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- <?php
- //
- //namespace loyalsoft;
- //
- ///**
- // * 战斗 - 关卡
- // * @author gwang
- // */
- //class SweepGatesProc {
- //
- // /**
- // * 提取某个对象的某个字段(利用后面2个参数组合为字段名)
- // * @param type $obj
- // * @param type $name
- // * @param type $index
- // * @return type
- // */
- // private static function getProperty_n($obj, $name, $index) {
- // if (is_object($obj)) {
- // $ke = "$name$index";
- // if (property_exists($obj, $ke)) {
- // return $obj->$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 = $userGates; # 回写数据
- // }
- //
- // /**
- // * 清理每个难度副本的每日战斗次数
- // */
- // public static function ClearGateTimes() {
- // ctx()->gates->Times = 0;
- // }
- //
- ////
- //// <editor-fold defaultstate="collapsed" desc=" 扫荡 ">
- //
- // /**
- // * [6802]新扫荡
- // */
- // public static function Arenas_NewSweepFight() {
- // Err(ErrCode::err_method_obsoleted, "reward字段已于2022.1.11被删除,代码需维护!");
- // Err(ErrCode::err_method_obsoleted); # 没开扫荡功能
- // list($gateId, $difficulty, $costItemId) = req()->paras; # 关卡id, 难度 difficulty, 扫荡券id
- //
- // $user = ctx();
- // $smGate = GameConfig::gate_getItem($gateId);
- // my_default_Obj($user->gates->newGateRecord); # 防御未初始化的变量
- // $gatesRecord = $user->gates->newGateRecord;
- // my_default_Obj($gatesRecord->record); # 防御未初始化的变量
- //
- // $i = $difficulty + 1; // 按三个难度取不同的值.
- // $tili = self::getProperty_n($smGate, "tili", $i);
- // $reward = self::getProperty_n($smGate, "reward", $i);
- // $gold = self::getProperty_n($smGate, "gold", $i);
- // $exp = self::getProperty_n($smGate, "exp", $i);
- // $err = StoreProc::removeItemFromStore($user->store, $costItemId, 1);
- // my_Assert(ErrCode::ok == $err, $err); # 扣除失败
- // $canfighterr = SweepGatesProc::CanFight($gateId, $difficulty); # 补充战斗记录
- // if ($canfighterr) {#不能符合战斗要求
- // return $canfighterr;
- // }
- // $user->gates->newGateRecord = $gatesRecord; # 回写数据
- // ActiveProc::ChangeTili(- $tili); # 扣减体力
- // $user->gates->TotalNum++; # 更新战斗次数统计
- // $user->gates->Times++;
- //
- // $rewardsArr = explode(";", $reward);
- // $rwds = array();
- // foreach ($rewardsArr as $r) { // 按照概率规则发放奖品
- // $arr = explode(',', $r);
- // $itemid = intval($arr[0]);
- // $num = intval($arr[1]);
- // $probability = intval($arr[2]);
- // if (CommUtil::randomPercent($probability)) { # 投色子
- // $err = StoreProc::AddMultiItemInStore("$itemid,$num");
- // my_Assert(ErrCode::ok == $err, $err);
- // $rwds[] = "$itemid,$num";
- // }
- // }
- // $user->base()->Add_Gold($gold); # 发放金币奖励
- // my_Assert(ErrCode::ok == $err, $err); # 失败
- //// Data_UserGame::Add_Exp($user->baseInfo, $exp); # 发放经验奖励
- // $user->base()->Add_Exp($exp); # 发放经验奖励
- // UserProc::updateUserInfo(); # 在获取战利品哪里已经update了.
- // $result = array(
- // 'store' => $user->store,
- // 'heros' => $user->heros,
- // 'gates' => $user->gates,
- // 'tili' => $user->base()->tili,
- // 'time' => $user->privateState->TiliTime,
- // 'gold' => $gold,
- // 'exp' => $exp,
- // 'rewardstr' => implode(';', $rwds)
- // );
- // return Resp::ok($result);
- // }
- //
- // /**
- // * 是否可以战斗
- // * @param $gateId
- // * @param $difficulty
- // * @return type
- // */
- // static function CanFight($gateId, $difficulty) {
- // $gatesRecord = ctx()->gates->newGateRecord;
- // $smGate = GameConfig::gate_getItem($gateId);
- // if (!CommUtil::isPropertyExists($gatesRecord->record, $gateId)) {
- // $gatesRecord->record->$gateId = ObjectInit();
- // }
- //// if ($difficulty > 2) {
- //// return Resp::err(ErrCode::err_arenasgate_indexillegal);
- //// }
- // if ($difficulty == 0) {
- // if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "normal")) {
- // return Resp::err(ErrCode::err_arenas_normalgate_numno);
- // }
- //
- // if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "normalToday")) {
- // return Resp::err(ErrCode::err_arenas_normalgate_numno);
- // }
- // if ($smGate->cishu1 - $gatesRecord->record->$gateId->normalToday < 1) {
- // return Resp::err(ErrCode::err_arenas_normalgate_numno);
- // }
- // $gatesRecord->record->$gateId->normalToday += 1;
- // } else if ($difficulty == 1) {
- //
- // if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "hard")) {
- // return Resp::err(ErrCode::err_arenas_normalgate_numno);
- // }
- // if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "hardToday")) {
- // return Resp::err(ErrCode::err_arenas_normalgate_numno);
- // }
- //
- // if ($smGate->cishu2 - $gatesRecord->record->$gateId->hardToday < 1) {
- // return Resp::err(ErrCode::err_arenas_normalgate_numno);
- // }
- // $gatesRecord->record->$gateId->hardToday += 1;
- // } else if ($difficulty == 2) {
- // if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "elite")) {
- // return Resp::err(ErrCode::err_arenas_normalgate_numno);
- // }
- //
- // if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "eliteToday")) {
- // return Resp::err(ErrCode::err_arenas_normalgate_numno);
- // }
- // if ($smGate->cishu3 - $gatesRecord->record->$gateId->eliteToday < 1) {
- // return Resp::err(ErrCode::err_arenas_normalgate_numno);
- // }
- // $gatesRecord->record->$gateId->eliteToday += 1;
- // }
- // return null; // false
- // }
- //
- //// </editor-fold>
- ////
- //// <editor-fold defaultstate="collapsed" desc=" 好友租借 ">
- //// /**
- //// * [6805] 查询租借好友记录
- //// * @param Req $req
- //// */
- //// public static function GetBorrowedFriends($req) {
- ////// 查询好友借用记录中的数据
- //// $rentedfriends = $req->userInfo->game->privateState->rentedFriends;
- //// if (!$rentedfriends || !is_array($rentedfriends)) {
- //// $rentedfriends = ArrayInit();
- //// }
- //// return Resp::ok(array('ret' => $rentedfriends));
- //// }
- ////
- //// /**
- //// * 清理战斗租借好友记录
- //// *
- //// */
- //// public static function ClearFightRentRecord($req) {
- //// $req->userInfo->game->privateState->rentedFriends = ArrayInit();
- //// }
- ////
- //// /**
- //// * [6806] 扣除借用好友费用
- //// * @param Req $req
- //// */
- //// public static function ConsumeBorrowFriend($req) {
- ////// 提取参数:好友id
- //// $friend_uid = $req->paras[0];
- ////// 验证好友关系
- //// if (!FriendProc::isFriendship($req->zoneid, $req->uid, $friend_uid)) {
- //// return Resp::err(ErrCode::friend_no_err);
- //// }
- ////// 验证尚未租借过
- //// $rentedfriends = $req->userInfo->game->privateState->rentedFriends;
- //// if (!$rentedfriends || !is_array($rentedfriends)) {
- //// $rentedfriends = ArrayInit();
- //// }
- //// if (in_array($friend_uid, $rentedfriends)) {
- //// return Resp::err(array('err' => -1, 'msg' => 'has rented this player today!'));
- //// }
- ////// 验证好友出借英雄
- //// $friend_info = UserProc::getUserInfo(gMem(), $req->zoneid, $friend_uid);
- //// if (!$friend_info) {
- //// return Resp::err(ErrCode::user_no_err, '找不到好友的游戏数据!');
- //// }
- ////// todo:啦啦啦... 先不写了,管它用的是哪个英雄呢
- //////
- ////// 扣除费用,失败->金币不足
- //// $arr = explode(',', glc()->User_Friends_HireFriendForBattle_Cost);
- //// if (count($arr) < 2) {
- //// return Resp::err(ErrCode::err_const_no);
- //// }
- //// $itemid = $arr[0]; # 道具id
- //// $amt = $arr[1]; # 数量
- //// if ($itemid == META_GOLD_ITEMID) {
- //// $user = $req->userInfo->game;
- //// if ($user->gold < $amt) {
- //// return Resp::err(array('err' => -2, 'msg' => 'gold not enough!'));
- //// }
- //// UserGameModel::Consume_Gold($user, $amt);
- ////// todo: 给好友发送金币 邮件
- //// EmailProc::SendHireCoinFromFight($req->zoneid, $friend_uid, #
- //// $req->userInfo->game->name, $req->uid, $amt); # 好友收益需要扣除系统税率.
- //// } else {
- //// return Resp::err(ErrCode::err_const_no);
- //// }
- ////// 添加借用记录
- //// $rentedfriends[] = $friend_uid;
- //// $req->userInfo->game->privateState->rentedFriends = $rentedfriends;
- ////// 回写数据
- //// UserProc::updateUserInfo($req); // 玩家数据
- ////// UserProc::setUserInfo(global_mem(), $friend_info); // 好友数据
- ////// 返回
- //// return Resp::ok(array('err' => 0, 'curgold' => $user->gold));
- //// }
- //// </editor-fold>
- ////
- //// <editor-fold defaultstate="collapsed" desc="黄金挑战">
- //// /**
- //// * [6804] 扣除买buffer的费用
- //// * @param type $req
- //// * @return type
- //// */
- //// public static function ConsumeBufferGold($req) {
- //// $user = $req->userInfo->game; # user引用
- //// $money = $req->paras[0]; //需要的手工费
- ////// echo var_dump($money);
- //// $bDeal = UserGameModel::Consume_Gold($user, $money);
- //// if ($bDeal) {
- //// $result = array(
- //// 'resp' => "succeed!"
- //// );
- ////// 更新数据库数据
- ////
- //// $resp = Resp::ok($result);
- //// } else {
- ////
- ////// $user->gold=0;
- //// $result = array(
- //// 'resp' => "succeed!"
- //// );
- ////// 更新数据库数据
- ////
- //// $resp = Resp::ok($result);
- //// }
- //// UserProc::updateUserInfo($req);
- //// return $resp;
- //// }
- //// /**
- //// * [6807] 挑战黄金 无穷无尽战斗模式
- //// * @param type $req
- //// */
- //// public static function ChallengeEndlessFightMode_Gold($req) {
- //// $gateForeverId = $req->paras[0];
- //// $difficuty = $req->paras[1];
- //// $bociCount = $req->paras[2];
- //////判断是否已经达到挑战的次数上限
- //// $gates = $req->userInfo->game->gates;
- ////
- //// if (!CommUtil::isPropertyExists($gates, "forever_Gold_FightTimes")) {
- //// $gates->forever_Gold_FightTimes = 0;
- //// }
- ////
- //// if ($gates->forever_Gold_FightTimes >= glc()->Battle_Forever_MaxCountEveryDay) {
- //// return Resp::err(ErrCode::err_gateForever_countIsFull, '挑战次数已经用尽!');
- //// }
- //////1.取出无尽模式的关卡常量数据
- //// $gateForeverConst = GameConfig::gateforever_getItem($gateForeverId); // ConstProc::getGold_GateForeverGoldConst($gateForeverId);
- //// $gateBattleBociConst = GameConfig::gatecombat_getItem($gateForeverId);
- //// if (!$gateForeverConst) {
- //// return Resp::err(ErrCode::err_gateForever_const_no);
- //// }
- //////判断次数是否合法
- //// $bociArr = explode(",", $gateBattleBociConst->level);
- //// if ($bociCount > count($bociArr)) {
- //// return Resp::err(ErrCode::err_gateForever_countillegal);
- //// }
- //////2.取出模式下的奖励数据
- //// $rewardStr = $gateForeverConst->reward1;
- ////
- //// $arr_reward = explode(";", $rewardStr);
- //// foreach ($arr_reward as $value) {
- //// if (strlen($value) > 0) {
- ////
- //// $arr_RealReward = explode(",", $value);
- //// $itemId = $arr_RealReward[0];
- //// $itemNum = $arr_RealReward[1];
- ////
- //// $str1 = substr($itemId, 0, 3);
- //////3.根据挑战的波次数据,重复累计获得奖励
- //// for ($i = 0; $i < $bociCount; $i++) {
- ////
- //// switch ($str1) {
- ///////怪物卡或者英雄卡牌获取
- //// case "101":
- //// case "201":
- ////// HeroProc::AddHeroTFromStore($req, $itemId);
- //// break;
- ///////装备物品的获取.
- //// case "301":
- //// case "302":
- //// case "303":
- //// StoreProc::PutEquipInStore($itemId, $req);
- //// break;
- ///////宝石的获取
- //// case "304":
- //// StoreProc:: PutOverlyingItemInStore($itemId, $itemNum, $req);
- //// break;
- //////金币的获取
- //// case "399":
- //// if ($itemId == "399002") {
- //// UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $itemNum);
- //// }
- //// break;
- //// default:
- //// break;
- //// }
- //// }
- //// }
- //// }
- //////4、存储玩家的挑战次数
- //// $gates->forever_Gold_FightTimes = $gates->forever_Gold_FightTimes + 1;
- ////// 回写数据
- //// UserProc::updateUserInfo($req);
- //// $result = ObjectInit();
- //// $result->result = "succeed";
- //// $result->forever_Gold_FightTimes = $gates->forever_Gold_FightTimes;
- //// $resp = Resp::ok($result);
- //// return $resp;
- //// }
- //// /**
- //// * 清理挑战无尽模式的 次数记录
- //// *
- //// */
- //// public static function ClearGateForeverGold_FightCountEveryDay($req) {
- //// $req->userInfo->game->gates->forever_Gold_FightTimes = 0;
- //// }
- //// </editor-fold>
- ////
- //// <editor-fold defaultstate="collapsed" desc=" 副本 ">
- ////
- //// /**
- //// * [6801] 开启副本
- //// * @param Req $req
- //// * @deprecated since version 0
- //// */
- //// public static function OpenTheCarbon($req) {
- //// $gates = $req->userInfo->game->gates;
- //// $openedcarbons = $gates->carbons->openedCarbons;
- ////# 提取参数
- //// $carbonId = $req->paras[0]; # 副本ID
- //// $difficulty = $req->paras[1]; # 难度等级 1,2,3
- //// $key = "$carbonId-$difficulty"; # 键值
- //// if (!($gates && $openedcarbons)) {
- //// return Resp::err(ErrCode::err_innerfault);
- //// }
- //// if ($difficulty > 3 || $difficulty < 1) {
- //// return Resp::err(ErrCode::carbon_wrongdifficult);
- //// }
- ////
- //// if (CommUtil::isPropertyExists($openedcarbons, $key)) {
- //// $carbon = $openedcarbons->$key;
- //// } else {
- //// $carbon = new CarbonModel();
- //// }
- //// if ($carbon->closeTs > now()) {
- //// return Resp::err(ErrCode::carbon_opened);
- //// }
- //// $carbonModel = GameConfig::gate_carbon_getItem($carbonId); # 常量
- ////# 扣除开启消耗的道具
- //// $keyid = "keyId$difficulty";
- //// $keynum = "keyNum$difficulty";
- //// $costItemId = $carbonModel->$keyid;
- //// $costItemNum = $carbonModel->$keynum;
- ////
- //// $err = StoreProc::removeItemFromStore($req->userInfo->game->store, $costItemId, $costItemNum);
- //// if ($err) { # 扣除失败
- //// return Resp::err($err);
- //// }
- //// $carbon->closeTs = now() + $carbonModel->duration; # 关闭倒计时
- //// $carbon->curIndex = 0; # 索引重置为0
- //// $openedcarbons->$key = $carbon;
- //// $req->userInfo->game->gates->carbons->openedCarbons = $openedcarbons;
- //// UserProc::updateUserInfo($req);
- //// return Resp::ok(array('err' => 0, 'carbons' => $openedcarbons));
- //// }
- //// /**
- //// * 挑战副本关卡
- //// * @param Req $req
- //// * @deprecated since version number
- //// */
- //// public static function ChallengeCarbon($req) {
- //// $gates = $req->userInfo->game->gates;
- //// $carbons = $gates->carbons->openedCarbons;
- ////# 提取参数
- //// $carbonId = $req->paras[0]; # 副本ID
- //// $difficulty = $req->paras[1]; # 难度等级 1,2,3
- //// $gateindex = $req->paras[2]; # 关卡索引 0,1,2,...
- //// $star = $req->paras[3]; # 战斗评价(几星)
- //// $TeamObj = $req->paras[4]; # 队伍信息
- ////// $bossId = $req->paras[5]; # 本关消灭的bossid (<=0代表本关卡未出现boss)
- //// if ($difficulty > 3 || $difficulty < 1) {
- //// return Resp::err(ErrCode::carbon_wrongdifficult);
- //// }
- //// $key = "$carbonId-$difficulty"; # 键值
- ////# 0 当前副本处于开启状态
- ////# 1 当前关卡索引,不能跳着打,
- ////# 2 记录下战斗评价(几星), 也许以后用得着,比如最后通关后,给个啥奖励
- ////# 3 决定掉落物品, 发给客户端
- ////# 4 发放对应的经验之类的东西
- ////# 5 检查是否最后一个关卡, 是, 关闭副本
- ////# 6 回存数据,返回
- ////
- //// isEditor() && $carbon = new CarbonModel;
- //// if (CommUtil::isPropertyExists($carbons, $key)) {
- //// $carbon = $carbons->$key;
- //// } else {
- //// $carbon = null;
- //// }
- //// if (!$carbon || $carbon->closeTs < now()) {
- //// return Resp::err(ErrCode::carbon_closed);
- //// }
- ////
- //// $carbonModel = GameConfig::gate_carbon_getItem($carbonId); # 副本常量数据
- //// $gateIds = explode(',', $carbonModel->gateids);
- //// if ($gateindex < 0 || $gateindex >= count($gateIds)) {
- //// return Resp::err(ErrCode::carbon_gateIndex);
- //// }
- //// if ($carbon->curIndex == $gateindex || $gateindex == 0) {
- //// $carbon->curIndex += 1; # 更新进度
- //// } else { # 不能跳关
- //// return Resp::err(ErrCode::carbon_gateIndex);
- //// }
- ////
- //// $gateId = $gateIds[$gateindex]; # 通过索引获得关卡ID
- //// $tl = "tili$difficulty"; # 体力难度
- //// $rwd = "reward$difficulty"; # 奖励难度
- //// $arr = array("normal", 'hard', 'elite'); # 难度名称
- //// $gt = $arr[$difficulty - 1]; # 关卡分类
- //// $gateModel = GameConfig::gate_carbon_content_getItem($gateId); # 副本关卡常量数据
- //// $tili = $gateModel->$tl; # 扣除体力
- //// $reward = $gateModel->$rwd; # 获得奖励
- ////#
- ////# 打副本呢也要扣除体力
- //// ActiveProc::ChangeTili(-$tili, $req);
- ////# 扣除多少体力就给账号增加多少经验 -by 李宁, reconfirmed by wg 20170519144109
- //// UserGameModel::Add_Exp($req, $tili);
- ////# 增加英雄经验(也是依据扣除的体力数)
- //// foreach ($TeamObj as $heroUID) {
- //// HeroProc::HeroAddEXP($heroUID, $tili, $req);
- //// }
- ////// $carbon->stars; 暂不记录了
- ////# 掉落战利品->获取
- //// $err = StoreProc::AddMultiItemInStore($req, $reward);
- //// if ($err) {
- //// return Resp::err($err);
- //// }
- //// if (count($gateIds) == $gateindex + 1) { # 最后一个关卡
- //// unset($carbons->$key); # 关闭掉关卡,或者是直接删掉
- //// } else {
- //// $carbons->$key = $carbon; # 回存数据
- //// }
- //// $req->userInfo->game->gates->carbons->openedCarbons = $carbons;
- //// UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
- //// # Ps.备注,奖品是固定的,所以不必返回
- //// $result = array(
- //// 'store' => $req->userInfo->game->store,
- //// 'heros' => $req->userInfo->game->heros,
- //// 'gates' => $req->userInfo->game->gates,
- //// 'tili' => $req->userInfo->game->tili,
- //// 'time' => $req->userInfo->game->privateState->TiliTime
- //// );
- //// return Resp::ok($result);
- //// }
- //// /**
- //// * [6809]新版本的挑战 副本胜利
- //// * @param Req $req
- //// * @deprecated since version 0
- //// */
- //// public static function NewChallengeCarbon($req) {
- //// $gates = $req->userInfo->game->gates;
- //// $carbons = $gates->carbons->openedCarbons;
- ////# 提取参数
- //// $carbonId = $req->paras[0]; # 副本ID
- //// $gateId = $req->paras[1]; # 关卡ID
- //// $difficulty = $req->paras[2]; # 难度等级 1,2,3
- ////
- //// $star = $req->paras[3]; # 战斗评价(几星)
- //// $TeamObj = $req->paras[4]; # 队伍信息
- ////
- //// if ($difficulty > 3 || $difficulty < 1) {
- //// return Resp::err(ErrCode::carbon_wrongdifficult);
- //// }
- //// $key = "$carbonId-$difficulty"; # 键值
- //// # 0 当前副本处于开启状态
- //// # 1 战斗胜利之后,副本直接关闭
- //// # 2 记录下战斗评价(几星), 也许以后用得着,比如最后通关后,给个啥奖励
- //// # 3 决定掉落物品, 发给客户端
- //// # 4 发放对应的经验之类的东西
- //// # 5 检查是否最后一个关卡, 是, 关闭副本
- //// # 6 回存数据,返回
- ////
- //// isEditor() && $carbon = new CarbonModel;
- //// if (CommUtil::isPropertyExists($carbons, $key)) {
- //// $carbon = $carbons->$key;
- //// } else {
- //// $carbon = null;
- //// }
- //// if (!$carbon || $carbon->closeTs < now()) {
- //// return Resp::err(ErrCode::carbon_closed);
- //// }
- //// unset($carbons->$key);
- //// $tl = "tili$difficulty"; # 体力难度
- //// $rwd = "reward$difficulty"; # 奖励难度
- ////
- //// $gateModel = GameConfig::gate_carbon_content_getItem($gateId); # 副本关卡常量数据
- //// $tili = $gateModel->$tl; # 扣除体力
- //// $reward = $gateModel->$rwd; # 获得奖励
- //// #
- //// # 打副本呢也要扣除体力
- //// ActiveProc::ChangeTili(-$tili, $req);
- ////
- //// // 按照概率规则发放奖品
- //// $rewardsArr = explode(";", $reward);
- //// $rwds = array();
- //// foreach ($rewardsArr as $r) {
- //// $arr = explode(',', $r);
- //// $itemid = intval($arr[0]);
- //// $num = intval($arr[1]);
- //// $probability = floatval($arr[2]); # 掉落概率精度精确到±0.01%
- //// if (CommUtil::randomPercent($probability)) { # 投色子
- //// $err = StoreProc::AddMultiItemInStore($req, "$itemid,$num");
- //// if ($err) {
- //// return Resp::err($err);
- //// }
- //// $rwds[] = "$itemid,$num";
- //// }
- //// }
- ////
- //// if ($err) {
- //// return Resp::err($err);
- //// }
- ////
- //// $req->userInfo->game->gates->carbons->openedCarbons = $carbons;
- //// UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
- //// # Ps.备注,奖品是固定的,所以不必返回
- //// SystemProc::Carbon_Win($req->zoneid, $req->userInfo->game, $carbonId, $difficulty); # 插入通过副本消息
- //// $result = array(
- //// 'store' => $req->userInfo->game->store,
- //// 'heros' => $req->userInfo->game->heros,
- //// 'gates' => $req->userInfo->game->gates,
- //// 'tili' => $req->userInfo->game->tili,
- //// 'time' => $req->userInfo->game->privateState->TiliTime,
- //// 'gold' => 0,
- //// 'exp' => 0,
- //// 'rewardstr' => implode(';', $rwds)
- //// );
- //// return Resp::ok($result);
- //// }
- //// /**
- //// * [6816] 挑战剧情关卡
- //// * @param type $req
- //// * @deprecated since version 0
- //// */
- //// public static function ChallengeStoryGate($req) {
- //// $gates = $req->userInfo->game->gates;
- ////# 提取参数
- //// $storyId = $req->paras[0]; # 剧情ID
- //// $difficulty = $req->paras[1]; # 难度等级 1,2,3
- //// $star = $req->paras[2]; # 战斗评价(几星)
- //// $TeamObj = $req->paras[3]; # 队伍信息
- //// $bossId = $req->paras[4]; # 本关消灭的bossid (<=0代表本关卡未出现boss)
- //////
- ////#1. 判断是否有记录过剧情的战斗信息
- //// if (!CommUtil::isPropertyExists($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);
- //// }
- ////
- //// </editor-fold>
- ////
- //}
- //
- ///**
- // * 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);
- // }
- //
- //}
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