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- <?php
- namespace loyalsoft;
- /**
- * 战斗模块
- * @author c'y'zhao
- */
- class FightProc {
- public const TowerGateId = 940011999;
- /**
- * 逻辑分发
- * 所有的Proc中必须有这样一个方法
- * @param Req $req
- */
- public static function procMain($req) {
- switch ($req->cmd) {
- case CmdCode::fight_settle: # 6801 主线战斗结算
- return FightProc::Settle();
- case CmdCode::fight_PassGateTsPrizeReceive: # 6802 章节宝箱的领取
- return FightProc::PassGateTsPrizeReceive();
- case CmdCode::fight_selectGate: # 6803 主线剧情关卡选择
- return FightProc::SelectGate();
- case CmdCode::fight_gateChallengeRewards: # 6804 挑战关卡: 领取奖励
- return FightProc::GateChallengeRewards();
- case CmdCode::fihgt_reliveCost: # 6805 战斗: 复活花费
- return FightProc::ReliveCost();
- case CmdCode::fight_plotSav: # 6806 主线剧情(已播放)回存
- return FightProc::PlotSav();
- case CmdCode::fight_sweep: # 6807 主线扫荡
- return FightProc::FightSweep();
- case CmdCode::fight_startFight: # 6808 主线剧情关卡开始挑战
- return self::StartFight();
- case CmdCode::fight_tower_RefreshSkills: # 6809 挑战关卡: 刷新初始技能
- return self::TowerRefreshSkills();
- case CmdCode::fight_tower_updatelocklist: # 6810 挑战关卡: 更新技能锁定列表
- return self::TowerUpdateLockskillList();
- case CmdCode::fight_rankInfo: # 6811 获取主线关卡排行榜信息
- return self::GetRankInfo();
- case CmdCode::fight_rank_uidEquipInfo: # 6812 获取主线关卡榜内玩家的装备信息
- return self::GetUidEquipInfo_Rank();
- case CmdCode::fight_rank_GetMainGateRankRewardInfo: # 6813 获取通关荣誉榜信息
- return self::GetmainGate_RankRewardInfo();
- case CmdCode::fight_rank_GetFightPowerRankRewardInfo: # 6814 获取战力荣誉榜信息
- return self::GetFightPower_RankRewardInfo();
- case CmdCode::fight_rank_ReceiveRankReward_MainGate: # 6815 领取通关荣誉榜奖励
- return self::ReceiveRankReward_MainGate();
- case CmdCode::fight_rank_ReceiveRankReward_FightPower: # 6816 领取战力荣誉榜奖励
- return self::ReceiveRankReward_FightPower();
- case CmdCode::fight_rank_IsExistRankReward: # 6817 是否存在未领取的荣誉榜奖励
- return self::IsExistRankReward();
- case CmdCode::fight_evolveUnlock: # 6818 启灵解锁
- return self::EvolveUnlock();
- case CmdCode::fight_MainTZPass: # 6819 主线挑战--通关
- return self::MainTZPass();
- case CmdCode::fight_MainTZGetReward: # 6820 主线挑战--领取奖励
- return self::MainTZGetReward();
- case CmdCode::fight_ResetChallange_RedMask: # 6821 每天重置挑战红点
- return self::ResetChallange_RedMask();
- case CmdCode::fight_lockSkill: # 6822 封印/解封技能
- return self::LockSkill();
- case CmdCode::fight_buyLockSkillCount: # 6823 购买更多封印数量
- return self::BuySkillLockCount();
- case CmdCode::fight_rank_ReceiveRankReward: # 6824 排行奖励一键领取
- return self::ReceiveRankReward();
- default:
- Err(ErrCode::cmd_err);
- }
- }
- /**
- * 6823 购买更多技能封印数量
- */
- static function BuySkillLockCount() {
- list($n) = req()->paras; # 解锁数量
- my_Assert($n > ctx()->privateData()->skillLockerNumber, ErrCode::paras_err); # 参数异常
- $amt = 0;
- foreach (explode(",", glc()->Skill_LockBtn_BuyCount_Cost) as $str) {
- list($cnt, $cost) = explode(':', $str);
- if ($cnt == $n) {
- $amt = $cost;
- break;
- }
- }
- my_Assert($amt > 0, "消耗元宝数量配置出错!");
- my_Assert(ctx()->base()->Consume_Cash($amt), ErrCode::notenough_cash_msg);
- ctx()->privateData()->skillLockerNumber = $cnt;
- UserProc::updateUserInfo();
- return Resp::ok();
- }
- /**
- * 6822 封印/解封技能
- */
- static function LockSkill() {
- list($skillTypeId) = req()->paras; # 技能类型ID
- $pri = ctx()->privateData();
- // my_Assert(in_array($skillTypeId, $pri->skillUnlockRecord), "技能尚未解锁!");
- if (in_array($skillTypeId, $pri->skillReLocked)) { # 解封
- StlUtil::arrayRemove($pri->skillReLocked, $skillTypeId);
- } else { # 封印
- my_Assert(count($pri->skillReLocked) < $pri->skillLockerNumber, "超出封印上限!");
- $pri->skillReLocked[] = $skillTypeId;
- TaskProc::OnCloseSkill();
- }
- return Resp::ok(array("task" => ctx()->task,));
- }
- /**
- * 6821 每天重置挑战红点
- */
- static function ResetChallange_RedMask() {
- ctx()->privateState->challange_RedMask = 1;
- UserProc::updateUserInfo();
- return Resp::ok();
- }
- /**
- * 6819 主线挑战 -- 通关
- */
- static function MainTZPass() {
- list($gateId, $index, $killMonsterNum, $killBossNum) = req()->paras; # 关卡id, 通关难度索引(1/2/3)
- my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
- // isEditor() && $gateInfo = new Ins_GateInfo();
- $gateInfo = ctx()->gates->GateList->$gateId;
- my_Assert($gateInfo->pass, ErrCode::gate_GateNoUnlock); # 通关后解锁难度1
- my_Assert($gateInfo->tz_state + 1 >= $index, ErrCode::gate_GateNoUnlock); # 通关上一难度解锁当前难度
- $gateInfo->tz_state = $index;
- TaskProc::OnPassMainChallengeGate_X_Num($gateId, $index);
- TaskProc::OnKillCommonNumMonster($killMonsterNum);
- TaskProc::OnKillleaderNumMonster($killBossNum);
- UserProc::updateUserInfo();
- return Resp::ok(array("task" => ctx()->task,));
- }
- /**
- * 6820 主线挑战 -- 领取奖励
- */
- static function MainTZGetReward() {
- list($gateId, $index) = req()->paras; # 关卡id, 通关难度索引(1/2/3)
- my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
- // isEditor() && $gateInfo = new Ins_GateInfo();
- $gateInfo = ctx()->gates->GateList->$gateId;
- my_Assert($gateInfo->pass, ErrCode::gate_GateNoUnlock); # 通关后解锁难度1
- my_Assert($gateInfo->tz_state >= $index, ErrCode::gate_GateNoUnlock); # 已解锁当前难度
- my_Assert(Bits::GetBitValue($gateInfo->tz_rewards, $index - 1) == false, ErrCode::gate_GatePriceHasReceive);
- $gateInfo->tz_rewards = Bits::SetBitValue($gateInfo->tz_rewards, $index - 1, true); # 更新领取记录
- $prize = "tz_reward" . $index;
- $mo = GameConfig::gate_getItem($gateId);
- StoreProc::AddMultiItemInStore($mo->$prize);
- UserProc::updateUserInfo();
- return Resp::ok();
- }
- /**
- * 6818 启灵解锁
- * @return type
- */
- public static function EvolveUnlock() {
- list($type, $id) = req()->paras; //$id废弃 因为玩家可能不安顺序点
- if ($type == 1) {
- $nextId = ctx()->gates->evolveMaxId_left + 1;
- my_Assert($id == $nextId, ErrCode::err_const_no);
- $mo = GameConfig::evolve_getItem($nextId);
- my_Assert($mo != null, ErrCode::err_const_no);
- my_Assert(ctx()->baseInfo->level >= $mo->level, ErrCode::evolve_canotUnlock_levelLimit);
- my_Assert(ctx()->baseInfo->gold >= $mo->needGold_unlock, ErrCode::notenough_gold_msg);
- ctx()->baseInfo->Consume_Gold($mo->needGold_unlock);
- ctx()->gates->evolveMaxId_left = $nextId;
- TaskProc::OnCompleteNumQiLing();
- } else {
- $nextId = ctx()->gates->evolveMaxId_right + 1;
- my_Assert($id == $nextId, ErrCode::err_const_no);
- $dic = GameConfig::evolve();
- foreach ($dic as $key => $value) {
- if ($value->specificEvolveId == $nextId) {
- $mo = $value;
- }
- }
- my_Assert(ctx()->baseInfo->level >= $mo->level, ErrCode::evolve_canotUnlock_levelLimit);
- my_Assert($mo != null, ErrCode::err_const_no);
- if ($mo->specificEvolveCost != null) {
- $cost = explode(',', $mo->specificEvolveCost);
- $costId = $cost[0];
- $costNum = $cost[1];
- my_Assert(StlUtil::dictHasProperty(ctx()->store->items, $costId) && ctx()->store->items->$costId >= $costNum, ErrCode::notenough_item);
- ctx()->store->removeItem($costId, $costNum);
- }
- ctx()->gates->evolveMaxId_right = $id;
- TaskProc::OnCompleteNumSpecialQiLing();
- }
- UserProc::updateUserInfo();
- $ret = array(
- 'task' => ctx()->task,
- 'gold' => ctx()->baseInfo->gold,
- 'items' => ctx()->store->items,
- 'evolveMaxId_right' => ctx()->gates->evolveMaxId_right,
- 'evolveMaxId_left' => ctx()->gates->evolveMaxId_left,
- );
- return Resp::ok($ret);
- }
- /**
- * 6807 扫荡
- * @return type
- */
- public static function FightSweep() {
- //list($gateId) = req()->paras;
- $passGateId = ctx()->gates->maxPassGateId();
- my_Assert($passGateId != 0, ErrCode::gate_NoSweep);
- $mo = GameConfig::gate_getItem($passGateId);
- $gateName = $mo->gateName;
- $costTili = glc()->sweep_cost_tili;
- $curTili = ctx()->baseInfo->CurTili();
- my_Assert($curTili >= $costTili, ErrCode::notenough_tili);
- if (ctx()->privateState->honourCardShop_ts == 0) {
- $max = glc()->sweepMaxNum;
- my_Assert(ctx()->gates->fightSweepNum < $max, ErrCode::gate_SweepMaxNum_limit);
- }
- ctx()->gates->fightSweepNum += 1;
- ctx()->baseInfo->Consume_tili($costTili);
- $wavesArr = GameConfig::waves_getItemArray($passGateId);
- $count = count($wavesArr);
- $wavesMo = $wavesArr[$count - 1];
- $gold = $wavesMo->rewardGold;
- StoreProc::AddMultiItemInStore("1," . $gold);
- $oldLevel = ctx()->baseInfo->level;
- $exp = $wavesMo->rewardExp;
- StoreProc::AddMultiItemInStore("4," . $exp);
- $newLevel = ctx()->baseInfo->level;
- if ($wavesMo->rewardTuZhi != null) {
- $tuzhi = explode('-', $wavesMo->rewardTuZhi);
- $n = rand($tuzhi[0], $tuzhi[1]);
- $tuzhiArr = array();
- $item = GameConfig::item();
- foreach ($item as $id => $mo) {
- if ($mo->itemType == 100) {
- $tuzhiArr[] = $id;
- }
- }
- for ($i = 0; $i < $n; $i++) {
- $index = rand(0, count($tuzhiArr) - 1);
- $goodsStr = $tuzhiArr[$index] . ',' . 1;
- $prizeArr[] = $goodsStr;
- StoreProc::AddMultiItemInStore($goodsStr);
- }
- }
- if ($wavesMo->rewardGem != null) {
- $goodsStr = self::sweepRandReward($wavesMo->rewardGem);
- $str = explode(';', $goodsStr);
- $dic = GameConfig::gem();
- foreach ($str as $value) {
- $list = explode(',', $value);
- $posId = rand(1, 6);
- $qual = $list[0];
- foreach ($dic as $key => $gemMo) {
- if ($gemMo->qual == $qual && $gemMo->position == $posId && $gemMo->isfixed_predicateId == 0) {
- $gemStr = $gemMo->typeId . ',' . $list[1];
- SystemProc::GetGem_GreaterOrangeQual_SweepMainGateIndex(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($passGateId), $gateName, $gemMo->typeId);
- //StoreProc::PutGemInStore($gemMo->typeId, $list[1]);
- StoreProc::AddMultiItemInStore($gemStr);
- break;
- }
- }
- }
- }
- TaskProc::OnFightSweepGate();
- UserProc::updateUserInfo();
- $ret = array(
- 'gold' => ctx()->baseInfo->gold,
- 'cash' => ctx()->baseInfo->cash,
- 'tili' => ctx()->baseInfo->tili,
- 'tili_ts' => ctx()->baseInfo->tili_ts,
- 'xp' => ctx()->baseInfo->xp,
- 'maxXp' => ctx()->baseInfo->maxXp,
- 'level' => ctx()->baseInfo->level,
- 'fightSweepNum' => ctx()->gates->fightSweepNum,
- //'prizeArr' => $prizeArr,
- 'store' => ctx()->store,
- 'task' => ctx()->task,
- 'reward' => StoreProc::$reward,
- 'reward_Gem' => StoreProc::$reward_Gem,
- 'oldLevel' => $oldLevel,
- 'newLevel' => $newLevel,
- );
- return Resp::ok($ret);
- }
- static function sweepRandReward($rewardStr) {
- $ctxArr = explode(';', $rewardStr);
- $numArr = explode('-', $ctxArr[0]);
- $num = rand($numArr[0], $numArr[1]);
- $rand = 0;
- $itemArr = explode(',', $ctxArr[1]);
- foreach ($itemArr as $value) {
- $arr = explode(':', $value);
- $itemId = $arr[0];
- $per = $arr[1];
- $rand += $per;
- }
- $res = "";
- for ($i = 0; $i < $num; $i++) {
- $start = 0;
- $end = 0;
- $randNum = rand(1, $rand);
- $id = 0;
- foreach ($itemArr as $str) {
- $arr = explode(':', $str);
- $itemId = $arr[0];
- $per = $arr[1];
- $end += $per;
- if ($randNum > $start && $randNum <= $end) {
- $id = $itemId;
- break;
- }
- $start = $end;
- }
- if ($id != 0) {
- $str = $id . ',1';
- if ($res == "") {
- $res = $str;
- } else {
- $res = $res . ';' . $str;
- }
- }
- }
- return $res;
- }
- /**
- * 6808 开始挑战 (主线关卡:扣除体力, 挑战关卡: 增加次数)
- */
- private static function StartFight() {
- list($gateId, $layerNum) = req()->paras;
- my_Assert($gateId > 0, ErrCode::paras_err);
- $mo = GameConfig::gate_getItem($gateId);
- my_Assert(null != $mo, ErrCode::err_const_no);
- if (Ints::Slice($gateId, 0, 1) == 9) { # 爬塔模式
- // list($layerNum) = req()->paras;
- if ($layerNum != ctx()->gates()->TowerGateInfo()->CurLayer) { # 起始层数校验
- Err(ErrCode::tower_layerNum);
- }
- if (ctx()->gates()->TowerGateInfo()->TodayChanNum < 1) { # 剩余次数校验
- Err(ErrCode::tower_timeNo);
- }
- ctx()->gates()->TowerGateInfo()->TodayChanNum--; # 增加次数
- } else { # 主线剧情
- my_Assert(ctx()->base()->Consume_tili($mo->cost_tili), ErrCode::notenough_tili);
- }
- UserProc::updateUserInfo();
- return Resp::ok(array("tili" => ctx()->baseInfo->tili, "tili_ts" => ctx()->baseInfo->tili_ts));
- }
- public static function FightDailyClear() {
- //ctx()->gates->xunluo_quick_buyRecord = 0;
- ctx()->gates->fightSweepNum = 0;
- ctx()->gates()->TowerGateInfo()->RefreshSkillTimes = 0;
- ctx()->gates()->TowerGateInfo()->TodayChanNum = glc()->tower_daily_chanceNum;
- ctx()->privateState->challange_RedMask = 0;
- }
- /**
- * 6806 剧情回存
- * @return type
- */
- public static function PlotSav() {
- list($gateId) = req()->paras;
- my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::err_const_no);
- ctx()->gates->GateList->$gateId->plotStart = 1;
- UserProc::updateUserInfo();
- $ret = array(
- 'ok' => 1,
- );
- return Resp::ok($ret);
- }
- // <editor-fold defaultstate="collapsed" desc="挑战模块">
- /**
- * 6810 挑战关卡: 更新锁定技能列表
- */
- public static function TowerUpdateLockskillList() {
- list($li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
- $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
- $t->skill_zhudong = $li_zd;
- $t->skill_beidong = $li_bd;
- $t->skill_zhudong_lockState = $li_zds;
- $t->skill_beidong_lockState = $li_bds;
- UserProc::updateUserInfo();
- return Resp::ok();
- }
- /**
- * 6809 挑战关卡: 刷新初始技能(扣除免费次数/cost)
- */
- public static function TowerRefreshSkills() {
- list($isFree, $li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
- if ($isFree) {
- if (ctx()->gates()->TowerGateInfo()->RefreshSkillTimes > glc()->tower_daily_refreshChanceNum) {
- Err(ErrCode::tower_refreshNo); # 免费次数不足
- }
- } else {
- list($type, $num) = explode(':', glc()->tower_refreshCost); # 二级货币类型(1:金币,2:元宝):数量
- if ($type == 1) { # 金币
- my_Assert(ctx()->base()->Consume_Gold($num), ErrCode::notenough_gold_msg);
- } else if ($type == 2) { # 元宝
- my_Assert(ctx()->base()->Consume_Cash($num), ErrCode::notenough_cash_msg);
- } else {
- Err(ErrCode::err_const_no, "检查刷新扣费配置信息!");
- }
- }
- $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
- $t->RefreshSkillTimes++;
- $t->skill_zhudong = $li_zd;
- $t->skill_beidong = $li_bd;
- $t->skill_zhudong_lockState = $li_zds;
- $t->skill_beidong_lockState = $li_bds;
- UserProc::updateUserInfo();
- $ret = array(
- 'task' => ctx()->task,
- );
- return Resp::ok($ret);
- }
- /**
- * 6805 战斗: 复活花费
- * @return type
- * @version 2024年5月17日 重整利用为复活扣除消耗功能
- */
- public static function ReliveCost() {
- // 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)
- list($reliveNum) = req()->paras;
- $arr = explode(',', glc()->Relive_cost);
- my_Assert($reliveNum >= 0 && $reliveNum <= Count($arr), ErrCode::paras_err); # 参数范围>0
- $amt = $arr[$reliveNum];
- my_Assert(ctx()->base()->Consume_Cash($amt), ErrCode::notenought_yuanbao);
- UserProc::updateUserInfo();
- return Resp::ok();
- }
- /**
- * 6804 挑战关卡: 奖励领取
- * @return type
- */
- public static function GateChallengeRewards() {
- list($finalLayer, $killedMonster, $killedBoss) = req()->paras; # 战斗结束时的层数
- $lastLayer = ctx()->gates()->TowerGateInfo()->CurLayer;
- $arr = GameConfig::waves_getItemArray(self::TowerGateId);
- TaskProc::OnFightNumChallengeGate();
- TaskProc::OnKillCommonNumMonster($killedMonster);
- TaskProc::OnKillleaderNumMonster($killedBoss);
- if ($finalLayer > $lastLayer) {
- foreach ($arr as $layerId => $layerMo) {
- if ($layerMo->waveId >= $lastLayer && $layerMo->waveId < $finalLayer) {
- my_Assert($layerMo != null, ErrCode::err_const_no);
- StoreProc::AddMultiItemInStore($layerMo->rewards); # 发放奖励
- }
- }
- ctx()->gates()->TowerGateInfo()->CurLayer = $finalLayer;
- TaskProc::OnPassLayer_ChallengeGate($finalLayer - 1);
- UserProc::updateUserInfo();
- $ret = array(
- 'store' => ctx()->store,
- 'gold' => ctx()->base()->gold,
- 'cash' => ctx()->base()->cash,
- 'task' => ctx()->task,
- );
- return Resp::ok($ret);
- } else if ($finalLayer == $lastLayer) {
- $ret = array(
- 'store' => ctx()->store,
- 'gold' => ctx()->base()->gold,
- 'cash' => ctx()->base()->cash,
- 'task' => ctx()->task,
- );
- return Resp::ok($ret);
- }
- return Resp::err(ErrCode::tower_rewardNo); # 没有奖励
- }
- // </editor-fold>
- /**
- * 6803 关卡选择
- * @return type
- */
- public static function SelectGate() {
- list($gateId) = req()->paras;
- ctx()->gates->CurrentGateId = $gateId;
- UserProc::updateUserInfo();
- $ret = array(
- 'gates' => ctx()->gates,
- );
- return Resp::ok($ret);
- }
- /**
- * 6802 章节宝箱的领取
- * @return type
- */
- public static function PassGateTsPrizeReceive() {
- list($gateId, $index) = req()->paras;
- $gateMo = GameConfig::gate_getItem($gateId);
- my_Assert($gateMo != null, ErrCode::err_const_no);
- my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
- $gateInfo = ctx()->gates->GateList->$gateId;
- $tag = false;
- $prize = "";
- $mask = 0;
- switch ($index) {
- case 1:
- $ts = $gateMo->first_ts1 * 60;
- if ($gateInfo->MaxSeconds >= $ts) {
- $tag = true;
- }
- $mask = 1;
- $prize = $gateMo->first_reward1;
- break;
- case 2:
- $ts = $gateMo->first_ts2 * 60;
- if ($gateInfo->MaxSeconds >= $ts) {
- $tag = true;
- }
- $mask = 2;
- $prize = $gateMo->first_reward2;
- break;
- case 3:
- if ($gateInfo->pass > 0) {
- $tag = true;
- }
- $mask = 3;
- $prize = $gateMo->first_reward3;
- break;
- default:
- break;
- }
- if ($tag) {
- my_Assert(!in_array($mask, $gateInfo->FirstReward), ErrCode::gate_GatePriceHasReceive);
- $gateInfo->FirstReward[] = $mask;
- StoreProc::AddMultiItemInStore($prize);
- }
- ctx()->gates->GateList->$gateId = $gateInfo;
- UserProc::updateUserInfo();
- $ret = array(
- 'gates' => ctx()->gates,
- 'store' => ctx()->store,
- 'task' => ctx()->task,
- 'gold' => ctx()->baseInfo->gold,
- 'cash' => ctx()->baseInfo->cash,
- 'reward' => StoreProc::$reward,
- 'reward_Gem' => StoreProc::$reward_Gem,
- );
- return Resp::ok($ret);
- }
- /**
- * [6801]关卡战斗结算
- * @return type
- */
- public static function Settle() {
- list($resultType, $gateId, $gold, $curTs, $pickups,
- $finalLayer, $finalHpPercent, $killMonsterNum, $killBossNum,
- $finalLevel, $reliveNum) = req()->paras;
- # 客户端需要增加参数: killmonserNum,killBosssNum, finalHpPercent(最终血量百分比)
- $gateMo = GameConfig::gate_getItem($gateId);
- my_Assert($gateMo != null, ErrCode::err_const_no);
- my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
- $gateInfo = ctx()->gates->GateList->$gateId;
- $ts = $gateInfo->MaxSeconds;
- if ($curTs >= $ts) {
- $gateInfo->MaxSeconds = $curTs;
- }
- self::funUnlock($resultType, $gateId); //备注:这个接口的位置不能动 里面有关卡第一次胜利解锁的功能提示校验
- if ($resultType) { # 胜利
- self::skillUnlock_gate($resultType, $gateId); //备注 这个接口位置不能动
- if (ctx()->gates->GateList->$gateId->pass == 0) {
- ctx()->gates->GateList->$gateId->pass = 1;
- TaskProc::Day7TaskReset($gateId); # 刷新七日任务
- $maxGateId = ctx()->gates->maxPassGateNumId();
- if ($maxGateId > 0) {
- self::Ranking_MainGateIndex($maxGateId);
- self::IsAchievedMainGate_PassReward($maxGateId);
- }
- }
- TaskProc::OnPassGate_X($gateId); # 刷新任务进度: 通关第X关
- TaskProc::OnPassGate_X_state($gateId);
- if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
- ctx()->gates()->UnlockNextPlotGate($gateId); # 解锁下一主线关卡
- // ctx()->gates()->UnlockMainChallengeGate($gateId); # 挑战关卡解锁逻辑. -gwang 2024年4月15日
- } else { # 不是主线关卡, 暂时没有其他逻辑
- }
- // StoreProc::AddMultiItemInStore($gateMo->reward_win); # 发放胜利奖励(2024.5.30 过期)
- } else {
- ctx()->gates->GateList->$gateId->fightNum_fail += 1;
- self::skillUnlock_fightNum($resultType); //这个接口位置不能动
- }
- // else { # 失败
- //// StoreProc::AddMultiItemInStore($gateMo->reward_fail); # 发放失败奖励(2024.5.30 过期)
- // }
- StoreProc::AddMultiItemInStore($pickups); # 战场拾取道具直接入背包
- //ctx()->base()->Add_Gold($gold); # 战场拾取的金币直接入背包
- //ctx()->base()->Add_Exp($exp);
- $waveMo = GameConfig::waveItem_getItem($gateId, $finalLayer);
- my_Assert(null != $waveMo, ErrCode::err_const_no);
- $oldLevel = ctx()->baseInfo->level;
- StoreProc::AddMultiItemInStore('4,' . $waveMo->rewardExp);
- //ctx()->base()->Add_Exp($waveMo->rewardExp); # 指挥官经验
- $newLevel = ctx()->baseInfo->level;
- if ($oldLevel != $newLevel) {
- ctx()->privateState->oldLevel = $oldLevel;
- ctx()->privateState->upLevel = $newLevel;
- }
- //ctx()->base()->Add_Gold($waveMo->rewardGold); # 金币奖励
- //$pickups .= ";1," . $gold + $waveMo->rewardGold;
- $str = "1," . $gold + $waveMo->rewardGold;
- StoreProc::AddMultiItemInStore($str);
- # 图纸奖励: 数量min-max, 部位随机
- if (strlen($waveMo->rewardTuZhi) > 0 && str_contains($waveMo->rewardTuZhi, '-')) {
- list($tz_min, $tz_max) = explode('-', $waveMo->rewardTuZhi); # 图纸数量
- $tz_n = rand($tz_min, $tz_max);
- # 图纸部位数据源 1001, 1002, 1003, 1004, 1005, 1006
- for ($i = 0; $i < $tz_n; $i++) {
- $id = 1000 + rand(1, 6);
- StoreProc::AddMultiItemInStore("$id,1"); # 获得图纸
- //$pickups .= ";$id,1";
- }
- }
- # 宝石奖励: 数量min-max;品质:权重,品质:权重...
- if (strlen($waveMo->rewardGem) > 0) {
- list($gs_num, $gs_props) = explode(';', $waveMo->rewardGem);
- list($gem_min, $gem_max) = explode('-', $gs_num); # 宝石数量
- $gem_n = rand($gem_min, $gem_max);
- $arr = explode(",", $gs_props);
- $pool = array();
- $n = 0;
- foreach ($arr as $str) {
- list($qual, $props) = explode(':', $str);
- $pool[] = array('q' => $qual, 'p' => $props);
- $n += $props;
- }
- for ($i = 0; $i < $gem_n; $i++) { # 随机n块宝石
- $r = rand(1, $n); # 投色子
- $l = 0;
- foreach ($pool as $item) {
- if ($r <= ($l + $item['p'])) {
- $gemId = $item['q'] * 100000 + rand(1, 6) * 1000;
- SystemProc::GetGem_GreaterOrangeQual_MainGate(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($gateId), $gateMo->gateName, $gemId); //广播
- //StoreProc::PutGemInStore($gemId); # 发放宝石并退出本次投色子
- //$pickups .= ";$gemId,1";
- StoreProc::AddMultiItemInStore("$gemId,1");
- break;
- }
- $l += $item['p']; # 累计到下一段
- }
- }
- }
- ctx()->gates->GateList->$gateId->fightNum += 1;
- TaskProc::OnFightNumMainGate();
- TaskProc::OnKillCommonNumMonster($killMonsterNum);
- TaskProc::OnKillleaderNumMonster($killBossNum);
- TaskProc::OnFightGate_X($gateId);
-
- UserProc::updateUserInfo();
- $ret = array(
- 'gates' => ctx()->gates,
- 'store' => ctx()->store,
- 'task' => ctx()->task,
- 'baseInfo' => ctx()->base(),
- 'gold' => $gold + $waveMo->rewardGold,
- 'exp' => $waveMo->rewardExp,
- //'rewardStr' => $pickups
- 'reward' => StoreProc::$reward,
- 'reward_Gem' => StoreProc::$reward_Gem,
- 'oldLevel' => $oldLevel,
- 'newLevel' => $newLevel,
- 'funUnlockRecord' => ctx()->privateState->funUnlockRecord,
- 'skillUnlockRecord' => ctx()->privateState->skillUnlockRecord,
- 'heros' => ctx()->heros,
- );
- return Resp::ok($ret);
- }
- /**
- * 检测功能解锁的
- * @param type $resultType
- * @param type $gateId
- * @return type
- */
- static function funUnlock($resultType, $gateId) {
- $dic = GameConfig::fun_unlock();
- foreach ($dic as $id => $mo) {
- if ($mo->unlockTip == 1 && $mo->unlockGateId == $gateId) {
- $tag = false;
- //1:参与战斗结束即可 2战斗胜利 3某场战斗参加N次数才行
- switch ($mo->unlockType) {
- case 1:
- if (ctx()->gates->GateList->$gateId->fightNum == 0) {
- $tag = true;
- }
- break;
- case 2:
- if ($resultType == true && ctx()->gates->GateList->$gateId->pass == 0) {
- $tag = true;
- }
- break;
- default:
- break;
- }
- if ($tag) {
- ctx()->privateState->funUnlockRecord[] = $id;
- }
- }
- }
- }
- // <editor-fold defaultstate="collapsed" desc="技能解锁">
- /**
- * 检测技能解锁的 1 关卡解锁,游玩到一定关卡解锁技能
- * @param type $resultType
- * @param type $gateId
- * @return type
- */
- static function skillUnlock_gate($resultType, $gateId) {
- $dic = GameConfig::skills();
- $gateIndex = Ins_GateInfo::gateNum($gateId);
- foreach ($dic as $id => $mo) {
- if ($mo->unlock_acc_id_new == null) {
- continue;
- }
- $strList = explode(':', $mo->unlock_acc_id_new);
- $unlockType = $strList[0];
- $unlockId = $strList[1];
- if ($unlockType == 1 && $unlockId == $gateIndex && $resultType == true && ctx()->gates->GateList->$gateId->pass == 0 && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
- ctx()->privateState->skillUnlockRecord[] = $mo->typeId;
- }
- }
- }
- /**
- * 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
- * @param type $resultType
- * @param type $gateId
- * @return type
- */
- static function skillUnlock_heroUnlock($heroId) {
- $dic = GameConfig::skills();
- foreach ($dic as $id => $mo) {
- if ($mo->unlock_acc_id_new == null) {
- continue;
- }
- $strList = explode(':', $mo->unlock_acc_id_new);
- $unlockType = $strList[0];
- $unlockId = $strList[1];
- if ($unlockType != 2) {
- continue;
- }
- $heroMo = GameConfig::hero_getItem($heroId);
- $heroTypeId = $heroMo->typeID;
- $isUnlock = ctx()->heros->Dic->$heroId->isUnlock;
- if ($unlockId == $heroTypeId && $isUnlock == 0 && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
- ctx()->privateState->skillUnlockRecord[] = $mo->typeId;
- }
- }
- }
- /**
- * 检测技能解锁的 3://玩家失败X次后解锁
- * @param type $resultType
- * @param type $gateId
- * @return type
- */
- static function skillUnlock_fightNum($resultType) {
- if ($resultType) {
- return;
- }
- $GateList = ctx()->gates->GateList;
- $num = 0;
- foreach ($GateList as $gateId => $Ins_GateInfo) {
- $num += $Ins_GateInfo->fightNum_fail;
- }
- $dic = GameConfig::skills();
- foreach ($dic as $id => $mo) {
- if ($mo->unlock_acc_id_new == null) {
- continue;
- }
- $strList = explode(':', $mo->unlock_acc_id_new);
- $unlockType = $strList[0];
- $unlockId = $strList[1];
- if ($unlockType != 3) {
- continue;
- }
- if ($num == $unlockId && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
- ctx()->privateState->skillUnlockRecord[] = $mo->typeId;
- }
- }
- }
- /**
- * 玩家等级解锁技能
- * @param type $curLevel
- */
- static function skillUnlock_userLevel($curLevel) {
- $dic = GameConfig::skills();
- foreach ($dic as $id => $mo) {
- if ($mo->unlock_acc_id_new == null) {
- continue;
- }
- $strList = explode(':', $mo->unlock_acc_id_new);
- $unlockType = $strList[0];
- $unlockId = $strList[1];
- if ($unlockType != 5) { // 玩家等级
- continue;
- }
- if ($unlockId == $curLevel && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
- ctx()->privateState->skillUnlockRecord[] = $mo->typeId;
- }
- }
- }
- // </editor-fold>
- // <editor-fold defaultstate="collapsed" desc="排行榜">
- /**
- * 参与主线关卡排行榜
- * @param type $gateIndex
- */
- public static function Ranking_MainGateIndex($maxGateIndex) {
- $memKey = MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid);
- $mem = gMem();
- $uid = req()->uid;
- $score = self::GetRankScoreUid($uid, 1);
- if ($maxGateIndex > $score) {
- $arr = array();
- $arr["$uid"] = self::createScore($maxGateIndex);
- $mem->zadd($memKey, $arr);
- }
- $length = $mem->zlen($memKey);
- if ($length > glc()->Rank_MainGateIndex_OnListRank) {
- $num = $length - glc()->Rank_MainGateIndex_OnListRank;
- $mem->zremrangebyrank($memKey, 0, $num - 1);
- }
- }
- public static function createScore($score) {
- if ($score > 0) {
- $newScore = $score . '.' . (9999999999 - now());
- return $newScore;
- }
- return 0;
- }
- /**
- * 战力榜
- * @param type $gateIndex
- */
- public static function Ranking_FightPower() {
- $memKey = MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid);
- $mem = gMem();
- $uid = req()->uid;
- $score = self::GetRankScoreUid($uid, 2);
- $power = self::countUserFightPower();
- if ($power > $score) {
- $arr = array();
- $arr["$uid"] = self::createScore($power);
- $mem->zadd($memKey, $arr);
- self::IsAchievedFightPower_PassReward($power);
- }
- $length = $mem->zlen($memKey);
- if ($length > glc()->Rank_FightPower_OnListRank) {
- $num = $length - glc()->Rank_FightPower_OnListRank;
- $mem->zremrangebyrank($memKey, 0, $num - 1);
- }
- }
- public static function GetRankScoreUid($uid_rank, $type) {
- if ($type == 1) {
- $score = gMem()->zscore(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid_rank);
- } else {
- $score = gMem()->zscore(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid_rank);
- }
- if ($score == null) {
- $score = 0;
- }
- return intval($score);
- }
- /**
- * 6811 获取主线关卡排行榜信息
- * @return type
- */
- public static function GetRankInfo() {
- list($type) = req()->paras;
- $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
- $selfExtraInfo = 0;
- $isExistFinishReward = 0;
- $isExistFinishReward_other = 0;
- if ($type == 1) {
- $list = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
- $selfExtraInfo = ctx()->gates->maxPassGateNumId();
- $isExistFinishReward = self::isExistNoDrawed_MainGate();
- $isExistFinishReward_other = self::isExistNoDrawed_FightPower();
- } else {
- $list = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
- $selfExtraInfo = self::countUserFightPower();
- $isExistFinishReward = self::isExistNoDrawed_FightPower();
- $isExistFinishReward_other = self::isExistNoDrawed_MainGate();
- }
- if ($isExistFinishReward == 1) {
- $isExistFinishReward = true;
- } else {
- $isExistFinishReward = false;
- }
- if ($isExistFinishReward_other == 1) {
- $isExistFinishReward_other = true;
- } else {
- $isExistFinishReward_other = false;
- }
- $selfRank = null;
- $retArr = array();
- if (count($list) > 0) {
- foreach ($list as $uid => $score) {
- $rankInfo = self::initOtherUidRankInfo($uid, $score, $type);
- if ($rankInfo->uid == req()->uid) {
- $selfIsHasRank = 1;
- $selfRank = $rankInfo;
- }
- $retArr[] = $rankInfo;
- }
- }
- if ($selfRank == null) {
- $selfRank = self::initOtherUidRankInfo(req()->uid, $selfExtraInfo, $type);
- }
- UserProc::updateUserInfo();
- $ret = array(
- 'rankInfo' => $retArr,
- 'selfRank' => $selfRank,
- 'selfIsHasRank' => $selfIsHasRank,
- 'isExistFinishReward' => $isExistFinishReward,
- 'isExistFinishReward_other' => $isExistFinishReward_other,
- );
- return Resp::ok($ret);
- }
- /**
- * 初始化玩家rank
- * @param type $uid
- * @param type $score
- * @return \loyalsoft\Ins_rank
- */
- static function initOtherUidRankInfo($uid, $score, $type = null) {
- $ins_rank = new Ins_rank();
- if ($type == 1) {
- $lv = gMem()->zrevrank(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
- } else {
- $lv = gMem()->zrevrank(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
- }
- if ($lv == null) {
- $lv = 0;
- }
- $ins_rank->rank = $lv + 1;
- $ins_rank->uid = $uid;
- $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
- $ins_rank->name = $userInfo->baseInfo->name;
- $ins_rank->headImg = $userInfo->baseInfo->headImg;
- //$ret = intval($score);
- // if(!$isToRank){
- // $ret = $score;
- // }
- $ins_rank->score = intval($score);
- return $ins_rank;
- }
- /**
- * 6812 获取排行榜内玩家的装备信息
- * @return type
- */
- public static function GetUidEquipInfo_Rank() {
- list($uid) = req()->paras;
- $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
- $store = $userInfo->store;
- $heros = $userInfo->heros;
- $gates = $userInfo->gates;
- UserProc::updateUserInfo();
- $ret = array(
- 'store' => $store,
- 'heros' => $heros,
- 'gates' => $gates,
- );
- return Resp::ok($ret);
- }
- /**
- * 通关奖励是否达成
- * @param type $maxGateIndex
- */
- public static function IsAchievedMainGate_PassReward($maxGateIndex) {
- $rewards = GameConfig::rank_passgatereward();
- $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
- foreach ($rewards as $passGateId => $mo) {
- if ($passGateId == $maxGateIndex && !gMem()->hexists($memKey, $maxGateIndex)) {
- $ins_rank = new Ins_rank();
- $ins_rank->uid = req()->uid;
- $ins_rank->name = ctx()->baseInfo->name;
- $ins_rank->headImg = ctx()->baseInfo->headImg;
- $ins_rank->score = $passGateId;
- gMem()->hset($memKey, $maxGateIndex, $ins_rank);
- break;
- }
- }
- }
- /*
- * 战力奖励是否达成
- */
- public static function IsAchievedFightPower_PassReward($power) {
- $rewards = GameConfig::rank_fightpowerreward();
- $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
- foreach ($rewards as $fightPower => $mo) {
- if ($power >= $fightPower && !gMem()->hexists($memKey, $fightPower)) {
- $ins_rank = new Ins_rank();
- $ins_rank->uid = req()->uid;
- $ins_rank->name = ctx()->baseInfo->name;
- $ins_rank->headImg = ctx()->baseInfo->headImg;
- $ins_rank->score = $fightPower;
- gMem()->hset($memKey, $fightPower, $ins_rank);
- }
- }
- }
- public static function isExistNoDrawed_MainGate() {
- $isExistFinishReward = 0;
- $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
- $dic = gMem()->hgetall($memKey);
- foreach ($dic as $gateId => $ins_rank) {
- if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
- $isExistFinishReward = 1;
- break;
- }
- }
- ctx()->privateState->redTip_RewardMainGateRank = $isExistFinishReward;
- return $isExistFinishReward;
- }
- public static function isExistNoDrawed_FightPower() {
- $isExistFinishReward = 0;
- $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
- $dic = gMem()->hgetall($memKey);
- foreach ($dic as $fightPower => $ins_rank) {
- if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
- $isExistFinishReward = 1;
- break;
- }
- }
- ctx()->privateState->redTip_RewardFightPowerRank = $isExistFinishReward;
- return $isExistFinishReward;
- }
- /**
- * 6813
- * @return type
- */
- public static function GetmainGate_RankRewardInfo() {
- //list($type) = req()->paras;
- $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
- $dic = gMem()->hgetall($memKey);
- if ($dic == null) {
- $dic = new \stdClass();
- }
- UserProc::updateUserInfo();
- $ret = array(
- 'rankReward' => $dic,
- );
- return Resp::ok($ret);
- }
- /**
- * 6814
- * @return type
- */
- public static function GetFightPower_RankRewardInfo() {
- //list($type) = req()->paras;
- $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
- $dic = gMem()->hgetall($memKey);
- if ($dic == null) {
- $dic = new \stdClass();
- }
- UserProc::updateUserInfo();
- $ret = array(
- 'rankReward' => $dic,
- );
- return Resp::ok($ret);
- }
- /**
- * 6815 领取通关荣誉榜奖励
- * @return type
- */
- public static function ReceiveRankReward_MainGate() {
- list($gateId) = req()->paras;
- my_Assert(!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate), ErrCode::rankReward_HasReceive);
- $mo = GameConfig::rank_passgatereward_getItem($gateId);
- my_Assert($mo != null, ErrCode::err_const_no);
- $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
- if (gMem()->hexists($memKey, $gateId)) {
- StoreProc::AddMultiItemInStore($mo->reward);
- ctx()->privateState->rankReward_drawed_MainGate[] = $gateId;
- TaskProc::OnRankPrize_Num();
- }
- $tag = self::isExistNoDrawed_MainGate();
- UserProc::updateUserInfo();
- $ret = array('redTip' => $tag, 'task' => ctx()->task,'store'=> ctx()->store,'cash'=> ctx()->baseInfo->cash,'reward'=> StoreProc::$reward);
- return Resp::ok($ret);
- }
- /**
- * 6816 领取战力荣誉榜奖励
- * @return type
- */
- public static function ReceiveRankReward_FightPower() {
- list($fightPower) = req()->paras;
- my_Assert(!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower), ErrCode::rankReward_HasReceive);
- $mo = GameConfig::rank_fightpowerreward_getItem($fightPower);
- my_Assert($mo != null, ErrCode::err_const_no);
- $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
- if (gMem()->hexists($memKey, $fightPower)) {
- StoreProc::AddMultiItemInStore($mo->reward);
- ctx()->privateState->rankReward_drawed_fightPower[] = $fightPower;
- TaskProc::OnFightRankPrize_Num();
- }
- $tag = self::isExistNoDrawed_FightPower();
- UserProc::updateUserInfo();
- $ret = array('redTip' => $tag, 'task' => ctx()->task,'store'=> ctx()->store,'cash'=> ctx()->baseInfo->cash,'reward'=> StoreProc::$reward);
- return Resp::ok($ret);
- }
- /**
- * 6824 排行奖励一键领取
- */
- static function ReceiveRankReward() {
- list($type) = req()->paras; # 解锁数量
- if ($type == 1) {
- $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
- $dic = gMem()->hgetall($memKey);
- foreach ($dic as $gateId => $ins_rank) {
- if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
- $mo = GameConfig::rank_passgatereward_getItem($gateId);
- StoreProc::AddMultiItemInStore($mo->reward);
- ctx()->privateState->rankReward_drawed_MainGate[] = $gateId;
- TaskProc::OnRankPrize_Num();
- }
- }
- } else {
- $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
- $dic2 = gMem()->hgetall($memKey2);
- foreach ($dic2 as $fightPower => $ins_rank) {
- if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
- $mo = GameConfig::rank_fightpowerreward_getItem($fightPower);
- StoreProc::AddMultiItemInStore($mo->reward);
- ctx()->privateState->rankReward_drawed_fightPower[] = $fightPower;
- TaskProc::OnFightRankPrize_Num();
- }
- }
- }
- UserProc::updateUserInfo();
- $ret = array('redTip' => 0,
- 'task' => ctx()->task,
- 'store'=> ctx()->store,
- 'cash'=> ctx()->baseInfo->cash,
- 'reward'=> StoreProc::$reward,
- 'rankReward_drawed_fightPower'=>ctx()->privateState->rankReward_drawed_fightPower,
- 'rankReward_drawed_MainGate'=>ctx()->privateState->rankReward_drawed_MainGate,
- );
- return Resp::ok($ret);
- }
- /**
- * 6817
- */
- public static function IsExistRankReward() {
- //list($type) = req()->paras;
- $type = 0;
- $isExistFinishReward = false;
- $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
- $dic = gMem()->hgetall($memKey);
- foreach ($dic as $gateId => $ins_rank) {
- if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
- $isExistFinishReward = true;
- $type = 1;
- break;
- }
- }
- $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
- $dic2 = gMem()->hgetall($memKey2);
- foreach ($dic2 as $fightPower => $ins_rank) {
- if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
- $isExistFinishReward = true;
- $type = 2;
- break;
- }
- }
- UserProc::updateUserInfo();
- $ret = array(
- 'isExistFinishReward' => $isExistFinishReward,
- 'type' => $type,
- );
- return Resp::ok($ret);
- }
- /*
- * 删除排行榜内注销账号的玩家
- */
- public static function DeleteRankInvalidUser($uid2) {
- $dic1 = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
- foreach ($dic1 as $uid => $score) {
- if ($uid == $uid2) {
- gMem()->zrem(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
- break;
- }
- }
- $dic2 = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
- foreach ($dic2 as $uid => $score) {
- if ($uid == $uid2) {
- gMem()->zrem(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
- break;
- }
- }
- }
- /*
- * 排行玩家头像变动
- */
- public static function UpdateRankUserHeadImg($uid, $headImg) {
- $memKey1 = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
- $dic = gMem()->hgetall($memKey1);
- foreach ($dic as $gateId => $ins_rank) {
- if ($ins_rank->uid == $uid) {
- $ins_rank->headImg = $headImg;
- gMem()->hset($memKey1, $gateId, $ins_rank);
- }
- }
- $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
- $dic2 = gMem()->hgetall($memKey2);
- foreach ($dic2 as $fightPower => $ins_rank) {
- if ($ins_rank->uid == $uid) {
- $ins_rank->headImg = $headImg;
- gMem()->hset($memKey2, $fightPower, $ins_rank);
- }
- }
- }
- /*
- * 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))改为 //战斗力=攻击x(生命-伤害减免值)x(1+暴击率 x(暴击伤害倍率-1))2024-8-30
- */
- public static function countUserFightPower() {
- $CurrentHeroId = ctx()->heros->CurrentHeroId;
- //$hero = ctx()->heros->Dic->$CurrentHeroId;
- list($addHp, $addAtk, $addDecDamage, $addEatFood) = ctx()->gates()->GetEnvovleBuffs(); // 启灵加成
- $mo = GameConfig::hero_getItem($CurrentHeroId);
- my_Assert($mo != null, ErrCode::err_const_no);
- $heroBashAttack = $mo->attack;
- $heroBashHp = $mo->hp;
- $equipDic = ctx()->store->equip;
- $attck = 0;
- $hp = 0;
- foreach ($equipDic as $index => $ins_equip) {
- $Ins_Equip = new Ins_Equip($ins_equip);
- if ($Ins_Equip->mo()->upgradeType == 1) {//攻击力
- $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
- } elseif ($Ins_Equip->mo()->upgradeType == 2) {
- $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
- } else {
- $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
- $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
- }
- }
- $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
- $heroHp = $heroBashHp + $hp + $addHp; # 英雄基础hp + 装备宝石词条hp + 启灵hp
- $pag = ctx()->store->equipPag;
- $gemDic = ctx()->store->gemEquip->$pag; //Dictionary<E_EquipPosition, Dictionary<int, Ins_Gem>>
- $per = 0;
- $parasVal = 0;
- $per_hp = 0;
- $parasVal_hp = 0;
- foreach ($equipDic as $index => $ins_equip) {
- if (StlUtil::dictHasProperty($gemDic, $index)) {
- $dic = $gemDic->$index;
- foreach ($dic as $k => $gem) {
- $ins_Gem = new Ins_Gem($gem);
- if ($ins_Gem->predicateMo()->actionType == "mulDamage") {
- $per += $ins_Gem->predicateMo()->actionParam1;
- } elseif ($ins_Gem->predicateMo()->actionType == "addDamage") {
- $parasVal += $ins_Gem->predicateMo()->actionParam1;
- } elseif ($ins_Gem->predicateMo()->actionType == "mulHp") {
- $per_hp += $ins_Gem->predicateMo()->actionParam1;
- } elseif ($ins_Gem->predicateMo()->actionType == "addHp") {
- $parasVal_hp += $ins_Gem->predicateMo()->actionParam1;
- }
- }
- }
- }
- if ($per != 0) {
- $heroAttck = round($heroAttck + $heroAttck * $per);
- }
- if ($parasVal != 0) {
- $heroAttck += $parasVal;
- }
- if ($per_hp != 0) {
- $heroHp = round($heroHp + $heroHp * $per_hp);
- }
- if ($parasVal_hp != 0) {
- $heroHp += $parasVal_hp;
- }
- $dec_demage = $mo->dec_demage + $addDecDamage; # 英雄基础减伤 + 启灵减伤
- $bigHit_Val = $mo->bigHit_Val;
- $bigHit_rate = $mo->bigHit_rate;
- $val = $heroAttck * ($heroHp - $dec_demage) * (1 + $bigHit_rate * ($bigHit_Val - 1));
- return intval($val);
- }
- // </editor-fold>
- }
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