FightProc.php 39 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * 战斗模块
  5. * @author c'y'zhao
  6. */
  7. class FightProc {
  8. public const TowerGateId = 940011999;
  9. /**
  10. * 逻辑分发
  11. * 所有的Proc中必须有这样一个方法
  12. * @param Req $req
  13. */
  14. public static function procMain($req) {
  15. switch ($req->cmd) {
  16. case CmdCode::fight_settle: # 6801 主线战斗结算
  17. return FightProc::Settle();
  18. case CmdCode::fight_PassGateTsPrizeReceive: # 6802 章节宝箱的领取
  19. return FightProc::PassGateTsPrizeReceive();
  20. case CmdCode::fight_selectGate: # 6803 主线剧情关卡选择
  21. return FightProc::SelectGate();
  22. case CmdCode::fight_gateChallengeRewards: # 6804 挑战关卡: 领取奖励
  23. return FightProc::GateChallengeRewards();
  24. case CmdCode::fihgt_reliveCost: # 6805 战斗: 复活花费
  25. return FightProc::ReliveCost();
  26. case CmdCode::fight_plotSav: # 6806 主线剧情(已播放)回存
  27. return FightProc::PlotSav();
  28. case CmdCode::fight_sweep: # 6807 主线扫荡
  29. return FightProc::FightSweep();
  30. case CmdCode::fight_startFight: # 6808 主线剧情关卡开始挑战
  31. return self::StartFight();
  32. case CmdCode::fight_tower_RefreshSkills: # 6809 挑战关卡: 刷新初始技能
  33. return self::TowerRefreshSkills();
  34. case CmdCode::fight_tower_updatelocklist: # 6810 挑战关卡: 更新技能锁定列表
  35. return self::TowerUpdateLockskillList();
  36. case CmdCode::fight_rankInfo: # 6811 获取主线关卡排行榜信息
  37. return self::GetRankInfo();
  38. case CmdCode::fight_rank_uidEquipInfo: # 6812 获取主线关卡榜内玩家的装备信息
  39. return self::GetUidEquipInfo_Rank();
  40. case CmdCode::fight_rank_GetMainGateRankRewardInfo: # 6813 获取通关荣誉榜信息
  41. return self::GetmainGate_RankRewardInfo();
  42. case CmdCode::fight_rank_GetFightPowerRankRewardInfo: # 6814 获取战力荣誉榜信息
  43. return self::GetFightPower_RankRewardInfo();
  44. case CmdCode::fight_rank_ReceiveRankReward_MainGate: # 6815 领取通关荣誉榜奖励
  45. return self::ReceiveRankReward_MainGate();
  46. case CmdCode::fight_rank_ReceiveRankReward_FightPower: # 6816 领取战力荣誉榜奖励
  47. return self::ReceiveRankReward_FightPower();
  48. case CmdCode::fight_rank_IsExistRankReward: # 6817 是否存在未领取的荣誉榜奖励
  49. return self::IsExistRankReward();
  50. default:
  51. Err(ErrCode::cmd_err);
  52. }
  53. }
  54. /**
  55. * 6807 扫荡
  56. * @return type
  57. */
  58. public static function FightSweep() {
  59. //list($gateId) = req()->paras;
  60. $passGateId = ctx()->gates->maxPassGateId();
  61. my_Assert($passGateId != 0, ErrCode::gate_NoSweep);
  62. $mo = GameConfig::gate_getItem($passGateId);
  63. $gateName = $mo->gateName;
  64. $costTili = glc()->sweep_cost_tili;
  65. $curTili = ctx()->baseInfo->CurTili();
  66. my_Assert($curTili >= $costTili, ErrCode::notenough_tili);
  67. $max = glc()->sweepMaxNum;
  68. my_Assert(ctx()->gates->fightSweepNum < $max, ErrCode::gate_SweepMaxNum_limit);
  69. ctx()->gates->fightSweepNum += 1;
  70. ctx()->baseInfo->Consume_tili($costTili);
  71. $prizeArr = array();
  72. $wavesArr = GameConfig::waves_getItemArray($passGateId);
  73. $count = count($wavesArr);
  74. $wavesMo = $wavesArr[$count - 1];
  75. ctx()->baseInfo->Add_Gold($wavesMo->rewardGold);
  76. $gold = $wavesMo->rewardGold;
  77. $prizeArr[] = "1," . $gold;
  78. ctx()->baseInfo->Add_Gold($gold);
  79. $exp = $wavesMo->rewardExp;
  80. $prizeArr[] = "4," . $exp;
  81. ctx()->baseInfo->Add_Exp($exp);
  82. if ($wavesMo->rewardTuZhi != null) {
  83. $tuzhi = explode('-', $wavesMo->rewardTuZhi);
  84. $n = rand($tuzhi[0], $tuzhi[1]);
  85. $tuzhiArr = array();
  86. $item = GameConfig::item();
  87. foreach ($item as $id => $mo) {
  88. if ($mo->itemType == 100) {
  89. $tuzhiArr[] = $id;
  90. }
  91. }
  92. for ($i = 0; $i < $n; $i++) {
  93. $index = rand(0, count($tuzhiArr) - 1);
  94. $goodsStr = $tuzhiArr[$index] . ',' . 1;
  95. $prizeArr[] = $goodsStr;
  96. StoreProc::AddMultiItemInStore($goodsStr);
  97. }
  98. }
  99. if ($wavesMo->rewardGem != null) {
  100. $goodsStr = self::sweepRandReward($wavesMo->rewardGem);
  101. $str = explode(';', $goodsStr);
  102. $dic = GameConfig::gem();
  103. foreach ($str as $value) {
  104. $list = explode(',', $value);
  105. $posId = rand(1, 6);
  106. $qual = $list[0];
  107. foreach ($dic as $key => $gemMo) {
  108. if ($gemMo->qual == $qual && $gemMo->position == $posId) {
  109. $prizeArr[] = $gemMo->typeId . ',' . $list[1];
  110. SystemProc::GetGem_GreaterOrangeQual_SweepMainGateIndex(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($passGateId), $gateName, $gemMo->typeId);
  111. StoreProc::PutGemInStore($gemMo->typeId, $list[1]);
  112. break;
  113. }
  114. }
  115. }
  116. }
  117. UserProc::updateUserInfo();
  118. $ret = array(
  119. 'tili' => ctx()->baseInfo->tili,
  120. 'fightSweepNum' => ctx()->gates->fightSweepNum,
  121. 'prizeArr' => $prizeArr,
  122. 'store' => ctx()->store,
  123. 'task' => ctx()->task,
  124. );
  125. return Resp::ok($ret);
  126. }
  127. static function sweepRandReward($rewardStr) {
  128. $ctxArr = explode(';', $rewardStr);
  129. $numArr = explode('-', $ctxArr[0]);
  130. $num = rand($numArr[0], $numArr[1]);
  131. $rand = 0;
  132. $itemArr = explode(',', $ctxArr[1]);
  133. foreach ($itemArr as $value) {
  134. $arr = explode(':', $value);
  135. $itemId = $arr[0];
  136. $per = $arr[1];
  137. $rand += $per;
  138. }
  139. $res = "";
  140. for ($i = 0; $i < $num; $i++) {
  141. $start = 0;
  142. $end = 0;
  143. $randNum = rand(1, $rand);
  144. $id = 0;
  145. foreach ($itemArr as $str) {
  146. $arr = explode(':', $str);
  147. $itemId = $arr[0];
  148. $per = $arr[1];
  149. $end += $per;
  150. if ($randNum > $start && $randNum <= $end) {
  151. $id = $itemId;
  152. break;
  153. }
  154. $start = $end;
  155. }
  156. if ($id != 0) {
  157. $str = $id . ',1';
  158. if ($res == "") {
  159. $res = $str;
  160. } else {
  161. $res = $res . ';' . $str;
  162. }
  163. }
  164. }
  165. return $res;
  166. }
  167. /**
  168. * 6808 开始挑战 (主线关卡:扣除体力, 挑战关卡: 增加次数)
  169. */
  170. private static function StartFight() {
  171. list($gateId, $layerNum) = req()->paras;
  172. my_Assert($gateId > 0, ErrCode::paras_err);
  173. $mo = GameConfig::gate_getItem($gateId);
  174. my_Assert(null != $mo, ErrCode::err_const_no);
  175. if (Ints::Slice($gateId, 0, 1) == 9) { # 爬塔模式
  176. // list($layerNum) = req()->paras;
  177. if ($layerNum != ctx()->gates()->TowerGateInfo()->CurLayer) { # 起始层数校验
  178. Err(ErrCode::tower_layerNum);
  179. }
  180. if (ctx()->gates()->TowerGateInfo()->TodayChanNum < 1) { # 剩余次数校验
  181. Err(ErrCode::tower_timeNo);
  182. }
  183. ctx()->gates()->TowerGateInfo()->TodayChanNum--; # 增加次数
  184. } else { # 主线剧情
  185. my_Assert(ctx()->base()->Consume_tili($mo->cost_tili), ErrCode::notenough_tili);
  186. }
  187. UserProc::updateUserInfo();
  188. return Resp::ok(array("tili" => ctx()->baseInfo->tili, "tili_ts" => ctx()->baseInfo->tili_ts));
  189. }
  190. public static function FightDailyClear() {
  191. //ctx()->gates->xunluo_quick_buyRecord = 0;
  192. ctx()->gates->fightSweepNum = 0;
  193. ctx()->gates()->TowerGateInfo()->RefreshSkillTimes = 0;
  194. ctx()->gates()->TowerGateInfo()->TodayChanNum = glc()->tower_daily_chanceNum;
  195. }
  196. /**
  197. * 6806 剧情回存
  198. * @return type
  199. */
  200. public static function PlotSav() {
  201. list($gateId) = req()->paras;
  202. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::err_const_no);
  203. ctx()->gates->GateList->$gateId->plotStart = 1;
  204. UserProc::updateUserInfo();
  205. $ret = array(
  206. 'ok' => 1,
  207. );
  208. return Resp::ok($ret);
  209. }
  210. // <editor-fold defaultstate="collapsed" desc="挑战模块">
  211. /**
  212. * 6810 挑战关卡: 更新锁定技能列表
  213. */
  214. public static function TowerUpdateLockskillList() {
  215. list($li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  216. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  217. $t->skill_zhudong = $li_zd;
  218. $t->skill_beidong = $li_bd;
  219. $t->skill_zhudong_lockState = $li_zds;
  220. $t->skill_beidong_lockState = $li_bds;
  221. UserProc::updateUserInfo();
  222. return Resp::ok();
  223. }
  224. /**
  225. * 6809 挑战关卡: 刷新初始技能(扣除免费次数/cost)
  226. */
  227. public static function TowerRefreshSkills() {
  228. list($isFree, $li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  229. if ($isFree) {
  230. if (ctx()->gates()->TowerGateInfo()->RefreshSkillTimes > glc()->tower_daily_refreshChanceNum) {
  231. Err(ErrCode::tower_refreshNo); # 免费次数不足
  232. }
  233. } else {
  234. list($type, $num) = explode(':', glc()->tower_refreshCost); # 二级货币类型(1:金币,2:元宝):数量
  235. if ($type == 1) { # 金币
  236. my_Assert(ctx()->base()->Consume_Gold($num), ErrCode::notenough_gold_msg);
  237. } else if ($type == 2) { # 元宝
  238. my_Assert(ctx()->base()->Consume_Cash($num), ErrCode::notenough_cash_msg);
  239. } else {
  240. Err(ErrCode::err_const_no, "检查刷新扣费配置信息!");
  241. }
  242. }
  243. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  244. $t->RefreshSkillTimes++;
  245. $t->skill_zhudong = $li_zd;
  246. $t->skill_beidong = $li_bd;
  247. $t->skill_zhudong_lockState = $li_zds;
  248. $t->skill_beidong_lockState = $li_bds;
  249. UserProc::updateUserInfo();
  250. $ret = array(
  251. 'task' => ctx()->task,
  252. );
  253. return Resp::ok($ret);
  254. }
  255. /**
  256. * 6805 战斗: 复活花费
  257. * @return type
  258. * @version 2024年5月17日 重整利用为复活扣除消耗功能
  259. */
  260. public static function ReliveCost() {
  261. // 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)
  262. list($reliveNum) = req()->paras;
  263. $arr = explode(',', glc()->Relive_cost);
  264. my_Assert($reliveNum >= 0 && $reliveNum <= Count($arr), ErrCode::paras_err); # 参数范围>0
  265. $amt = $arr[$reliveNum - 1];
  266. my_Assert(ctx()->base()->Consume_Cash($amt), ErrCode::notenought_yuanbao);
  267. UserProc::updateUserInfo();
  268. return Resp::ok();
  269. }
  270. /**
  271. * 6804 挑战关卡: 奖励领取
  272. * @return type
  273. */
  274. public static function GateChallengeRewards() {
  275. list($finalLayer) = req()->paras; # 战斗结束时的层数
  276. $lastLayer = ctx()->gates()->TowerGateInfo()->CurLayer;
  277. $arr = GameConfig::waves_getItemArray(self::TowerGateId);
  278. if ($finalLayer > $lastLayer) {
  279. foreach ($arr as $layerId => $layerMo) {
  280. if ($layerId >= $lastLayer && $layerId < $finalLayer) {
  281. my_Assert($layerMo != null, ErrCode::err_const_no);
  282. StoreProc::AddMultiItemInStore($layerMo->rewards); # 发放奖励
  283. }
  284. }
  285. ctx()->gates()->TowerGateInfo()->CurLayer = $finalLayer;
  286. UserProc::updateUserInfo();
  287. $ret = array(
  288. 'store' => ctx()->store,
  289. 'gold' => ctx()->base()->gold,
  290. 'cash' => ctx()->base()->cash,
  291. 'task' => ctx()->task,
  292. );
  293. return Resp::ok($ret);
  294. } else if ($finalLayer == $lastLayer) {
  295. $ret = array(
  296. 'store' => ctx()->store,
  297. 'gold' => ctx()->base()->gold,
  298. 'cash' => ctx()->base()->cash,
  299. 'task' => ctx()->task,
  300. );
  301. return Resp::ok($ret);
  302. }
  303. return Resp::err(ErrCode::tower_rewardNo); # 没有奖励
  304. }
  305. // </editor-fold>
  306. /**
  307. * 6803 关卡选择
  308. * @return type
  309. */
  310. public static function SelectGate() {
  311. list($gateId) = req()->paras;
  312. ctx()->gates->CurrentGateId = $gateId;
  313. UserProc::updateUserInfo();
  314. $ret = array(
  315. 'gates' => ctx()->gates,
  316. );
  317. return Resp::ok($ret);
  318. }
  319. /**
  320. * 6802 章节宝箱的领取
  321. * @return type
  322. */
  323. public static function PassGateTsPrizeReceive() {
  324. list($gateId, $index) = req()->paras;
  325. $gateMo = GameConfig::gate_getItem($gateId);
  326. my_Assert($gateMo != null, ErrCode::err_const_no);
  327. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  328. $gateInfo = ctx()->gates->GateList->$gateId;
  329. $tag = false;
  330. $prize = "";
  331. $mask = 0;
  332. switch ($index) {
  333. case 1:
  334. $ts = $gateMo->first_ts1 * 60;
  335. if ($gateInfo->MaxSeconds >= $ts) {
  336. $tag = true;
  337. }
  338. $mask = 1;
  339. $prize = $gateMo->first_reward1;
  340. break;
  341. case 2:
  342. $ts = $gateMo->first_ts2 * 60;
  343. if ($gateInfo->MaxSeconds >= $ts) {
  344. $tag = true;
  345. }
  346. $mask = 2;
  347. $prize = $gateMo->first_reward2;
  348. break;
  349. case 3:
  350. if ($gateInfo->pass > 0) {
  351. $tag = true;
  352. }
  353. $mask = 3;
  354. $prize = $gateMo->first_reward3;
  355. break;
  356. default:
  357. break;
  358. }
  359. if ($tag) {
  360. my_Assert(!in_array($mask, $gateInfo->FirstReward), ErrCode::gate_GatePriceHasReceive);
  361. $gateInfo->FirstReward[] = $mask;
  362. StoreProc::AddMultiItemInStore($prize);
  363. }
  364. ctx()->gates->GateList->$gateId = $gateInfo;
  365. UserProc::updateUserInfo();
  366. $ret = array(
  367. 'gates' => ctx()->gates,
  368. 'store' => ctx()->store,
  369. 'task' => ctx()->task,
  370. 'gold' => ctx()->baseInfo->gold,
  371. 'reward' => StoreProc::$reward,
  372. );
  373. return Resp::ok($ret);
  374. }
  375. /**
  376. * [6801]关卡战斗结算
  377. * @return type
  378. */
  379. public static function Settle() {
  380. list($resultType, $gateId, $gold, $curTs, $pickups,
  381. $finalLayer, $finalHpPercent, $killMonsterNum, $killBossNum) = req()->paras;
  382. # 客户端需要增加参数: killmonserNum,killBosssNum, finalHpPercent(最终血量百分比)
  383. $gateMo = GameConfig::gate_getItem($gateId);
  384. my_Assert($gateMo != null, ErrCode::err_const_no);
  385. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  386. $gateInfo = ctx()->gates->GateList->$gateId;
  387. $ts = $gateInfo->MaxSeconds;
  388. if ($curTs >= $ts) {
  389. $gateInfo->MaxSeconds = $curTs;
  390. }
  391. if ($resultType) { # 胜利
  392. if (ctx()->gates->GateList->$gateId->pass == 0) {
  393. ctx()->gates->GateList->$gateId->pass = 1;
  394. TaskProc::Day7TaskReset($gateId); # 刷新七日任务
  395. $maxGateId = ctx()->gates->maxPassGateNumId();
  396. if ($maxGateId > 0) {
  397. self::Ranking_MainGateIndex($maxGateId);
  398. self::IsAchievedMainGate_PassReward($maxGateId);
  399. }
  400. }
  401. TaskProc::OnPassGate_X($gateId); # 刷新任务进度: 通关第X关
  402. if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  403. ctx()->gates()->UnlockNextPlotGate($gateId); # 解锁下一主线关卡
  404. // ctx()->gates()->UnlockMainChallengeGate($gateId); # 挑战关卡解锁逻辑. -gwang 2024年4月15日
  405. } else { # 不是主线关卡, 暂时没有其他逻辑
  406. }
  407. // StoreProc::AddMultiItemInStore($gateMo->reward_win); # 发放胜利奖励(2024.5.30 过期)
  408. }
  409. // else { # 失败
  410. //// StoreProc::AddMultiItemInStore($gateMo->reward_fail); # 发放失败奖励(2024.5.30 过期)
  411. // }
  412. StoreProc::AddMultiItemInStore($pickups); # 战场拾取道具直接入背包
  413. ctx()->base()->Add_Gold($gold); # 战场拾取的金币直接入背包
  414. //ctx()->base()->Add_Exp($exp);
  415. $waveMo = GameConfig::waveItem_getItem($gateId, $finalLayer);
  416. my_Assert(null != $waveMo, ErrCode::err_const_no);
  417. ctx()->base()->Add_Exp($waveMo->rewardExp); # 指挥官经验
  418. ctx()->base()->Add_Gold($waveMo->rewardGold); # 金币奖励
  419. $pickups .= ";1," . $gold + $waveMo->rewardGold;
  420. # 图纸奖励: 数量min-max, 部位随机
  421. if (strlen($waveMo->rewardTuZhi) > 0 && str_contains($waveMo->rewardTuZhi, '-')) {
  422. list($tz_min, $tz_max) = explode('-', $waveMo->rewardTuZhi); # 图纸数量
  423. $tz_n = rand($tz_min, $tz_max);
  424. # 图纸部位数据源 1001, 1002, 1003, 1004, 1005, 1006
  425. for ($i = 0; $i < $tz_n; $i++) {
  426. $id = 1000 + rand(1, 6);
  427. StoreProc::AddMultiItemInStore("$id,1"); # 获得图纸
  428. $pickups .= ";$id,1";
  429. }
  430. }
  431. # 宝石奖励: 数量min-max;品质:权重,品质:权重...
  432. if (strlen($waveMo->rewardGem) > 0) {
  433. list($gs_num, $gs_props) = explode(';', $waveMo->rewardGem);
  434. list($gem_min, $gem_max) = explode('-', $gs_num); # 宝石数量
  435. $gem_n = rand($gem_min, $gem_max);
  436. $arr = explode(",", $gs_props);
  437. $pool = array();
  438. $n = 0;
  439. foreach ($arr as $str) {
  440. list($qual, $props) = explode(':', $str);
  441. $pool[] = array('q' => $qual, 'p' => $props);
  442. $n += $props;
  443. }
  444. for ($i = 0; $i < $gem_n; $i++) { # 随机n块宝石
  445. $r = rand(1, $n); # 投色子
  446. $l = 0;
  447. foreach ($pool as $item) {
  448. if ($r <= ($l + $item['p'])) {
  449. $gemId = $item['q'] * 100000 + rand(1, 6) * 1000;
  450. SystemProc::GetGem_GreaterOrangeQual_MainGate(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($gateId), $gateMo->gateName, $gemId); //广播
  451. StoreProc::PutGemInStore($gemId); # 发放宝石并退出本次投色子
  452. $pickups .= ";$gemId,1";
  453. break;
  454. }
  455. $l += $item['p']; # 累计到下一段
  456. }
  457. }
  458. }
  459. if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) { # 主线剧情,
  460. TaskProc::OnFightNumMainGate();
  461. } else if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainChallengeGate) { # 主线剧情对应的难度挑战
  462. TaskProc::OnFightNumChallengeGate();
  463. }
  464. TaskProc::OnKillCommonNumMonster($killMonsterNum);
  465. TaskProc::OnKillleaderNumMonster($killBossNum);
  466. UserProc::updateUserInfo();
  467. $ret = array(
  468. 'gates' => ctx()->gates,
  469. 'store' => ctx()->store,
  470. 'task' => ctx()->task,
  471. 'baseInfo' => ctx()->base(),
  472. 'gold' => $gold + $waveMo->rewardGold,
  473. 'exp' => $waveMo->rewardExp,
  474. 'rewardStr' => $pickups
  475. );
  476. return Resp::ok($ret);
  477. }
  478. // /**
  479. // * [6801]关卡战斗结算
  480. // * @return type
  481. // */
  482. // public static function Settle_bak() {
  483. // list($resultType, $gateId, $gold, $curTs, $pickups) = req()->paras;
  484. // # 客户端需要增加参数: killmonserNum,killBosssNum, finalHpPercent(最终血量百分比)
  485. // $gateMo = GameConfig::gate_getItem($gateId);
  486. // my_Assert($gateMo != null, ErrCode::err_const_no);
  487. // my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  488. // $gateInfo = ctx()->gates->GateList->$gateId;
  489. // $ts = $gateInfo->MaxSeconds;
  490. // if ($curTs >= $ts) {
  491. // $gateInfo->MaxSeconds = $curTs;
  492. // }
  493. // if ($resultType) { # 胜利
  494. // if (ctx()->gates->GateList->$gateId->pass == 0) {
  495. // ctx()->gates->GateList->$gateId->pass = 1;
  496. // TaskProc::Day7TaskReset($gateId);
  497. // }
  498. // TaskProc::OnPassGate_X($gateId);
  499. // StoreProc::AddMultiItemInStore($gateMo->reward_win);
  500. // if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  501. // ctx()->gates->UnlockNextPlotGate();
  502. // $dic = GameConfig::gate();
  503. // $index = 0; # 挑战关卡解锁逻辑. -gwang 2024年4月15日
  504. // foreach ($dic as $id => $item) {
  505. // if (Ins_GateInfo::GateTypeFromId($id) == Enum_GateType::MainChallengeGate && $item->challengeGateId == $gateId) {
  506. // $index += 1;
  507. // $gate = new Ins_GateInfo();
  508. // $gate->GateId = $id;
  509. // ctx()->gates->GateList->$id = $gate;
  510. // }
  511. // if ($index >= 3) {
  512. // break;
  513. // }
  514. // }
  515. // } else {
  516. //
  517. // }
  518. // } else { # 失败
  519. // StoreProc::AddMultiItemInStore($gateMo->reward_fail);
  520. // }
  521. //
  522. // StoreProc::AddMultiItemInStore($pickups); # 战场拾取道具
  523. // ctx()->baseInfo->Add_Gold($gold);
  524. // //ctx()->baseInfo->Add_Exp($exp);
  525. //
  526. // if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  527. // TaskProc::OnFightNumMainGate();
  528. // } else if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainChallengeGate) {
  529. // TaskProc::OnFightNumChallengeGate();
  530. // }
  531. // TaskProc::OnKillCommonNumMonster(1000);
  532. // TaskProc::OnKillleaderNumMonster(500);
  533. //
  534. // UserProc::updateUserInfo();
  535. // $ret = array(
  536. // 'gates' => ctx()->gates,
  537. // 'store' => ctx()->store,
  538. // 'task' => ctx()->task,
  539. // );
  540. // return Resp::ok($ret);
  541. // }
  542. // <editor-fold defaultstate="collapsed" desc="排行榜">
  543. /**
  544. * 参与主线关卡排行榜
  545. * @param type $gateIndex
  546. */
  547. public static function Ranking_MainGateIndex($maxGateIndex) {
  548. $memKey = MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid);
  549. $mem = gMem();
  550. $index = 9999999999 - now();
  551. $uid = $index . "-" . req()->uid;
  552. $arr = self::GetRankUid(req()->uid, 1);
  553. $gateId = 0;
  554. if (count($arr) > 0) {
  555. $uid = $arr[0];
  556. $gateId = $arr[1];
  557. }
  558. if ($maxGateIndex > $gateId) {
  559. $arr2 = array();
  560. $arr2["$uid"] = $maxGateIndex;
  561. $mem->zadd($memKey, $arr2);
  562. }
  563. $length = $mem->zlen($memKey);
  564. if ($length > glc()->Rank_MainGateIndex_OnListRank) {
  565. $num = $length - glc()->Rank_MainGateIndex_OnListRank;
  566. $mem->zremrangebyrank($memKey, 0, $num - 1);
  567. }
  568. }
  569. /**
  570. * 战力榜
  571. * @param type $gateIndex
  572. */
  573. public static function Ranking_FightPower() {
  574. $memKey = MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid);
  575. $mem = gMem();
  576. $index = 9999999999 - now();
  577. $uid = $index . "-" . req()->uid;
  578. $lastPower = 0;
  579. $arr = self::GetRankUid(req()->uid, 2);
  580. if (count($arr) > 0) {
  581. $uid = $arr[0];
  582. $lastPower = $arr[1];
  583. }
  584. $power = self::countUserFightPower();
  585. if ($power > $lastPower) {
  586. $arr2["$uid"] = $power;
  587. $mem->zadd($memKey, $arr2);
  588. self::IsAchievedFightPower_PassReward($power);
  589. }
  590. $length = $mem->zlen($memKey);
  591. if ($length > glc()->Rank_FightPower_OnListRank) {
  592. $num = $length - glc()->Rank_FightPower_OnListRank;
  593. $mem->zremrangebyrank($memKey, 0, $num - 1);
  594. }
  595. }
  596. public static function GetRankUid($uid_rank, $type) {
  597. if ($type == 1) {
  598. $dic = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  599. } else {
  600. $dic = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  601. }
  602. $arr = array();
  603. foreach ($dic as $uid => $score) {
  604. $strUid = explode('-', $uid);
  605. if ($strUid[1] == $uid_rank) {
  606. $arr[] = $uid;
  607. $arr[] = $score;
  608. break;
  609. }
  610. }
  611. return $arr;
  612. }
  613. /**
  614. * 6811 获取主线关卡排行榜信息
  615. * @return type
  616. */
  617. public static function GetRankInfo() {
  618. list($type) = req()->paras;
  619. $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
  620. $selfExtraInfo = 0;
  621. $isExistFinishReward = false;
  622. if ($type == 1) {
  623. $list = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  624. $selfExtraInfo = ctx()->gates->maxPassGateNumId();
  625. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  626. $dic = gMem()->hgetall($memKey);
  627. foreach ($dic as $gateId => $ins_rank) {
  628. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  629. $isExistFinishReward = true;
  630. break;
  631. }
  632. }
  633. } else {
  634. $list = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  635. $selfExtraInfo = self::countUserFightPower();
  636. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  637. $dic = gMem()->hgetall($memKey);
  638. foreach ($dic as $fightPower => $ins_rank) {
  639. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  640. $isExistFinishReward = true;
  641. break;
  642. }
  643. }
  644. }
  645. $selfRank = null;
  646. $retArr = array();
  647. if (count($list) > 0) {
  648. foreach ($list as $uid => $score) {
  649. $rankInfo = self::initOtherUidRankInfo($uid, $score, $type);
  650. if ($rankInfo->uid == req()->uid) {
  651. $selfIsHasRank = 1;
  652. $selfRank = $rankInfo;
  653. }
  654. $retArr[] = $rankInfo;
  655. }
  656. }
  657. if ($selfRank == null) {
  658. $index = 9999999999 - now();
  659. $uid = $index . "-" . req()->uid;
  660. $selfRank = self::initOtherUidRankInfo($uid, $selfExtraInfo, $type);
  661. }
  662. UserProc::updateUserInfo();
  663. $ret = array(
  664. 'rankInfo' => $retArr,
  665. 'selfRank' => $selfRank,
  666. 'selfIsHasRank' => $selfIsHasRank,
  667. 'isExistFinishReward' => $isExistFinishReward,
  668. );
  669. return Resp::ok($ret);
  670. }
  671. /**
  672. * 初始化玩家rank
  673. * @param type $uid
  674. * @param type $score
  675. * @return \loyalsoft\Ins_rank
  676. */
  677. static function initOtherUidRankInfo($uid, $score, $type = null) {
  678. $ins_rank = new Ins_rank();
  679. if ($type == 1) {
  680. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  681. } else {
  682. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  683. }
  684. if ($lv == null) {
  685. $lv = 0;
  686. }
  687. $strUid = explode('-', $uid);
  688. $ins_rank->rank = $lv + 1;
  689. $ins_rank->uid = $strUid[1];
  690. $userInfo = UserProc::getUserGame(req()->zoneid, $strUid[1]);
  691. $ins_rank->name = $userInfo->baseInfo->name;
  692. $ins_rank->headImg = $userInfo->baseInfo->headImg;
  693. $ins_rank->score = $score;
  694. return $ins_rank;
  695. }
  696. /**
  697. * 6812 获取排行榜内玩家的装备信息
  698. * @return type
  699. */
  700. public static function GetUidEquipInfo_Rank() {
  701. list($uid) = req()->paras;
  702. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  703. $store = $userInfo->store;
  704. $heros = $userInfo->heros;
  705. UserProc::updateUserInfo();
  706. $ret = array(
  707. 'store' => $store,
  708. 'heros' => $heros,
  709. );
  710. return Resp::ok($ret);
  711. }
  712. /**
  713. * 通关奖励是否达成
  714. * @param type $maxGateIndex
  715. */
  716. public static function IsAchievedMainGate_PassReward($maxGateIndex) {
  717. $rewards = GameConfig::rank_passgatereward();
  718. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  719. foreach ($rewards as $passGateId => $mo) {
  720. if ($passGateId == $maxGateIndex && !gMem()->hexists($memKey, $maxGateIndex)) {
  721. $ins_rank = new Ins_rank();
  722. $ins_rank->uid = req()->uid;
  723. $ins_rank->name = ctx()->baseInfo->name;
  724. $ins_rank->headImg = ctx()->baseInfo->headImg;
  725. $ins_rank->score = $passGateId;
  726. gMem()->hset($memKey, $maxGateIndex, $ins_rank);
  727. break;
  728. }
  729. }
  730. }
  731. /*
  732. * 战力奖励是否达成
  733. */
  734. public static function IsAchievedFightPower_PassReward($power) {
  735. $rewards = GameConfig::rank_fightpowerreward();
  736. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  737. foreach ($rewards as $fightPower => $mo) {
  738. if ($power >= $fightPower && !gMem()->hexists($memKey, $fightPower)) {
  739. $ins_rank = new Ins_rank();
  740. $ins_rank->uid = req()->uid;
  741. $ins_rank->name = ctx()->baseInfo->name;
  742. $ins_rank->headImg = ctx()->baseInfo->headImg;
  743. $ins_rank->score = $fightPower;
  744. gMem()->hset($memKey, $fightPower, $ins_rank);
  745. }
  746. }
  747. }
  748. /**
  749. * 6813
  750. * @return type
  751. */
  752. public static function GetmainGate_RankRewardInfo() {
  753. //list($type) = req()->paras;
  754. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  755. $dic = gMem()->hgetall($memKey);
  756. if ($dic == null) {
  757. $dic = new \stdClass();
  758. }
  759. UserProc::updateUserInfo();
  760. $ret = array(
  761. 'rankReward' => $dic,
  762. );
  763. return Resp::ok($ret);
  764. }
  765. /**
  766. * 6814
  767. * @return type
  768. */
  769. public static function GetFightPower_RankRewardInfo() {
  770. //list($type) = req()->paras;
  771. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  772. $dic = gMem()->hgetall($memKey);
  773. if ($dic == null) {
  774. $dic = new \stdClass();
  775. }
  776. UserProc::updateUserInfo();
  777. $ret = array(
  778. 'rankReward' => $dic,
  779. );
  780. return Resp::ok($ret);
  781. }
  782. /**
  783. * 6815 领取通关荣誉榜奖励
  784. * @return type
  785. */
  786. public static function ReceiveRankReward_MainGate() {
  787. list($gateId) = req()->paras;
  788. my_Assert(!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate), ErrCode::rankReward_HasReceive);
  789. $mo = GameConfig::rank_passgatereward_getItem($gateId);
  790. my_Assert($mo != null, ErrCode::err_const_no);
  791. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  792. if (gMem()->hexists($memKey, $gateId)) {
  793. StoreProc::AddMultiItemInStore($mo->reward);
  794. ctx()->privateState->rankReward_drawed_MainGate[] = $gateId;
  795. }
  796. UserProc::updateUserInfo();
  797. $ret = array();
  798. return Resp::ok($ret);
  799. }
  800. /**
  801. * 6816 领取战力荣誉榜奖励
  802. * @return type
  803. */
  804. public static function ReceiveRankReward_FightPower() {
  805. list($fightPower) = req()->paras;
  806. my_Assert(!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower), ErrCode::rankReward_HasReceive);
  807. $mo = GameConfig::rank_fightpowerreward_getItem($fightPower);
  808. my_Assert($mo != null, ErrCode::err_const_no);
  809. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  810. if (gMem()->hexists($memKey, $fightPower)) {
  811. StoreProc::AddMultiItemInStore($mo->reward);
  812. ctx()->privateState->rankReward_drawed_fightPower[] = $fightPower;
  813. }
  814. UserProc::updateUserInfo();
  815. $ret = array();
  816. return Resp::ok($ret);
  817. }
  818. /**
  819. * 6817
  820. */
  821. public static function IsExistRankReward() {
  822. //list($type) = req()->paras;
  823. $type = 0;
  824. $isExistFinishReward = false;
  825. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  826. $dic = gMem()->hgetall($memKey);
  827. foreach ($dic as $gateId => $ins_rank) {
  828. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  829. $isExistFinishReward = true;
  830. $type = 1;
  831. break;
  832. }
  833. }
  834. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  835. $dic2 = gMem()->hgetall($memKey2);
  836. foreach ($dic2 as $fightPower => $ins_rank) {
  837. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  838. $isExistFinishReward = true;
  839. $type = 2;
  840. break;
  841. }
  842. }
  843. UserProc::updateUserInfo();
  844. $ret = array(
  845. 'isExistFinishReward' => $isExistFinishReward,
  846. 'type' => $type,
  847. );
  848. return Resp::ok($ret);
  849. }
  850. /*
  851. * 删除排行榜内注销账号的玩家
  852. */
  853. public static function DeleteRankInvalidUser($uid2) {
  854. $dic1 = gMem()->zrevrangebyscore(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  855. $key1 = "";
  856. foreach ($dic1 as $uid => $score) {
  857. $strUid = explode('-', $uid);
  858. if ($strUid[1] == $uid2) {
  859. $key1 = $uid;
  860. break;
  861. }
  862. }
  863. $dic2 = gMem()->zrevrangebyscore(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  864. $key2 = "";
  865. foreach ($dic2 as $uid => $score) {
  866. $strUid = explode('-', $uid);
  867. if ($strUid[1] == $uid2) {
  868. $key2 = $uid;
  869. break;
  870. }
  871. }
  872. if ($key1 != "") {
  873. gMem()->zrem(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $key1);
  874. }
  875. if ($key1 != "") {
  876. gMem()->zrem(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $key2);
  877. }
  878. }
  879. /*
  880. * 排行玩家头像变动
  881. */
  882. public static function UpdateRankUserHeadImg($uid, $headImg) {
  883. $memKey1 = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  884. $dic = gMem()->hgetall($memKey1);
  885. foreach ($dic as $gateId => $ins_rank) {
  886. if ($ins_rank->uid == $uid) {
  887. $ins_rank->headImg = $headImg;
  888. gMem()->hset($memKey1, $gateId, $ins_rank);
  889. }
  890. }
  891. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  892. $dic2 = gMem()->hgetall($memKey2);
  893. foreach ($dic2 as $fightPower => $ins_rank) {
  894. if ($ins_rank->uid == $uid) {
  895. $ins_rank->headImg = $headImg;
  896. gMem()->hset($memKey2, $fightPower, $ins_rank);
  897. }
  898. }
  899. }
  900. /*
  901. * 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))
  902. */
  903. public static function countUserFightPower() {
  904. $CurrentHeroId = ctx()->heros->CurrentHeroId;
  905. //$hero = ctx()->heros->Dic->$CurrentHeroId;
  906. $mo = GameConfig::hero_getItem($CurrentHeroId);
  907. my_Assert($mo != null, ErrCode::err_const_no);
  908. $heroBashAttack = $mo->attack;
  909. $heroBashHp = $mo->hp;
  910. $equipDic = ctx()->store->equip;
  911. $attck = 0;
  912. $hp = 0;
  913. foreach ($equipDic as $index => $ins_equip) {
  914. $Ins_Equip = new Ins_Equip($ins_equip);
  915. if ($Ins_Equip->mo()->upgradeType == 1) {//攻击力
  916. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  917. } elseif ($Ins_Equip->mo()->upgradeType == 2) {
  918. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  919. } else {
  920. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  921. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  922. }
  923. }
  924. $heroAttck = $heroBashAttack + $attck;
  925. $heroHp = $heroBashHp + $hp;
  926. $dec_demage = $mo->dec_demage;
  927. $bigHit_Val = $mo->bigHit_Val / 100;
  928. $bigHit_rate = $mo->bigHit_rate / 100;
  929. $val = $heroAttck * ($heroHp - $dec_demage) * (1 + $bigHit_rate * ($bigHit_Val - 1));
  930. return intval($val);
  931. }
  932. // </editor-fold>
  933. }