FightProc.php 52 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. case CmdCode::fight_lockSkill: # 6822 封印/解封技能
  59. return self::LockSkill();
  60. case CmdCode::fight_buyLockSkillCount: # 6823 购买更多封印数量
  61. return self::BuySkillLockCount();
  62. default:
  63. Err(ErrCode::cmd_err);
  64. }
  65. }
  66. /**
  67. * 6823 购买更多技能封印数量
  68. */
  69. static function BuySkillLockCount() {
  70. list($n) = req()->paras; # 解锁数量
  71. my_Assert($n > ctx()->privateData()->skillLockerNumber, ErrCode::paras_err);
  72. return Resp::ok();
  73. }
  74. /**
  75. * 6822 封印/解封技能
  76. */
  77. static function LockSkill() {
  78. }
  79. /**
  80. * 6821 每天重置挑战红点
  81. */
  82. static function ResetChallange_RedMask() {
  83. ctx()->privateState->challange_RedMask = 1;
  84. UserProc::updateUserInfo();
  85. return Resp::ok();
  86. }
  87. /**
  88. * 6819 主线挑战 -- 通关
  89. */
  90. static function MainTZPass() {
  91. list($gateId, $index, $killMonsterNum, $killBossNum) = 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 + 1 >= $index, ErrCode::gate_GateNoUnlock); # 通关上一难度解锁当前难度
  97. $gateInfo->tz_state = $index;
  98. TaskProc::OnPassMainChallengeGate_X_Num($gateId, $index);
  99. TaskProc::OnKillCommonNumMonster($killMonsterNum);
  100. TaskProc::OnKillleaderNumMonster($killBossNum);
  101. UserProc::updateUserInfo();
  102. return Resp::ok(array("task" => ctx()->task,));
  103. }
  104. /**
  105. * 6820 主线挑战 -- 领取奖励
  106. */
  107. static function MainTZGetReward() {
  108. list($gateId, $index) = req()->paras; # 关卡id, 通关难度索引(1/2/3)
  109. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  110. // isEditor() && $gateInfo = new Ins_GateInfo();
  111. $gateInfo = ctx()->gates->GateList->$gateId;
  112. my_Assert($gateInfo->pass, ErrCode::gate_GateNoUnlock); # 通关后解锁难度1
  113. my_Assert($gateInfo->tz_state >= $index, ErrCode::gate_GateNoUnlock); # 已解锁当前难度
  114. my_Assert(Bits::GetBitValue($gateInfo->tz_rewards, $index - 1) == false, ErrCode::gate_GatePriceHasReceive);
  115. $gateInfo->tz_rewards = Bits::SetBitValue($gateInfo->tz_rewards, $index - 1, true); # 更新领取记录
  116. $prize = "tz_reward" . $index;
  117. $mo = GameConfig::gate_getItem($gateId);
  118. StoreProc::AddMultiItemInStore($mo->$prize);
  119. UserProc::updateUserInfo();
  120. return Resp::ok();
  121. }
  122. /**
  123. * 6818 启灵解锁
  124. * @return type
  125. */
  126. public static function EvolveUnlock() {
  127. list($type, $id) = req()->paras; //$id废弃 因为玩家可能不安顺序点
  128. if ($type == 1) {
  129. $nextId = ctx()->gates->evolveMaxId_left + 1;
  130. my_Assert($id == $nextId, ErrCode::err_const_no);
  131. $mo = GameConfig::evolve_getItem($nextId);
  132. my_Assert($mo != null, ErrCode::err_const_no);
  133. my_Assert(ctx()->baseInfo->level >= $mo->level, ErrCode::evolve_canotUnlock_levelLimit);
  134. my_Assert(ctx()->baseInfo->gold >= $mo->needGold_unlock, ErrCode::notenough_gold_msg);
  135. ctx()->baseInfo->Consume_Gold($mo->needGold_unlock);
  136. ctx()->gates->evolveMaxId_left = $nextId;
  137. TaskProc::OnCompleteNumQiLing();
  138. } else {
  139. $nextId = ctx()->gates->evolveMaxId_right + 1;
  140. my_Assert($id == $nextId, ErrCode::err_const_no);
  141. $dic = GameConfig::evolve();
  142. foreach ($dic as $key => $value) {
  143. if ($value->specificEvolveId == $nextId) {
  144. $mo = $value;
  145. }
  146. }
  147. my_Assert(ctx()->baseInfo->level >= $mo->level, ErrCode::evolve_canotUnlock_levelLimit);
  148. my_Assert($mo != null, ErrCode::err_const_no);
  149. if ($mo->specificEvolveCost != null) {
  150. $cost = explode(',', $mo->specificEvolveCost);
  151. $costId = $cost[0];
  152. $costNum = $cost[1];
  153. my_Assert(StlUtil::dictHasProperty(ctx()->store->items, $costId) && ctx()->store->items->$costId >= $costNum, ErrCode::notenough_item);
  154. ctx()->store->removeItem($costId, $costNum);
  155. }
  156. ctx()->gates->evolveMaxId_right = $id;
  157. TaskProc::OnCompleteNumSpecialQiLing();
  158. }
  159. UserProc::updateUserInfo();
  160. $ret = array(
  161. 'task' => ctx()->task,
  162. 'gold' => ctx()->baseInfo->gold,
  163. 'items' => ctx()->store->items,
  164. 'evolveMaxId_right' => ctx()->gates->evolveMaxId_right,
  165. 'evolveMaxId_left' => ctx()->gates->evolveMaxId_left,
  166. );
  167. return Resp::ok($ret);
  168. }
  169. /**
  170. * 6807 扫荡
  171. * @return type
  172. */
  173. public static function FightSweep() {
  174. //list($gateId) = req()->paras;
  175. $passGateId = ctx()->gates->maxPassGateId();
  176. my_Assert($passGateId != 0, ErrCode::gate_NoSweep);
  177. $mo = GameConfig::gate_getItem($passGateId);
  178. $gateName = $mo->gateName;
  179. $costTili = glc()->sweep_cost_tili;
  180. $curTili = ctx()->baseInfo->CurTili();
  181. my_Assert($curTili >= $costTili, ErrCode::notenough_tili);
  182. if (ctx()->privateState->honourCardShop_ts == 0) {
  183. $max = glc()->sweepMaxNum;
  184. my_Assert(ctx()->gates->fightSweepNum < $max, ErrCode::gate_SweepMaxNum_limit);
  185. }
  186. ctx()->gates->fightSweepNum += 1;
  187. ctx()->baseInfo->Consume_tili($costTili);
  188. $wavesArr = GameConfig::waves_getItemArray($passGateId);
  189. $count = count($wavesArr);
  190. $wavesMo = $wavesArr[$count - 1];
  191. $gold = $wavesMo->rewardGold;
  192. StoreProc::AddMultiItemInStore("1," . $gold);
  193. $oldLevel = ctx()->baseInfo->level;
  194. $exp = $wavesMo->rewardExp;
  195. StoreProc::AddMultiItemInStore("4," . $exp);
  196. $newLevel = ctx()->baseInfo->level;
  197. if ($wavesMo->rewardTuZhi != null) {
  198. $tuzhi = explode('-', $wavesMo->rewardTuZhi);
  199. $n = rand($tuzhi[0], $tuzhi[1]);
  200. $tuzhiArr = array();
  201. $item = GameConfig::item();
  202. foreach ($item as $id => $mo) {
  203. if ($mo->itemType == 100) {
  204. $tuzhiArr[] = $id;
  205. }
  206. }
  207. for ($i = 0; $i < $n; $i++) {
  208. $index = rand(0, count($tuzhiArr) - 1);
  209. $goodsStr = $tuzhiArr[$index] . ',' . 1;
  210. $prizeArr[] = $goodsStr;
  211. StoreProc::AddMultiItemInStore($goodsStr);
  212. }
  213. }
  214. if ($wavesMo->rewardGem != null) {
  215. $goodsStr = self::sweepRandReward($wavesMo->rewardGem);
  216. $str = explode(';', $goodsStr);
  217. $dic = GameConfig::gem();
  218. foreach ($str as $value) {
  219. $list = explode(',', $value);
  220. $posId = rand(1, 6);
  221. $qual = $list[0];
  222. foreach ($dic as $key => $gemMo) {
  223. if ($gemMo->qual == $qual && $gemMo->position == $posId && $gemMo->isfixed_predicateId == 0) {
  224. $gemStr = $gemMo->typeId . ',' . $list[1];
  225. SystemProc::GetGem_GreaterOrangeQual_SweepMainGateIndex(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($passGateId), $gateName, $gemMo->typeId);
  226. //StoreProc::PutGemInStore($gemMo->typeId, $list[1]);
  227. StoreProc::AddMultiItemInStore($gemStr);
  228. break;
  229. }
  230. }
  231. }
  232. }
  233. UserProc::updateUserInfo();
  234. $ret = array(
  235. 'gold' => ctx()->baseInfo->gold,
  236. 'cash' => ctx()->baseInfo->cash,
  237. 'tili' => ctx()->baseInfo->tili,
  238. 'tili_ts' => ctx()->baseInfo->tili_ts,
  239. 'xp' => ctx()->baseInfo->xp,
  240. 'maxXp' => ctx()->baseInfo->maxXp,
  241. 'level' => ctx()->baseInfo->level,
  242. 'fightSweepNum' => ctx()->gates->fightSweepNum,
  243. //'prizeArr' => $prizeArr,
  244. 'store' => ctx()->store,
  245. 'task' => ctx()->task,
  246. 'reward' => StoreProc::$reward,
  247. 'reward_Gem' => StoreProc::$reward_Gem,
  248. 'oldLevel' => $oldLevel,
  249. 'newLevel' => $newLevel,
  250. );
  251. return Resp::ok($ret);
  252. }
  253. static function sweepRandReward($rewardStr) {
  254. $ctxArr = explode(';', $rewardStr);
  255. $numArr = explode('-', $ctxArr[0]);
  256. $num = rand($numArr[0], $numArr[1]);
  257. $rand = 0;
  258. $itemArr = explode(',', $ctxArr[1]);
  259. foreach ($itemArr as $value) {
  260. $arr = explode(':', $value);
  261. $itemId = $arr[0];
  262. $per = $arr[1];
  263. $rand += $per;
  264. }
  265. $res = "";
  266. for ($i = 0; $i < $num; $i++) {
  267. $start = 0;
  268. $end = 0;
  269. $randNum = rand(1, $rand);
  270. $id = 0;
  271. foreach ($itemArr as $str) {
  272. $arr = explode(':', $str);
  273. $itemId = $arr[0];
  274. $per = $arr[1];
  275. $end += $per;
  276. if ($randNum > $start && $randNum <= $end) {
  277. $id = $itemId;
  278. break;
  279. }
  280. $start = $end;
  281. }
  282. if ($id != 0) {
  283. $str = $id . ',1';
  284. if ($res == "") {
  285. $res = $str;
  286. } else {
  287. $res = $res . ';' . $str;
  288. }
  289. }
  290. }
  291. return $res;
  292. }
  293. /**
  294. * 6808 开始挑战 (主线关卡:扣除体力, 挑战关卡: 增加次数)
  295. */
  296. private static function StartFight() {
  297. list($gateId, $layerNum) = req()->paras;
  298. my_Assert($gateId > 0, ErrCode::paras_err);
  299. $mo = GameConfig::gate_getItem($gateId);
  300. my_Assert(null != $mo, ErrCode::err_const_no);
  301. if (Ints::Slice($gateId, 0, 1) == 9) { # 爬塔模式
  302. // list($layerNum) = req()->paras;
  303. if ($layerNum != ctx()->gates()->TowerGateInfo()->CurLayer) { # 起始层数校验
  304. Err(ErrCode::tower_layerNum);
  305. }
  306. if (ctx()->gates()->TowerGateInfo()->TodayChanNum < 1) { # 剩余次数校验
  307. Err(ErrCode::tower_timeNo);
  308. }
  309. ctx()->gates()->TowerGateInfo()->TodayChanNum--; # 增加次数
  310. } else { # 主线剧情
  311. my_Assert(ctx()->base()->Consume_tili($mo->cost_tili), ErrCode::notenough_tili);
  312. }
  313. UserProc::updateUserInfo();
  314. return Resp::ok(array("tili" => ctx()->baseInfo->tili, "tili_ts" => ctx()->baseInfo->tili_ts));
  315. }
  316. public static function FightDailyClear() {
  317. //ctx()->gates->xunluo_quick_buyRecord = 0;
  318. ctx()->gates->fightSweepNum = 0;
  319. ctx()->gates()->TowerGateInfo()->RefreshSkillTimes = 0;
  320. ctx()->gates()->TowerGateInfo()->TodayChanNum = glc()->tower_daily_chanceNum;
  321. ctx()->privateState->challange_RedMask = 0;
  322. }
  323. /**
  324. * 6806 剧情回存
  325. * @return type
  326. */
  327. public static function PlotSav() {
  328. list($gateId) = req()->paras;
  329. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::err_const_no);
  330. ctx()->gates->GateList->$gateId->plotStart = 1;
  331. UserProc::updateUserInfo();
  332. $ret = array(
  333. 'ok' => 1,
  334. );
  335. return Resp::ok($ret);
  336. }
  337. // <editor-fold defaultstate="collapsed" desc="挑战模块">
  338. /**
  339. * 6810 挑战关卡: 更新锁定技能列表
  340. */
  341. public static function TowerUpdateLockskillList() {
  342. list($li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  343. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  344. $t->skill_zhudong = $li_zd;
  345. $t->skill_beidong = $li_bd;
  346. $t->skill_zhudong_lockState = $li_zds;
  347. $t->skill_beidong_lockState = $li_bds;
  348. UserProc::updateUserInfo();
  349. return Resp::ok();
  350. }
  351. /**
  352. * 6809 挑战关卡: 刷新初始技能(扣除免费次数/cost)
  353. */
  354. public static function TowerRefreshSkills() {
  355. list($isFree, $li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  356. if ($isFree) {
  357. if (ctx()->gates()->TowerGateInfo()->RefreshSkillTimes > glc()->tower_daily_refreshChanceNum) {
  358. Err(ErrCode::tower_refreshNo); # 免费次数不足
  359. }
  360. } else {
  361. list($type, $num) = explode(':', glc()->tower_refreshCost); # 二级货币类型(1:金币,2:元宝):数量
  362. if ($type == 1) { # 金币
  363. my_Assert(ctx()->base()->Consume_Gold($num), ErrCode::notenough_gold_msg);
  364. } else if ($type == 2) { # 元宝
  365. my_Assert(ctx()->base()->Consume_Cash($num), ErrCode::notenough_cash_msg);
  366. } else {
  367. Err(ErrCode::err_const_no, "检查刷新扣费配置信息!");
  368. }
  369. }
  370. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  371. $t->RefreshSkillTimes++;
  372. $t->skill_zhudong = $li_zd;
  373. $t->skill_beidong = $li_bd;
  374. $t->skill_zhudong_lockState = $li_zds;
  375. $t->skill_beidong_lockState = $li_bds;
  376. UserProc::updateUserInfo();
  377. $ret = array(
  378. 'task' => ctx()->task,
  379. );
  380. return Resp::ok($ret);
  381. }
  382. /**
  383. * 6805 战斗: 复活花费
  384. * @return type
  385. * @version 2024年5月17日 重整利用为复活扣除消耗功能
  386. */
  387. public static function ReliveCost() {
  388. // 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)
  389. list($reliveNum) = req()->paras;
  390. $arr = explode(',', glc()->Relive_cost);
  391. my_Assert($reliveNum >= 0 && $reliveNum <= Count($arr), ErrCode::paras_err); # 参数范围>0
  392. $amt = $arr[$reliveNum];
  393. my_Assert(ctx()->base()->Consume_Cash($amt), ErrCode::notenought_yuanbao);
  394. UserProc::updateUserInfo();
  395. return Resp::ok();
  396. }
  397. /**
  398. * 6804 挑战关卡: 奖励领取
  399. * @return type
  400. */
  401. public static function GateChallengeRewards() {
  402. list($finalLayer, $killedMonster, $killedBoss) = req()->paras; # 战斗结束时的层数
  403. $lastLayer = ctx()->gates()->TowerGateInfo()->CurLayer;
  404. $arr = GameConfig::waves_getItemArray(self::TowerGateId);
  405. TaskProc::OnFightNumChallengeGate();
  406. TaskProc::OnKillCommonNumMonster($killedMonster);
  407. TaskProc::OnKillleaderNumMonster($killedBoss);
  408. if ($finalLayer > $lastLayer) {
  409. foreach ($arr as $layerId => $layerMo) {
  410. if ($layerMo->waveId >= $lastLayer && $layerMo->waveId < $finalLayer) {
  411. my_Assert($layerMo != null, ErrCode::err_const_no);
  412. StoreProc::AddMultiItemInStore($layerMo->rewards); # 发放奖励
  413. }
  414. }
  415. ctx()->gates()->TowerGateInfo()->CurLayer = $finalLayer;
  416. TaskProc::OnPassLayer_ChallengeGate($finalLayer - 1);
  417. UserProc::updateUserInfo();
  418. $ret = array(
  419. 'store' => ctx()->store,
  420. 'gold' => ctx()->base()->gold,
  421. 'cash' => ctx()->base()->cash,
  422. 'task' => ctx()->task,
  423. );
  424. return Resp::ok($ret);
  425. } else if ($finalLayer == $lastLayer) {
  426. $ret = array(
  427. 'store' => ctx()->store,
  428. 'gold' => ctx()->base()->gold,
  429. 'cash' => ctx()->base()->cash,
  430. 'task' => ctx()->task,
  431. );
  432. return Resp::ok($ret);
  433. }
  434. return Resp::err(ErrCode::tower_rewardNo); # 没有奖励
  435. }
  436. // </editor-fold>
  437. /**
  438. * 6803 关卡选择
  439. * @return type
  440. */
  441. public static function SelectGate() {
  442. list($gateId) = req()->paras;
  443. ctx()->gates->CurrentGateId = $gateId;
  444. UserProc::updateUserInfo();
  445. $ret = array(
  446. 'gates' => ctx()->gates,
  447. );
  448. return Resp::ok($ret);
  449. }
  450. /**
  451. * 6802 章节宝箱的领取
  452. * @return type
  453. */
  454. public static function PassGateTsPrizeReceive() {
  455. list($gateId, $index) = req()->paras;
  456. $gateMo = GameConfig::gate_getItem($gateId);
  457. my_Assert($gateMo != null, ErrCode::err_const_no);
  458. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  459. $gateInfo = ctx()->gates->GateList->$gateId;
  460. $tag = false;
  461. $prize = "";
  462. $mask = 0;
  463. switch ($index) {
  464. case 1:
  465. $ts = $gateMo->first_ts1 * 60;
  466. if ($gateInfo->MaxSeconds >= $ts) {
  467. $tag = true;
  468. }
  469. $mask = 1;
  470. $prize = $gateMo->first_reward1;
  471. break;
  472. case 2:
  473. $ts = $gateMo->first_ts2 * 60;
  474. if ($gateInfo->MaxSeconds >= $ts) {
  475. $tag = true;
  476. }
  477. $mask = 2;
  478. $prize = $gateMo->first_reward2;
  479. break;
  480. case 3:
  481. if ($gateInfo->pass > 0) {
  482. $tag = true;
  483. }
  484. $mask = 3;
  485. $prize = $gateMo->first_reward3;
  486. break;
  487. default:
  488. break;
  489. }
  490. if ($tag) {
  491. my_Assert(!in_array($mask, $gateInfo->FirstReward), ErrCode::gate_GatePriceHasReceive);
  492. $gateInfo->FirstReward[] = $mask;
  493. StoreProc::AddMultiItemInStore($prize);
  494. }
  495. ctx()->gates->GateList->$gateId = $gateInfo;
  496. UserProc::updateUserInfo();
  497. $ret = array(
  498. 'gates' => ctx()->gates,
  499. 'store' => ctx()->store,
  500. 'task' => ctx()->task,
  501. 'gold' => ctx()->baseInfo->gold,
  502. 'cash' => ctx()->baseInfo->cash,
  503. 'reward' => StoreProc::$reward,
  504. 'reward_Gem' => StoreProc::$reward_Gem,
  505. );
  506. return Resp::ok($ret);
  507. }
  508. /**
  509. * [6801]关卡战斗结算
  510. * @return type
  511. */
  512. public static function Settle() {
  513. list($resultType, $gateId, $gold, $curTs, $pickups,
  514. $finalLayer, $finalHpPercent, $killMonsterNum, $killBossNum,
  515. $finalLevel, $reliveNum) = req()->paras;
  516. # 客户端需要增加参数: killmonserNum,killBosssNum, finalHpPercent(最终血量百分比)
  517. $gateMo = GameConfig::gate_getItem($gateId);
  518. my_Assert($gateMo != null, ErrCode::err_const_no);
  519. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  520. $gateInfo = ctx()->gates->GateList->$gateId;
  521. $ts = $gateInfo->MaxSeconds;
  522. if ($curTs >= $ts) {
  523. $gateInfo->MaxSeconds = $curTs;
  524. }
  525. self::funUnlock($resultType, $gateId); //备注:这个接口的位置不能动 里面有关卡第一次胜利解锁的功能提示校验
  526. if ($resultType) { # 胜利
  527. self::skillUnlock_gate($resultType, $gateId); //备注 这个接口位置不能动
  528. if (ctx()->gates->GateList->$gateId->pass == 0) {
  529. ctx()->gates->GateList->$gateId->pass = 1;
  530. TaskProc::Day7TaskReset($gateId); # 刷新七日任务
  531. $maxGateId = ctx()->gates->maxPassGateNumId();
  532. if ($maxGateId > 0) {
  533. self::Ranking_MainGateIndex($maxGateId);
  534. self::IsAchievedMainGate_PassReward($maxGateId);
  535. }
  536. }
  537. TaskProc::OnPassGate_X($gateId); # 刷新任务进度: 通关第X关
  538. TaskProc::OnPassGate_X_state($gateId);
  539. if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  540. ctx()->gates()->UnlockNextPlotGate($gateId); # 解锁下一主线关卡
  541. // ctx()->gates()->UnlockMainChallengeGate($gateId); # 挑战关卡解锁逻辑. -gwang 2024年4月15日
  542. } else { # 不是主线关卡, 暂时没有其他逻辑
  543. }
  544. // StoreProc::AddMultiItemInStore($gateMo->reward_win); # 发放胜利奖励(2024.5.30 过期)
  545. } else {
  546. ctx()->gates->GateList->$gateId->fightNum_fail += 1;
  547. self::skillUnlock_fightNum($resultType); //这个接口位置不能动
  548. }
  549. // else { # 失败
  550. //// StoreProc::AddMultiItemInStore($gateMo->reward_fail); # 发放失败奖励(2024.5.30 过期)
  551. // }
  552. StoreProc::AddMultiItemInStore($pickups); # 战场拾取道具直接入背包
  553. //ctx()->base()->Add_Gold($gold); # 战场拾取的金币直接入背包
  554. //ctx()->base()->Add_Exp($exp);
  555. $waveMo = GameConfig::waveItem_getItem($gateId, $finalLayer);
  556. my_Assert(null != $waveMo, ErrCode::err_const_no);
  557. $oldLevel = ctx()->baseInfo->level;
  558. StoreProc::AddMultiItemInStore('4,' . $waveMo->rewardExp);
  559. //ctx()->base()->Add_Exp($waveMo->rewardExp); # 指挥官经验
  560. $newLevel = ctx()->baseInfo->level;
  561. if ($oldLevel != $newLevel) {
  562. ctx()->privateState->oldLevel = $oldLevel;
  563. ctx()->privateState->upLevel = $newLevel;
  564. }
  565. //ctx()->base()->Add_Gold($waveMo->rewardGold); # 金币奖励
  566. //$pickups .= ";1," . $gold + $waveMo->rewardGold;
  567. $str = "1," . $gold + $waveMo->rewardGold;
  568. StoreProc::AddMultiItemInStore($str);
  569. # 图纸奖励: 数量min-max, 部位随机
  570. if (strlen($waveMo->rewardTuZhi) > 0 && str_contains($waveMo->rewardTuZhi, '-')) {
  571. list($tz_min, $tz_max) = explode('-', $waveMo->rewardTuZhi); # 图纸数量
  572. $tz_n = rand($tz_min, $tz_max);
  573. # 图纸部位数据源 1001, 1002, 1003, 1004, 1005, 1006
  574. for ($i = 0; $i < $tz_n; $i++) {
  575. $id = 1000 + rand(1, 6);
  576. StoreProc::AddMultiItemInStore("$id,1"); # 获得图纸
  577. //$pickups .= ";$id,1";
  578. }
  579. }
  580. # 宝石奖励: 数量min-max;品质:权重,品质:权重...
  581. if (strlen($waveMo->rewardGem) > 0) {
  582. list($gs_num, $gs_props) = explode(';', $waveMo->rewardGem);
  583. list($gem_min, $gem_max) = explode('-', $gs_num); # 宝石数量
  584. $gem_n = rand($gem_min, $gem_max);
  585. $arr = explode(",", $gs_props);
  586. $pool = array();
  587. $n = 0;
  588. foreach ($arr as $str) {
  589. list($qual, $props) = explode(':', $str);
  590. $pool[] = array('q' => $qual, 'p' => $props);
  591. $n += $props;
  592. }
  593. for ($i = 0; $i < $gem_n; $i++) { # 随机n块宝石
  594. $r = rand(1, $n); # 投色子
  595. $l = 0;
  596. foreach ($pool as $item) {
  597. if ($r <= ($l + $item['p'])) {
  598. $gemId = $item['q'] * 100000 + rand(1, 6) * 1000;
  599. SystemProc::GetGem_GreaterOrangeQual_MainGate(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($gateId), $gateMo->gateName, $gemId); //广播
  600. //StoreProc::PutGemInStore($gemId); # 发放宝石并退出本次投色子
  601. //$pickups .= ";$gemId,1";
  602. StoreProc::AddMultiItemInStore("$gemId,1");
  603. break;
  604. }
  605. $l += $item['p']; # 累计到下一段
  606. }
  607. }
  608. }
  609. ctx()->gates->GateList->$gateId->fightNum += 1;
  610. TaskProc::OnFightNumMainGate();
  611. TaskProc::OnKillCommonNumMonster($killMonsterNum);
  612. TaskProc::OnKillleaderNumMonster($killBossNum);
  613. TaskProc::OnFightGate_X($gateId);
  614. UserProc::updateUserInfo();
  615. $ret = array(
  616. 'gates' => ctx()->gates,
  617. 'store' => ctx()->store,
  618. 'task' => ctx()->task,
  619. 'baseInfo' => ctx()->base(),
  620. 'gold' => $gold + $waveMo->rewardGold,
  621. 'exp' => $waveMo->rewardExp,
  622. //'rewardStr' => $pickups
  623. 'reward' => StoreProc::$reward,
  624. 'reward_Gem' => StoreProc::$reward_Gem,
  625. 'oldLevel' => $oldLevel,
  626. 'newLevel' => $newLevel,
  627. 'funUnlockRecord' => ctx()->privateState->funUnlockRecord,
  628. 'skillUnlockRecord' => ctx()->privateState->skillUnlockRecord,
  629. 'heros' => ctx()->heros,
  630. );
  631. return Resp::ok($ret);
  632. }
  633. /**
  634. * 检测功能解锁的
  635. * @param type $resultType
  636. * @param type $gateId
  637. * @return type
  638. */
  639. static function funUnlock($resultType, $gateId) {
  640. $dic = GameConfig::fun_unlock();
  641. foreach ($dic as $id => $mo) {
  642. if ($mo->unlockTip == 1 && $mo->unlockGateId == $gateId) {
  643. $tag = false;
  644. //1:参与战斗结束即可 2战斗胜利 3某场战斗参加N次数才行
  645. switch ($mo->unlockType) {
  646. case 1:
  647. if (ctx()->gates->GateList->$gateId->fightNum == 0) {
  648. $tag = true;
  649. }
  650. break;
  651. case 2:
  652. if ($resultType == true && ctx()->gates->GateList->$gateId->pass == 0) {
  653. $tag = true;
  654. }
  655. break;
  656. default:
  657. break;
  658. }
  659. if ($tag) {
  660. ctx()->privateState->funUnlockRecord[] = $id;
  661. }
  662. }
  663. }
  664. }
  665. // <editor-fold defaultstate="collapsed" desc="技能解锁">
  666. /**
  667. * 检测技能解锁的 1 关卡解锁,游玩到一定关卡解锁技能
  668. * @param type $resultType
  669. * @param type $gateId
  670. * @return type
  671. */
  672. static function skillUnlock_gate($resultType, $gateId) {
  673. $dic = GameConfig::skills();
  674. $gateIndex = Ins_GateInfo::gateNum($gateId);
  675. foreach ($dic as $id => $mo) {
  676. if ($mo->unlock_acc_id_new == null) {
  677. continue;
  678. }
  679. $strList = explode(':', $mo->unlock_acc_id_new);
  680. $unlockType = $strList[0];
  681. $unlockId = $strList[1];
  682. if ($unlockType == 1 && $unlockId == $gateIndex && $resultType == true && ctx()->gates->GateList->$gateId->pass == 0 && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
  683. ctx()->privateState->skillUnlockRecord[] = $mo->typeId;
  684. }
  685. }
  686. }
  687. /**
  688. * 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
  689. * @param type $resultType
  690. * @param type $gateId
  691. * @return type
  692. */
  693. static function skillUnlock_heroUnlock($heroId) {
  694. $dic = GameConfig::skills();
  695. foreach ($dic as $id => $mo) {
  696. if ($mo->unlock_acc_id_new == null) {
  697. continue;
  698. }
  699. $strList = explode(':', $mo->unlock_acc_id_new);
  700. $unlockType = $strList[0];
  701. $unlockId = $strList[1];
  702. if ($unlockType != 2) {
  703. continue;
  704. }
  705. $heroMo = GameConfig::hero_getItem($heroId);
  706. $heroTypeId = $heroMo->typeID;
  707. $isUnlock = ctx()->heros->Dic->$heroId->isUnlock;
  708. if ($unlockId == $heroTypeId && $isUnlock == 0 && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
  709. ctx()->privateState->skillUnlockRecord[] = $mo->typeId;
  710. }
  711. }
  712. }
  713. /**
  714. * 检测技能解锁的 3://玩家失败X次后解锁
  715. * @param type $resultType
  716. * @param type $gateId
  717. * @return type
  718. */
  719. static function skillUnlock_fightNum($resultType) {
  720. if ($resultType) {
  721. return;
  722. }
  723. $GateList = ctx()->gates->GateList;
  724. $num = 0;
  725. foreach ($GateList as $gateId => $Ins_GateInfo) {
  726. $num += $Ins_GateInfo->fightNum_fail;
  727. }
  728. $dic = GameConfig::skills();
  729. foreach ($dic as $id => $mo) {
  730. if ($mo->unlock_acc_id_new == null) {
  731. continue;
  732. }
  733. $strList = explode(':', $mo->unlock_acc_id_new);
  734. $unlockType = $strList[0];
  735. $unlockId = $strList[1];
  736. if ($unlockType != 3) {
  737. continue;
  738. }
  739. if ($num == $unlockId && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
  740. ctx()->privateState->skillUnlockRecord[] = $mo->typeId;
  741. }
  742. }
  743. }
  744. /**
  745. * 玩家等级解锁技能
  746. * @param type $curLevel
  747. */
  748. static function skillUnlock_userLevel($curLevel) {
  749. $dic = GameConfig::skills();
  750. foreach ($dic as $id => $mo) {
  751. if ($mo->unlock_acc_id_new == null) {
  752. continue;
  753. }
  754. $strList = explode(':', $mo->unlock_acc_id_new);
  755. $unlockType = $strList[0];
  756. $unlockId = $strList[1];
  757. if ($unlockType != 5) { // 玩家等级
  758. continue;
  759. }
  760. if ($unlockId <= $curLevel && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
  761. ctx()->privateState->skillUnlockRecord[] = $mo->typeId;
  762. }
  763. }
  764. }
  765. // </editor-fold>
  766. // <editor-fold defaultstate="collapsed" desc="排行榜">
  767. /**
  768. * 参与主线关卡排行榜
  769. * @param type $gateIndex
  770. */
  771. public static function Ranking_MainGateIndex($maxGateIndex) {
  772. $memKey = MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid);
  773. $mem = gMem();
  774. $uid = req()->uid;
  775. $score = self::GetRankScoreUid($uid, 1);
  776. if ($maxGateIndex > $score) {
  777. $arr = array();
  778. $arr["$uid"] = self::createScore($maxGateIndex);
  779. $mem->zadd($memKey, $arr);
  780. }
  781. $length = $mem->zlen($memKey);
  782. if ($length > glc()->Rank_MainGateIndex_OnListRank) {
  783. $num = $length - glc()->Rank_MainGateIndex_OnListRank;
  784. $mem->zremrangebyrank($memKey, 0, $num - 1);
  785. }
  786. }
  787. public static function createScore($score) {
  788. if ($score > 0) {
  789. $newScore = $score . '.' . (9999999999 - now());
  790. return $newScore;
  791. }
  792. return 0;
  793. }
  794. /**
  795. * 战力榜
  796. * @param type $gateIndex
  797. */
  798. public static function Ranking_FightPower() {
  799. $memKey = MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid);
  800. $mem = gMem();
  801. $uid = req()->uid;
  802. $score = self::GetRankScoreUid($uid, 2);
  803. $power = self::countUserFightPower();
  804. if ($power > $score) {
  805. $arr = array();
  806. $arr["$uid"] = self::createScore($power);
  807. $mem->zadd($memKey, $arr);
  808. self::IsAchievedFightPower_PassReward($power);
  809. }
  810. $length = $mem->zlen($memKey);
  811. if ($length > glc()->Rank_FightPower_OnListRank) {
  812. $num = $length - glc()->Rank_FightPower_OnListRank;
  813. $mem->zremrangebyrank($memKey, 0, $num - 1);
  814. }
  815. }
  816. public static function GetRankScoreUid($uid_rank, $type) {
  817. if ($type == 1) {
  818. $score = gMem()->zscore(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid_rank);
  819. } else {
  820. $score = gMem()->zscore(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid_rank);
  821. }
  822. if ($score == null) {
  823. $score = 0;
  824. }
  825. return intval($score);
  826. }
  827. /**
  828. * 6811 获取主线关卡排行榜信息
  829. * @return type
  830. */
  831. public static function GetRankInfo() {
  832. list($type) = req()->paras;
  833. $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
  834. $selfExtraInfo = 0;
  835. $isExistFinishReward = 0;
  836. $isExistFinishReward_other = 0;
  837. if ($type == 1) {
  838. $list = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  839. $selfExtraInfo = ctx()->gates->maxPassGateNumId();
  840. $isExistFinishReward = self::isExistNoDrawed_MainGate();
  841. $isExistFinishReward_other = self::isExistNoDrawed_FightPower();
  842. } else {
  843. $list = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  844. $selfExtraInfo = self::countUserFightPower();
  845. $isExistFinishReward = self::isExistNoDrawed_FightPower();
  846. $isExistFinishReward_other = self::isExistNoDrawed_MainGate();
  847. }
  848. if ($isExistFinishReward == 1) {
  849. $isExistFinishReward = true;
  850. } else {
  851. $isExistFinishReward = false;
  852. }
  853. if ($isExistFinishReward_other == 1) {
  854. $isExistFinishReward_other = true;
  855. } else {
  856. $isExistFinishReward_other = false;
  857. }
  858. $selfRank = null;
  859. $retArr = array();
  860. if (count($list) > 0) {
  861. foreach ($list as $uid => $score) {
  862. $rankInfo = self::initOtherUidRankInfo($uid, $score, $type);
  863. if ($rankInfo->uid == req()->uid) {
  864. $selfIsHasRank = 1;
  865. $selfRank = $rankInfo;
  866. }
  867. $retArr[] = $rankInfo;
  868. }
  869. }
  870. if ($selfRank == null) {
  871. $selfRank = self::initOtherUidRankInfo(req()->uid, $selfExtraInfo, $type);
  872. }
  873. UserProc::updateUserInfo();
  874. $ret = array(
  875. 'rankInfo' => $retArr,
  876. 'selfRank' => $selfRank,
  877. 'selfIsHasRank' => $selfIsHasRank,
  878. 'isExistFinishReward' => $isExistFinishReward,
  879. 'isExistFinishReward_other' => $isExistFinishReward_other,
  880. );
  881. return Resp::ok($ret);
  882. }
  883. /**
  884. * 初始化玩家rank
  885. * @param type $uid
  886. * @param type $score
  887. * @return \loyalsoft\Ins_rank
  888. */
  889. static function initOtherUidRankInfo($uid, $score, $type = null) {
  890. $ins_rank = new Ins_rank();
  891. if ($type == 1) {
  892. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  893. } else {
  894. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  895. }
  896. if ($lv == null) {
  897. $lv = 0;
  898. }
  899. $ins_rank->rank = $lv + 1;
  900. $ins_rank->uid = $uid;
  901. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  902. $ins_rank->name = $userInfo->baseInfo->name;
  903. $ins_rank->headImg = $userInfo->baseInfo->headImg;
  904. //$ret = intval($score);
  905. // if(!$isToRank){
  906. // $ret = $score;
  907. // }
  908. $ins_rank->score = intval($score);
  909. return $ins_rank;
  910. }
  911. /**
  912. * 6812 获取排行榜内玩家的装备信息
  913. * @return type
  914. */
  915. public static function GetUidEquipInfo_Rank() {
  916. list($uid) = req()->paras;
  917. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  918. $store = $userInfo->store;
  919. $heros = $userInfo->heros;
  920. $gates = $userInfo->gates;
  921. UserProc::updateUserInfo();
  922. $ret = array(
  923. 'store' => $store,
  924. 'heros' => $heros,
  925. 'gates' => $gates,
  926. );
  927. return Resp::ok($ret);
  928. }
  929. /**
  930. * 通关奖励是否达成
  931. * @param type $maxGateIndex
  932. */
  933. public static function IsAchievedMainGate_PassReward($maxGateIndex) {
  934. $rewards = GameConfig::rank_passgatereward();
  935. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  936. foreach ($rewards as $passGateId => $mo) {
  937. if ($passGateId == $maxGateIndex && !gMem()->hexists($memKey, $maxGateIndex)) {
  938. $ins_rank = new Ins_rank();
  939. $ins_rank->uid = req()->uid;
  940. $ins_rank->name = ctx()->baseInfo->name;
  941. $ins_rank->headImg = ctx()->baseInfo->headImg;
  942. $ins_rank->score = $passGateId;
  943. gMem()->hset($memKey, $maxGateIndex, $ins_rank);
  944. break;
  945. }
  946. }
  947. }
  948. /*
  949. * 战力奖励是否达成
  950. */
  951. public static function IsAchievedFightPower_PassReward($power) {
  952. $rewards = GameConfig::rank_fightpowerreward();
  953. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  954. foreach ($rewards as $fightPower => $mo) {
  955. if ($power >= $fightPower && !gMem()->hexists($memKey, $fightPower)) {
  956. $ins_rank = new Ins_rank();
  957. $ins_rank->uid = req()->uid;
  958. $ins_rank->name = ctx()->baseInfo->name;
  959. $ins_rank->headImg = ctx()->baseInfo->headImg;
  960. $ins_rank->score = $fightPower;
  961. gMem()->hset($memKey, $fightPower, $ins_rank);
  962. }
  963. }
  964. }
  965. public static function isExistNoDrawed_MainGate() {
  966. $isExistFinishReward = 0;
  967. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  968. $dic = gMem()->hgetall($memKey);
  969. foreach ($dic as $gateId => $ins_rank) {
  970. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  971. $isExistFinishReward = 1;
  972. break;
  973. }
  974. }
  975. ctx()->privateState->redTip_RewardMainGateRank = $isExistFinishReward;
  976. return $isExistFinishReward;
  977. }
  978. public static function isExistNoDrawed_FightPower() {
  979. $isExistFinishReward = 0;
  980. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  981. $dic = gMem()->hgetall($memKey);
  982. foreach ($dic as $fightPower => $ins_rank) {
  983. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  984. $isExistFinishReward = 1;
  985. break;
  986. }
  987. }
  988. ctx()->privateState->redTip_RewardFightPowerRank = $isExistFinishReward;
  989. return $isExistFinishReward;
  990. }
  991. /**
  992. * 6813
  993. * @return type
  994. */
  995. public static function GetmainGate_RankRewardInfo() {
  996. //list($type) = req()->paras;
  997. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  998. $dic = gMem()->hgetall($memKey);
  999. if ($dic == null) {
  1000. $dic = new \stdClass();
  1001. }
  1002. UserProc::updateUserInfo();
  1003. $ret = array(
  1004. 'rankReward' => $dic,
  1005. );
  1006. return Resp::ok($ret);
  1007. }
  1008. /**
  1009. * 6814
  1010. * @return type
  1011. */
  1012. public static function GetFightPower_RankRewardInfo() {
  1013. //list($type) = req()->paras;
  1014. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1015. $dic = gMem()->hgetall($memKey);
  1016. if ($dic == null) {
  1017. $dic = new \stdClass();
  1018. }
  1019. UserProc::updateUserInfo();
  1020. $ret = array(
  1021. 'rankReward' => $dic,
  1022. );
  1023. return Resp::ok($ret);
  1024. }
  1025. /**
  1026. * 6815 领取通关荣誉榜奖励
  1027. * @return type
  1028. */
  1029. public static function ReceiveRankReward_MainGate() {
  1030. list($gateId) = req()->paras;
  1031. my_Assert(!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate), ErrCode::rankReward_HasReceive);
  1032. $mo = GameConfig::rank_passgatereward_getItem($gateId);
  1033. my_Assert($mo != null, ErrCode::err_const_no);
  1034. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  1035. if (gMem()->hexists($memKey, $gateId)) {
  1036. StoreProc::AddMultiItemInStore($mo->reward);
  1037. ctx()->privateState->rankReward_drawed_MainGate[] = $gateId;
  1038. TaskProc::OnRankPrize_Num();
  1039. }
  1040. $tag = self::isExistNoDrawed_MainGate();
  1041. UserProc::updateUserInfo();
  1042. $ret = array('redTip' => $tag, 'task' => ctx()->task,);
  1043. return Resp::ok($ret);
  1044. }
  1045. /**
  1046. * 6816 领取战力荣誉榜奖励
  1047. * @return type
  1048. */
  1049. public static function ReceiveRankReward_FightPower() {
  1050. list($fightPower) = req()->paras;
  1051. my_Assert(!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower), ErrCode::rankReward_HasReceive);
  1052. $mo = GameConfig::rank_fightpowerreward_getItem($fightPower);
  1053. my_Assert($mo != null, ErrCode::err_const_no);
  1054. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1055. if (gMem()->hexists($memKey, $fightPower)) {
  1056. StoreProc::AddMultiItemInStore($mo->reward);
  1057. ctx()->privateState->rankReward_drawed_fightPower[] = $fightPower;
  1058. TaskProc::OnRankPrize_Num();
  1059. }
  1060. $tag = self::isExistNoDrawed_FightPower();
  1061. UserProc::updateUserInfo();
  1062. $ret = array('redTip' => $tag, 'task' => ctx()->task,);
  1063. return Resp::ok($ret);
  1064. }
  1065. /**
  1066. * 6817
  1067. */
  1068. public static function IsExistRankReward() {
  1069. //list($type) = req()->paras;
  1070. $type = 0;
  1071. $isExistFinishReward = false;
  1072. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  1073. $dic = gMem()->hgetall($memKey);
  1074. foreach ($dic as $gateId => $ins_rank) {
  1075. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  1076. $isExistFinishReward = true;
  1077. $type = 1;
  1078. break;
  1079. }
  1080. }
  1081. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1082. $dic2 = gMem()->hgetall($memKey2);
  1083. foreach ($dic2 as $fightPower => $ins_rank) {
  1084. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  1085. $isExistFinishReward = true;
  1086. $type = 2;
  1087. break;
  1088. }
  1089. }
  1090. UserProc::updateUserInfo();
  1091. $ret = array(
  1092. 'isExistFinishReward' => $isExistFinishReward,
  1093. 'type' => $type,
  1094. );
  1095. return Resp::ok($ret);
  1096. }
  1097. /*
  1098. * 删除排行榜内注销账号的玩家
  1099. */
  1100. public static function DeleteRankInvalidUser($uid2) {
  1101. $dic1 = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  1102. foreach ($dic1 as $uid => $score) {
  1103. if ($uid == $uid2) {
  1104. gMem()->zrem(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  1105. break;
  1106. }
  1107. }
  1108. $dic2 = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  1109. foreach ($dic2 as $uid => $score) {
  1110. if ($uid == $uid2) {
  1111. gMem()->zrem(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  1112. break;
  1113. }
  1114. }
  1115. }
  1116. /*
  1117. * 排行玩家头像变动
  1118. */
  1119. public static function UpdateRankUserHeadImg($uid, $headImg) {
  1120. $memKey1 = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  1121. $dic = gMem()->hgetall($memKey1);
  1122. foreach ($dic as $gateId => $ins_rank) {
  1123. if ($ins_rank->uid == $uid) {
  1124. $ins_rank->headImg = $headImg;
  1125. gMem()->hset($memKey1, $gateId, $ins_rank);
  1126. }
  1127. }
  1128. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1129. $dic2 = gMem()->hgetall($memKey2);
  1130. foreach ($dic2 as $fightPower => $ins_rank) {
  1131. if ($ins_rank->uid == $uid) {
  1132. $ins_rank->headImg = $headImg;
  1133. gMem()->hset($memKey2, $fightPower, $ins_rank);
  1134. }
  1135. }
  1136. }
  1137. /*
  1138. * 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))
  1139. */
  1140. public static function countUserFightPower() {
  1141. $CurrentHeroId = ctx()->heros->CurrentHeroId;
  1142. //$hero = ctx()->heros->Dic->$CurrentHeroId;
  1143. list($addHp, $addAtk, $addDecDamage, $addEatFood) = ctx()->gates()->GetEnvovleBuffs(); // 启灵加成
  1144. $mo = GameConfig::hero_getItem($CurrentHeroId);
  1145. my_Assert($mo != null, ErrCode::err_const_no);
  1146. $heroBashAttack = $mo->attack;
  1147. $heroBashHp = $mo->hp;
  1148. $equipDic = ctx()->store->equip;
  1149. $attck = 0;
  1150. $hp = 0;
  1151. foreach ($equipDic as $index => $ins_equip) {
  1152. $Ins_Equip = new Ins_Equip($ins_equip);
  1153. if ($Ins_Equip->mo()->upgradeType == 1) {//攻击力
  1154. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  1155. } elseif ($Ins_Equip->mo()->upgradeType == 2) {
  1156. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  1157. } else {
  1158. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  1159. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  1160. }
  1161. }
  1162. $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
  1163. $heroHp = $heroBashHp + $hp + $addHp; # 英雄基础hp + 装备宝石词条hp + 启灵hp
  1164. $pag = ctx()->store->equipPag;
  1165. $gemDic = ctx()->store->gemEquip->$pag; //Dictionary<E_EquipPosition, Dictionary<int, Ins_Gem>>
  1166. $per = 0;
  1167. $parasVal = 0;
  1168. $per_hp = 0;
  1169. $parasVal_hp = 0;
  1170. foreach ($equipDic as $index => $ins_equip) {
  1171. if (StlUtil::dictHasProperty($gemDic, $index)) {
  1172. $dic = $gemDic->$index;
  1173. foreach ($dic as $k => $gem) {
  1174. $ins_Gem = new Ins_Gem($gem);
  1175. if ($ins_Gem->predicateMo()->actionType == "mulDamage") {
  1176. $per += $ins_Gem->predicateMo()->actionParam1;
  1177. } elseif ($ins_Gem->predicateMo()->actionType == "addDamage") {
  1178. $parasVal += $ins_Gem->predicateMo()->actionParam1;
  1179. } elseif ($ins_Gem->predicateMo()->actionType == "mulHp") {
  1180. $per_hp += $ins_Gem->predicateMo()->actionParam1;
  1181. } elseif ($ins_Gem->predicateMo()->actionType == "addHp") {
  1182. $parasVal_hp += $ins_Gem->predicateMo()->actionParam1;
  1183. }
  1184. }
  1185. }
  1186. }
  1187. if ($per != 0) {
  1188. $heroAttck = round($heroAttck + $heroAttck * $per);
  1189. }
  1190. if ($parasVal != 0) {
  1191. $heroAttck += $parasVal;
  1192. }
  1193. if ($per_hp != 0) {
  1194. $heroHp = round($heroHp + $heroHp * $per_hp);
  1195. }
  1196. if ($parasVal_hp != 0) {
  1197. $heroHp += $parasVal_hp;
  1198. }
  1199. $dec_demage = $mo->dec_demage + $addDecDamage; # 英雄基础减伤 + 启灵减伤
  1200. $bigHit_Val = $mo->bigHit_Val / 100;
  1201. $bigHit_rate = $mo->bigHit_rate / 100;
  1202. $val = $heroAttck * ($heroHp - $dec_demage) * (1 + $bigHit_rate * ($bigHit_Val - 1));
  1203. return intval($val);
  1204. }
  1205. // </editor-fold>
  1206. }