FightProc.php 40 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * 战斗模块
  5. * @author c'y'zhao
  6. */
  7. class FightProc {
  8. public const TowerGateId = 940011999;
  9. /**
  10. * 逻辑分发
  11. * 所有的Proc中必须有这样一个方法
  12. * @param Req $req
  13. */
  14. public static function procMain($req) {
  15. switch ($req->cmd) {
  16. case CmdCode::fight_settle: # 6801 主线战斗结算
  17. return FightProc::Settle();
  18. case CmdCode::fight_PassGateTsPrizeReceive: # 6802 章节宝箱的领取
  19. return FightProc::PassGateTsPrizeReceive();
  20. case CmdCode::fight_selectGate: # 6803 主线剧情关卡选择
  21. return FightProc::SelectGate();
  22. case CmdCode::fight_gateChallengeRewards: # 6804 挑战关卡: 领取奖励
  23. return FightProc::GateChallengeRewards();
  24. case CmdCode::fihgt_reliveCost: # 6805 战斗: 复活花费
  25. return FightProc::ReliveCost();
  26. case CmdCode::fight_plotSav: # 6806 主线剧情(已播放)回存
  27. return FightProc::PlotSav();
  28. case CmdCode::fight_sweep: # 6807 主线扫荡
  29. return FightProc::FightSweep();
  30. case CmdCode::fight_startFight: # 6808 主线剧情关卡开始挑战
  31. return self::StartFight();
  32. case CmdCode::fight_tower_RefreshSkills: # 6809 挑战关卡: 刷新初始技能
  33. return self::TowerRefreshSkills();
  34. case CmdCode::fight_tower_updatelocklist: # 6810 挑战关卡: 更新技能锁定列表
  35. return self::TowerUpdateLockskillList();
  36. case CmdCode::fight_rankInfo: # 6811 获取主线关卡排行榜信息
  37. return self::GetRankInfo();
  38. case CmdCode::fight_rank_uidEquipInfo: # 6812 获取主线关卡榜内玩家的装备信息
  39. return self::GetUidEquipInfo_Rank();
  40. case CmdCode::fight_rank_GetMainGateRankRewardInfo: # 6813 获取通关荣誉榜信息
  41. return self::GetmainGate_RankRewardInfo();
  42. case CmdCode::fight_rank_GetFightPowerRankRewardInfo: # 6814 获取战力荣誉榜信息
  43. return self::GetFightPower_RankRewardInfo();
  44. case CmdCode::fight_rank_ReceiveRankReward_MainGate: # 6815 领取通关荣誉榜奖励
  45. return self::ReceiveRankReward_MainGate();
  46. case CmdCode::fight_rank_ReceiveRankReward_FightPower: # 6816 领取战力荣誉榜奖励
  47. return self::ReceiveRankReward_FightPower();
  48. case CmdCode::fight_rank_IsExistRankReward: # 6817 是否存在未领取的荣誉榜奖励
  49. return self::IsExistRankReward();
  50. default:
  51. Err(ErrCode::cmd_err);
  52. }
  53. }
  54. /**
  55. * 6807 扫荡
  56. * @return type
  57. */
  58. public static function FightSweep() {
  59. //list($gateId) = req()->paras;
  60. $passGateId = ctx()->gates->maxPassGateId();
  61. my_Assert($passGateId != 0, ErrCode::gate_NoSweep);
  62. $mo = GameConfig::gate_getItem($passGateId);
  63. $gateName = $mo->gateName;
  64. $costTili = glc()->sweep_cost_tili;
  65. $curTili = ctx()->baseInfo->CurTili();
  66. my_Assert($curTili >= $costTili, ErrCode::notenough_tili);
  67. if(ctx()->privateState->honourCardShop_ts == 0){
  68. $max = glc()->sweepMaxNum;
  69. my_Assert(ctx()->gates->fightSweepNum < $max, ErrCode::gate_SweepMaxNum_limit);
  70. }
  71. ctx()->gates->fightSweepNum += 1;
  72. ctx()->baseInfo->Consume_tili($costTili);
  73. $prizeArr = array();
  74. $wavesArr = GameConfig::waves_getItemArray($passGateId);
  75. $count = count($wavesArr);
  76. $wavesMo = $wavesArr[$count - 1];
  77. ctx()->baseInfo->Add_Gold($wavesMo->rewardGold);
  78. $gold = $wavesMo->rewardGold;
  79. $prizeArr[] = "1," . $gold;
  80. ctx()->baseInfo->Add_Gold($gold);
  81. $exp = $wavesMo->rewardExp;
  82. $prizeArr[] = "4," . $exp;
  83. ctx()->baseInfo->Add_Exp($exp);
  84. if ($wavesMo->rewardTuZhi != null) {
  85. $tuzhi = explode('-', $wavesMo->rewardTuZhi);
  86. $n = rand($tuzhi[0], $tuzhi[1]);
  87. $tuzhiArr = array();
  88. $item = GameConfig::item();
  89. foreach ($item as $id => $mo) {
  90. if ($mo->itemType == 100) {
  91. $tuzhiArr[] = $id;
  92. }
  93. }
  94. for ($i = 0; $i < $n; $i++) {
  95. $index = rand(0, count($tuzhiArr) - 1);
  96. $goodsStr = $tuzhiArr[$index] . ',' . 1;
  97. $prizeArr[] = $goodsStr;
  98. StoreProc::AddMultiItemInStore($goodsStr);
  99. }
  100. }
  101. if ($wavesMo->rewardGem != null) {
  102. $goodsStr = self::sweepRandReward($wavesMo->rewardGem);
  103. $str = explode(';', $goodsStr);
  104. $dic = GameConfig::gem();
  105. foreach ($str as $value) {
  106. $list = explode(',', $value);
  107. $posId = rand(1, 6);
  108. $qual = $list[0];
  109. foreach ($dic as $key => $gemMo) {
  110. if ($gemMo->qual == $qual && $gemMo->position == $posId) {
  111. $prizeArr[] = $gemMo->typeId . ',' . $list[1];
  112. SystemProc::GetGem_GreaterOrangeQual_SweepMainGateIndex(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($passGateId), $gateName, $gemMo->typeId);
  113. StoreProc::PutGemInStore($gemMo->typeId, $list[1]);
  114. break;
  115. }
  116. }
  117. }
  118. }
  119. UserProc::updateUserInfo();
  120. $ret = array(
  121. 'tili' => ctx()->baseInfo->tili,
  122. 'fightSweepNum' => ctx()->gates->fightSweepNum,
  123. 'prizeArr' => $prizeArr,
  124. 'store' => ctx()->store,
  125. 'task' => ctx()->task,
  126. );
  127. return Resp::ok($ret);
  128. }
  129. static function sweepRandReward($rewardStr) {
  130. $ctxArr = explode(';', $rewardStr);
  131. $numArr = explode('-', $ctxArr[0]);
  132. $num = rand($numArr[0], $numArr[1]);
  133. $rand = 0;
  134. $itemArr = explode(',', $ctxArr[1]);
  135. foreach ($itemArr as $value) {
  136. $arr = explode(':', $value);
  137. $itemId = $arr[0];
  138. $per = $arr[1];
  139. $rand += $per;
  140. }
  141. $res = "";
  142. for ($i = 0; $i < $num; $i++) {
  143. $start = 0;
  144. $end = 0;
  145. $randNum = rand(1, $rand);
  146. $id = 0;
  147. foreach ($itemArr as $str) {
  148. $arr = explode(':', $str);
  149. $itemId = $arr[0];
  150. $per = $arr[1];
  151. $end += $per;
  152. if ($randNum > $start && $randNum <= $end) {
  153. $id = $itemId;
  154. break;
  155. }
  156. $start = $end;
  157. }
  158. if ($id != 0) {
  159. $str = $id . ',1';
  160. if ($res == "") {
  161. $res = $str;
  162. } else {
  163. $res = $res . ';' . $str;
  164. }
  165. }
  166. }
  167. return $res;
  168. }
  169. /**
  170. * 6808 开始挑战 (主线关卡:扣除体力, 挑战关卡: 增加次数)
  171. */
  172. private static function StartFight() {
  173. list($gateId, $layerNum) = req()->paras;
  174. my_Assert($gateId > 0, ErrCode::paras_err);
  175. $mo = GameConfig::gate_getItem($gateId);
  176. my_Assert(null != $mo, ErrCode::err_const_no);
  177. if (Ints::Slice($gateId, 0, 1) == 9) { # 爬塔模式
  178. // list($layerNum) = req()->paras;
  179. if ($layerNum != ctx()->gates()->TowerGateInfo()->CurLayer) { # 起始层数校验
  180. Err(ErrCode::tower_layerNum);
  181. }
  182. if (ctx()->gates()->TowerGateInfo()->TodayChanNum < 1) { # 剩余次数校验
  183. Err(ErrCode::tower_timeNo);
  184. }
  185. ctx()->gates()->TowerGateInfo()->TodayChanNum--; # 增加次数
  186. } else { # 主线剧情
  187. my_Assert(ctx()->base()->Consume_tili($mo->cost_tili), ErrCode::notenough_tili);
  188. }
  189. UserProc::updateUserInfo();
  190. return Resp::ok(array("tili" => ctx()->baseInfo->tili, "tili_ts" => ctx()->baseInfo->tili_ts));
  191. }
  192. public static function FightDailyClear() {
  193. //ctx()->gates->xunluo_quick_buyRecord = 0;
  194. ctx()->gates->fightSweepNum = 0;
  195. ctx()->gates()->TowerGateInfo()->RefreshSkillTimes = 0;
  196. ctx()->gates()->TowerGateInfo()->TodayChanNum = glc()->tower_daily_chanceNum;
  197. }
  198. /**
  199. * 6806 剧情回存
  200. * @return type
  201. */
  202. public static function PlotSav() {
  203. list($gateId) = req()->paras;
  204. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::err_const_no);
  205. ctx()->gates->GateList->$gateId->plotStart = 1;
  206. UserProc::updateUserInfo();
  207. $ret = array(
  208. 'ok' => 1,
  209. );
  210. return Resp::ok($ret);
  211. }
  212. // <editor-fold defaultstate="collapsed" desc="挑战模块">
  213. /**
  214. * 6810 挑战关卡: 更新锁定技能列表
  215. */
  216. public static function TowerUpdateLockskillList() {
  217. list($li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  218. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  219. $t->skill_zhudong = $li_zd;
  220. $t->skill_beidong = $li_bd;
  221. $t->skill_zhudong_lockState = $li_zds;
  222. $t->skill_beidong_lockState = $li_bds;
  223. UserProc::updateUserInfo();
  224. return Resp::ok();
  225. }
  226. /**
  227. * 6809 挑战关卡: 刷新初始技能(扣除免费次数/cost)
  228. */
  229. public static function TowerRefreshSkills() {
  230. list($isFree, $li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  231. if ($isFree) {
  232. if (ctx()->gates()->TowerGateInfo()->RefreshSkillTimes > glc()->tower_daily_refreshChanceNum) {
  233. Err(ErrCode::tower_refreshNo); # 免费次数不足
  234. }
  235. } else {
  236. list($type, $num) = explode(':', glc()->tower_refreshCost); # 二级货币类型(1:金币,2:元宝):数量
  237. if ($type == 1) { # 金币
  238. my_Assert(ctx()->base()->Consume_Gold($num), ErrCode::notenough_gold_msg);
  239. } else if ($type == 2) { # 元宝
  240. my_Assert(ctx()->base()->Consume_Cash($num), ErrCode::notenough_cash_msg);
  241. } else {
  242. Err(ErrCode::err_const_no, "检查刷新扣费配置信息!");
  243. }
  244. }
  245. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  246. $t->RefreshSkillTimes++;
  247. $t->skill_zhudong = $li_zd;
  248. $t->skill_beidong = $li_bd;
  249. $t->skill_zhudong_lockState = $li_zds;
  250. $t->skill_beidong_lockState = $li_bds;
  251. UserProc::updateUserInfo();
  252. $ret = array(
  253. 'task' => ctx()->task,
  254. );
  255. return Resp::ok($ret);
  256. }
  257. /**
  258. * 6805 战斗: 复活花费
  259. * @return type
  260. * @version 2024年5月17日 重整利用为复活扣除消耗功能
  261. */
  262. public static function ReliveCost() {
  263. // 复活可以扣除复活币(暂无)或者元宝,(客户端看广告复活不需要跟服务器通讯)
  264. list($reliveNum) = req()->paras;
  265. $arr = explode(',', glc()->Relive_cost);
  266. my_Assert($reliveNum >= 0 && $reliveNum <= Count($arr), ErrCode::paras_err); # 参数范围>0
  267. $amt = $arr[$reliveNum - 1];
  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. );
  376. return Resp::ok($ret);
  377. }
  378. /**
  379. * [6801]关卡战斗结算
  380. * @return type
  381. */
  382. public static function Settle() {
  383. list($resultType, $gateId, $gold, $curTs, $pickups,
  384. $finalLayer, $finalHpPercent, $killMonsterNum, $killBossNum) = req()->paras;
  385. # 客户端需要增加参数: killmonserNum,killBosssNum, finalHpPercent(最终血量百分比)
  386. $gateMo = GameConfig::gate_getItem($gateId);
  387. my_Assert($gateMo != null, ErrCode::err_const_no);
  388. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  389. $gateInfo = ctx()->gates->GateList->$gateId;
  390. $ts = $gateInfo->MaxSeconds;
  391. if ($curTs >= $ts) {
  392. $gateInfo->MaxSeconds = $curTs;
  393. }
  394. if ($resultType) { # 胜利
  395. if (ctx()->gates->GateList->$gateId->pass == 0) {
  396. ctx()->gates->GateList->$gateId->pass = 1;
  397. TaskProc::Day7TaskReset($gateId); # 刷新七日任务
  398. $maxGateId = ctx()->gates->maxPassGateNumId();
  399. if ($maxGateId > 0) {
  400. self::Ranking_MainGateIndex($maxGateId);
  401. self::IsAchievedMainGate_PassReward($maxGateId);
  402. }
  403. }
  404. TaskProc::OnPassGate_X($gateId); # 刷新任务进度: 通关第X关
  405. if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  406. ctx()->gates()->UnlockNextPlotGate($gateId); # 解锁下一主线关卡
  407. // ctx()->gates()->UnlockMainChallengeGate($gateId); # 挑战关卡解锁逻辑. -gwang 2024年4月15日
  408. } else { # 不是主线关卡, 暂时没有其他逻辑
  409. }
  410. // StoreProc::AddMultiItemInStore($gateMo->reward_win); # 发放胜利奖励(2024.5.30 过期)
  411. }
  412. // else { # 失败
  413. //// StoreProc::AddMultiItemInStore($gateMo->reward_fail); # 发放失败奖励(2024.5.30 过期)
  414. // }
  415. StoreProc::AddMultiItemInStore($pickups); # 战场拾取道具直接入背包
  416. ctx()->base()->Add_Gold($gold); # 战场拾取的金币直接入背包
  417. //ctx()->base()->Add_Exp($exp);
  418. $waveMo = GameConfig::waveItem_getItem($gateId, $finalLayer);
  419. my_Assert(null != $waveMo, ErrCode::err_const_no);
  420. ctx()->base()->Add_Exp($waveMo->rewardExp); # 指挥官经验
  421. ctx()->base()->Add_Gold($waveMo->rewardGold); # 金币奖励
  422. $pickups .= ";1," . $gold + $waveMo->rewardGold;
  423. # 图纸奖励: 数量min-max, 部位随机
  424. if (strlen($waveMo->rewardTuZhi) > 0 && str_contains($waveMo->rewardTuZhi, '-')) {
  425. list($tz_min, $tz_max) = explode('-', $waveMo->rewardTuZhi); # 图纸数量
  426. $tz_n = rand($tz_min, $tz_max);
  427. # 图纸部位数据源 1001, 1002, 1003, 1004, 1005, 1006
  428. for ($i = 0; $i < $tz_n; $i++) {
  429. $id = 1000 + rand(1, 6);
  430. StoreProc::AddMultiItemInStore("$id,1"); # 获得图纸
  431. $pickups .= ";$id,1";
  432. }
  433. }
  434. # 宝石奖励: 数量min-max;品质:权重,品质:权重...
  435. if (strlen($waveMo->rewardGem) > 0) {
  436. list($gs_num, $gs_props) = explode(';', $waveMo->rewardGem);
  437. list($gem_min, $gem_max) = explode('-', $gs_num); # 宝石数量
  438. $gem_n = rand($gem_min, $gem_max);
  439. $arr = explode(",", $gs_props);
  440. $pool = array();
  441. $n = 0;
  442. foreach ($arr as $str) {
  443. list($qual, $props) = explode(':', $str);
  444. $pool[] = array('q' => $qual, 'p' => $props);
  445. $n += $props;
  446. }
  447. for ($i = 0; $i < $gem_n; $i++) { # 随机n块宝石
  448. $r = rand(1, $n); # 投色子
  449. $l = 0;
  450. foreach ($pool as $item) {
  451. if ($r <= ($l + $item['p'])) {
  452. $gemId = $item['q'] * 100000 + rand(1, 6) * 1000;
  453. SystemProc::GetGem_GreaterOrangeQual_MainGate(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($gateId), $gateMo->gateName, $gemId); //广播
  454. StoreProc::PutGemInStore($gemId); # 发放宝石并退出本次投色子
  455. $pickups .= ";$gemId,1";
  456. break;
  457. }
  458. $l += $item['p']; # 累计到下一段
  459. }
  460. }
  461. }
  462. if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) { # 主线剧情,
  463. TaskProc::OnFightNumMainGate();
  464. } else if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainChallengeGate) { # 主线剧情对应的难度挑战
  465. TaskProc::OnFightNumChallengeGate();
  466. }
  467. TaskProc::OnKillCommonNumMonster($killMonsterNum);
  468. TaskProc::OnKillleaderNumMonster($killBossNum);
  469. UserProc::updateUserInfo();
  470. $ret = array(
  471. 'gates' => ctx()->gates,
  472. 'store' => ctx()->store,
  473. 'task' => ctx()->task,
  474. 'baseInfo' => ctx()->base(),
  475. 'gold' => $gold + $waveMo->rewardGold,
  476. 'exp' => $waveMo->rewardExp,
  477. 'rewardStr' => $pickups
  478. );
  479. return Resp::ok($ret);
  480. }
  481. // /**
  482. // * [6801]关卡战斗结算
  483. // * @return type
  484. // */
  485. // public static function Settle_bak() {
  486. // list($resultType, $gateId, $gold, $curTs, $pickups) = req()->paras;
  487. // # 客户端需要增加参数: killmonserNum,killBosssNum, finalHpPercent(最终血量百分比)
  488. // $gateMo = GameConfig::gate_getItem($gateId);
  489. // my_Assert($gateMo != null, ErrCode::err_const_no);
  490. // my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  491. // $gateInfo = ctx()->gates->GateList->$gateId;
  492. // $ts = $gateInfo->MaxSeconds;
  493. // if ($curTs >= $ts) {
  494. // $gateInfo->MaxSeconds = $curTs;
  495. // }
  496. // if ($resultType) { # 胜利
  497. // if (ctx()->gates->GateList->$gateId->pass == 0) {
  498. // ctx()->gates->GateList->$gateId->pass = 1;
  499. // TaskProc::Day7TaskReset($gateId);
  500. // }
  501. // TaskProc::OnPassGate_X($gateId);
  502. // StoreProc::AddMultiItemInStore($gateMo->reward_win);
  503. // if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  504. // ctx()->gates->UnlockNextPlotGate();
  505. // $dic = GameConfig::gate();
  506. // $index = 0; # 挑战关卡解锁逻辑. -gwang 2024年4月15日
  507. // foreach ($dic as $id => $item) {
  508. // if (Ins_GateInfo::GateTypeFromId($id) == Enum_GateType::MainChallengeGate && $item->challengeGateId == $gateId) {
  509. // $index += 1;
  510. // $gate = new Ins_GateInfo();
  511. // $gate->GateId = $id;
  512. // ctx()->gates->GateList->$id = $gate;
  513. // }
  514. // if ($index >= 3) {
  515. // break;
  516. // }
  517. // }
  518. // } else {
  519. //
  520. // }
  521. // } else { # 失败
  522. // StoreProc::AddMultiItemInStore($gateMo->reward_fail);
  523. // }
  524. //
  525. // StoreProc::AddMultiItemInStore($pickups); # 战场拾取道具
  526. // ctx()->baseInfo->Add_Gold($gold);
  527. // //ctx()->baseInfo->Add_Exp($exp);
  528. //
  529. // if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  530. // TaskProc::OnFightNumMainGate();
  531. // } else if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainChallengeGate) {
  532. // TaskProc::OnFightNumChallengeGate();
  533. // }
  534. // TaskProc::OnKillCommonNumMonster(1000);
  535. // TaskProc::OnKillleaderNumMonster(500);
  536. //
  537. // UserProc::updateUserInfo();
  538. // $ret = array(
  539. // 'gates' => ctx()->gates,
  540. // 'store' => ctx()->store,
  541. // 'task' => ctx()->task,
  542. // );
  543. // return Resp::ok($ret);
  544. // }
  545. // <editor-fold defaultstate="collapsed" desc="排行榜">
  546. /**
  547. * 参与主线关卡排行榜
  548. * @param type $gateIndex
  549. */
  550. public static function Ranking_MainGateIndex($maxGateIndex) {
  551. $memKey = MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid);
  552. $mem = gMem();
  553. $index = 9999999999 - now();
  554. $uid = $index . "-" . req()->uid;
  555. $arr = self::GetRankUid(req()->uid, 1);
  556. $gateId = 0;
  557. if (count($arr) > 0) {
  558. $uid = $arr[0];
  559. $gateId = $arr[1];
  560. }
  561. if ($maxGateIndex > $gateId) {
  562. $arr2 = array();
  563. $arr2["$uid"] = $maxGateIndex;
  564. $mem->zadd($memKey, $arr2);
  565. }
  566. $length = $mem->zlen($memKey);
  567. if ($length > glc()->Rank_MainGateIndex_OnListRank) {
  568. $num = $length - glc()->Rank_MainGateIndex_OnListRank;
  569. $mem->zremrangebyrank($memKey, 0, $num - 1);
  570. }
  571. }
  572. /**
  573. * 战力榜
  574. * @param type $gateIndex
  575. */
  576. public static function Ranking_FightPower() {
  577. $memKey = MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid);
  578. $mem = gMem();
  579. $index = 9999999999 - now();
  580. $uid = $index . "-" . req()->uid;
  581. $lastPower = 0;
  582. $arr = self::GetRankUid(req()->uid, 2);
  583. if (count($arr) > 0) {
  584. $uid = $arr[0];
  585. $lastPower = $arr[1];
  586. }
  587. $power = self::countUserFightPower();
  588. if ($power > $lastPower) {
  589. $arr2["$uid"] = $power;
  590. $mem->zadd($memKey, $arr2);
  591. self::IsAchievedFightPower_PassReward($power);
  592. }
  593. $length = $mem->zlen($memKey);
  594. if ($length > glc()->Rank_FightPower_OnListRank) {
  595. $num = $length - glc()->Rank_FightPower_OnListRank;
  596. $mem->zremrangebyrank($memKey, 0, $num - 1);
  597. }
  598. }
  599. public static function GetRankUid($uid_rank, $type) {
  600. if ($type == 1) {
  601. $dic = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  602. } else {
  603. $dic = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  604. }
  605. $arr = array();
  606. foreach ($dic as $uid => $score) {
  607. $strUid = explode('-', $uid);
  608. if ($strUid[1] == $uid_rank) {
  609. $arr[] = $uid;
  610. $arr[] = $score;
  611. break;
  612. }
  613. }
  614. return $arr;
  615. }
  616. /**
  617. * 6811 获取主线关卡排行榜信息
  618. * @return type
  619. */
  620. public static function GetRankInfo() {
  621. list($type) = req()->paras;
  622. $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
  623. $selfExtraInfo = 0;
  624. $isExistFinishReward = false;
  625. if ($type == 1) {
  626. $list = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  627. $selfExtraInfo = ctx()->gates->maxPassGateNumId();
  628. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  629. $dic = gMem()->hgetall($memKey);
  630. foreach ($dic as $gateId => $ins_rank) {
  631. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  632. $isExistFinishReward = true;
  633. break;
  634. }
  635. }
  636. } else {
  637. $list = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  638. $selfExtraInfo = self::countUserFightPower();
  639. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  640. $dic = gMem()->hgetall($memKey);
  641. foreach ($dic as $fightPower => $ins_rank) {
  642. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  643. $isExistFinishReward = true;
  644. break;
  645. }
  646. }
  647. }
  648. $selfRank = null;
  649. $retArr = array();
  650. if (count($list) > 0) {
  651. foreach ($list as $uid => $score) {
  652. $rankInfo = self::initOtherUidRankInfo($uid, $score, $type);
  653. if ($rankInfo->uid == req()->uid) {
  654. $selfIsHasRank = 1;
  655. $selfRank = $rankInfo;
  656. }
  657. $retArr[] = $rankInfo;
  658. }
  659. }
  660. if ($selfRank == null) {
  661. $index = 9999999999 - now();
  662. $uid = $index . "-" . req()->uid;
  663. $selfRank = self::initOtherUidRankInfo($uid, $selfExtraInfo, $type);
  664. }
  665. UserProc::updateUserInfo();
  666. $ret = array(
  667. 'rankInfo' => $retArr,
  668. 'selfRank' => $selfRank,
  669. 'selfIsHasRank' => $selfIsHasRank,
  670. 'isExistFinishReward' => $isExistFinishReward,
  671. );
  672. return Resp::ok($ret);
  673. }
  674. /**
  675. * 初始化玩家rank
  676. * @param type $uid
  677. * @param type $score
  678. * @return \loyalsoft\Ins_rank
  679. */
  680. static function initOtherUidRankInfo($uid, $score, $type = null) {
  681. $ins_rank = new Ins_rank();
  682. if ($type == 1) {
  683. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  684. } else {
  685. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  686. }
  687. if ($lv == null) {
  688. $lv = 0;
  689. }
  690. $strUid = explode('-', $uid);
  691. $ins_rank->rank = $lv + 1;
  692. $ins_rank->uid = $strUid[1];
  693. $userInfo = UserProc::getUserGame(req()->zoneid, $strUid[1]);
  694. $ins_rank->name = $userInfo->baseInfo->name;
  695. $ins_rank->headImg = $userInfo->baseInfo->headImg;
  696. $ins_rank->score = $score;
  697. return $ins_rank;
  698. }
  699. /**
  700. * 6812 获取排行榜内玩家的装备信息
  701. * @return type
  702. */
  703. public static function GetUidEquipInfo_Rank() {
  704. list($uid) = req()->paras;
  705. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  706. $store = $userInfo->store;
  707. $heros = $userInfo->heros;
  708. UserProc::updateUserInfo();
  709. $ret = array(
  710. 'store' => $store,
  711. 'heros' => $heros,
  712. );
  713. return Resp::ok($ret);
  714. }
  715. /**
  716. * 通关奖励是否达成
  717. * @param type $maxGateIndex
  718. */
  719. public static function IsAchievedMainGate_PassReward($maxGateIndex) {
  720. $rewards = GameConfig::rank_passgatereward();
  721. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  722. foreach ($rewards as $passGateId => $mo) {
  723. if ($passGateId == $maxGateIndex && !gMem()->hexists($memKey, $maxGateIndex)) {
  724. $ins_rank = new Ins_rank();
  725. $ins_rank->uid = req()->uid;
  726. $ins_rank->name = ctx()->baseInfo->name;
  727. $ins_rank->headImg = ctx()->baseInfo->headImg;
  728. $ins_rank->score = $passGateId;
  729. gMem()->hset($memKey, $maxGateIndex, $ins_rank);
  730. break;
  731. }
  732. }
  733. }
  734. /*
  735. * 战力奖励是否达成
  736. */
  737. public static function IsAchievedFightPower_PassReward($power) {
  738. $rewards = GameConfig::rank_fightpowerreward();
  739. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  740. foreach ($rewards as $fightPower => $mo) {
  741. if ($power >= $fightPower && !gMem()->hexists($memKey, $fightPower)) {
  742. $ins_rank = new Ins_rank();
  743. $ins_rank->uid = req()->uid;
  744. $ins_rank->name = ctx()->baseInfo->name;
  745. $ins_rank->headImg = ctx()->baseInfo->headImg;
  746. $ins_rank->score = $fightPower;
  747. gMem()->hset($memKey, $fightPower, $ins_rank);
  748. }
  749. }
  750. }
  751. /**
  752. * 6813
  753. * @return type
  754. */
  755. public static function GetmainGate_RankRewardInfo() {
  756. //list($type) = req()->paras;
  757. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  758. $dic = gMem()->hgetall($memKey);
  759. if ($dic == null) {
  760. $dic = new \stdClass();
  761. }
  762. UserProc::updateUserInfo();
  763. $ret = array(
  764. 'rankReward' => $dic,
  765. );
  766. return Resp::ok($ret);
  767. }
  768. /**
  769. * 6814
  770. * @return type
  771. */
  772. public static function GetFightPower_RankRewardInfo() {
  773. //list($type) = req()->paras;
  774. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  775. $dic = gMem()->hgetall($memKey);
  776. if ($dic == null) {
  777. $dic = new \stdClass();
  778. }
  779. UserProc::updateUserInfo();
  780. $ret = array(
  781. 'rankReward' => $dic,
  782. );
  783. return Resp::ok($ret);
  784. }
  785. /**
  786. * 6815 领取通关荣誉榜奖励
  787. * @return type
  788. */
  789. public static function ReceiveRankReward_MainGate() {
  790. list($gateId) = req()->paras;
  791. my_Assert(!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate), ErrCode::rankReward_HasReceive);
  792. $mo = GameConfig::rank_passgatereward_getItem($gateId);
  793. my_Assert($mo != null, ErrCode::err_const_no);
  794. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  795. if (gMem()->hexists($memKey, $gateId)) {
  796. StoreProc::AddMultiItemInStore($mo->reward);
  797. ctx()->privateState->rankReward_drawed_MainGate[] = $gateId;
  798. }
  799. UserProc::updateUserInfo();
  800. $ret = array();
  801. return Resp::ok($ret);
  802. }
  803. /**
  804. * 6816 领取战力荣誉榜奖励
  805. * @return type
  806. */
  807. public static function ReceiveRankReward_FightPower() {
  808. list($fightPower) = req()->paras;
  809. my_Assert(!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower), ErrCode::rankReward_HasReceive);
  810. $mo = GameConfig::rank_fightpowerreward_getItem($fightPower);
  811. my_Assert($mo != null, ErrCode::err_const_no);
  812. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  813. if (gMem()->hexists($memKey, $fightPower)) {
  814. StoreProc::AddMultiItemInStore($mo->reward);
  815. ctx()->privateState->rankReward_drawed_fightPower[] = $fightPower;
  816. }
  817. UserProc::updateUserInfo();
  818. $ret = array();
  819. return Resp::ok($ret);
  820. }
  821. /**
  822. * 6817
  823. */
  824. public static function IsExistRankReward() {
  825. //list($type) = req()->paras;
  826. $type = 0;
  827. $isExistFinishReward = false;
  828. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  829. $dic = gMem()->hgetall($memKey);
  830. foreach ($dic as $gateId => $ins_rank) {
  831. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  832. $isExistFinishReward = true;
  833. $type = 1;
  834. break;
  835. }
  836. }
  837. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  838. $dic2 = gMem()->hgetall($memKey2);
  839. foreach ($dic2 as $fightPower => $ins_rank) {
  840. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  841. $isExistFinishReward = true;
  842. $type = 2;
  843. break;
  844. }
  845. }
  846. UserProc::updateUserInfo();
  847. $ret = array(
  848. 'isExistFinishReward' => $isExistFinishReward,
  849. 'type' => $type,
  850. );
  851. return Resp::ok($ret);
  852. }
  853. /*
  854. * 删除排行榜内注销账号的玩家
  855. */
  856. public static function DeleteRankInvalidUser($uid2) {
  857. $dic1 = gMem()->zrevrangebyscore(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  858. $key1 = "";
  859. foreach ($dic1 as $uid => $score) {
  860. $strUid = explode('-', $uid);
  861. if ($strUid[1] == $uid2) {
  862. $key1 = $uid;
  863. break;
  864. }
  865. }
  866. $dic2 = gMem()->zrevrangebyscore(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  867. $key2 = "";
  868. foreach ($dic2 as $uid => $score) {
  869. $strUid = explode('-', $uid);
  870. if ($strUid[1] == $uid2) {
  871. $key2 = $uid;
  872. break;
  873. }
  874. }
  875. if ($key1 != "") {
  876. gMem()->zrem(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $key1);
  877. }
  878. if ($key1 != "") {
  879. gMem()->zrem(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $key2);
  880. }
  881. }
  882. /*
  883. * 排行玩家头像变动
  884. */
  885. public static function UpdateRankUserHeadImg($uid, $headImg) {
  886. $memKey1 = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  887. $dic = gMem()->hgetall($memKey1);
  888. foreach ($dic as $gateId => $ins_rank) {
  889. if ($ins_rank->uid == $uid) {
  890. $ins_rank->headImg = $headImg;
  891. gMem()->hset($memKey1, $gateId, $ins_rank);
  892. }
  893. }
  894. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  895. $dic2 = gMem()->hgetall($memKey2);
  896. foreach ($dic2 as $fightPower => $ins_rank) {
  897. if ($ins_rank->uid == $uid) {
  898. $ins_rank->headImg = $headImg;
  899. gMem()->hset($memKey2, $fightPower, $ins_rank);
  900. }
  901. }
  902. }
  903. /*
  904. * 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))
  905. */
  906. public static function countUserFightPower() {
  907. $CurrentHeroId = ctx()->heros->CurrentHeroId;
  908. //$hero = ctx()->heros->Dic->$CurrentHeroId;
  909. $mo = GameConfig::hero_getItem($CurrentHeroId);
  910. my_Assert($mo != null, ErrCode::err_const_no);
  911. $heroBashAttack = $mo->attack;
  912. $heroBashHp = $mo->hp;
  913. $equipDic = ctx()->store->equip;
  914. $attck = 0;
  915. $hp = 0;
  916. foreach ($equipDic as $index => $ins_equip) {
  917. $Ins_Equip = new Ins_Equip($ins_equip);
  918. if ($Ins_Equip->mo()->upgradeType == 1) {//攻击力
  919. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  920. } elseif ($Ins_Equip->mo()->upgradeType == 2) {
  921. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  922. } else {
  923. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  924. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  925. }
  926. }
  927. $heroAttck = $heroBashAttack + $attck;
  928. $heroHp = $heroBashHp + $hp;
  929. $dec_demage = $mo->dec_demage;
  930. $bigHit_Val = $mo->bigHit_Val / 100;
  931. $bigHit_rate = $mo->bigHit_rate / 100;
  932. $val = $heroAttck * ($heroHp - $dec_demage) * (1 + $bigHit_rate * ($bigHit_Val - 1));
  933. return intval($val);
  934. }
  935. // </editor-fold>
  936. }