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@@ -1,1071 +0,0 @@
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-<?php
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-
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-//
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-//namespace loyalsoft;
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-//
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-///**
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-// * 战斗 - 关卡
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-// * @author gwang
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-// */
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-//class SweepGatesProc {
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-//
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-// /**
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-// * 提取某个对象的某个字段(利用后面2个参数组合为字段名)
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-// * @param type $obj
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-// * @param type $name
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-// * @param type $index
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-// * @return type
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-// */
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-// private static function getProperty_n($obj, $name, $index) {
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-// if (is_object($obj)) {
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-// $ke = "$name$index";
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-// if (property_exists($obj, $ke)) {
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-// return $obj->$ke;
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-// }
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-// }
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-// return null;
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-// }
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-//
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-// /**
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-// * [6800] 关卡战斗 - 预计算掉落
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-// */
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-// public static function Arenas_preFight() {
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-// Err(ErrCode::err_method_obsoleted, "reward字段已于2022.1.11被删除,代码需维护!");
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-// list($gateId, $difficulty) = req()->paras; # 提取参数
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-// my_Assert($gateId > 0, "关卡id非法");
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-// $isFirst = self::isFirstChallenge($gateId, $difficulty); # 是否首次通关
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-// $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
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-// $i = $difficulty + 1; # 按三个难度取不同的值.
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-//// $tili = self::getProperty_n($smGate, "tili", $i); # 体力暂时未用上
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-// $rwdstr = self::getProperty_n($smGate, "reward", $i);
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-// $firstPassRewardStr = self::getProperty_n($smGate, 'first_reward', $i);
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-// if ($isFirst) { # 是否首次通关切换奖励内容
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-// $rwdstr = $firstPassRewardStr;
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-// }
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-// $rsarr = explode(';', $rwdstr);
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-// my_Assert(count($rsarr) > 0, "关卡奖励数据异常");
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-// $dic = array();
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-// foreach ($rsarr as $rs) {
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-// $rarr = explode(',', $rs);
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-// $id = intval($rarr[0]);
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-// $num = intval($rarr[1]);
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-// $percent = intval(rtrim($rarr[2], '%'));
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-// if (CommUtil::randomPercent($percent)) { # 投骰子 决定是否本次掉落
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-// $dic[] = array($id => $num); # 掉落
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-// }
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-// }
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-// $arr = array(); # 拼接返回字符串
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-// foreach ($dic as $item) {
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-// foreach ($item as $k => $v) {
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-// $arr[] = sprintf("%s,%s", $k, $v);
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-// }
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-// }
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-// $_rewards = implode(";", $arr); # 最终奖励字符串
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-// $redis_key = MemKey_User::temp_arenas_pre_reward_md5_str(req()->zoneid, req()->uid);
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-// $md5 = md5($gateId . $difficulty . $_rewards);
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-// gMem()->set($redis_key, $md5, 86400); # 有效期一天,有新的就覆盖
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-// return Resp::ok(array("r" => $_rewards)); # 返回奖励字符串
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-//// 生成奖励串, 写入redis一个md5(过期时间1day)
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-//// 奖励串返回客户端
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-//// 客户端根据奖励串展示奖励
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-//// 最后再将奖励串通过挑战接口返回给服务端,
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-//// 服务端计算奖励传的md5并与redis中的md5做对比.(这里最好采用字段排序后的字符串或者啥的,避免中间因json序列化/反序列化时改变字符串)
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-// }
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-//
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-// /**
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-// * [6806] 领取章节星数奖励
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-// */
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-// public static function DrawChapterStarsReward() {
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-// list($chapterId, $hard, $stars) = req()->paras; # 参数: 章节id, 难度, 分数
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-// $hard = $hard + 1;
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-// $userGates = ctx()->gates();
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-// if (!property_exists($userGates->chapterStarsRwd, $chapterId)) { # 防御第一次读取本章节数据
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-// $userGates->chapterStarsRwd->$chapterId = ObjectInit();
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-// }
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-// $chapterInfo = $userGates->chapterStarsRwd->$chapterId; # 本章节数据
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-// if (!property_exists($chapterInfo, $hard)) { # 防御当前难度数据未创建
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-// $chapterInfo->$hard = array();
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-// }
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-// $starsArr = $chapterInfo->$hard; # 当前章节,当前难度的领取记录
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-// my_Assert(!in_array($stars, $starsArr), ErrCode::err_arenas_hasgetstarreward); # 奖励已领取
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-// $rwdCfgArr = GameConfig::gate_starreward_getItem($chapterId, $hard); # 奖励配置数组
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-// $starCfg = StlUtil::arrayFind($rwdCfgArr, function ($v, $k)use ($stars) { # 在数组中查找到对应星数的奖励
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-// return ($v->star == $stars);
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-// });
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-// my_Assert(null != $starCfg, ErrCode::err_arenas_starreward_const_no); # 找不到指定星数的配置数据
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-// $sumOfStars = 0;
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-// $userGateL = null;
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-// switch ($hard) { # 取不同难度数据记录
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-// case 1:
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-// $userGateL = new Ins_UserGatesModel($userGates->normal);
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-// break;
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-// case 2:
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-// $userGateL = new Ins_UserGatesModel($userGates->hard);
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-// break;
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-// case 3:
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-// $userGateL = new Ins_UserGatesModel($userGates->elite);
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-// break;
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-// default:
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-// break;
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-// }
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-// my_Assert(null != $userGateL, ErrCode::err_innerfault); # 玩家数据有问题
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-// array_walk($userGateL->gates, function ($v, $k)use (&$sumOfStars) { # 累加星数
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-// $sinfo = new GateStar($v->star);
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-// $sumOfStars += $sinfo->Stars();
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-// });
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-// my_Assert($stars <= $sumOfStars, ErrCode::err_arenas_starreward_starNotEnough); # 星数未达标
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-// StoreProc::AddMultiItemInStore($starCfg->reward); # 发放奖励
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-// $starsArr[] = $stars; # 领奖记录
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-// $userGates->chapterStarsRwd->$chapterId->$hard = $starsArr; # 回写数据
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-//
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-// UserProc::updateUserInfo();
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-// return Resp::ok(array("store" => ctx()->store(),
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-// 'gold' => ctx()->base()->gold,
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-// 'cash' => ctx()->base()->cash
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-// )); # 返回值
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-// }
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-//
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-// /**
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-// * [6801] 关卡挑战1次
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-// */
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-// public static function Arenas_Fight() {
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-// $gateId = req()->paras[0];
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-// list($gateId, $difficulty, $star, $TeamObj) = req()->paras; # 提取参数: 挑战的关卡Id, 关卡难度(0,1,2), 几星, 队伍, 奖励字符串
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-// my_Assert($gateId > 0, ErrCode::err_arenasgate_indexillegal); # 关卡id非法
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-//// $md5 = gMem()->get(MemKey_User::temp_arenas_pre_reward_md5_str($req->zoneid, $req->uid));
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-//// $_md5 = md5($gateId . $difficulty . $rewardStr);
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-//// my_Assert($md5 == $_md5, ErrCode::err_arenas_rewardIllegal); # 奖励不匹配
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-//
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-// $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
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-// switch ($smGate->battleType) { #(0普通 怪物全部创建 1Boss站 2引导剧情 3竞技场 4非战斗场景)
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-// case 0: # 普通关卡
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-// case 1: # 含有boss的关卡(结算时按击杀boss)
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-// return self::_NormalGate();
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-// case 2: # 剧情引导类关卡
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-// break;
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-// case 3: # pvp
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-// break;
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-// case 4: # 大厅/主城/召唤之类的
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-// break;
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-// case 5: # 材料副本
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-// //副本战斗成功扣体力否则不扣除体力 -2022-11-14
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-// ActiveProc::ChangeTili(-$smGate->tili1);
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-// TaskProc::OnPassGateN($gateId, $difficulty + 1);
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-// $level = substr($gateId, strlen($gateId) - 2);
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-// TaskProc::OnPassMaterialCarbonN($gateId, $level); # 材料副本
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-// self::_LogMaterialChallenge($gateId); # 增加记录逻辑
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-// return self::PassGateSettlement();
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-// case 6: # 无尽塔
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-// TaskProc::OnPassGateN($gateId, $difficulty + 1);
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-// break;
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-// case 7: # 世界boss
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-// TaskProc::OnPassWorldBoss($gateId);
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-// break;
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-// case 8: # 守护战
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-// TaskProc::OnPassGateN($gateId, $difficulty + 1);
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-// return self::PassGateSettlement();
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-// default:
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-// break;
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-// }
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-//
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-//// $map = new Info_Map();
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-//// $map->addBattleRecord($gateId);
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-// //$map->addBattleNumRecord($gateId, $ret);
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-// $user = ctx();
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-// $result = array(
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-// 'store' => $user->store,
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-// 'heros' => $user->heros,
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-// 'gates' => $user->gates,
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-// 'tili' => $user->base()->tili,
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-// 'time' => $user->privateState->TiliTime,
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-// 'gold' => $user->base()->gold,
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-// 'resPoint' => $user->base()->resPoint,
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-// 'cash' => $user->base()->cash,
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-// 'exp' => 0,
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-//// 'rewardstr' => implode(';', $rewardArr),
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-// 'priv' => $user->privateState,
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-// 'isFirst' => false,
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-// 'prize'=>"",
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-// );
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-// UserProc::updateUserInfo();
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-// return Resp::ok($result);
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-// }
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-//
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-// private static function _LogMaterialChallenge($gateId) {
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-// $priv = ctx()->privateState;
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-// my_default_Obj($priv->materialDailyChallengeRecord); # 防御代码
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-// if (!CommUtil::isPropertyExists($priv->materialDailyChallengeRecord, $gateId)) {
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-// $priv->materialDailyChallengeRecord->$gateId = 0;
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-// }
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-// $priv->materialDailyChallengeRecord->$gateId++;
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-// ctx()->privateState = $priv;
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-//// var_dump($priv);
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-// }
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-//
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-// /**
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-// * 通关普通关卡
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-// */
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-// private static function _NormalGate() {
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-// list($gateId, $difficulty, $star, $TeamObj) = req()->paras; # 提取参数: 挑战的关卡Id, 关卡难度(0,1,2), 几星, 队伍, 奖励字符串
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-// $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
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-// $isFirst = false; # 是否首次通关
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-// self::recordFight($gateId, $difficulty, $star, $isFirst); # 更新挑战记录
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-// $i = $difficulty + 1; # 按三个难度取不同的值.
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-//// $gold = self::getProperty_n($smGate, "gold", $i);
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-// $exp = self::getProperty_n($smGate, "exp", $i);
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-// $firstExp = self::getProperty_n($smGate, "first_exp", $i);
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-// $firstHero = self::getProperty_n($smGate, "first_hero", $i);
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-// $heroExp = self::getProperty_n($smGate, "heroExp", $i);
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-// if ($isFirst) { # 是否首次通关切换奖励内容
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-// $exp = $firstExp;
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-// if ($firstHero > 0) { # 首次通关解锁英雄
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-// HeroProc::AddHeroWithStar($firstHero, 0); # 添加英雄
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-// }
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-// }
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-//
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-//// $rewardArr = self::SetRewards($req, $rewardStr); # 发通关奖励
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-//// Data_UserGame::Add_Gold($req->userInfo->game->baseInfo, $gold); # 发金币
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-//// Data_UserGame::Add_Exp(ctx()->baseInfo, $exp); # 给玩家(指挥官)增加经验
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-// ctx()->base()->Add_Exp($exp); # 给玩家(指挥官)增加经验
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-// foreach ($TeamObj as $heroUID) {
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-// if ($heroUID > 0) {
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-// echoLine("$heroUID");
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-// HeroProc::HeroAddEXP($heroUID, $heroExp); # 增加英雄经验
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-// }
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-// }
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-// UserProc::updateUserInfo(); # 回写玩家数据.
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-//
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-// TaskProc::OnPassGateN($gateId, $difficulty + 1);
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-//
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-// StatisticsProc::unlockGate($gateId); #统计通关最新关卡
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-// $user = ctx();
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-// $result = array(
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-// 'store' => $user->store,
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-// 'heros' => $user->heros,
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-// 'gates' => $user->gates,
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-// 'tili' => $user->base()->tili,
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-// 'time' => $user->privateState->TiliTime,
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-// 'gold' => $user->base()->gold,
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-// 'resPoint' => $user->base()->resPoint,
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-// 'cash' => $user->base()->cash,
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-// 'exp' => $exp,
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-//// 'rewardstr' => implode(';', $rewardArr),
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-// 'isFirst' => $isFirst,
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-// 'prize'=>"",
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-// );
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-// return Resp::ok($result);
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-// }
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-//
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-// private static function PassGateSettlement() {
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-// list($gateId, $difficulty, $star, $TeamObj) = req()->paras; # 提取参数: 挑战的关卡Id, 关卡难度(0,1,2), 几星, 队伍, 奖励字符串
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-// $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
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-// $isFirst = false;
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-// self::recordFight($gateId, $difficulty, $star, $isFirst); # 更新挑战记录
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-// $i = $difficulty + 1; # 按三个难度取不同的值.
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-// $exp = self::getProperty_n($smGate, "exp", $i);
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-// ctx()->base()->Add_Exp($exp); # 给玩家(指挥官)增加经验
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-//
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-// $prize = "";
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-// if($smGate->battleType == 8){//守护战
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-// $mo = GameConfig::duplicate_defense_getItem($smGate->duplicateDataId);
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-// if($mo != null){
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-// $p = $mo->rewardList;
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-// $arr = explode(',', $p);
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-// $s = "";
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-// foreach ($arr as $val) {
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-// $aa = explode('_', $val);
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-// $s = $aa[0].','.$aa[1];
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-// if($prize == ""){
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-// $prize = $s;
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-// } else {
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-// $prize = $prize.';'.$s;
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-// }
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-// }
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-//
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-// }
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-//
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-// StoreProc::AddMultiItemInStore($prize);
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-// }
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-//
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-// UserProc::updateUserInfo(); # 回写玩家数据.
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-//
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-// $user = ctx();
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-// $result = array(
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-// 'store' => $user->store,
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-// 'heros' => $user->heros,
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-// 'gates' => $user->gates,
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-// 'tili' => $user->base()->tili,
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-// 'time' => $user->privateState->TiliTime,
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-// 'gold' => $user->base()->gold,
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-// 'resPoint' => $user->base()->resPoint,
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-// 'cash' => $user->base()->cash,
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-// 'exp' => $exp,
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-//// 'rewardstr' => implode(';', $rewardArr),
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-// 'isFirst' => $isFirst,
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-// 'prize'=>$prize,
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-// );
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-// return Resp::ok($result);
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-// }
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-//
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-// /**
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-// * 发放奖励串
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-// * @param Req $req
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-// * @param type $rewardStr
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-// */
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-// public static function SetRewards($rewardStr) {
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-// $getedArr = array(); # 统计所获奖励物品
|
|
|
-// $rewardsArr = explode(";", $rewardStr);
|
|
|
-// foreach ($rewardsArr as $r) { #
|
|
|
-// if (strlen($r) > 0) {
|
|
|
-//// $percentStr = explode(',', $r)[2];
|
|
|
-//// $percent = intval(trim($percentStr, "%")); # 剔除%
|
|
|
-//// if (CommUtil::randomPercent($percent)) {
|
|
|
-// $err = StoreProc::AddMultiItemInStore($r); # 发放奖励物品
|
|
|
-// my_Assert($err == ErrCode::ok, $err); # 出错了
|
|
|
-// $getedArr[] = $r; # 剔除最后一段概率字符串
|
|
|
-//// }
|
|
|
-// }
|
|
|
-// }
|
|
|
-// return $getedArr;
|
|
|
-// }
|
|
|
-//
|
|
|
-// /**
|
|
|
-// * 更新战斗记录
|
|
|
-// * @param type $gateId
|
|
|
-// * @param type $difficulty
|
|
|
-// * @param type $star
|
|
|
-// */
|
|
|
-// private static function isFirstChallenge($gateId, $difficulty) {
|
|
|
-// $userGates = ctx()->gates;
|
|
|
-// if ($difficulty == 0) { # 按照难度查找
|
|
|
-// $diffCult = $userGates->normal;
|
|
|
-// } else if ($difficulty == 1) {
|
|
|
-// $diffCult = $userGates->hard;
|
|
|
-// } else if ($difficulty == 2) {
|
|
|
-// $diffCult = $userGates->elite;
|
|
|
-// } else {
|
|
|
-// Err(ErrCode::err_arenas_difficulty); # 找不到难度类型
|
|
|
-// }
|
|
|
-//
|
|
|
-// $typeId = substr($diffCult->highest, 0, 3); # 防御: 分类头不对
|
|
|
-// if ($typeId != '503') {
|
|
|
-// $diffCult->highest = 503000; # 设置为关卡第一关
|
|
|
-// }
|
|
|
-// if ($gateId > $diffCult->highest + 1) { # 不能跳关
|
|
|
-// Err(ErrCode::err_arenasgate_indexillegal);
|
|
|
-// }
|
|
|
-//
|
|
|
-// $uGate = new Ins_UGate(); # 当前关卡的记录数据
|
|
|
-// if (isset($diffCult->gates->$gateId)) {
|
|
|
-// $uGate = $diffCult->gates->$gateId;
|
|
|
-// }
|
|
|
-//
|
|
|
-// return !$uGate->cleared;
|
|
|
-// }
|
|
|
-//
|
|
|
-// /**
|
|
|
-// * 更新战斗记录
|
|
|
-// * @param type $gateId
|
|
|
-// * @param type $difficulty
|
|
|
-// * @param type $star
|
|
|
-// */
|
|
|
-// private static function recordFight($gateId, $difficulty, $star, &$isFirst = false) {
|
|
|
-// $userGates = ctx()->gates;
|
|
|
-// if ($difficulty == 0) { # 按照难度查找
|
|
|
-// $diffCult = $userGates->normal;
|
|
|
-// } else if ($difficulty == 1) {
|
|
|
-// $diffCult = $userGates->hard;
|
|
|
-// } else if ($difficulty == 2) {
|
|
|
-// $diffCult = $userGates->elite;
|
|
|
-// } else {
|
|
|
-// Err(ErrCode::err_arenas_difficulty); # 找不到难度类型
|
|
|
-// }
|
|
|
-//
|
|
|
-// $typeId = substr($diffCult->highest, 0, 3); # 防御: 分类头不对
|
|
|
-// if ($typeId != '503') {
|
|
|
-// if ($diffCult->highest < 503000) {
|
|
|
-// $diffCult->highest = 503000; # 设置为关卡第一关
|
|
|
-// }
|
|
|
-// }
|
|
|
-//
|
|
|
-//// if ($gateId > $diffCult->highest + 1) { # 不能跳关
|
|
|
-//// Err(ErrCode::err_arenasgate_indexillegal);
|
|
|
-//// }
|
|
|
-//
|
|
|
-// if ($gateId == $diffCult->highest + 1 && $star > 0) { # 星级大于等于0,才可以推关
|
|
|
-// $diffCult->highest += 1; # 更新最高记录
|
|
|
-// RankProc::recordNewPassGateInfo(req()->uid, $gateId); # 更新通关记录
|
|
|
-// }
|
|
|
-// $diffCult->latest = $gateId; # 记录上次挑战关卡id
|
|
|
-//
|
|
|
-// $uGate = new Ins_UGate(); # 当前关卡的记录数据
|
|
|
-// if (isset($diffCult->gates->$gateId)) {
|
|
|
-// $uGate = $diffCult->gates->$gateId;
|
|
|
-// }
|
|
|
-// $uGate->challengeTimes++; # 当前关卡挑战次数
|
|
|
-// $uGate->star |= $star; # 当前关卡得分评星
|
|
|
-// if (!$uGate->cleared) {
|
|
|
-// $uGate->cleared = 1; # 当前关卡是否已通关
|
|
|
-// $isFirst = true;
|
|
|
-// }
|
|
|
-// $diffCult->gates->$gateId = $uGate; # 回写关卡记录
|
|
|
-//
|
|
|
-// $userGates->TotalNum++; # 总战斗次数+1
|
|
|
-// $userGates->Times++;
|
|
|
-// ctx()->gates = $userGates; # 回写数据
|
|
|
-// }
|
|
|
-//
|
|
|
-// /**
|
|
|
-// * 清理每个难度副本的每日战斗次数
|
|
|
-// */
|
|
|
-// public static function ClearGateTimes() {
|
|
|
-// ctx()->gates->Times = 0;
|
|
|
-// }
|
|
|
-//
|
|
|
-////
|
|
|
-//// <editor-fold defaultstate="collapsed" desc=" 扫荡 ">
|
|
|
-//
|
|
|
-// /**
|
|
|
-// * [6802]新扫荡
|
|
|
-// */
|
|
|
-// public static function Arenas_NewSweepFight() {
|
|
|
-// Err(ErrCode::err_method_obsoleted, "reward字段已于2022.1.11被删除,代码需维护!");
|
|
|
-// Err(ErrCode::err_method_obsoleted); # 没开扫荡功能
|
|
|
-// list($gateId, $difficulty, $costItemId) = req()->paras; # 关卡id, 难度 difficulty, 扫荡券id
|
|
|
-//
|
|
|
-// $user = ctx();
|
|
|
-// $smGate = GameConfig::gate_getItem($gateId);
|
|
|
-// my_default_Obj($user->gates->newGateRecord); # 防御未初始化的变量
|
|
|
-// $gatesRecord = $user->gates->newGateRecord;
|
|
|
-// my_default_Obj($gatesRecord->record); # 防御未初始化的变量
|
|
|
-//
|
|
|
-// $i = $difficulty + 1; // 按三个难度取不同的值.
|
|
|
-// $tili = self::getProperty_n($smGate, "tili", $i);
|
|
|
-// $reward = self::getProperty_n($smGate, "reward", $i);
|
|
|
-// $gold = self::getProperty_n($smGate, "gold", $i);
|
|
|
-// $exp = self::getProperty_n($smGate, "exp", $i);
|
|
|
-// $err = StoreProc::removeItemFromStore($user->store, $costItemId, 1);
|
|
|
-// my_Assert(ErrCode::ok == $err, $err); # 扣除失败
|
|
|
-// $canfighterr = SweepGatesProc::CanFight($gateId, $difficulty); # 补充战斗记录
|
|
|
-// if ($canfighterr) {#不能符合战斗要求
|
|
|
-// return $canfighterr;
|
|
|
-// }
|
|
|
-// $user->gates->newGateRecord = $gatesRecord; # 回写数据
|
|
|
-// ActiveProc::ChangeTili(- $tili); # 扣减体力
|
|
|
-// $user->gates->TotalNum++; # 更新战斗次数统计
|
|
|
-// $user->gates->Times++;
|
|
|
-//
|
|
|
-// $rewardsArr = explode(";", $reward);
|
|
|
-// $rwds = array();
|
|
|
-// foreach ($rewardsArr as $r) { // 按照概率规则发放奖品
|
|
|
-// $arr = explode(',', $r);
|
|
|
-// $itemid = intval($arr[0]);
|
|
|
-// $num = intval($arr[1]);
|
|
|
-// $probability = intval($arr[2]);
|
|
|
-// if (CommUtil::randomPercent($probability)) { # 投色子
|
|
|
-// $err = StoreProc::AddMultiItemInStore("$itemid,$num");
|
|
|
-// my_Assert(ErrCode::ok == $err, $err);
|
|
|
-// $rwds[] = "$itemid,$num";
|
|
|
-// }
|
|
|
-// }
|
|
|
-// $user->base()->Add_Gold($gold); # 发放金币奖励
|
|
|
-// my_Assert(ErrCode::ok == $err, $err); # 失败
|
|
|
-//// Data_UserGame::Add_Exp($user->baseInfo, $exp); # 发放经验奖励
|
|
|
-// $user->base()->Add_Exp($exp); # 发放经验奖励
|
|
|
-// UserProc::updateUserInfo(); # 在获取战利品哪里已经update了.
|
|
|
-// $result = array(
|
|
|
-// 'store' => $user->store,
|
|
|
-// 'heros' => $user->heros,
|
|
|
-// 'gates' => $user->gates,
|
|
|
-// 'tili' => $user->base()->tili,
|
|
|
-// 'time' => $user->privateState->TiliTime,
|
|
|
-// 'gold' => $gold,
|
|
|
-// 'exp' => $exp,
|
|
|
-// 'rewardstr' => implode(';', $rwds)
|
|
|
-// );
|
|
|
-// return Resp::ok($result);
|
|
|
-// }
|
|
|
-//
|
|
|
-// /**
|
|
|
-// * 是否可以战斗
|
|
|
-// * @param $gateId
|
|
|
-// * @param $difficulty
|
|
|
-// * @return type
|
|
|
-// */
|
|
|
-// static function CanFight($gateId, $difficulty) {
|
|
|
-// $gatesRecord = ctx()->gates->newGateRecord;
|
|
|
-// $smGate = GameConfig::gate_getItem($gateId);
|
|
|
-// if (!CommUtil::isPropertyExists($gatesRecord->record, $gateId)) {
|
|
|
-// $gatesRecord->record->$gateId = ObjectInit();
|
|
|
-// }
|
|
|
-//// if ($difficulty > 2) {
|
|
|
-//// return Resp::err(ErrCode::err_arenasgate_indexillegal);
|
|
|
-//// }
|
|
|
-// if ($difficulty == 0) {
|
|
|
-// if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "normal")) {
|
|
|
-// return Resp::err(ErrCode::err_arenas_normalgate_numno);
|
|
|
-// }
|
|
|
-//
|
|
|
-// if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "normalToday")) {
|
|
|
-// return Resp::err(ErrCode::err_arenas_normalgate_numno);
|
|
|
-// }
|
|
|
-// if ($smGate->cishu1 - $gatesRecord->record->$gateId->normalToday < 1) {
|
|
|
-// return Resp::err(ErrCode::err_arenas_normalgate_numno);
|
|
|
-// }
|
|
|
-// $gatesRecord->record->$gateId->normalToday += 1;
|
|
|
-// } else if ($difficulty == 1) {
|
|
|
-//
|
|
|
-// if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "hard")) {
|
|
|
-// return Resp::err(ErrCode::err_arenas_normalgate_numno);
|
|
|
-// }
|
|
|
-// if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "hardToday")) {
|
|
|
-// return Resp::err(ErrCode::err_arenas_normalgate_numno);
|
|
|
-// }
|
|
|
-//
|
|
|
-// if ($smGate->cishu2 - $gatesRecord->record->$gateId->hardToday < 1) {
|
|
|
-// return Resp::err(ErrCode::err_arenas_normalgate_numno);
|
|
|
-// }
|
|
|
-// $gatesRecord->record->$gateId->hardToday += 1;
|
|
|
-// } else if ($difficulty == 2) {
|
|
|
-// if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "elite")) {
|
|
|
-// return Resp::err(ErrCode::err_arenas_normalgate_numno);
|
|
|
-// }
|
|
|
-//
|
|
|
-// if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "eliteToday")) {
|
|
|
-// return Resp::err(ErrCode::err_arenas_normalgate_numno);
|
|
|
-// }
|
|
|
-// if ($smGate->cishu3 - $gatesRecord->record->$gateId->eliteToday < 1) {
|
|
|
-// return Resp::err(ErrCode::err_arenas_normalgate_numno);
|
|
|
-// }
|
|
|
-// $gatesRecord->record->$gateId->eliteToday += 1;
|
|
|
-// }
|
|
|
-// return null; // false
|
|
|
-// }
|
|
|
-//
|
|
|
-//// </editor-fold>
|
|
|
-////
|
|
|
-//// <editor-fold defaultstate="collapsed" desc=" 好友租借 ">
|
|
|
-//// /**
|
|
|
-//// * [6805] 查询租借好友记录
|
|
|
-//// * @param Req $req
|
|
|
-//// */
|
|
|
-//// public static function GetBorrowedFriends($req) {
|
|
|
-////// 查询好友借用记录中的数据
|
|
|
-//// $rentedfriends = $req->userInfo->game->privateState->rentedFriends;
|
|
|
-//// if (!$rentedfriends || !is_array($rentedfriends)) {
|
|
|
-//// $rentedfriends = ArrayInit();
|
|
|
-//// }
|
|
|
-//// return Resp::ok(array('ret' => $rentedfriends));
|
|
|
-//// }
|
|
|
-////
|
|
|
-//// /**
|
|
|
-//// * 清理战斗租借好友记录
|
|
|
-//// *
|
|
|
-//// */
|
|
|
-//// public static function ClearFightRentRecord($req) {
|
|
|
-//// $req->userInfo->game->privateState->rentedFriends = ArrayInit();
|
|
|
-//// }
|
|
|
-////
|
|
|
-//// /**
|
|
|
-//// * [6806] 扣除借用好友费用
|
|
|
-//// * @param Req $req
|
|
|
-//// */
|
|
|
-//// public static function ConsumeBorrowFriend($req) {
|
|
|
-////// 提取参数:好友id
|
|
|
-//// $friend_uid = $req->paras[0];
|
|
|
-////// 验证好友关系
|
|
|
-//// if (!FriendProc::isFriendship($req->zoneid, $req->uid, $friend_uid)) {
|
|
|
-//// return Resp::err(ErrCode::friend_no_err);
|
|
|
-//// }
|
|
|
-////// 验证尚未租借过
|
|
|
-//// $rentedfriends = $req->userInfo->game->privateState->rentedFriends;
|
|
|
-//// if (!$rentedfriends || !is_array($rentedfriends)) {
|
|
|
-//// $rentedfriends = ArrayInit();
|
|
|
-//// }
|
|
|
-//// if (in_array($friend_uid, $rentedfriends)) {
|
|
|
-//// return Resp::err(array('err' => -1, 'msg' => 'has rented this player today!'));
|
|
|
-//// }
|
|
|
-////// 验证好友出借英雄
|
|
|
-//// $friend_info = UserProc::getUserInfo(gMem(), $req->zoneid, $friend_uid);
|
|
|
-//// if (!$friend_info) {
|
|
|
-//// return Resp::err(ErrCode::user_no_err, '找不到好友的游戏数据!');
|
|
|
-//// }
|
|
|
-////// todo:啦啦啦... 先不写了,管它用的是哪个英雄呢
|
|
|
-//////
|
|
|
-////// 扣除费用,失败->金币不足
|
|
|
-//// $arr = explode(',', glc()->User_Friends_HireFriendForBattle_Cost);
|
|
|
-//// if (count($arr) < 2) {
|
|
|
-//// return Resp::err(ErrCode::err_const_no);
|
|
|
-//// }
|
|
|
-//// $itemid = $arr[0]; # 道具id
|
|
|
-//// $amt = $arr[1]; # 数量
|
|
|
-//// if ($itemid == META_GOLD_ITEMID) {
|
|
|
-//// $user = $req->userInfo->game;
|
|
|
-//// if ($user->gold < $amt) {
|
|
|
-//// return Resp::err(array('err' => -2, 'msg' => 'gold not enough!'));
|
|
|
-//// }
|
|
|
-//// UserGameModel::Consume_Gold($user, $amt);
|
|
|
-////// todo: 给好友发送金币 邮件
|
|
|
-//// EmailProc::SendHireCoinFromFight($req->zoneid, $friend_uid, #
|
|
|
-//// $req->userInfo->game->name, $req->uid, $amt); # 好友收益需要扣除系统税率.
|
|
|
-//// } else {
|
|
|
-//// return Resp::err(ErrCode::err_const_no);
|
|
|
-//// }
|
|
|
-////// 添加借用记录
|
|
|
-//// $rentedfriends[] = $friend_uid;
|
|
|
-//// $req->userInfo->game->privateState->rentedFriends = $rentedfriends;
|
|
|
-////// 回写数据
|
|
|
-//// UserProc::updateUserInfo($req); // 玩家数据
|
|
|
-////// UserProc::setUserInfo(global_mem(), $friend_info); // 好友数据
|
|
|
-////// 返回
|
|
|
-//// return Resp::ok(array('err' => 0, 'curgold' => $user->gold));
|
|
|
-//// }
|
|
|
-//// </editor-fold>
|
|
|
-////
|
|
|
-//// <editor-fold defaultstate="collapsed" desc="黄金挑战">
|
|
|
-//// /**
|
|
|
-//// * [6804] 扣除买buffer的费用
|
|
|
-//// * @param type $req
|
|
|
-//// * @return type
|
|
|
-//// */
|
|
|
-//// public static function ConsumeBufferGold($req) {
|
|
|
-//// $user = $req->userInfo->game; # user引用
|
|
|
-//// $money = $req->paras[0]; //需要的手工费
|
|
|
-////// echo var_dump($money);
|
|
|
-//// $bDeal = UserGameModel::Consume_Gold($user, $money);
|
|
|
-//// if ($bDeal) {
|
|
|
-//// $result = array(
|
|
|
-//// 'resp' => "succeed!"
|
|
|
-//// );
|
|
|
-////// 更新数据库数据
|
|
|
-////
|
|
|
-//// $resp = Resp::ok($result);
|
|
|
-//// } else {
|
|
|
-////
|
|
|
-////// $user->gold=0;
|
|
|
-//// $result = array(
|
|
|
-//// 'resp' => "succeed!"
|
|
|
-//// );
|
|
|
-////// 更新数据库数据
|
|
|
-////
|
|
|
-//// $resp = Resp::ok($result);
|
|
|
-//// }
|
|
|
-//// UserProc::updateUserInfo($req);
|
|
|
-//// return $resp;
|
|
|
-//// }
|
|
|
-//// /**
|
|
|
-//// * [6807] 挑战黄金 无穷无尽战斗模式
|
|
|
-//// * @param type $req
|
|
|
-//// */
|
|
|
-//// public static function ChallengeEndlessFightMode_Gold($req) {
|
|
|
-//// $gateForeverId = $req->paras[0];
|
|
|
-//// $difficuty = $req->paras[1];
|
|
|
-//// $bociCount = $req->paras[2];
|
|
|
-//////判断是否已经达到挑战的次数上限
|
|
|
-//// $gates = $req->userInfo->game->gates;
|
|
|
-////
|
|
|
-//// if (!CommUtil::isPropertyExists($gates, "forever_Gold_FightTimes")) {
|
|
|
-//// $gates->forever_Gold_FightTimes = 0;
|
|
|
-//// }
|
|
|
-////
|
|
|
-//// if ($gates->forever_Gold_FightTimes >= glc()->Battle_Forever_MaxCountEveryDay) {
|
|
|
-//// return Resp::err(ErrCode::err_gateForever_countIsFull, '挑战次数已经用尽!');
|
|
|
-//// }
|
|
|
-//////1.取出无尽模式的关卡常量数据
|
|
|
-//// $gateForeverConst = GameConfig::gateforever_getItem($gateForeverId); // ConstProc::getGold_GateForeverGoldConst($gateForeverId);
|
|
|
-//// $gateBattleBociConst = GameConfig::gatecombat_getItem($gateForeverId);
|
|
|
-//// if (!$gateForeverConst) {
|
|
|
-//// return Resp::err(ErrCode::err_gateForever_const_no);
|
|
|
-//// }
|
|
|
-//////判断次数是否合法
|
|
|
-//// $bociArr = explode(",", $gateBattleBociConst->level);
|
|
|
-//// if ($bociCount > count($bociArr)) {
|
|
|
-//// return Resp::err(ErrCode::err_gateForever_countillegal);
|
|
|
-//// }
|
|
|
-//////2.取出模式下的奖励数据
|
|
|
-//// $rewardStr = $gateForeverConst->reward1;
|
|
|
-////
|
|
|
-//// $arr_reward = explode(";", $rewardStr);
|
|
|
-//// foreach ($arr_reward as $value) {
|
|
|
-//// if (strlen($value) > 0) {
|
|
|
-////
|
|
|
-//// $arr_RealReward = explode(",", $value);
|
|
|
-//// $itemId = $arr_RealReward[0];
|
|
|
-//// $itemNum = $arr_RealReward[1];
|
|
|
-////
|
|
|
-//// $str1 = substr($itemId, 0, 3);
|
|
|
-//////3.根据挑战的波次数据,重复累计获得奖励
|
|
|
-//// for ($i = 0; $i < $bociCount; $i++) {
|
|
|
-////
|
|
|
-//// switch ($str1) {
|
|
|
-///////怪物卡或者英雄卡牌获取
|
|
|
-//// case "101":
|
|
|
-//// case "201":
|
|
|
-////// HeroProc::AddHeroTFromStore($req, $itemId);
|
|
|
-//// break;
|
|
|
-///////装备物品的获取.
|
|
|
-//// case "301":
|
|
|
-//// case "302":
|
|
|
-//// case "303":
|
|
|
-//// StoreProc::PutEquipInStore($itemId, $req);
|
|
|
-//// break;
|
|
|
-///////宝石的获取
|
|
|
-//// case "304":
|
|
|
-//// StoreProc:: PutOverlyingItemInStore($itemId, $itemNum, $req);
|
|
|
-//// break;
|
|
|
-//////金币的获取
|
|
|
-//// case "399":
|
|
|
-//// if ($itemId == "399002") {
|
|
|
-//// UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $itemNum);
|
|
|
-//// }
|
|
|
-//// break;
|
|
|
-//// default:
|
|
|
-//// break;
|
|
|
-//// }
|
|
|
-//// }
|
|
|
-//// }
|
|
|
-//// }
|
|
|
-//////4、存储玩家的挑战次数
|
|
|
-//// $gates->forever_Gold_FightTimes = $gates->forever_Gold_FightTimes + 1;
|
|
|
-////// 回写数据
|
|
|
-//// UserProc::updateUserInfo($req);
|
|
|
-//// $result = ObjectInit();
|
|
|
-//// $result->result = "succeed";
|
|
|
-//// $result->forever_Gold_FightTimes = $gates->forever_Gold_FightTimes;
|
|
|
-//// $resp = Resp::ok($result);
|
|
|
-//// return $resp;
|
|
|
-//// }
|
|
|
-//// /**
|
|
|
-//// * 清理挑战无尽模式的 次数记录
|
|
|
-//// *
|
|
|
-//// */
|
|
|
-//// public static function ClearGateForeverGold_FightCountEveryDay($req) {
|
|
|
-//// $req->userInfo->game->gates->forever_Gold_FightTimes = 0;
|
|
|
-//// }
|
|
|
-//// </editor-fold>
|
|
|
-////
|
|
|
-//// <editor-fold defaultstate="collapsed" desc=" 副本 ">
|
|
|
-////
|
|
|
-//// /**
|
|
|
-//// * [6801] 开启副本
|
|
|
-//// * @param Req $req
|
|
|
-//// * @deprecated since version 0
|
|
|
-//// */
|
|
|
-//// public static function OpenTheCarbon($req) {
|
|
|
-//// $gates = $req->userInfo->game->gates;
|
|
|
-//// $openedcarbons = $gates->carbons->openedCarbons;
|
|
|
-////# 提取参数
|
|
|
-//// $carbonId = $req->paras[0]; # 副本ID
|
|
|
-//// $difficulty = $req->paras[1]; # 难度等级 1,2,3
|
|
|
-//// $key = "$carbonId-$difficulty"; # 键值
|
|
|
-//// if (!($gates && $openedcarbons)) {
|
|
|
-//// return Resp::err(ErrCode::err_innerfault);
|
|
|
-//// }
|
|
|
-//// if ($difficulty > 3 || $difficulty < 1) {
|
|
|
-//// return Resp::err(ErrCode::carbon_wrongdifficult);
|
|
|
-//// }
|
|
|
-////
|
|
|
-//// if (CommUtil::isPropertyExists($openedcarbons, $key)) {
|
|
|
-//// $carbon = $openedcarbons->$key;
|
|
|
-//// } else {
|
|
|
-//// $carbon = new CarbonModel();
|
|
|
-//// }
|
|
|
-//// if ($carbon->closeTs > now()) {
|
|
|
-//// return Resp::err(ErrCode::carbon_opened);
|
|
|
-//// }
|
|
|
-//// $carbonModel = GameConfig::gate_carbon_getItem($carbonId); # 常量
|
|
|
-////# 扣除开启消耗的道具
|
|
|
-//// $keyid = "keyId$difficulty";
|
|
|
-//// $keynum = "keyNum$difficulty";
|
|
|
-//// $costItemId = $carbonModel->$keyid;
|
|
|
-//// $costItemNum = $carbonModel->$keynum;
|
|
|
-////
|
|
|
-//// $err = StoreProc::removeItemFromStore($req->userInfo->game->store, $costItemId, $costItemNum);
|
|
|
-//// if ($err) { # 扣除失败
|
|
|
-//// return Resp::err($err);
|
|
|
-//// }
|
|
|
-//// $carbon->closeTs = now() + $carbonModel->duration; # 关闭倒计时
|
|
|
-//// $carbon->curIndex = 0; # 索引重置为0
|
|
|
-//// $openedcarbons->$key = $carbon;
|
|
|
-//// $req->userInfo->game->gates->carbons->openedCarbons = $openedcarbons;
|
|
|
-//// UserProc::updateUserInfo($req);
|
|
|
-//// return Resp::ok(array('err' => 0, 'carbons' => $openedcarbons));
|
|
|
-//// }
|
|
|
-//// /**
|
|
|
-//// * 挑战副本关卡
|
|
|
-//// * @param Req $req
|
|
|
-//// * @deprecated since version number
|
|
|
-//// */
|
|
|
-//// public static function ChallengeCarbon($req) {
|
|
|
-//// $gates = $req->userInfo->game->gates;
|
|
|
-//// $carbons = $gates->carbons->openedCarbons;
|
|
|
-////# 提取参数
|
|
|
-//// $carbonId = $req->paras[0]; # 副本ID
|
|
|
-//// $difficulty = $req->paras[1]; # 难度等级 1,2,3
|
|
|
-//// $gateindex = $req->paras[2]; # 关卡索引 0,1,2,...
|
|
|
-//// $star = $req->paras[3]; # 战斗评价(几星)
|
|
|
-//// $TeamObj = $req->paras[4]; # 队伍信息
|
|
|
-////// $bossId = $req->paras[5]; # 本关消灭的bossid (<=0代表本关卡未出现boss)
|
|
|
-//// if ($difficulty > 3 || $difficulty < 1) {
|
|
|
-//// return Resp::err(ErrCode::carbon_wrongdifficult);
|
|
|
-//// }
|
|
|
-//// $key = "$carbonId-$difficulty"; # 键值
|
|
|
-////# 0 当前副本处于开启状态
|
|
|
-////# 1 当前关卡索引,不能跳着打,
|
|
|
-////# 2 记录下战斗评价(几星), 也许以后用得着,比如最后通关后,给个啥奖励
|
|
|
-////# 3 决定掉落物品, 发给客户端
|
|
|
-////# 4 发放对应的经验之类的东西
|
|
|
-////# 5 检查是否最后一个关卡, 是, 关闭副本
|
|
|
-////# 6 回存数据,返回
|
|
|
-////
|
|
|
-//// isEditor() && $carbon = new CarbonModel;
|
|
|
-//// if (CommUtil::isPropertyExists($carbons, $key)) {
|
|
|
-//// $carbon = $carbons->$key;
|
|
|
-//// } else {
|
|
|
-//// $carbon = null;
|
|
|
-//// }
|
|
|
-//// if (!$carbon || $carbon->closeTs < now()) {
|
|
|
-//// return Resp::err(ErrCode::carbon_closed);
|
|
|
-//// }
|
|
|
-////
|
|
|
-//// $carbonModel = GameConfig::gate_carbon_getItem($carbonId); # 副本常量数据
|
|
|
-//// $gateIds = explode(',', $carbonModel->gateids);
|
|
|
-//// if ($gateindex < 0 || $gateindex >= count($gateIds)) {
|
|
|
-//// return Resp::err(ErrCode::carbon_gateIndex);
|
|
|
-//// }
|
|
|
-//// if ($carbon->curIndex == $gateindex || $gateindex == 0) {
|
|
|
-//// $carbon->curIndex += 1; # 更新进度
|
|
|
-//// } else { # 不能跳关
|
|
|
-//// return Resp::err(ErrCode::carbon_gateIndex);
|
|
|
-//// }
|
|
|
-////
|
|
|
-//// $gateId = $gateIds[$gateindex]; # 通过索引获得关卡ID
|
|
|
-//// $tl = "tili$difficulty"; # 体力难度
|
|
|
-//// $rwd = "reward$difficulty"; # 奖励难度
|
|
|
-//// $arr = array("normal", 'hard', 'elite'); # 难度名称
|
|
|
-//// $gt = $arr[$difficulty - 1]; # 关卡分类
|
|
|
-//// $gateModel = GameConfig::gate_carbon_content_getItem($gateId); # 副本关卡常量数据
|
|
|
-//// $tili = $gateModel->$tl; # 扣除体力
|
|
|
-//// $reward = $gateModel->$rwd; # 获得奖励
|
|
|
-////#
|
|
|
-////# 打副本呢也要扣除体力
|
|
|
-//// ActiveProc::ChangeTili(-$tili, $req);
|
|
|
-////# 扣除多少体力就给账号增加多少经验 -by 李宁, reconfirmed by wg 20170519144109
|
|
|
-//// UserGameModel::Add_Exp($req, $tili);
|
|
|
-////# 增加英雄经验(也是依据扣除的体力数)
|
|
|
-//// foreach ($TeamObj as $heroUID) {
|
|
|
-//// HeroProc::HeroAddEXP($heroUID, $tili, $req);
|
|
|
-//// }
|
|
|
-////// $carbon->stars; 暂不记录了
|
|
|
-////# 掉落战利品->获取
|
|
|
-//// $err = StoreProc::AddMultiItemInStore($req, $reward);
|
|
|
-//// if ($err) {
|
|
|
-//// return Resp::err($err);
|
|
|
-//// }
|
|
|
-//// if (count($gateIds) == $gateindex + 1) { # 最后一个关卡
|
|
|
-//// unset($carbons->$key); # 关闭掉关卡,或者是直接删掉
|
|
|
-//// } else {
|
|
|
-//// $carbons->$key = $carbon; # 回存数据
|
|
|
-//// }
|
|
|
-//// $req->userInfo->game->gates->carbons->openedCarbons = $carbons;
|
|
|
-//// UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
|
|
|
-//// # Ps.备注,奖品是固定的,所以不必返回
|
|
|
-//// $result = array(
|
|
|
-//// 'store' => $req->userInfo->game->store,
|
|
|
-//// 'heros' => $req->userInfo->game->heros,
|
|
|
-//// 'gates' => $req->userInfo->game->gates,
|
|
|
-//// 'tili' => $req->userInfo->game->tili,
|
|
|
-//// 'time' => $req->userInfo->game->privateState->TiliTime
|
|
|
-//// );
|
|
|
-//// return Resp::ok($result);
|
|
|
-//// }
|
|
|
-//// /**
|
|
|
-//// * [6809]新版本的挑战 副本胜利
|
|
|
-//// * @param Req $req
|
|
|
-//// * @deprecated since version 0
|
|
|
-//// */
|
|
|
-//// public static function NewChallengeCarbon($req) {
|
|
|
-//// $gates = $req->userInfo->game->gates;
|
|
|
-//// $carbons = $gates->carbons->openedCarbons;
|
|
|
-////# 提取参数
|
|
|
-//// $carbonId = $req->paras[0]; # 副本ID
|
|
|
-//// $gateId = $req->paras[1]; # 关卡ID
|
|
|
-//// $difficulty = $req->paras[2]; # 难度等级 1,2,3
|
|
|
-////
|
|
|
-//// $star = $req->paras[3]; # 战斗评价(几星)
|
|
|
-//// $TeamObj = $req->paras[4]; # 队伍信息
|
|
|
-////
|
|
|
-//// if ($difficulty > 3 || $difficulty < 1) {
|
|
|
-//// return Resp::err(ErrCode::carbon_wrongdifficult);
|
|
|
-//// }
|
|
|
-//// $key = "$carbonId-$difficulty"; # 键值
|
|
|
-//// # 0 当前副本处于开启状态
|
|
|
-//// # 1 战斗胜利之后,副本直接关闭
|
|
|
-//// # 2 记录下战斗评价(几星), 也许以后用得着,比如最后通关后,给个啥奖励
|
|
|
-//// # 3 决定掉落物品, 发给客户端
|
|
|
-//// # 4 发放对应的经验之类的东西
|
|
|
-//// # 5 检查是否最后一个关卡, 是, 关闭副本
|
|
|
-//// # 6 回存数据,返回
|
|
|
-////
|
|
|
-//// isEditor() && $carbon = new CarbonModel;
|
|
|
-//// if (CommUtil::isPropertyExists($carbons, $key)) {
|
|
|
-//// $carbon = $carbons->$key;
|
|
|
-//// } else {
|
|
|
-//// $carbon = null;
|
|
|
-//// }
|
|
|
-//// if (!$carbon || $carbon->closeTs < now()) {
|
|
|
-//// return Resp::err(ErrCode::carbon_closed);
|
|
|
-//// }
|
|
|
-//// unset($carbons->$key);
|
|
|
-//// $tl = "tili$difficulty"; # 体力难度
|
|
|
-//// $rwd = "reward$difficulty"; # 奖励难度
|
|
|
-////
|
|
|
-//// $gateModel = GameConfig::gate_carbon_content_getItem($gateId); # 副本关卡常量数据
|
|
|
-//// $tili = $gateModel->$tl; # 扣除体力
|
|
|
-//// $reward = $gateModel->$rwd; # 获得奖励
|
|
|
-//// #
|
|
|
-//// # 打副本呢也要扣除体力
|
|
|
-//// ActiveProc::ChangeTili(-$tili, $req);
|
|
|
-////
|
|
|
-//// // 按照概率规则发放奖品
|
|
|
-//// $rewardsArr = explode(";", $reward);
|
|
|
-//// $rwds = array();
|
|
|
-//// foreach ($rewardsArr as $r) {
|
|
|
-//// $arr = explode(',', $r);
|
|
|
-//// $itemid = intval($arr[0]);
|
|
|
-//// $num = intval($arr[1]);
|
|
|
-//// $probability = floatval($arr[2]); # 掉落概率精度精确到±0.01%
|
|
|
-//// if (CommUtil::randomPercent($probability)) { # 投色子
|
|
|
-//// $err = StoreProc::AddMultiItemInStore($req, "$itemid,$num");
|
|
|
-//// if ($err) {
|
|
|
-//// return Resp::err($err);
|
|
|
-//// }
|
|
|
-//// $rwds[] = "$itemid,$num";
|
|
|
-//// }
|
|
|
-//// }
|
|
|
-////
|
|
|
-//// if ($err) {
|
|
|
-//// return Resp::err($err);
|
|
|
-//// }
|
|
|
-////
|
|
|
-//// $req->userInfo->game->gates->carbons->openedCarbons = $carbons;
|
|
|
-//// UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
|
|
|
-//// # Ps.备注,奖品是固定的,所以不必返回
|
|
|
-//// SystemProc::Carbon_Win($req->zoneid, $req->userInfo->game, $carbonId, $difficulty); # 插入通过副本消息
|
|
|
-//// $result = array(
|
|
|
-//// 'store' => $req->userInfo->game->store,
|
|
|
-//// 'heros' => $req->userInfo->game->heros,
|
|
|
-//// 'gates' => $req->userInfo->game->gates,
|
|
|
-//// 'tili' => $req->userInfo->game->tili,
|
|
|
-//// 'time' => $req->userInfo->game->privateState->TiliTime,
|
|
|
-//// 'gold' => 0,
|
|
|
-//// 'exp' => 0,
|
|
|
-//// 'rewardstr' => implode(';', $rwds)
|
|
|
-//// );
|
|
|
-//// return Resp::ok($result);
|
|
|
-//// }
|
|
|
-//// /**
|
|
|
-//// * [6816] 挑战剧情关卡
|
|
|
-//// * @param type $req
|
|
|
-//// * @deprecated since version 0
|
|
|
-//// */
|
|
|
-//// public static function ChallengeStoryGate($req) {
|
|
|
-//// $gates = $req->userInfo->game->gates;
|
|
|
-////# 提取参数
|
|
|
-//// $storyId = $req->paras[0]; # 剧情ID
|
|
|
-//// $difficulty = $req->paras[1]; # 难度等级 1,2,3
|
|
|
-//// $star = $req->paras[2]; # 战斗评价(几星)
|
|
|
-//// $TeamObj = $req->paras[3]; # 队伍信息
|
|
|
-//// $bossId = $req->paras[4]; # 本关消灭的bossid (<=0代表本关卡未出现boss)
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-//////
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-////#1. 判断是否有记录过剧情的战斗信息
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-//// if (!CommUtil::isPropertyExists($gates, "story")) {
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-//// $gates->story = ObjectInit();
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-//// $gates->story->lastFinishedStoryGateId = 0;
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-//// $gates->story->allFinishedStoryGateIdList = ArrayInit();
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-//// }
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-//// $storrRecord = $gates->story;
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-////#2.取出模式下的奖励数据
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-//// $memStoryModel = GameConfig::gatestory_getItem($storyId);
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-//// $tili = 0;
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-//// $rewardStr = $memStoryModel->storyGateReward;
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-////
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-////#3 同步下剧情的推进进度数据
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-//// if ($storrRecord->lastFinishedStoryGateId == $storyId || in_array($storyId, $storrRecord->allFinishedStoryGateIdList)) {
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-//// return Resp::err(ErrCode::story_repeatfight); #剧情关卡不能重复战斗 只能打一次
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-//// } else {
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-//// $storrRecord->lastFinishedStoryGateId = $storyId;
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-//// $storrRecord->allFinishedStoryGateIdList[] = $storyId;
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-//// }
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-////#
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-////# 4 万一打剧情也扣除体力呢
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-//// if ($tili > 0) {
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-//// ActiveProc::ChangeTili(-$tili, $req);
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-////# 扣除多少体力就给账号增加多少经验 -by 李宁, reconfirmed by wg 20170519144109
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-//// UserGameModel::Add_Exp($req, $tili);
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-////# 增加英雄经验(也是依据扣除的体力数)
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-//// foreach ($TeamObj as $heroUID) {
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-//// HeroProc::HeroAddEXP($heroUID, $tili, $req);
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-//// }
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-//// }# 5 玩家获得 剧情的战斗奖励
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-//// $err = StoreProc::AddMultiItemInStore($req, $rewardStr);
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-//// if ($err) {
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-//// return Resp::err($err);
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-//// }# 6 回存玩家的战斗记录
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-//// $req->userInfo->game->gates->story = $storrRecord;
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-//// UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
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-//// # Ps.备注,奖品是固定的,所以不必返回
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|
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-//// $result = array(
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-//// 'store' => $req->userInfo->game->store,
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-//// 'heros' => $req->userInfo->game->heros,
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-//// 'gates' => $req->userInfo->game->gates,
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-//// 'tili' => $req->userInfo->game->tili,
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-//// 'time' => $req->userInfo->game->privateState->TiliTime
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-//// );
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-//// return Resp::ok($result);
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-//// }
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-////
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|
|
-//// </editor-fold>
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|
|
-////
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|
|
-//}
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|
|
-//
|
|
|
-///**
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|
|
-// * 任务/挑战目标达成记录(三星评价)
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|
|
-// * @author gwang
|
|
|
-// */
|
|
|
-//class GateStar {
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|
|
-//
|
|
|
-// /**
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|
|
-// * 根据后台记录的数值构造(反向提供给前端显示层)
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|
|
-// * @param int $i
|
|
|
-// */
|
|
|
-// public function __construct($i) {
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|
|
-// $this->S1 = ($i & 1) > 0;
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|
|
-// $this->S2 = ($i & 2) > 0;
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|
|
-// $this->S3 = ($i & 4) > 0;
|
|
|
-// }
|
|
|
-//
|
|
|
-// /**
|
|
|
-// * @var bool 第一个目标达成
|
|
|
-// */
|
|
|
-// public $S1;
|
|
|
-//
|
|
|
-// /**
|
|
|
-// * @var bool 第二个目标达成
|
|
|
-// */
|
|
|
-// public $S2;
|
|
|
-//
|
|
|
-// /**
|
|
|
-// * @var bool 第三个目标达成
|
|
|
-// */
|
|
|
-// public $S3;
|
|
|
-//
|
|
|
-// /**
|
|
|
-// * 统计总星数
|
|
|
-// * @return int
|
|
|
-// */
|
|
|
-// public function Stars() {
|
|
|
-// return ($this->S3 ? 1 : 0) + ($this->S2 ? 1 : 0) + ($this->S1 ? 1 : 0);
|
|
|
-// }
|
|
|
-//
|
|
|
-//}
|