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PHP网页游戏学习之Xnova(ogame)源码解读十五

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:

rush:PHP;"> //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

rush:PHP;"> //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。

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