本文整理汇总了PHP中get_status_list函数的典型用法代码示例。如果您正苦于以下问题:PHP get_status_list函数的具体用法?PHP get_status_list怎么用?PHP get_status_list使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了get_status_list函数的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的PHP代码示例。
示例1: index
/**
* Display the initial listing of skills for self-use
*
* @return Array
*/
public function index()
{
$skillsListObj = new Skill();
$player = $this->player;
$starting_turns = $player->turns();
$starting_ki = $player->ki();
$status_list = get_status_list();
$no_skills = true;
$stealth = $skillsListObj->hasSkill('Stealth');
if ($stealth) {
$no_skills = false;
}
$stealth_turn_cost = $skillsListObj->getTurnCost('Stealth');
$unstealth_turn_cost = $skillsListObj->getTurnCost('Unstealth');
$chi = $skillsListObj->hasSkill('Chi');
$speed = $skillsListObj->hasSkill('speed');
$hidden_resurrect = $skillsListObj->hasSkill('hidden resurrect');
$midnight_heal = $skillsListObj->hasSkill('midnight heal');
$kampo_turn_cost = $skillsListObj->getTurnCost('Kampo');
$kampo = $skillsListObj->hasSkill('kampo');
$heal = $skillsListObj->hasSkill('heal');
$heal_turn_cost = $skillsListObj->getTurnCost('heal');
$clone_kill = $skillsListObj->hasSkill('clone kill');
$clone_kill_turn_cost = $skillsListObj->getTurnCost('clone kill');
$wrath = $skillsListObj->hasSkill('wrath');
$can_harmonize = $starting_ki;
$parts = ['status_list' => $status_list, 'player' => $player, 'no_skills' => $no_skills, 'starting_turns' => $starting_turns, 'starting_ki' => $starting_ki, 'stealth' => $stealth, 'stealth_turn_cost' => $stealth_turn_cost, 'unstealth_turn_cost' => $unstealth_turn_cost, 'chi' => $chi, 'speed' => $speed, 'hidden_resurrect' => $hidden_resurrect, 'midnight_heal' => $midnight_heal, 'kampo_turn_cost' => $kampo_turn_cost, 'kampo' => $kampo, 'heal' => $heal, 'heal_turn_cost' => $heal_turn_cost, 'clone_kill' => $clone_kill, 'clone_kill_turn_cost' => $clone_kill_turn_cost, 'wrath' => $wrath, 'can_harmonize' => $can_harmonize];
return ['title' => 'Your Skills', 'template' => 'skills.tpl', 'parts' => $parts, 'options' => ['quickstat' => 'player']];
}
示例2: render_status_section
function render_status_section($target = null)
{
$res = '';
$statuses = get_status_list($target);
if (!empty($statuses)) {
$res .= "<span class='player-status ninja-notice " . implode(" ", $statuses) . "'>" . implode(", ", $statuses) . "</span>";
}
return $res;
}
示例3: get_status
/**
* status_id=0 : 超级管理员
* status_id=1 : 学校管理员
* status_id=2 : 班级管理员
* status_id=3 : 教师
* status_id=4 : 家长
*/
function get_status($status_id)
{
$statuss = get_status_list();
foreach ($statuss as $k => $v) {
if ($v["status_id"] == $status_id) {
return $v["status_name"];
}
}
return "未知";
}
示例4: assign_query_info
assign_query_info();
$smarty->display('order_list.htm');
} else {
if ($_REQUEST['act'] == 'order_query') {
/* 检查权限 */
admin_priv('order_view');
/* 载入配送方式 */
$smarty->assign('shipping_list', shipping_list());
/* 载入支付方式 */
$smarty->assign('pay_list', payment_list());
/* 载入国家 */
$smarty->assign('country_list', get_regions());
/* 载入订单状态、付款状态、发货状态 */
$smarty->assign('os_list', get_status_list('order'));
$smarty->assign('ps_list', get_status_list('payment'));
$smarty->assign('ss_list', get_status_list('shipping'));
/* 模板赋值 */
$smarty->assign('ur_here', $_LANG['03_order_query']);
$smarty->assign('action_link', array('href' => 'order.php?act=list', 'text' => $_LANG['02_order_list']));
/* 显示模板 */
assign_query_info();
$smarty->display('order_query.htm');
} elseif ($_REQUEST['act'] == 'query') {
/* 检查权限 */
admin_priv('order_view');
$order_list = order_list();
$smarty->assign('order_list', $order_list['orders']);
$smarty->assign('filter', $order_list['filter']);
$smarty->assign('record_count', $order_list['record_count']);
$smarty->assign('page_count', $order_list['page_count']);
$sort_flag = sort_flag($order_list['filter']);
示例5: add_data_to_player_row
function add_data_to_player_row($player_data, $kill_password = true)
{
if ($kill_password) {
unset($player_data['pname']);
}
$player_data['max_health'] = max_health_by_level($player_data['level']);
$player_data['hp_percent'] = min(100, round($player_data['health'] / $player_data['max_health'] * 100));
$player_data['max_turns'] = 100;
$player_data['turns_percent'] = min(100, round($player_data['turns'] / $player_data['max_turns'] * 100));
$player_data['next_level'] = required_kills_to_level($player_data['level']);
$player_data['exp_percent'] = min(100, round($player_data['kills'] / $player_data['next_level'] * 100));
$player_data['status_list'] = implode(', ', get_status_list($player_data['player_id']));
$player_data['hash'] = md5(implode($player_data));
return $player_data;
}
示例6: index
public function index()
{
$target = $player = first_value(in('ninja'), in('player'), in('find'), in('target'));
$target_id = first_value(in('target_id'), in('player_id'), get_char_id($target));
// Find target_id if possible.
$target_player_obj = Player::find($target_id);
$viewed_name_for_title = null;
if ($target_player_obj !== null) {
$viewed_name_for_title = $target_player_obj->name();
}
if ($target_player_obj === null) {
$template = 'no-player.tpl';
$parts = array();
} else {
$player_info = $target_player_obj->as_array();
// Pull the info out of the object.
if (!$player_info) {
$template = 'no-player.tpl';
$parts = array();
} else {
$viewing_player_obj = Player::find(self_char_id());
$self = self_char_id() && self_char_id() == $player_info['player_id'];
// Record whether this is a self-viewing.
if ($viewing_player_obj !== null) {
$char_info = $viewing_player_obj->dataWithClan();
$char_id = $viewing_player_obj->id();
$username = $viewing_player_obj->name();
} else {
$char_info = [];
}
$player = $target = $player_info['uname'];
// reset the target and target_id vars.
$target_id = $player_info['player_id'];
// Get the player's kills for this date.
$kills_today = query_item('select sum(killpoints) from levelling_log where _player_id = :player_id and killsdate = CURRENT_DATE and killpoints > 0', array(':player_id' => $target_id));
$viewers_clan = $viewing_player_obj !== null ? ClanFactory::clanOfMember($viewing_player_obj) : null;
// Attack Legal section
$params = array('required_turns' => 0, 'ignores_stealth' => true);
// 0 for unstealth.
$attack_error = 'You must become a ninja first.';
$attack_allowed = false;
if (null !== $viewing_player_obj) {
$AttackLegal = new AttackLegal($viewing_player_obj, $target_player_obj, $params);
$attack_allowed = $AttackLegal->check(false);
$attack_error = $AttackLegal->getError();
}
$sel_rank_spot = "SELECT rank_id FROM rankings WHERE player_id = :char_id limit 1";
$rank_spot = query_item($sel_rank_spot, array(':char_id' => $player_info['player_id']));
// Display the player info.
$status_list = get_status_list($player);
$gurl = $gravatar_url = $target_player_obj->avatarUrl();
if ($viewing_player_obj !== null && !$attack_error && !$self) {
// They're not dead or otherwise unattackable.
// Attack or Duel
$skillDAO = new SkillDAO();
$is_admin = false;
if ($viewing_player_obj) {
$is_admin = $viewing_player_obj->isAdmin();
}
if (!$is_admin) {
$combat_skills = $skillDAO->getSkillsByTypeAndClass($viewing_player_obj->_class_id, 'combat', $viewing_player_obj->level);
$targeted_skills = $skillDAO->getSkillsByTypeAndClass($viewing_player_obj->_class_id, 'targeted', $viewing_player_obj->level);
} else {
$combat_skills = $skillDAO->all('combat');
$targeted_skills = $skillDAO->all('targeted');
}
// Pull the items and some necessary data about them.
$items = inventory_counts($char_id);
$valid_items = rco($items);
// row count
}
// End of the there-was-no-attack-error section
$set_bounty_section = '';
$communication_section = '';
$player_clan_section = '';
$clan = ClanFactory::clanOfMember($player_info['player_id']);
$same_clan = false;
// Player clan and clan members
if ($clan) {
$viewer_clan = $viewing_player_obj ? ClanFactory::clanOfMember($viewing_player_obj) : null;
$clan_id = $clan->getID();
$clan_name = $clan->getName();
if ($viewer_clan) {
$same_clan = $clan->getID() == $viewer_clan->getID();
$display_clan_options = $viewing_player_obj && !$self && $same_clan && $viewing_player_obj->isClanLeader();
} else {
$same_clan = $display_clan_options = false;
}
}
// Send the info to the template.
$template = 'player.tpl';
$parts = get_certain_vars(get_defined_vars(), array('char_info', 'viewing_player_obj', 'target_player_obj', 'combat_skills', 'targeted_skills', 'player_info', 'self', 'rank_spot', 'kills_today', 'gravatar_url', 'status_list', 'clan', 'items'));
}
}
return ['template' => $template, 'title' => 'Ninja' . ($viewed_name_for_title ? ": {$viewed_name_for_title}" : ' Profile'), 'parts' => $parts, 'options' => ['quickstat' => 'player']];
}
示例7: floor
if ($attacker_level <= 50) {
// No bounty after this level?
$added_bounty = floor($attacker_level / 3 * $bounty_mod);
addBounty($char_id, $added_bounty);
}
}
// *** End of if > 5 ***
}
}
$is_rewarded = (bool) $reward_gold || (bool) count($received_display_items);
if ($status_effect) {
// Only add the status effect
$player->addStatus($status_effect);
// Get the statuses and status classes for display.
$display_statuses = implode(', ', get_status_list());
$display_status_classes = implode(' ', get_status_list());
// TODO: Take healthy out of the list since it's redundant.
//$display_statuses = $display_statuses_classes = string_status($status_effect); // Get the string of a status.
}
}
// Settings to display results.
$npc_template = 'npc.abstract.tpl';
$combat_data = array('victim' => $victim, 'display_name' => $display_name, 'attack_damage' => $npco->damage(), 'percent_damage' => $percent_damage, 'status_effect' => $status_effect, 'display_statuses' => $display_statuses, 'display_statuses_classes' => $display_statuses_classes, 'received_gold' => $received_gold, 'received_display_items' => $received_display_items, 'is_rewarded' => $is_rewarded, 'victory' => $victory, 'survive_fight' => $survive_fight, 'kill_npc' => $kill_npc, 'image_path' => $image_path, 'npc_stats' => $npc_stats, 'is_quick' => $is_quick, 'added_bounty' => $added_bounty, 'is_villager' => $is_villager, 'race' => $npco->race(), 'is_weaker' => $is_weaker, 'is_stronger' => $is_stronger);
// ******************** START of logic for specific npcs ************************
} else {
if ($victim == 'peasant') {
// *** PEASANT, was VILLAGER ***
$villager_attack = rand(0, 10);
// *** Villager Damage ***
$just_villager = rand(0, 20);
$added_bounty = 0;
示例8: data
/**
* Pull the data of the player obj as an array.
*
* @note
* This function lazy loads the data only once per instance
*/
public function data($specific = null)
{
if (!$this->data) {
$this->data = $this->as_array();
$this->data['next_level'] = $this->killsRequiredForNextLevel();
$this->data['max_health'] = $this->getMaxHealth();
$this->data['hp_percent'] = $this->health_percent();
$this->data['max_turns'] = 100;
$this->data['turns_percent'] = min(100, round($this->data['turns'] / $this->data['max_turns'] * 100));
$this->data['exp_percent'] = min(100, round($this->data['kills'] / $this->data['next_level'] * 100));
$this->data['status_list'] = implode(', ', get_status_list($this->id()));
$this->data['hash'] = md5(implode($this->data));
unset($this->data['pname']);
}
if ($specific) {
return $this->data[$specific];
} else {
return $this->data;
}
}
示例9: redirect
}*/
$changed = PlayerDAO::saveDetails($char);
redirect('/stats.php?changed=' . (int) $changed . ($profile_changed ? '&profile_changed=1' : ''));
}
/*
if(false && DEBUG){
$description = 'This is a description here and all';
$goals = 'Kill ninja of the ramen clan';
$beliefs = 'I believe in a one true ninja god';
$instincts = 'When I hear whistling, I duck';
$traits = 'Hardy, nervous, meaty, silent';
}
*/
$player = self_info();
//$player['created_date']=$player['created_date']? date("c", strtotime($player['created_date'])) : null;
$class_theme = class_theme($char->class_identity());
$level_category = level_category($player['level']);
$status_list = get_status_list();
$gravatar_url = generate_gravatar_url($player['player_id']);
$gurl = $gravatar_url;
$rank_display = get_rank($char_id);
// rank display.
$profile_editable = $player['messages'];
$parts = get_certain_vars(get_defined_vars(), ['player', 'level_category', 'status_list', 'description', 'goals', 'beliefs', 'instincts', 'traits', 'dev', 'changed']);
// Set the parts array's player clan if any is found.
if ($parts['player_clan'] = get_clan_by_player_id($char_id)) {
// Set the char clan name and id for later usage.
$parts['clan_name'] = $parts['player_clan']->getName();
$parts['clan_id'] = $parts['player_clan']->getID();
}
display_page('stats.tpl', 'Ninja Stats', $parts, array('quickstat' => 'player'));
示例10: get_json_str
function get_json_str()
{
$saved_status_names = get_saved_status_names();
$all_status_names = get_status_list();
return get_html_str($saved_status_names, $all_status_names);
}
示例11: index
/**
* Display the default stats page
*/
public function index()
{
$char = new Player(self_char_id());
$parts = ['char' => $char, 'clan' => ClanFactory::clanOfMember($char), 'status_list' => get_status_list(), 'rank_display' => $this->getRank($char->id()), 'profile_max_length' => self::PROFILE_MAX_LENGTH, 'error' => in('error'), 'successMessage' => '', 'profile_changed' => (bool) in('profile_changed'), 'changed' => (bool) in('changed')];
return $this->render($parts);
}
示例12: attackAbstractNpc
/**
* Handle Standard Abstract Npcs
*
* @param String $victim
* @param Player $player
* @param Array $npcs
* @return array [$npc_template, $combat_data]
*/
private function attackAbstractNpc($victim, Player $player, $npcs)
{
$npc_stats = $npcs[$victim];
// Pull an npcs individual stats with generic fallbacks.
$npco = new Npc($npc_stats);
// Construct the npc object.
$display_name = first_value(isset($npc_stats['name']) ? $npc_stats['name'] : null, ucfirst($victim));
$status_effect = isset($npc_stats['status']) ? $npc_stats['status'] : null;
// TODO: Calculate and display damage verbs
$reward_item = isset($npc_stats['item']) && $npc_stats['item'] ? $npc_stats['item'] : null;
$is_quick = (bool) ($npco->speed() > $player->speed());
// Beyond basic speed and they see you coming, so show that message.
$bounty_mod = isset($npc_stats['bounty']) ? $npc_stats['bounty'] : null;
$is_weaker = $npco->strength() * 3 < $player->strength();
// Npc much weaker?
$is_stronger = $npco->strength() > $player->strength() * 3;
// Npc More than twice as strong?
$image = isset($npc_stats['img']) ? $npc_stats['img'] : null;
// Assume defeat...
$victory = false;
$received_gold = null;
$received_display_items = null;
$added_bounty = null;
$is_rewarded = null;
// Gets items or gold.
$display_statuses = $display_statuses_classes = null;
$image_path = null;
// If the image exists, set the path to it for use on the page.
if ($image && file_exists(SERVER_ROOT . 'www/images/characters/' . $image)) {
$image_path = IMAGE_ROOT . 'characters/' . $image;
}
// ******* FIGHT Logic ***********
$npc_damage = $npco->damage();
$survive_fight = $player->harm($npc_damage);
$kill_npc = $npco->health() < $player->damage();
if ($survive_fight > 0) {
// The ninja survived, they get any gold the npc has.
$received_gold = $this->calcReceivedGold($npco, (bool) $reward_item);
$player->set_gold($player->gold() + $received_gold);
$received_display_items = array();
if ($kill_npc) {
$victory = true;
// Victory occurred, reward the poor sap.
if ($npco->inventory()) {
foreach (array_keys($npco->inventory()) as $l_item) {
$item_info = item_info_from_identity($l_item);
$received_display_items[] = $item_info['item_display_name'];
add_item($player->id(), $item_info['item_internal_name'], 1);
}
}
// Add bounty where applicable.
if ((bool) $bounty_mod && $player->level > self::MIN_LEVEL_FOR_BOUNTY && $player->level <= self::MAX_LEVEL_FOR_BOUNTY) {
$added_bounty = floor($player->level / 3 * $bounty_mod);
$player->set_bounty($player->bounty() + $added_bounty);
}
}
$is_rewarded = (bool) $received_gold || (bool) count($received_display_items);
if (isset($npc_stats['status']) && null !== $npc_stats['status']) {
$player->addStatus($npc_stats['status']);
// Get the statuses and status classes for display.
$display_statuses = implode(', ', get_status_list());
$display_statuses_classes = implode(' ', get_status_list());
// TODO: Take healthy out of the list since it's redundant.
}
}
$player->save();
return ['npc.abstract.tpl', ['victim' => $victim, 'display_name' => $display_name, 'attack_damage' => $npc_damage, 'status_effect' => $status_effect, 'display_statuses' => $display_statuses, 'display_statuses_classes' => $display_statuses_classes, 'received_gold' => $received_gold, 'received_display_items' => $received_display_items, 'is_rewarded' => $is_rewarded, 'victory' => $victory, 'survive_fight' => $survive_fight, 'kill_npc' => $kill_npc, 'image_path' => $image_path, 'npc_stats' => $npc_stats, 'is_quick' => $is_quick, 'added_bounty' => $added_bounty, 'is_villager' => $npco->has_trait('villager'), 'race' => $npco->race(), 'is_weaker' => $is_weaker, 'is_stronger' => $is_stronger]];
}
示例13: send_message
send_message($char_id, $target_id, $message);
// "message sent" notice will be displayed by the template itself.
}
// Get the player's kills for this date.
$kills_today = query_item('select sum(killpoints) from levelling_log where _player_id = :player_id and killsdate = CURRENT_DATE and killpoints > 0', array(':player_id' => $target_id));
$viewers_clan = $viewing_player_obj instanceof Player && $viewing_player_obj->vo ? get_clan_by_player_id($viewing_player_obj->vo->player_id) : null;
// Attack Legal section
$params = array('required_turns' => 0, 'ignores_stealth' => true);
// 0 for unstealth.
$AttackLegal = new AttackLegal($username, $target, $params);
$attack_allowed = $AttackLegal->check(false);
$attack_error = $AttackLegal->getError();
$sel_rank_spot = "SELECT rank_id FROM rankings WHERE player_id = :char_id limit 1";
$rank_spot = query_item($sel_rank_spot, array(':char_id' => $player_info['player_id']));
// Display the player info.
$status_list = get_status_list($player);
$level_category = level_category($player_info['level']);
$gurl = $gravatar_url = generate_gravatar_url($target_player_obj);
if ($char_id && !$attack_error && !$self) {
// They're not dead or otherwise unattackable.
// Attack or Duel
$skillDAO = new SkillDAO();
$combat_skills = $skillDAO->getSkillsByTypeAndClass($viewing_player_obj->vo->_class_id, 'combat', $viewing_player_obj->vo->level)->fetchAll();
$targeted_skills = $skillDAO->getSkillsByTypeAndClass($viewing_player_obj->vo->_class_id, 'targeted', $viewing_player_obj->vo->level)->fetchAll();
// *** todo When Smarty3 is released, remove fetch all and change template to new foreach-as syntax ***
// Check all the combat toggles to see if they should be checked on the profile page.
foreach ($combat_skills as &$skill) {
$skill['checked'] = 0;
if (isset($combat_toggles[$skill['skill_internal_name']]) && $combat_toggles[$skill['skill_internal_name']]) {
$skill['checked'] = 1;
// Save the setting associatively back to the original array.