$ke; // } // } // return null; // } // // /** // * [6800] 关卡战斗 - 预计算掉落 // */ // public static function Arenas_preFight() { // Err(ErrCode::err_method_obsoleted, "reward字段已于2022.1.11被删除,代码需维护!"); // list($gateId, $difficulty) = req()->paras; # 提取参数 // my_Assert($gateId > 0, "关卡id非法"); // $isFirst = self::isFirstChallenge($gateId, $difficulty); # 是否首次通关 // $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据 // $i = $difficulty + 1; # 按三个难度取不同的值. //// $tili = self::getProperty_n($smGate, "tili", $i); # 体力暂时未用上 // $rwdstr = self::getProperty_n($smGate, "reward", $i); // $firstPassRewardStr = self::getProperty_n($smGate, 'first_reward', $i); // if ($isFirst) { # 是否首次通关切换奖励内容 // $rwdstr = $firstPassRewardStr; // } // $rsarr = explode(';', $rwdstr); // my_Assert(count($rsarr) > 0, "关卡奖励数据异常"); // $dic = array(); // foreach ($rsarr as $rs) { // $rarr = explode(',', $rs); // $id = intval($rarr[0]); // $num = intval($rarr[1]); // $percent = intval(rtrim($rarr[2], '%')); // if (CommUtil::randomPercent($percent)) { # 投骰子 决定是否本次掉落 // $dic[] = array($id => $num); # 掉落 // } // } // $arr = array(); # 拼接返回字符串 // foreach ($dic as $item) { // foreach ($item as $k => $v) { // $arr[] = sprintf("%s,%s", $k, $v); // } // } // $_rewards = implode(";", $arr); # 最终奖励字符串 // $redis_key = MemKey_User::temp_arenas_pre_reward_md5_str(req()->zoneid, req()->uid); // $md5 = md5($gateId . $difficulty . $_rewards); // gMem()->set($redis_key, $md5, 86400); # 有效期一天,有新的就覆盖 // return Resp::ok(array("r" => $_rewards)); # 返回奖励字符串 //// 生成奖励串, 写入redis一个md5(过期时间1day) //// 奖励串返回客户端 //// 客户端根据奖励串展示奖励 //// 最后再将奖励串通过挑战接口返回给服务端, //// 服务端计算奖励传的md5并与redis中的md5做对比.(这里最好采用字段排序后的字符串或者啥的,避免中间因json序列化/反序列化时改变字符串) // } // // /** // * [6806] 领取章节星数奖励 // */ // public static function DrawChapterStarsReward() { // list($chapterId, $hard, $stars) = req()->paras; # 参数: 章节id, 难度, 分数 // $hard = $hard + 1; // $userGates = ctx()->gates(); // if (!property_exists($userGates->chapterStarsRwd, $chapterId)) { # 防御第一次读取本章节数据 // $userGates->chapterStarsRwd->$chapterId = ObjectInit(); // } // $chapterInfo = $userGates->chapterStarsRwd->$chapterId; # 本章节数据 // if (!property_exists($chapterInfo, $hard)) { # 防御当前难度数据未创建 // $chapterInfo->$hard = array(); // } // $starsArr = $chapterInfo->$hard; # 当前章节,当前难度的领取记录 // my_Assert(!in_array($stars, $starsArr), ErrCode::err_arenas_hasgetstarreward); # 奖励已领取 // $rwdCfgArr = GameConfig::gate_starreward_getItem($chapterId, $hard); # 奖励配置数组 // $starCfg = StlUtil::arrayFind($rwdCfgArr, function ($v, $k)use ($stars) { # 在数组中查找到对应星数的奖励 // return ($v->star == $stars); // }); // my_Assert(null != $starCfg, ErrCode::err_arenas_starreward_const_no); # 找不到指定星数的配置数据 // $sumOfStars = 0; // $userGateL = null; // switch ($hard) { # 取不同难度数据记录 // case 1: // $userGateL = new Ins_UserGatesModel($userGates->normal); // break; // case 2: // $userGateL = new Ins_UserGatesModel($userGates->hard); // break; // case 3: // $userGateL = new Ins_UserGatesModel($userGates->elite); // break; // default: // break; // } // my_Assert(null != $userGateL, ErrCode::err_innerfault); # 玩家数据有问题 // array_walk($userGateL->gates, function ($v, $k)use (&$sumOfStars) { # 累加星数 // $sinfo = new GateStar($v->star); // $sumOfStars += $sinfo->Stars(); // }); // my_Assert($stars <= $sumOfStars, ErrCode::err_arenas_starreward_starNotEnough); # 星数未达标 // StoreProc::AddMultiItemInStore($starCfg->reward); # 发放奖励 // $starsArr[] = $stars; # 领奖记录 // $userGates->chapterStarsRwd->$chapterId->$hard = $starsArr; # 回写数据 // // UserProc::updateUserInfo(); // return Resp::ok(array("store" => ctx()->store(), // 'gold' => ctx()->base()->gold, // 'cash' => ctx()->base()->cash // )); # 返回值 // } // // /** // * [6801] 关卡挑战1次 // */ // public static function Arenas_Fight() { // $gateId = req()->paras[0]; // list($gateId, $difficulty, $star, $TeamObj) = req()->paras; # 提取参数: 挑战的关卡Id, 关卡难度(0,1,2), 几星, 队伍, 奖励字符串 // my_Assert($gateId > 0, ErrCode::err_arenasgate_indexillegal); # 关卡id非法 //// $md5 = gMem()->get(MemKey_User::temp_arenas_pre_reward_md5_str($req->zoneid, $req->uid)); //// $_md5 = md5($gateId . $difficulty . $rewardStr); //// my_Assert($md5 == $_md5, ErrCode::err_arenas_rewardIllegal); # 奖励不匹配 // // $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据 // switch ($smGate->battleType) { #(0普通 怪物全部创建 1Boss站 2引导剧情 3竞技场 4非战斗场景) // case 0: # 普通关卡 // case 1: # 含有boss的关卡(结算时按击杀boss) // return self::_NormalGate(); // case 2: # 剧情引导类关卡 // break; // case 3: # pvp // break; // case 4: # 大厅/主城/召唤之类的 // break; // case 5: # 材料副本 // //副本战斗成功扣体力否则不扣除体力 -2022-11-14 // ActiveProc::ChangeTili(-$smGate->tili1); // TaskProc::OnPassGateN($gateId, $difficulty + 1); // $level = substr($gateId, strlen($gateId) - 2); // TaskProc::OnPassMaterialCarbonN($gateId, $level); # 材料副本 // self::_LogMaterialChallenge($gateId); # 增加记录逻辑 // return self::PassGateSettlement(); // case 6: # 无尽塔 // TaskProc::OnPassGateN($gateId, $difficulty + 1); // break; // case 7: # 世界boss // TaskProc::OnPassWorldBoss($gateId); // break; // case 8: # 守护战 // TaskProc::OnPassGateN($gateId, $difficulty + 1); // return self::PassGateSettlement(); // default: // break; // } // //// $map = new Info_Map(); //// $map->addBattleRecord($gateId); // //$map->addBattleNumRecord($gateId, $ret); // $user = ctx(); // $result = array( // 'store' => $user->store, // 'heros' => $user->heros, // 'gates' => $user->gates, // 'tili' => $user->base()->tili, // 'time' => $user->privateState->TiliTime, // 'gold' => $user->base()->gold, // 'resPoint' => $user->base()->resPoint, // 'cash' => $user->base()->cash, // 'exp' => 0, //// 'rewardstr' => implode(';', $rewardArr), // 'priv' => $user->privateState, // 'isFirst' => false, // 'prize'=>"", // ); // UserProc::updateUserInfo(); // return Resp::ok($result); // } // // private static function _LogMaterialChallenge($gateId) { // $priv = ctx()->privateState; // my_default_Obj($priv->materialDailyChallengeRecord); # 防御代码 // if (!CommUtil::isPropertyExists($priv->materialDailyChallengeRecord, $gateId)) { // $priv->materialDailyChallengeRecord->$gateId = 0; // } // $priv->materialDailyChallengeRecord->$gateId++; // ctx()->privateState = $priv; //// var_dump($priv); // } // // /** // * 通关普通关卡 // */ // private static function _NormalGate() { // 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 // $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据 // $isFirst = false; # 是否首次通关 // self::recordFight($gateId, $difficulty, $star, $isFirst); # 更新挑战记录 // $i = $difficulty + 1; # 按三个难度取不同的值. //// $gold = self::getProperty_n($smGate, "gold", $i); // $exp = self::getProperty_n($smGate, "exp", $i); // $firstExp = self::getProperty_n($smGate, "first_exp", $i); // $firstHero = self::getProperty_n($smGate, "first_hero", $i); // $heroExp = self::getProperty_n($smGate, "heroExp", $i); // if ($isFirst) { # 是否首次通关切换奖励内容 // $exp = $firstExp; // if ($firstHero > 0) { # 首次通关解锁英雄 // HeroProc::AddHeroWithStar($firstHero, 0); # 添加英雄 // } // } // //// $rewardArr = self::SetRewards($req, $rewardStr); # 发通关奖励 //// Data_UserGame::Add_Gold($req->userInfo->game->baseInfo, $gold); # 发金币 //// Data_UserGame::Add_Exp(ctx()->baseInfo, $exp); # 给玩家(指挥官)增加经验 // ctx()->base()->Add_Exp($exp); # 给玩家(指挥官)增加经验 // foreach ($TeamObj as $heroUID) { // if ($heroUID > 0) { // echoLine("$heroUID"); // HeroProc::HeroAddEXP($heroUID, $heroExp); # 增加英雄经验 // } // } // UserProc::updateUserInfo(); # 回写玩家数据. // // TaskProc::OnPassGateN($gateId, $difficulty + 1); // // StatisticsProc::unlockGate($gateId); #统计通关最新关卡 // $user = ctx(); // $result = array( // 'store' => $user->store, // 'heros' => $user->heros, // 'gates' => $user->gates, // 'tili' => $user->base()->tili, // 'time' => $user->privateState->TiliTime, // 'gold' => $user->base()->gold, // 'resPoint' => $user->base()->resPoint, // 'cash' => $user->base()->cash, // 'exp' => $exp, //// 'rewardstr' => implode(';', $rewardArr), // 'isFirst' => $isFirst, // 'prize'=>"", // ); // return Resp::ok($result); // } // // private static function PassGateSettlement() { // 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 // $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据 // $isFirst = false; // self::recordFight($gateId, $difficulty, $star, $isFirst); # 更新挑战记录 // $i = $difficulty + 1; # 按三个难度取不同的值. // $exp = self::getProperty_n($smGate, "exp", $i); // ctx()->base()->Add_Exp($exp); # 给玩家(指挥官)增加经验 // // $prize = ""; // if($smGate->battleType == 8){//守护战 // $mo = GameConfig::duplicate_defense_getItem($smGate->duplicateDataId); // if($mo != null){ // $p = $mo->rewardList; // $arr = explode(',', $p); // $s = ""; // foreach ($arr as $val) { // $aa = explode('_', $val); // $s = $aa[0].','.$aa[1]; // if($prize == ""){ // $prize = $s; // } else { // $prize = $prize.';'.$s; // } // } // // } // // StoreProc::AddMultiItemInStore($prize); // } // // UserProc::updateUserInfo(); # 回写玩家数据. // // $user = ctx(); // $result = array( // 'store' => $user->store, // 'heros' => $user->heros, // 'gates' => $user->gates, // 'tili' => $user->base()->tili, // 'time' => $user->privateState->TiliTime, // 'gold' => $user->base()->gold, // 'resPoint' => $user->base()->resPoint, // 'cash' => $user->base()->cash, // 'exp' => $exp, //// 'rewardstr' => implode(';', $rewardArr), // 'isFirst' => $isFirst, // 'prize'=>$prize, // ); // return Resp::ok($result); // } // // /** // * 发放奖励串 // * @param Req $req // * @param type $rewardStr // */ // public static function SetRewards($rewardStr) { // $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 = $userGates; # 回写数据 // } // // /** // * 清理每个难度副本的每日战斗次数 // */ // public static function ClearGateTimes() { // ctx()->gates->Times = 0; // } // //// //// // // /** // * [6802]新扫荡 // */ // public static function Arenas_NewSweepFight() { // Err(ErrCode::err_method_obsoleted, "reward字段已于2022.1.11被删除,代码需维护!"); // Err(ErrCode::err_method_obsoleted); # 没开扫荡功能 // list($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 // } // //// //// //// //// /** //// * [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)); //// } //// //// //// //// /** //// * [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; //// } //// //// //// //// //// /** //// * [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 = $req->paras[4]; # 本关消灭的bossid (<=0代表本关卡未出现boss) ////// ////#1. 判断是否有记录过剧情的战斗信息 //// if (!CommUtil::isPropertyExists($gates, "story")) { //// $gates->story = ObjectInit(); //// $gates->story->lastFinishedStoryGateId = 0; //// $gates->story->allFinishedStoryGateIdList = ArrayInit(); //// } //// $storrRecord = $gates->story; ////#2.取出模式下的奖励数据 //// $memStoryModel = GameConfig::gatestory_getItem($storyId); //// $tili = 0; //// $rewardStr = $memStoryModel->storyGateReward; //// ////#3 同步下剧情的推进进度数据 //// if ($storrRecord->lastFinishedStoryGateId == $storyId || in_array($storyId, $storrRecord->allFinishedStoryGateIdList)) { //// return Resp::err(ErrCode::story_repeatfight); #剧情关卡不能重复战斗 只能打一次 //// } else { //// $storrRecord->lastFinishedStoryGateId = $storyId; //// $storrRecord->allFinishedStoryGateIdList[] = $storyId; //// } ////# ////# 4 万一打剧情也扣除体力呢 //// if ($tili > 0) { //// 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); //// } //// }# 5 玩家获得 剧情的战斗奖励 //// $err = StoreProc::AddMultiItemInStore($req, $rewardStr); //// if ($err) { //// return Resp::err($err); //// }# 6 回存玩家的战斗记录 //// $req->userInfo->game->gates->story = $storrRecord; //// UserProc::updateUserInfo($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); //// } //// //// //// //} // ///** // * 任务/挑战目标达成记录(三星评价) // * @author gwang // */ //class GateStar { // // /** // * 根据后台记录的数值构造(反向提供给前端显示层) // * @param int $i // */ // public function __construct($i) { // $this->S1 = ($i & 1) > 0; // $this->S2 = ($i & 2) > 0; // $this->S3 = ($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); // } // //}