FightProc.php 71 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. /**
  9. * 逻辑分发
  10. * 所有的Proc中必须有这样一个方法
  11. * @param Req $req
  12. */
  13. public static function procMain($req) {
  14. switch ($req->cmd) {
  15. case CmdCode::fight_settle: # 6801 主线战斗结算
  16. return FightProc::Settle();
  17. case CmdCode::fight_PassGateTsPrizeReceive: # 6802 章节宝箱的领取
  18. return FightProc::PassGateTsPrizeReceive();
  19. case CmdCode::fight_selectGate: # 6803 主线剧情关卡选择
  20. return FightProc::SelectGate();
  21. case CmdCode::fight_gateChallengeRewards: # 6804 挑战关卡: 领取奖励
  22. return FightProc::GateChallengeRewards();
  23. case CmdCode::fihgt_reliveCost: # 6805 战斗: 复活花费
  24. return FightProc::ReliveCost();
  25. case CmdCode::fight_plotSav: # 6806 主线剧情(已播放)回存
  26. return FightProc::PlotSav();
  27. case CmdCode::fight_sweep: # 6807 主线扫荡
  28. return FightProc::FightSweep();
  29. case CmdCode::fight_startFight: # 6808 主线剧情关卡开始挑战
  30. return self::StartFight();
  31. case CmdCode::fight_tower_RefreshSkills: # 6809 挑战关卡: 刷新初始技能
  32. return self::TowerRefreshSkills();
  33. case CmdCode::fight_tower_updatelocklist: # 6810 挑战关卡: 更新技能锁定列表
  34. return self::TowerUpdateLockskillList();
  35. case CmdCode::fight_rankInfo: # 6811 获取主线关卡排行榜信息
  36. return self::GetRankInfo();
  37. case CmdCode::fight_rank_uidEquipInfo: # 6812 获取主线关卡榜内玩家的装备信息
  38. return self::GetUidEquipInfo_Rank();
  39. case CmdCode::fight_rank_GetMainGateRankRewardInfo: # 6813 获取通关荣誉榜信息
  40. return self::GetmainGate_RankRewardInfo();
  41. case CmdCode::fight_rank_GetFightPowerRankRewardInfo: # 6814 获取战力荣誉榜信息
  42. return self::GetFightPower_RankRewardInfo();
  43. case CmdCode::fight_rank_ReceiveRankReward_MainGate: # 6815 领取通关荣誉榜奖励
  44. return self::ReceiveRankReward_MainGate();
  45. case CmdCode::fight_rank_ReceiveRankReward_FightPower: # 6816 领取战力荣誉榜奖励
  46. return self::ReceiveRankReward_FightPower();
  47. case CmdCode::fight_rank_IsExistRankReward: # 6817 是否存在未领取的荣誉榜奖励
  48. return self::IsExistRankReward();
  49. case CmdCode::fight_evolveUnlock: # 6818 启灵解锁
  50. return self::EvolveUnlock();
  51. case CmdCode::fight_MainTZPass: # 6819 主线挑战--通关
  52. return self::MainTZPass();
  53. case CmdCode::fight_MainTZGetReward: # 6820 主线挑战--领取奖励
  54. return self::MainTZGetReward();
  55. case CmdCode::fight_ResetChallange_RedMask: # 6821 每天重置挑战红点
  56. return self::ResetChallange_RedMask();
  57. case CmdCode::fight_lockSkill: # 6822 封印/解封技能
  58. return self::LockSkill();
  59. case CmdCode::fight_buyLockSkillCount: # 6823 购买更多封印数量
  60. return self::BuySkillLockCount();
  61. case CmdCode::fight_rank_ReceiveRankReward: # 6824 排行奖励一键领取
  62. return self::ReceiveRankReward();
  63. case CmdCode::fight_PVP_match: # 6825 PVP 匹配一个对手
  64. return self::PvpMatchPlayer();
  65. default:
  66. Err(ErrCode::cmd_err);
  67. }
  68. }
  69. /**
  70. * 6825 pvp 匹配一个对手
  71. * @return Resp
  72. */
  73. static function PvpMatchPlayer() {
  74. // 先从排行榜上随机取一个玩家的数据返回 -gwang 2024.10.30
  75. // $uid = req()->uid;
  76. $memKey = MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid);
  77. $mem = gMem();
  78. $length = $mem->zlen($memKey);
  79. if ($length > glc()->Rank_FightPower_OnListRank) {
  80. $length = glc()->Rank_FightPower_OnListRank;
  81. }
  82. $arr = $mem->zrange($memKey, 0, $length - 1);
  83. $uid = $arr[array_rand($arr)]; # 这里是否应该去掉自己呢? 算了不用,自己打自己也是一种挑战
  84. $pvpPlayer = UserProc::getUserGame(req()->zoneid, $uid);
  85. return Resp::ok($pvpPlayer);
  86. }
  87. /**
  88. * 6823 购买更多技能封印数量
  89. */
  90. static function BuySkillLockCount() {
  91. list($n) = req()->paras; # 解锁数量
  92. my_Assert($n > ctx()->privateData()->skillLockerNumber, ErrCode::paras_err); # 参数异常
  93. $amt = 0;
  94. foreach (explode(",", glc()->Skill_LockBtn_BuyCount_Cost) as $str) {
  95. list($cnt, $cost) = explode(':', $str);
  96. if ($cnt == $n) {
  97. $amt = $cost;
  98. break;
  99. }
  100. }
  101. my_Assert($amt > 0, "消耗元宝数量配置出错!");
  102. my_Assert(ctx()->base(true)->Consume_Cash($amt), ErrCode::notenough_cash_msg);
  103. ctx()->privateData(true)->skillLockerNumber = $cnt;
  104. UserProc::updateUserInfo();
  105. return Resp::ok();
  106. }
  107. /**
  108. * 6822 封印/解封技能
  109. */
  110. static function LockSkill() {
  111. list($skillTypeId) = req()->paras; # 技能类型ID
  112. $pri = ctx()->privateData(true);
  113. // my_Assert(in_array($skillTypeId, $pri->skillUnlockRecord), "技能尚未解锁!");
  114. if (in_array($skillTypeId, $pri->skillReLocked)) { # 解封
  115. StlUtil::arrayRemove($pri->skillReLocked, $skillTypeId);
  116. } else { # 封印
  117. my_Assert(count($pri->skillReLocked) < $pri->skillLockerNumber, "超出封印上限!");
  118. $pri->skillReLocked[] = $skillTypeId;
  119. TaskProc::OnCloseSkill();
  120. }
  121. return Resp::ok(array("task" => ctx()->task,));
  122. }
  123. /**
  124. * 6821 每天重置挑战红点
  125. */
  126. static function ResetChallange_RedMask() {
  127. ctx()->privateData(true)->challange_RedMask = 1;
  128. UserProc::updateUserInfo();
  129. return Resp::ok();
  130. }
  131. /**
  132. * 6819 主线挑战 -- 通关
  133. */
  134. static function MainTZPass() {
  135. list($gateId, $index, $killMonsterNum, $killBossNum) = req()->paras; # 关卡id, 通关难度索引(1/2/3)
  136. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  137. // isEditor() && $gateInfo = new Ins_GateInfo();
  138. $gateInfo = ctx()->gates->GateList->$gateId;
  139. my_Assert($gateInfo->pass, ErrCode::gate_GateNoUnlock); # 通关后解锁难度1
  140. // my_Assert($gateInfo->tz_state + 1 >= $index, ErrCode::gate_GateNoUnlock); # 通关上一难度解锁当前难度
  141. FightProc::funUnlock_mainChallengeGate_State(true, $gateId, $index);
  142. $gateInfo->tz_state = $index;
  143. TaskProc::OnPassMainChallengeGate_X_Num($gateId, $index);
  144. TaskProc::OnKillCommonNumMonster($killMonsterNum);
  145. TaskProc::OnKillleaderNumMonster($killBossNum);
  146. //TaskProc::Day7TaskReset();
  147. UserProc::updateUserInfo();
  148. return Resp::ok(array("task" => ctx()->task,
  149. 'privateState' => ctx()->privateState,
  150. // 'funUnlockRecord' => ctx()->privateState->funUnlockRecord,
  151. // 'funUnlockRecord_2' => ctx()->privateState->funUnlockRecord_2,
  152. ));
  153. }
  154. /**
  155. * 6820 主线挑战 -- 领取奖励
  156. */
  157. static function MainTZGetReward() {
  158. list($gateId, $index) = req()->paras; # 关卡id, 通关难度索引(1/2/3)
  159. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  160. // isEditor() && $gateInfo = new Ins_GateInfo();
  161. $gateInfo = ctx()->gates->GateList->$gateId;
  162. my_Assert($gateInfo->pass, ErrCode::gate_GateNoUnlock); # 通关后解锁难度1
  163. my_Assert($gateInfo->tz_state >= $index, ErrCode::gate_GateNoUnlock); # 已解锁当前难度
  164. my_Assert(Bits::GetBitValue($gateInfo->tz_rewards, $index - 1) == false, ErrCode::gate_GatePriceHasReceive);
  165. $gateInfo->tz_rewards = Bits::SetBitValue($gateInfo->tz_rewards, $index - 1, true); # 更新领取记录
  166. $prize = "tz_reward" . $index;
  167. $mo = GameConfig::gate_getItem($gateId);
  168. StoreProc::AddMultiItemInStore($mo->$prize);
  169. UserProc::updateUserInfo();
  170. return Resp::ok(array(
  171. 'gold' => ctx()->baseInfo->gold,
  172. 'cash' => ctx()->baseInfo->cash,
  173. 'store' => ctx()->store,
  174. 'reward' => StoreProc::$reward,
  175. 'reward_Gem' => StoreProc::$reward_Gem,
  176. 'reward_equip' => StoreProc::$reward_equip,
  177. ));
  178. }
  179. /**
  180. * 6818 启灵解锁
  181. * @return type
  182. */
  183. public static function EvolveUnlock() {
  184. list($type, $id) = req()->paras; //$id废弃 因为玩家可能不安顺序点
  185. if ($type == 1) {
  186. $nextId = ctx()->gates->evolveMaxId_left + 1;
  187. my_Assert($id == $nextId, ErrCode::err_const_no);
  188. $mo = GameConfig::evolve_getItem($nextId);
  189. my_Assert($mo != null, ErrCode::err_const_no);
  190. my_Assert(ctx()->baseInfo->level >= $mo->level, ErrCode::evolve_canotUnlock_levelLimit);
  191. my_Assert(ctx()->baseInfo->gold >= $mo->needGold_unlock, ErrCode::notenough_gold_msg);
  192. ctx()->baseInfo->Consume_Gold($mo->needGold_unlock);
  193. ctx()->gates->evolveMaxId_left = $nextId;
  194. TaskProc::OnCompleteNumQiLing();
  195. } else {
  196. $nextId = ctx()->gates->evolveMaxId_right + 1;
  197. my_Assert($id == $nextId, ErrCode::err_const_no);
  198. $dic = GameConfig::evolve();
  199. foreach ($dic as $key => $value) {
  200. if ($value->specificEvolveId == $nextId) {
  201. $mo = $value;
  202. }
  203. }
  204. my_Assert(ctx()->baseInfo->level >= $mo->level, ErrCode::evolve_canotUnlock_levelLimit);
  205. my_Assert($mo != null, ErrCode::err_const_no);
  206. if ($mo->specificEvolveCost != null) {
  207. $cost = explode(',', $mo->specificEvolveCost);
  208. $costId = $cost[0];
  209. $costNum = $cost[1];
  210. my_Assert(StlUtil::dictHasProperty(ctx()->store->items, $costId) && ctx()->store->items->$costId >= $costNum, ErrCode::notenough_item);
  211. ctx()->store->removeItem($costId, $costNum);
  212. }
  213. ctx()->gates->evolveMaxId_right = $id;
  214. TaskProc::OnCompleteNumSpecialQiLing();
  215. }
  216. FightProc::Ranking_FightPower();
  217. UserProc::updateUserInfo();
  218. $ret = array(
  219. 'task' => ctx()->task,
  220. 'gold' => ctx()->baseInfo->gold,
  221. 'items' => ctx()->store->items,
  222. 'evolveMaxId_right' => ctx()->gates->evolveMaxId_right,
  223. 'evolveMaxId_left' => ctx()->gates->evolveMaxId_left,
  224. );
  225. return Resp::ok($ret);
  226. }
  227. /**
  228. * 6807 扫荡
  229. * @return type
  230. */
  231. public static function FightSweep() {
  232. //list($gateId) = req()->paras;
  233. // 2024.12.17 扫荡修改: 前3次免费, 后面可以一直看广告免费.(特权月卡可以免广告, 结合到一起, 特权月卡就可以一直刷了.)
  234. $passGateId = ctx()->gates->maxPassGateId(); # 最高通关关卡id
  235. my_Assert($passGateId != 0, ErrCode::gate_NoSweep); # 还没有通关关卡
  236. $mo = GameConfig::gate_getItem($passGateId); # 关卡配置数据
  237. my_Assert(null != $mo, ErrCode::err_const_no); # 防御: 关卡配置找不到
  238. $gateName = $mo->gateName;
  239. $costTili = glc()->sweep_cost_tili;
  240. $curTili = ctx()->baseInfo->CurTili();
  241. my_Assert($curTili >= $costTili, ErrCode::notenough_tili); # 检查: 体力不足
  242. # 2024.12.17 去掉了次数限制, 故这段废弃
  243. // if (ctx()->privateState->honourCardShop_ts == 0) {
  244. // $max = glc()->sweepMaxNum;
  245. // my_Assert(ctx()->gates->fightSweepNum < $max, ErrCode::gate_SweepMaxNum_limit);
  246. // }
  247. if (ctx()->gates->fightSweepNum < glc()->sweepMaxNum) {
  248. ctx()->gates->fightSweepTs = now(); # 前三次无冷却
  249. } else {
  250. ctx()->gates->fightSweepTs = now(60); # 下次扫荡时间戳(广告时需要间隔)
  251. }
  252. ctx()->gates->fightSweepNum += 1; # 增加扫荡次数记录
  253. ctx()->baseInfo->Consume_tili($costTili); # 扣除体力
  254. ctx()->privateData(true)->battlePass_tili += $costTili; # 增加体力消耗记录
  255. # 发放扫荡奖励↓
  256. $wavesArr = GameConfig::waves_getItemArray($passGateId);
  257. $count = count($wavesArr);
  258. $wavesMo = $wavesArr[$count - 1];
  259. $gold = $wavesMo->rewardGold;
  260. StoreProc::AddMultiItemInStore("1," . $gold);
  261. $oldLevel = ctx()->baseInfo->level;
  262. $exp = $wavesMo->rewardExp;
  263. StoreProc::AddMultiItemInStore("4," . $exp);
  264. $newLevel = ctx()->baseInfo->level;
  265. if ($wavesMo->rewardTuZhi != null) {
  266. $tuzhi = explode('-', $wavesMo->rewardTuZhi);
  267. $n = rand($tuzhi[0], $tuzhi[1]);
  268. $tuzhiArr = array();
  269. $item = GameConfig::item();
  270. foreach ($item as $id => $mo) {
  271. if ($mo->itemType == 100) {
  272. $tuzhiArr[] = $id;
  273. }
  274. }
  275. for ($i = 0; $i < $n; $i++) {
  276. $index = rand(0, count($tuzhiArr) - 1);
  277. $goodsStr = $tuzhiArr[$index] . ',' . 1;
  278. $prizeArr[] = $goodsStr;
  279. StoreProc::AddMultiItemInStore($goodsStr);
  280. }
  281. }
  282. if ($wavesMo->rewardItem != null) {
  283. $reward = StoreProc::Distribute_Rewards($wavesMo->rewardItem);
  284. StoreProc::AddMultiItemInStore($reward);
  285. }
  286. if ($wavesMo->rewardGem != null) {
  287. $goodsStr = self::sweepRandReward($wavesMo->rewardGem);
  288. $str = explode(';', $goodsStr);
  289. $dic = GameConfig::gem();
  290. foreach ($str as $value) {
  291. $list = explode(',', $value);
  292. $posId = rand(1, 6);
  293. $qual = $list[0];
  294. foreach ($dic as $key => $gemMo) {
  295. if ($gemMo->qual == $qual && $gemMo->position == $posId && $gemMo->isfixed_predicateId == 0) {
  296. $gemStr = $gemMo->typeId . ',' . $list[1];
  297. SystemProc::GetGem_GreaterOrangeQual_SweepMainGateIndex(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($passGateId), $gateName, $gemMo->typeId);
  298. //StoreProc::PutGemInStore($gemMo->typeId, $list[1]);
  299. StoreProc::AddMultiItemInStore($gemStr);
  300. break;
  301. }
  302. }
  303. }
  304. }
  305. # 奖励逻辑结束.
  306. TaskProc::OnFightSweepGate();
  307. UserProc::updateUserInfo();
  308. $ret = array(
  309. 'gold' => ctx()->baseInfo->gold,
  310. 'cash' => ctx()->baseInfo->cash,
  311. 'tili' => ctx()->baseInfo->tili,
  312. 'tili_ts' => ctx()->baseInfo->tili_ts,
  313. 'xp' => ctx()->baseInfo->xp,
  314. 'maxXp' => ctx()->baseInfo->maxXp,
  315. 'level' => ctx()->baseInfo->level,
  316. 'fightSweepNum' => ctx()->gates->fightSweepNum,
  317. 'fightSweepTs' => ctx()->gates->fightSweepTs,
  318. //'prizeArr' => $prizeArr,
  319. 'store' => ctx()->store,
  320. 'task' => ctx()->task,
  321. 'reward' => StoreProc::$reward,
  322. 'reward_Gem' => StoreProc::$reward_Gem,
  323. 'reward_equip' => StoreProc::$reward_equip,
  324. 'oldLevel' => $oldLevel,
  325. 'newLevel' => $newLevel,
  326. );
  327. return Resp::ok($ret);
  328. }
  329. static function sweepRandReward($rewardStr) {
  330. $ctxArr = explode(';', $rewardStr);
  331. $numArr = explode('-', $ctxArr[0]);
  332. $num = rand($numArr[0], $numArr[1]);
  333. $rand = 0;
  334. $itemArr = explode(',', $ctxArr[1]);
  335. foreach ($itemArr as $value) {
  336. $arr = explode(':', $value);
  337. $itemId = $arr[0];
  338. $per = $arr[1];
  339. $rand += $per;
  340. }
  341. $res = "";
  342. for ($i = 0; $i < $num; $i++) {
  343. $start = 0;
  344. $end = 0;
  345. $randNum = rand(1, $rand);
  346. $id = 0;
  347. foreach ($itemArr as $str) {
  348. $arr = explode(':', $str);
  349. $itemId = $arr[0];
  350. $per = $arr[1];
  351. $end += $per;
  352. if ($randNum > $start && $randNum <= $end) {
  353. $id = $itemId;
  354. break;
  355. }
  356. $start = $end;
  357. }
  358. if ($id != 0) {
  359. $str = $id . ',1';
  360. if ($res == "") {
  361. $res = $str;
  362. } else {
  363. $res = $res . ';' . $str;
  364. }
  365. }
  366. }
  367. return $res;
  368. }
  369. /**
  370. * 6808 开始挑战 (主线关卡:扣除体力, 挑战关卡: 增加次数)
  371. */
  372. private static function StartFight() {
  373. list($gateId, $layerNum) = req()->paras;
  374. my_Assert($gateId > 0, ErrCode::paras_err);
  375. $mo = GameConfig::gate_getItem($gateId);
  376. my_Assert(null != $mo, ErrCode::err_const_no);
  377. if (Ints::Slice($gateId, 0, 1) == 9) { # 爬塔模式
  378. // list($layerNum) = req()->paras;
  379. if ($layerNum != ctx()->gates()->TowerGateInfo()->CurLayer) { # --起始层数校验
  380. Err(ErrCode::tower_layerNum);
  381. }
  382. if (ctx()->gates()->TowerGateInfo()->TodayChanNum < 1) { # --剩余次数校验
  383. Err(ErrCode::tower_timeNo);
  384. }
  385. ctx()->gates()->TowerGateInfo()->TodayChanNum--; # --增加次数
  386. } else if (Ints::Slice($gateId, 0, 1) == 8) { # 兔羊模式
  387. // nothing todo 临时
  388. } else { # 主线剧情
  389. my_Assert(ctx()->base(true)->Consume_tili($mo->cost_tili), ErrCode::notenough_tili);
  390. ctx()->privateData(true)->battlePass_tili += $mo->cost_tili;
  391. }
  392. UserProc::updateUserInfo();
  393. return Resp::ok(array("tili" => ctx()->baseInfo->tili, "tili_ts" => ctx()->baseInfo->tili_ts));
  394. }
  395. /**
  396. * 战斗模块 - 每日清理变量
  397. */
  398. public static function FightDailyClear() {
  399. //ctx()->gates->xunluo_quick_buyRecord = 0;
  400. ctx()->gates->fightSweepNum = 0;
  401. ctx()->gates->fightSweepTs = now();
  402. ctx()->gates()->TowerGateInfo()->RefreshSkillTimes = 0;
  403. ctx()->gates()->TowerGateInfo()->TodayChanNum = glc()->tower_daily_chanceNum;
  404. ctx()->privateState->challange_RedMask = 0;
  405. }
  406. /**
  407. * 6806 剧情回存
  408. * @return type
  409. */
  410. public static function PlotSav() {
  411. list($gateId) = req()->paras;
  412. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::err_const_no);
  413. ctx()->gates->GateList->$gateId->plotStart = 1;
  414. UserProc::updateUserInfo();
  415. $ret = array(
  416. 'ok' => 1,
  417. );
  418. return Resp::ok($ret);
  419. }
  420. // <editor-fold defaultstate="collapsed" desc="挑战模块">
  421. /**
  422. * 6810 挑战关卡: 更新锁定技能列表
  423. */
  424. public static function TowerUpdateLockskillList() {
  425. list($li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  426. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  427. $t->skill_zhudong = $li_zd;
  428. $t->skill_beidong = $li_bd;
  429. $t->skill_zhudong_lockState = $li_zds;
  430. $t->skill_beidong_lockState = $li_bds;
  431. UserProc::updateUserInfo();
  432. return Resp::ok();
  433. }
  434. /**
  435. * 6809 挑战关卡: 刷新初始技能(扣除免费次数/cost)
  436. */
  437. public static function TowerRefreshSkills() {
  438. list($isFree, $li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  439. if ($isFree) {
  440. if (ctx()->gates()->TowerGateInfo()->RefreshSkillTimes > glc()->tower_daily_refreshChanceNum) {
  441. Err(ErrCode::tower_refreshNo); # 免费次数不足
  442. }
  443. } else {
  444. list($type, $num) = explode(':', glc()->tower_refreshCost); # 二级货币类型(1:金币,2:元宝):数量
  445. if ($type == 1) { # 金币
  446. my_Assert(ctx()->base(true)->Consume_Gold($num), ErrCode::notenough_gold_msg);
  447. } else if ($type == 2) { # 元宝
  448. my_Assert(ctx()->base(true)->Consume_Cash($num), ErrCode::notenough_cash_msg);
  449. } else {
  450. Err(ErrCode::err_const_no, "检查刷新扣费配置信息!");
  451. }
  452. }
  453. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  454. $t->RefreshSkillTimes++;
  455. $t->skill_zhudong = $li_zd;
  456. $t->skill_beidong = $li_bd;
  457. $t->skill_zhudong_lockState = $li_zds;
  458. $t->skill_beidong_lockState = $li_bds;
  459. UserProc::updateUserInfo();
  460. $ret = array(
  461. 'task' => ctx()->task,
  462. );
  463. return Resp::ok($ret);
  464. }
  465. /**
  466. * 6805 战斗: 复活花费
  467. * @return type
  468. * @version 2024年5月17日 重整利用为复活扣除消耗功能
  469. */
  470. public static function ReliveCost() {
  471. // 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)
  472. list($reliveNum) = req()->paras;
  473. $arr = explode(',', glc()->Relive_cost);
  474. my_Assert($reliveNum >= 0 && $reliveNum <= Count($arr), ErrCode::paras_err); # 参数范围>0
  475. $amt = $arr[$reliveNum];
  476. my_Assert(ctx()->base(true)->Consume_Cash($amt), ErrCode::notenought_yuanbao);
  477. UserProc::updateUserInfo();
  478. return Resp::ok();
  479. }
  480. /**
  481. * 6804 挑战关卡: 奖励领取
  482. * @return type
  483. */
  484. public static function GateChallengeRewards() {
  485. list($finalLayer, $killedMonster, $killedBoss) = req()->paras; # 战斗结束时的层数
  486. $lastLayer = ctx()->gates()->TowerGateInfo()->CurLayer;
  487. $arr = GameConfig::waves_getItemArray(glc()->TowerGateId);
  488. TaskProc::OnFightNumChallengeGate();
  489. TaskProc::OnKillCommonNumMonster($killedMonster);
  490. TaskProc::OnKillleaderNumMonster($killedBoss);
  491. if ($finalLayer > $lastLayer) {
  492. foreach ($arr as $layerId => $layerMo) {
  493. if ($layerMo->waveId >= $lastLayer && $layerMo->waveId < $finalLayer) {
  494. my_Assert($layerMo != null, ErrCode::err_const_no);
  495. StoreProc::AddMultiItemInStore($layerMo->rewards); # 发放奖励
  496. }
  497. }
  498. ctx()->gates()->TowerGateInfo()->CurLayer = $finalLayer;
  499. TaskProc::OnPassLayer_ChallengeGate($finalLayer - 1);
  500. UserProc::updateUserInfo();
  501. $ret = array(
  502. 'store' => ctx()->store,
  503. 'gold' => ctx()->base()->gold,
  504. 'cash' => ctx()->base()->cash,
  505. 'task' => ctx()->task,
  506. );
  507. return Resp::ok($ret);
  508. } else if ($finalLayer == $lastLayer) {
  509. $ret = array(
  510. 'store' => ctx()->store,
  511. 'gold' => ctx()->base()->gold,
  512. 'cash' => ctx()->base()->cash,
  513. 'task' => ctx()->task,
  514. );
  515. return Resp::ok($ret);
  516. }
  517. return Resp::err(ErrCode::tower_rewardNo); # 没有奖励
  518. }
  519. // </editor-fold>
  520. /**
  521. * 6803 关卡选择
  522. * @return type
  523. */
  524. public static function SelectGate() {
  525. list($gateId) = req()->paras;
  526. ctx()->gates->CurrentGateId = $gateId;
  527. UserProc::updateUserInfo();
  528. $ret = array(
  529. 'gates' => ctx()->gates,
  530. );
  531. return Resp::ok($ret);
  532. }
  533. /**
  534. * 6802 章节宝箱的领取
  535. * @return type
  536. */
  537. public static function PassGateTsPrizeReceive() {
  538. list($gateId, $index) = req()->paras;
  539. $gateMo = GameConfig::gate_getItem($gateId);
  540. my_Assert($gateMo != null, ErrCode::err_const_no);
  541. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  542. $gateInfo = ctx()->gates->GateList->$gateId;
  543. $tag = false;
  544. $prize = "";
  545. $mask = 0;
  546. switch ($index) {
  547. case 1:
  548. $ts = $gateMo->first_ts1 * 60;
  549. if ($gateInfo->MaxSeconds >= $ts || $gateInfo->pass > 0) {
  550. $tag = true;
  551. }
  552. $mask = 1;
  553. $prize = $gateMo->first_reward1;
  554. break;
  555. case 2:
  556. $ts = $gateMo->first_ts2 * 60;
  557. if ($gateInfo->MaxSeconds >= $ts || $gateInfo->pass > 0) {
  558. $tag = true;
  559. }
  560. $mask = 2;
  561. $prize = $gateMo->first_reward2;
  562. break;
  563. case 3:
  564. if ($gateInfo->pass > 0) {
  565. $tag = true;
  566. }
  567. $mask = 3;
  568. $prize = $gateMo->first_reward3;
  569. break;
  570. default:
  571. break;
  572. }
  573. if ($tag) {
  574. my_Assert(!in_array($mask, $gateInfo->FirstReward), ErrCode::gate_GatePriceHasReceive);
  575. $gateInfo->FirstReward[] = $mask;
  576. StoreProc::AddMultiItemInStore($prize);
  577. }
  578. ctx()->gates->GateList->$gateId = $gateInfo;
  579. TaskProc::OnReceiveGateBoxReward();
  580. UserProc::updateUserInfo();
  581. $ret = array(
  582. 'gates' => ctx()->gates,
  583. 'store' => ctx()->store,
  584. 'task' => ctx()->task,
  585. 'gold' => ctx()->baseInfo->gold,
  586. 'cash' => ctx()->baseInfo->cash,
  587. 'reward' => StoreProc::$reward,
  588. 'reward_Gem' => StoreProc::$reward_Gem,
  589. 'reward_equip' => StoreProc::$reward_equip,
  590. 'funUnlockRecord' => ctx()->privateState->funUnlockRecord,
  591. 'funUnlockRecord_2' => ctx()->privateState->funUnlockRecord_2,
  592. );
  593. return Resp::ok($ret);
  594. }
  595. /**
  596. * [6801]关卡战斗结算
  597. * @return type
  598. */
  599. public static function Settle() {
  600. list($resultType, $gateId, $gold, $curTs, $pickups,
  601. $finalLayer, $finalHpPercent, $killMonsterNum, $killBossNum,
  602. $finalLevel, $reliveNum) = req()->paras;
  603. # 客户端需要增加参数: killmonserNum,killBosssNum, finalHpPercent(最终血量百分比)
  604. $gateMo = GameConfig::gate_getItem($gateId);
  605. my_Assert($gateMo != null, ErrCode::err_const_no);
  606. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  607. $gateInfo = ctx()->gates->GateList->$gateId;
  608. $ts = $gateInfo->MaxSeconds;
  609. if ($curTs >= $ts) {
  610. $gateInfo->MaxSeconds = $curTs;
  611. }
  612. self::funUnlock_Gate($resultType, $gateId); //备注:这个接口的位置不能动 里面有关卡第一次胜利解锁的功能提示校验
  613. //self::subFunUnlock($resultType, $gateId);
  614. if ($resultType) { # 胜利
  615. self::skillUnlock_gate($resultType, $gateId); //备注 这个接口位置不能动
  616. if (ctx()->gates->GateList->$gateId->pass == 0) {
  617. ctx()->gates->GateList->$gateId->pass = 1;
  618. $maxGateId = ctx()->gates->maxPassGateNumId();
  619. if ($maxGateId > 0) {
  620. self::Ranking_MainGateIndex($maxGateId);
  621. self::IsAchievedMainGate_PassReward($maxGateId);
  622. }
  623. }
  624. TaskProc::OnPassGate_X($gateId); # 刷新任务进度: 通关第X关
  625. TaskProc::OnPassGate_X_state($gateId);
  626. if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  627. ctx()->gates()->UnlockNextPlotGate($gateId); # 解锁下一主线关卡
  628. // ctx()->gates()->UnlockMainChallengeGate($gateId); # 挑战关卡解锁逻辑. -gwang 2024年4月15日
  629. } else { # 不是主线关卡, 暂时没有其他逻辑
  630. }
  631. // StoreProc::AddMultiItemInStore($gateMo->reward_win); # 发放胜利奖励(2024.5.30 过期)
  632. } else {
  633. ctx()->gates->GateList->$gateId->fightNum_fail += 1;
  634. self::skillUnlock_fightNum($resultType); //这个接口位置不能动
  635. }
  636. // else { # 失败
  637. //// StoreProc::AddMultiItemInStore($gateMo->reward_fail); # 发放失败奖励(2024.5.30 过期)
  638. // }
  639. StoreProc::AddMultiItemInStore($pickups); # 战场拾取道具直接入背包
  640. //ctx()->base()->Add_Gold($gold); # 战场拾取的金币直接入背包
  641. //ctx()->base()->Add_Exp($exp);
  642. $waveMo = GameConfig::waveItem_getItem($gateId, $finalLayer);
  643. my_Assert(null != $waveMo, ErrCode::err_const_no);
  644. $oldLevel = ctx()->baseInfo->level;
  645. StoreProc::AddMultiItemInStore('4,' . $waveMo->rewardExp);
  646. //ctx()->base()->Add_Exp($waveMo->rewardExp); # 指挥官经验
  647. $newLevel = ctx()->baseInfo->level;
  648. if ($oldLevel != $newLevel) {
  649. ctx()->privateData(true)->oldLevel = $oldLevel;
  650. ctx()->privateData(true)->upLevel = $newLevel;
  651. }
  652. //ctx()->base()->Add_Gold($waveMo->rewardGold); # 金币奖励
  653. //$pickups .= ";1," . $gold + $waveMo->rewardGold;
  654. $str = "1," . $gold + $waveMo->rewardGold;
  655. StoreProc::AddMultiItemInStore($str);
  656. if ($waveMo->rewardItem != null) {
  657. $reward = StoreProc::Distribute_Rewards($waveMo->rewardItem);
  658. StoreProc::AddMultiItemInStore($reward);
  659. // if(count(StoreProc::$reward_equip) > 0){
  660. // self::funUnlock_equip_firstTime();
  661. // }
  662. }
  663. # 图纸奖励: 数量min-max, 部位随机
  664. if (strlen($waveMo->rewardTuZhi) > 0 && str_contains($waveMo->rewardTuZhi, '-')) {
  665. list($tz_min, $tz_max) = explode('-', $waveMo->rewardTuZhi); # 图纸数量
  666. $tz_n = rand($tz_min, $tz_max);
  667. # 图纸部位数据源 1001, 1002, 1003, 1004, 1005, 1006
  668. for ($i = 0; $i < $tz_n; $i++) {
  669. $id = 1000 + rand(1, 6);
  670. StoreProc::AddMultiItemInStore("$id,1"); # 获得图纸
  671. //$pickups .= ";$id,1";
  672. }
  673. }
  674. # 宝石奖励: 数量min-max;品质:权重,品质:权重...
  675. if (strlen($waveMo->rewardGem) > 0) {
  676. //self::funUnlock_Gem();
  677. list($gs_num, $gs_props) = explode(';', $waveMo->rewardGem);
  678. list($gem_min, $gem_max) = explode('-', $gs_num); # 宝石数量
  679. $gem_n = rand($gem_min, $gem_max);
  680. $arr = explode(",", $gs_props);
  681. $pool = array();
  682. $n = 0;
  683. foreach ($arr as $str) {
  684. list($qual, $props) = explode(':', $str);
  685. $pool[] = array('q' => $qual, 'p' => $props);
  686. $n += $props;
  687. }
  688. for ($i = 0; $i < $gem_n; $i++) { # 随机n块宝石
  689. $r = rand(1, $n); # 投色子
  690. $l = 0;
  691. foreach ($pool as $item) {
  692. if ($r <= ($l + $item['p'])) {
  693. $gemId = $item['q'] * 100000 + rand(1, 6) * 1000;
  694. SystemProc::GetGem_GreaterOrangeQual_MainGate(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($gateId), $gateMo->gateName, $gemId); //广播
  695. //StoreProc::PutGemInStore($gemId); # 发放宝石并退出本次投色子
  696. //$pickups .= ";$gemId,1";
  697. StoreProc::AddMultiItemInStore("$gemId,1");
  698. break;
  699. }
  700. $l += $item['p']; # 累计到下一段
  701. }
  702. }
  703. }
  704. ctx()->gates->GateList->$gateId->fightNum += 1;
  705. //TaskProc::Day7TaskReset();
  706. TaskProc::OnFightNumMainGate();
  707. TaskProc::OnKillCommonNumMonster($killMonsterNum);
  708. TaskProc::OnKillleaderNumMonster($killBossNum);
  709. TaskProc::OnFightGate_X($gateId);
  710. UserProc::updateUserInfo();
  711. $ret = array(
  712. 'gates' => ctx()->gates,
  713. 'store' => ctx()->store,
  714. 'task' => ctx()->task,
  715. 'baseInfo' => ctx()->base(),
  716. 'gold' => $gold + $waveMo->rewardGold,
  717. 'exp' => $waveMo->rewardExp,
  718. //'rewardStr' => $pickups
  719. 'reward' => StoreProc::$reward,
  720. 'reward_Gem' => StoreProc::$reward_Gem,
  721. 'reward_equip' => StoreProc::$reward_equip,
  722. 'oldLevel' => $oldLevel,
  723. 'newLevel' => $newLevel,
  724. //'funUnlockRecord' => ctx()->privateState->funUnlockRecord,
  725. //'funUnlockRecord_2' => ctx()->privateState->funUnlockRecord_2,
  726. //'LoginDays'=> ctx()->privateState->LoginDays,
  727. //'skillUnlockRecord' => ctx()->privateState->skillUnlockRecord,
  728. 'heros' => ctx()->heros,
  729. 'privateState' => ctx()->privateState,
  730. );
  731. return Resp::ok($ret);
  732. }
  733. /**
  734. * 装备概率结算
  735. * @param type $equipStr
  736. */
  737. private static function EquipSettle($equipStr) {
  738. StoreProc::DistributeItemsBox($itemId);
  739. }
  740. // <editor-fold defaultstate="collapsed" desc="功能解锁">
  741. /**
  742. * 检测功能解锁的 关卡
  743. * @param type $resultType
  744. * @param type $gateId
  745. * @return type
  746. */
  747. static function funUnlock_Gate($resultType, $gateId) {
  748. $dic = GameConfig::fun_unlock();
  749. foreach ($dic as $id => $mo) {
  750. if ($mo->unlockTip == 1) {//$mo->unlockGateId == $gateId
  751. $tag = false;
  752. if ($mo->unlockType1 != null) {
  753. //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
  754. switch ($mo->unlockType1) {
  755. case Enum_FunUnlockType::battle_Gate:
  756. if ($mo->unlockParas1 == $gateId && ctx()->gates->GateList->$gateId->fightNum == 0) {
  757. $tag = true;
  758. }
  759. break;
  760. case Enum_FunUnlockType::passBattle_Gate:
  761. if ($resultType == true && $mo->unlockParas1 == $gateId && ctx()->gates->GateList->$gateId->pass == 0) {
  762. $tag = true;
  763. }
  764. break;
  765. default:
  766. break;
  767. }
  768. }
  769. if ($mo->unlockType2 != null) {
  770. //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
  771. switch ($mo->unlockType2) {
  772. case Enum_FunUnlockType::battle_Gate:
  773. if ($mo->unlockParas2 == $gateId && ctx()->gates->GateList->$gateId->fightNum == 0) {
  774. $tag = true;
  775. }
  776. break;
  777. case Enum_FunUnlockType::passBattle_Gate:
  778. if ($resultType == true && $mo->unlockParas2 == $gateId && ctx()->gates->GateList->$gateId->pass == 0) {
  779. $tag = true;
  780. }
  781. break;
  782. default:
  783. break;
  784. }
  785. }
  786. if ($tag && !in_array($id, ctx()->privateState->funUnlockRecord_2)) {
  787. ctx()->privateData(true)->funUnlockRecord[] = $id;
  788. ctx()->privateData(true)->funUnlockRecord_2[] = $id;
  789. self::SubFunDateInit_FunUnlock($id);
  790. }
  791. }
  792. }
  793. }
  794. /**
  795. * 初次得到装备 功能解锁
  796. */
  797. static function funUnlock_equip_firstTime() {
  798. $dic = GameConfig::fun_unlock();
  799. foreach ($dic as $id => $mo) {
  800. $tag = false;
  801. if ($mo->unlockTip == 1) {//$mo->unlockGateId == $gateId
  802. if ($mo->unlockType1 != null && $mo->unlockType1 == Enum_FunUnlockType::equip_firstTime && count(StlUtil::dictToArray(ctx()->store->equip)) == 0) {
  803. $tag = true;
  804. }
  805. if ($mo->unlockType2 != null && $mo->unlockType2 == Enum_FunUnlockType::equip_firstTime && count(StlUtil::dictToArray(ctx()->store->equip)) == 0) {
  806. $tag = true;
  807. }
  808. }
  809. if ($tag && !in_array($id, ctx()->privateState->funUnlockRecord_2)) {
  810. ctx()->privateData(true)->funUnlockRecord[] = $id;
  811. ctx()->privateData(true)->funUnlockRecord_2[] = $id;
  812. self::SubFunDateInit_FunUnlock($id);
  813. }
  814. }
  815. }
  816. /**
  817. * 玩家等级要求 功能解锁
  818. */
  819. static function funUnlock_userLv($level) {
  820. $dic = GameConfig::fun_unlock();
  821. foreach ($dic as $id => $mo) {
  822. $tag = false;
  823. if ($mo->unlockTip == 1) {//$mo->unlockGateId == $gateId
  824. if ($mo->unlockType1 != null && $mo->unlockType1 == Enum_FunUnlockType::userLv && $mo->unlockParas1 == $level) {
  825. $tag = true;
  826. }
  827. if ($mo->unlockType2 != null && $mo->unlockType2 == Enum_FunUnlockType::userLv && $mo->unlockParas2 == $level) {
  828. $tag = true;
  829. }
  830. }
  831. if ($tag && !in_array($id, ctx()->privateState->funUnlockRecord_2)) {
  832. ctx()->privateData(true)->funUnlockRecord[] = $id;
  833. ctx()->privateData(true)->funUnlockRecord_2[] = $id;
  834. self::SubFunDateInit_FunUnlock($id);
  835. }
  836. }
  837. }
  838. /**
  839. * 主线挑战 功能解锁
  840. */
  841. static function funUnlock_mainChallengeGate_State($result, $gateId, $state) {
  842. $dic = GameConfig::fun_unlock();
  843. foreach ($dic as $id => $mo) {
  844. $tag = false;
  845. if ($mo->unlockTip == 1) {//$mo->unlockGateId == $gateId
  846. if ($mo->unlockType1 != null && $result = true && $mo->unlockType1 == Enum_FunUnlockType::mainChallengeGate_State) {
  847. $str = explode(',', $mo->unlockParas1);
  848. $uGateId = $str[0];
  849. $gateState = $str[1];
  850. if ($uGateId == $gateId && StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId) && ctx()->gates->GateList->$gateId->tz_state == $gateState - 1) {
  851. $tag = true;
  852. }
  853. }
  854. if ($mo->unlockType2 != null && $result = true && $mo->unlockType2 == Enum_FunUnlockType::mainChallengeGate_State) {
  855. $str = explode(',', $mo->unlockParas2);
  856. $uGateId = $str[0];
  857. $gateState = $str[1];
  858. if ($uGateId == $gateId && StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId) && ctx()->gates->GateList->$gateId->tz_state == $gateState - 1) {
  859. $tag = true;
  860. }
  861. }
  862. }
  863. if ($tag && !in_array($id, ctx()->privateState->funUnlockRecord_2)) {
  864. ctx()->privateData(true)->funUnlockRecord[] = $id;
  865. ctx()->privateData(true)->funUnlockRecord_2[] = $id;
  866. self::SubFunDateInit_FunUnlock($id);
  867. }
  868. }
  869. }
  870. /**
  871. * 查看某功能是否解锁
  872. * @param type $id
  873. */
  874. static function isFunUnlock($id) {
  875. $funMo = GameConfig::fun_unlock_getItem($id);
  876. if ($funMo->unlockType1 != null && self::unlockCondition($funMo->unlockType1, $funMo->unlockParas1)) {
  877. return true;
  878. }
  879. if ($funMo->unlockType2 != null && self::unlockCondition($funMo->unlockType2, $funMo->unlockParas2)) {
  880. return true;
  881. }
  882. return false;
  883. }
  884. /**
  885. * 解锁条件id
  886. * @param type $conditionId
  887. */
  888. static function unlockCondition($conditionId, $paras) {
  889. $funUnlock = false;
  890. switch ($conditionId) {
  891. case Enum_FunUnlockType::battle_Gate:
  892. $gateId = $paras;
  893. if (ctx()->gates->GateList->$gateId->fightNum > 0) {
  894. $funUnlock = true;
  895. }
  896. break;
  897. case Enum_FunUnlockType::passBattle_Gate:
  898. $gateId = $paras;
  899. if (ctx()->gates->GateList->$gateId->pass >= 1) {
  900. $funUnlock = true;
  901. }
  902. break;
  903. case Enum_FunUnlockType::equip_firstTime:
  904. if (ctx()->store->equip != null) {
  905. $funUnlock = true;
  906. }
  907. break;
  908. case Enum_FunUnlockType::userLv:
  909. if (ctx()->baseInfo->level >= $paras) {
  910. $funUnlock = true;
  911. }
  912. break;
  913. case Enum_FunUnlockType::mainChallengeGate_State:
  914. $str = explode(',', $paras);
  915. $uGateId = $str[0];
  916. $gateState = $str[1];
  917. if (StlUtil::dictHasProperty(ctx()->gates->GateList, $uGateId) && ctx()->gates->GateList->$uGateId->tz_state >= $gateState) {
  918. $funUnlock = true;
  919. }
  920. break;
  921. default:
  922. break;
  923. }
  924. return $funUnlock;
  925. }
  926. /**
  927. * 次级功能解锁数据初始化
  928. */
  929. static function SubFunDateInit_FunUnlock($type) {
  930. $dic = GameConfig::subfun_unlock();
  931. foreach ($dic as $id => $mo) {
  932. if ($mo->funTypeId != $type) {
  933. continue;
  934. }
  935. if ($mo->funTypeId == 6 && $mo->id == Enum_SubFunType::Day7_Happy) {
  936. TaskProc::Day7TaskReset();
  937. }
  938. if ($mo->funTypeId == 5 && $mo->id == Enum_SubFunType::DailyTask) {
  939. TaskProc::DailyTaskReset(true);
  940. }
  941. if ($mo->funTypeId == 5 && $mo->id == Enum_SubFunType::WeekTask) {
  942. TaskProc::WeekTaskReset(true);
  943. }
  944. if ($mo->funTypeId == 5 && $mo->id == Enum_SubFunType::Day7_Sign) {
  945. ActiveProc::DailyResetDay7Task(true);
  946. }
  947. if ($mo->funTypeId == 21 && $mo->id == Enum_SubFunType::Day7_Sign_NewPlayer) {
  948. ActiveProc::InitDay7_Sign_NewPlayer(true);
  949. ctx()->privateState->day7_drawed_newPlayer_startTs = now();
  950. }
  951. }
  952. }
  953. /**
  954. * 次级功能解锁数据初始化
  955. */
  956. static function SubFunDateInit_Config() {
  957. $dic = GameConfig::subfun_unlock();
  958. foreach ($dic as $id => $mo) {
  959. if ($mo->type == 3 && $mo->id == Enum_SubFunType::LimitTsSale && ctx()->privateState->nextDayLogin == 0 && now() >= $mo->startTs) {
  960. ActiveProc::ResetLimitTsBuy();
  961. }
  962. if ($mo->type == 3 && $mo->id == Enum_SubFunType::ActivePoint_BattlePass && ctx()->privateState->battlePass_activePoint_refersh_ts == 0 && now() >= $mo->startTs) {
  963. ctx()->privateState->battlePass_activePoint_refersh_ts = TimeUtil::getNextDayTs($mo->startTs, $mo->ts);
  964. ctx()->privateData(true)->battlePass_activePoint_cost_ts = 0;
  965. ctx()->privateData(true)->battlePass_taskPoint = 0;
  966. ActiveProc::ResetBattlePassReward(Enum_SubFunType::ActivePoint_BattlePass);
  967. }
  968. if ($mo->type == 3 && $mo->id == Enum_SubFunType::Tili_BattleBass && ctx()->privateState->battlePass_tili_refersh_ts == 0 && now() >= $mo->startTs) {
  969. ctx()->privateState->battlePass_tili_refersh_ts = TimeUtil::getNextDayTs($mo->startTs, $mo->ts);
  970. ctx()->privateData(true)->battlePass_tili_cost_ts = 0;
  971. ctx()->privateData(true)->battlePass_tili = 0;
  972. ActiveProc::ResetBattlePassReward(Enum_SubFunType::Tili_BattleBass);
  973. }
  974. }
  975. }
  976. // </editor-fold>
  977. // <editor-fold defaultstate="collapsed" desc="技能解锁">
  978. /**
  979. * 检测技能解锁的 1 关卡解锁,游玩到一定关卡解锁技能
  980. * @param type $resultType
  981. * @param type $gateId
  982. * @return type
  983. */
  984. static function skillUnlock_gate($resultType, $gateId) {
  985. $dic = GameConfig::skills();
  986. $gateIndex = Ins_GateInfo::gateNum($gateId);
  987. foreach ($dic as $id => $mo) {
  988. if ($mo->unlock_acc_id_new == null) {
  989. continue;
  990. }
  991. $strList = explode(':', $mo->unlock_acc_id_new);
  992. $unlockType = $strList[0];
  993. $unlockId = $strList[1];
  994. if ($unlockType == 1 && $unlockId == $gateIndex && $resultType == true && ctx()->gates->GateList->$gateId->pass == 0 && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
  995. ctx()->privateData(true)->skillUnlockRecord[] = $mo->typeId;
  996. }
  997. }
  998. }
  999. /**
  1000. * 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
  1001. * @param type $resultType
  1002. * @param type $gateId
  1003. * @return type
  1004. */
  1005. static function skillUnlock_heroUnlock($heroId) {
  1006. $dic = GameConfig::skills();
  1007. foreach ($dic as $id => $mo) {
  1008. if ($mo->unlock_acc_id_new == null) {
  1009. continue;
  1010. }
  1011. $strList = explode(':', $mo->unlock_acc_id_new);
  1012. $unlockType = $strList[0];
  1013. $unlockId = $strList[1];
  1014. if ($unlockType != 2) {
  1015. continue;
  1016. }
  1017. $heroMo = GameConfig::hero_getItem($heroId);
  1018. $heroTypeId = $heroMo->typeID;
  1019. $isUnlock = ctx()->heros->Dic->$heroId->isUnlock;
  1020. if ($unlockId == $heroTypeId && $isUnlock == 0 && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
  1021. ctx()->privateData(true)->skillUnlockRecord[] = $mo->typeId;
  1022. }
  1023. }
  1024. }
  1025. /**
  1026. * 检测技能解锁的 3://玩家失败X次后解锁
  1027. * @param type $resultType
  1028. * @param type $gateId
  1029. * @return type
  1030. */
  1031. static function skillUnlock_fightNum($resultType) {
  1032. if ($resultType) {
  1033. return;
  1034. }
  1035. $GateList = ctx()->gates->GateList;
  1036. $num = 0;
  1037. foreach ($GateList as $gateId => $Ins_GateInfo) {
  1038. $num += $Ins_GateInfo->fightNum_fail;
  1039. }
  1040. $dic = GameConfig::skills();
  1041. foreach ($dic as $id => $mo) {
  1042. if ($mo->unlock_acc_id_new == null) {
  1043. continue;
  1044. }
  1045. $strList = explode(':', $mo->unlock_acc_id_new);
  1046. $unlockType = $strList[0];
  1047. $unlockId = $strList[1];
  1048. if ($unlockType != 3) {
  1049. continue;
  1050. }
  1051. if ($num == $unlockId && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
  1052. ctx()->privateData(true)->skillUnlockRecord[] = $mo->typeId;
  1053. }
  1054. }
  1055. }
  1056. /**
  1057. * 玩家等级解锁技能
  1058. * @param type $curLevel
  1059. */
  1060. static function skillUnlock_userLevel($curLevel) {
  1061. $dic = GameConfig::skills();
  1062. foreach ($dic as $id => $mo) {
  1063. if ($mo->unlock_acc_id_new == null) {
  1064. continue;
  1065. }
  1066. $strList = explode(':', $mo->unlock_acc_id_new);
  1067. $unlockType = $strList[0];
  1068. $unlockId = $strList[1];
  1069. if ($unlockType != 5) { // 玩家等级
  1070. continue;
  1071. }
  1072. if ($unlockId == $curLevel && !in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
  1073. ctx()->privateData(true)->skillUnlockRecord[] = $mo->typeId;
  1074. }
  1075. }
  1076. }
  1077. // </editor-fold>
  1078. // <editor-fold defaultstate="collapsed" desc="排行榜">
  1079. /**
  1080. * 参与主线关卡排行榜
  1081. * @param type $gateIndex
  1082. */
  1083. public static function Ranking_MainGateIndex($maxGateIndex) {
  1084. $memKey = MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid);
  1085. $mem = gMem();
  1086. $uid = req()->uid;
  1087. $score = self::GetRankScoreUid($uid, 1);
  1088. if ($maxGateIndex > $score) {
  1089. $arr = array();
  1090. $arr["$uid"] = self::createScore($maxGateIndex);
  1091. $mem->zadd($memKey, $arr);
  1092. }
  1093. $length = $mem->zlen($memKey);
  1094. if ($length > glc()->Rank_MainGateIndex_OnListRank) {
  1095. $num = $length - glc()->Rank_MainGateIndex_OnListRank;
  1096. $mem->zremrangebyrank($memKey, 0, $num - 1);
  1097. }
  1098. }
  1099. public static function createScore($score) {
  1100. if ($score > 0) {
  1101. $newScore = $score . '.' . (9999999999 - now());
  1102. return $newScore;
  1103. }
  1104. return 0;
  1105. }
  1106. /**
  1107. * 战力榜
  1108. * @param type $gateIndex
  1109. */
  1110. public static function Ranking_FightPower() {
  1111. $memKey = MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid);
  1112. $mem = gMem();
  1113. $uid = req()->uid;
  1114. $score = self::GetRankScoreUid($uid, 2);
  1115. //$power = self::countUserFightPower();
  1116. $power = FightPower_Calculate::GetFightPower();
  1117. if ($power > $score) {
  1118. $arr = array();
  1119. $arr["$uid"] = self::createScore($power);
  1120. $mem->zadd($memKey, $arr);
  1121. self::IsAchievedFightPower_PassReward($power);
  1122. }
  1123. $length = $mem->zlen($memKey);
  1124. if ($length > glc()->Rank_FightPower_OnListRank) {
  1125. $num = $length - glc()->Rank_FightPower_OnListRank;
  1126. $mem->zremrangebyrank($memKey, 0, $num - 1);
  1127. }
  1128. }
  1129. public static function GetRankScoreUid($uid_rank, $type) {
  1130. if ($type == 1) {
  1131. $score = gMem()->zscore(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid_rank);
  1132. } else {
  1133. $score = gMem()->zscore(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid_rank);
  1134. }
  1135. if ($score == null) {
  1136. $score = 0;
  1137. }
  1138. return intval($score);
  1139. }
  1140. /**
  1141. * 6811 获取主线关卡排行榜信息
  1142. * @return type
  1143. */
  1144. public static function GetRankInfo() {
  1145. list($type) = req()->paras;
  1146. $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
  1147. $selfExtraInfo = 0;
  1148. $isExistFinishReward = 0;
  1149. $isExistFinishReward_other = 0;
  1150. if ($type == 1) {
  1151. $list = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  1152. $selfExtraInfo = ctx()->gates->maxPassGateNumId();
  1153. $isExistFinishReward = self::isExistNoDrawed_MainGate();
  1154. $isExistFinishReward_other = self::isExistNoDrawed_FightPower();
  1155. } else {
  1156. $list = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  1157. //$selfExtraInfo = self::countUserFightPower();
  1158. $selfExtraInfo = FightPower_Calculate::GetFightPower();
  1159. $isExistFinishReward = self::isExistNoDrawed_FightPower();
  1160. $isExistFinishReward_other = self::isExistNoDrawed_MainGate();
  1161. }
  1162. if ($isExistFinishReward == 1) {
  1163. $isExistFinishReward = true;
  1164. } else {
  1165. $isExistFinishReward = false;
  1166. }
  1167. if ($isExistFinishReward_other == 1) {
  1168. $isExistFinishReward_other = true;
  1169. } else {
  1170. $isExistFinishReward_other = false;
  1171. }
  1172. $selfRank = null;
  1173. $retArr = array();
  1174. if (count($list) > 0) {
  1175. foreach ($list as $uid => $score) {
  1176. $rankInfo = self::initOtherUidRankInfo($uid, $score, $type);
  1177. if ($rankInfo->uid == req()->uid) {
  1178. $selfIsHasRank = 1;
  1179. $selfRank = $rankInfo;
  1180. }
  1181. $retArr[] = $rankInfo;
  1182. }
  1183. }
  1184. if ($selfRank == null) {
  1185. $selfRank = self::initOtherUidRankInfo(req()->uid, $selfExtraInfo, $type);
  1186. }
  1187. UserProc::updateUserInfo();
  1188. $ret = array(
  1189. 'rankInfo' => $retArr,
  1190. 'selfRank' => $selfRank,
  1191. 'selfIsHasRank' => $selfIsHasRank,
  1192. 'isExistFinishReward' => $isExistFinishReward,
  1193. 'isExistFinishReward_other' => $isExistFinishReward_other,
  1194. );
  1195. return Resp::ok($ret);
  1196. }
  1197. /**
  1198. * 初始化玩家rank
  1199. * @param type $uid
  1200. * @param type $score
  1201. * @return \loyalsoft\Ins_rank
  1202. */
  1203. static function initOtherUidRankInfo($uid, $score, $type = null) {
  1204. $ins_rank = new Ins_rank();
  1205. if ($type == 1) {
  1206. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  1207. } else {
  1208. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  1209. }
  1210. if ($lv == null) {
  1211. $lv = 0;
  1212. }
  1213. $ins_rank->rank = $lv + 1;
  1214. $ins_rank->uid = $uid;
  1215. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  1216. $ins_rank->name = $userInfo->baseInfo->name;
  1217. $ins_rank->headImg = $userInfo->baseInfo->headImg;
  1218. //$ret = intval($score);
  1219. // if(!$isToRank){
  1220. // $ret = $score;
  1221. // }
  1222. $ins_rank->score = intval($score);
  1223. return $ins_rank;
  1224. }
  1225. /**
  1226. * 6812 获取排行榜内玩家的装备信息
  1227. * @return type
  1228. */
  1229. public static function GetUidEquipInfo_Rank() {
  1230. list($uid) = req()->paras;
  1231. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  1232. $store = $userInfo->store;
  1233. $heros = $userInfo->heros;
  1234. $gates = $userInfo->gates;
  1235. UserProc::updateUserInfo();
  1236. $ret = array(
  1237. 'store' => $store,
  1238. 'heros' => $heros,
  1239. 'gates' => $gates,
  1240. );
  1241. return Resp::ok($ret);
  1242. }
  1243. /**
  1244. * 通关奖励是否达成
  1245. * @param type $maxGateIndex
  1246. */
  1247. public static function IsAchievedMainGate_PassReward($maxGateIndex) {
  1248. $rewards = GameConfig::rank_passgatereward();
  1249. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  1250. foreach ($rewards as $passGateId => $mo) {
  1251. if ($passGateId == $maxGateIndex && !gMem()->hexists($memKey, $maxGateIndex)) {
  1252. $ins_rank = new Ins_rank();
  1253. $ins_rank->uid = req()->uid;
  1254. $ins_rank->name = ctx()->baseInfo->name;
  1255. $ins_rank->headImg = ctx()->baseInfo->headImg;
  1256. $ins_rank->score = $passGateId;
  1257. gMem()->hset($memKey, $maxGateIndex, $ins_rank);
  1258. break;
  1259. }
  1260. }
  1261. }
  1262. /*
  1263. * 战力奖励是否达成
  1264. */
  1265. public static function IsAchievedFightPower_PassReward($power) {
  1266. $rewards = GameConfig::rank_fightpowerreward();
  1267. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1268. foreach ($rewards as $fightPower => $mo) {
  1269. if ($power >= $fightPower && !gMem()->hexists($memKey, $fightPower)) {
  1270. $ins_rank = new Ins_rank();
  1271. $ins_rank->uid = req()->uid;
  1272. $ins_rank->name = ctx()->baseInfo->name;
  1273. $ins_rank->headImg = ctx()->baseInfo->headImg;
  1274. $ins_rank->score = $fightPower;
  1275. gMem()->hset($memKey, $fightPower, $ins_rank);
  1276. }
  1277. }
  1278. }
  1279. public static function isExistNoDrawed_MainGate() {
  1280. $isExistFinishReward = 0;
  1281. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  1282. $dic = gMem()->hgetall($memKey);
  1283. foreach ($dic as $gateId => $ins_rank) {
  1284. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  1285. $isExistFinishReward = 1;
  1286. break;
  1287. }
  1288. }
  1289. ctx()->privateData(true)->redTip_RewardMainGateRank = $isExistFinishReward;
  1290. return $isExistFinishReward;
  1291. }
  1292. public static function isExistNoDrawed_FightPower() {
  1293. $isExistFinishReward = 0;
  1294. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1295. $dic = gMem()->hgetall($memKey);
  1296. foreach ($dic as $fightPower => $ins_rank) {
  1297. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  1298. $isExistFinishReward = 1;
  1299. break;
  1300. }
  1301. }
  1302. ctx()->privateData(true)->redTip_RewardFightPowerRank = $isExistFinishReward;
  1303. return $isExistFinishReward;
  1304. }
  1305. /**
  1306. * 6813
  1307. * @return type
  1308. */
  1309. public static function GetmainGate_RankRewardInfo() {
  1310. //list($type) = req()->paras;
  1311. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  1312. $dic = gMem()->hgetall($memKey);
  1313. if ($dic == null) {
  1314. $dic = new \stdClass();
  1315. }
  1316. UserProc::updateUserInfo();
  1317. $ret = array(
  1318. 'rankReward' => $dic,
  1319. );
  1320. return Resp::ok($ret);
  1321. }
  1322. /**
  1323. * 6814
  1324. * @return type
  1325. */
  1326. public static function GetFightPower_RankRewardInfo() {
  1327. //list($type) = req()->paras;
  1328. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1329. $dic = gMem()->hgetall($memKey);
  1330. if ($dic == null) {
  1331. $dic = new \stdClass();
  1332. }
  1333. UserProc::updateUserInfo();
  1334. $ret = array(
  1335. 'rankReward' => $dic,
  1336. );
  1337. return Resp::ok($ret);
  1338. }
  1339. /**
  1340. * 6815 领取通关荣誉榜奖励
  1341. * @return type
  1342. */
  1343. public static function ReceiveRankReward_MainGate() {
  1344. list($gateId) = req()->paras;
  1345. my_Assert(!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate), ErrCode::rankReward_HasReceive);
  1346. $mo = GameConfig::rank_passgatereward_getItem($gateId);
  1347. my_Assert($mo != null, ErrCode::err_const_no);
  1348. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  1349. if (gMem()->hexists($memKey, $gateId)) {
  1350. StoreProc::AddMultiItemInStore($mo->reward);
  1351. ctx()->privateData(true)->rankReward_drawed_MainGate[] = $gateId;
  1352. TaskProc::OnRankPrize_Num();
  1353. }
  1354. $tag = self::isExistNoDrawed_MainGate();
  1355. UserProc::updateUserInfo();
  1356. $ret = array('redTip' => $tag, 'task' => ctx()->task, 'store' => ctx()->store, 'cash' => ctx()->baseInfo->cash, 'reward' => StoreProc::$reward);
  1357. return Resp::ok($ret);
  1358. }
  1359. /**
  1360. * 6816 领取战力荣誉榜奖励
  1361. * @return type
  1362. */
  1363. public static function ReceiveRankReward_FightPower() {
  1364. list($fightPower) = req()->paras;
  1365. my_Assert(!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower), ErrCode::rankReward_HasReceive);
  1366. $mo = GameConfig::rank_fightpowerreward_getItem($fightPower);
  1367. my_Assert($mo != null, ErrCode::err_const_no);
  1368. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1369. if (gMem()->hexists($memKey, $fightPower)) {
  1370. StoreProc::AddMultiItemInStore($mo->reward);
  1371. ctx()->privateData(true)->rankReward_drawed_fightPower[] = $fightPower;
  1372. TaskProc::OnFightRankPrize_Num();
  1373. }
  1374. $tag = self::isExistNoDrawed_FightPower();
  1375. UserProc::updateUserInfo();
  1376. $ret = array('redTip' => $tag, 'task' => ctx()->task, 'store' => ctx()->store, 'cash' => ctx()->baseInfo->cash, 'reward' => StoreProc::$reward);
  1377. return Resp::ok($ret);
  1378. }
  1379. /**
  1380. * 6824 排行奖励一键领取
  1381. */
  1382. static function ReceiveRankReward() {
  1383. list($type) = req()->paras; # 解锁数量
  1384. if ($type == 1) {
  1385. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  1386. $dic = gMem()->hgetall($memKey);
  1387. foreach ($dic as $gateId => $ins_rank) {
  1388. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  1389. $mo = GameConfig::rank_passgatereward_getItem($gateId);
  1390. StoreProc::AddMultiItemInStore($mo->reward);
  1391. ctx()->privateData(true)->rankReward_drawed_MainGate[] = $gateId;
  1392. TaskProc::OnRankPrize_Num();
  1393. }
  1394. }
  1395. } else {
  1396. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1397. $dic2 = gMem()->hgetall($memKey2);
  1398. foreach ($dic2 as $fightPower => $ins_rank) {
  1399. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  1400. $mo = GameConfig::rank_fightpowerreward_getItem($fightPower);
  1401. StoreProc::AddMultiItemInStore($mo->reward);
  1402. ctx()->privateData(true)->rankReward_drawed_fightPower[] = $fightPower;
  1403. TaskProc::OnFightRankPrize_Num();
  1404. }
  1405. }
  1406. }
  1407. UserProc::updateUserInfo();
  1408. $ret = array('redTip' => 0,
  1409. 'task' => ctx()->task,
  1410. 'store' => ctx()->store,
  1411. 'cash' => ctx()->baseInfo->cash,
  1412. 'reward' => StoreProc::$reward,
  1413. 'rankReward_drawed_fightPower' => ctx()->privateState->rankReward_drawed_fightPower,
  1414. 'rankReward_drawed_MainGate' => ctx()->privateState->rankReward_drawed_MainGate,
  1415. );
  1416. return Resp::ok($ret);
  1417. }
  1418. /**
  1419. * 6817
  1420. */
  1421. public static function IsExistRankReward() {
  1422. //list($type) = req()->paras;
  1423. $type = 0;
  1424. $isExistFinishReward = false;
  1425. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  1426. $dic = gMem()->hgetall($memKey);
  1427. foreach ($dic as $gateId => $ins_rank) {
  1428. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  1429. $isExistFinishReward = true;
  1430. $type = 1;
  1431. break;
  1432. }
  1433. }
  1434. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1435. $dic2 = gMem()->hgetall($memKey2);
  1436. foreach ($dic2 as $fightPower => $ins_rank) {
  1437. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  1438. $isExistFinishReward = true;
  1439. $type = 2;
  1440. break;
  1441. }
  1442. }
  1443. UserProc::updateUserInfo();
  1444. $ret = array(
  1445. 'isExistFinishReward' => $isExistFinishReward,
  1446. 'type' => $type,
  1447. );
  1448. return Resp::ok($ret);
  1449. }
  1450. /*
  1451. * 删除排行榜内注销账号的玩家
  1452. */
  1453. public static function DeleteRankInvalidUser($uid2) {
  1454. $dic1 = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  1455. foreach ($dic1 as $uid => $score) {
  1456. if ($uid == $uid2) {
  1457. gMem()->zrem(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  1458. break;
  1459. }
  1460. }
  1461. $dic2 = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  1462. foreach ($dic2 as $uid => $score) {
  1463. if ($uid == $uid2) {
  1464. gMem()->zrem(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  1465. break;
  1466. }
  1467. }
  1468. }
  1469. /*
  1470. * 排行玩家修改昵称
  1471. */
  1472. public static function UpdateRankUserName($uid, $newName) {
  1473. $memKey1 = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  1474. $dic = gMem()->hgetall($memKey1);
  1475. foreach ($dic as $gateId => $ins_rank) {
  1476. if ($ins_rank->uid == $uid) {
  1477. $ins_rank->name = $newName;
  1478. gMem()->hset($memKey1, $gateId, $ins_rank);
  1479. }
  1480. }
  1481. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1482. $dic2 = gMem()->hgetall($memKey2);
  1483. foreach ($dic2 as $fightPower => $ins_rank) {
  1484. if ($ins_rank->uid == $uid) {
  1485. $ins_rank->name = $newName;
  1486. gMem()->hset($memKey2, $fightPower, $ins_rank);
  1487. }
  1488. }
  1489. }
  1490. /*
  1491. * 排行玩家头像变动
  1492. */
  1493. public static function UpdateRankUserHeadImg($uid, $headImg) {
  1494. $memKey1 = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  1495. $dic = gMem()->hgetall($memKey1);
  1496. foreach ($dic as $gateId => $ins_rank) {
  1497. if ($ins_rank->uid == $uid) {
  1498. $ins_rank->headImg = $headImg;
  1499. gMem()->hset($memKey1, $gateId, $ins_rank);
  1500. }
  1501. }
  1502. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  1503. $dic2 = gMem()->hgetall($memKey2);
  1504. foreach ($dic2 as $fightPower => $ins_rank) {
  1505. if ($ins_rank->uid == $uid) {
  1506. $ins_rank->headImg = $headImg;
  1507. gMem()->hset($memKey2, $fightPower, $ins_rank);
  1508. }
  1509. }
  1510. }
  1511. /*
  1512. * 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
  1513. */
  1514. public static function countUserFightPower() {
  1515. $CurrentHeroId = ctx()->heros->CurrentHeroId;
  1516. //$hero = ctx()->heros->Dic->$CurrentHeroId;
  1517. list($addHp, $addAtk, $addDecDamage, $addEatFood) = ctx()->gates()->GetEnvovleBuffs(); // 启灵加成
  1518. $mo = GameConfig::hero_getItem($CurrentHeroId);
  1519. my_Assert($mo != null, ErrCode::err_const_no);
  1520. $heroBashAttack = $mo->attack;
  1521. $heroBashHp = $mo->hp;
  1522. $attck = 0;
  1523. $hp = 0;
  1524. $equipDic = ctx()->store->equipLocation;
  1525. foreach ($equipDic as $index => $equipUid) {
  1526. $ins_Equip = new Ins_Equip(ctx()->store->equip->$equipUid);
  1527. if ($ins_Equip->mo()->position % 2 == 1) {
  1528. $attck += GameConfig::equip_levelupgrade_getItem($ins_Equip->mo()->rarity, $ins_Equip->qual, $ins_Equip->mo()->position, $ins_Equip->level)->attckNum;
  1529. } elseif ($ins_Equip->mo()->position % 2 == 0) {
  1530. $hp += GameConfig::equip_levelupgrade_getItem($ins_Equip->mo()->rarity, $ins_Equip->qual, $ins_Equip->mo()->position, $ins_Equip->level)->hpNum;
  1531. }
  1532. }
  1533. // $equipDic = ctx()->store->equipPosition;
  1534. // $attck = 0;
  1535. // $hp = 0;
  1536. // foreach ($equipDic as $index => $ins_equip) {
  1537. // $Ins_Equip = new Ins_EquipPosition($ins_equip);
  1538. // if ($Ins_Equip->mo()->upgradeType == 1) {//攻击力
  1539. // $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  1540. // } elseif ($Ins_Equip->mo()->upgradeType == 2) {
  1541. // $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  1542. // } else {
  1543. // $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  1544. // $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  1545. // }
  1546. // }
  1547. $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
  1548. $heroHp = $heroBashHp + $hp + $addHp; # 英雄基础hp + 装备宝石词条hp + 启灵hp
  1549. $pag = ctx()->store->equipPag;
  1550. $gemDic = ctx()->store->gemEquip->$pag; //Dictionary<E_EquipPosition, Dictionary<int, Ins_Gem>>
  1551. $per = 0;
  1552. $parasVal = 0;
  1553. $per_hp = 0;
  1554. $parasVal_hp = 0;
  1555. foreach ($equipDic as $index => $ins_equip) {
  1556. if (StlUtil::dictHasProperty($gemDic, $index)) {
  1557. $dic = $gemDic->$index;
  1558. foreach ($dic as $k => $gem) {
  1559. $ins_Gem = new Ins_Gem($gem);
  1560. if ($ins_Gem->predicateMo()->actionType == "mulDamage") {
  1561. $per += $ins_Gem->predicateMo()->actionParam1;
  1562. } elseif ($ins_Gem->predicateMo()->actionType == "addDamage") {
  1563. $parasVal += $ins_Gem->predicateMo()->actionParam1;
  1564. } elseif ($ins_Gem->predicateMo()->actionType == "mulHp") {
  1565. $per_hp += $ins_Gem->predicateMo()->actionParam1;
  1566. } elseif ($ins_Gem->predicateMo()->actionType == "addHp") {
  1567. $parasVal_hp += $ins_Gem->predicateMo()->actionParam1;
  1568. }
  1569. }
  1570. }
  1571. }
  1572. if ($per != 0) {
  1573. $heroAttck = round($heroAttck + $heroAttck * $per);
  1574. }
  1575. if ($parasVal != 0) {
  1576. $heroAttck += $parasVal;
  1577. }
  1578. if ($per_hp != 0) {
  1579. $heroHp = round($heroHp + $heroHp * $per_hp);
  1580. }
  1581. if ($parasVal_hp != 0) {
  1582. $heroHp += $parasVal_hp;
  1583. }
  1584. $dec_demage = $mo->dec_demage + $addDecDamage; # 英雄基础减伤 + 启灵减伤
  1585. $bigHit_Val = $mo->bigHit_Val;
  1586. $bigHit_rate = $mo->bigHit_rate;
  1587. $val = $heroAttck * ($heroHp - $dec_demage) * (1 + $bigHit_rate * ($bigHit_Val - 1));
  1588. return intval($val);
  1589. }
  1590. // </editor-fold>
  1591. }