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PHP网页游戏学习之Xnova(ogame)源码解读(十五)_PHP教程

WBOY
WBOY原創
2016-07-13 10:26:19816瀏覽

十八、舰队活动(FlyingFleetHandler.php)

在前文中我们曾经初步研究过舰队活动的源码,提到过舰队活动的触发。现在我进一步分析Xnova中舰队活动,这些在本质上是由玩家触发的,并不是由定时器在进行定时计算。舰队活动的触发是在common.php中进行的,所以入口就在这文件中,代码如下:

//检查是否有到达目的地的舰队
$_fleets = doquery("SELECT * FROM {{table}} WHERE 'fleet_start_time' <= '".time()."';", 'fleets'); // OR fleet_end_time <= ".time()
//循环处理每个舰队
while ($row = mysql_fetch_array($_fleets)) {
$array        = array();
$array['galaxy']   = $row['fleet_start_galaxy'];
$array['system']   = $row['fleet_start_system'];
$array['planet']   = $row['fleet_start_planet'];
$array['planet_type'] = $row['fleet_start_type'];
//舰队处理函数
$temp = FlyingFleetHandler ($array);
}
//检查是否有返回出发地的舰队
$_fleets = doquery("SELECT * FROM {{table}} WHERE 'fleet_end_time' <= '".time()."';", 'fleets'); // OR fleet_end_time <= ".time()
//循环处理每个舰队
while ($row = mysql_fetch_array($_fleets)) {
$array        = array();
$array['galaxy']   = $row['fleet_end_galaxy'];
$array['system']   = $row['fleet_end_system'];
$array['planet']   = $row['fleet_end_planet'];
$array['planet_type'] = $row['fleet_end_type'];
//舰队处理函数
$temp = FlyingFleetHandler ($array);
}

大家看到了,前面这段代码其实写的不好,因为这里每次都会被调用,效率太低了。因此我们在这里可以进行优化,使每次循环只需要一个舰队的ID传递给函数即可;相应的函数也要做修改,有兴趣的自己修改下。

接下来看看函数FlyingFleetHandler(),这是集中调用舰队活动的函数。

//锁表,防止出现数据不同步等问题
doquery("LOCK TABLE {{table}}lunas WRITE, {{table}}rw WRITE, 
{{table}}errors WRITE, {{table}}messages WRITE, {{table}}fleets WRITE, 
{{table}}planets WRITE, {{table}}galaxy WRITE ,{{table}}users WRITE", "");
//这里一大段就是取得舰队数组,参数完全可以使用舰队ID,优化之
$QryFleet  = "SELECT * FROM {{table}} ";
$QryFleet .= "WHERE (";
$QryFleet .= "( ";
$QryFleet .= "`fleet_start_galaxy` = ". $planet['galaxy']   ." AND ";
$QryFleet .= "`fleet_start_system` = ". $planet['system']   ." AND ";
$QryFleet .= "`fleet_start_planet` = ". $planet['planet']   ." AND ";
$QryFleet .= "`fleet_start_type` = ".  $planet['planet_type'] ." ";
$QryFleet .= ") OR ( ";
$QryFleet .= "`fleet_end_galaxy` = ".  $planet['galaxy']   ." AND ";
$QryFleet .= "`fleet_end_system` = ".  $planet['system']   ." AND ";
$QryFleet .= "`fleet_end_planet` = ".  $planet['planet']   ." ) AND ";
$QryFleet .= "`fleet_end_type`= ".   $planet['planet_type'] ." ) AND ";
$QryFleet .= "( `fleet_start_time` < '". time() ."' OR `fleet_end_time` < '". time() ."' );";
$fleetquery = doquery( $QryFleet, 'fleets' );
//根据舰队活动的目标不同,分别进入不同的函数处理
while ($CurrentFleet = mysql_fetch_array($fleetquery)) {
 switch ($CurrentFleet["fleet_mission"]) {
 case 1:
  // 普通攻击
  MissionCaseAttack ( $CurrentFleet );
  break;
 case 2:
  // 这里应该是ACS攻击或者是其他攻击,但是现在没有用
  doquery ("DELETE FROM {{table}} WHERE `fleet_id` = '". $CurrentFleet['fleet_id'] ."';", 'fleets');
  break;
 case 3:
  // 运输
  MissionCaseTransport ( $CurrentFleet );
  break;
 case 4:
  // 派遣
  MissionCaseStay ( $CurrentFleet );
  break;
 case 5:
  // 联合派遣,即ACS防御
 MissionCaseStayAlly ( $CurrentFleet );
  break;
 case 6:
  // 侦查
  MissionCaseSpy ( $CurrentFleet );
  break;
 case 7:
  // 殖民
  MissionCaseColonisation ( $CurrentFleet );
  break;
 case 8:
  // 回收
  MissionCaseRecycling ( $CurrentFleet );
  break;
 case 9:
  // 毁月,厉害了
  MissionCaseDestruction ( $CurrentFleet );
  break;
 case 10:
  // 保留 !!
 
  break;
 case 15:
  // 远征、探险
  MissionCaseExpedition ( $CurrentFleet );
  break;
 //其他情况删除舰队,这个是好习惯
 default: {
  doquery("DELETE FROM {{table}} WHERE `fleet_id` = '". $CurrentFleet['fleet_id'] ."';", 'fleets');
 }
 }
}
//解锁表
doquery("UNLOCK TABLES", "");

上面的函数结构清晰,代码明了,注释也讲的很清楚了。

www.bkjia.comtruehttp://www.bkjia.com/PHPjc/824740.htmlTechArticle十八、舰队活动(FlyingFleetHandler.php) 在前文中我们曾经初步研究过舰队活动的源码,提到过舰队活动的触发。现在我进一步分析Xnova中舰队...
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