FightProc.php 39 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 + $waveMo->rewardGold;
  424. # 图纸奖励: 数量min-max, 部位随机
  425. if (strlen($waveMo->rewardTuZhi) > 0 && str_contains($waveMo->rewardTuZhi, '-')) {
  426. list($tz_min, $tz_max) = explode('-', $waveMo->rewardTuZhi); # 图纸数量
  427. $tz_n = rand($tz_min, $tz_max);
  428. # 图纸部位数据源 1001, 1002, 1003, 1004, 1005, 1006
  429. for ($i = 0; $i < $tz_n; $i++) {
  430. $id = 1000 + rand(1, 6);
  431. StoreProc::AddMultiItemInStore("$id,1"); # 获得图纸
  432. $pickups .= ";$id,1";
  433. }
  434. }
  435. # 宝石奖励: 数量min-max;品质:权重,品质:权重...
  436. if (strlen($waveMo->rewardGem) > 0) {
  437. list($gs_num, $gs_props) = explode(';', $waveMo->rewardGem);
  438. list($gem_min, $gem_max) = explode('-', $gs_num); # 宝石数量
  439. $gem_n = rand($gem_min, $gem_max);
  440. $arr = explode(",", $gs_props);
  441. $pool = array();
  442. $n = 0;
  443. foreach ($arr as $str) {
  444. list($qual, $props) = explode(':', $str);
  445. $pool[] = array('q' => $qual, 'p' => $props);
  446. $n += $props;
  447. }
  448. for ($i = 0; $i < $gem_n; $i++) { # 随机n块宝石
  449. $r = rand(1, $n); # 投色子
  450. $l = 0;
  451. foreach ($pool as $item) {
  452. if ($r <= ($l + $item['p'])) {
  453. $gemId = $item['q'] * 100000 + rand(1, 6) * 1000;
  454. SystemProc::GetGem_GreaterOrangeQual_MainGate(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($gateId), $gateMo->gateName, $gemId); //广播
  455. StoreProc::PutGemInStore($gemId); # 发放宝石并退出本次投色子
  456. $pickups .= ";$gemId,1";
  457. break;
  458. }
  459. $l += $item['p']; # 累计到下一段
  460. }
  461. }
  462. }
  463. if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) { # 主线剧情,
  464. TaskProc::OnFightNumMainGate();
  465. } else if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainChallengeGate) { # 主线剧情对应的难度挑战
  466. TaskProc::OnFightNumChallengeGate();
  467. }
  468. TaskProc::OnKillCommonNumMonster($killMonsterNum);
  469. TaskProc::OnKillleaderNumMonster($killBossNum);
  470. UserProc::updateUserInfo();
  471. $ret = array(
  472. 'gates' => ctx()->gates,
  473. 'store' => ctx()->store,
  474. 'task' => ctx()->task,
  475. 'baseInfo' => ctx()->base(),
  476. 'gold' => $gold + $waveMo->rewardGold,
  477. 'exp' => $waveMo->rewardExp,
  478. 'rewardStr' => $pickups
  479. );
  480. return Resp::ok($ret);
  481. }
  482. // /**
  483. // * [6801]关卡战斗结算
  484. // * @return type
  485. // */
  486. // public static function Settle_bak() {
  487. // list($resultType, $gateId, $gold, $curTs, $pickups) = req()->paras;
  488. // # 客户端需要增加参数: killmonserNum,killBosssNum, finalHpPercent(最终血量百分比)
  489. // $gateMo = GameConfig::gate_getItem($gateId);
  490. // my_Assert($gateMo != null, ErrCode::err_const_no);
  491. // my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  492. // $gateInfo = ctx()->gates->GateList->$gateId;
  493. // $ts = $gateInfo->MaxSeconds;
  494. // if ($curTs >= $ts) {
  495. // $gateInfo->MaxSeconds = $curTs;
  496. // }
  497. // if ($resultType) { # 胜利
  498. // if (ctx()->gates->GateList->$gateId->pass == 0) {
  499. // ctx()->gates->GateList->$gateId->pass = 1;
  500. // TaskProc::Day7TaskReset($gateId);
  501. // }
  502. // TaskProc::OnPassGate_X($gateId);
  503. // StoreProc::AddMultiItemInStore($gateMo->reward_win);
  504. // if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  505. // ctx()->gates->UnlockNextPlotGate();
  506. // $dic = GameConfig::gate();
  507. // $index = 0; # 挑战关卡解锁逻辑. -gwang 2024年4月15日
  508. // foreach ($dic as $id => $item) {
  509. // if (Ins_GateInfo::GateTypeFromId($id) == Enum_GateType::MainChallengeGate && $item->challengeGateId == $gateId) {
  510. // $index += 1;
  511. // $gate = new Ins_GateInfo();
  512. // $gate->GateId = $id;
  513. // ctx()->gates->GateList->$id = $gate;
  514. // }
  515. // if ($index >= 3) {
  516. // break;
  517. // }
  518. // }
  519. // } else {
  520. //
  521. // }
  522. // } else { # 失败
  523. // StoreProc::AddMultiItemInStore($gateMo->reward_fail);
  524. // }
  525. //
  526. // StoreProc::AddMultiItemInStore($pickups); # 战场拾取道具
  527. // ctx()->baseInfo->Add_Gold($gold);
  528. // //ctx()->baseInfo->Add_Exp($exp);
  529. //
  530. // if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  531. // TaskProc::OnFightNumMainGate();
  532. // } else if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainChallengeGate) {
  533. // TaskProc::OnFightNumChallengeGate();
  534. // }
  535. // TaskProc::OnKillCommonNumMonster(1000);
  536. // TaskProc::OnKillleaderNumMonster(500);
  537. //
  538. // UserProc::updateUserInfo();
  539. // $ret = array(
  540. // 'gates' => ctx()->gates,
  541. // 'store' => ctx()->store,
  542. // 'task' => ctx()->task,
  543. // );
  544. // return Resp::ok($ret);
  545. // }
  546. // <editor-fold defaultstate="collapsed" desc="排行榜">
  547. /**
  548. * 参与主线关卡排行榜
  549. * @param type $gateIndex
  550. */
  551. public static function Ranking_MainGateIndex($maxGateIndex) {
  552. $memKey = MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid);
  553. $mem = gMem();
  554. $uid = req()->uid;
  555. $score = self::GetRankUid($uid, 1);
  556. if($maxGateIndex > $score){
  557. $arr = array();
  558. $arr["$uid"] = $maxGateIndex*10000000000000000 + 9999999999999 - now();
  559. $mem->zadd($memKey, $arr);
  560. }
  561. $length = $mem->zlen($memKey);
  562. if ($length > glc()->Rank_MainGateIndex_OnListRank) {
  563. $num = $length - glc()->Rank_MainGateIndex_OnListRank;
  564. $mem->zremrangebyrank($memKey, 0, $num - 1);
  565. }
  566. }
  567. /**
  568. * 战力榜
  569. * @param type $gateIndex
  570. */
  571. public static function Ranking_FightPower() {
  572. $memKey = MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid);
  573. $mem = gMem();
  574. $uid = req()->uid;
  575. $score = self::GetRankUid($uid, 2);
  576. $power = self::countUserFightPower();
  577. if ($power > $score) {
  578. $arr = array();
  579. $arr["$uid"] = $power*10000000000000000 + 9999999999999 - now();
  580. $mem->zadd($memKey, $arr);
  581. self::IsAchievedFightPower_PassReward($power);
  582. }
  583. $length = $mem->zlen($memKey);
  584. if ($length > glc()->Rank_FightPower_OnListRank) {
  585. $num = $length - glc()->Rank_FightPower_OnListRank;
  586. $mem->zremrangebyrank($memKey, 0, $num - 1);
  587. }
  588. }
  589. public static function GetRankUid($uid_rank, $type) {
  590. if ($type == 1) {
  591. $score = gMem()->zscore(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid_rank);
  592. } else {
  593. $score = gMem()->zscore(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid_rank);
  594. }
  595. if($score == null){
  596. $score = 0;
  597. }
  598. return intval($score / 10000000000000000);
  599. }
  600. /**
  601. * 6811 获取主线关卡排行榜信息
  602. * @return type
  603. */
  604. public static function GetRankInfo() {
  605. list($type) = req()->paras;
  606. $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
  607. $selfExtraInfo = 0;
  608. $isExistFinishReward = false;
  609. if ($type == 1) {
  610. $list = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  611. $selfExtraInfo = ctx()->gates->maxPassGateNumId();
  612. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  613. $dic = gMem()->hgetall($memKey);
  614. foreach ($dic as $gateId => $ins_rank) {
  615. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  616. $isExistFinishReward = true;
  617. break;
  618. }
  619. }
  620. } else {
  621. $list = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  622. $selfExtraInfo = self::countUserFightPower();
  623. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  624. $dic = gMem()->hgetall($memKey);
  625. foreach ($dic as $fightPower => $ins_rank) {
  626. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  627. $isExistFinishReward = true;
  628. break;
  629. }
  630. }
  631. }
  632. $selfRank = null;
  633. $retArr = array();
  634. if (count($list) > 0) {
  635. foreach ($list as $uid => $score) {
  636. $rankInfo = self::initOtherUidRankInfo($uid, $score, $type,true);
  637. if ($rankInfo->uid == req()->uid) {
  638. $selfIsHasRank = 1;
  639. $selfRank = $rankInfo;
  640. }
  641. $retArr[] = $rankInfo;
  642. }
  643. }
  644. if ($selfRank == null) {
  645. $selfRank = self::initOtherUidRankInfo(req()->uid, $selfExtraInfo, $type);
  646. }
  647. UserProc::updateUserInfo();
  648. $ret = array(
  649. 'rankInfo' => $retArr,
  650. 'selfRank' => $selfRank,
  651. 'selfIsHasRank' => $selfIsHasRank,
  652. 'isExistFinishReward' => $isExistFinishReward,
  653. );
  654. return Resp::ok($ret);
  655. }
  656. /**
  657. * 初始化玩家rank
  658. * @param type $uid
  659. * @param type $score
  660. * @return \loyalsoft\Ins_rank
  661. */
  662. static function initOtherUidRankInfo($uid, $score, $type = null,$isToRank = false) {
  663. $ins_rank = new Ins_rank();
  664. if ($type == 1) {
  665. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  666. } else {
  667. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  668. }
  669. if ($lv == null) {
  670. $lv = 0;
  671. }
  672. $ins_rank->rank = $lv + 1;
  673. $ins_rank->uid = $uid;
  674. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  675. $ins_rank->name = $userInfo->baseInfo->name;
  676. $ins_rank->headImg = $userInfo->baseInfo->headImg;
  677. $ret = intval($score / 10000000000000000);
  678. if(!$isToRank){
  679. $ret = $score;
  680. }
  681. $ins_rank->score = $ret;
  682. return $ins_rank;
  683. }
  684. /**
  685. * 6812 获取排行榜内玩家的装备信息
  686. * @return type
  687. */
  688. public static function GetUidEquipInfo_Rank() {
  689. list($uid) = req()->paras;
  690. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  691. $store = $userInfo->store;
  692. $heros = $userInfo->heros;
  693. UserProc::updateUserInfo();
  694. $ret = array(
  695. 'store' => $store,
  696. 'heros' => $heros,
  697. );
  698. return Resp::ok($ret);
  699. }
  700. /**
  701. * 通关奖励是否达成
  702. * @param type $maxGateIndex
  703. */
  704. public static function IsAchievedMainGate_PassReward($maxGateIndex) {
  705. $rewards = GameConfig::rank_passgatereward();
  706. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  707. foreach ($rewards as $passGateId => $mo) {
  708. if ($passGateId == $maxGateIndex && !gMem()->hexists($memKey, $maxGateIndex)) {
  709. $ins_rank = new Ins_rank();
  710. $ins_rank->uid = req()->uid;
  711. $ins_rank->name = ctx()->baseInfo->name;
  712. $ins_rank->headImg = ctx()->baseInfo->headImg;
  713. $ins_rank->score = $passGateId;
  714. gMem()->hset($memKey, $maxGateIndex, $ins_rank);
  715. break;
  716. }
  717. }
  718. }
  719. /*
  720. * 战力奖励是否达成
  721. */
  722. public static function IsAchievedFightPower_PassReward($power) {
  723. $rewards = GameConfig::rank_fightpowerreward();
  724. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  725. foreach ($rewards as $fightPower => $mo) {
  726. if ($power >= $fightPower && !gMem()->hexists($memKey, $fightPower)) {
  727. $ins_rank = new Ins_rank();
  728. $ins_rank->uid = req()->uid;
  729. $ins_rank->name = ctx()->baseInfo->name;
  730. $ins_rank->headImg = ctx()->baseInfo->headImg;
  731. $ins_rank->score = $fightPower;
  732. gMem()->hset($memKey, $fightPower, $ins_rank);
  733. }
  734. }
  735. }
  736. /**
  737. * 6813
  738. * @return type
  739. */
  740. public static function GetmainGate_RankRewardInfo() {
  741. //list($type) = req()->paras;
  742. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  743. $dic = gMem()->hgetall($memKey);
  744. if ($dic == null) {
  745. $dic = new \stdClass();
  746. }
  747. UserProc::updateUserInfo();
  748. $ret = array(
  749. 'rankReward' => $dic,
  750. );
  751. return Resp::ok($ret);
  752. }
  753. /**
  754. * 6814
  755. * @return type
  756. */
  757. public static function GetFightPower_RankRewardInfo() {
  758. //list($type) = req()->paras;
  759. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  760. $dic = gMem()->hgetall($memKey);
  761. if ($dic == null) {
  762. $dic = new \stdClass();
  763. }
  764. UserProc::updateUserInfo();
  765. $ret = array(
  766. 'rankReward' => $dic,
  767. );
  768. return Resp::ok($ret);
  769. }
  770. /**
  771. * 6815 领取通关荣誉榜奖励
  772. * @return type
  773. */
  774. public static function ReceiveRankReward_MainGate() {
  775. list($gateId) = req()->paras;
  776. my_Assert(!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate), ErrCode::rankReward_HasReceive);
  777. $mo = GameConfig::rank_passgatereward_getItem($gateId);
  778. my_Assert($mo != null, ErrCode::err_const_no);
  779. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  780. if (gMem()->hexists($memKey, $gateId)) {
  781. StoreProc::AddMultiItemInStore($mo->reward);
  782. ctx()->privateState->rankReward_drawed_MainGate[] = $gateId;
  783. }
  784. UserProc::updateUserInfo();
  785. $ret = array();
  786. return Resp::ok($ret);
  787. }
  788. /**
  789. * 6816 领取战力荣誉榜奖励
  790. * @return type
  791. */
  792. public static function ReceiveRankReward_FightPower() {
  793. list($fightPower) = req()->paras;
  794. my_Assert(!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower), ErrCode::rankReward_HasReceive);
  795. $mo = GameConfig::rank_fightpowerreward_getItem($fightPower);
  796. my_Assert($mo != null, ErrCode::err_const_no);
  797. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  798. if (gMem()->hexists($memKey, $fightPower)) {
  799. StoreProc::AddMultiItemInStore($mo->reward);
  800. ctx()->privateState->rankReward_drawed_fightPower[] = $fightPower;
  801. }
  802. UserProc::updateUserInfo();
  803. $ret = array();
  804. return Resp::ok($ret);
  805. }
  806. /**
  807. * 6817
  808. */
  809. public static function IsExistRankReward() {
  810. //list($type) = req()->paras;
  811. $type = 0;
  812. $isExistFinishReward = false;
  813. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  814. $dic = gMem()->hgetall($memKey);
  815. foreach ($dic as $gateId => $ins_rank) {
  816. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  817. $isExistFinishReward = true;
  818. $type = 1;
  819. break;
  820. }
  821. }
  822. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  823. $dic2 = gMem()->hgetall($memKey2);
  824. foreach ($dic2 as $fightPower => $ins_rank) {
  825. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  826. $isExistFinishReward = true;
  827. $type = 2;
  828. break;
  829. }
  830. }
  831. UserProc::updateUserInfo();
  832. $ret = array(
  833. 'isExistFinishReward' => $isExistFinishReward,
  834. 'type' => $type,
  835. );
  836. return Resp::ok($ret);
  837. }
  838. /*
  839. * 删除排行榜内注销账号的玩家
  840. */
  841. public static function DeleteRankInvalidUser($uid2) {
  842. $dic1 = gMem()->zrevrangebyscore(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  843. $key1 = "";
  844. foreach ($dic1 as $uid => $score) {
  845. if ($uid == $uid2) {
  846. $key1 = $uid;
  847. break;
  848. }
  849. }
  850. $dic2 = gMem()->zrevrangebyscore(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  851. $key2 = "";
  852. foreach ($dic2 as $uid => $score) {
  853. if ($uid == $uid2) {
  854. $key2 = $uid;
  855. break;
  856. }
  857. }
  858. if ($key1 != "") {
  859. gMem()->zrem(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $key1);
  860. }
  861. if ($key1 != "") {
  862. gMem()->zrem(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $key2);
  863. }
  864. }
  865. /*
  866. * 排行玩家头像变动
  867. */
  868. public static function UpdateRankUserHeadImg($uid, $headImg) {
  869. $memKey1 = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  870. $dic = gMem()->hgetall($memKey1);
  871. foreach ($dic as $gateId => $ins_rank) {
  872. if ($ins_rank->uid == $uid) {
  873. $ins_rank->headImg = $headImg;
  874. gMem()->hset($memKey1, $gateId, $ins_rank);
  875. }
  876. }
  877. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  878. $dic2 = gMem()->hgetall($memKey2);
  879. foreach ($dic2 as $fightPower => $ins_rank) {
  880. if ($ins_rank->uid == $uid) {
  881. $ins_rank->headImg = $headImg;
  882. gMem()->hset($memKey2, $fightPower, $ins_rank);
  883. }
  884. }
  885. }
  886. /*
  887. * 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))
  888. */
  889. public static function countUserFightPower() {
  890. $CurrentHeroId = ctx()->heros->CurrentHeroId;
  891. //$hero = ctx()->heros->Dic->$CurrentHeroId;
  892. $mo = GameConfig::hero_getItem($CurrentHeroId);
  893. my_Assert($mo != null, ErrCode::err_const_no);
  894. $heroBashAttack = $mo->attack;
  895. $heroBashHp = $mo->hp;
  896. $equipDic = ctx()->store->equip;
  897. $attck = 0;
  898. $hp = 0;
  899. foreach ($equipDic as $index => $ins_equip) {
  900. $Ins_Equip = new Ins_Equip($ins_equip);
  901. if ($Ins_Equip->mo()->upgradeType == 1) {//攻击力
  902. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  903. } elseif ($Ins_Equip->mo()->upgradeType == 2) {
  904. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  905. } else {
  906. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  907. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  908. }
  909. }
  910. $heroAttck = $heroBashAttack + $attck;
  911. $heroHp = $heroBashHp + $hp;
  912. $dec_demage = $mo->dec_demage;
  913. $bigHit_Val = $mo->bigHit_Val / 100;
  914. $bigHit_rate = $mo->bigHit_rate / 100;
  915. $val = $heroAttck * ($heroHp - $dec_demage) * (1 + $bigHit_rate * ($bigHit_Val - 1));
  916. return intval($val);
  917. }
  918. // </editor-fold>
  919. }