public function fix_base_attr() { $prop_keys = $this->redis()->keys("data|player_prop:info:*"); foreach ($prop_keys as $player_key) { $datas = $this->redis()->hash_get($player_key); if ($datas) { foreach ($datas as $key => $val) { $val = json_decode($val, true); $arrPropConfig = Cache_Prop::getInstance()->get_prop_info($val['prop_id']); if ($arrPropConfig && $arrPropConfig['type'] == 1 && $arrPropConfig['rechage'] == 1) { $arrPropConfig['star_level'] = $val['star_level']; $arrPropConfig['quality'] = $val['quality']; $arrPropConfig['level'] = $val['level']; $arrPropConfig = $this->get_game('Prop')->get_equip_attr($arrPropConfig); $val['base_attr'] = $arrPropConfig['base_attr']; $val['addition_attr'] = $arrPropConfig['addition_attr']; $result = $this->redis()->hash_set($player_key, $key, json_encode($val)); if ($result) { echo "player:{$val['player_id']}|player_prop_id:{$val['player_prop_id']}|prop_id:{$val['prop_id']} luck\n"; } else { echo "player:{$val['player_id']}|player_prop_id:{$val['player_prop_id']}|prop_id:{$val['prop_id']} fail\n"; } } } } } }
public function doAction() { $result = array(); $userInfo_json = base64_decode($_POST['data']); $userInfo_array = json_decode($userInfo_json, true); $player_prop_info = $this->get_data('PlayerProp')->get_player_prop_by_item_position($userInfo_array['user_id'], '1'); //$item_position 1背包 2仓库 3身上 $result['data']['fields'] = array('prop_id' => '道具配置id', 'quality' => '品质', 'prop_name' => '道具名称', 'item_position' => '物品位置', 'item_num' => '道具数量', 'grid' => '格子编号', 'player_prop_id' => '玩家道具id', 'get_time' => '道具获得时间'); $item_position = array('1' => '包裹', '2' => '仓库', '3' => '人物身上', '4' => '英雄', '5' => '时装'); //1:包裹,2:仓库,3 人物身上 , 4 英雄,5 时装 // $q_arr = array('1'=>'绿色','2'=>'蓝色','3'=>'紫色','4'=>'橙色','5'=>'红色'); $q_arr = array('1' => '<font color="green">绿色</font>', '2' => '<font color="blue">蓝色</font>', '3' => '<font color="purple">紫色</font>', '4' => '<font color="orange">橙色</font>', '5' => '<font color="red">红色</font>'); foreach ($player_prop_info as $k => $v) { $prop_set_info = Cache_Prop::getInstance()->get_prop_info($v['prop_id']); $player_prop_info[$k]['item_position'] = $item_position[$v['item_position']]; $player_prop_info[$k]['get_time'] = date('Y-m-d H:i:s', $v['get_time']); $player_prop_info[$k]['update_time'] = date('Y-m-d H:i:s', $v['update_time']); $player_prop_info[$k]['prop_name'] = $prop_set_info['name']; $player_prop_info[$k]['quality'] = isset($q_arr[$player_prop_info[$k]['quality']]) ? $q_arr[$player_prop_info[$k]['quality']] : $player_prop_info[$k]['quality']; } $result['data']['list'] = $player_prop_info; $result['status'] = 1; echo json_encode($result); exit; }
public function run($player_id, $exec_num) { if (empty($player_id) || empty($exec_num)) { return array(); } echo "</br>==========start[player_id={$player_id}&exec_num={$exec_num}]===========</br>"; echo "</br></br>"; $result_hash = array(); foreach ($this->item_for_loot as $ifl_id) { $result_tmp = array(); echo "</br>==========loop {$exec_num} times statistic for {$ifl_id}===========</br>"; $item_config = Cache_Prop::getInstance()->get_prop_info($ifl_id); if (empty($item_config)) { continue; } for ($i = 0; $i < $exec_num; $i++) { $item_list = Cache_FbLoot::getInstance()->get_loot($item_config['loot_id'], $player_id); foreach ($item_list as $item) { foreach ($this->item_for_stat as $ifs_id) { if ($item['item_id'] == $ifs_id) { $result_tmp[$ifs_id] += $item['item_num']; $result_hash[$ifs_id] += $item['item_num']; } } } } var_export($result_tmp); echo "</br></br>"; } return $result_hash; }
public function doAction() { $userInfo_json = base64_decode($_POST['data']); $userInfo_array = json_decode($userInfo_json, true); $arrPropConfig = Cache_Prop::getInstance()->gm_get_prop_list(); // $arrPropData = array_slice($arrPropConfig,11); $data['status'] = 1; foreach ($arrPropConfig as $k => $v) { if ($v['type'] != 4 && $v['type'] != 5) { $data['data']['items'][$v['sid']] = $v['name']; } } $result = json_encode($data, JSON_UNESCAPED_UNICODE); echo $result; }
public function get_chain_task_list($player_id, $task_info = null, $player_info = null, $finish_num = null, $daily_finish_num = null) { if (is_null($task_info)) { $task_info = $this->get_data('PlayerTask')->get_task_info($player_id, array('chain_val')); } if (is_null($player_info)) { $player_info = $this->get_data('Player')->get_player_info($player_id, array('level')); } if (is_null($finish_num)) { $finish_num = $this->get_data('PlayerTask')->get_chain_task_count($player_id); if ($finish_num <= 0 && !empty($task_info['chain_val'])) { $this->get_data('PlayerTask')->set_chain_task_count($player_id); } } if (is_null($daily_finish_num)) { $daily_finish_num = $this->get_data('PlayerTask')->get_chain_task_daily_count($player_id); } $out = array(); $out['list'] = array(); $chain_val = $task_info['chain_val']; if (!empty($chain_val)) { $reward = $this->get_reward($player_info['level'], $finish_num); if ($reward) { foreach ($reward as $key => $val) { $prop = Cache_Prop::getInstance()->get_prop_info($val['id']); $prop['item_num'] = $val['num']; $reward[$key] = Struct_Prop::get_prop_struct($prop); } } $out['list'][] = $this->format_task_chain_struct(array('task_id' => $chain_val['task_id'], 'task_step' => $chain_val['task_step'], 'task_status' => $chain_val['task_status'], 'cur_num' => $chain_val['cur_num'], 'task_award' => $reward, 'task_target' => $this->get_game('TaskMain')->format_target($chain_val['target'], $chain_val['step_type']), 'hero_status' => $chain_val['hero_status'])); } $out['count'] = $finish_num <= 0 ? 1 : $finish_num; $out['time'] = $this->get_data('PlayerTask')->get_chain_task_count_ttl($player_id); $out['daily_count'] = $daily_finish_num <= 0 ? 1 : $daily_finish_num; return $out; }
/** * 提取单个附件 * @param $player_id * @param $mail_id * @param $index * @deprecated state 1有可领取附件0无 */ public function extract_one_attachment($player_id, $mail_id, $index) { $player_id = intval($player_id); $mail_id = intval($mail_id); $index = intval($index); $data = $this->get_mail_detail_info($player_id, $mail_id); if (empty($data) || empty($data['attachment'])) { $this->throw_error('70013'); } $this->start_trans(); $arrLogs = array(); if (!isset($data['attachment'][$index])) { $this->throw_error('70011'); } $attachment = $data['attachment'][$index]; $prop_id = $attachment['prop_id']; $prop_num = $attachment['prop_num']; #TODO 包裹满的时候装备属性增加到包裹前生产好 if (isset($attachment['config'])) { $prop_config = $attachment['config']; } $arrPropConfig = Cache_Prop::getInstance()->get_prop_info($prop_id); if (!Com_Array::is_good_arr($arrPropConfig)) { $this->throw_error('80003', "5010208{$prop_id}"); //游戏配置出错,请联系客服! } if (isset($prop_config) && !empty($prop_config)) { $reward[] = array('type' => Cache_FbLoot::getInstance()->get_item_key($prop_id), 'item_id' => $prop_id, 'item_num' => $prop_num, 'config' => $prop_config); } else { $reward[] = array('type' => Cache_FbLoot::getInstance()->get_item_key($prop_id), 'item_id' => $prop_id, 'item_num' => $prop_num); } if ($data['cmd_id']) { $cmd_id = $data['cmd_id']; } else { $cmd_id = 703; if ($data['type'] == 3) { $cmd_id = 704; } } $result = $this->get_game('Reward')->send_reward($player_id, $reward, array('cmd_id' => $cmd_id, 'bind_flag' => intval($data['bind_flag'])), 2); if ($result !== true) { $error_msg = $result; } if ($error_msg) { $this->throw_error($error_msg); } unset($data['attachment'][$index]); if (empty($data['attachment'])) { $data['state'] = 0; } #全部领取过的邮件设置为1天过期 if (empty($data['attachment'])) { $expiretime = time() + 86400 - 1; if ($data['expiretime'] > $expiretime) { $data['expiretime'] = $expiretime; } } $countdown = $data['expiretime'] - time(); $countdown = $countdown < 0 ? 0 : $countdown; $ret = $this->get_data('PlayerMail')->update_player_mail($player_id, $mail_id, $data); if ($ret) { $this->commit(); $this->get_game('Reward')->add_reward_log(); } else { $this->rollback(); $this->throw_error('10101'); } return array($mail_id, $index, $countdown); }
public function get_equips_info($type, $player_id, $pp_id, $pp_inherit_id) { $this->get_game('PlayerFunc')->get_func_is_open($player_id, $this->func_id); # 参数检查 $this->param_check_numeric(array($type, $player_id), 0); # 玩家检测 $player_info = $this->get_data('Player')->get_player_info($player_id, Com_Util::get_player_fields(array('currency', 'level', 'vip', 'privilege_level'))); if (empty($player_info)) { $this->throw_error('20002'); } # 传承道具检测 $player_props_info = $this->get_data('PlayerProp')->get_player_prop_detail_multi($player_id, array($pp_id, $pp_inherit_id)); if (empty($player_props_info[$pp_id]) || empty($player_props_info[$pp_inherit_id])) { $this->throw_error('80013'); } if (Com_Util::is_first_charge_item($player_props_info[$pp_id]['prop_id']) || Com_Util::is_first_charge_item($player_props_info[$pp_inheirt_id]['prop_id'])) { $this->throw_error('81102'); # 首充装备不允许传承 } $cost_prop_flag = true; # 是否消耗道具标识,同等级传承不能消耗道具 # 传承等级判断 if ($player_props_info[$pp_id]['level'] > $player_props_info[$pp_inherit_id]['level']) { $this->throw_error('80504'); } elseif ($player_props_info[$pp_id]['level'] == $player_props_info[$pp_inherit_id]['level']) { $cost_prop_flag = false; # 传承品质判断 if ($player_props_info[$pp_id]['quality'] > $player_props_info[$pp_inherit_id]['quality']) { $this->throw_error('80502'); } elseif ($player_props_info[$pp_id]['quality'] == $player_props_info[$pp_inherit_id]['quality']) { # 传承星级判断 if ($player_props_info[$pp_id]['star_level'] >= $player_props_info[$pp_inherit_id]['star_level']) { $this->throw_error('80505'); # 继承装备星级低于传承装备,无法传承 } } } # 传承类型判断 if ($player_props_info[$pp_id]['sub_type'] != $player_props_info[$pp_inherit_id]['sub_type']) { $this->throw_error('80503'); } # -------------------------------------------------------------------- # 传承与继承装备变化字段 # -------------------------------------------------------------------- $update_fields_for_inherit = array(); # 继承装备 $update_fields = array(); # 传承装备 # -------------------------------------------------------------------- # 强化处理:强化等级取二者较高保留 # -------------------------------------------------------------------- $is_inherit_intensify = $this->inherit_handle_for_intensify($player_props_info[$pp_id], $player_props_info[$pp_inherit_id], $update_fields_for_inherit); # -------------------------------------------------------------------- # 镶嵌宝石处理,记录需要发放的宝石 NOTE:如果取消注释,则之后一定要对$update_fields中的宝石相关field项进行置空操作 # -------------------------------------------------------------------- #$send_gems = $this->inherit_handle_for_inlay_gem($player_props_info[$pp_id], $player_props_info[$pp_inherit_id], $update_fields_for_inherit); # -------------------------------------------------------------------- # 吞噬属性处理,取二者较高保留 # -------------------------------------------------------------------- $is_inherit_swallow = $this->inherit_handle_for_swallow_info($player_props_info[$pp_id], $player_props_info[$pp_inherit_id], $update_fields_for_inherit); # -------------------------------------------------------------------- # 星图处理,A覆盖B NOTE:如果取消注释,则之后一定要对$update_fields中的星图相关field项进行置空操作 # -------------------------------------------------------------------- #$send_starmap = $this->inherit_handle_for_starmap($player_props_info[$pp_id], $player_props_info[$pp_inherit_id], $update_fields_for_inherit); # -------------------------------------------------------------------- # 洗练处理:A覆盖B,并将B的配置相关信息按等级重置 # -------------------------------------------------------------------- $is_inherit_refine = $this->inherit_handle_for_refine($player_props_info[$pp_id], $player_props_info[$pp_inherit_id], $update_fields_for_inherit); # 传承装备 有传承的属性需要置空,没传承的属性需要保留 if ($is_inherit_intensify) { $prop_config = Cache_Prop::getInstance()->get_prop_info($pp_id); $update_fields['intensive_level'] = 0; $update_fields['intensive_lose_times'] = 0; $update_fields['intensive_desc'] = array(); $update_fields['equip_view'] = $prop_config['equip_view']; } if ($is_inherit_swallow) { $update_fields['swallow_info'] = array(); } if ($is_inherit_refine) { list($refine_attr, $refine_info) = $this->get_game('EquipRefine')->extend_refine($player_props_info[$pp_id]['sub_type'], $player_props_info[$pp_id]['level']); $update_fields['refine_attr'] = $refine_attr; $update_fields['refine_info'] = $refine_info; } # 更新传承与被传承的装备信息 if ($type) { if (!$is_inherit_intensify && !$is_inherit_swallow && !$is_inherit_refine) { $this->throw_error('80506'); # 传承装备的属性小于继承装备,无需进行操作 } $this->start_trans(); # -------------------------------------------------------------------- # 通用消耗处理 # -------------------------------------------------------------------- $forge_common_info = Cache_Forge::getInstance()->get_forge_common_info($player_props_info[$pp_inherit_id]['level'], 1); if (!empty($forge_common_info['inherit_cost'])) { # 消耗的货币|消耗的道具 list($cost_currency, $cost_prop) = $this->get_common_depletion_detail($forge_common_info['inherit_cost']); if (!empty($cost_currency)) { foreach ($cost_currency as $key => $value) { $arr_consume = Com_Util::get_consume_info_for_data_center($player_info, $key, $value); # 传承货币消耗策划配多种时,此处的数据不准确,目前只配1种 $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', $key, $value, 1, 1); } $re = $this->get_data('Player')->update_player_resource($player_id, $player_info, '826', array(), $arr_consume); $this->write_check($re, 3010178); } if (!empty($cost_prop) && $cost_prop_flag) { # 消耗道具 $arr_logs_cost = array(); $log_param = array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'privilege_level' => $player_info['privilege_level'], 'cmd_id' => 826); foreach ($cost_prop as $prop_id => $prop_num) { $result = $this->get_game('Prop')->deduct_prop_by_prop_id($player_id, $prop_id, $prop_num, $arr_logs_cost, 0, $log_param); } } } # -------------------------------------------------------------------- # 多余宝石,多余星图发放 # -------------------------------------------------------------------- $reward = array(); if (!empty($send_gems)) { foreach ($send_gems as $k => $v) { $reward[] = array('type' => 'prop', 'item_id' => $k, 'item_num' => $v); } } if (!empty($send_starmap)) { $reward[] = array('type' => 'prop', 'item_id' => $send_starmap, 'item_num' => 1); } if (!empty($reward)) { $re = $this->get_game('Reward')->send_reward($player_id, $reward, array('cmd_id' => 826)); #send_reward失败时,会返回各种失败情况的错误码 $this->write_check_strict($re, 3010203); $arr_logs = $this->get_game('Reward')->get_prop_log(); } # -------------------------------------------------------------------- # 传承与继承装备更新 # -------------------------------------------------------------------- if (!empty($update_fields_for_inherit)) { $re = $this->get_data('PlayerProp')->update_player_prop($player_props_info[$pp_inherit_id], $update_fields_for_inherit); $this->write_check($re, 3010211); } if (!empty($update_fields)) { $re = $this->get_data('PlayerProp')->update_player_prop($player_props_info[$pp_id], $update_fields); $this->write_check($re, 3010214); } $this->commit(); # -------------------------------------------------------------------- # 游戏日志记录 # -------------------------------------------------------------------- $log_info = array('player_id' => $player_id, 'player_level' => $player_info['level'], 'vip_level' => $player_info['vip'], 'vip_special_level' => $player_info['privilege_level'], 'add_time' => $this->current_time, 'player_prop_id_master' => $player_props_info[$pp_inherit_id]['player_prop_id'], 'item_id_master' => $player_props_info[$pp_inherit_id]['prop_id'], 'item_type' => $player_props_info[$pp_inherit_id]['type'], 'item_sub_type' => $player_props_info[$pp_inherit_id]['sub_type'], 'item_quality' => $player_props_info[$pp_inherit_id]['quality'], 'item_level' => $player_props_info[$pp_inherit_id]['level'], 'item_star_level' => $player_props_info[$pp_inherit_id]['star_level'], 'player_prop_id_slave' => $player_props_info[$pp_id]['player_prop_id'], 'item_id_slave' => $player_props_info[$pp_id]['prop_id'], 'before_intensive_level' => $player_props_info[$pp_inherit_id]['intensive_level'], 'after_intensive_level' => isset($update_fields_for_inherit['intensive_level']) ? $update_fields_for_inherit['intensive_level'] : $player_props_info[$pp_inherit_id]['intensive_level'], 'before_intensive_desc' => $player_props_info[$pp_inherit_id]['intensive_desc'], 'after_intensive_desc' => isset($update_fields_for_inherit['intensive_desc']) ? $update_fields_for_inherit['intensive_desc'] : $player_props_info[$pp_inherit_id]['intensive_desc'], 'before_inlay_gems_lv' => $player_props_info[$pp_inherit_id]['inlay_gems_lv'], 'after_inlay_gems_lv' => isset($update_fields_for_inherit['inlay_gems_lv']) ? $update_fields_for_inherit['inlay_gems_lv'] : $player_props_info[$pp_inherit_id]['inlay_gems_lv'], 'before_inlay_gems' => $player_props_info[$pp_inherit_id]['inlay_gems'], 'after_inlay_gems' => isset($update_fields_for_inherit['inlay_gems']) ? $update_fields_for_inherit['inlay_gems'] : $player_props_info[$pp_inherit_id]['inlay_gems'], 'before_starmap_id' => $player_props_info[$pp_inherit_id]['star_map_id'], 'after_starmap_id' => isset($update_fields_for_inherit['star_map_id']) ? $update_fields_for_inherit['star_map_id'] : $player_props_info[$pp_inherit_id]['star_map_id'], 'before_starmap_desc' => $player_props_info[$pp_inherit_id]['star_map_desc'], 'after_starmap_desc' => isset($update_fields_for_inherit['star_map_desc']) ? $update_fields_for_inherit['star_map_desc'] : $player_props_info[$pp_inherit_id]['star_map_desc'], 'before_swallow_info' => $player_props_info[$pp_inherit_id]['swallow_info'], 'after_swallow_info' => isset($update_fields_for_inherit['swallow_info']) ? $update_fields_for_inherit['swallow_info'] : $player_props_info[$pp_inherit_id]['swallow_info']); Log_Forge::getInstance()->add_log($log_info, 'inherit'); # ------------------------------------------------------------ # 更新传承与继承装备信息 # ------------------------------------------------------------ if (!empty($update_fields_for_inherit)) { foreach ($update_fields_for_inherit as $k => $v) { $player_props_info[$pp_inherit_id][$k] = $v; } } if (!empty($update_fields)) { foreach ($update_fields as $k => $v) { $player_props_info[$pp_id][$k] = $v; } } # ------------------------------------------------------------ # 若传承或被传承装备有其一在玩家身上,则刷新玩家属性 # ------------------------------------------------------------ if ($player_props_info[$pp_inherit_id]['item_position'] == 3 || $player_props_info[$pp_id]['item_position'] == 3) { $this->get_game('EquipAttr')->equip_attr($player_id); } # ------------------------------------------------------------ # 粘806 + 通知道具变更信息 # ------------------------------------------------------------ $this->get_game('Reward')->add_reward_log(); # 调用add_reward_log,触发806协议通知道具变更,并记录道具获取日志 $ndata = array(); $ndata[] = $player_props_info[$pp_inherit_id]; $ndata[] = $player_props_info[$pp_id]; if (!empty($arr_logs_cost)) { foreach ($arr_logs_cost as $k => $v) { # 消耗的道具 $ndata[] = $v; } } Protocol_Prop::prop_806($player_id, $ndata); $out_825 = array(0 => $pp_id, 1 => $pp_inherit_id, 2 => Struct_Prop::get_prop_struct($player_props_info[$pp_inherit_id])); $out_825[3] = $this->get_inherit_consume_info($player_props_info[$pp_inherit_id]['level'], $cost_prop_flag); Protocol::input($player_id, 3, 8, 825, $out_825); /*old $out_826 = array( 'pp_id' => $pp_id, 'pp_inherit_id' => $pp_inherit_id, 'pp_box_info' => array('item_position' => 1, 'grid' => $player_props_info[$pp_id]['grid']), 'pp_inherit_box_info' => array('item_position' => 1, 'grid' => $player_props_info[$pp_inherit_id]['grid']), ); */ $out_826 = array('pp_prop_info' => Struct_Prop::get_prop_struct($player_props_info[$pp_id]), 'pp_inherit_prop_info' => Struct_Prop::get_prop_struct($player_props_info[$pp_inherit_id])); return $out_826; } else { if (!empty($update_fields_for_inherit)) { foreach ($update_fields_for_inherit as $k => $v) { $player_props_info[$pp_inherit_id][$k] = $v; } } if (!empty($update_fields)) { foreach ($update_fields as $k => $v) { $player_props_info[$pp_id][$k] = $v; } } $out_825 = array(0 => $pp_id, 1 => $pp_inherit_id, 2 => Struct_Prop::get_prop_struct($player_props_info[$pp_inherit_id])); $out_825[3] = $this->get_inherit_consume_info($player_props_info[$pp_inherit_id]['level'], $cost_prop_flag); return $out_825; } }
public function get_auth_reward_list($player_id, $vip_type) { $res = array(); $player_id = intval($player_id); $vip_type = intval($vip_type); $player_info = $this->get_data('Player')->get_player_info($player_id, array('vip')); $item_list = array(); $title_list = array(); if (!empty($player_info) && $player_info['vip'] >= $vip_type) { $reward_list = Cache_VipReward::getInstance()->get_vip_auth_list($vip_type); if (!empty($reward_list)) { foreach ($reward_list as $val) { if ($val['title_id'] > 0) { $title_list[] = $this->get_game('PlayerAchieve')->get_title_finish_progress($player_id, $val['title_id']); } else { $item_a = Cache_Prop::getInstance()->get_prop_info($val['item_id']); $item_a['item_num'] = $val['item_num']; $item_arrt = Struct_Prop::get_prop_struct($item_a); $item_list[] = $item_arrt; } } } else { $this->throw_error(10222, 2012016); } } $res[] = $item_list; $res[] = $title_list; $res[] = $vip_type; return $res; }
/** * 道具使用 * @param $player_id * @param $player_prop_id * @param $use_num 使用数量 * @return int */ public function prop_use_by_ppid($player_id, $player_prop_id, $use_num = 1) { if ($use_num <= 0) { $use_num = 1; } $pdetail = $this->get_data('PlayerProp')->get_player_prop_detail($player_id, $player_prop_id); // Com_Log::log($pdetail,'prop_use',1); if (empty($pdetail) || empty($pdetail['player_prop_id'])) { return array('error_code' => 2, 'cooldown_msec' => 0); //没有这个道具 } if ($pdetail['item_position'] != 1) { return array('error_code' => 3, 'cooldown_msec' => 0); //这个道具无法使用 } if ($use_num > $pdetail['item_num']) { return array('error_code' => 3, 'cooldown_msec' => 0); //这个道具无法使用 } $player_info = $this->get_data('Player')->get_player_info($player_id, array('level', 'vip', 'gold')); if ($pdetail['prop_id'] == '52303') { #要扣88钻石 $result = $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', 'gold', 88, 0); if ($result !== true) { return array('error_code' => 3, 'cooldown_msec' => 0); //这个道具无法使用 } $r_52303 = true; } else { $r_52303 = false; } $prop_config = Cache_Prop::getInstance()->get_prop_info($pdetail['prop_id']); if (isset($prop_config['level']) && $prop_config['level'] > 0 && $player_info['level'] < $prop_config['level']) { $msg = Language_Message::make_message('80916'); Protocol::input($player_id, 8, 7, 742, array(0 => array($msg))); #等级不足不能使用改道具 return array('error_code' => 3, 'cooldown_msec' => 0); //这个道具无法使用 } if ($prop_config['cooldown_time'] > 0) { $ttl = $this->exist_lock($player_id, $pdetail['prop_id']); if ($ttl) { return array('error_code' => 4, 'cooldown_msec' => intval($ttl)); //还在冷却中 } } $result = true; $this->start_trans(); if ($r_52303) { $arr_consume = array('price' => 88, 'gold' => 88, 'ticket' => 0, 'count' => 1); //数据中心推送 $result = $this->get_data('Player')->update_player_resource($player_id, $player_info, 409, array(), $arr_consume); } if ($prop_config['skill_sid'] && $result) { $result = $this->use_buff($player_id, $prop_config['skill_sid']); if ($result == 0) { $result = true; } else { $this->rollback(); return array('error_code' => 3, 'cooldown_msec' => 0); //这个道具无法使用 // return $result; } } $add_reward_flag = 0; if ($prop_config['type'] == 2 && $prop_config['sub_type'] == 13) { for ($i = 0; $i < $use_num; $i++) { try { $result = $this->get_game('Hero')->add_hero($player_id, $prop_config['loot_id']); } catch (Exception $e) { $this->rollback(); return array('error_code' => 3, 'cooldown_msec' => 0); //这个道具无法使用 } } } else { if ($prop_config['loot_id'] && $result) { $result = $this->use_resource($player_id, $prop_config['loot_id'], $use_num, $pdetail['career_type'], $pdetail['bind_flag']); if ($result == 0) { $result = true; } else { $this->rollback(); return array('error_code' => 3, 'cooldown_msec' => 0); //这个道具无法使用 } $add_reward_flag = 1; } } if ($result) { $result = $this->get_data('PlayerProp')->update_prop_num($player_id, $pdetail, $use_num, '-', array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'cmd_id' => 409)); //扣道具 $pdetail['item_num'] -= $use_num; $this->_prop_log[] = $pdetail; } #使用临时vip道具 if ($result && $pdetail['type'] == 2 && $pdetail['sub_type'] == 7) { $result = $this->get_game('VipReward')->use_temp_vip($player_id, $pdetail['prop_id']); } #使用临时vip特权道具 if ($result && $pdetail['type'] == 2 && $pdetail['sub_type'] == 12) { $result = $this->get_game('VipSpecial')->use_temp_vip_special($player_id, $pdetail['prop_id']); } #使用临时首充道具 if ($result && $pdetail['type'] == 2 && $pdetail['sub_type'] == 9) { $this->get_game('PlayerWing')->update_wing_activation_condition($player_id, 1); } if ($result) { $this->commit(); if ($prop_config['cooldown_time'] > 0) { $this->add_prop_lock($player_id, $pdetail['prop_id'], $prop_config['cooldown_time']); //冷却 } if ($add_reward_flag) { $this->get_game('Reward')->add_reward_log(true); //调用日志 $prop_logs = $this->get_game('Reward')->get_prop_log(); if ($prop_logs) { foreach ($prop_logs as $val) { $item_id = $val['prop_id']; $arr_replace = array(); $arr_replace[] = array('rep_type' => 0, 'rep_val' => $player_id); $arr_replace[] = array('rep_type' => 2, 'rep_val' => $pdetail['prop_id']); $arr_replace[] = array('rep_type' => 2, 'rep_val' => $item_id); $this->get_game('SystemNotice')->push_sys_notice($player_id, 1292, 409, $arr_replace, 0, $val['need_broad_cast']); } } } // if($prop_config['func_id']){ // Protocol::input($player_id,8,7,759,array($prop_config['func_id'],$prop_config['func_params'])); // } // Protocol_Msg::msg($player_id,80917);#提示使用成功 } else { $this->rollback(); return array('error_code' => 6, 'cooldown_msec' => 0); //服务器内部错误 } return array('error_code' => 0, 'cooldown_msec' => intval($prop_config['cooldown_time'])); }
public function add_dummy_shop_log($player_id, $player_info, $item_id, $item_num, $cost_resource_id, $cost_resource_num, $cmd2_id) { $prop_info = Cache_Prop::getInstance()->get_prop_info($item_id); # -------------------------------------------------------------------- # 游戏日志记录 # -------------------------------------------------------------------- $log_info = array('player_id' => empty($player_id) ? $player_info['player_id'] : $player_id, 'player_level' => $player_info['level'], 'vip_level' => $player_info['vip'], 'vip_special_level' => $player_info['privilege_level'], 'add_time' => $this->current_time, 'item_id' => $item_id, 'item_name' => $prop_info['name'], 'item_quality' => $prop_info['quality'], 'item_num' => $item_num, 'resource_id' => $cost_resource_id, 'resource_num' => $cost_resource_num, 'cmd2_id' => $cmd2_id); Log_Shop::getInstance()->add_log($log_info); }
private function handle_equip_for_dummy($player_id, $equip_id) { $part = array(1 => 0, 2 => 0, 3 => 0, 4 => 0, 5 => 1, 6 => 3, 7 => 5, 8 => 7, 9 => 9, 10 => 2, 11 => 4, 12 => 6); if (!empty($equip_id)) { $arr_list = explode('|', $equip_id); if (!empty($arr_list)) { foreach ($arr_list as $eid) { $equip_config = Cache_Prop::getInstance()->get_prop_info($eid); if (empty($equip_config) && $equip_config['type'] > 1) { continue; } $equip_config['item_position'] = 3; $equip_config['item_num'] = 1; $equip_config['grid'] = $part[$equip_config['sub_type']]; $result = TenYear::getInstance('Game_Prop')->add_player_prop($player_id, $equip_config); } } } }
/** * 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; }
/** * 回购 * @param $player_id * @param $auction_id * @return array */ public function buy_back($player_id, $auction_id) { $auction_data = $this->get_data('Auction')->get_auction($auction_id); if (empty($auction_data)) { $this->throw_error('80913'); //道具不存在 } $player_info = $this->get_data('Player')->get_player_info($player_id, array('level', 'vip', 'privilege_level')); // $has_silver = $player_info['silver']; // if($this->_buy_back_need_silver > $has_silver){ // $this->throw_error('10113'); //金币不足 // } //$this->get_data('Player')->check_player_resource($player_id,$player_info,"-",'silver',$this->_buy_back_need_silver); $prop = json_decode($auction_data['prop_info'], true); if ($prop['player_id'] != $player_id) { $this->throw_error('71606'); //不是你的道具,你不能回购 } $this->start_trans(); $reward[] = array('type' => 'prop', 'item_id' => $prop['prop_id'], 'item_num' => $prop['item_num']); $result = $this->get_game('Reward')->send_reward($player_id, $reward, array('cmd_id' => '775')); if ($result !== true) { $this->throw_error($result); } $logs = $this->get_game('Reward')->get_prop_log(); if (isset($logs[0]['player_prop_id'])) { $prop['player_prop_id'] = $logs[0]['player_prop_id']; $prop['item_num'] = $logs[0]['item_num']; } // $result = $this->get_data("PlayerProp")->insert_player_prop($prop); if ($result) { // $result = $this->get_data('Player')->update_player_info($player_id,array('silver'=>"-".$this->_buy_back_need_silver)); //$result = $this->get_data('Player')->update_player_resource($player_id,$player_info,775); } if ($result) { $this->get_data('Auction')->del_auction($auction_id); } if ($result) { $this->commit(); //回购&到期 if ($this->_past_due > time() - $auction_data['add_time']) { $type = 4; } else { $type = 5; } $prop_config = Cache_Prop::getInstance()->get_prop_info($prop['prop_id']); Log_Trade::getInstance()->add_trade_log($player_id, $player_info['level'], $player_info['vip'], $player_info['privilege_level'], $type, $prop['prop_id'], $prop_config['name'], $prop['quality'], $prop['item_num'], 0, $prop['level'], $prop, 0, 0); // Protocol_Prop::prop_806($player_id,array(0=>$prop)); // Protocol_Player::p2c_part_update($player_id,array('silver'=>0)); $this->get_game('Reward')->add_reward_log(); return array('result' => 1, 'auction_id' => $auction_id, 'ppid' => $prop['player_prop_id']); } return array('result' => 0, 'auction_id' => $auction_id, 'ppid' => 0); }
public function get_wing_equip_gift_list($player_id, $vocation_limit = 7, $out_type = 0) { $this->param_check_numeric(array($player_id)); # 获取装备列表 $item_list = Cache_PlayerWing::getInstance()->get_wing_equip_gift_info_list($vocation_limit); if (empty($item_list)) { $this->throw_error('80048'); # 未配置赠送的翅膀装备 } #var_export($item_list); $start = strtotime(SERVER_FIRST_START_TIME); list($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); #var_export($deal_log_hash); $out_1517 = array('vocation_limit' => $vocation_limit, 'item_list' => array()); $out_status = 0; # 0没有可领取道具,1有可领取道具 foreach ($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']) { $gain_status = 1; } # 判断是否已领取 if (!empty($deal_log_hash[$item_info['item_id']])) { $gain_status = 2; } $prop_info = Cache_Prop::getInstance()->get_prop_info($item_info['item_id']); $prop_info['item_num'] = 1; $out_1517['item_list'][] = array('item' => Struct_Prop::get_prop_struct($prop_info), 'login_acc' => $item_info['login_acc'], 'login_series' => $item_info['login_series'], 'gain_status' => $gain_status); if ($gain_status == 0) { $out_status = 1; } } if (empty($out_type)) { return $out_1517; } else { return $out_status; } }
/** * 格式化奖励 * @param $reward * @return array */ protected function format_reward($reward) { if (empty($reward)) { return array(); } $arr = explode("|", $reward); $props = array(); if ($arr) { foreach ($arr as $val) { $prop = explode(":", $val); $prop_info = Cache_Prop::getInstance()->get_prop_info($prop[0]); $prop_info['item_num'] = $prop[1]; $props[] = Struct_Prop::get_prop_struct($prop_info); } } return $props; }
public function equip_starmap_do($player_id, $player_prop_id, $star_spid) { $this->get_game('PlayerFunc')->get_func_is_open($player_id, $this->func_id); $this->param_check_numeric(array($player_id)); # 没有玩家信息 $player_info = $this->get_data('Player')->get_player_info($player_id); if (empty($player_info)) { $this->throw_error('10104'); } # 玩家没有该装备 $player_prop_info = $this->get_data('PlayerProp')->get_player_prop_detail($player_id, $player_prop_id); if (empty($player_prop_info)) { $this->throw_error('80013'); } if (Com_Util::is_first_charge_item($player_prop_info['prop_id'])) { $this->throw_error('81103'); # 首充装备不允许觉醒 } # 824展示协议返回数据 $out_824 = array('player_prop_id' => $player_prop_id, 'star_pid' => $star_spid, 'box_up' => array(), 'box_down' => array()); $before_starmap_desc = $player_prop_info['star_map_desc']; # 判断行为类型:flag=0星图卸载;flag=1星图安装;flag=2星图替换 if (empty($star_spid)) { if (empty($player_prop_info['star_map_id'])) { $this->throw_error('80031'); //该装备未曾安装星图! } $flag = 0; } else { $flag = empty($player_prop_info['star_map_id']) ? 1 : 2; } # 检查旧星图配置信息【卸载||替换】 if ($flag == 0 || $flag == 2) { $starmap_config_forSend = Cache_Prop::getInstance()->get_prop_info($player_prop_info['star_map_id']); if (!$starmap_config_forSend) { $this->throw_error('80033'); //没有该星图的配置信息! } } # 检查新星图配置信息【安装||替换】 if ($flag == 1 || $flag == 2) { $starmap_info_forInstall = $this->get_data('PlayerProp')->get_player_prop_detail($player_id, $star_spid); if (!$starmap_info_forInstall) { $this->throw_error('80032'); //玩家没有该星图! } $out_824['box_up'] = array('pos' => $starmap_info_forInstall['item_position'], 'index' => $starmap_info_forInstall['grid']); $starmap_config_forInstall = Cache_Prop::getInstance()->get_prop_info($starmap_info_forInstall['prop_id']); if (!$starmap_config_forInstall) { $this->throw_error('80033'); //没有该星图的配置信息! } $starmap_config = Cache_Forge::getInstance()->get_starmap_info($starmap_info_forInstall['prop_id']); # 允许的装备种类检查 if (!empty($starmap_config[0]['require_sub_type'])) { $require_sub_type = explode(":", $starmap_config[0]['require_sub_type']); if (!in_array($player_prop_info['sub_type'], $require_sub_type)) { $this->throw_error('80035'); //该觉醒石不允许镶嵌在该种类的装备上 } } # 要求的等级检查 if (!empty($starmap_config[0]['require_equip_level']) && $player_prop_info['level'] < $starmap_config[0]['require_equip_level']) { $this->throw_error('80040'); # 装备等级低于觉醒石要求等级,不允许镶嵌 } } $this->start_trans(); if ($flag == 0 || $flag == 2) { //发放旧星图【卸载||替换】 $reward = array(); $sendarrLogs = array(); $reward[] = array('type' => 'prop', 'item_id' => $player_prop_info['star_map_id'], 'item_num' => 1); $re = $this->get_game('Reward')->send_reward($player_id, $reward, array('cmd_id' => 824)); #send_reward失败时,会返回各种失败情况的错误码 $this->write_check_strict($re, 3010130); $sendarrLogs = $this->get_game('Reward')->get_prop_log(); $out_824['box_down'] = array('pos' => $sendarrLogs[0]['item_position'], 'index' => $sendarrLogs[0]['grid']); if ($flag == 2) { //扣除新星图【替换】 $re = $this->get_data('PlayerProp')->update_prop_num($player_id, $starmap_info_forInstall, 1, '-', array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'cmd_id' => 824)); $this->write_check($re, 3010136); } } else { //扣除新星图【安装】 $re = $this->get_data('PlayerProp')->update_prop_num($player_id, $starmap_info_forInstall, 1, '-', array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'cmd_id' => 824)); $this->write_check($re, 3010140); } # 更新装备状态 if ($flag) { # 【安装||替换】 $player_prop_info['star_map_id'] = $starmap_info_forInstall['prop_id']; $player_prop_info['star_map_desc'] = $this->get_latest_starmap_desc($player_prop_info); } else { # 【卸载】 $player_prop_info['star_map_id'] = ''; $player_prop_info['star_map_desc'] = array(); } $re = $this->get_data('PlayerProp')->update_player_prop($player_prop_info, array('star_map_id' => $player_prop_info['star_map_id'], 'star_map_desc' => $player_prop_info['star_map_desc'])); $this->write_check($re, 3010152); $this->commit(); # -------------------------------------------------------------------- # 游戏日志记录 # -------------------------------------------------------------------- $log_info = array('player_id' => $player_id, 'player_level' => $player_info['level'], 'vip_level' => $player_info['vip'], 'vip_special_level' => $player_info['privilege_level'], 'add_time' => $this->current_time, 'player_prop_id_master' => $player_prop_info['player_prop_id'], 'item_id_master' => $player_prop_info['prop_id'], 'item_type' => $player_prop_info['type'], 'item_sub_type' => $player_prop_info['sub_type'], 'item_quality' => $player_prop_info['quality'], 'item_level' => $player_prop_info['level'], 'item_star_level' => $player_prop_info['star_level'], 'player_prop_id_install' => $starmap_info_forInstall ? $starmap_info_forInstall['player_prop_id'] : 0, 'item_id_install' => $starmap_info_forInstall ? $starmap_info_forInstall['prop_id'] : 0, 'player_prop_id_uninstall' => $sendarrLogs ? $sendarrLogs[0]['player_prop_id'] : 0, 'item_id_uninstall' => $sendarrLogs ? $sendarrLogs[0]['prop_id'] : 0, 'before_starmap_desc' => $before_starmap_desc, 'after_starmap_desc' => $player_prop_info['star_map_desc']); Log_Forge::getInstance()->add_log($log_info, 'starmap'); if ($flag == 1 || $flag == 2) { # 安装和替换才算 # 引导任务埋点 $this->get_game('TaskTrigger')->async_trigger_guide_task($player_id, 25, 1); } $this->handle_starmap_refer_achieve($player_id); # 刷新玩家属性 if ($player_prop_info['item_position'] == 3) { $this->get_game('EquipAttr')->equip_attr($player_id); } # 通知道具变更 粘包806 $this->get_game('Reward')->add_reward_log(); # 调用add_reward_log,触发806协议通知道具变更,并记录道具获取日志 $ndata = array(); $ndata[] = $player_prop_info; /** //发放的星图 if($flag == 0 || $flag == 2) { foreach($sendarrLogs as $key => $val) { $ndata[] = $val; } } **/ //扣除的星图 if ($flag == 1 || $flag == 2) { $starmap_info_forInstall['item_num'] -= 1; $ndata[] = $starmap_info_forInstall; } Protocol_Prop::prop_806($player_id, $ndata); //获取 星图 $player_star_map = $this->get_game('Prop')->get_prop_list_by_type($player_id, $this->starmap_type, $this->starmap_sub_type); # 过滤不允许镶嵌该装备的星图 $player_star_map = $this->filter_unvalid_starmap($player_prop_info, $player_star_map); $data = array(); if ($player_star_map) { foreach ($player_star_map as $k => $v) { $data[] = Struct_Prop::get_item_box_struct($v); } } $emp = array(0 => $player_prop_id, 1 => $data); Protocol::input($player_id, 3, 8, 824, $out_824); Protocol::input($player_id, 3, 8, 823, $emp); }
/** * 装备推荐 * @param $player_id * @param $level * @param $data * @return array */ protected function get_prop_recommend($player_id, $level, $data, $pos) { $out = array(); if (empty($data)) { $strengthen = Cache_Strengthen::getInstance()->get_strengthen_by_condition_type($level, 1); $strengthen['name'] = $this->_body_part[$pos]; $out['pid'] = $pos; $strengthen_list[$strengthen['sub_type']][$strengthen['sid']] = $strengthen; $out['advise'] = $this->format_advise_list(1, $strengthen_list); // array( // 'name'=>$this->_arr_equip_sub_type_name[$strengthen['sub_type']], // 'advise'=>array(array( // 'color_type'=>$strengthen['color'], // 'desc'=>$strengthen['condition_desc'], // 'btn_name'=>$strengthen['button_name'], // 'btn_func_id'=>$strengthen['func_id'], // 'btn_params'=>'', // )), // ); } else { $strengthen = Cache_Strengthen::getInstance()->get_strengthen($level, 1); $out['pid'] = $pos; $out['advise'] = array(); $strengthen_list = array(); if (isset($data['prop_id'])) { $prop_config = Cache_Prop::getInstance()->get_prop_info($data['prop_id']); } else { $prop_config = array(); } foreach ($strengthen as $key => $val) { if (empty($prop_config)) { $val['name'] = $this->_body_part[$pos]; } else { $val['name'] = $prop_config['name']; } if ($val['func_id'] == 13) { $val['func_params'] = $pos; } if (count($strengthen_list[$val['sub_type']]) >= 2) { break; } if (isset($data['refine_info'])) { $refine = $this->get_game('EquipRefine')->cal_attr_perfection_avg($data['refine_info']); $en_refine_attr_full_flag = ceil($refine[0] / 100); #完美度 $attr_perfection_avg = $refine[0]; #是否精炼属性满级 } else { $en_refine_attr_full_flag = 0; #完美度 $attr_perfection_avg = 0; #是否精炼属性满级 } switch ($val['condition_type']) { case 1: continue 2; break; case 2: //装备的等级、品质、星级 $c_val = explode(':', $val['condition_val']); if ($this->cal_condition($c_val[0], $data['level'], $val['condition_operation']) && $this->cal_condition($c_val[1], $data['level'], $val['condition_operation']) && $this->cal_condition($c_val[2], $data['level'], $val['condition_operation'])) { continue 2; } break; case 3: //装备的强化等级 if ($this->cal_condition($val['condition_val'], $data['intensive_level'], $val['condition_operation'])) { continue 2; } break; case 4: //镶嵌宝石个数 $num = count($data['inlay_gems']); if (!$this->cal_condition($val['condition_val'], $num, $val['condition_operation'])) { continue 2; } break; case 5: //宝石等级 if (!$this->cal_condition($val['condition_val'], $data['inlay_gems_lv'], $val['condition_operation'])) { continue 2; } break; case 6: //吞噬属性1的等级 if (!empty($data['swallow_info'])) { list($id, $swallow_info) = each($data['swallow_info']); if (!$this->cal_condition($val['condition_val'], $swallow_info['swallow_lv'], $val['condition_operation'])) { continue 2; } } break; case 7: //吞噬属性2的等级 if (!empty($data['swallow_info']) && count($data['swallow_info']) > 1) { list($id, $swallow_info) = next($data['swallow_info']); if (!$this->cal_condition($val['condition_val'], $swallow_info['swallow_lv'], $val['condition_operation'])) { continue 2; } } break; case 8: //有无觉醒石 if ($data['star_map_id']) { continue 2; } break; case 9: if ($data['star_map_id']) { $prop = Cache_Prop::getInstance()->get_prop_info($data['star_map_id']); if (!empty($prop) && $this->cal_condition($val['condition_val'], $prop['quality'], $val['condition_operation'])) { continue 2; } } break; case 10: if (!empty($data['star_map_desc'])) { $num = count($data['star_map_desc']); if ($this->cal_condition($val['condition_val'], $num, $val['condition_operation'])) { continue 2; } } break; case 38: #洗练完美度 if (!$this->cal_condition($val['condition_val'], $en_refine_attr_full_flag, $val['condition_operation'])) { continue 2; } break; case 39: #精炼属性是否已经满了 if ($this->cal_condition($val['condition_val'], $attr_perfection_avg, $val['condition_operation'])) { continue 2; } break; } $strengthen_list[$val['sub_type']][$key] = $val; } if (!empty($strengthen_list)) { $out['advise'] = $this->format_advise_list(1, $strengthen_list); } else { $out['advise'] = array(); } } return $out; }
/** * * @param $sid * @param $player_info * @return array */ public function get_loot($sid, $player_id = null, $param = array()) { $drop_list = $this->get_fb_loot_info($sid); if (empty($drop_list)) { return array(); } $items = array(); if (!empty($player_id) && empty($param)) { $param = $this->get_data('Player')->get_player_info($player_id, array('career_type', 'level')); } $arr_special = array(); foreach ($drop_list as $key => $drop) { $arr_special[$drop['special']][$key] = $drop; # TODO: 郭鑫又改规则了 } foreach ($arr_special as $list) { $condition = array(); $conditions_by_role = array(); #按职业随机掉的 $conditions_by_99 = array(); #必掉的 foreach ($list as $key => $drop) { if ($drop['type'] > 0) { if ($drop['type'] == $param['career_type']) { $conditions_by_role[$key] = $drop['rate']; } if ($drop['type'] == 99) { $conditions_by_99[] = $key; } continue; } else { if ($drop['rate'] > 0) { $condition[$key] = $drop['rate']; } } } if ($conditions_by_role) { $key = Com_Random::get_probability_key($conditions_by_role, 1); $prop_param = explode(":", $drop_list[$key]['item_id']); if (count($prop_param) > 1) { $prop = Cache_Prop::getInstance()->get_prop_by_param_and_career_type($param['level'], $param['career_type'], $prop_param[0], $prop_param[1], $prop_param[2], $prop_param[3]); $items[] = array('type' => $this->get_item_key($prop['prop_id']), 'item_id' => $prop['prop_id'], 'item_num' => $drop_list[$key]['num']); } else { $items[] = array('type' => $this->get_item_key($drop_list[$key]['item_id']), 'item_id' => $drop_list[$key]['item_id'], 'item_num' => $drop_list[$key]['num']); } } if ($conditions_by_99) { foreach ($conditions_by_99 as $key) { $prop_param = explode(":", $drop_list[$key]['item_id']); if (count($prop_param) > 1) { $prop = Cache_Prop::getInstance()->get_prop_by_param($param['level'], $prop_param[0], $prop_param[1], $prop_param[2], $prop_param[3]); $items[] = array('type' => $this->get_item_key($prop['prop_id']), 'item_id' => $prop['prop_id'], 'item_num' => $drop_list[$key]['num']); } else { $items[] = array('type' => $this->get_item_key($drop_list[$key]['item_id']), 'item_id' => $drop_list[$key]['item_id'], 'item_num' => $drop_list[$key]['num']); } } } if ($condition) { $key = Com_Random::get_probability_key($condition, 1); $prop_param = explode(":", $list[$key]['item_id']); if (count($prop_param) > 1) { $prop = Cache_Prop::getInstance()->get_prop_by_param($param['level'], $prop_param[0], $prop_param[1], $prop_param[2], $prop_param[3]); // Com_Log::log($prop,'prop_use',1); $items[] = array('type' => $this->get_item_key($prop['prop_id']), 'item_id' => $prop['prop_id'], 'item_num' => $drop_list[$key]['num']); } else { $items[] = array('type' => $this->get_item_key($drop_list[$key]['item_id']), 'item_id' => $drop_list[$key]['item_id'], 'item_num' => $drop_list[$key]['num']); } } } if ($items) { $now_time = time(); foreach ($items as $key => $item) { if ($item['item_id'] > 200) { $arrPropConfig = Cache_Prop::getInstance()->get_prop_info($item['item_id']); $items[$key]['prop_config'] = $arrPropConfig; if (!empty($arrPropConfig['generate_start_time']) && !empty($arrPropConfig['generate_end_time']) && ($now_time < strtotime($arrPropConfig['generate_start_time']) || $now_time > strtotime($arrPropConfig['generate_end_time']))) { unset($items[$key]); } } } } return $items; }
public static function is_first_charge_item($item_id) { $prop_info = Cache_Prop::getInstance()->get_prop_info($item_id); if (!empty($prop_info['rechage'])) { return true; } else { return false; } /** $first_charge_item = array('10000' => 1, '30000' => 1, '40000' => 1); # 首充道具ID列表 if (isset($first_charge_item[$item_id])) { return true; } else { return false; } **/ }
/** * 获取掉落数据 * @param $loot_id * @return array */ public function get_prop_loot($loot_id, $career_type = 0) { $prop_list = array(); $condition = Cache_LootCondition::getInstance()->get_loot_condition($loot_id); if (intval($condition['prob_part_per_million']) > 0) { //0直接退出 $flag = Com_Random::probability($condition['prob_part_per_million'], 1000000); if ($flag) { $loop_times = 0; //普通循环次数 $arr_loop = array(); $arr_critical_loop = array(); for ($i = 0; $i < 5; $i++) { //把循环次数权重取出 $lkey = 'count_weight' . $i; $wkey = 'critical_weight' . $i; $arr_loop[$i] = $condition[$lkey]; $arr_critical_loop[$i] = $condition[$wkey]; } $crit_flag = Com_Random::probability($condition['critical_prob_part_per_million']); if ($crit_flag) { //算暴击次数 $wkey = Com_Random::get_probability_key($arr_critical_loop); $wkey = 'critical_times' . $wkey; $loop_times += $condition[$wkey]; } $lkey = Com_Random::get_probability_key($arr_loop); $lkey = 'count' . $lkey; $loop_times += $condition[$lkey]; $loot_info = Cache_Loot::getInstance()->get_Loot_info($condition['loot_id']); if (!empty($loot_info)) { $arr_loot_lib = array(); foreach ($loot_info as $loot) { $arr_loot_lib[$loot['loot_lib_id']] = $loot['weight']; } $loot_lib = array(); for ($i = 0; $i < $loop_times; $i++) { //获取掉落库的随机次数 $key = Com_Random::get_probability_key($arr_loot_lib); $loot_lib[$key] += 1; } if (!empty($loot_lib)) { foreach ($loot_lib as $key => $times) { $arr_loot_lib = Cache_LootLib::getInstance()->get_loot_lib_info($key); if (!empty($arr_loot_lib)) { $arr_item = array(); $arr_item_limit = array(); $arr_item_num = array(); foreach ($arr_loot_lib as $loot_lib_info) { if ($loot_lib_info['class_filter'] > 0 && $loot_lib_info['class_filter'] != $career_type) { continue; } $arr_item[$loot_lib_info['item_sid']] = $loot_lib_info['weight']; $arr_item_num[$loot_lib_info['item_sid']] = $loot_lib_info['count'] <= 0 ? 1 : $loot_lib_info['count']; if ($loot_lib_info['loop_limit'] > 0) { if ($loot_lib_info['loop_limit'] > 0) { $arr_item_limit[$loot_lib_info['item_sid']] = $loot_lib_info['loop_limit']; } } } if (!empty($arr_item)) { for ($i = 0; $i < $times; $i++) { if (empty($arr_item)) { break; } $key = Com_Random::get_probability_key($arr_item); if (!isset($prop_list[$key])) { $type = $this->get_item_key($key); if ($type == 'prop') { $prop_list[$key] = array('type' => $type, 'item_id' => $key, 'item_num' => $arr_item_num[$key]); } else { $prop_list[$key] = array('type' => $type, 'item_id' => $key, 'item_num' => $arr_item_num[$key]); } } else { $prop_list[$key]['item_num'] += $arr_item_num[$key]; } if (isset($arr_item_limit[$key])) { $arr_item_limit[$key] -= 1; if ($arr_item_limit[$key] <= 0) { unset($arr_item[$key]); } } } } } } } } } } $flag = Com_Random::probability($condition['prob_silver_part_per_million'], 1000000); if ($flag) { $item_num = rand($condition['min_silver'], $condition['max_silver']); if ($item_num > 0) { if (isset($prop_list[3])) { $item_num = $prop_list[3]['item_num'] + $item_num; } $prop_list[3] = array('type' => $this->get_item_key(3), 'item_id' => 3, 'item_num' => $item_num); } } $flag = Com_Random::probability($condition['prob_mojo_part_per_million'], 1000000); if ($flag) { $item_num = rand($condition['min_mojo'], $condition['max_mojo']); if ($item_num > 0) { if (isset($prop_list[13])) { $item_num = $prop_list[13]['item_num'] + $item_num; } $prop_list[13] = array('type' => $this->get_item_key(13), 'item_id' => 13, 'item_num' => $item_num); } } if ($prop_list) { $now_time = time(); foreach ($prop_list as $key => $item) { if ($item['item_id'] > 200) { $arrPropConfig = Cache_Prop::getInstance()->get_prop_info($item['item_id']); $prop_list[$key]['prop_config'] = $arrPropConfig; if (!empty($arrPropConfig['generate_start_time']) && !empty($arrPropConfig['generate_end_time']) && ($now_time < strtotime($arrPropConfig['generate_start_time']) || $now_time > strtotime($arrPropConfig['generate_end_time']))) { unset($prop_list[$key]); } } } } return $prop_list; }
/** * 获取玩家可合成碎片列表 * @param unknown $player_id * @param unknown $grab_treasure_info * @return Ambigous <multitype:, number> */ public function get_prop_compose_info($player_id, &$grab_treasure_info, $is_refresh = 0) { $grab_treasure_info = $this->get_cross("GrabTreasure")->get_grab_treasure($player_id); $func_vip_info = Cache_VipLevelLimit::getInstance()->get_limit_info_func(1240); foreach ($func_vip_info as $expand_info) { $expand_id = $this->default_refresh_compose_num + $expand_info['max_times']; if ($expand_info['max_times'] > 0 && !isset($expand[$expand_id])) { $expand[$expand_id] = $expand_info["vip_level"]; $max_expand_id = $expand_id; } } $player_info = $this->get_data('Player')->get_player_info($player_id, array('vip', 'level', 'privilege_level')); $auto_refresh_compose_num = $this->default_refresh_compose_num; if ($player_info['vip'] > 0) { #获取VIP类型 $vip_type = Cache_VipLevelLimit::getInstance()->get_limit_info_func_id(1240); if ($vip_type['fun_type'] == 2) { $left_time = $this->get_game('VipSpecial')->get_left_time($player_id); $player_vip = $left_time == 0 ? 0 : $player_info['privilege_level']; } else { $player_vip = $player_info['vip']; } if ($player_vip > 0) { $vip_set = Cache_VipLevelLimit::getInstance()->get_limit_info($player_vip, 1240); if (!empty($vip_set)) { $vip_num = $vip_set['max_times']; } $auto_refresh_compose_num += $vip_num; } } if (empty($grab_treasure_info) || $is_refresh == 1) { #数据空为新手引导 $is_guide = 0; if (empty($grab_treasure_info)) { $is_guide = 1; } #首次自动随机可合成物品 $rand_prop_list = $this->rand_compose_pieces($auto_refresh_compose_num, $player_info['level'], array(), $is_guide); foreach ($rand_prop_list as $prop_id => $pieces) { $rand_prop_ids[] = $prop_id; foreach ($pieces as $piece_id => $quality) { $quality_piece_ids[$quality][$piece_id] = $piece_id; } } $update_data['rand_prop_ids'] = $rand_prop_ids; #随便机产生的可合成物品 $update_data['compose_prop_ids'] = array(); #合成物品ID $update_data['quality_piece_ids'] = $quality_piece_ids; #品质碎片 $update_data['player_id'] = $player_id; $update_data['refresh_compose_num'] = $auto_refresh_compose_num; $update_data["is_guide"] = $is_guide; $update_data["config"] = array(); $this->get_cross("GrabTreasure")->update_grab_treasure($player_id, $update_data); $grab_treasure_info = $update_data; } else { if (!empty($grab_treasure_info['rand_prop_ids']) && count($grab_treasure_info['rand_prop_ids']) < $auto_refresh_compose_num) { #异常处理 $rand_num = $auto_refresh_compose_num - count($grab_treasure_info['rand_prop_ids']); $rand_prop_list = $this->rand_compose_pieces($rand_num, $player_info['level'], $grab_treasure_info['rand_prop_ids']); foreach ($rand_prop_list as $prop_id => $pieces) { $grab_treasure_info['rand_prop_ids'][] = $prop_id; foreach ($pieces as $piece_id => $quality) { $grab_treasure_info['quality_piece_ids'][$quality][$piece_id] = $piece_id; } } $this->get_cross("GrabTreasure")->update_grab_treasure($player_id, $grab_treasure_info); } } $compose_info = array(); for ($i = 0; $i < $max_expand_id; $i++) { $rand_prop_id = intval($grab_treasure_info["rand_prop_ids"][$i]); $pieces = array(); if ($rand_prop_id > 0) { $grab_prop_config = Cache_GrabTreasureBase::getInstance()->get_grab_treasure_id($rand_prop_id); $need_pieces = $grab_prop_config['piece_type']; $arr_need_pieces = explode(",", $need_pieces); foreach ($arr_need_pieces as $key => $piece_id) { $pieces[$key]['prop_id'] = $piece_id; $pieces[$key]['is_get'] = isset($grab_treasure_info['quality_piece_ids'][$grab_prop_config["quality"]][$piece_id]) ? 1 : 0; $pieces[$key]['quality'] = intval($grab_prop_config["quality"]); } } $compose_info[$i]["prop_id"] = $rand_prop_id; $compose_info[$i]["need_vip"] = intval($expand[$i + 1]); $compose_info[$i]["is_open"] = $rand_prop_id > 0 ? 1 : 0; $compose_info[$i]["is_compose"] = 0; $compose_info[$i]["pieces"] = $pieces; $arrPropConfig = Cache_Prop::getInstance()->get_prop_info($rand_prop_id); if (!isset($arrPropConfig['base_attr'])) { if ($arrPropConfig['type'] == 1 || $arrPropConfig['type'] == 6) { if (isset($grab_treasure_info['config'][$rand_prop_id])) { $arrPropConfig = $grab_treasure_info['config'][$rand_prop_id]; } else { if (!isset($arrPropConfig['base_attr'])) { $arrPropConfig = $this->get_game("Prop")->get_equip_attr($arrPropConfig); } $grab_treasure_info['config'][$rand_prop_id] = $arrPropConfig; $this->get_cross("GrabTreasure")->update_grab_treasure($player_id, $grab_treasure_info); } } } $compose_info[$i]["prop_attrs"] = Struct_Prop::get_prop_struct($arrPropConfig); } return $compose_info; }
private function send_system_notice($player_id, $player_info, $type, $item_id, $func_id) { if ($func_id > 0) { $arr_replace = array(); $arr_replace[] = array('rep_type' => 0, 'rep_val' => $player_id); $need_b = Cache_Prop::getInstance()->get_prop_info($item_id); $arr_replace[] = array('rep_type' => 1, 'rep_val' => $func_id); $arr_replace[] = array('rep_type' => 2, 'rep_val' => $item_id); $this->get_game('SystemNotice')->push_sys_notice($player_id, $func_id, 0, $arr_replace, 0, $need_b['need_broad_cast']); } /* if($type==1){ $arr_replace[] = array('rep_type'=> 1, 'rep_val'=> 1053); $arr_replace[] = array('rep_type'=> 2, 'rep_val'=> $item_id); $this->get_game('SystemNotice')->push_sys_notice($player_id,1053,0,$arr_replace,0,$need_b['need_broad_cast']); }elseif(2==$type){ $arr_replace[] = array('rep_type'=> 1, 'rep_val'=> 1064); $arr_replace[] = array('rep_type'=> 2, 'rep_val'=> $item_id); $this->get_game('SystemNotice')->push_sys_notice($player_id,1064,0,$arr_replace,0,$need_b['need_broad_cast']); } */ }
/** * @Purpose: * 格式化配置表装备通用结构 * @param $prop_list 道具列表 * @param $career_type 职业 */ private function format_prop_currency_struct_table($prop_info, $career_type = 0) { $rtn_data = array(); if ($prop_info) { $data = explode("|", $prop_info); if (Com_Array::is_good_arr($data)) { foreach ($data as $second_layer) { $list = explode(":", $second_layer); if ($career_type > 0) { if ($list[0] == $career_type) { for ($i = 1; $i < count($list); $i++) { $item = Cache_Prop::getInstance()->get_prop_info($list[$i]); $item['item_num'] = 1; $rtn_data[] = Struct_Prop::get_prop_struct($item); } } } else { $item = Cache_Prop::getInstance()->get_prop_info($list[0]); $item['item_num'] = $list[1]; $rtn_data[] = Struct_Prop::get_prop_struct($item); } } } } return $rtn_data; }
public function get_everyday_do($player_id, $type, $player_info_all = null, $player_detail_all = null, $player_used_time = null) { $everyday_config = Cache_EverydayDo::getInstance()->get_everyday_do_info($type); if (empty($everyday_config)) { $this->throw_error('10107'); } $out = array(); if (is_null($player_detail_all)) { $func_open = $this->get_data('PlayerDetail')->get_player_detail($player_id, 'func_open'); } else { $func_open = $player_detail_all['func_open']; } if (is_null($player_info_all)) { $player_info = $this->get_data('Player')->get_player_info($player_id, array('level', 'career_type')); } else { $player_info = $player_info_all; } if (is_null($player_used_time)) { $player_used_time = $this->get_data('PlayerDailyTime')->get_player_used_time($player_id); } $arr_times = $this->get_daily_time($player_id, null, $player_used_time); $finish = array(); $out[0] = array(); $i = 0; // $func_configs = Cache_FuncConfig::getInstance()->get_func_config_info(); foreach ($everyday_config as $val) { if (!isset($func_open[$val['func_id']])) { #判断功能是否开启 continue; } $arr_reward = array(); if (!empty($val['reward_1'])) { $rewards1 = Com_FmtData::format_table_prop2($val['reward_1']); if ($rewards1) { foreach ($rewards1 as $item) { if ($item['career_type'] != $player_info['career_type']) { continue; } $data = Cache_Prop::getInstance()->get_prop_info($item['id']); $data['item_num'] = $item['num']; $arr_reward[] = Struct_Prop::get_prop_struct($data); } } } if (!empty($val['reward_2'])) { $rewards2 = Com_FmtData::format_table_prop($val['reward_2']); foreach ($rewards2 as $item) { $data = array('prop_id' => $item['id'], 'item_num' => $item['num']); $arr_reward[] = Struct_Prop::get_prop_struct($data); } } if (in_array($val['func_id'], $this->_can_add_times)) { $show_add_times = 1; } else { $show_add_times = 0; } if ($arr_times[$val['func_id']]['cur_num'] < $arr_times[$val['func_id']]['max_num']) { if ($i < 2 && $type > 0) { $recommend = 1; } else { $recommend = 0; } $out[0][] = array('type' => $type, 'icon_id' => $val['func_id'], 'reward' => $arr_reward, 'max_num' => intval($arr_times[$val['func_id']]['max_num']), 'cur_num' => intval($arr_times[$val['func_id']]['cur_num']), 'jump_id' => $val['jump_id'], 'recommend' => $recommend, 'show_add_times' => $show_add_times, 'star' => $val['star']); } else { $finish[] = array('type' => $type, 'icon_id' => $val['func_id'], 'reward' => $arr_reward, 'max_num' => intval($arr_times[$val['func_id']]['max_num']), 'cur_num' => intval($arr_times[$val['func_id']]['cur_num']), 'jump_id' => $val['jump_id'], 'recommend' => 0, 'show_add_times' => $show_add_times, 'star' => $val['star']); } ++$i; } if (!empty($finish)) { $out[0] = array_merge($out[0], $finish); } return $out; }
public function compose($player_id, $target_id, $comp_type, $comp_sub_type, $auto_buy, $onekey) { $this->get_game('PlayerFunc')->get_func_is_open($player_id, $this->func_id); # 参数校验,comp_sub_type允许为0 $this->param_check_numeric(array($player_id, $target_id, $comp_type, $comp_sub_type), 0); $player_info = $this->get_data('Player')->get_player_info($player_id, Com_Util::get_player_fields(array('currency', 'player_id', 'level', 'vip', 'privilege_level'))); # 一键合成不允许自动购买 if ($onekey) { $auto_buy = 0; } # 获取具体合成信息 $comp_info = Cache_ItemCompose::getInstance()->get_item_compose_info_by_target_id($target_id); if (empty($comp_info)) { $this->throw_error('90002'); # 没有配置该道具的合成信息 } $comp_type = $comp_info['comp_type']; $comp_sub_type = $comp_info['comp_sub_type']; /** 由于前端问题,传参此处可能报异常,反正这两个参数不实用,故忽略 if ($comp_info['comp_type'] != $comp_type || $comp_info['comp_sub_type'] != $comp_sub_type) { $this->throw_error('90003'); # 合成参数异常 } **/ # 检查消耗情况 $cost_material_info_hash = array(); # 消耗材料信息哈希,为了方便一次性查找所有消耗材料的持有数 for ($i = 1; $i <= 5; $i++) { if (!empty($comp_info['m' . $i . '_id']) && !empty($comp_info['m' . $i . '_amount'])) { $cost_material_info_hash[$comp_info['m' . $i . '_id']] = $comp_info['m' . $i . '_amount']; } } # -------------------------------------------------------------------- # 计算可一键合成的产物数量 # -------------------------------------------------------------------- $onekey_num_list = array(); # 每项材料可以满足合成条件几次 if (!empty($cost_material_info_hash)) { $material_hold_nums = $this->get_game('Prop')->get_prop_num_by_prop_id($player_id, array_keys($cost_material_info_hash)); foreach ($cost_material_info_hash as $m_id => $m_amount) { $onekey_num_list[$m_id] = intval($material_hold_nums[$m_id] / $m_amount); } } $onekey_num = min($onekey_num_list); # 木桶原理,能一键合成的产物数由最少材料项决定 if ($onekey) { if (empty($onekey_num)) { $this->throw_error('90004'); # 合成所需材料不足 } $onekey_num = min($onekey_num, intval($player_info['silver'] / $comp_info['cost'])); # 木桶原理,能一键合成的产物数还由玩家持有货币决定 if (empty($onekey_num)) { $this->throw_error('10113'); # 金币不足 } } else { if (empty($onekey_num) && empty($auto_buy)) { $this->throw_error('90004'); # 合成所需材料不足 } $onekey_num = 1; # 非一键合成一次只允许合成一件 } $this->start_trans(); # 消耗虚拟货币 $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', 'silver', $comp_info['cost'] * $onekey_num, 1, 1); # 消耗材料 $arr_logs = array(); $log_param = array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'privilege_level' => $player_info['privilege_level'], 'cmd_id' => 2202); foreach ($cost_material_info_hash as $m_id => $m_amount) { $hold_num = !empty($material_hold_nums[$m_id]) ? $material_hold_nums[$m_id] : 0; if (!empty($auto_buy) && $hold_num < $m_amount) { # 一定是单次合成 # 获取正确的单价 $price_info = $this->get_game('Shop')->shortcut_purchase_interface($m_id, 1); if (empty($price_info['item_price'])) { $this->throw_error('130001'); # 商城没有出售该道具 } # 策划价格配置多项时,选其中一项 list($cur_idx, $cur_val) = each($price_info['item_price']); $price = $cur_val; $cost_currency_key = Cache_Currency::getInstance()->get_key($cur_idx); $cost_currency_value = intval($cur_val * ($m_amount - $hold_num)); $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', $cost_currency_key, $cost_currency_value, 1, $cur_idx); if ($hold_num > 0) { # 该方法在道具不足时会报错,无需外层再判断是否道具足够 $re = $this->get_game('Prop')->deduct_prop_by_prop_id($player_id, $m_id, $material_hold_nums[$m_id], $arr_logs, 0, $log_param); $this->write_check($re, 3010156); } # 若有购买缺少材料,记录虚假商城购买日志 if ($cost_currency_value > 0) { $this->get_game('Shop')->add_dummy_shop_log($player_id, $player_info, $m_id, intval($m_amount - $hold_num), $cur_idx, $cost_currency_value, 2202); } } else { # 可能单次,可能一键 # 该方法在道具不足时会报错,无需外层再判断是否道具足够 $re = $this->get_game('Prop')->deduct_prop_by_prop_id($player_id, $m_id, $m_amount * $onekey_num, $arr_logs, 0, $log_param); $this->write_check($re, 3010161); } } # TODO: 数据中心推送 $re = $this->get_data('Player')->update_player_resource($player_id, $player_info, '2202'); $this->write_check($re, 3010167); #--------------------------------------------------------------------- # 按概率计算成功次数 #--------------------------------------------------------------------- $success_num = 0; for ($i = 1; $i <= $onekey_num; $i++) { if (Com_Random::probability($comp_info['succ_rate'], 10000)) { # 成功 $success_num += 1; } } if ($success_num) { # 成功 # 发送道具 $reward[] = array('type' => 'prop', 'item_id' => $target_id, 'item_num' => $success_num); $re = $this->get_game('Reward')->send_reward($player_id, $reward, array('cmd_id' => 2202)); #send_reward失败时,会返回各种失败情况的错误码 $this->write_check_strict($re, 3010173); } # 记录合成日志 $this->commit(); # -------------------------------------------------------------------- # 通知道具变更,粘包806 # -------------------------------------------------------------------- $this->get_game('Reward')->add_reward_log(); # 调用add_reward_log,触发806协议通知道具变更,并记录道具获取日志 if (!empty($arr_logs) && is_array($arr_logs)) { $ndata = array(); foreach ($arr_logs as $key => $val) { $ndata[] = $val; } Protocol_Prop::prop_806($player_id, $ndata); } # -------------------------------------------------------------------- # 刷新2201协议 # -------------------------------------------------------------------- $data_2201 = $this->get_compose_info($player_id, $comp_type, $comp_sub_type); Protocol::input($player_id, 3, 22, 2201, $data_2201); # 记录行为 Com_Log::write('xgame.compose', "{$player_id}\t" . "{$target_id}\t" . "{$auto_buy}\t" . "{$onekey}\t" . "{$onekey_num}\t" . "{$success_num}\t"); # 日常任务埋点,宝石合成才触发,考虑宝石种类可能包含多种,不方便使用$arr_logs[0]['type'] == 3 && $arr_logs[0]['sub_type'] == 6类似条件 #if ($comp_type == $this->comp_type_for_gem) { # 改为任意合成都算 $this->get_game('TaskTrigger')->async_trigger_task($player_id, 109, 109, $onekey_num); #} #引导任务 $this->get_game('TaskTrigger')->async_trigger_guide_task($player_id, 12, $onekey_num); # -------------------------------------------------------------------- # 公告 # -------------------------------------------------------------------- $replace_info = array(array('rep_type' => 0, 'rep_val' => $player_id), array('rep_type' => 1, 'rep_val' => 70), array('rep_type' => 2, 'rep_val' => $target_id)); $prop_info = Cache_Prop::getInstance()->get_prop_info($target_id); $this->get_game('SystemNotice')->push_sys_notice($player_id, 70, 0, $replace_info, 0, $prop_info['need_broad_cast']); $out_2202 = array('result' => 1); return $out_2202; }
public function get_event_reward($player_id, $event_id, $reward_id, $event_template) { $this->param_check_numeric(array($player_id, $event_id, $reward_id)); # 加锁失败 if (!Com_Lock::lock("lock|get_event_reward|player_id={$player_id}")) { $this->throw_error('170501'); # 系统繁忙 } $player_info = $this->get_data('Player')->get_player_info($player_id, Com_Util::get_player_fields(array('currency', 'level', 'vip', 'privilege_level', 'map_id'))); if ($player_info['map_id'] == 2100) { $this->throw_error('12012'); # 请在完成序章后领取 } # 获取活动配置 $event_info = $this->get_data('Event')->get_event_info($event_id); if (empty($event_info) || empty($event_info['event_reward_info'])) { $this->throw_error('12004'); # 无效的活动,未找到活动配置信息 } $reward_id_array = explode(':', $event_info['event_reward_info']); if (!in_array($reward_id, $reward_id_array)) { $this->throw_error('12006'); # 无效的奖励,未找到活动奖励配置信息 } # NOTE: 因为允许在活动结束后领奖,所以领奖时不用活动开启时间段[open_date_head,open_date_tail]做检测 if ($event_info['reward_date_head'] > $this->current_time || $event_info['reward_date_tail'] < $this->current_time) { $this->throw_error('12005'); # 未到或已超过活动奖励领取时间 } # 获取奖励配置 $reward_info = $this->get_data('Event')->get_reward_info($reward_id); if (empty($reward_info) || empty($reward_info['cond_func'])) { $this->throw_error('12006'); # 无效的奖励,未找到活动奖励配置信息 } if (!empty($reward_info['valid_date_head']) || !empty($reward_info['valid_date_tail'])) { if ($reward_info['valid_date_head'] > $this->current_time || $reward_info['valid_date_tail'] < $this->current_time) { $this->throw_error('12007'); # 未到或已超过活动奖励有效时间 } } /** # -------------------------------------------------------------------- # 活动领奖周期内的领奖次数上限判断 # -------------------------------------------------------------------- if (!empty($event_info['event_reward_stint']) && !empty($event_info['event_reward_cycle'])) { # 向上取整获取最大领奖期数 $max_cycle = ceil(($event_info['reward_date_tail'] - $event_info['reward_date_head']) / $event_info['event_reward_cycle']); for($i = 1; $i <= $max_cycle; $i++) { $cycle_head = $event_info['reward_date_head'] + $event_info['event_reward_cycle'] * ($i - 1); # 领奖周期首部时间 $cycle_tail = $event_info['reward_date_head'] + $event_info['event_reward_cycle'] * $i - 1; # 领奖周期尾部时间,减一是为了相邻两个区间没有交集 if ($this->current_time < $cycle_head || $this->current_time > $cycle_tail) { # 当前时间不在该领奖周期内 continue; } else { # 获取该周期内的领奖次数 list($reward_record, $reward_record_count) = $this->get_data('Event')->get_event_reward_record_part($player_id, $event_id, $cycle_head, $cycle_tail); if ($reward_record_count >= $event_info['event_reward_stint']) { $this->throw_error('12008'); # 已达到活动领奖周期内的领取次数上限 } break; } } } # -------------------------------------------------------------------- # 奖励领奖周期内的领奖次数上限判断,NOTO:没有考虑循环奖励的领取上限不仅由reward_gain_stint决定,还由循环达成数loop_num决定 # -------------------------------------------------------------------- if (!empty($reward_info['reward_gain_stint']) && !empty($reward_info['reward_gain_cycle'])) { # 向上取整获取最大领奖期数 $max_cycle = ceil(($event_info['reward_date_tail'] - $event_info['reward_date_head']) / $reward_info['reward_gain_cycle']); for($i = 1; $i <= $max_cycle; $i++) { $cycle_head = $event_info['reward_date_head'] + $reward_info['reward_gain_cycle'] * ($i - 1); # 领奖周期首部时间 $cycle_tail = $event_info['reward_date_head'] + $reward_info['reward_gain_cycle'] * $i - 1; # 领奖周期尾部时间,减一是为了相邻两个区间没有交集 if ($this->current_time < $cycle_head || $this->current_time > $cycle_tail) { # 当前时间不在该领奖周期内 continue; } else { # 获取该周期内的领奖次数 list($reward_record, $reward_record_count) = $this->get_data('Event')->exactly_get_event_reward_record_part($player_id, $event_id, $reward_id, $cycle_head, $cycle_tail); if ($reward_record_count >= $reward_info['reward_gain_stint']) { $this->throw_error('12009'); # 已达到奖励领奖周期内的领取次数上限 } break; } } } **/ # 进度计算 $sys_params = array('event_id' => $event_info['event_id'], 'announce_date_head' => $event_info['announce_date_head'], 'announce_date_tail' => $event_info['announce_date_tail'], 'open_date_head' => $event_info['open_date_head'], 'open_date_tail' => $event_info['open_date_tail'], 'reward_id' => $reward_info['reward_id'], 'reward_type' => $reward_info['reward_type'], 'reward_billing_cycle' => $reward_info['reward_billing_cycle']); $ret = $this->call_cond_func($player_id, $reward_info['cond_func'], $reward_info['cond_func_relation'], $sys_params); # 剩余领奖次数计算 list($real_remain_gain_num, $reward_remain_gain_num, $config_gain_stint) = $this->_cal_reward_remain_gain_num($player_id, $event_info, $reward_info, $ret); if (empty($real_remain_gain_num)) { $this->throw_error('12009'); # 已达到奖励领奖周期内的领取次数上限 } # -------------------------------------------------------------------- # 奖励达成条件判断 # -------------------------------------------------------------------- # 进度计算 $sys_params = array('event_id' => $event_info['event_id'], 'announce_date_head' => $event_info['announce_date_head'], 'announce_date_tail' => $event_info['announce_date_tail'], 'open_date_head' => $event_info['open_date_head'], 'open_date_tail' => $event_info['open_date_tail'], 'reward_id' => $reward_info['reward_id'], 'reward_type' => $reward_info['reward_type'], 'reward_billing_cycle' => $reward_info['reward_billing_cycle']); $ret = $this->call_cond_func($player_id, $reward_info['cond_func'], $reward_info['cond_func_relation'], $sys_params); if (empty($ret['status'])) { $this->throw_error('12010'); # 未达到奖励的领取条件 } # -------------------------------------------------------------------- # 发奖 + 消耗道具 + 并刷新奖励信息 # -------------------------------------------------------------------- $this->start_trans(); # 消耗道具 if (!empty($reward_info['consume_info'])) { $consume_currency = false; $arr_logs_consume = array(); $reward_item_info_arr = explode("|", $reward_info['consume_info']); $log_param = array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'privilege_level' => $player_info['privilege_level'], 'cmd_id' => 2304); foreach ($reward_item_info_arr as $item_info) { list($item_id, $item_num) = explode(":", $item_info); $item_key = Cache_PropLoot::getInstance()->get_item_key($item_id); if ($item_key == 'prop') { # 消耗道具 # deduct_prop_by_prop_id方法中有判断道具是否足够,故外层不判断 $re = $this->get_game('Prop')->deduct_prop_by_prop_id($player_id, $item_id, $item_num, $arr_logs_consume, 0, $log_param); $this->write_check($re, 3010311); } else { # 消耗资源 $arr_consume = Com_Util::get_consume_info_for_data_center($player_info, $item_key, $item_num); $this->get_data('Player')->check_player_resource($player_id, $player_info, '-', $item_key, $item_num, 1, $item_id); $consume_currency = true; } } if ($consume_currency) { $re = $this->get_data('Player')->update_player_resource($player_id, $player_info, '2304', array(), $arr_consume); $this->write_check($re, 3010332); } } # 奖励道具 $reward = array(); $reward_detail = array(); if (!empty($reward_info['reward_info'])) { $reward_item_info_arr = explode("|", $reward_info['reward_info']); foreach ($reward_item_info_arr as $item_info) { list($item_id, $item_num, $item_tag) = explode(":", $item_info); $reward_detail[$item_id] = $item_num; } } $this->get_game('Reward')->gen_reward_array($reward_detail, $reward); $re = $this->get_game('Reward')->send_reward($player_id, $reward, array('cmd_id' => '2304', 'bind_flag' => 0)); $this->write_check_strict($re, 3010347); # 记录奖励领取日志 $re = $this->get_data('Event')->record_player_event_reward($player_id, $event_id, $reward_id, $this->current_time); $this->write_check($re, 3010351); $this->commit(); # 蛋疼的次数同步埋点 if ($event_template == 2) { # 充值回馈需要同步次数变更 $this->get_game('PlayerFunc')->sync_func_tips($player_id, 1260); } # 粘806 + 通知道具变更信息 $ndata = array(); if (!empty($arr_logs_consume)) { foreach ($arr_logs_consume as $k => $v) { # 消耗的道具 $ndata[] = $v; } Protocol_Prop::prop_806($player_id, $ndata); } # 该方法会自动推送843协议告知前端显示奖励信息,会调用prop_806协议通知道具变更,调用p2c_part_update通知人物信息变更 $ret = $this->get_game('Reward')->add_reward_log(true); #----------------------------------------------------------------- # 重新获取奖励项列表 #----------------------------------------------------------------- $event_reward_list = array(); $special_reward_list = array(); if (!empty($event_info['event_reward_info'])) { $reward_id_array = explode(':', $event_info['event_reward_info']); #echo "</br>===============".$event_info['event_id']."==================</br>"; #var_export($reward_id_array); $reward_info = $this->get_data('Event')->multi_get_reward_info($reward_id_array); #var_export($reward_info); # 对奖励列表升序排序 Com_Array::multisort($reward_info, array('reward_priority' => 'asc')); foreach ($reward_info as $reward) { #echo "</br>===============reward_id:".$reward['reward_id']."==================</br>"; # 获取奖励的具体道具列表 $reward_item_list = array(); if (!empty($reward['reward_info'])) { $reward_item_info_arr = explode("|", $reward['reward_info']); foreach ($reward_item_info_arr as $item_info) { list($item_id, $item_num, $item_tag) = explode(":", $item_info); $item_config = Cache_Prop::getInstance()->get_prop_info($item_id); $item_config['item_num'] = $item_num; $item_struct = Struct_Prop::get_prop_struct($item_config); $reward_item_list[$item_id] = $item_struct; if ($item_tag == $this->reward_item_tag_for_special) { $special_reward_list[$item_id] = $item_struct; } } } # 进度计算 $sys_params = array('event_id' => $event_info['event_id'], 'announce_date_head' => $event_info['announce_date_head'], 'announce_date_tail' => $event_info['announce_date_tail'], 'open_date_head' => $event_info['open_date_head'], 'open_date_tail' => $event_info['open_date_tail'], 'reward_id' => $reward['reward_id'], 'reward_type' => $reward['reward_type'], 'reward_billing_cycle' => $reward['reward_billing_cycle']); $ret = $this->call_cond_func($player_id, $reward['cond_func'], $reward['cond_func_relation'], $sys_params); # 剩余领奖次数计算 list($real_remain_gain_num, $reward_remain_gain_num, $config_gain_stint) = $this->_cal_reward_remain_gain_num($player_id, $event_info, $reward, $ret); # 领奖状态判定 if ($event_info['reward_date_head'] > $this->current_time || $event_info['reward_date_tail'] < $this->current_time) { $reward_status = 0; # 未到或已超过活动奖励领取时间 } elseif ((!empty($reward['valid_date_head']) || !empty($reward['valid_date_tail'])) && ($reward['valid_date_head'] > $this->current_time || $reward['valid_date_tail'] < $this->current_time)) { $reward_status = 0; # 未到或已超过活动奖励有效时间 } elseif (empty($real_remain_gain_num)) { # 用实际剩余领奖次数判断领奖状态 $reward_status = 0; } else { $reward_status = $ret['status']; } # 可领奖总数计算 if ($reward_status) { $can_receive_reward_num += 1; } $event_reward_list[] = array('reward_id' => $reward['reward_id'], 'reward_cond' => $reward['cond_desc'], 'reward_item_list' => $reward_item_list, 'reward_progress_head' => $ret['progress_head'], 'reward_progress_tail' => $ret['progress_tail'], 'reward_remain_gain_num' => $reward_remain_gain_num, 'reward_status' => $reward_status, 'reward_type' => $reward['reward_type'], 'consume_info' => $reward['consume_info'], 'reward_gain_stint' => $config_gain_stint); } } $out_2304 = array('event_tag' => $event_info['event_tag'], 'event_id' => $event_id, 'event_reward_list' => $event_reward_list, 'event_template' => $event_template); # 记录行为 Com_Log::write('xgame.event', "{$player_id}\t" . "get_event_reward\t" . "{$event_id}\t" . "{$reward_id}\t"); return $out_2304; }
/** * 格式化奖励 * @param string $reward * @param int $career_type career_type * @return array */ protected function format_reward($reward, $career_type = 0) { if (empty($reward)) { return array(); } $arr = explode("|", $reward); $props = array(); if ($arr) { foreach ($arr as $val) { $prop = explode(":", $val); if ($career_type && isset($prop[2]) && $prop[2] && $career_type != $prop[2]) { continue; } $prop_info = Cache_Prop::getInstance()->get_prop_info($prop[0]); $prop_info['item_num'] = $prop[1]; $props[] = Struct_Prop::get_prop_struct($prop_info); //$props[] = $prop[0]; } } return $props; }
/** * 发新道具的接口 如果道具叠加 可以吧道具拆多个发 给send_prop_auto_overlay方法调用 * @param $player_id * @param $prop_id * @param $prop_num * @param $arrLogs 返回 道具日志 * @param null $arrPropConfig 道具配置信息 * @param null $channel 0包裹满不发邮件 1 包裹满发邮件 * @return bool|string */ protected function send_prop_to_player($player_id, $prop_id, $prop_num, &$arrLogs, $cmd_id, $arrPropConfig = null, $channel = 0, $player_info = null) { if (!$arrPropConfig) { $arrPropConfig = Cache_Prop::getInstance()->get_prop_info($prop_id); } if (!$arrPropConfig) { # 对于偶发性的奖励发送报道具配置出错问题添加调试日志 // Com_Log::write('xgame.debug', "Error occured in " . __CLASS__ . ":\t$player_id\t$prop_id\t$prop_num\t".json_encode($arrPropConfig)); $this->throw_error('80003', '101800248'); //道具配置出错,请联系客服! } if ($arrPropConfig['max_lap_num'] > 0) { $new_num = ceil($prop_num / $arrPropConfig['max_lap_num']); $rest_prop_num = $prop_num; $bag_pos = $this->get_empty_pos($player_id, $new_num, 1, $player_info); // Com_Log::log($bag_pos,"pos.log",1); if (!$bag_pos) { if ($channel == 1) { $phrase_id = 100000 + $cmd_id; $phrase_config = Cache_FuncPhraseConfig::getInstance()->get_phrase_config_info($phrase_id); if (empty($phrase_config)) { $phrase_config = Cache_FuncPhraseConfig::getInstance()->get_phrase_config_info(1); } $attachment = array(); if ($arrPropConfig['type'] == 1) { if (!isset($arrPropConfig['base_attr'])) { $arrPropConfig = $this->get_equip_attr($arrPropConfig); } #TODO 包裹满的时候装备属性增加到包裹前生产好 $attachment[] = array('prop_id' => $prop_id, 'prop_num' => $prop_num, 'config' => $arrPropConfig); } else { $attachment[] = array('prop_id' => $prop_id, 'prop_num' => $prop_num); } $this->get_game('Mail')->async_trigger_mail($player_id, $phrase_config['title'], $phrase_config['content'], $attachment, $phrase_config['sender'], 1, $cmd_id); // $this->throw_error("80034");//包裹已满,已发送到邮件! $arrPropConfig["item_num"] = $prop_num; $arrPropConfig['send_mail'] = 1; $arrLogs[] = $arrPropConfig; return true; } else { $this->throw_error("80001"); //包裹已满! } } for ($i = 0; $i < $new_num; $i++) { $arrPropConfig['level'] = $arrPropConfig['level']; $arrPropConfig['bind_flag'] = $arrPropConfig['bind_flag']; $arrPropConfig['grid'] = $bag_pos[$i]; $arrPropConfig['item_position'] = 1; $arrPropConfig['from_item_position'] = 0; $old_item_num = $arrPropConfig["item_num"]; $arrPropConfig["item_num"] = $rest_prop_num > $arrPropConfig['max_lap_num'] ? $arrPropConfig['max_lap_num'] : $rest_prop_num; $rest_prop_num = $rest_prop_num - $arrPropConfig["item_num"]; $res = $this->add_player_prop($player_id, $arrPropConfig, $cmd_id); if (!$res) { $this->throw_error('80002'); } // $arrPropConfig['star_level'] = $res["star_level"]; // $arrTempLogs = array_merge($arrPropConfig,$res); // $arrPropConfig['player_prop_id'] = $res['player_prop_id']; // $arrPropConfig['prop_id'] = $res['sid']; // $arrPropConfig['item_num'] = $res["item_num"]; // $arrPropConfig['star_level'] = $res["star_level"]; // $arrPropConfig['base_attr'] = $res["base_attr"]; // $arrPropConfig['addition_attr'] = $res["addition_attr"]; // $arrPropConfig['equip_view'] = $res["equip_view"]; $arrLogs[] = $res; unset($arrTempLogs); } } else { $bag_pos = $this->get_empty_pos($player_id, $prop_num, 1, $player_info); // Com_Log::log($bag_pos,"pos.log",1); if (!$bag_pos) { if ($channel == 1) { $phrase_id = 100000 + $cmd_id; $phrase_config = Cache_FuncPhraseConfig::getInstance()->get_phrase_config_info($phrase_id); if (empty($phrase_config)) { $phrase_config = Cache_FuncPhraseConfig::getInstance()->get_phrase_config_info(1); } $attachment = array(); if ($arrPropConfig['type'] == 1) { if (!isset($arrPropConfig['base_attr'])) { $arrPropConfig = $this->get_equip_attr($arrPropConfig); } #TODO 包裹满的时候装备属性增加到包裹前生产好 $attachment[] = array('prop_id' => $prop_id, 'prop_num' => $prop_num, 'config' => $arrPropConfig); } else { $attachment[] = array('prop_id' => $prop_id, 'prop_num' => $prop_num); } $this->get_game('Mail')->async_trigger_mail($player_id, $phrase_config['title'], $phrase_config['content'], $attachment, $phrase_config['sender'], 1, $cmd_id); // $this->throw_error("80034");//包裹已满,已发送到邮件! $arrPropConfig["item_num"] = $prop_num; $arrPropConfig['send_mail'] = 1; $arrLogs[] = $arrPropConfig; return true; } else { $this->throw_error("80001"); //包裹已满! } } for ($i = 0; $i < $prop_num; $i++) { $arrPropConfig['level'] = $arrPropConfig['level']; $arrPropConfig['bind_flag'] = $arrPropConfig['bind_flag']; $arrPropConfig['grid'] = $bag_pos[$i]; $arrPropConfig['item_position'] = 1; $arrPropConfig["item_num"] = 1; $res = $this->add_player_prop($player_id, $arrPropConfig, $cmd_id, $player_info); if (!$res) { $this->throw_error('80002'); } // $arrPropConfig['star_level'] = $res["star_level"]; // $arrTempLogs = array_merge($arrPropConfig,$res); $arrLogs[] = $res; } } return true; }
/** * 一键出售道具 * @param $player_id * @return array * @throws Exception] */ public function batch_sell_prop($player_id) { $sell_id = array(); $objPlayerPropData = $this->get_data('PlayerProp'); $prop_list = $objPlayerPropData->get_player_prop_by_item_position($player_id); //冲从包裹取出道具 if ($prop_list) { $props = array(); foreach ($prop_list as $prop) { $props[] = $prop['prop_id']; } $prop_configs = Cache_Prop::getInstance()->get_prop_info($props); foreach ($prop_list as $key => $prop) { if ($prop_configs[$prop['prop_id']]['type'] == 3 && $prop_configs[$prop['prop_id']]['sub_type'] == 21 && $prop_configs[$prop['prop_id']]['quality'] <= 4) { $sell_id[$prop['player_prop_id']] = $prop; } elseif ($prop_configs[$prop['prop_id']]['type'] == 1 && $prop_configs[$prop['prop_id']]['sub_type'] <= 12 && $prop_configs[$prop['prop_id']]['quality'] <= 2) { $sell_id[$prop['player_prop_id']] = $prop; } } } if ($sell_id) { $get_silver = 0; foreach ($sell_id as $prop) { if ($prop_configs[$prop['prop_id']]['sale_price'] > 0) { $get_silver += $prop_configs[$prop['prop_id']]['sale_price'] * $prop['item_num']; } } if ($get_silver) { $player_info = $this->get_data('Player')->get_player_info($player_id, array('level', 'vip', 'silver', 'privilege_level')); $this->get_data('Player')->check_player_resource($player_id, $player_info, "+", 'silver', $get_silver); $result = true; $objPlayerPropData->start_watch($player_id); $this->start_trans(); $log_param = array('level' => $player_info['level'], 'vip' => $player_info['vip'], 'cmd_id' => 804); foreach ($sell_id as $player_prop_id => $val) { $result = $objPlayerPropData->update_prop_num($player_id, $val, $val['item_num'], "-", $log_param); $sell_id[$player_prop_id] = 0; if (!$result) { $this->throw_error(80003, '10180062601'); } } if ($result) { $result = $this->get_data('Player')->update_player_resource($player_id, $player_info, 804); } if ($result) { Com_AdCache::set_pipe(false); $this->commit(); $out['result'] = 1; $out['item'] = array('pos' => 1, 'index' => array()); $asyData = array(); foreach ($sell_id as $arr_prop_detail) { $out['item']['index'][] = $arr_prop_detail['grid']; } $out['silver'] = Cache_Currency::getInstance()->get_index('silver') . ":" . $get_silver; Protocol_Prop::prop_806($player_id, $sell_id); return $out; } } } return array('result' => 1, array()); }
private function get_list_for_time($time, $job_id) { $list = Cache_CzReward::getInstance()->get_reward_set(); if (empty($list)) { $this->throw_error('10222', 2010026); } $res = array(); foreach ($list as $v) { if ($v['date_type'] == $time) { $temp = array(); if ($v['job_id'] == 1) { $items = explode('|', $v['item_id']); if (count($items) < 4) { $this->throw_error(10222, 2010027); } if ($job_id > count($items)) { $job_id = count($items); } $temp['item_id'] = $items[$job_id - 1]; } else { $temp['item_id'] = intval($v['item_id']); } $value = array(); $value['sid'] = $v['sid']; if ($v['item_type'] == 1) { $item_a = Cache_Prop::getInstance()->get_prop_info($temp['item_id']); $value['attrs'] = Struct_Prop::get_prop_struct($item_a); $value['item_id'] = $temp['item_id']; $value['item_num'] = $v['item_num']; $value['item_type'] = $v['item_type']; $res[] = $value; } elseif ($v['item_type'] == 2) { #翅膀 $value['attrs'] = array(); $value['item_id'] = $temp['item_id']; $value['item_num'] = $v['item_num']; $value['item_type'] = $v['item_type']; $res[] = $value; } elseif ($v['item_type'] == 3) { #时装 $fashion = Cache_Fashion::getInstance()->get_fashion($temp['item_id']); if (empty($fashion)) { $this->throw_error(10222, 2010025); } $value['attrs'] = $this->get_game('PlayerFashion')->get_fashion_data($fashion, 0); $value['item_id'] = $temp['item_id']; $value['item_num'] = $v['item_num']; $value['item_type'] = $v['item_type']; $res[] = $value; } } } return $res; }