本文整理汇总了PHP中Player::id方法的典型用法代码示例。如果您正苦于以下问题:PHP Player::id方法的具体用法?PHP Player::id怎么用?PHP Player::id使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Player
的用法示例。
在下文中一共展示了Player::id方法的14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: testMessageHasARobustSender
public function testMessageHasARobustSender()
{
$rec = new Player($this->char_id);
Message::create(['send_from' => $rec->id(), 'send_to' => $this->char_id_2, 'message' => 'Random phpunit test message of some content', 'type' => 0]);
$messages = Message::findByReceiver(new Player($this->char_id_2), $type = 0, $limit = 1000, $offset = 0);
$this->assertGreaterThan(0, count($messages), 'Collection has no results found');
$first_message = $messages->first();
$this->assertTrue($first_message instanceof Message, 'First message not a valid message model');
$this->assertNotEmpty($first_message->sender);
$this->assertGreaterThan(0, strlen($first_message->sender));
}
示例2: kill
/**
* Perform the effects of a clonekill.
* @return string outcome or false
**/
public static function kill(Player $self, Player $clone1, Player $clone2)
{
if (self::canKill($clone1, $clone2)) {
$today = date("F j, Y, g:i a");
$clone1_health = $clone1->health();
$clone2_health = $clone2->health();
$clone1_turns = $clone1->turns();
$clone2_turns = $clone2->turns();
$clone1->changeTurns(-1 * $clone1->turns());
$clone1->death();
$clone2->changeTurns(-1 * $clone2->turns());
$clone2->death();
$result_message = "You obliterate the clone {$clone1->name()} for {$clone1_health} health, {$clone1_turns} turns\n and the clone {$clone2->name()} for {$clone2_health} health, {$clone2_turns} turns.";
send_event($self->id(), $clone1->id(), "You and {$clone2->name()} were Clone Killed at {$today}.");
send_event($self->id(), $clone2->id(), "You and {$clone1->name()} were Clone Killed at {$today}.");
return $result_message;
} else {
return false;
}
}
示例3: testDoshinOfferSomeBountyOnATestPlayer
public function testDoshinOfferSomeBountyOnATestPlayer()
{
$target_id = TestAccountCreateAndDestroy::create_alternate_testing_account(true);
$this->char->set_gold(434343);
$this->char->save();
$target = new Player($target_id);
$request = new Request(['target' => $target->name(), 'amount' => 600]);
RequestWrapper::inject($request);
$doshin = new DoshinController();
$doshin->offerBounty();
$new_bounty = (new Player($target->id()))->bounty();
TestAccountCreateAndDestroy::destroy();
$this->assertEquals(600, $new_bounty);
}
示例4: addPlayer
public function addPlayer(Player $user)
{
foreach ($this->players as $player) {
$player->send('newplayer', array('id' => $user->id(), 'name' => $user->name()));
$user->send('newplayer', array('id' => $player->id(), 'name' => $player->name()));
}
if (count($this->players) == 0) {
$this->creator = $user;
}
$this->players[] = $user;
$user->setGame($this);
if (count($this->players) == $this->maxplayers) {
$this->startGame();
}
}
示例5: testCreatePlayerObject
/**
* group char
**/
function testCreatePlayerObject()
{
$char = new Player($this->char_id);
$this->assertTrue((bool) positive_int($char->id()));
}
示例6: char_info
/**
* Returns the state of the player from the database,
* uses a user_id if one is present, otherwise
* defaults to the currently logged in player, but can act on any player
* if another username is passed in.
* @param $user user_id or username
**/
function char_info($p_id)
{
if (!$p_id) {
if (defined('DEBUG') && DEBUG) {
nw_error('DEPRECATED: call to char_info with a null argument. For clarity reasons, this is now deprecated, use the player object instead. Backtrace: ' . print_r(debug_backtrace(), true));
}
return self_info();
}
$id = whichever($p_id, SESSION::get('player_id'));
// *** Default to current player. ***
if (!is_numeric($id)) {
// If there's no id, don't try to get any data.
return null;
}
$player = new Player($id);
// Constructor uses DAO to get player object.
$player_data = array();
if ($player instanceof Player && $player->id()) {
// Turn the player data vo into a simple array.
$player_data = (array) $player->vo;
$player_data['clan_id'] = $player->getClan() ? $player->getClan()->getID() : null;
$player_data = add_data_to_player_row($player_data);
}
return $player_data;
}
示例7: rand
$covert = true;
$target->addStatus(POISON);
$target->addStatus(WEAKENED);
// Weakness kills strength.
$target_damage = rand($poisonMinimum, $poisonMaximum);
$victim_alive = $target->subtractHealth($target_damage);
$generic_state_change = "__TARGET__ has been poisoned!";
$generic_skill_result_message = "__TARGET__ has taken {$target_damage} damage!";
$msg = "You have been poisoned by {$attacker_id}";
send_event($attacker_char_id, $target->id(), $msg);
} elseif ($command == 'Fire Bolt') {
$target_damage = 5 * ceil($player->level() / 3) + rand(1, $player->getStrength());
$generic_skill_result_message = "__TARGET__ has taken {$target_damage} damage!";
$victim_alive = $target->harm($target_damage);
$msg = "You have had fire bolt cast on you by " . $player->name();
send_event($player->id(), $target->id(), $msg);
} else {
if ($command == 'Heal' || $command == 'Harmonize') {
// This is the starting template for self-use commands, eventually it'll be all refactored.
$harmonize = false;
if ($command == 'Harmonize') {
$harmonize = true;
}
$hurt = $target->is_hurt_by();
// Check how much the TARGET is hurt (not the originator, necessarily).
// Check that the target is not already status healing.
if ($target->hasStatus(HEALING) && !$player->isAdmin()) {
$turn_cost = 0;
$generic_state_change = '__TARGET__ is already under a healing aura.';
} elseif ($hurt < 1) {
$turn_cost = 0;
示例8: saveDetails
/**
* Static details saving workaround for now.
**/
public static function saveDetails(Player $pc)
{
$updated = update_query('update players set description = :desc, goals = :goals, instincts = :instincts, beliefs = :beliefs, traits = :traits where player_id = :id', [':id' => $pc->id(), ':desc' => $pc->description(), ':goals' => $pc->goals(), ':instincts' => $pc->instincts(), ':beliefs' => $pc->beliefs(), ':traits' => $pc->traits()]);
return (bool) $updated;
}
示例9: testKickClanMember
function testKickClanMember()
{
$player1 = new Player($this->char_id);
$clan = ClanFactory::find($this->clan_id);
$this->assertTrue($clan->addMember($player1, $player1));
$this->assertTrue($clan->addMember($player2 = new Player($this->char_id_2), $player1));
$this->assertTrue($clan->hasMember($player2->id()));
$this->assertTrue($clan->hasMember($player1->id()));
$clan->kickMember($player1->id(), $player2);
$this->assertFalse($clan->hasMember($player1->id()));
}
示例10: Player
$self_use = $selfTarget || $target_id === $user_id;
if ($self_use) {
$target = $username;
$targetObj = $player;
} else {
if ($target_id) {
$targetObj = new Player($target_id);
$target = $targetObj->name();
set_setting("last_item_used", $item_in);
// Save last item used.
}
}
$starting_turns = $player->vo->turns;
$username_turns = $starting_turns;
$username_level = $player->vo->level;
if ($targetObj instanceof Player && $targetObj->id()) {
$targets_turns = $targetObj->vo->turns;
$targets_level = $targetObj->vo->level;
$target_hp = $targetObj->vo->health;
} else {
$targets_turns = $targets_level = $target_hp = null;
}
$max_power_increase = 10;
$level_difference = $targets_level - $username_level;
$level_check = $username_level - $targets_level;
$near_level_power_increase = nearLevelPowerIncrease($level_difference, $max_power_increase);
// Sets the page to link back to.
if ($target_id && ($link_back == "" || $link_back == 'player') && $target_id != $user_id) {
$return_to = 'player';
} else {
$return_to = 'inventory';
示例11: kickMember
public function kickMember($p_playerID, Player $kicker, $self_leave = false)
{
global $today;
query("DELETE FROM clan_player WHERE _player_id = :player AND _clan_id = :clan", [':player' => $p_playerID, ':clan' => $this->getID()]);
if ($self_leave) {
$msg = "You have been kicked out of " . $this->getName() . " by " . $kicker->name() . " on {$today}.";
} else {
$msg = "You have left clan " . $this->getName() . " on {$today}.";
}
send_message($kicker->id(), $p_playerID, $msg);
return true;
}
示例12: date
$ki_cost = 0;
// Ki taken during use.
$reuse = true;
// Able to reuse the skill.
$today = date("F j, Y, g:i a");
// Check whether the user actually has the needed skill.
$has_skill = $skillListObj->hasSkill($command);
$starting_turn_cost = $turn_cost;
assert($turn_cost >= 0);
$turns_to_take = null;
// *** Even on failure take at least one turn.
$char_id = self_char_id();
$player = new Player($char_id);
if ($target != '' && $target != $player->player_id) {
$target = new Player($target);
$target_id = $target->id();
$return_to_target = true;
} else {
// Use the skill on himself.
$return_to_target = false;
$target = $player;
$target_id = null;
}
$class = $player->vo->class;
$covert = false;
$victim_alive = true;
$attacker_id = $username;
$attacker_char_id = self_char_id();
$starting_turns = $player->vo->turns;
$ending_turns = null;
$level_check = $player->vo->level - $target->vo->level;
示例13: onMessage
public function onMessage(IWebSocketConnection $conn, IWebSocketMessage $msg)
{
$arr = json_decode($msg->getData(), true);
// If this is a new websocket connection, handle the user up front
if ($arr['messageType'] == 'myid') {
if (isset($this->users[$arr['id']])) {
$user = $this->users[$arr['id']];
} else {
$user = new Player(gentoken(), $conn->getId());
}
$this->users[$user->id()] = $user;
$this->conns[$conn->getId()] = $user;
$user->setConnection($conn);
$user->send('myname', array('name' => $user->name(), 'id' => $user->id(), 'ingame' => $user->game() != null));
if ($user->game() != null) {
if ($user->game()->started) {
$user->rejoinGame();
} else {
$user->rejoinWaitingRoom();
}
} else {
foreach ($this->games as $game) {
if ($game->started) {
continue;
}
$user->send('newgame', array('name' => $game->name, 'creator' => $game->creator->name(), 'id' => $game->id));
}
}
$this->say("{$user->id()} connected");
return;
}
// Otherwise we better have a user set for them, and then continue on
// as normally when processing the message
if (!isset($this->conns[$conn->getId()])) {
return;
}
$user = $this->conns[$conn->getId()];
switch ($arr['messageType']) {
case 'newgame':
if ($user->game() != null) {
return;
}
// ERRORS NOT SHOWING ON CLIENT: FIX FIX FIX
if ($arr['name'] == '') {
return $user->send('error', 'Game needs a valid name');
}
$game = new SevenWonders();
$game->maxplayers = intval($arr['players']);
$game->name = $arr['name'];
$game->id = gentoken();
$game->server = $this;
$game->addPlayer($user);
$this->games[$game->id] = $game;
if ($game->maxplayers > 1) {
$this->broadcast('newgame', array('name' => $game->name, 'creator' => $game->creator->name(), 'id' => $game->id), $user);
}
break;
case 'joingame':
if ($user->game() != null) {
break;
}
$id = $arr['id'];
if (!isset($this->games[$id]) || $this->games[$id]->started) {
break;
}
$this->games[$id]->addPlayer($user);
break;
case 'changename':
if ($user->game() == null && $arr['name'] != '') {
$user->setName($arr['name']);
}
// Broadcast name change here in case they're hosting a game?
break;
default:
if ($user->game() != null) {
$user->game()->onMessage($user, $arr);
} else {
$user->send('error', "Error: could not recognize command " . $arr['messageType']);
}
break;
}
}
示例14: array
if (!$target_player_obj || !$target_player_obj->id() || !$target_player_obj->isActive()) {
$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 {
$viewing_player_obj = new Player(self_char_id());
//$score = get_score_formula();
$self = self_char_id() && self_char_id() == $player_info['player_id'];
// Record whether this is a self-viewing.
if ($viewing_player_obj && $viewing_player_obj->vo) {
$char_id = $viewing_player_obj->id();
$username = $viewing_player_obj->name();
}
$message = in('message');
$player = $target = $player_info['uname'];
// reset the target and target_id vars.
$target_id = $player_info['player_id'];
$target_class_theme = char_class_theme($target_id);
if ($message) {
send_message($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