FightProc.php 40 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * 战斗模块
  5. * @author c'y'zhao
  6. */
  7. class FightProc {
  8. public const TowerGateId = 940011999;
  9. /**
  10. * 逻辑分发
  11. * 所有的Proc中必须有这样一个方法
  12. * @param Req $req
  13. */
  14. public static function procMain($req) {
  15. switch ($req->cmd) {
  16. case CmdCode::fight_settle: # 6801 主线战斗结算
  17. return FightProc::Settle();
  18. case CmdCode::fight_PassGateTsPrizeReceive: # 6802 章节宝箱的领取
  19. return FightProc::PassGateTsPrizeReceive();
  20. case CmdCode::fight_selectGate: # 6803 主线剧情关卡选择
  21. return FightProc::SelectGate();
  22. case CmdCode::fight_gateChallengeRewards: # 6804 挑战关卡: 领取奖励
  23. return FightProc::GateChallengeRewards();
  24. case CmdCode::fihgt_reliveCost: # 6805 战斗: 复活花费
  25. return FightProc::ReliveCost();
  26. case CmdCode::fight_plotSav: # 6806 主线剧情(已播放)回存
  27. return FightProc::PlotSav();
  28. case CmdCode::fight_sweep: # 6807 主线扫荡
  29. return FightProc::FightSweep();
  30. case CmdCode::fight_startFight: # 6808 主线剧情关卡开始挑战
  31. return self::StartFight();
  32. case CmdCode::fight_tower_RefreshSkills: # 6809 挑战关卡: 刷新初始技能
  33. return self::TowerRefreshSkills();
  34. case CmdCode::fight_tower_updatelocklist: # 6810 挑战关卡: 更新技能锁定列表
  35. return self::TowerUpdateLockskillList();
  36. case CmdCode::fight_rankInfo: # 6811 获取主线关卡排行榜信息
  37. return self::GetRankInfo();
  38. case CmdCode::fight_rank_uidEquipInfo: # 6812 获取主线关卡榜内玩家的装备信息
  39. return self::GetUidEquipInfo_Rank();
  40. case CmdCode::fight_rank_GetMainGateRankRewardInfo: # 6813 获取通关荣誉榜信息
  41. return self::GetmainGate_RankRewardInfo();
  42. case CmdCode::fight_rank_GetFightPowerRankRewardInfo: # 6814 获取战力荣誉榜信息
  43. return self::GetFightPower_RankRewardInfo();
  44. case CmdCode::fight_rank_ReceiveRankReward_MainGate: # 6815 领取通关荣誉榜奖励
  45. return self::ReceiveRankReward_MainGate();
  46. case CmdCode::fight_rank_ReceiveRankReward_FightPower: # 6816 领取战力荣誉榜奖励
  47. return self::ReceiveRankReward_FightPower();
  48. case CmdCode::fight_rank_IsExistRankReward: # 6817 是否存在未领取的荣誉榜奖励
  49. return self::IsExistRankReward();
  50. default:
  51. Err(ErrCode::cmd_err);
  52. }
  53. }
  54. /**
  55. * 6807 扫荡
  56. * @return type
  57. */
  58. public static function FightSweep() {
  59. //list($gateId) = req()->paras;
  60. $passGateId = ctx()->gates->maxPassGateId();
  61. my_Assert($passGateId != 0, ErrCode::gate_NoSweep);
  62. $mo = GameConfig::gate_getItem($passGateId);
  63. $gateName = $mo->gateName;
  64. $costTili = glc()->sweep_cost_tili;
  65. $curTili = ctx()->baseInfo->CurTili();
  66. my_Assert($curTili >= $costTili, ErrCode::notenough_tili);
  67. if (ctx()->privateState->honourCardShop_ts == 0) {
  68. $max = glc()->sweepMaxNum;
  69. my_Assert(ctx()->gates->fightSweepNum < $max, ErrCode::gate_SweepMaxNum_limit);
  70. }
  71. ctx()->gates->fightSweepNum += 1;
  72. ctx()->baseInfo->Consume_tili($costTili);
  73. $prizeArr = array();
  74. $wavesArr = GameConfig::waves_getItemArray($passGateId);
  75. $count = count($wavesArr);
  76. $wavesMo = $wavesArr[$count - 1];
  77. ctx()->baseInfo->Add_Gold($wavesMo->rewardGold);
  78. $gold = $wavesMo->rewardGold;
  79. $prizeArr[] = "1," . $gold;
  80. ctx()->baseInfo->Add_Gold($gold);
  81. $exp = $wavesMo->rewardExp;
  82. $prizeArr[] = "4," . $exp;
  83. ctx()->baseInfo->Add_Exp($exp);
  84. if ($wavesMo->rewardTuZhi != null) {
  85. $tuzhi = explode('-', $wavesMo->rewardTuZhi);
  86. $n = rand($tuzhi[0], $tuzhi[1]);
  87. $tuzhiArr = array();
  88. $item = GameConfig::item();
  89. foreach ($item as $id => $mo) {
  90. if ($mo->itemType == 100) {
  91. $tuzhiArr[] = $id;
  92. }
  93. }
  94. for ($i = 0; $i < $n; $i++) {
  95. $index = rand(0, count($tuzhiArr) - 1);
  96. $goodsStr = $tuzhiArr[$index] . ',' . 1;
  97. $prizeArr[] = $goodsStr;
  98. StoreProc::AddMultiItemInStore($goodsStr);
  99. }
  100. }
  101. if ($wavesMo->rewardGem != null) {
  102. $goodsStr = self::sweepRandReward($wavesMo->rewardGem);
  103. $str = explode(';', $goodsStr);
  104. $dic = GameConfig::gem();
  105. foreach ($str as $value) {
  106. $list = explode(',', $value);
  107. $posId = rand(1, 6);
  108. $qual = $list[0];
  109. foreach ($dic as $key => $gemMo) {
  110. if ($gemMo->qual == $qual && $gemMo->position == $posId) {
  111. $prizeArr[] = $gemMo->typeId . ',' . $list[1];
  112. SystemProc::GetGem_GreaterOrangeQual_SweepMainGateIndex(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($passGateId), $gateName, $gemMo->typeId);
  113. StoreProc::PutGemInStore($gemMo->typeId, $list[1]);
  114. break;
  115. }
  116. }
  117. }
  118. }
  119. UserProc::updateUserInfo();
  120. $ret = array(
  121. 'tili' => ctx()->baseInfo->tili,
  122. 'fightSweepNum' => ctx()->gates->fightSweepNum,
  123. 'prizeArr' => $prizeArr,
  124. 'store' => ctx()->store,
  125. 'task' => ctx()->task,
  126. );
  127. return Resp::ok($ret);
  128. }
  129. static function sweepRandReward($rewardStr) {
  130. $ctxArr = explode(';', $rewardStr);
  131. $numArr = explode('-', $ctxArr[0]);
  132. $num = rand($numArr[0], $numArr[1]);
  133. $rand = 0;
  134. $itemArr = explode(',', $ctxArr[1]);
  135. foreach ($itemArr as $value) {
  136. $arr = explode(':', $value);
  137. $itemId = $arr[0];
  138. $per = $arr[1];
  139. $rand += $per;
  140. }
  141. $res = "";
  142. for ($i = 0; $i < $num; $i++) {
  143. $start = 0;
  144. $end = 0;
  145. $randNum = rand(1, $rand);
  146. $id = 0;
  147. foreach ($itemArr as $str) {
  148. $arr = explode(':', $str);
  149. $itemId = $arr[0];
  150. $per = $arr[1];
  151. $end += $per;
  152. if ($randNum > $start && $randNum <= $end) {
  153. $id = $itemId;
  154. break;
  155. }
  156. $start = $end;
  157. }
  158. if ($id != 0) {
  159. $str = $id . ',1';
  160. if ($res == "") {
  161. $res = $str;
  162. } else {
  163. $res = $res . ';' . $str;
  164. }
  165. }
  166. }
  167. return $res;
  168. }
  169. /**
  170. * 6808 开始挑战 (主线关卡:扣除体力, 挑战关卡: 增加次数)
  171. */
  172. private static function StartFight() {
  173. list($gateId, $layerNum) = req()->paras;
  174. my_Assert($gateId > 0, ErrCode::paras_err);
  175. $mo = GameConfig::gate_getItem($gateId);
  176. my_Assert(null != $mo, ErrCode::err_const_no);
  177. if (Ints::Slice($gateId, 0, 1) == 9) { # 爬塔模式
  178. // list($layerNum) = req()->paras;
  179. if ($layerNum != ctx()->gates()->TowerGateInfo()->CurLayer) { # 起始层数校验
  180. Err(ErrCode::tower_layerNum);
  181. }
  182. if (ctx()->gates()->TowerGateInfo()->TodayChanNum < 1) { # 剩余次数校验
  183. Err(ErrCode::tower_timeNo);
  184. }
  185. ctx()->gates()->TowerGateInfo()->TodayChanNum--; # 增加次数
  186. } else { # 主线剧情
  187. my_Assert(ctx()->base()->Consume_tili($mo->cost_tili), ErrCode::notenough_tili);
  188. }
  189. UserProc::updateUserInfo();
  190. return Resp::ok(array("tili" => ctx()->baseInfo->tili, "tili_ts" => ctx()->baseInfo->tili_ts));
  191. }
  192. public static function FightDailyClear() {
  193. //ctx()->gates->xunluo_quick_buyRecord = 0;
  194. ctx()->gates->fightSweepNum = 0;
  195. ctx()->gates()->TowerGateInfo()->RefreshSkillTimes = 0;
  196. ctx()->gates()->TowerGateInfo()->TodayChanNum = glc()->tower_daily_chanceNum;
  197. }
  198. /**
  199. * 6806 剧情回存
  200. * @return type
  201. */
  202. public static function PlotSav() {
  203. list($gateId) = req()->paras;
  204. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::err_const_no);
  205. ctx()->gates->GateList->$gateId->plotStart = 1;
  206. UserProc::updateUserInfo();
  207. $ret = array(
  208. 'ok' => 1,
  209. );
  210. return Resp::ok($ret);
  211. }
  212. // <editor-fold defaultstate="collapsed" desc="挑战模块">
  213. /**
  214. * 6810 挑战关卡: 更新锁定技能列表
  215. */
  216. public static function TowerUpdateLockskillList() {
  217. list($li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  218. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  219. $t->skill_zhudong = $li_zd;
  220. $t->skill_beidong = $li_bd;
  221. $t->skill_zhudong_lockState = $li_zds;
  222. $t->skill_beidong_lockState = $li_bds;
  223. UserProc::updateUserInfo();
  224. return Resp::ok();
  225. }
  226. /**
  227. * 6809 挑战关卡: 刷新初始技能(扣除免费次数/cost)
  228. */
  229. public static function TowerRefreshSkills() {
  230. list($isFree, $li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  231. if ($isFree) {
  232. if (ctx()->gates()->TowerGateInfo()->RefreshSkillTimes > glc()->tower_daily_refreshChanceNum) {
  233. Err(ErrCode::tower_refreshNo); # 免费次数不足
  234. }
  235. } else {
  236. list($type, $num) = explode(':', glc()->tower_refreshCost); # 二级货币类型(1:金币,2:元宝):数量
  237. if ($type == 1) { # 金币
  238. my_Assert(ctx()->base()->Consume_Gold($num), ErrCode::notenough_gold_msg);
  239. } else if ($type == 2) { # 元宝
  240. my_Assert(ctx()->base()->Consume_Cash($num), ErrCode::notenough_cash_msg);
  241. } else {
  242. Err(ErrCode::err_const_no, "检查刷新扣费配置信息!");
  243. }
  244. }
  245. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  246. $t->RefreshSkillTimes++;
  247. $t->skill_zhudong = $li_zd;
  248. $t->skill_beidong = $li_bd;
  249. $t->skill_zhudong_lockState = $li_zds;
  250. $t->skill_beidong_lockState = $li_bds;
  251. UserProc::updateUserInfo();
  252. $ret = array(
  253. 'task' => ctx()->task,
  254. );
  255. return Resp::ok($ret);
  256. }
  257. /**
  258. * 6805 战斗: 复活花费
  259. * @return type
  260. * @version 2024年5月17日 重整利用为复活扣除消耗功能
  261. */
  262. public static function ReliveCost() {
  263. // 复活可以扣除复活币(暂无)或者元宝,(客户端看广告复活不需要跟服务器通讯)
  264. list($reliveNum) = req()->paras;
  265. $arr = explode(',', glc()->Relive_cost);
  266. my_Assert($reliveNum >= 0 && $reliveNum <= Count($arr), ErrCode::paras_err); # 参数范围>0
  267. $amt = $arr[$reliveNum];
  268. my_Assert(ctx()->base()->Consume_Cash($amt), ErrCode::notenought_yuanbao);
  269. UserProc::updateUserInfo();
  270. return Resp::ok();
  271. }
  272. /**
  273. * 6804 挑战关卡: 奖励领取
  274. * @return type
  275. */
  276. public static function GateChallengeRewards() {
  277. list($finalLayer) = req()->paras; # 战斗结束时的层数
  278. $lastLayer = ctx()->gates()->TowerGateInfo()->CurLayer;
  279. $arr = GameConfig::waves_getItemArray(self::TowerGateId);
  280. if ($finalLayer > $lastLayer) {
  281. foreach ($arr as $layerId => $layerMo) {
  282. if ($layerId >= $lastLayer && $layerId < $finalLayer) {
  283. my_Assert($layerMo != null, ErrCode::err_const_no);
  284. StoreProc::AddMultiItemInStore($layerMo->rewards); # 发放奖励
  285. }
  286. }
  287. ctx()->gates()->TowerGateInfo()->CurLayer = $finalLayer;
  288. UserProc::updateUserInfo();
  289. $ret = array(
  290. 'store' => ctx()->store,
  291. 'gold' => ctx()->base()->gold,
  292. 'cash' => ctx()->base()->cash,
  293. 'task' => ctx()->task,
  294. );
  295. return Resp::ok($ret);
  296. } else if ($finalLayer == $lastLayer) {
  297. $ret = array(
  298. 'store' => ctx()->store,
  299. 'gold' => ctx()->base()->gold,
  300. 'cash' => ctx()->base()->cash,
  301. 'task' => ctx()->task,
  302. );
  303. return Resp::ok($ret);
  304. }
  305. return Resp::err(ErrCode::tower_rewardNo); # 没有奖励
  306. }
  307. // </editor-fold>
  308. /**
  309. * 6803 关卡选择
  310. * @return type
  311. */
  312. public static function SelectGate() {
  313. list($gateId) = req()->paras;
  314. ctx()->gates->CurrentGateId = $gateId;
  315. UserProc::updateUserInfo();
  316. $ret = array(
  317. 'gates' => ctx()->gates,
  318. );
  319. return Resp::ok($ret);
  320. }
  321. /**
  322. * 6802 章节宝箱的领取
  323. * @return type
  324. */
  325. public static function PassGateTsPrizeReceive() {
  326. list($gateId, $index) = req()->paras;
  327. $gateMo = GameConfig::gate_getItem($gateId);
  328. my_Assert($gateMo != null, ErrCode::err_const_no);
  329. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  330. $gateInfo = ctx()->gates->GateList->$gateId;
  331. $tag = false;
  332. $prize = "";
  333. $mask = 0;
  334. switch ($index) {
  335. case 1:
  336. $ts = $gateMo->first_ts1 * 60;
  337. if ($gateInfo->MaxSeconds >= $ts) {
  338. $tag = true;
  339. }
  340. $mask = 1;
  341. $prize = $gateMo->first_reward1;
  342. break;
  343. case 2:
  344. $ts = $gateMo->first_ts2 * 60;
  345. if ($gateInfo->MaxSeconds >= $ts) {
  346. $tag = true;
  347. }
  348. $mask = 2;
  349. $prize = $gateMo->first_reward2;
  350. break;
  351. case 3:
  352. if ($gateInfo->pass > 0) {
  353. $tag = true;
  354. }
  355. $mask = 3;
  356. $prize = $gateMo->first_reward3;
  357. break;
  358. default:
  359. break;
  360. }
  361. if ($tag) {
  362. my_Assert(!in_array($mask, $gateInfo->FirstReward), ErrCode::gate_GatePriceHasReceive);
  363. $gateInfo->FirstReward[] = $mask;
  364. StoreProc::AddMultiItemInStore($prize);
  365. }
  366. ctx()->gates->GateList->$gateId = $gateInfo;
  367. UserProc::updateUserInfo();
  368. $ret = array(
  369. 'gates' => ctx()->gates,
  370. 'store' => ctx()->store,
  371. 'task' => ctx()->task,
  372. 'gold' => ctx()->baseInfo->gold,
  373. 'cash' => ctx()->baseInfo->cash,
  374. 'reward' => StoreProc::$reward,
  375. 'reward_Gem' => StoreProc::$reward_Gem,
  376. );
  377. return Resp::ok($ret);
  378. }
  379. /**
  380. * [6801]关卡战斗结算
  381. * @return type
  382. */
  383. public static function Settle() {
  384. list($resultType, $gateId, $gold, $curTs, $pickups,
  385. $finalLayer, $finalHpPercent, $killMonsterNum, $killBossNum) = req()->paras;
  386. # 客户端需要增加参数: killmonserNum,killBosssNum, finalHpPercent(最终血量百分比)
  387. $gateMo = GameConfig::gate_getItem($gateId);
  388. my_Assert($gateMo != null, ErrCode::err_const_no);
  389. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  390. $gateInfo = ctx()->gates->GateList->$gateId;
  391. $ts = $gateInfo->MaxSeconds;
  392. if ($curTs >= $ts) {
  393. $gateInfo->MaxSeconds = $curTs;
  394. }
  395. if ($resultType) { # 胜利
  396. if (ctx()->gates->GateList->$gateId->pass == 0) {
  397. ctx()->gates->GateList->$gateId->pass = 1;
  398. TaskProc::Day7TaskReset($gateId); # 刷新七日任务
  399. $maxGateId = ctx()->gates->maxPassGateNumId();
  400. if ($maxGateId > 0) {
  401. self::Ranking_MainGateIndex($maxGateId);
  402. self::IsAchievedMainGate_PassReward($maxGateId);
  403. }
  404. }
  405. TaskProc::OnPassGate_X($gateId); # 刷新任务进度: 通关第X关
  406. if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  407. ctx()->gates()->UnlockNextPlotGate($gateId); # 解锁下一主线关卡
  408. // ctx()->gates()->UnlockMainChallengeGate($gateId); # 挑战关卡解锁逻辑. -gwang 2024年4月15日
  409. } else { # 不是主线关卡, 暂时没有其他逻辑
  410. }
  411. // StoreProc::AddMultiItemInStore($gateMo->reward_win); # 发放胜利奖励(2024.5.30 过期)
  412. }
  413. // else { # 失败
  414. //// StoreProc::AddMultiItemInStore($gateMo->reward_fail); # 发放失败奖励(2024.5.30 过期)
  415. // }
  416. StoreProc::AddMultiItemInStore($pickups); # 战场拾取道具直接入背包
  417. ctx()->base()->Add_Gold($gold); # 战场拾取的金币直接入背包
  418. //ctx()->base()->Add_Exp($exp);
  419. $waveMo = GameConfig::waveItem_getItem($gateId, $finalLayer);
  420. my_Assert(null != $waveMo, ErrCode::err_const_no);
  421. ctx()->base()->Add_Exp($waveMo->rewardExp); # 指挥官经验
  422. ctx()->base()->Add_Gold($waveMo->rewardGold); # 金币奖励
  423. //$pickups .= ";1," . $gold + $waveMo->rewardGold;
  424. $str = "1," . $gold + $waveMo->rewardGold;
  425. StoreProc::AddMultiItemInStore($str);
  426. # 图纸奖励: 数量min-max, 部位随机
  427. if (strlen($waveMo->rewardTuZhi) > 0 && str_contains($waveMo->rewardTuZhi, '-')) {
  428. list($tz_min, $tz_max) = explode('-', $waveMo->rewardTuZhi); # 图纸数量
  429. $tz_n = rand($tz_min, $tz_max);
  430. # 图纸部位数据源 1001, 1002, 1003, 1004, 1005, 1006
  431. for ($i = 0; $i < $tz_n; $i++) {
  432. $id = 1000 + rand(1, 6);
  433. StoreProc::AddMultiItemInStore("$id,1"); # 获得图纸
  434. //$pickups .= ";$id,1";
  435. }
  436. }
  437. # 宝石奖励: 数量min-max;品质:权重,品质:权重...
  438. if (strlen($waveMo->rewardGem) > 0) {
  439. list($gs_num, $gs_props) = explode(';', $waveMo->rewardGem);
  440. list($gem_min, $gem_max) = explode('-', $gs_num); # 宝石数量
  441. $gem_n = rand($gem_min, $gem_max);
  442. $arr = explode(",", $gs_props);
  443. $pool = array();
  444. $n = 0;
  445. foreach ($arr as $str) {
  446. list($qual, $props) = explode(':', $str);
  447. $pool[] = array('q' => $qual, 'p' => $props);
  448. $n += $props;
  449. }
  450. for ($i = 0; $i < $gem_n; $i++) { # 随机n块宝石
  451. $r = rand(1, $n); # 投色子
  452. $l = 0;
  453. foreach ($pool as $item) {
  454. if ($r <= ($l + $item['p'])) {
  455. $gemId = $item['q'] * 100000 + rand(1, 6) * 1000;
  456. SystemProc::GetGem_GreaterOrangeQual_MainGate(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($gateId), $gateMo->gateName, $gemId); //广播
  457. //StoreProc::PutGemInStore($gemId); # 发放宝石并退出本次投色子
  458. //$pickups .= ";$gemId,1";
  459. StoreProc::AddMultiItemInStore("$gemId,1");
  460. break;
  461. }
  462. $l += $item['p']; # 累计到下一段
  463. }
  464. }
  465. }
  466. if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) { # 主线剧情,
  467. TaskProc::OnFightNumMainGate();
  468. } else if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainChallengeGate) { # 主线剧情对应的难度挑战
  469. TaskProc::OnFightNumChallengeGate();
  470. }
  471. TaskProc::OnKillCommonNumMonster($killMonsterNum);
  472. TaskProc::OnKillleaderNumMonster($killBossNum);
  473. UserProc::updateUserInfo();
  474. $ret = array(
  475. 'gates' => ctx()->gates,
  476. 'store' => ctx()->store,
  477. 'task' => ctx()->task,
  478. 'baseInfo' => ctx()->base(),
  479. 'gold' => $gold + $waveMo->rewardGold,
  480. 'exp' => $waveMo->rewardExp,
  481. //'rewardStr' => $pickups
  482. 'reward'=> StoreProc::$reward,
  483. 'reward_Gem'=> StoreProc::$reward_Gem,
  484. );
  485. return Resp::ok($ret);
  486. }
  487. // /**
  488. // * [6801]关卡战斗结算
  489. // * @return type
  490. // */
  491. // public static function Settle_bak() {
  492. // list($resultType, $gateId, $gold, $curTs, $pickups) = req()->paras;
  493. // # 客户端需要增加参数: killmonserNum,killBosssNum, finalHpPercent(最终血量百分比)
  494. // $gateMo = GameConfig::gate_getItem($gateId);
  495. // my_Assert($gateMo != null, ErrCode::err_const_no);
  496. // my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  497. // $gateInfo = ctx()->gates->GateList->$gateId;
  498. // $ts = $gateInfo->MaxSeconds;
  499. // if ($curTs >= $ts) {
  500. // $gateInfo->MaxSeconds = $curTs;
  501. // }
  502. // if ($resultType) { # 胜利
  503. // if (ctx()->gates->GateList->$gateId->pass == 0) {
  504. // ctx()->gates->GateList->$gateId->pass = 1;
  505. // TaskProc::Day7TaskReset($gateId);
  506. // }
  507. // TaskProc::OnPassGate_X($gateId);
  508. // StoreProc::AddMultiItemInStore($gateMo->reward_win);
  509. // if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  510. // ctx()->gates->UnlockNextPlotGate();
  511. // $dic = GameConfig::gate();
  512. // $index = 0; # 挑战关卡解锁逻辑. -gwang 2024年4月15日
  513. // foreach ($dic as $id => $item) {
  514. // if (Ins_GateInfo::GateTypeFromId($id) == Enum_GateType::MainChallengeGate && $item->challengeGateId == $gateId) {
  515. // $index += 1;
  516. // $gate = new Ins_GateInfo();
  517. // $gate->GateId = $id;
  518. // ctx()->gates->GateList->$id = $gate;
  519. // }
  520. // if ($index >= 3) {
  521. // break;
  522. // }
  523. // }
  524. // } else {
  525. //
  526. // }
  527. // } else { # 失败
  528. // StoreProc::AddMultiItemInStore($gateMo->reward_fail);
  529. // }
  530. //
  531. // StoreProc::AddMultiItemInStore($pickups); # 战场拾取道具
  532. // ctx()->baseInfo->Add_Gold($gold);
  533. // //ctx()->baseInfo->Add_Exp($exp);
  534. //
  535. // if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  536. // TaskProc::OnFightNumMainGate();
  537. // } else if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainChallengeGate) {
  538. // TaskProc::OnFightNumChallengeGate();
  539. // }
  540. // TaskProc::OnKillCommonNumMonster(1000);
  541. // TaskProc::OnKillleaderNumMonster(500);
  542. //
  543. // UserProc::updateUserInfo();
  544. // $ret = array(
  545. // 'gates' => ctx()->gates,
  546. // 'store' => ctx()->store,
  547. // 'task' => ctx()->task,
  548. // );
  549. // return Resp::ok($ret);
  550. // }
  551. // <editor-fold defaultstate="collapsed" desc="排行榜">
  552. /**
  553. * 参与主线关卡排行榜
  554. * @param type $gateIndex
  555. */
  556. public static function Ranking_MainGateIndex($maxGateIndex) {
  557. $memKey = MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid);
  558. $mem = gMem();
  559. $uid = req()->uid;
  560. $score = self::GetRankScoreUid($uid, 1);
  561. if($maxGateIndex > $score){
  562. $arr = array();
  563. $arr["$uid"] = self::createScore($maxGateIndex);
  564. $mem->zadd($memKey, $arr);
  565. }
  566. $length = $mem->zlen($memKey);
  567. if ($length > glc()->Rank_MainGateIndex_OnListRank) {
  568. $num = $length - glc()->Rank_MainGateIndex_OnListRank;
  569. $mem->zremrangebyrank($memKey, 0, $num - 1);
  570. }
  571. }
  572. public static function createScore($score) {
  573. if($score > 0){
  574. $newScore = $score.'.'.(9999999999 - now());
  575. return $newScore;
  576. }
  577. return 0;
  578. }
  579. /**
  580. * 战力榜
  581. * @param type $gateIndex
  582. */
  583. public static function Ranking_FightPower() {
  584. $memKey = MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid);
  585. $mem = gMem();
  586. $uid = req()->uid;
  587. $score = self::GetRankScoreUid($uid, 2);
  588. $power = self::countUserFightPower();
  589. if ($power > $score) {
  590. $arr = array();
  591. $arr["$uid"] = self::createScore($power);
  592. $mem->zadd($memKey, $arr);
  593. self::IsAchievedFightPower_PassReward($power);
  594. }
  595. $length = $mem->zlen($memKey);
  596. if ($length > glc()->Rank_FightPower_OnListRank) {
  597. $num = $length - glc()->Rank_FightPower_OnListRank;
  598. $mem->zremrangebyrank($memKey, 0, $num - 1);
  599. }
  600. }
  601. public static function GetRankScoreUid($uid_rank, $type) {
  602. if ($type == 1) {
  603. $score = gMem()->zscore(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid_rank);
  604. } else {
  605. $score = gMem()->zscore(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid_rank);
  606. }
  607. if($score == null){
  608. $score = 0;
  609. }
  610. return intval($score);
  611. }
  612. /**
  613. * 6811 获取主线关卡排行榜信息
  614. * @return type
  615. */
  616. public static function GetRankInfo() {
  617. list($type) = req()->paras;
  618. $selfIsHasRank = 0; //本人是否上榜 0未上榜没有排名 1上榜则selfRank就是排名
  619. $selfExtraInfo = 0;
  620. $isExistFinishReward = false;
  621. if ($type == 1) {
  622. $list = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  623. $selfExtraInfo = ctx()->gates->maxPassGateNumId();
  624. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  625. $dic = gMem()->hgetall($memKey);
  626. foreach ($dic as $gateId => $ins_rank) {
  627. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  628. $isExistFinishReward = true;
  629. break;
  630. }
  631. }
  632. } else {
  633. $list = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  634. $selfExtraInfo = self::countUserFightPower();
  635. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  636. $dic = gMem()->hgetall($memKey);
  637. foreach ($dic as $fightPower => $ins_rank) {
  638. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  639. $isExistFinishReward = true;
  640. break;
  641. }
  642. }
  643. }
  644. $selfRank = null;
  645. $retArr = array();
  646. if (count($list) > 0) {
  647. foreach ($list as $uid => $score) {
  648. $rankInfo = self::initOtherUidRankInfo($uid, $score, $type);
  649. if ($rankInfo->uid == req()->uid) {
  650. $selfIsHasRank = 1;
  651. $selfRank = $rankInfo;
  652. }
  653. $retArr[] = $rankInfo;
  654. }
  655. }
  656. if ($selfRank == null) {
  657. $selfRank = self::initOtherUidRankInfo(req()->uid, $selfExtraInfo, $type);
  658. }
  659. UserProc::updateUserInfo();
  660. $ret = array(
  661. 'rankInfo' => $retArr,
  662. 'selfRank' => $selfRank,
  663. 'selfIsHasRank' => $selfIsHasRank,
  664. 'isExistFinishReward' => $isExistFinishReward,
  665. );
  666. return Resp::ok($ret);
  667. }
  668. /**
  669. * 初始化玩家rank
  670. * @param type $uid
  671. * @param type $score
  672. * @return \loyalsoft\Ins_rank
  673. */
  674. static function initOtherUidRankInfo($uid, $score, $type = null) {
  675. $ins_rank = new Ins_rank();
  676. if ($type == 1) {
  677. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  678. } else {
  679. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  680. }
  681. if ($lv == null) {
  682. $lv = 0;
  683. }
  684. $ins_rank->rank = $lv + 1;
  685. $ins_rank->uid = $uid;
  686. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  687. $ins_rank->name = $userInfo->baseInfo->name;
  688. $ins_rank->headImg = $userInfo->baseInfo->headImg;
  689. //$ret = intval($score);
  690. // if(!$isToRank){
  691. // $ret = $score;
  692. // }
  693. $ins_rank->score = intval($score);
  694. return $ins_rank;
  695. }
  696. /**
  697. * 6812 获取排行榜内玩家的装备信息
  698. * @return type
  699. */
  700. public static function GetUidEquipInfo_Rank() {
  701. list($uid) = req()->paras;
  702. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  703. $store = $userInfo->store;
  704. $heros = $userInfo->heros;
  705. UserProc::updateUserInfo();
  706. $ret = array(
  707. 'store' => $store,
  708. 'heros' => $heros,
  709. );
  710. return Resp::ok($ret);
  711. }
  712. /**
  713. * 通关奖励是否达成
  714. * @param type $maxGateIndex
  715. */
  716. public static function IsAchievedMainGate_PassReward($maxGateIndex) {
  717. $rewards = GameConfig::rank_passgatereward();
  718. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  719. foreach ($rewards as $passGateId => $mo) {
  720. if ($passGateId == $maxGateIndex && !gMem()->hexists($memKey, $maxGateIndex)) {
  721. $ins_rank = new Ins_rank();
  722. $ins_rank->uid = req()->uid;
  723. $ins_rank->name = ctx()->baseInfo->name;
  724. $ins_rank->headImg = ctx()->baseInfo->headImg;
  725. $ins_rank->score = $passGateId;
  726. gMem()->hset($memKey, $maxGateIndex, $ins_rank);
  727. break;
  728. }
  729. }
  730. }
  731. /*
  732. * 战力奖励是否达成
  733. */
  734. public static function IsAchievedFightPower_PassReward($power) {
  735. $rewards = GameConfig::rank_fightpowerreward();
  736. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  737. foreach ($rewards as $fightPower => $mo) {
  738. if ($power >= $fightPower && !gMem()->hexists($memKey, $fightPower)) {
  739. $ins_rank = new Ins_rank();
  740. $ins_rank->uid = req()->uid;
  741. $ins_rank->name = ctx()->baseInfo->name;
  742. $ins_rank->headImg = ctx()->baseInfo->headImg;
  743. $ins_rank->score = $fightPower;
  744. gMem()->hset($memKey, $fightPower, $ins_rank);
  745. }
  746. }
  747. }
  748. /**
  749. * 6813
  750. * @return type
  751. */
  752. public static function GetmainGate_RankRewardInfo() {
  753. //list($type) = req()->paras;
  754. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  755. $dic = gMem()->hgetall($memKey);
  756. if ($dic == null) {
  757. $dic = new \stdClass();
  758. }
  759. UserProc::updateUserInfo();
  760. $ret = array(
  761. 'rankReward' => $dic,
  762. );
  763. return Resp::ok($ret);
  764. }
  765. /**
  766. * 6814
  767. * @return type
  768. */
  769. public static function GetFightPower_RankRewardInfo() {
  770. //list($type) = req()->paras;
  771. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  772. $dic = gMem()->hgetall($memKey);
  773. if ($dic == null) {
  774. $dic = new \stdClass();
  775. }
  776. UserProc::updateUserInfo();
  777. $ret = array(
  778. 'rankReward' => $dic,
  779. );
  780. return Resp::ok($ret);
  781. }
  782. /**
  783. * 6815 领取通关荣誉榜奖励
  784. * @return type
  785. */
  786. public static function ReceiveRankReward_MainGate() {
  787. list($gateId) = req()->paras;
  788. my_Assert(!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate), ErrCode::rankReward_HasReceive);
  789. $mo = GameConfig::rank_passgatereward_getItem($gateId);
  790. my_Assert($mo != null, ErrCode::err_const_no);
  791. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  792. if (gMem()->hexists($memKey, $gateId)) {
  793. StoreProc::AddMultiItemInStore($mo->reward);
  794. ctx()->privateState->rankReward_drawed_MainGate[] = $gateId;
  795. }
  796. UserProc::updateUserInfo();
  797. $ret = array();
  798. return Resp::ok($ret);
  799. }
  800. /**
  801. * 6816 领取战力荣誉榜奖励
  802. * @return type
  803. */
  804. public static function ReceiveRankReward_FightPower() {
  805. list($fightPower) = req()->paras;
  806. my_Assert(!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower), ErrCode::rankReward_HasReceive);
  807. $mo = GameConfig::rank_fightpowerreward_getItem($fightPower);
  808. my_Assert($mo != null, ErrCode::err_const_no);
  809. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  810. if (gMem()->hexists($memKey, $fightPower)) {
  811. StoreProc::AddMultiItemInStore($mo->reward);
  812. ctx()->privateState->rankReward_drawed_fightPower[] = $fightPower;
  813. }
  814. UserProc::updateUserInfo();
  815. $ret = array();
  816. return Resp::ok($ret);
  817. }
  818. /**
  819. * 6817
  820. */
  821. public static function IsExistRankReward() {
  822. //list($type) = req()->paras;
  823. $type = 0;
  824. $isExistFinishReward = false;
  825. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  826. $dic = gMem()->hgetall($memKey);
  827. foreach ($dic as $gateId => $ins_rank) {
  828. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  829. $isExistFinishReward = true;
  830. $type = 1;
  831. break;
  832. }
  833. }
  834. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  835. $dic2 = gMem()->hgetall($memKey2);
  836. foreach ($dic2 as $fightPower => $ins_rank) {
  837. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  838. $isExistFinishReward = true;
  839. $type = 2;
  840. break;
  841. }
  842. }
  843. UserProc::updateUserInfo();
  844. $ret = array(
  845. 'isExistFinishReward' => $isExistFinishReward,
  846. 'type' => $type,
  847. );
  848. return Resp::ok($ret);
  849. }
  850. /*
  851. * 删除排行榜内注销账号的玩家
  852. */
  853. public static function DeleteRankInvalidUser($uid2) {
  854. $dic1 = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  855. foreach ($dic1 as $uid => $score) {
  856. if ($uid == $uid2) {
  857. gMem()->zrem(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  858. break;
  859. }
  860. }
  861. $dic2 = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  862. foreach ($dic2 as $uid => $score) {
  863. if ($uid == $uid2) {
  864. gMem()->zrem(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  865. break;
  866. }
  867. }
  868. }
  869. /*
  870. * 排行玩家头像变动
  871. */
  872. public static function UpdateRankUserHeadImg($uid, $headImg) {
  873. $memKey1 = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  874. $dic = gMem()->hgetall($memKey1);
  875. foreach ($dic as $gateId => $ins_rank) {
  876. if ($ins_rank->uid == $uid) {
  877. $ins_rank->headImg = $headImg;
  878. gMem()->hset($memKey1, $gateId, $ins_rank);
  879. }
  880. }
  881. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  882. $dic2 = gMem()->hgetall($memKey2);
  883. foreach ($dic2 as $fightPower => $ins_rank) {
  884. if ($ins_rank->uid == $uid) {
  885. $ins_rank->headImg = $headImg;
  886. gMem()->hset($memKey2, $fightPower, $ins_rank);
  887. }
  888. }
  889. }
  890. /*
  891. * 统计战力 战斗力=攻击x(生命-伤害减免值)x(1+暴击率/100x(暴击伤害倍率-1))
  892. */
  893. public static function countUserFightPower() {
  894. $CurrentHeroId = ctx()->heros->CurrentHeroId;
  895. //$hero = ctx()->heros->Dic->$CurrentHeroId;
  896. $mo = GameConfig::hero_getItem($CurrentHeroId);
  897. my_Assert($mo != null, ErrCode::err_const_no);
  898. $heroBashAttack = $mo->attack;
  899. $heroBashHp = $mo->hp;
  900. $equipDic = ctx()->store->equip;
  901. $attck = 0;
  902. $hp = 0;
  903. foreach ($equipDic as $index => $ins_equip) {
  904. $Ins_Equip = new Ins_Equip($ins_equip);
  905. if ($Ins_Equip->mo()->upgradeType == 1) {//攻击力
  906. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  907. } elseif ($Ins_Equip->mo()->upgradeType == 2) {
  908. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  909. } else {
  910. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  911. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  912. }
  913. }
  914. $heroAttck = $heroBashAttack + $attck;
  915. $heroHp = $heroBashHp + $hp;
  916. $dec_demage = $mo->dec_demage;
  917. $bigHit_Val = $mo->bigHit_Val / 100;
  918. $bigHit_rate = $mo->bigHit_rate / 100;
  919. $val = $heroAttck * ($heroHp - $dec_demage) * (1 + $bigHit_rate * ($bigHit_Val - 1));
  920. return intval($val);
  921. }
  922. // </editor-fold>
  923. }