_good_arr($fairy_info['combination_list'])) {
                                 foreach ($fairy_info['combination_list'] as $value) {
                                     if ($value['state'] == 1) {
                                         $tip = true;
                                     }
                                 }
                             }
                             if ($tip) {
                                 $out[] = array('func_id' => 16, 'status' => intval($tip), 'param' => $fairy_id);
                             }
                         }
                         ##################[女神符文位置]############################################
                     }
                 }
             }
         }
     }
     ##################[女神]#################################################
     ########################[技能]##########################################
     $skill_list_all = Cache_Skill::getInstance()->get_skill_list($player_info['career_type']);
     $skill_list_distinct = Cache_Skill::getInstance()->get_distinct_skill_list($player_info['career_type'], 1);
     $skill_hash_all = $this->get_game('PlayerSkill')->convert_skill_list_to_hash($skill_list_all);
     $tip = false;
     foreach ($skill_list_distinct as $val) {
         if ($val['display'] == 0) {
             continue;
         }
         $skill_id = $val['sid'];
         $data['skill_status'] = 0;
         if (isset($player_detail['skill_info'][$skill_id]['level'])) {
             //已激活
             $data['skill_status'] = 1;
             $data['skill_level'] = $player_detail['skill_info'][$skill_id]['level'];
         }
         if ($data['skill_status'] > 0) {
             if ($data['skill_level'] < $skill_hash_all[$skill_id][$data['skill_level']]['max_level'] && $player_info['level'] >= $skill_hash_all[$skill_id][$data['skill_level'] + 1]['unlock'] && $player_info['silver'] >= $skill_hash_all[$skill_id][$data['skill_level'] + 1]['levelup_cost_silver'] && $player_info['crystal'] >= $skill_hash_all[$skill_id][$data['skill_level'] + 1]['levelup_cost_skill_point']) {
                 $tip = true;
                 break;
             }
         }
     }
     if ($tip) {
         $out[] = array('func_id' => 10, 'status' => intval($tip), 'param' => '');
     }
     ########################[技能]##########################################
     ########################[天赋]##########################################
     $tip = false;
     $active_dower_list = $this->get_data('PlayerDower')->get_player_dower($player_id);
     $dower_list_all = Cache_Dower::getInstance()->get_dower_list($player_info['career_type']);
     $dower_list_distinct = Cache_Dower::getInstance()->get_distinct_dower_list($player_info['career_type'], 0);
     //        $dower_hash_all = $this->get_game('PlayerSkill')->convert_dower_list_to_hash($dower_list_all);
     if (!empty($dower_list_distinct)) {
         foreach ($dower_list_distinct as $val) {
             $dower_id = $val['sid'];
             if (isset($active_dower_list[$dower_id])) {
                 $active_dower_list[$dower_id]['dower_lv'] += 1;
             } else {
                 $active_dower_list[$dower_id] = array('dower_id' => $dower_id, 'dower_lv' => 1, 'player_id' => $player_id);
             }
             # 获取天赋配置信息
             $dower_info = Cache_Dower::getInstance()->get_dower_info($dower_id, $active_dower_list[$dower_id]['dower_lv'], 0);
             if ($player_info['level'] > $dower_info['unlock']) {
                 if ($player_info['crystal'] >= $dower_info['cost_crystal']) {
                     if (!empty($dower_info['item_id']) && !empty($dower_info['item_num'])) {
                         $player_prop_num = $arr_prop_num[$dower_info['item_id']];
                         if ($player_prop_num >= $dower_info['item_num']) {
                             $tip = true;
                             break;
                         }
                     }
                 }
             }
         }
         if ($tip) {
             $out[] = array('func_id' => 11, 'status' => intval($tip), 'param' => '');
         }
     }
     ########################[圣器]##########################################
     $trains = $player_detail['train_info'];
     if ($trains) {
         foreach ($trains as $train_type => $train) {
             $train_rank = $train['train_rank'];
             foreach ($train['train_detail'] as $train_attr_seq => $train_detail) {
                 $train_step = $train_detail[$train_attr_seq]['train_step'] + 1;
                 $train_detail = Cache_Train::getInstance()->get_train_detail($train_type, $train_rank, $train_attr_seq, $train_step);
                 if ($train_detail) {
                     if (!empty($train_detail['require_player_level']) && $player_info['level'] >= $train_detail['require_player_level']) {
                         $cost_currency_value = Formula_Train::get_strengthen_train_cost();
                         $cost_currency_key = Cache_Currency::getInstance()->get_key($this->get_game('Train')->get_strengthen_train_cost_cur_type());
                         if ($player_info[$cost_currency_key] >= $cost_currency_value) {
                             if ($player_info['silver'] >= $train_detail['consume_silver']) {
                                 if (!empty($train_detail['consume_item_id'])) {
                                     if ($arr_prop_num[$train_detail['consume_item_id']] >= $train_detail['consume_item_num']) {
                                         if ($train_type == 1) {
                                             $out[] = array('func_id' => 12, 'status' => intval($tip), 'param' => '');
                                         }
                                         if ($train_type == 2) {
                                             $out[] = array('func_id' => 13, 'status' => intval($tip), 'param' => '');
                                         }
                                         if ($train_type == 3) {
                                             $out[] = array('func_id' => 14, 'status' => intval($tip), 'param' => '');
                                         }
                                     }
                                 }
                             }
                         }
                     }
                 }
             }
         }
     }
     ########################[圣器]#########################################
     return $out;
 }