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' => $prizeArr,
  124. 'store' => ctx()->store,
  125. 'task' => ctx()->task,
  126. 'reward'=> StoreProc::$reward,
  127. 'reward_Gem'=> StoreProc::$reward_Gem,
  128. );
  129. return Resp::ok($ret);
  130. }
  131. static function sweepRandReward($rewardStr) {
  132. $ctxArr = explode(';', $rewardStr);
  133. $numArr = explode('-', $ctxArr[0]);
  134. $num = rand($numArr[0], $numArr[1]);
  135. $rand = 0;
  136. $itemArr = explode(',', $ctxArr[1]);
  137. foreach ($itemArr as $value) {
  138. $arr = explode(':', $value);
  139. $itemId = $arr[0];
  140. $per = $arr[1];
  141. $rand += $per;
  142. }
  143. $res = "";
  144. for ($i = 0; $i < $num; $i++) {
  145. $start = 0;
  146. $end = 0;
  147. $randNum = rand(1, $rand);
  148. $id = 0;
  149. foreach ($itemArr as $str) {
  150. $arr = explode(':', $str);
  151. $itemId = $arr[0];
  152. $per = $arr[1];
  153. $end += $per;
  154. if ($randNum > $start && $randNum <= $end) {
  155. $id = $itemId;
  156. break;
  157. }
  158. $start = $end;
  159. }
  160. if ($id != 0) {
  161. $str = $id . ',1';
  162. if ($res == "") {
  163. $res = $str;
  164. } else {
  165. $res = $res . ';' . $str;
  166. }
  167. }
  168. }
  169. return $res;
  170. }
  171. /**
  172. * 6808 开始挑战 (主线关卡:扣除体力, 挑战关卡: 增加次数)
  173. */
  174. private static function StartFight() {
  175. list($gateId, $layerNum) = req()->paras;
  176. my_Assert($gateId > 0, ErrCode::paras_err);
  177. $mo = GameConfig::gate_getItem($gateId);
  178. my_Assert(null != $mo, ErrCode::err_const_no);
  179. if (Ints::Slice($gateId, 0, 1) == 9) { # 爬塔模式
  180. // list($layerNum) = req()->paras;
  181. if ($layerNum != ctx()->gates()->TowerGateInfo()->CurLayer) { # 起始层数校验
  182. Err(ErrCode::tower_layerNum);
  183. }
  184. if (ctx()->gates()->TowerGateInfo()->TodayChanNum < 1) { # 剩余次数校验
  185. Err(ErrCode::tower_timeNo);
  186. }
  187. ctx()->gates()->TowerGateInfo()->TodayChanNum--; # 增加次数
  188. } else { # 主线剧情
  189. my_Assert(ctx()->base()->Consume_tili($mo->cost_tili), ErrCode::notenough_tili);
  190. }
  191. UserProc::updateUserInfo();
  192. return Resp::ok(array("tili" => ctx()->baseInfo->tili, "tili_ts" => ctx()->baseInfo->tili_ts));
  193. }
  194. public static function FightDailyClear() {
  195. //ctx()->gates->xunluo_quick_buyRecord = 0;
  196. ctx()->gates->fightSweepNum = 0;
  197. ctx()->gates()->TowerGateInfo()->RefreshSkillTimes = 0;
  198. ctx()->gates()->TowerGateInfo()->TodayChanNum = glc()->tower_daily_chanceNum;
  199. }
  200. /**
  201. * 6806 剧情回存
  202. * @return type
  203. */
  204. public static function PlotSav() {
  205. list($gateId) = req()->paras;
  206. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::err_const_no);
  207. ctx()->gates->GateList->$gateId->plotStart = 1;
  208. UserProc::updateUserInfo();
  209. $ret = array(
  210. 'ok' => 1,
  211. );
  212. return Resp::ok($ret);
  213. }
  214. // <editor-fold defaultstate="collapsed" desc="挑战模块">
  215. /**
  216. * 6810 挑战关卡: 更新锁定技能列表
  217. */
  218. public static function TowerUpdateLockskillList() {
  219. list($li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  220. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  221. $t->skill_zhudong = $li_zd;
  222. $t->skill_beidong = $li_bd;
  223. $t->skill_zhudong_lockState = $li_zds;
  224. $t->skill_beidong_lockState = $li_bds;
  225. UserProc::updateUserInfo();
  226. return Resp::ok();
  227. }
  228. /**
  229. * 6809 挑战关卡: 刷新初始技能(扣除免费次数/cost)
  230. */
  231. public static function TowerRefreshSkills() {
  232. list($isFree, $li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  233. if ($isFree) {
  234. if (ctx()->gates()->TowerGateInfo()->RefreshSkillTimes > glc()->tower_daily_refreshChanceNum) {
  235. Err(ErrCode::tower_refreshNo); # 免费次数不足
  236. }
  237. } else {
  238. list($type, $num) = explode(':', glc()->tower_refreshCost); # 二级货币类型(1:金币,2:元宝):数量
  239. if ($type == 1) { # 金币
  240. my_Assert(ctx()->base()->Consume_Gold($num), ErrCode::notenough_gold_msg);
  241. } else if ($type == 2) { # 元宝
  242. my_Assert(ctx()->base()->Consume_Cash($num), ErrCode::notenough_cash_msg);
  243. } else {
  244. Err(ErrCode::err_const_no, "检查刷新扣费配置信息!");
  245. }
  246. }
  247. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  248. $t->RefreshSkillTimes++;
  249. $t->skill_zhudong = $li_zd;
  250. $t->skill_beidong = $li_bd;
  251. $t->skill_zhudong_lockState = $li_zds;
  252. $t->skill_beidong_lockState = $li_bds;
  253. UserProc::updateUserInfo();
  254. $ret = array(
  255. 'task' => ctx()->task,
  256. );
  257. return Resp::ok($ret);
  258. }
  259. /**
  260. * 6805 战斗: 复活花费
  261. * @return type
  262. * @version 2024年5月17日 重整利用为复活扣除消耗功能
  263. */
  264. public static function ReliveCost() {
  265. // 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)
  266. list($reliveNum) = req()->paras;
  267. $arr = explode(',', glc()->Relive_cost);
  268. my_Assert($reliveNum >= 0 && $reliveNum <= Count($arr), ErrCode::paras_err); # 参数范围>0
  269. $amt = $arr[$reliveNum];
  270. my_Assert(ctx()->base()->Consume_Cash($amt), ErrCode::notenought_yuanbao);
  271. UserProc::updateUserInfo();
  272. return Resp::ok();
  273. }
  274. /**
  275. * 6804 挑战关卡: 奖励领取
  276. * @return type
  277. */
  278. public static function GateChallengeRewards() {
  279. list($finalLayer) = req()->paras; # 战斗结束时的层数
  280. $lastLayer = ctx()->gates()->TowerGateInfo()->CurLayer;
  281. $arr = GameConfig::waves_getItemArray(self::TowerGateId);
  282. if ($finalLayer > $lastLayer) {
  283. foreach ($arr as $layerId => $layerMo) {
  284. if ($layerId >= $lastLayer && $layerId < $finalLayer) {
  285. my_Assert($layerMo != null, ErrCode::err_const_no);
  286. StoreProc::AddMultiItemInStore($layerMo->rewards); # 发放奖励
  287. }
  288. }
  289. ctx()->gates()->TowerGateInfo()->CurLayer = $finalLayer;
  290. UserProc::updateUserInfo();
  291. $ret = array(
  292. 'store' => ctx()->store,
  293. 'gold' => ctx()->base()->gold,
  294. 'cash' => ctx()->base()->cash,
  295. 'task' => ctx()->task,
  296. );
  297. return Resp::ok($ret);
  298. } else if ($finalLayer == $lastLayer) {
  299. $ret = array(
  300. 'store' => ctx()->store,
  301. 'gold' => ctx()->base()->gold,
  302. 'cash' => ctx()->base()->cash,
  303. 'task' => ctx()->task,
  304. );
  305. return Resp::ok($ret);
  306. }
  307. return Resp::err(ErrCode::tower_rewardNo); # 没有奖励
  308. }
  309. // </editor-fold>
  310. /**
  311. * 6803 关卡选择
  312. * @return type
  313. */
  314. public static function SelectGate() {
  315. list($gateId) = req()->paras;
  316. ctx()->gates->CurrentGateId = $gateId;
  317. UserProc::updateUserInfo();
  318. $ret = array(
  319. 'gates' => ctx()->gates,
  320. );
  321. return Resp::ok($ret);
  322. }
  323. /**
  324. * 6802 章节宝箱的领取
  325. * @return type
  326. */
  327. public static function PassGateTsPrizeReceive() {
  328. list($gateId, $index) = req()->paras;
  329. $gateMo = GameConfig::gate_getItem($gateId);
  330. my_Assert($gateMo != null, ErrCode::err_const_no);
  331. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  332. $gateInfo = ctx()->gates->GateList->$gateId;
  333. $tag = false;
  334. $prize = "";
  335. $mask = 0;
  336. switch ($index) {
  337. case 1:
  338. $ts = $gateMo->first_ts1 * 60;
  339. if ($gateInfo->MaxSeconds >= $ts) {
  340. $tag = true;
  341. }
  342. $mask = 1;
  343. $prize = $gateMo->first_reward1;
  344. break;
  345. case 2:
  346. $ts = $gateMo->first_ts2 * 60;
  347. if ($gateInfo->MaxSeconds >= $ts) {
  348. $tag = true;
  349. }
  350. $mask = 2;
  351. $prize = $gateMo->first_reward2;
  352. break;
  353. case 3:
  354. if ($gateInfo->pass > 0) {
  355. $tag = true;
  356. }
  357. $mask = 3;
  358. $prize = $gateMo->first_reward3;
  359. break;
  360. default:
  361. break;
  362. }
  363. if ($tag) {
  364. my_Assert(!in_array($mask, $gateInfo->FirstReward), ErrCode::gate_GatePriceHasReceive);
  365. $gateInfo->FirstReward[] = $mask;
  366. StoreProc::AddMultiItemInStore($prize);
  367. }
  368. ctx()->gates->GateList->$gateId = $gateInfo;
  369. UserProc::updateUserInfo();
  370. $ret = array(
  371. 'gates' => ctx()->gates,
  372. 'store' => ctx()->store,
  373. 'task' => ctx()->task,
  374. 'gold' => ctx()->baseInfo->gold,
  375. 'cash' => ctx()->baseInfo->cash,
  376. 'reward' => StoreProc::$reward,
  377. 'reward_Gem' => StoreProc::$reward_Gem,
  378. );
  379. return Resp::ok($ret);
  380. }
  381. /**
  382. * [6801]关卡战斗结算
  383. * @return type
  384. */
  385. public static function Settle() {
  386. list($resultType, $gateId, $gold, $curTs, $pickups,
  387. $finalLayer, $finalHpPercent, $killMonsterNum, $killBossNum) = req()->paras;
  388. # 客户端需要增加参数: killmonserNum,killBosssNum, finalHpPercent(最终血量百分比)
  389. $gateMo = GameConfig::gate_getItem($gateId);
  390. my_Assert($gateMo != null, ErrCode::err_const_no);
  391. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  392. $gateInfo = ctx()->gates->GateList->$gateId;
  393. $ts = $gateInfo->MaxSeconds;
  394. if ($curTs >= $ts) {
  395. $gateInfo->MaxSeconds = $curTs;
  396. }
  397. if ($resultType) { # 胜利
  398. if (ctx()->gates->GateList->$gateId->pass == 0) {
  399. ctx()->gates->GateList->$gateId->pass = 1;
  400. TaskProc::Day7TaskReset($gateId); # 刷新七日任务
  401. $maxGateId = ctx()->gates->maxPassGateNumId();
  402. if ($maxGateId > 0) {
  403. self::Ranking_MainGateIndex($maxGateId);
  404. self::IsAchievedMainGate_PassReward($maxGateId);
  405. }
  406. }
  407. TaskProc::OnPassGate_X($gateId); # 刷新任务进度: 通关第X关
  408. if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  409. ctx()->gates()->UnlockNextPlotGate($gateId); # 解锁下一主线关卡
  410. // ctx()->gates()->UnlockMainChallengeGate($gateId); # 挑战关卡解锁逻辑. -gwang 2024年4月15日
  411. } else { # 不是主线关卡, 暂时没有其他逻辑
  412. }
  413. // StoreProc::AddMultiItemInStore($gateMo->reward_win); # 发放胜利奖励(2024.5.30 过期)
  414. }
  415. // else { # 失败
  416. //// StoreProc::AddMultiItemInStore($gateMo->reward_fail); # 发放失败奖励(2024.5.30 过期)
  417. // }
  418. StoreProc::AddMultiItemInStore($pickups); # 战场拾取道具直接入背包
  419. ctx()->base()->Add_Gold($gold); # 战场拾取的金币直接入背包
  420. //ctx()->base()->Add_Exp($exp);
  421. $waveMo = GameConfig::waveItem_getItem($gateId, $finalLayer);
  422. my_Assert(null != $waveMo, ErrCode::err_const_no);
  423. ctx()->base()->Add_Exp($waveMo->rewardExp); # 指挥官经验
  424. ctx()->base()->Add_Gold($waveMo->rewardGold); # 金币奖励
  425. //$pickups .= ";1," . $gold + $waveMo->rewardGold;
  426. $str = "1," . $gold + $waveMo->rewardGold;
  427. StoreProc::AddMultiItemInStore($str);
  428. # 图纸奖励: 数量min-max, 部位随机
  429. if (strlen($waveMo->rewardTuZhi) > 0 && str_contains($waveMo->rewardTuZhi, '-')) {
  430. list($tz_min, $tz_max) = explode('-', $waveMo->rewardTuZhi); # 图纸数量
  431. $tz_n = rand($tz_min, $tz_max);
  432. # 图纸部位数据源 1001, 1002, 1003, 1004, 1005, 1006
  433. for ($i = 0; $i < $tz_n; $i++) {
  434. $id = 1000 + rand(1, 6);
  435. StoreProc::AddMultiItemInStore("$id,1"); # 获得图纸
  436. //$pickups .= ";$id,1";
  437. }
  438. }
  439. # 宝石奖励: 数量min-max;品质:权重,品质:权重...
  440. if (strlen($waveMo->rewardGem) > 0) {
  441. list($gs_num, $gs_props) = explode(';', $waveMo->rewardGem);
  442. list($gem_min, $gem_max) = explode('-', $gs_num); # 宝石数量
  443. $gem_n = rand($gem_min, $gem_max);
  444. $arr = explode(",", $gs_props);
  445. $pool = array();
  446. $n = 0;
  447. foreach ($arr as $str) {
  448. list($qual, $props) = explode(':', $str);
  449. $pool[] = array('q' => $qual, 'p' => $props);
  450. $n += $props;
  451. }
  452. for ($i = 0; $i < $gem_n; $i++) { # 随机n块宝石
  453. $r = rand(1, $n); # 投色子
  454. $l = 0;
  455. foreach ($pool as $item) {
  456. if ($r <= ($l + $item['p'])) {
  457. $gemId = $item['q'] * 100000 + rand(1, 6) * 1000;
  458. SystemProc::GetGem_GreaterOrangeQual_MainGate(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($gateId), $gateMo->gateName, $gemId); //广播
  459. //StoreProc::PutGemInStore($gemId); # 发放宝石并退出本次投色子
  460. //$pickups .= ";$gemId,1";
  461. StoreProc::AddMultiItemInStore("$gemId,1");
  462. break;
  463. }
  464. $l += $item['p']; # 累计到下一段
  465. }
  466. }
  467. }
  468. if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) { # 主线剧情,
  469. TaskProc::OnFightNumMainGate();
  470. } else if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainChallengeGate) { # 主线剧情对应的难度挑战
  471. TaskProc::OnFightNumChallengeGate();
  472. }
  473. TaskProc::OnKillCommonNumMonster($killMonsterNum);
  474. TaskProc::OnKillleaderNumMonster($killBossNum);
  475. UserProc::updateUserInfo();
  476. $ret = array(
  477. 'gates' => ctx()->gates,
  478. 'store' => ctx()->store,
  479. 'task' => ctx()->task,
  480. 'baseInfo' => ctx()->base(),
  481. 'gold' => $gold + $waveMo->rewardGold,
  482. 'exp' => $waveMo->rewardExp,
  483. //'rewardStr' => $pickups
  484. 'reward'=> StoreProc::$reward,
  485. 'reward_Gem'=> StoreProc::$reward_Gem,
  486. );
  487. return Resp::ok($ret);
  488. }
  489. // /**
  490. // * [6801]关卡战斗结算
  491. // * @return type
  492. // */
  493. // public static function Settle_bak() {
  494. // list($resultType, $gateId, $gold, $curTs, $pickups) = req()->paras;
  495. // # 客户端需要增加参数: killmonserNum,killBosssNum, finalHpPercent(最终血量百分比)
  496. // $gateMo = GameConfig::gate_getItem($gateId);
  497. // my_Assert($gateMo != null, ErrCode::err_const_no);
  498. // my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  499. // $gateInfo = ctx()->gates->GateList->$gateId;
  500. // $ts = $gateInfo->MaxSeconds;
  501. // if ($curTs >= $ts) {
  502. // $gateInfo->MaxSeconds = $curTs;
  503. // }
  504. // if ($resultType) { # 胜利
  505. // if (ctx()->gates->GateList->$gateId->pass == 0) {
  506. // ctx()->gates->GateList->$gateId->pass = 1;
  507. // TaskProc::Day7TaskReset($gateId);
  508. // }
  509. // TaskProc::OnPassGate_X($gateId);
  510. // StoreProc::AddMultiItemInStore($gateMo->reward_win);
  511. // if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  512. // ctx()->gates->UnlockNextPlotGate();
  513. // $dic = GameConfig::gate();
  514. // $index = 0; # 挑战关卡解锁逻辑. -gwang 2024年4月15日
  515. // foreach ($dic as $id => $item) {
  516. // if (Ins_GateInfo::GateTypeFromId($id) == Enum_GateType::MainChallengeGate && $item->challengeGateId == $gateId) {
  517. // $index += 1;
  518. // $gate = new Ins_GateInfo();
  519. // $gate->GateId = $id;
  520. // ctx()->gates->GateList->$id = $gate;
  521. // }
  522. // if ($index >= 3) {
  523. // break;
  524. // }
  525. // }
  526. // } else {
  527. //
  528. // }
  529. // } else { # 失败
  530. // StoreProc::AddMultiItemInStore($gateMo->reward_fail);
  531. // }
  532. //
  533. // StoreProc::AddMultiItemInStore($pickups); # 战场拾取道具
  534. // ctx()->baseInfo->Add_Gold($gold);
  535. // //ctx()->baseInfo->Add_Exp($exp);
  536. //
  537. // if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  538. // TaskProc::OnFightNumMainGate();
  539. // } else if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainChallengeGate) {
  540. // TaskProc::OnFightNumChallengeGate();
  541. // }
  542. // TaskProc::OnKillCommonNumMonster(1000);
  543. // TaskProc::OnKillleaderNumMonster(500);
  544. //
  545. // UserProc::updateUserInfo();
  546. // $ret = array(
  547. // 'gates' => ctx()->gates,
  548. // 'store' => ctx()->store,
  549. // 'task' => ctx()->task,
  550. // );
  551. // return Resp::ok($ret);
  552. // }
  553. // <editor-fold defaultstate="collapsed" desc="排行榜">
  554. /**
  555. * 参与主线关卡排行榜
  556. * @param type $gateIndex
  557. */
  558. public static function Ranking_MainGateIndex($maxGateIndex) {
  559. $memKey = MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid);
  560. $mem = gMem();
  561. $uid = req()->uid;
  562. $score = self::GetRankScoreUid($uid, 1);
  563. if($maxGateIndex > $score){
  564. $arr = array();
  565. $arr["$uid"] = self::createScore($maxGateIndex);
  566. $mem->zadd($memKey, $arr);
  567. }
  568. $length = $mem->zlen($memKey);
  569. if ($length > glc()->Rank_MainGateIndex_OnListRank) {
  570. $num = $length - glc()->Rank_MainGateIndex_OnListRank;
  571. $mem->zremrangebyrank($memKey, 0, $num - 1);
  572. }
  573. }
  574. public static function createScore($score) {
  575. if($score > 0){
  576. $newScore = $score.'.'.(9999999999 - now());
  577. return $newScore;
  578. }
  579. return 0;
  580. }
  581. /**
  582. * 战力榜
  583. * @param type $gateIndex
  584. */
  585. public static function Ranking_FightPower() {
  586. $memKey = MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid);
  587. $mem = gMem();
  588. $uid = req()->uid;
  589. $score = self::GetRankScoreUid($uid, 2);
  590. $power = self::countUserFightPower();
  591. if ($power > $score) {
  592. $arr = array();
  593. $arr["$uid"] = self::createScore($power);
  594. $mem->zadd($memKey, $arr);
  595. self::IsAchievedFightPower_PassReward($power);
  596. }
  597. $length = $mem->zlen($memKey);
  598. if ($length > glc()->Rank_FightPower_OnListRank) {
  599. $num = $length - glc()->Rank_FightPower_OnListRank;
  600. $mem->zremrangebyrank($memKey, 0, $num - 1);
  601. }
  602. }
  603. public static function GetRankScoreUid($uid_rank, $type) {
  604. if ($type == 1) {
  605. $score = gMem()->zscore(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid_rank);
  606. } else {
  607. $score = gMem()->zscore(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid_rank);
  608. }
  609. if($score == null){
  610. $score = 0;
  611. }
  612. return intval($score);
  613. }
  614. /**
  615. * 6811 获取主线关卡排行榜信息
  616. * @return type
  617. */
  618. public static function GetRankInfo() {
  619. list($type) = req()->paras;
  620. $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
  621. $selfExtraInfo = 0;
  622. $isExistFinishReward = false;
  623. if ($type == 1) {
  624. $list = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  625. $selfExtraInfo = ctx()->gates->maxPassGateNumId();
  626. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  627. $dic = gMem()->hgetall($memKey);
  628. foreach ($dic as $gateId => $ins_rank) {
  629. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  630. $isExistFinishReward = true;
  631. break;
  632. }
  633. }
  634. } else {
  635. $list = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  636. $selfExtraInfo = self::countUserFightPower();
  637. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  638. $dic = gMem()->hgetall($memKey);
  639. foreach ($dic as $fightPower => $ins_rank) {
  640. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  641. $isExistFinishReward = true;
  642. break;
  643. }
  644. }
  645. }
  646. $selfRank = null;
  647. $retArr = array();
  648. if (count($list) > 0) {
  649. foreach ($list as $uid => $score) {
  650. $rankInfo = self::initOtherUidRankInfo($uid, $score, $type);
  651. if ($rankInfo->uid == req()->uid) {
  652. $selfIsHasRank = 1;
  653. $selfRank = $rankInfo;
  654. }
  655. $retArr[] = $rankInfo;
  656. }
  657. }
  658. if ($selfRank == null) {
  659. $selfRank = self::initOtherUidRankInfo(req()->uid, $selfExtraInfo, $type);
  660. }
  661. UserProc::updateUserInfo();
  662. $ret = array(
  663. 'rankInfo' => $retArr,
  664. 'selfRank' => $selfRank,
  665. 'selfIsHasRank' => $selfIsHasRank,
  666. 'isExistFinishReward' => $isExistFinishReward,
  667. );
  668. return Resp::ok($ret);
  669. }
  670. /**
  671. * 初始化玩家rank
  672. * @param type $uid
  673. * @param type $score
  674. * @return \loyalsoft\Ins_rank
  675. */
  676. static function initOtherUidRankInfo($uid, $score, $type = null) {
  677. $ins_rank = new Ins_rank();
  678. if ($type == 1) {
  679. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  680. } else {
  681. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  682. }
  683. if ($lv == null) {
  684. $lv = 0;
  685. }
  686. $ins_rank->rank = $lv + 1;
  687. $ins_rank->uid = $uid;
  688. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  689. $ins_rank->name = $userInfo->baseInfo->name;
  690. $ins_rank->headImg = $userInfo->baseInfo->headImg;
  691. //$ret = intval($score);
  692. // if(!$isToRank){
  693. // $ret = $score;
  694. // }
  695. $ins_rank->score = intval($score);
  696. return $ins_rank;
  697. }
  698. /**
  699. * 6812 获取排行榜内玩家的装备信息
  700. * @return type
  701. */
  702. public static function GetUidEquipInfo_Rank() {
  703. list($uid) = req()->paras;
  704. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  705. $store = $userInfo->store;
  706. $heros = $userInfo->heros;
  707. UserProc::updateUserInfo();
  708. $ret = array(
  709. 'store' => $store,
  710. 'heros' => $heros,
  711. );
  712. return Resp::ok($ret);
  713. }
  714. /**
  715. * 通关奖励是否达成
  716. * @param type $maxGateIndex
  717. */
  718. public static function IsAchievedMainGate_PassReward($maxGateIndex) {
  719. $rewards = GameConfig::rank_passgatereward();
  720. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  721. foreach ($rewards as $passGateId => $mo) {
  722. if ($passGateId == $maxGateIndex && !gMem()->hexists($memKey, $maxGateIndex)) {
  723. $ins_rank = new Ins_rank();
  724. $ins_rank->uid = req()->uid;
  725. $ins_rank->name = ctx()->baseInfo->name;
  726. $ins_rank->headImg = ctx()->baseInfo->headImg;
  727. $ins_rank->score = $passGateId;
  728. gMem()->hset($memKey, $maxGateIndex, $ins_rank);
  729. break;
  730. }
  731. }
  732. }
  733. /*
  734. * 战力奖励是否达成
  735. */
  736. public static function IsAchievedFightPower_PassReward($power) {
  737. $rewards = GameConfig::rank_fightpowerreward();
  738. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  739. foreach ($rewards as $fightPower => $mo) {
  740. if ($power >= $fightPower && !gMem()->hexists($memKey, $fightPower)) {
  741. $ins_rank = new Ins_rank();
  742. $ins_rank->uid = req()->uid;
  743. $ins_rank->name = ctx()->baseInfo->name;
  744. $ins_rank->headImg = ctx()->baseInfo->headImg;
  745. $ins_rank->score = $fightPower;
  746. gMem()->hset($memKey, $fightPower, $ins_rank);
  747. }
  748. }
  749. }
  750. /**
  751. * 6813
  752. * @return type
  753. */
  754. public static function GetmainGate_RankRewardInfo() {
  755. //list($type) = req()->paras;
  756. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  757. $dic = gMem()->hgetall($memKey);
  758. if ($dic == null) {
  759. $dic = new \stdClass();
  760. }
  761. UserProc::updateUserInfo();
  762. $ret = array(
  763. 'rankReward' => $dic,
  764. );
  765. return Resp::ok($ret);
  766. }
  767. /**
  768. * 6814
  769. * @return type
  770. */
  771. public static function GetFightPower_RankRewardInfo() {
  772. //list($type) = req()->paras;
  773. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  774. $dic = gMem()->hgetall($memKey);
  775. if ($dic == null) {
  776. $dic = new \stdClass();
  777. }
  778. UserProc::updateUserInfo();
  779. $ret = array(
  780. 'rankReward' => $dic,
  781. );
  782. return Resp::ok($ret);
  783. }
  784. /**
  785. * 6815 领取通关荣誉榜奖励
  786. * @return type
  787. */
  788. public static function ReceiveRankReward_MainGate() {
  789. list($gateId) = req()->paras;
  790. my_Assert(!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate), ErrCode::rankReward_HasReceive);
  791. $mo = GameConfig::rank_passgatereward_getItem($gateId);
  792. my_Assert($mo != null, ErrCode::err_const_no);
  793. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  794. if (gMem()->hexists($memKey, $gateId)) {
  795. StoreProc::AddMultiItemInStore($mo->reward);
  796. ctx()->privateState->rankReward_drawed_MainGate[] = $gateId;
  797. }
  798. UserProc::updateUserInfo();
  799. $ret = array();
  800. return Resp::ok($ret);
  801. }
  802. /**
  803. * 6816 领取战力荣誉榜奖励
  804. * @return type
  805. */
  806. public static function ReceiveRankReward_FightPower() {
  807. list($fightPower) = req()->paras;
  808. my_Assert(!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower), ErrCode::rankReward_HasReceive);
  809. $mo = GameConfig::rank_fightpowerreward_getItem($fightPower);
  810. my_Assert($mo != null, ErrCode::err_const_no);
  811. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  812. if (gMem()->hexists($memKey, $fightPower)) {
  813. StoreProc::AddMultiItemInStore($mo->reward);
  814. ctx()->privateState->rankReward_drawed_fightPower[] = $fightPower;
  815. }
  816. UserProc::updateUserInfo();
  817. $ret = array();
  818. return Resp::ok($ret);
  819. }
  820. /**
  821. * 6817
  822. */
  823. public static function IsExistRankReward() {
  824. //list($type) = req()->paras;
  825. $type = 0;
  826. $isExistFinishReward = false;
  827. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  828. $dic = gMem()->hgetall($memKey);
  829. foreach ($dic as $gateId => $ins_rank) {
  830. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  831. $isExistFinishReward = true;
  832. $type = 1;
  833. break;
  834. }
  835. }
  836. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  837. $dic2 = gMem()->hgetall($memKey2);
  838. foreach ($dic2 as $fightPower => $ins_rank) {
  839. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  840. $isExistFinishReward = true;
  841. $type = 2;
  842. break;
  843. }
  844. }
  845. UserProc::updateUserInfo();
  846. $ret = array(
  847. 'isExistFinishReward' => $isExistFinishReward,
  848. 'type' => $type,
  849. );
  850. return Resp::ok($ret);
  851. }
  852. /*
  853. * 删除排行榜内注销账号的玩家
  854. */
  855. public static function DeleteRankInvalidUser($uid2) {
  856. $dic1 = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  857. foreach ($dic1 as $uid => $score) {
  858. if ($uid == $uid2) {
  859. gMem()->zrem(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  860. break;
  861. }
  862. }
  863. $dic2 = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  864. foreach ($dic2 as $uid => $score) {
  865. if ($uid == $uid2) {
  866. gMem()->zrem(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  867. break;
  868. }
  869. }
  870. }
  871. /*
  872. * 排行玩家头像变动
  873. */
  874. public static function UpdateRankUserHeadImg($uid, $headImg) {
  875. $memKey1 = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  876. $dic = gMem()->hgetall($memKey1);
  877. foreach ($dic as $gateId => $ins_rank) {
  878. if ($ins_rank->uid == $uid) {
  879. $ins_rank->headImg = $headImg;
  880. gMem()->hset($memKey1, $gateId, $ins_rank);
  881. }
  882. }
  883. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  884. $dic2 = gMem()->hgetall($memKey2);
  885. foreach ($dic2 as $fightPower => $ins_rank) {
  886. if ($ins_rank->uid == $uid) {
  887. $ins_rank->headImg = $headImg;
  888. gMem()->hset($memKey2, $fightPower, $ins_rank);
  889. }
  890. }
  891. }
  892. /*
  893. * 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))
  894. */
  895. public static function countUserFightPower() {
  896. $CurrentHeroId = ctx()->heros->CurrentHeroId;
  897. //$hero = ctx()->heros->Dic->$CurrentHeroId;
  898. $mo = GameConfig::hero_getItem($CurrentHeroId);
  899. my_Assert($mo != null, ErrCode::err_const_no);
  900. $heroBashAttack = $mo->attack;
  901. $heroBashHp = $mo->hp;
  902. $equipDic = ctx()->store->equip;
  903. $attck = 0;
  904. $hp = 0;
  905. foreach ($equipDic as $index => $ins_equip) {
  906. $Ins_Equip = new Ins_Equip($ins_equip);
  907. if ($Ins_Equip->mo()->upgradeType == 1) {//攻击力
  908. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  909. } elseif ($Ins_Equip->mo()->upgradeType == 2) {
  910. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  911. } else {
  912. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  913. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  914. }
  915. }
  916. $heroAttck = $heroBashAttack + $attck;
  917. $heroHp = $heroBashHp + $hp;
  918. $dec_demage = $mo->dec_demage;
  919. $bigHit_Val = $mo->bigHit_Val / 100;
  920. $bigHit_rate = $mo->bigHit_rate / 100;
  921. $val = $heroAttck * ($heroHp - $dec_demage) * (1 + $bigHit_rate * ($bigHit_Val - 1));
  922. return intval($val);
  923. }
  924. // </editor-fold>
  925. }