FightProc.php 50 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. case CmdCode::fight_evolveUnlock: # 6818 启灵解锁
  51. return self::EvolveUnlock();
  52. case CmdCode::fight_MainTZPass: # 6819 主线挑战--通关
  53. return self::MainTZPass();
  54. case CmdCode::fight_MainTZGetReward: # 6820 主线挑战--领取奖励
  55. return self::MainTZGetReward();
  56. case CmdCode::fight_ResetChallange_RedMask: # 6821 每天重置挑战红点
  57. return self::ResetChallange_RedMask();
  58. default:
  59. Err(ErrCode::cmd_err);
  60. }
  61. }
  62. /**
  63. * 6821 每天重置挑战红点
  64. */
  65. static function ResetChallange_RedMask() {
  66. ctx()->privateState->challange_RedMask = 1;
  67. UserProc::updateUserInfo();
  68. return Resp::ok();
  69. }
  70. /**
  71. * 6819 主线挑战 -- 通关
  72. */
  73. static function MainTZPass() {
  74. list($gateId, $index, $killMonsterNum, $killBossNum) = req()->paras; # 关卡id, 通关难度索引(1/2/3)
  75. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  76. // isEditor() && $gateInfo = new Ins_GateInfo();
  77. $gateInfo = ctx()->gates->GateList->$gateId;
  78. my_Assert($gateInfo->pass, ErrCode::gate_GateNoUnlock); # 通关后解锁难度1
  79. my_Assert($gateInfo->tz_state + 1 >= $index, ErrCode::gate_GateNoUnlock); # 通关上一难度解锁当前难度
  80. $gateInfo->tz_state = $index;
  81. TaskProc::OnPassMainChallengeGate_X_Num($gateId, $index);
  82. TaskProc::OnKillCommonNumMonster($killMonsterNum);
  83. TaskProc::OnKillleaderNumMonster($killBossNum);
  84. UserProc::updateUserInfo();
  85. return Resp::ok();
  86. }
  87. /**
  88. * 6820 主线挑战 -- 领取奖励
  89. */
  90. static function MainTZGetReward() {
  91. list($gateId, $index) = req()->paras; # 关卡id, 通关难度索引(1/2/3)
  92. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  93. // isEditor() && $gateInfo = new Ins_GateInfo();
  94. $gateInfo = ctx()->gates->GateList->$gateId;
  95. my_Assert($gateInfo->pass, ErrCode::gate_GateNoUnlock); # 通关后解锁难度1
  96. my_Assert($gateInfo->tz_state >= $index, ErrCode::gate_GateNoUnlock); # 已解锁当前难度
  97. my_Assert(Bits::GetBitValue($gateInfo->tz_rewards, $index - 1) == false, ErrCode::gate_GatePriceHasReceive);
  98. $gateInfo->tz_rewards = Bits::SetBitValue($gateInfo->tz_rewards, $index - 1, true); # 更新领取记录
  99. $prize = "tz_reward".$index;
  100. $mo = GameConfig::gate_getItem($gateId);
  101. StoreProc::AddMultiItemInStore($mo->$prize);
  102. UserProc::updateUserInfo();
  103. return Resp::ok();
  104. }
  105. /**
  106. * 6818 启灵解锁
  107. * @return type
  108. */
  109. public static function EvolveUnlock() {
  110. list($type, $id) = req()->paras; //$id废弃 因为玩家可能不安顺序点
  111. if ($type == 1) {
  112. $nextId = ctx()->gates->evolveMaxId_left + 1;
  113. my_Assert($id == $nextId, ErrCode::err_const_no);
  114. $mo = GameConfig::evolve_getItem($nextId);
  115. my_Assert($mo != null, ErrCode::err_const_no);
  116. my_Assert(ctx()->baseInfo->level >= $mo->level, ErrCode::evolve_canotUnlock_levelLimit);
  117. my_Assert(ctx()->baseInfo->gold >= $mo->needGold_unlock, ErrCode::notenough_gold_msg);
  118. ctx()->baseInfo->Consume_Gold($mo->needGold_unlock);
  119. ctx()->gates->evolveMaxId_left = $nextId;
  120. TaskProc::OnCompleteNumQiLing();
  121. } else {
  122. $nextId = ctx()->gates->evolveMaxId_right + 1;
  123. my_Assert($id == $nextId, ErrCode::err_const_no);
  124. $dic = GameConfig::evolve();
  125. foreach ($dic as $key => $value) {
  126. if ($value->specificEvolveId == $nextId) {
  127. $mo = $value;
  128. }
  129. }
  130. my_Assert(ctx()->baseInfo->level >= $mo->level, ErrCode::evolve_canotUnlock_levelLimit);
  131. my_Assert($mo != null, ErrCode::err_const_no);
  132. if ($mo->specificEvolveCost != null) {
  133. $cost = explode(',', $mo->specificEvolveCost);
  134. $costId = $cost[0];
  135. $costNum = $cost[1];
  136. my_Assert(StlUtil::dictHasProperty(ctx()->store->items, $costId) && ctx()->store->items->$costId >= $costNum, ErrCode::notenough_item);
  137. ctx()->store->removeItem($costId, $costNum);
  138. }
  139. ctx()->gates->evolveMaxId_right = $id;
  140. TaskProc::OnCompleteNumSpecialQiLing();
  141. }
  142. UserProc::updateUserInfo();
  143. $ret = array(
  144. 'gold' => ctx()->baseInfo->gold,
  145. 'items' => ctx()->store->items,
  146. 'evolveMaxId_right' => ctx()->gates->evolveMaxId_right,
  147. 'evolveMaxId_left' => ctx()->gates->evolveMaxId_left,
  148. );
  149. return Resp::ok($ret);
  150. }
  151. /**
  152. * 6807 扫荡
  153. * @return type
  154. */
  155. public static function FightSweep() {
  156. //list($gateId) = req()->paras;
  157. $passGateId = ctx()->gates->maxPassGateId();
  158. my_Assert($passGateId != 0, ErrCode::gate_NoSweep);
  159. $mo = GameConfig::gate_getItem($passGateId);
  160. $gateName = $mo->gateName;
  161. $costTili = glc()->sweep_cost_tili;
  162. $curTili = ctx()->baseInfo->CurTili();
  163. my_Assert($curTili >= $costTili, ErrCode::notenough_tili);
  164. if (ctx()->privateState->honourCardShop_ts == 0) {
  165. $max = glc()->sweepMaxNum;
  166. my_Assert(ctx()->gates->fightSweepNum < $max, ErrCode::gate_SweepMaxNum_limit);
  167. }
  168. ctx()->gates->fightSweepNum += 1;
  169. ctx()->baseInfo->Consume_tili($costTili);
  170. $wavesArr = GameConfig::waves_getItemArray($passGateId);
  171. $count = count($wavesArr);
  172. $wavesMo = $wavesArr[$count - 1];
  173. $gold = $wavesMo->rewardGold;
  174. StoreProc::AddMultiItemInStore("1," . $gold);
  175. $oldLevel = ctx()->baseInfo->level;
  176. $exp = $wavesMo->rewardExp;
  177. StoreProc::AddMultiItemInStore("4," . $exp);
  178. $newLevel = ctx()->baseInfo->level;
  179. if ($wavesMo->rewardTuZhi != null) {
  180. $tuzhi = explode('-', $wavesMo->rewardTuZhi);
  181. $n = rand($tuzhi[0], $tuzhi[1]);
  182. $tuzhiArr = array();
  183. $item = GameConfig::item();
  184. foreach ($item as $id => $mo) {
  185. if ($mo->itemType == 100) {
  186. $tuzhiArr[] = $id;
  187. }
  188. }
  189. for ($i = 0; $i < $n; $i++) {
  190. $index = rand(0, count($tuzhiArr) - 1);
  191. $goodsStr = $tuzhiArr[$index] . ',' . 1;
  192. $prizeArr[] = $goodsStr;
  193. StoreProc::AddMultiItemInStore($goodsStr);
  194. }
  195. }
  196. if ($wavesMo->rewardGem != null) {
  197. $goodsStr = self::sweepRandReward($wavesMo->rewardGem);
  198. $str = explode(';', $goodsStr);
  199. $dic = GameConfig::gem();
  200. foreach ($str as $value) {
  201. $list = explode(',', $value);
  202. $posId = rand(1, 6);
  203. $qual = $list[0];
  204. foreach ($dic as $key => $gemMo) {
  205. if ($gemMo->qual == $qual && $gemMo->position == $posId && $gemMo->isfixed_predicateId == 0) {
  206. $gemStr = $gemMo->typeId . ',' . $list[1];
  207. SystemProc::GetGem_GreaterOrangeQual_SweepMainGateIndex(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($passGateId), $gateName, $gemMo->typeId);
  208. //StoreProc::PutGemInStore($gemMo->typeId, $list[1]);
  209. StoreProc::AddMultiItemInStore($gemStr);
  210. break;
  211. }
  212. }
  213. }
  214. }
  215. UserProc::updateUserInfo();
  216. $ret = array(
  217. 'gold' => ctx()->baseInfo->gold,
  218. 'cash' => ctx()->baseInfo->cash,
  219. 'tili' => ctx()->baseInfo->tili,
  220. 'tili_ts' => ctx()->baseInfo->tili_ts,
  221. 'xp' => ctx()->baseInfo->xp,
  222. 'maxXp' => ctx()->baseInfo->maxXp,
  223. 'level' => ctx()->baseInfo->level,
  224. 'fightSweepNum' => ctx()->gates->fightSweepNum,
  225. //'prizeArr' => $prizeArr,
  226. 'store' => ctx()->store,
  227. 'task' => ctx()->task,
  228. 'reward' => StoreProc::$reward,
  229. 'reward_Gem' => StoreProc::$reward_Gem,
  230. 'oldLevel' => $oldLevel,
  231. 'newLevel' => $newLevel,
  232. );
  233. return Resp::ok($ret);
  234. }
  235. static function sweepRandReward($rewardStr) {
  236. $ctxArr = explode(';', $rewardStr);
  237. $numArr = explode('-', $ctxArr[0]);
  238. $num = rand($numArr[0], $numArr[1]);
  239. $rand = 0;
  240. $itemArr = explode(',', $ctxArr[1]);
  241. foreach ($itemArr as $value) {
  242. $arr = explode(':', $value);
  243. $itemId = $arr[0];
  244. $per = $arr[1];
  245. $rand += $per;
  246. }
  247. $res = "";
  248. for ($i = 0; $i < $num; $i++) {
  249. $start = 0;
  250. $end = 0;
  251. $randNum = rand(1, $rand);
  252. $id = 0;
  253. foreach ($itemArr as $str) {
  254. $arr = explode(':', $str);
  255. $itemId = $arr[0];
  256. $per = $arr[1];
  257. $end += $per;
  258. if ($randNum > $start && $randNum <= $end) {
  259. $id = $itemId;
  260. break;
  261. }
  262. $start = $end;
  263. }
  264. if ($id != 0) {
  265. $str = $id . ',1';
  266. if ($res == "") {
  267. $res = $str;
  268. } else {
  269. $res = $res . ';' . $str;
  270. }
  271. }
  272. }
  273. return $res;
  274. }
  275. /**
  276. * 6808 开始挑战 (主线关卡:扣除体力, 挑战关卡: 增加次数)
  277. */
  278. private static function StartFight() {
  279. list($gateId, $layerNum) = req()->paras;
  280. my_Assert($gateId > 0, ErrCode::paras_err);
  281. $mo = GameConfig::gate_getItem($gateId);
  282. my_Assert(null != $mo, ErrCode::err_const_no);
  283. if (Ints::Slice($gateId, 0, 1) == 9) { # 爬塔模式
  284. // list($layerNum) = req()->paras;
  285. if ($layerNum != ctx()->gates()->TowerGateInfo()->CurLayer) { # 起始层数校验
  286. Err(ErrCode::tower_layerNum);
  287. }
  288. if (ctx()->gates()->TowerGateInfo()->TodayChanNum < 1) { # 剩余次数校验
  289. Err(ErrCode::tower_timeNo);
  290. }
  291. ctx()->gates()->TowerGateInfo()->TodayChanNum--; # 增加次数
  292. } else { # 主线剧情
  293. my_Assert(ctx()->base()->Consume_tili($mo->cost_tili), ErrCode::notenough_tili);
  294. }
  295. UserProc::updateUserInfo();
  296. return Resp::ok(array("tili" => ctx()->baseInfo->tili, "tili_ts" => ctx()->baseInfo->tili_ts));
  297. }
  298. public static function FightDailyClear() {
  299. //ctx()->gates->xunluo_quick_buyRecord = 0;
  300. ctx()->gates->fightSweepNum = 0;
  301. ctx()->gates()->TowerGateInfo()->RefreshSkillTimes = 0;
  302. ctx()->gates()->TowerGateInfo()->TodayChanNum = glc()->tower_daily_chanceNum;
  303. ctx()->privateState->challange_RedMask = 0;
  304. }
  305. /**
  306. * 6806 剧情回存
  307. * @return type
  308. */
  309. public static function PlotSav() {
  310. list($gateId) = req()->paras;
  311. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::err_const_no);
  312. ctx()->gates->GateList->$gateId->plotStart = 1;
  313. UserProc::updateUserInfo();
  314. $ret = array(
  315. 'ok' => 1,
  316. );
  317. return Resp::ok($ret);
  318. }
  319. // <editor-fold defaultstate="collapsed" desc="挑战模块">
  320. /**
  321. * 6810 挑战关卡: 更新锁定技能列表
  322. */
  323. public static function TowerUpdateLockskillList() {
  324. list($li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  325. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  326. $t->skill_zhudong = $li_zd;
  327. $t->skill_beidong = $li_bd;
  328. $t->skill_zhudong_lockState = $li_zds;
  329. $t->skill_beidong_lockState = $li_bds;
  330. UserProc::updateUserInfo();
  331. return Resp::ok();
  332. }
  333. /**
  334. * 6809 挑战关卡: 刷新初始技能(扣除免费次数/cost)
  335. */
  336. public static function TowerRefreshSkills() {
  337. list($isFree, $li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  338. if ($isFree) {
  339. if (ctx()->gates()->TowerGateInfo()->RefreshSkillTimes > glc()->tower_daily_refreshChanceNum) {
  340. Err(ErrCode::tower_refreshNo); # 免费次数不足
  341. }
  342. } else {
  343. list($type, $num) = explode(':', glc()->tower_refreshCost); # 二级货币类型(1:金币,2:元宝):数量
  344. if ($type == 1) { # 金币
  345. my_Assert(ctx()->base()->Consume_Gold($num), ErrCode::notenough_gold_msg);
  346. } else if ($type == 2) { # 元宝
  347. my_Assert(ctx()->base()->Consume_Cash($num), ErrCode::notenough_cash_msg);
  348. } else {
  349. Err(ErrCode::err_const_no, "检查刷新扣费配置信息!");
  350. }
  351. }
  352. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  353. $t->RefreshSkillTimes++;
  354. $t->skill_zhudong = $li_zd;
  355. $t->skill_beidong = $li_bd;
  356. $t->skill_zhudong_lockState = $li_zds;
  357. $t->skill_beidong_lockState = $li_bds;
  358. UserProc::updateUserInfo();
  359. $ret = array(
  360. 'task' => ctx()->task,
  361. );
  362. return Resp::ok($ret);
  363. }
  364. /**
  365. * 6805 战斗: 复活花费
  366. * @return type
  367. * @version 2024年5月17日 重整利用为复活扣除消耗功能
  368. */
  369. public static function ReliveCost() {
  370. // 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)
  371. list($reliveNum) = req()->paras;
  372. $arr = explode(',', glc()->Relive_cost);
  373. my_Assert($reliveNum >= 0 && $reliveNum <= Count($arr), ErrCode::paras_err); # 参数范围>0
  374. $amt = $arr[$reliveNum];
  375. my_Assert(ctx()->base()->Consume_Cash($amt), ErrCode::notenought_yuanbao);
  376. UserProc::updateUserInfo();
  377. return Resp::ok();
  378. }
  379. /**
  380. * 6804 挑战关卡: 奖励领取
  381. * @return type
  382. */
  383. public static function GateChallengeRewards() {
  384. list($finalLayer, $killedMonster, $killedBoss) = req()->paras; # 战斗结束时的层数
  385. $lastLayer = ctx()->gates()->TowerGateInfo()->CurLayer;
  386. $arr = GameConfig::waves_getItemArray(self::TowerGateId);
  387. TaskProc::OnFightNumChallengeGate();
  388. TaskProc::OnKillCommonNumMonster($killedMonster);
  389. TaskProc::OnKillleaderNumMonster($killedBoss);
  390. if ($finalLayer > $lastLayer) {
  391. foreach ($arr as $layerId => $layerMo) {
  392. if ($layerMo->waveId >= $lastLayer && $layerMo->waveId < $finalLayer) {
  393. my_Assert($layerMo != null, ErrCode::err_const_no);
  394. StoreProc::AddMultiItemInStore($layerMo->rewards); # 发放奖励
  395. }
  396. }
  397. ctx()->gates()->TowerGateInfo()->CurLayer = $finalLayer;
  398. TaskProc::OnPassLayer_ChallengeGate($finalLayer - 1);
  399. UserProc::updateUserInfo();
  400. $ret = array(
  401. 'store' => ctx()->store,
  402. 'gold' => ctx()->base()->gold,
  403. 'cash' => ctx()->base()->cash,
  404. 'task' => ctx()->task,
  405. );
  406. return Resp::ok($ret);
  407. } else if ($finalLayer == $lastLayer) {
  408. $ret = array(
  409. 'store' => ctx()->store,
  410. 'gold' => ctx()->base()->gold,
  411. 'cash' => ctx()->base()->cash,
  412. 'task' => ctx()->task,
  413. );
  414. return Resp::ok($ret);
  415. }
  416. return Resp::err(ErrCode::tower_rewardNo); # 没有奖励
  417. }
  418. // </editor-fold>
  419. /**
  420. * 6803 关卡选择
  421. * @return type
  422. */
  423. public static function SelectGate() {
  424. list($gateId) = req()->paras;
  425. ctx()->gates->CurrentGateId = $gateId;
  426. UserProc::updateUserInfo();
  427. $ret = array(
  428. 'gates' => ctx()->gates,
  429. );
  430. return Resp::ok($ret);
  431. }
  432. /**
  433. * 6802 章节宝箱的领取
  434. * @return type
  435. */
  436. public static function PassGateTsPrizeReceive() {
  437. list($gateId, $index) = req()->paras;
  438. $gateMo = GameConfig::gate_getItem($gateId);
  439. my_Assert($gateMo != null, ErrCode::err_const_no);
  440. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  441. $gateInfo = ctx()->gates->GateList->$gateId;
  442. $tag = false;
  443. $prize = "";
  444. $mask = 0;
  445. switch ($index) {
  446. case 1:
  447. $ts = $gateMo->first_ts1 * 60;
  448. if ($gateInfo->MaxSeconds >= $ts) {
  449. $tag = true;
  450. }
  451. $mask = 1;
  452. $prize = $gateMo->first_reward1;
  453. break;
  454. case 2:
  455. $ts = $gateMo->first_ts2 * 60;
  456. if ($gateInfo->MaxSeconds >= $ts) {
  457. $tag = true;
  458. }
  459. $mask = 2;
  460. $prize = $gateMo->first_reward2;
  461. break;
  462. case 3:
  463. if ($gateInfo->pass > 0) {
  464. $tag = true;
  465. }
  466. $mask = 3;
  467. $prize = $gateMo->first_reward3;
  468. break;
  469. default:
  470. break;
  471. }
  472. if ($tag) {
  473. my_Assert(!in_array($mask, $gateInfo->FirstReward), ErrCode::gate_GatePriceHasReceive);
  474. $gateInfo->FirstReward[] = $mask;
  475. StoreProc::AddMultiItemInStore($prize);
  476. }
  477. ctx()->gates->GateList->$gateId = $gateInfo;
  478. UserProc::updateUserInfo();
  479. $ret = array(
  480. 'gates' => ctx()->gates,
  481. 'store' => ctx()->store,
  482. 'task' => ctx()->task,
  483. 'gold' => ctx()->baseInfo->gold,
  484. 'cash' => ctx()->baseInfo->cash,
  485. 'reward' => StoreProc::$reward,
  486. 'reward_Gem' => StoreProc::$reward_Gem,
  487. );
  488. return Resp::ok($ret);
  489. }
  490. /**
  491. * [6801]关卡战斗结算
  492. * @return type
  493. */
  494. public static function Settle() {
  495. list($resultType, $gateId, $gold, $curTs, $pickups,
  496. $finalLayer, $finalHpPercent, $killMonsterNum, $killBossNum) = req()->paras;
  497. # 客户端需要增加参数: killmonserNum,killBosssNum, finalHpPercent(最终血量百分比)
  498. $gateMo = GameConfig::gate_getItem($gateId);
  499. my_Assert($gateMo != null, ErrCode::err_const_no);
  500. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  501. $gateInfo = ctx()->gates->GateList->$gateId;
  502. $ts = $gateInfo->MaxSeconds;
  503. if ($curTs >= $ts) {
  504. $gateInfo->MaxSeconds = $curTs;
  505. }
  506. self::funUnlock($resultType, $gateId); //备注:这个接口的位置不能动 里面有关卡第一次胜利解锁的功能提示校验
  507. if ($resultType) { # 胜利
  508. self::skillUnlock_gate($resultType, $gateId); //备注 这个接口位置不能动
  509. if (ctx()->gates->GateList->$gateId->pass == 0) {
  510. ctx()->gates->GateList->$gateId->pass = 1;
  511. TaskProc::Day7TaskReset($gateId); # 刷新七日任务
  512. $maxGateId = ctx()->gates->maxPassGateNumId();
  513. if ($maxGateId > 0) {
  514. self::Ranking_MainGateIndex($maxGateId);
  515. self::IsAchievedMainGate_PassReward($maxGateId);
  516. }
  517. }
  518. TaskProc::OnPassGate_X($gateId); # 刷新任务进度: 通关第X关
  519. if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  520. ctx()->gates()->UnlockNextPlotGate($gateId); # 解锁下一主线关卡
  521. // ctx()->gates()->UnlockMainChallengeGate($gateId); # 挑战关卡解锁逻辑. -gwang 2024年4月15日
  522. } else { # 不是主线关卡, 暂时没有其他逻辑
  523. }
  524. // StoreProc::AddMultiItemInStore($gateMo->reward_win); # 发放胜利奖励(2024.5.30 过期)
  525. } else {
  526. ctx()->gates->GateList->$gateId->fightNum_fail += 1;
  527. self::skillUnlock_fightNum($resultType); //这个接口位置不能动
  528. }
  529. // else { # 失败
  530. //// StoreProc::AddMultiItemInStore($gateMo->reward_fail); # 发放失败奖励(2024.5.30 过期)
  531. // }
  532. StoreProc::AddMultiItemInStore($pickups); # 战场拾取道具直接入背包
  533. //ctx()->base()->Add_Gold($gold); # 战场拾取的金币直接入背包
  534. //ctx()->base()->Add_Exp($exp);
  535. $waveMo = GameConfig::waveItem_getItem($gateId, $finalLayer);
  536. my_Assert(null != $waveMo, ErrCode::err_const_no);
  537. $oldLevel = ctx()->baseInfo->level;
  538. StoreProc::AddMultiItemInStore('4,' . $waveMo->rewardExp);
  539. //ctx()->base()->Add_Exp($waveMo->rewardExp); # 指挥官经验
  540. $newLevel = ctx()->baseInfo->level;
  541. if ($oldLevel != $newLevel) {
  542. ctx()->privateState->oldLevel = $oldLevel;
  543. ctx()->privateState->upLevel = $newLevel;
  544. }
  545. //ctx()->base()->Add_Gold($waveMo->rewardGold); # 金币奖励
  546. //$pickups .= ";1," . $gold + $waveMo->rewardGold;
  547. $str = "1," . $gold + $waveMo->rewardGold;
  548. StoreProc::AddMultiItemInStore($str);
  549. # 图纸奖励: 数量min-max, 部位随机
  550. if (strlen($waveMo->rewardTuZhi) > 0 && str_contains($waveMo->rewardTuZhi, '-')) {
  551. list($tz_min, $tz_max) = explode('-', $waveMo->rewardTuZhi); # 图纸数量
  552. $tz_n = rand($tz_min, $tz_max);
  553. # 图纸部位数据源 1001, 1002, 1003, 1004, 1005, 1006
  554. for ($i = 0; $i < $tz_n; $i++) {
  555. $id = 1000 + rand(1, 6);
  556. StoreProc::AddMultiItemInStore("$id,1"); # 获得图纸
  557. //$pickups .= ";$id,1";
  558. }
  559. }
  560. # 宝石奖励: 数量min-max;品质:权重,品质:权重...
  561. if (strlen($waveMo->rewardGem) > 0) {
  562. list($gs_num, $gs_props) = explode(';', $waveMo->rewardGem);
  563. list($gem_min, $gem_max) = explode('-', $gs_num); # 宝石数量
  564. $gem_n = rand($gem_min, $gem_max);
  565. $arr = explode(",", $gs_props);
  566. $pool = array();
  567. $n = 0;
  568. foreach ($arr as $str) {
  569. list($qual, $props) = explode(':', $str);
  570. $pool[] = array('q' => $qual, 'p' => $props);
  571. $n += $props;
  572. }
  573. for ($i = 0; $i < $gem_n; $i++) { # 随机n块宝石
  574. $r = rand(1, $n); # 投色子
  575. $l = 0;
  576. foreach ($pool as $item) {
  577. if ($r <= ($l + $item['p'])) {
  578. $gemId = $item['q'] * 100000 + rand(1, 6) * 1000;
  579. SystemProc::GetGem_GreaterOrangeQual_MainGate(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($gateId), $gateMo->gateName, $gemId); //广播
  580. //StoreProc::PutGemInStore($gemId); # 发放宝石并退出本次投色子
  581. //$pickups .= ";$gemId,1";
  582. StoreProc::AddMultiItemInStore("$gemId,1");
  583. break;
  584. }
  585. $l += $item['p']; # 累计到下一段
  586. }
  587. }
  588. }
  589. ctx()->gates->GateList->$gateId->fightNum += 1;
  590. TaskProc::OnFightNumMainGate();
  591. TaskProc::OnKillCommonNumMonster($killMonsterNum);
  592. TaskProc::OnKillleaderNumMonster($killBossNum);
  593. TaskProc::OnFightGate_X($gateId);
  594. UserProc::updateUserInfo();
  595. $ret = array(
  596. 'gates' => ctx()->gates,
  597. 'store' => ctx()->store,
  598. 'task' => ctx()->task,
  599. 'baseInfo' => ctx()->base(),
  600. 'gold' => $gold + $waveMo->rewardGold,
  601. 'exp' => $waveMo->rewardExp,
  602. //'rewardStr' => $pickups
  603. 'reward' => StoreProc::$reward,
  604. 'reward_Gem' => StoreProc::$reward_Gem,
  605. 'oldLevel' => $oldLevel,
  606. 'newLevel' => $newLevel,
  607. 'funUnlockRecord' => ctx()->privateState->funUnlockRecord,
  608. 'skillUnlockRecord' => ctx()->privateState->skillUnlockRecord,
  609. );
  610. return Resp::ok($ret);
  611. }
  612. /**
  613. * 检测功能解锁的
  614. * @param type $resultType
  615. * @param type $gateId
  616. * @return type
  617. */
  618. static function funUnlock($resultType, $gateId) {
  619. $dic = GameConfig::fun_unlock();
  620. foreach ($dic as $id => $mo) {
  621. if ($mo->unlockTip == 1 && $mo->unlockGateId == $gateId) {
  622. $tag = false;
  623. //1:参与战斗结束即可 2战斗胜利 3某场战斗参加N次数才行
  624. switch ($mo->unlockType) {
  625. case 1:
  626. if (ctx()->gates->GateList->$gateId->fightNum == 0) {
  627. $tag = true;
  628. }
  629. break;
  630. case 2:
  631. if ($resultType == true && ctx()->gates->GateList->$gateId->pass == 0) {
  632. $tag = true;
  633. }
  634. break;
  635. default:
  636. break;
  637. }
  638. if ($tag) {
  639. ctx()->privateState->funUnlockRecord[] = $id;
  640. }
  641. }
  642. }
  643. }
  644. /**
  645. * 检测技能解锁的 1 关卡解锁,游玩到一定关卡解锁技能
  646. * @param type $resultType
  647. * @param type $gateId
  648. * @return type
  649. */
  650. static function skillUnlock_gate($resultType, $gateId) {
  651. $dic = GameConfig::skills();
  652. $gateIndex = Ins_GateInfo::gateNum($gateId);
  653. foreach ($dic as $id => $mo) {
  654. if ($mo->unlock_acc_id_new == null) {
  655. continue;
  656. }
  657. $strList = explode(':', $mo->unlock_acc_id_new);
  658. $unlockType = $strList[0];
  659. $unlockId = $strList[1];
  660. if ($unlockType == 1 && $unlockId == $gateIndex && $resultType == true && ctx()->gates->GateList->$gateId->pass == 0 && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
  661. ctx()->privateState->skillUnlockRecord[] = $mo->typeId;
  662. }
  663. }
  664. }
  665. /**
  666. * 检测技能解锁的 2://皮肤解锁,获取到人物解锁后对应皮肤技能
  667. * @param type $resultType
  668. * @param type $gateId
  669. * @return type
  670. */
  671. static function skillUnlock_heroUnlock($heroId) {
  672. $dic = GameConfig::skills();
  673. foreach ($dic as $id => $mo) {
  674. if ($mo->unlock_acc_id_new == null) {
  675. continue;
  676. }
  677. $strList = explode(':', $mo->unlock_acc_id_new);
  678. $unlockType = $strList[0];
  679. $unlockId = $strList[1];
  680. if ($unlockType != 2) {
  681. continue;
  682. }
  683. $heroMo = GameConfig::hero_getItem($heroId);
  684. $heroTypeId = $heroMo->typeID;
  685. $isUnlock = ctx()->heros->Dic->$heroId->isUnlock;
  686. if ($unlockId == $heroTypeId && $isUnlock == 0 && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
  687. ctx()->privateState->skillUnlockRecord[] = $mo->typeId;
  688. }
  689. }
  690. }
  691. /**
  692. * 检测技能解锁的 3://玩家失败X次后解锁
  693. * @param type $resultType
  694. * @param type $gateId
  695. * @return type
  696. */
  697. static function skillUnlock_fightNum($resultType) {
  698. if ($resultType) {
  699. return;
  700. }
  701. $GateList = ctx()->gates->GateList;
  702. $num = 0;
  703. foreach ($GateList as $gateId => $Ins_GateInfo) {
  704. $num += $Ins_GateInfo->fightNum_fail;
  705. }
  706. $dic = GameConfig::skills();
  707. foreach ($dic as $id => $mo) {
  708. if ($mo->unlock_acc_id_new == null) {
  709. continue;
  710. }
  711. $strList = explode(':', $mo->unlock_acc_id_new);
  712. $unlockType = $strList[0];
  713. $unlockId = $strList[1];
  714. if ($unlockType != 3) {
  715. continue;
  716. }
  717. if ($num == $unlockId && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
  718. ctx()->privateState->skillUnlockRecord[] = $mo->typeId;
  719. }
  720. }
  721. }
  722. // <editor-fold defaultstate="collapsed" desc="排行榜">
  723. /**
  724. * 参与主线关卡排行榜
  725. * @param type $gateIndex
  726. */
  727. public static function Ranking_MainGateIndex($maxGateIndex) {
  728. $memKey = MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid);
  729. $mem = gMem();
  730. $uid = req()->uid;
  731. $score = self::GetRankScoreUid($uid, 1);
  732. if ($maxGateIndex > $score) {
  733. $arr = array();
  734. $arr["$uid"] = self::createScore($maxGateIndex);
  735. $mem->zadd($memKey, $arr);
  736. }
  737. $length = $mem->zlen($memKey);
  738. if ($length > glc()->Rank_MainGateIndex_OnListRank) {
  739. $num = $length - glc()->Rank_MainGateIndex_OnListRank;
  740. $mem->zremrangebyrank($memKey, 0, $num - 1);
  741. }
  742. }
  743. public static function createScore($score) {
  744. if ($score > 0) {
  745. $newScore = $score . '.' . (9999999999 - now());
  746. return $newScore;
  747. }
  748. return 0;
  749. }
  750. /**
  751. * 战力榜
  752. * @param type $gateIndex
  753. */
  754. public static function Ranking_FightPower() {
  755. $memKey = MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid);
  756. $mem = gMem();
  757. $uid = req()->uid;
  758. $score = self::GetRankScoreUid($uid, 2);
  759. $power = self::countUserFightPower();
  760. if ($power > $score) {
  761. $arr = array();
  762. $arr["$uid"] = self::createScore($power);
  763. $mem->zadd($memKey, $arr);
  764. self::IsAchievedFightPower_PassReward($power);
  765. }
  766. $length = $mem->zlen($memKey);
  767. if ($length > glc()->Rank_FightPower_OnListRank) {
  768. $num = $length - glc()->Rank_FightPower_OnListRank;
  769. $mem->zremrangebyrank($memKey, 0, $num - 1);
  770. }
  771. }
  772. public static function GetRankScoreUid($uid_rank, $type) {
  773. if ($type == 1) {
  774. $score = gMem()->zscore(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid_rank);
  775. } else {
  776. $score = gMem()->zscore(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid_rank);
  777. }
  778. if ($score == null) {
  779. $score = 0;
  780. }
  781. return intval($score);
  782. }
  783. /**
  784. * 6811 获取主线关卡排行榜信息
  785. * @return type
  786. */
  787. public static function GetRankInfo() {
  788. list($type) = req()->paras;
  789. $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
  790. $selfExtraInfo = 0;
  791. $isExistFinishReward = 0;
  792. $isExistFinishReward_other = 0;
  793. if ($type == 1) {
  794. $list = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  795. $selfExtraInfo = ctx()->gates->maxPassGateNumId();
  796. $isExistFinishReward = self::isExistNoDrawed_MainGate();
  797. $isExistFinishReward_other = self::isExistNoDrawed_FightPower();
  798. } else {
  799. $list = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  800. $selfExtraInfo = self::countUserFightPower();
  801. $isExistFinishReward = self::isExistNoDrawed_FightPower();
  802. $isExistFinishReward_other = self::isExistNoDrawed_MainGate();
  803. }
  804. if ($isExistFinishReward == 1) {
  805. $isExistFinishReward = true;
  806. } else {
  807. $isExistFinishReward = false;
  808. }
  809. if ($isExistFinishReward_other == 1) {
  810. $isExistFinishReward_other = true;
  811. } else {
  812. $isExistFinishReward_other = false;
  813. }
  814. $selfRank = null;
  815. $retArr = array();
  816. if (count($list) > 0) {
  817. foreach ($list as $uid => $score) {
  818. $rankInfo = self::initOtherUidRankInfo($uid, $score, $type);
  819. if ($rankInfo->uid == req()->uid) {
  820. $selfIsHasRank = 1;
  821. $selfRank = $rankInfo;
  822. }
  823. $retArr[] = $rankInfo;
  824. }
  825. }
  826. if ($selfRank == null) {
  827. $selfRank = self::initOtherUidRankInfo(req()->uid, $selfExtraInfo, $type);
  828. }
  829. UserProc::updateUserInfo();
  830. $ret = array(
  831. 'rankInfo' => $retArr,
  832. 'selfRank' => $selfRank,
  833. 'selfIsHasRank' => $selfIsHasRank,
  834. 'isExistFinishReward' => $isExistFinishReward,
  835. 'isExistFinishReward_other' => $isExistFinishReward_other,
  836. );
  837. return Resp::ok($ret);
  838. }
  839. /**
  840. * 初始化玩家rank
  841. * @param type $uid
  842. * @param type $score
  843. * @return \loyalsoft\Ins_rank
  844. */
  845. static function initOtherUidRankInfo($uid, $score, $type = null) {
  846. $ins_rank = new Ins_rank();
  847. if ($type == 1) {
  848. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  849. } else {
  850. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  851. }
  852. if ($lv == null) {
  853. $lv = 0;
  854. }
  855. $ins_rank->rank = $lv + 1;
  856. $ins_rank->uid = $uid;
  857. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  858. $ins_rank->name = $userInfo->baseInfo->name;
  859. $ins_rank->headImg = $userInfo->baseInfo->headImg;
  860. //$ret = intval($score);
  861. // if(!$isToRank){
  862. // $ret = $score;
  863. // }
  864. $ins_rank->score = intval($score);
  865. return $ins_rank;
  866. }
  867. /**
  868. * 6812 获取排行榜内玩家的装备信息
  869. * @return type
  870. */
  871. public static function GetUidEquipInfo_Rank() {
  872. list($uid) = req()->paras;
  873. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  874. $store = $userInfo->store;
  875. $heros = $userInfo->heros;
  876. $gates = $userInfo->gates;
  877. UserProc::updateUserInfo();
  878. $ret = array(
  879. 'store' => $store,
  880. 'heros' => $heros,
  881. 'gates' => $gates,
  882. );
  883. return Resp::ok($ret);
  884. }
  885. /**
  886. * 通关奖励是否达成
  887. * @param type $maxGateIndex
  888. */
  889. public static function IsAchievedMainGate_PassReward($maxGateIndex) {
  890. $rewards = GameConfig::rank_passgatereward();
  891. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  892. foreach ($rewards as $passGateId => $mo) {
  893. if ($passGateId == $maxGateIndex && !gMem()->hexists($memKey, $maxGateIndex)) {
  894. $ins_rank = new Ins_rank();
  895. $ins_rank->uid = req()->uid;
  896. $ins_rank->name = ctx()->baseInfo->name;
  897. $ins_rank->headImg = ctx()->baseInfo->headImg;
  898. $ins_rank->score = $passGateId;
  899. gMem()->hset($memKey, $maxGateIndex, $ins_rank);
  900. break;
  901. }
  902. }
  903. }
  904. /*
  905. * 战力奖励是否达成
  906. */
  907. public static function IsAchievedFightPower_PassReward($power) {
  908. $rewards = GameConfig::rank_fightpowerreward();
  909. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  910. foreach ($rewards as $fightPower => $mo) {
  911. if ($power >= $fightPower && !gMem()->hexists($memKey, $fightPower)) {
  912. $ins_rank = new Ins_rank();
  913. $ins_rank->uid = req()->uid;
  914. $ins_rank->name = ctx()->baseInfo->name;
  915. $ins_rank->headImg = ctx()->baseInfo->headImg;
  916. $ins_rank->score = $fightPower;
  917. gMem()->hset($memKey, $fightPower, $ins_rank);
  918. }
  919. }
  920. }
  921. public static function isExistNoDrawed_MainGate() {
  922. $isExistFinishReward = 0;
  923. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  924. $dic = gMem()->hgetall($memKey);
  925. foreach ($dic as $gateId => $ins_rank) {
  926. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  927. $isExistFinishReward = 1;
  928. break;
  929. }
  930. }
  931. ctx()->privateState->redTip_RewardMainGateRank = $isExistFinishReward;
  932. return $isExistFinishReward;
  933. }
  934. public static function isExistNoDrawed_FightPower() {
  935. $isExistFinishReward = 0;
  936. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  937. $dic = gMem()->hgetall($memKey);
  938. foreach ($dic as $fightPower => $ins_rank) {
  939. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  940. $isExistFinishReward = 1;
  941. break;
  942. }
  943. }
  944. ctx()->privateState->redTip_RewardFightPowerRank = $isExistFinishReward;
  945. return $isExistFinishReward;
  946. }
  947. /**
  948. * 6813
  949. * @return type
  950. */
  951. public static function GetmainGate_RankRewardInfo() {
  952. //list($type) = req()->paras;
  953. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  954. $dic = gMem()->hgetall($memKey);
  955. if ($dic == null) {
  956. $dic = new \stdClass();
  957. }
  958. UserProc::updateUserInfo();
  959. $ret = array(
  960. 'rankReward' => $dic,
  961. );
  962. return Resp::ok($ret);
  963. }
  964. /**
  965. * 6814
  966. * @return type
  967. */
  968. public static function GetFightPower_RankRewardInfo() {
  969. //list($type) = req()->paras;
  970. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  971. $dic = gMem()->hgetall($memKey);
  972. if ($dic == null) {
  973. $dic = new \stdClass();
  974. }
  975. UserProc::updateUserInfo();
  976. $ret = array(
  977. 'rankReward' => $dic,
  978. );
  979. return Resp::ok($ret);
  980. }
  981. /**
  982. * 6815 领取通关荣誉榜奖励
  983. * @return type
  984. */
  985. public static function ReceiveRankReward_MainGate() {
  986. list($gateId) = req()->paras;
  987. my_Assert(!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate), ErrCode::rankReward_HasReceive);
  988. $mo = GameConfig::rank_passgatereward_getItem($gateId);
  989. my_Assert($mo != null, ErrCode::err_const_no);
  990. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  991. if (gMem()->hexists($memKey, $gateId)) {
  992. StoreProc::AddMultiItemInStore($mo->reward);
  993. ctx()->privateState->rankReward_drawed_MainGate[] = $gateId;
  994. TaskProc::OnRankPrize_Num();
  995. }
  996. $tag = self::isExistNoDrawed_MainGate();
  997. UserProc::updateUserInfo();
  998. $ret = array('redTip' => $tag,);
  999. return Resp::ok($ret);
  1000. }
  1001. /**
  1002. * 6816 领取战力荣誉榜奖励
  1003. * @return type
  1004. */
  1005. public static function ReceiveRankReward_FightPower() {
  1006. list($fightPower) = req()->paras;
  1007. my_Assert(!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower), ErrCode::rankReward_HasReceive);
  1008. $mo = GameConfig::rank_fightpowerreward_getItem($fightPower);
  1009. my_Assert($mo != null, ErrCode::err_const_no);
  1010. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1011. if (gMem()->hexists($memKey, $fightPower)) {
  1012. StoreProc::AddMultiItemInStore($mo->reward);
  1013. ctx()->privateState->rankReward_drawed_fightPower[] = $fightPower;
  1014. }
  1015. $tag = self::isExistNoDrawed_FightPower();
  1016. UserProc::updateUserInfo();
  1017. $ret = array('redTip' => $tag,);
  1018. return Resp::ok($ret);
  1019. }
  1020. /**
  1021. * 6817
  1022. */
  1023. public static function IsExistRankReward() {
  1024. //list($type) = req()->paras;
  1025. $type = 0;
  1026. $isExistFinishReward = false;
  1027. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  1028. $dic = gMem()->hgetall($memKey);
  1029. foreach ($dic as $gateId => $ins_rank) {
  1030. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  1031. $isExistFinishReward = true;
  1032. $type = 1;
  1033. break;
  1034. }
  1035. }
  1036. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1037. $dic2 = gMem()->hgetall($memKey2);
  1038. foreach ($dic2 as $fightPower => $ins_rank) {
  1039. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  1040. $isExistFinishReward = true;
  1041. $type = 2;
  1042. break;
  1043. }
  1044. }
  1045. UserProc::updateUserInfo();
  1046. $ret = array(
  1047. 'isExistFinishReward' => $isExistFinishReward,
  1048. 'type' => $type,
  1049. );
  1050. return Resp::ok($ret);
  1051. }
  1052. /*
  1053. * 删除排行榜内注销账号的玩家
  1054. */
  1055. public static function DeleteRankInvalidUser($uid2) {
  1056. $dic1 = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  1057. foreach ($dic1 as $uid => $score) {
  1058. if ($uid == $uid2) {
  1059. gMem()->zrem(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  1060. break;
  1061. }
  1062. }
  1063. $dic2 = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  1064. foreach ($dic2 as $uid => $score) {
  1065. if ($uid == $uid2) {
  1066. gMem()->zrem(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  1067. break;
  1068. }
  1069. }
  1070. }
  1071. /*
  1072. * 排行玩家头像变动
  1073. */
  1074. public static function UpdateRankUserHeadImg($uid, $headImg) {
  1075. $memKey1 = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  1076. $dic = gMem()->hgetall($memKey1);
  1077. foreach ($dic as $gateId => $ins_rank) {
  1078. if ($ins_rank->uid == $uid) {
  1079. $ins_rank->headImg = $headImg;
  1080. gMem()->hset($memKey1, $gateId, $ins_rank);
  1081. }
  1082. }
  1083. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1084. $dic2 = gMem()->hgetall($memKey2);
  1085. foreach ($dic2 as $fightPower => $ins_rank) {
  1086. if ($ins_rank->uid == $uid) {
  1087. $ins_rank->headImg = $headImg;
  1088. gMem()->hset($memKey2, $fightPower, $ins_rank);
  1089. }
  1090. }
  1091. }
  1092. /*
  1093. * 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))
  1094. */
  1095. public static function countUserFightPower() {
  1096. $CurrentHeroId = ctx()->heros->CurrentHeroId;
  1097. //$hero = ctx()->heros->Dic->$CurrentHeroId;
  1098. list($addHp, $addAtk, $addDecDamage, $addEatFood) = ctx()->gates()->GetEnvovleBuffs(); // 启灵加成
  1099. $mo = GameConfig::hero_getItem($CurrentHeroId);
  1100. my_Assert($mo != null, ErrCode::err_const_no);
  1101. $heroBashAttack = $mo->attack;
  1102. $heroBashHp = $mo->hp;
  1103. $equipDic = ctx()->store->equip;
  1104. $attck = 0;
  1105. $hp = 0;
  1106. foreach ($equipDic as $index => $ins_equip) {
  1107. $Ins_Equip = new Ins_Equip($ins_equip);
  1108. if ($Ins_Equip->mo()->upgradeType == 1) {//攻击力
  1109. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  1110. } elseif ($Ins_Equip->mo()->upgradeType == 2) {
  1111. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  1112. } else {
  1113. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  1114. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  1115. }
  1116. }
  1117. $heroAttck = $heroBashAttack + $attck + $addAtk; # 英雄基础攻击力+装备宝石词条攻击力+启灵攻击力
  1118. $heroHp = $heroBashHp + $hp + $addHp; # 英雄基础hp + 装备宝石词条hp + 启灵hp
  1119. $pag = ctx()->store->equipPag;
  1120. $gemDic = ctx()->store->gemEquip->$pag; //Dictionary<E_EquipPosition, Dictionary<int, Ins_Gem>>
  1121. $per = 0;
  1122. $parasVal = 0;
  1123. $per_hp = 0;
  1124. $parasVal_hp = 0;
  1125. foreach ($equipDic as $index => $ins_equip) {
  1126. if (StlUtil::dictHasProperty($gemDic, $index)) {
  1127. $dic = $gemDic->$index;
  1128. foreach ($dic as $k => $gem) {
  1129. $ins_Gem = new Ins_Gem($gem);
  1130. if ($ins_Gem->predicateMo()->actionType == "mulDamage") {
  1131. $per += $ins_Gem->predicateMo()->actionParam1;
  1132. } elseif ($ins_Gem->predicateMo()->actionType == "addDamage") {
  1133. $parasVal += $ins_Gem->predicateMo()->actionParam1;
  1134. } elseif ($ins_Gem->predicateMo()->actionType == "mulHp") {
  1135. $per_hp += $ins_Gem->predicateMo()->actionParam1;
  1136. } elseif ($ins_Gem->predicateMo()->actionType == "addHp") {
  1137. $parasVal_hp += $ins_Gem->predicateMo()->actionParam1;
  1138. }
  1139. }
  1140. }
  1141. }
  1142. if ($per != 0) {
  1143. $heroAttck = round($heroAttck + $heroAttck * $per);
  1144. }
  1145. if ($parasVal != 0) {
  1146. $heroAttck += $parasVal;
  1147. }
  1148. if ($per_hp != 0) {
  1149. $heroHp = round($heroHp + $heroHp * $per_hp);
  1150. }
  1151. if ($parasVal_hp != 0) {
  1152. $heroHp += $parasVal_hp;
  1153. }
  1154. $dec_demage = $mo->dec_demage + $addDecDamage; # 英雄基础减伤 + 启灵减伤
  1155. $bigHit_Val = $mo->bigHit_Val / 100;
  1156. $bigHit_rate = $mo->bigHit_rate / 100;
  1157. $val = $heroAttck * ($heroHp - $dec_demage) * (1 + $bigHit_rate * ($bigHit_Val - 1));
  1158. return intval($val);
  1159. }
  1160. // </editor-fold>
  1161. }