$ke;
// }
// }
// return null;
// }
//
// /**
// * [6800] 关卡战斗 - 预计算掉落
// */
// public static function Arenas_preFight() {
// Err(ErrCode::err_method_obsoleted, "reward字段已于2022.1.11被删除,代码需维护!");
// list($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);
// }
//
//}