Heim >php教程 >php手册 >PHP网页游戏学习之Xnova(ogame)源码解读(十六)

PHP网页游戏学习之Xnova(ogame)源码解读(十六)

WBOY
WBOYOriginal
2016-06-06 20:20:351517Durchsuche

这篇文章主要介绍了PHP网页游戏Xnova(ogame)源码解读的攻击任务页面的代码流程,需要的朋友可以参考下

十九、攻击任务(MissionCaseAttack.php)

按照舰队任务的编号,排在第一个的就是攻击任务。这个代码很长,看的时候要有耐心。
好在引用的内容并不是很多,并且给出了详细的注释,读者不会晕头转向。

function MissionCaseAttack ($FleetRow) { global $user, $phpEx, $xnova_root_path, $pricelist, $lang, $resource, $CombatCaps; // 在舰队的记录中,fleet_start_time代表的不是出发时间,而是到达目的地时间 // 代表出发时间的是start_time // 此外还有fleet_end_time 这个是回到家的时间 // fleet_end_stay 这个是结束逗留的时间(联合防御和远征任务会用到) // 所以下面这个判断的意思是“舰队到达了目的地”,而不是“舰队起飞了” if ($FleetRow['fleet_start_time'] " . $lang['sys_no_vars'] . "", $lang['sys_error'], "fleet." . $phpEx, 2); } // ↓↓ 开始是一系列的数据库查询,取得攻防双方的舰队数量和科技等级 // 根据舰队信息取得防守方星球数据 $QryTargetPlanet = "SELECT * FROM {{table}} "; $QryTargetPlanet .= "WHERE "; $QryTargetPlanet .= "`galaxy` = '" . $FleetRow['fleet_end_galaxy'] . "' AND "; $QryTargetPlanet .= "`system` = '" . $FleetRow['fleet_end_system'] . "' AND "; $QryTargetPlanet .= "`planet` = '" . $FleetRow['fleet_end_planet'] . "' AND "; $QryTargetPlanet .= "`planet_type` = '" . $FleetRow['fleet_end_type'] . "';"; $TargetPlanet = doquery($QryTargetPlanet, 'planets', true); $TargetUserID = $TargetPlanet['id_owner']; // 根据舰队信息取得攻击方信息 $QryCurrentUser = "SELECT * FROM {{table}} "; $QryCurrentUser .= "WHERE "; $QryCurrentUser .= "`id` = '" . $FleetRow['fleet_owner'] . "';"; $CurrentUser = doquery($QryCurrentUser , 'users', true); $CurrentUserID = $CurrentUser['id']; // 由星球数据取得目标星球的所有者的信息 $QryTargetUser = "SELECT * FROM {{table}} "; $QryTargetUser .= "WHERE "; $QryTargetUser .= "`id` = '" . $TargetUserID . "';"; $TargetUser = doquery($QryTargetUser, 'users', true); // 然后取得双方的科技信息 // 其实下面这两个完全可以与上面两个查询整到一起 $QryTargetTech = "SELECT "; $QryTargetTech .= "`military_tech`, `defence_tech`, `shield_tech` "; $QryTargetTech .= "FROM {{table}} "; $QryTargetTech .= "WHERE "; $QryTargetTech .= "`id` = '" . $TargetUserID . "';"; $TargetTechno = doquery($QryTargetTech, 'users', true); $QryCurrentTech = "SELECT "; $QryCurrentTech .= "`military_tech`, `defence_tech`, `shield_tech` "; $QryCurrentTech .= "FROM {{table}} "; $QryCurrentTech .= "WHERE "; $QryCurrentTech .= "`id` = '" . $CurrentUserID . "';"; $CurrentTechno = doquery($QryCurrentTech, 'users', true); // ↑↑ 如果有其他的能影响舰队三围的项目(比如指挥官等),也应该在这里一并取出来 // 生成防守方的舰队(防御) // 如果考虑联合防御,在上面还应该把这个星球上联合防御的舰队提取出来 // 然后一起计算数量和科技水平 for ($SetItem = 200; $SetItem 0) { $TargetSet[$SetItem]['count'] = $TargetPlanet[$resource[$SetItem]]; } } // 生成攻击方的舰队,也是用数组存放。'fleet_array'是不能直接拿来用的 // 这个字段的结构是 编号,数量;编号,数量; …… // 所以使用时需要用两次explode把它打散然后存进数组 $TheFleet = explode(";", $FleetRow['fleet_array']); foreach($TheFleet as $a => $b) { if ($b != '') { $a = explode(",", $b); $CurrentSet[$a[0]]['count'] = $a[1]; } } // 包含进战斗引擎,ready to fight include_once($xnova_root_path . 'includes/ataki.' . $phpEx); // 在输入信息之前采集时间 $mtime = microtime(); $mtime = explode(" ", $mtime); $mtime = $mtime[1] + $mtime[0]; $starttime = $mtime; // 将双方舰队和科技输入战斗引擎,并用$walka来记录输出结果 $walka = walka($CurrentSet, $TargetSet, $CurrentTechno, $TargetTechno); // 再采集时间,得到战斗过程所用的时间 // 也就是“战斗报告产生于 x.xxxxxxxxxx 秒”的由来 $mtime = microtime(); $mtime = explode(" ", $mtime); $mtime = $mtime[1] + $mtime[0]; $endtime = $mtime; $totaltime = ($endtime - $starttime); // 分别用一个单独的数组来记录攻击方的剩余舰队信息、 $CurrentSet = $walka["atakujacy"]; // ……防守方的舰队信息、 $TargetSet = $walka["wrog"]; // ……战斗的胜负结果、 $FleetResult = $walka["wygrana"]; // ……每一轮的详细情况、 $dane_do_rw = $walka["dane_do_rw"]; // 以及双方的损失和废墟情况 $zlom = $walka["zlom"]; // 计算攻击方剩下的单位,顺便把装载量也一并计算进去了 $FleetArray = ""; $FleetAmount = 0; $FleetStorage = 0; foreach ($CurrentSet as $Ship => $Count) { $FleetStorage += $pricelist[$Ship]["capacity"] * $Count['count']; // 用$FleetArray记载舰队情况,转换成数据库里字段的格式,准备“入库” $FleetArray .= $Ship . "," . $Count['count'] . ";"; $FleetAmount += $Count['count']; } $FleetStorage -= $FleetRow["fleet_resource_metal"]; $FleetStorage -= $FleetRow["fleet_resource_crystal"]; $FleetStorage -= $FleetRow["fleet_resource_deuterium"]; // 计算防守星球战后的情况 $TargetPlanetUpd = ""; if (!is_null($TargetSet)) { foreach($TargetSet as $Ship => $Count) { $TargetPlanetUpd .= "`" . $resource[$Ship] . "` = '" . $Count['count'] . "', "; } } // 如果战斗结果为攻击方获胜,则开始计算掠夺资源的情况 ↓↓ // 这里可以include进PlanetResourceUpdate.php,在掠夺之前先更新目标星球的资源 $Mining['metal'] = 0; $Mining['crystal'] = 0; $Mining['deuter'] = 0; if ($FleetResult == "a") { if ($FleetStorage > 0) { $metal = $TargetPlanet['metal'] / 2; $crystal = $TargetPlanet['crystal'] / 2; $deuter = $TargetPlanet["deuterium"] / 2; if (($metal) > $FleetStorage / 3) { $Mining['metal'] = $FleetStorage / 3; $FleetStorage = $FleetStorage - $Mining['metal']; } else { $Mining['metal'] = $metal; $FleetStorage = $FleetStorage - $Mining['metal']; } if (($crystal) > $FleetStorage / 2) { $Mining['crystal'] = $FleetStorage / 2; $FleetStorage = $FleetStorage - $Mining['crystal']; } else { $Mining['crystal'] = $crystal; $FleetStorage = $FleetStorage - $Mining['crystal']; } if (($deuter) > $FleetStorage) { $Mining['deuter'] = $FleetStorage; $FleetStorage = $FleetStorage - $Mining['deuter']; } else { $Mining['deuter'] = $deuter; $FleetStorage = $FleetStorage - $Mining['deuter']; } } } // ↑↑ 到这里为止就计算结束了,但如果星球上金属巨多,但晶体和重氢几乎没有 // 那就会出现装了1/3仓的金属,剩下2/3仓全都空着 // 所以可以考虑自己把掠夺方法完善一下,也不是很难 $Mining['metal'] = round($Mining['metal']); $Mining['crystal'] = round($Mining['crystal']); $Mining['deuter'] = round($Mining['deuter']); // ↓↓ 更新数据库 $QryUpdateTarget = "UPDATE {{table}} SET "; $QryUpdateTarget .= $TargetPlanetUpd; $QryUpdateTarget .= "`metal` = `metal` - '" . $Mining['metal'] . "', "; $QryUpdateTarget .= "`crystal` = `crystal` - '" . $Mining['crystal'] . "', "; $QryUpdateTarget .= "`deuterium` = `deuterium` - '" . $Mining['deuter'] . "' "; $QryUpdateTarget .= "WHERE "; $QryUpdateTarget .= "`galaxy` = '" . $FleetRow['fleet_end_galaxy'] . "' AND "; $QryUpdateTarget .= "`system` = '" . $FleetRow['fleet_end_system'] . "' AND "; $QryUpdateTarget .= "`planet` = '" . $FleetRow['fleet_end_planet'] . "' AND "; $QryUpdateTarget .= "`planet_type` = '" . $FleetRow['fleet_end_type'] . "' "; $QryUpdateTarget .= "LIMIT 1;"; doquery($QryUpdateTarget , 'planets'); $QryUpdateGalaxy = "UPDATE {{table}} SET "; $QryUpdateGalaxy .= "`metal` = `metal` + '" . $zlom['metal'] . "', "; $QryUpdateGalaxy .= "`crystal` = `crystal` + '" . $zlom['crystal'] . "' "; $QryUpdateGalaxy .= "WHERE "; $QryUpdateGalaxy .= "`galaxy` = '" . $FleetRow['fleet_end_galaxy'] . "' AND "; $QryUpdateGalaxy .= "`system` = '" . $FleetRow['fleet_end_system'] . "' AND "; $QryUpdateGalaxy .= "`planet` = '" . $FleetRow['fleet_end_planet'] . "' "; $QryUpdateGalaxy .= "LIMIT 1;"; doquery($QryUpdateGalaxy , 'galaxy'); // ↓↓ 计算废墟和损失的情况 $FleetDebris = $zlom['metal'] + $zlom['crystal']; $StrAttackerUnits = sprintf ($lang['sys_attacker_lostunits'], pretty_number ($zlom["atakujacy"])); $StrDefenderUnits = sprintf ($lang['sys_defender_lostunits'], pretty_number ($zlom["wrog"])); $StrRuins = sprintf ($lang['sys_gcdrunits'], pretty_number ($zlom["metal"]), $lang['Metal'], pretty_number ($zlom['crystal']), $lang['Crystal']); $DebrisField = $StrAttackerUnits . "" . $StrDefenderUnits . "" . $StrRuins; // ↓↓ 计算产月概率 $MoonChance = $FleetDebris / 100000; if ($FleetDebris > 2000000) { $MoonChance = 20; } if ($FleetDebris = 100000) { $UserChance = mt_rand(1, 100); $ChanceMoon = sprintf ($lang['sys_moonproba'], $MoonChance); } // 如果RP够好,就能产生月亮了。当然前提是这个坐标上没有月亮 if (($UserChance > 0) and ($UserChance $MoonChance) { …… } // ↓↓ 从这里开始生成战斗报告,很长,但并不复杂 $AttackDate = date("r", $FleetRow["fleet_start_time"]); $title = sprintf ($lang['sys_attack_title'], $AttackDate); $raport = "" . $title . ""; $zniszczony = false; $a_zestrzelona = 0; // ↓↓ 双方攻防信息。如果有其他能影响舰队三围的,也要在这里加进去 // 当然这里的数据只是显示在战报中而已,是不会影响岛实际战斗的 $AttackTechon['A'] = $CurrentTechno["military_tech"] * 10; $AttackTechon['B'] = $CurrentTechno["defence_tech"] * 10; $AttackTechon['C'] = $CurrentTechno["shield_tech"] * 10; $AttackerData = sprintf ($lang['sys_attack_attacker_pos'], $CurrentUser["username"],$FleetRow['fleet_start_galaxy'], $FleetRow['fleet_start_system'], $FleetRow['fleet_start_planet']); $AttackerTech = sprintf ($lang['sys_attack_techologies'], $AttackTechon['A'],$AttackTechon['B'], $AttackTechon['C']); $DefendTechon['A'] = $TargetTechno["military_tech"] * 10; $DefendTechon['B'] = $TargetTechno["defence_tech"] * 10; $DefendTechon['C'] = $TargetTechno["shield_tech"] * 10; $DefenderData = sprintf ($lang['sys_attack_defender_pos'], $TargetUser["username"], $FleetRow['fleet_end_galaxy'], $FleetRow['fleet_end_system'], $FleetRow['fleet_end_planet']); $DefenderTech = sprintf ($lang['sys_attack_techologies'], $DefendTechon['A'], $DefendTechon['B'], $DefendTechon['C']); // 根据战斗中每一轮的详细情况生成交火的细节,包括每一轮的数量,攻防值,造成和吸收了多少伤害等 // 有一些键值可能需要看了战斗引擎才会明白它代表的什么,所以看不懂也没关系 ↓↓ foreach ($dane_do_rw as $a => $b) { …… } // ↓↓ 根据胜负结果显示相应的结尾 switch ($FleetResult) { …… } // 战斗报告生成于 x.xxxxxxxxxxxx 秒 $SimMessage = sprintf ($lang['sys_rapport_build_time'], $totaltime); $raport .= $SimMessage . ""; // ↓↓ 将战斗报告编码,存入数据库 $dpath = (!$user["dpath"]) ? DEFAULT_SKINPATH : $user["dpath"]; $rid = md5($raport); $QryInsertRapport = "INSERT INTO {{table}} SET "; $QryInsertRapport .= "`time` = UNIX_TIMESTAMP(), "; $QryInsertRapport .= "`id_owner1` = '" . $FleetRow['fleet_owner'] . "', "; $QryInsertRapport .= "`id_owner2` = '" . $TargetUserID . "', "; $QryInsertRapport .= "`rid` = '" . $rid . "', "; $QryInsertRapport .= "`a_zestrzelona` = '" . $a_zestrzelona . "', "; $QryInsertRapport .= "`raport` = '" . addslashes ($raport) . "';"; doquery($QryInsertRapport , 'rw'); // ↓↓ 这里才是发给玩家的消息,其中有一个onclick的链接到上面的战报 // 下面这个是发给攻击方的,根据战斗结果不同,标题也有不同的颜色 $raport = ""; $raport .= ""; if ($FleetResult == "a") { $raport .= ""; } elseif ($FleetResult == "r") { $raport .= ""; } elseif ($FleetResult == "w") { $raport .= ""; } $raport .= …… // ↓ 这里突然回到计算攻击舰队的资源装载量,其实完全可以挪到上面去 $Mining['metal'] = $Mining['metal'] + $FleetRow["fleet_resource_metal"]; $Mining['crystal'] = $Mining['crystal'] + $FleetRow["fleet_resource_crystal"]; $Mining['deuter'] = $Mining['deuter'] + $FleetRow["fleet_resource_deuterium"]; // 更新舰队信息 $QryUpdateFleet = "UPDATE {{table}} SET "; $QryUpdateFleet .= "`fleet_amount` = '" . $FleetAmount . "', "; $QryUpdateFleet .= "`fleet_array` = '" . $FleetArray . "', "; $QryUpdateFleet .= "`fleet_mess` = '1', "; $QryUpdateFleet .= "`fleet_resource_metal` = '" . $Mining['metal'] . "', "; $QryUpdateFleet .= "`fleet_resource_crystal` = '" . $Mining['crystal'] . "', "; $QryUpdateFleet .= "`fleet_resource_deuterium` = '" . $Mining['deuter'] . "' "; $QryUpdateFleet .= "WHERE fleet_id = '" . $FleetRow['fleet_id'] . "' "; $QryUpdateFleet .= "LIMIT 1 ;"; doquery($QryUpdateFleet , 'fleets'); // 发送战斗消息给攻击方 SendSimpleMessage ($CurrentUserID, '', $FleetRow['fleet_start_time'], 3, $lang['sys_mess_tower'], $lang['sys_mess_attack_report'], $raport); // ↓ 又突然插进来开始计算战斗经验和战斗次数 // 严重怀疑coder写这个文件时是不是喝高了 $AddPoint = $CurrentUser['xpraid'] + 1; $QryUpdateOfficier = "UPDATE {{table}} SET "; $QryUpdateOfficier .= "`xpraid` = '" . $AddPoint . "' "; $QryUpdateOfficier .= "WHERE id = '" . $CurrentUserID . "' "; $QryUpdateOfficier .= "LIMIT 1 ;"; doquery($QryUpdateOfficier, 'users'); $RaidsTotal = $CurrentUser['raids'] + 1; if ($FleetResult == "a") { $RaidsWin = $CurrentUser['raidswin'] + 1; $QryUpdateRaidsCompteur = "UPDATE {{table}} SET "; $QryUpdateRaidsCompteur .= "`raidswin` ='" . $RaidsWin . "', "; $QryUpdateRaidsCompteur .= "`raids` ='" . $RaidsTotal . "' "; $QryUpdateRaidsCompteur .= "WHERE id = '" . $CurrentUserID . "' "; $QryUpdateRaidsCompteur .= "LIMIT 1 ;"; doquery($QryUpdateRaidsCompteur, 'users'); } elseif ($FleetResult == "r" || $FleetResult == "w") { $RaidsLoose = $CurrentUser['raidsloose'] + 1; $QryUpdateRaidsCompteur = "UPDATE {{table}} SET "; $QryUpdateRaidsCompteur .= "`raidswin` ='" . $RaidsLoose . "', "; $QryUpdateRaidsCompteur .= "`raids` ='" . $RaidsTotal . "' "; $QryUpdateRaidsCompteur .= "WHERE id = '" . $CurrentUserID . "' "; $QryUpdateRaidsCompteur .= "LIMIT 1 ;"; doquery($QryUpdateRaidsCompteur, 'users'); } // ↓↓ 终于又回来了,开始写发给防御方的消息 $raport2 = ""; $raport2 .= ""; if ($FleetResult == "a") { $raport2 .= ""; } elseif ($FleetResult == "r") { $raport2 .= ""; } elseif ($FleetResult == "w") { $raport2 .= ""; } $raport2 .= $lang['sys_mess_attack_report'] . " [" . $FleetRow['fleet_end_galaxy'] . ":" . $FleetRow['fleet_end_system'] . ":" . $FleetRow['fleet_end_planet'] . "]"; SendSimpleMessage ($TargetUserID, '', $FleetRow['fleet_start_time'], 3, $lang['sys_mess_tower'], $lang['sys_mess_attack_report'], $raport2); } // ↓↓ 如果舰队回到出发地了,就开始卸货,然后飞机入库 $fquery = ""; if ($FleetRow['fleet_end_time'] $Count) { $fquery .= "`" . $resource[$Ship] . "` = `" . $resource[$Ship] . "` + '" . $Count['count'] . "', "; } } else { $fleet = explode(";", $FleetRow['fleet_array']); foreach($fleet as $a => $b) { if ($b != '') { $a = explode(",", $b); $fquery .= "{$resource[$a[0]]}={$resource[$a[0]]} + {$a[1]}, \n"; } } } // → 到最后别忘了删除这一条舰队记录,不然会一直占用航道。对其他舰队任务也是一样 doquery ("DELETE FROM {{table}} WHERE `fleet_id` = " . $FleetRow["fleet_id"], 'fleets'); if (!($FleetResult == "w")) { $QryUpdatePlanet = "UPDATE {{table}} SET "; $QryUpdatePlanet .= $fquery; $QryUpdatePlanet .= "`metal` = `metal` + " . $FleetRow['fleet_resource_metal'] . ", "; $QryUpdatePlanet .= "`crystal` = `crystal` + " . $FleetRow['fleet_resource_crystal'] . ", "; $QryUpdatePlanet .= "`deuterium` = `deuterium` + " . $FleetRow['fleet_resource_deuterium'] . " "; $QryUpdatePlanet .= "WHERE "; $QryUpdatePlanet .= "`galaxy` = " . $FleetRow['fleet_start_galaxy'] . " AND "; $QryUpdatePlanet .= "`system` = " . $FleetRow['fleet_start_system'] . " AND "; $QryUpdatePlanet .= "`planet` = " . $FleetRow['fleet_start_planet'] . " AND "; $QryUpdatePlanet .= "`planet_type` = " . $FleetRow['fleet_start_type'] . " LIMIT 1 ;"; doquery($QryUpdatePlanet, 'planets'); } } } }

Stellungnahme:
Der Inhalt dieses Artikels wird freiwillig von Internetnutzern beigesteuert und das Urheberrecht liegt beim ursprünglichen Autor. Diese Website übernimmt keine entsprechende rechtliche Verantwortung. Wenn Sie Inhalte finden, bei denen der Verdacht eines Plagiats oder einer Rechtsverletzung besteht, wenden Sie sich bitte an admin@php.cn