本文整理汇总了PHP中Player::isAdmin方法的典型用法代码示例。如果您正苦于以下问题:PHP Player::isAdmin方法的具体用法?PHP Player::isAdmin怎么用?PHP Player::isAdmin使用的例子?那么恭喜您, 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::isAdmin方法的5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: skills
/**
* Returns the list fo all skills available to a ninja.
*/
private function skills(Player $char)
{
if ($char->isAdmin()) {
// Admins get access to all skills.
$skills = $this->skill_map['crane'] + $this->skill_map['dragon'] + $this->skill_map['tiger'] + $this->skill_map['viper'] + $this->skill_map['all'];
return $skills;
}
$class = $char->identity;
$class_skills = array();
if ($class) {
$class_skills = $this->skill_map[$class];
}
return $class_skills + $this->skill_map['all'];
}
示例2: skills
/**
* Returns the list fo all skills available to a ninja.
**/
public function skills($char_id = null)
{
if (!$char_id) {
$char_id = self_char_id();
}
$char = new Player($char_id);
$char_name = $char->name();
if ($char->isAdmin()) {
// Admins get access to all skills.
$skills = $this->skill_map['crane'] + $this->skill_map['dragon'] + $this->skill_map['tiger'] + $this->skill_map['viper'] + $this->skill_map['all'];
return $skills;
}
$class = char_class_identity($char_id);
$class_skills = array();
if ($class) {
$class_skills = $this->skill_map[$class];
}
return $class_skills + $this->skill_map['all'];
}
示例3: level_up_if_possible
function level_up_if_possible($char_id, $auto_level = false)
{
// Setup values:
$max_level = maximum_level();
$health_to_add = 100;
$turns_to_give = 50;
$stat_value_to_add = 5;
$char_kills = get_kills($char_id);
if ($char_kills < 0) {
// If the character doesn't have any kills, shortcut the levelling process.
return false;
} else {
$char_obj = new Player($char_id);
$username = $char_obj->name();
$char_level = $char_obj->level();
if ($auto_level && $char_obj->isAdmin()) {
// If the character is an admin, do not auto-level them.
return false;
} else {
// For normal characters, do auto-level them.
// Check required values:
$nextLevel = $char_level + 1;
$required_kills = required_kills_to_level($char_level);
// Have to be under the max level and have enough kills.
$level_up_possible = $nextLevel <= $max_level && $char_kills >= $required_kills;
if ($level_up_possible) {
// ****** Perform the level up actions ****** //
// Explicitly call for the special case of kill changing to prevent an infinite loop.
$userKills = change_kills($char_id, -1 * $required_kills, $auto_level_check = false);
$userLevel = addLevel($char_id, 1);
change_strength($char_id, $stat_value_to_add);
change_speed($char_id, $stat_value_to_add);
change_stamina($char_id, $stat_value_to_add);
change_karma($char_id, 1);
// Only add 1 to karma via levelling.
change_ki($char_id, 50);
// Add 50 ki points via levelling.
addHealth($char_id, $health_to_add);
addTurns($char_id, $turns_to_give);
// Send a level-up message, for those times when auto-levelling happens.
send_event($char_id, $char_id, "You levelled up! Your strength raised by {$stat_value_to_add}, speed by {$stat_value_to_add}, stamina by {$stat_value_to_add}, Karma by 1, and your Ki raised 50! You gained some health and turns as well! You are now a level {$userLevel} ninja! Go kill some stuff.");
return true;
} else {
return false;
}
}
}
}
示例4: ceil
$target_damage = 5 * ceil($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;
$generic_skill_result_message = '__TARGET__ is already fully healed.';
} else {
if (!$harmonize) {
$original_health = $target->health();
$heal_per_level = 10;
// For standard heal.
$heal_points = $player->level() * $heal_per_level;
$new_health = $target->heal($heal_points);
// Won't heal more than possible
$healed_by = $new_health - $original_health;
} else {
示例5: char_inventory
}
return $res;
}
}
public static function char_inventory($char_id)
{
return inventory_counts($char_id);
}
}
// Redirect for any non-admins.
$char_id = self_char_id();
$self = null;
if (positive_int($char_id)) {
$self = new Player($char_id);
}
if ($self instanceof Player && $self->isAdmin()) {
// Admin possibilities start here.
$view_char = null;
$dupes = AdminViews::duped_ips();
$stats = AdminViews::high_rollers();
$npcs = NpcFactory::allNonTrivialNpcs();
$trivial_npcs = NpcFactory::allTrivialNpcs();
$char_name = in('char_name');
if (is_string($char_name) && trim($char_name)) {
$view_char = get_char_id($char_name);
}
// If a request is made to view a character's info, show it.
$view_char = $view_char ? $view_char : in('view');
$char_infos = $char_inventory = $message = null;
if ($view_char) {
$char_infos = AdminViews::split_char_infos($view_char);