FightProc.php 42 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * 战斗模块
  5. * @author c'y'zhao
  6. */
  7. class FightProc {
  8. public const TowerGateId = 940011999;
  9. /**
  10. * 逻辑分发
  11. * 所有的Proc中必须有这样一个方法
  12. * @param Req $req
  13. */
  14. public static function procMain($req) {
  15. switch ($req->cmd) {
  16. case CmdCode::fight_settle: # 6801 主线战斗结算
  17. return FightProc::Settle();
  18. case CmdCode::fight_PassGateTsPrizeReceive: # 6802 章节宝箱的领取
  19. return FightProc::PassGateTsPrizeReceive();
  20. case CmdCode::fight_selectGate: # 6803 主线剧情关卡选择
  21. return FightProc::SelectGate();
  22. case CmdCode::fight_gateChallengeRewards: # 6804 挑战关卡: 领取奖励
  23. return FightProc::GateChallengeRewards();
  24. case CmdCode::fihgt_reliveCost: # 6805 战斗: 复活花费
  25. return FightProc::ReliveCost();
  26. case CmdCode::fight_plotSav: # 6806 主线剧情(已播放)回存
  27. return FightProc::PlotSav();
  28. case CmdCode::fight_sweep: # 6807 主线扫荡
  29. return FightProc::FightSweep();
  30. case CmdCode::fight_startFight: # 6808 主线剧情关卡开始挑战
  31. return self::StartFight();
  32. case CmdCode::fight_tower_RefreshSkills: # 6809 挑战关卡: 刷新初始技能
  33. return self::TowerRefreshSkills();
  34. case CmdCode::fight_tower_updatelocklist: # 6810 挑战关卡: 更新技能锁定列表
  35. return self::TowerUpdateLockskillList();
  36. case CmdCode::fight_rankInfo: # 6811 获取主线关卡排行榜信息
  37. return self::GetRankInfo();
  38. case CmdCode::fight_rank_uidEquipInfo: # 6812 获取主线关卡榜内玩家的装备信息
  39. return self::GetUidEquipInfo_Rank();
  40. case CmdCode::fight_rank_GetMainGateRankRewardInfo: # 6813 获取通关荣誉榜信息
  41. return self::GetmainGate_RankRewardInfo();
  42. case CmdCode::fight_rank_GetFightPowerRankRewardInfo: # 6814 获取战力荣誉榜信息
  43. return self::GetFightPower_RankRewardInfo();
  44. case CmdCode::fight_rank_ReceiveRankReward_MainGate: # 6815 领取通关荣誉榜奖励
  45. return self::ReceiveRankReward_MainGate();
  46. case CmdCode::fight_rank_ReceiveRankReward_FightPower: # 6816 领取战力荣誉榜奖励
  47. return self::ReceiveRankReward_FightPower();
  48. case CmdCode::fight_rank_IsExistRankReward: # 6817 是否存在未领取的荣誉榜奖励
  49. return self::IsExistRankReward();
  50. case CmdCode::fight_evolveUnlock: # 6818 启灵解锁
  51. return self::EvolveUnlock();
  52. default:
  53. Err(ErrCode::cmd_err);
  54. }
  55. }
  56. /**
  57. * 6805 进化解锁
  58. * @return type
  59. */
  60. public static function EvolveUnlock() {
  61. list($type, $id) = req()->paras;//$id废弃 因为玩家可能不安顺序点
  62. if ($type == 1) {
  63. $nextId = ctx()->gates->evolveMaxId_left+1;
  64. my_Assert($id == $nextId, ErrCode::err_const_no);
  65. $mo = GameConfig::evolve_getItem($nextId);
  66. my_Assert($mo != null, ErrCode::err_const_no);
  67. my_Assert(ctx()->baseInfo->level >= $mo->level, ErrCode::evolve_canotUnlock_levelLimit);
  68. my_Assert(ctx()->baseInfo->gold >= $mo->needGold_unlock, ErrCode::notenough_gold_msg);
  69. ctx()->baseInfo->Consume_Gold($mo->needGold_unlock);
  70. ctx()->gates->evolveMaxId_left = $nextId;
  71. } else {
  72. $nextId = ctx()->gates->evolveMaxId_right + 1;
  73. my_Assert($id == $nextId, ErrCode::err_const_no);
  74. $dic = GameConfig::evolve();
  75. foreach ($dic as $key => $value) {
  76. if ($value->specificEvolveId == $nextId) {
  77. $mo = $value;
  78. }
  79. }
  80. my_Assert(ctx()->baseInfo->level >= $mo->level, ErrCode::evolve_canotUnlock_levelLimit);
  81. my_Assert($mo != null, ErrCode::err_const_no);
  82. if ($mo->specificEvolveCost != null) {
  83. $cost = explode(',', $mo->specificEvolveCost);
  84. $costId = $cost[0];
  85. $costNum = $cost[1];
  86. my_Assert(StlUtil::dictHasProperty(ctx()->store->items, $costId) && ctx()->store->items->$costId >= $costNum, ErrCode::notenough_item);
  87. ctx()->store->removeItem($costId, $costNum);
  88. }
  89. ctx()->gates->evolveMaxId_right = $id;
  90. }
  91. UserProc::updateUserInfo();
  92. $ret = array(
  93. 'gold' => ctx()->baseInfo->gold,
  94. 'items' => ctx()->store->items,
  95. 'evolveMaxId_right' => ctx()->gates->evolveMaxId_right,
  96. 'evolveMaxId_left' => ctx()->gates->evolveMaxId_left,
  97. );
  98. return Resp::ok($ret);
  99. }
  100. /**
  101. * 6807 扫荡
  102. * @return type
  103. */
  104. public static function FightSweep() {
  105. //list($gateId) = req()->paras;
  106. $passGateId = ctx()->gates->maxPassGateId();
  107. my_Assert($passGateId != 0, ErrCode::gate_NoSweep);
  108. $mo = GameConfig::gate_getItem($passGateId);
  109. $gateName = $mo->gateName;
  110. $costTili = glc()->sweep_cost_tili;
  111. $curTili = ctx()->baseInfo->CurTili();
  112. my_Assert($curTili >= $costTili, ErrCode::notenough_tili);
  113. if (ctx()->privateState->honourCardShop_ts == 0) {
  114. $max = glc()->sweepMaxNum;
  115. my_Assert(ctx()->gates->fightSweepNum < $max, ErrCode::gate_SweepMaxNum_limit);
  116. }
  117. ctx()->gates->fightSweepNum += 1;
  118. ctx()->baseInfo->Consume_tili($costTili);
  119. $wavesArr = GameConfig::waves_getItemArray($passGateId);
  120. $count = count($wavesArr);
  121. $wavesMo = $wavesArr[$count - 1];
  122. $gold = $wavesMo->rewardGold;
  123. StoreProc::AddMultiItemInStore("1," . $gold);
  124. $oldLevel = ctx()->baseInfo->level;
  125. $exp = $wavesMo->rewardExp;
  126. StoreProc::AddMultiItemInStore("4," . $exp);
  127. $newLevel = ctx()->baseInfo->level;
  128. if ($wavesMo->rewardTuZhi != null) {
  129. $tuzhi = explode('-', $wavesMo->rewardTuZhi);
  130. $n = rand($tuzhi[0], $tuzhi[1]);
  131. $tuzhiArr = array();
  132. $item = GameConfig::item();
  133. foreach ($item as $id => $mo) {
  134. if ($mo->itemType == 100) {
  135. $tuzhiArr[] = $id;
  136. }
  137. }
  138. for ($i = 0; $i < $n; $i++) {
  139. $index = rand(0, count($tuzhiArr) - 1);
  140. $goodsStr = $tuzhiArr[$index] . ',' . 1;
  141. $prizeArr[] = $goodsStr;
  142. StoreProc::AddMultiItemInStore($goodsStr);
  143. }
  144. }
  145. if ($wavesMo->rewardGem != null) {
  146. $goodsStr = self::sweepRandReward($wavesMo->rewardGem);
  147. $str = explode(';', $goodsStr);
  148. $dic = GameConfig::gem();
  149. foreach ($str as $value) {
  150. $list = explode(',', $value);
  151. $posId = rand(1, 6);
  152. $qual = $list[0];
  153. foreach ($dic as $key => $gemMo) {
  154. if ($gemMo->qual == $qual && $gemMo->position == $posId) {
  155. $gemStr = $gemMo->typeId . ',' . $list[1];
  156. SystemProc::GetGem_GreaterOrangeQual_SweepMainGateIndex(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($passGateId), $gateName, $gemMo->typeId);
  157. //StoreProc::PutGemInStore($gemMo->typeId, $list[1]);
  158. StoreProc::AddMultiItemInStore($gemStr);
  159. break;
  160. }
  161. }
  162. }
  163. }
  164. UserProc::updateUserInfo();
  165. $ret = array(
  166. 'gold'=> ctx()->baseInfo->gold,
  167. 'cash'=> ctx()->baseInfo->cash,
  168. 'tili' => ctx()->baseInfo->tili,
  169. 'tili_ts' => ctx()->baseInfo->tili_ts,
  170. 'xp' => ctx()->baseInfo->xp,
  171. 'maxXp' => ctx()->baseInfo->maxXp,
  172. 'level' => ctx()->baseInfo->level,
  173. 'fightSweepNum' => ctx()->gates->fightSweepNum,
  174. //'prizeArr' => $prizeArr,
  175. 'store' => ctx()->store,
  176. 'task' => ctx()->task,
  177. 'reward' => StoreProc::$reward,
  178. 'reward_Gem' => StoreProc::$reward_Gem,
  179. 'oldLevel' => $oldLevel,
  180. 'newLevel' => $newLevel,
  181. );
  182. return Resp::ok($ret);
  183. }
  184. static function sweepRandReward($rewardStr) {
  185. $ctxArr = explode(';', $rewardStr);
  186. $numArr = explode('-', $ctxArr[0]);
  187. $num = rand($numArr[0], $numArr[1]);
  188. $rand = 0;
  189. $itemArr = explode(',', $ctxArr[1]);
  190. foreach ($itemArr as $value) {
  191. $arr = explode(':', $value);
  192. $itemId = $arr[0];
  193. $per = $arr[1];
  194. $rand += $per;
  195. }
  196. $res = "";
  197. for ($i = 0; $i < $num; $i++) {
  198. $start = 0;
  199. $end = 0;
  200. $randNum = rand(1, $rand);
  201. $id = 0;
  202. foreach ($itemArr as $str) {
  203. $arr = explode(':', $str);
  204. $itemId = $arr[0];
  205. $per = $arr[1];
  206. $end += $per;
  207. if ($randNum > $start && $randNum <= $end) {
  208. $id = $itemId;
  209. break;
  210. }
  211. $start = $end;
  212. }
  213. if ($id != 0) {
  214. $str = $id . ',1';
  215. if ($res == "") {
  216. $res = $str;
  217. } else {
  218. $res = $res . ';' . $str;
  219. }
  220. }
  221. }
  222. return $res;
  223. }
  224. /**
  225. * 6808 开始挑战 (主线关卡:扣除体力, 挑战关卡: 增加次数)
  226. */
  227. private static function StartFight() {
  228. list($gateId, $layerNum) = req()->paras;
  229. my_Assert($gateId > 0, ErrCode::paras_err);
  230. $mo = GameConfig::gate_getItem($gateId);
  231. my_Assert(null != $mo, ErrCode::err_const_no);
  232. if (Ints::Slice($gateId, 0, 1) == 9) { # 爬塔模式
  233. // list($layerNum) = req()->paras;
  234. if ($layerNum != ctx()->gates()->TowerGateInfo()->CurLayer) { # 起始层数校验
  235. Err(ErrCode::tower_layerNum);
  236. }
  237. if (ctx()->gates()->TowerGateInfo()->TodayChanNum < 1) { # 剩余次数校验
  238. Err(ErrCode::tower_timeNo);
  239. }
  240. ctx()->gates()->TowerGateInfo()->TodayChanNum--; # 增加次数
  241. } else { # 主线剧情
  242. my_Assert(ctx()->base()->Consume_tili($mo->cost_tili), ErrCode::notenough_tili);
  243. }
  244. UserProc::updateUserInfo();
  245. return Resp::ok(array("tili" => ctx()->baseInfo->tili, "tili_ts" => ctx()->baseInfo->tili_ts));
  246. }
  247. public static function FightDailyClear() {
  248. //ctx()->gates->xunluo_quick_buyRecord = 0;
  249. ctx()->gates->fightSweepNum = 0;
  250. ctx()->gates()->TowerGateInfo()->RefreshSkillTimes = 0;
  251. ctx()->gates()->TowerGateInfo()->TodayChanNum = glc()->tower_daily_chanceNum;
  252. }
  253. /**
  254. * 6806 剧情回存
  255. * @return type
  256. */
  257. public static function PlotSav() {
  258. list($gateId) = req()->paras;
  259. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::err_const_no);
  260. ctx()->gates->GateList->$gateId->plotStart = 1;
  261. UserProc::updateUserInfo();
  262. $ret = array(
  263. 'ok' => 1,
  264. );
  265. return Resp::ok($ret);
  266. }
  267. // <editor-fold defaultstate="collapsed" desc="挑战模块">
  268. /**
  269. * 6810 挑战关卡: 更新锁定技能列表
  270. */
  271. public static function TowerUpdateLockskillList() {
  272. list($li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  273. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  274. $t->skill_zhudong = $li_zd;
  275. $t->skill_beidong = $li_bd;
  276. $t->skill_zhudong_lockState = $li_zds;
  277. $t->skill_beidong_lockState = $li_bds;
  278. UserProc::updateUserInfo();
  279. return Resp::ok();
  280. }
  281. /**
  282. * 6809 挑战关卡: 刷新初始技能(扣除免费次数/cost)
  283. */
  284. public static function TowerRefreshSkills() {
  285. list($isFree, $li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  286. if ($isFree) {
  287. if (ctx()->gates()->TowerGateInfo()->RefreshSkillTimes > glc()->tower_daily_refreshChanceNum) {
  288. Err(ErrCode::tower_refreshNo); # 免费次数不足
  289. }
  290. } else {
  291. list($type, $num) = explode(':', glc()->tower_refreshCost); # 二级货币类型(1:金币,2:元宝):数量
  292. if ($type == 1) { # 金币
  293. my_Assert(ctx()->base()->Consume_Gold($num), ErrCode::notenough_gold_msg);
  294. } else if ($type == 2) { # 元宝
  295. my_Assert(ctx()->base()->Consume_Cash($num), ErrCode::notenough_cash_msg);
  296. } else {
  297. Err(ErrCode::err_const_no, "检查刷新扣费配置信息!");
  298. }
  299. }
  300. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  301. $t->RefreshSkillTimes++;
  302. $t->skill_zhudong = $li_zd;
  303. $t->skill_beidong = $li_bd;
  304. $t->skill_zhudong_lockState = $li_zds;
  305. $t->skill_beidong_lockState = $li_bds;
  306. UserProc::updateUserInfo();
  307. $ret = array(
  308. 'task' => ctx()->task,
  309. );
  310. return Resp::ok($ret);
  311. }
  312. /**
  313. * 6805 战斗: 复活花费
  314. * @return type
  315. * @version 2024年5月17日 重整利用为复活扣除消耗功能
  316. */
  317. public static function ReliveCost() {
  318. // 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)
  319. list($reliveNum) = req()->paras;
  320. $arr = explode(',', glc()->Relive_cost);
  321. my_Assert($reliveNum >= 0 && $reliveNum <= Count($arr), ErrCode::paras_err); # 参数范围>0
  322. $amt = $arr[$reliveNum];
  323. my_Assert(ctx()->base()->Consume_Cash($amt), ErrCode::notenought_yuanbao);
  324. UserProc::updateUserInfo();
  325. return Resp::ok();
  326. }
  327. /**
  328. * 6804 挑战关卡: 奖励领取
  329. * @return type
  330. */
  331. public static function GateChallengeRewards() {
  332. list($finalLayer, $killedMonster, $killedBoss) = req()->paras; # 战斗结束时的层数
  333. $lastLayer = ctx()->gates()->TowerGateInfo()->CurLayer;
  334. $arr = GameConfig::waves_getItemArray(self::TowerGateId);
  335. TaskProc::OnFightNumChallengeGate();
  336. TaskProc::OnKillCommonNumMonster($killedMonster);
  337. TaskProc::OnKillleaderNumMonster($killedBoss);
  338. if ($finalLayer > $lastLayer) {
  339. foreach ($arr as $layerId => $layerMo) {
  340. if ($layerMo->waveId >= $lastLayer && $layerMo->waveId < $finalLayer) {
  341. my_Assert($layerMo != null, ErrCode::err_const_no);
  342. StoreProc::AddMultiItemInStore($layerMo->rewards); # 发放奖励
  343. }
  344. }
  345. ctx()->gates()->TowerGateInfo()->CurLayer = $finalLayer;
  346. TaskProc::OnPassLayer_ChallengeGate($finalLayer - 1);
  347. UserProc::updateUserInfo();
  348. $ret = array(
  349. 'store' => ctx()->store,
  350. 'gold' => ctx()->base()->gold,
  351. 'cash' => ctx()->base()->cash,
  352. 'task' => ctx()->task,
  353. );
  354. return Resp::ok($ret);
  355. } else if ($finalLayer == $lastLayer) {
  356. $ret = array(
  357. 'store' => ctx()->store,
  358. 'gold' => ctx()->base()->gold,
  359. 'cash' => ctx()->base()->cash,
  360. 'task' => ctx()->task,
  361. );
  362. return Resp::ok($ret);
  363. }
  364. return Resp::err(ErrCode::tower_rewardNo); # 没有奖励
  365. }
  366. // </editor-fold>
  367. /**
  368. * 6803 关卡选择
  369. * @return type
  370. */
  371. public static function SelectGate() {
  372. list($gateId) = req()->paras;
  373. ctx()->gates->CurrentGateId = $gateId;
  374. UserProc::updateUserInfo();
  375. $ret = array(
  376. 'gates' => ctx()->gates,
  377. );
  378. return Resp::ok($ret);
  379. }
  380. /**
  381. * 6802 章节宝箱的领取
  382. * @return type
  383. */
  384. public static function PassGateTsPrizeReceive() {
  385. list($gateId, $index) = req()->paras;
  386. $gateMo = GameConfig::gate_getItem($gateId);
  387. my_Assert($gateMo != null, ErrCode::err_const_no);
  388. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  389. $gateInfo = ctx()->gates->GateList->$gateId;
  390. $tag = false;
  391. $prize = "";
  392. $mask = 0;
  393. switch ($index) {
  394. case 1:
  395. $ts = $gateMo->first_ts1 * 60;
  396. if ($gateInfo->MaxSeconds >= $ts) {
  397. $tag = true;
  398. }
  399. $mask = 1;
  400. $prize = $gateMo->first_reward1;
  401. break;
  402. case 2:
  403. $ts = $gateMo->first_ts2 * 60;
  404. if ($gateInfo->MaxSeconds >= $ts) {
  405. $tag = true;
  406. }
  407. $mask = 2;
  408. $prize = $gateMo->first_reward2;
  409. break;
  410. case 3:
  411. if ($gateInfo->pass > 0) {
  412. $tag = true;
  413. }
  414. $mask = 3;
  415. $prize = $gateMo->first_reward3;
  416. break;
  417. default:
  418. break;
  419. }
  420. if ($tag) {
  421. my_Assert(!in_array($mask, $gateInfo->FirstReward), ErrCode::gate_GatePriceHasReceive);
  422. $gateInfo->FirstReward[] = $mask;
  423. StoreProc::AddMultiItemInStore($prize);
  424. }
  425. ctx()->gates->GateList->$gateId = $gateInfo;
  426. UserProc::updateUserInfo();
  427. $ret = array(
  428. 'gates' => ctx()->gates,
  429. 'store' => ctx()->store,
  430. 'task' => ctx()->task,
  431. 'gold' => ctx()->baseInfo->gold,
  432. 'cash' => ctx()->baseInfo->cash,
  433. 'reward' => StoreProc::$reward,
  434. 'reward_Gem' => StoreProc::$reward_Gem,
  435. );
  436. return Resp::ok($ret);
  437. }
  438. /**
  439. * [6801]关卡战斗结算
  440. * @return type
  441. */
  442. public static function Settle() {
  443. list($resultType, $gateId, $gold, $curTs, $pickups,
  444. $finalLayer, $finalHpPercent, $killMonsterNum, $killBossNum) = req()->paras;
  445. # 客户端需要增加参数: killmonserNum,killBosssNum, finalHpPercent(最终血量百分比)
  446. $gateMo = GameConfig::gate_getItem($gateId);
  447. my_Assert($gateMo != null, ErrCode::err_const_no);
  448. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  449. $gateInfo = ctx()->gates->GateList->$gateId;
  450. $ts = $gateInfo->MaxSeconds;
  451. if ($curTs >= $ts) {
  452. $gateInfo->MaxSeconds = $curTs;
  453. }
  454. if ($resultType) { # 胜利
  455. if (ctx()->gates->GateList->$gateId->pass == 0) {
  456. ctx()->gates->GateList->$gateId->pass = 1;
  457. TaskProc::Day7TaskReset($gateId); # 刷新七日任务
  458. $maxGateId = ctx()->gates->maxPassGateNumId();
  459. if ($maxGateId > 0) {
  460. self::Ranking_MainGateIndex($maxGateId);
  461. self::IsAchievedMainGate_PassReward($maxGateId);
  462. }
  463. }
  464. TaskProc::OnPassGate_X($gateId); # 刷新任务进度: 通关第X关
  465. if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  466. ctx()->gates()->UnlockNextPlotGate($gateId); # 解锁下一主线关卡
  467. // ctx()->gates()->UnlockMainChallengeGate($gateId); # 挑战关卡解锁逻辑. -gwang 2024年4月15日
  468. } else { # 不是主线关卡, 暂时没有其他逻辑
  469. }
  470. // StoreProc::AddMultiItemInStore($gateMo->reward_win); # 发放胜利奖励(2024.5.30 过期)
  471. } else {
  472. ctx()->gates->GateList->$gateId->fightNum_fail += 1;
  473. }
  474. // else { # 失败
  475. //// StoreProc::AddMultiItemInStore($gateMo->reward_fail); # 发放失败奖励(2024.5.30 过期)
  476. // }
  477. StoreProc::AddMultiItemInStore($pickups); # 战场拾取道具直接入背包
  478. ctx()->base()->Add_Gold($gold); # 战场拾取的金币直接入背包
  479. //ctx()->base()->Add_Exp($exp);
  480. $waveMo = GameConfig::waveItem_getItem($gateId, $finalLayer);
  481. my_Assert(null != $waveMo, ErrCode::err_const_no);
  482. $oldLevel = ctx()->baseInfo->level;
  483. ctx()->base()->Add_Exp($waveMo->rewardExp); # 指挥官经验
  484. $newLevel = ctx()->baseInfo->level;
  485. ctx()->base()->Add_Gold($waveMo->rewardGold); # 金币奖励
  486. //$pickups .= ";1," . $gold + $waveMo->rewardGold;
  487. $str = "1," . $gold + $waveMo->rewardGold;
  488. StoreProc::AddMultiItemInStore($str);
  489. # 图纸奖励: 数量min-max, 部位随机
  490. if (strlen($waveMo->rewardTuZhi) > 0 && str_contains($waveMo->rewardTuZhi, '-')) {
  491. list($tz_min, $tz_max) = explode('-', $waveMo->rewardTuZhi); # 图纸数量
  492. $tz_n = rand($tz_min, $tz_max);
  493. # 图纸部位数据源 1001, 1002, 1003, 1004, 1005, 1006
  494. for ($i = 0; $i < $tz_n; $i++) {
  495. $id = 1000 + rand(1, 6);
  496. StoreProc::AddMultiItemInStore("$id,1"); # 获得图纸
  497. //$pickups .= ";$id,1";
  498. }
  499. }
  500. # 宝石奖励: 数量min-max;品质:权重,品质:权重...
  501. if (strlen($waveMo->rewardGem) > 0) {
  502. list($gs_num, $gs_props) = explode(';', $waveMo->rewardGem);
  503. list($gem_min, $gem_max) = explode('-', $gs_num); # 宝石数量
  504. $gem_n = rand($gem_min, $gem_max);
  505. $arr = explode(",", $gs_props);
  506. $pool = array();
  507. $n = 0;
  508. foreach ($arr as $str) {
  509. list($qual, $props) = explode(':', $str);
  510. $pool[] = array('q' => $qual, 'p' => $props);
  511. $n += $props;
  512. }
  513. for ($i = 0; $i < $gem_n; $i++) { # 随机n块宝石
  514. $r = rand(1, $n); # 投色子
  515. $l = 0;
  516. foreach ($pool as $item) {
  517. if ($r <= ($l + $item['p'])) {
  518. $gemId = $item['q'] * 100000 + rand(1, 6) * 1000;
  519. SystemProc::GetGem_GreaterOrangeQual_MainGate(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($gateId), $gateMo->gateName, $gemId); //广播
  520. //StoreProc::PutGemInStore($gemId); # 发放宝石并退出本次投色子
  521. //$pickups .= ";$gemId,1";
  522. StoreProc::AddMultiItemInStore("$gemId,1");
  523. break;
  524. }
  525. $l += $item['p']; # 累计到下一段
  526. }
  527. }
  528. }
  529. ctx()->gates->GateList->$gateId->fightNum += 1;
  530. TaskProc::OnFightNumMainGate();
  531. TaskProc::OnKillCommonNumMonster($killMonsterNum);
  532. TaskProc::OnKillleaderNumMonster($killBossNum);
  533. UserProc::updateUserInfo();
  534. $ret = array(
  535. 'gates' => ctx()->gates,
  536. 'store' => ctx()->store,
  537. 'task' => ctx()->task,
  538. 'baseInfo' => ctx()->base(),
  539. 'gold' => $gold + $waveMo->rewardGold,
  540. 'exp' => $waveMo->rewardExp,
  541. //'rewardStr' => $pickups
  542. 'reward' => StoreProc::$reward,
  543. 'reward_Gem' => StoreProc::$reward_Gem,
  544. 'oldLevel' => $oldLevel,
  545. 'newLevel' => $newLevel,
  546. );
  547. return Resp::ok($ret);
  548. }
  549. // <editor-fold defaultstate="collapsed" desc="排行榜">
  550. /**
  551. * 参与主线关卡排行榜
  552. * @param type $gateIndex
  553. */
  554. public static function Ranking_MainGateIndex($maxGateIndex) {
  555. $memKey = MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid);
  556. $mem = gMem();
  557. $uid = req()->uid;
  558. $score = self::GetRankScoreUid($uid, 1);
  559. if ($maxGateIndex > $score) {
  560. $arr = array();
  561. $arr["$uid"] = self::createScore($maxGateIndex);
  562. $mem->zadd($memKey, $arr);
  563. }
  564. $length = $mem->zlen($memKey);
  565. if ($length > glc()->Rank_MainGateIndex_OnListRank) {
  566. $num = $length - glc()->Rank_MainGateIndex_OnListRank;
  567. $mem->zremrangebyrank($memKey, 0, $num - 1);
  568. }
  569. }
  570. public static function createScore($score) {
  571. if ($score > 0) {
  572. $newScore = $score . '.' . (9999999999 - now());
  573. return $newScore;
  574. }
  575. return 0;
  576. }
  577. /**
  578. * 战力榜
  579. * @param type $gateIndex
  580. */
  581. public static function Ranking_FightPower() {
  582. $memKey = MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid);
  583. $mem = gMem();
  584. $uid = req()->uid;
  585. $score = self::GetRankScoreUid($uid, 2);
  586. $power = self::countUserFightPower();
  587. if ($power > $score) {
  588. $arr = array();
  589. $arr["$uid"] = self::createScore($power);
  590. $mem->zadd($memKey, $arr);
  591. self::IsAchievedFightPower_PassReward($power);
  592. }
  593. $length = $mem->zlen($memKey);
  594. if ($length > glc()->Rank_FightPower_OnListRank) {
  595. $num = $length - glc()->Rank_FightPower_OnListRank;
  596. $mem->zremrangebyrank($memKey, 0, $num - 1);
  597. }
  598. }
  599. public static function GetRankScoreUid($uid_rank, $type) {
  600. if ($type == 1) {
  601. $score = gMem()->zscore(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid_rank);
  602. } else {
  603. $score = gMem()->zscore(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid_rank);
  604. }
  605. if ($score == null) {
  606. $score = 0;
  607. }
  608. return intval($score);
  609. }
  610. /**
  611. * 6811 获取主线关卡排行榜信息
  612. * @return type
  613. */
  614. public static function GetRankInfo() {
  615. list($type) = req()->paras;
  616. $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
  617. $selfExtraInfo = 0;
  618. $isExistFinishReward = 0;
  619. $isExistFinishReward_other = 0;
  620. if ($type == 1) {
  621. $list = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  622. $selfExtraInfo = ctx()->gates->maxPassGateNumId();
  623. $isExistFinishReward = self::isExistNoDrawed_MainGate();
  624. $isExistFinishReward_other = self::isExistNoDrawed_FightPower();
  625. } else {
  626. $list = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  627. $selfExtraInfo = self::countUserFightPower();
  628. $isExistFinishReward = self::isExistNoDrawed_FightPower();
  629. $isExistFinishReward_other = self::isExistNoDrawed_MainGate();
  630. }
  631. if ($isExistFinishReward == 1) {
  632. $isExistFinishReward = true;
  633. } else {
  634. $isExistFinishReward = false;
  635. }
  636. if ($isExistFinishReward_other == 1) {
  637. $isExistFinishReward_other = true;
  638. } else {
  639. $isExistFinishReward_other = false;
  640. }
  641. $selfRank = null;
  642. $retArr = array();
  643. if (count($list) > 0) {
  644. foreach ($list as $uid => $score) {
  645. $rankInfo = self::initOtherUidRankInfo($uid, $score, $type);
  646. if ($rankInfo->uid == req()->uid) {
  647. $selfIsHasRank = 1;
  648. $selfRank = $rankInfo;
  649. }
  650. $retArr[] = $rankInfo;
  651. }
  652. }
  653. if ($selfRank == null) {
  654. $selfRank = self::initOtherUidRankInfo(req()->uid, $selfExtraInfo, $type);
  655. }
  656. UserProc::updateUserInfo();
  657. $ret = array(
  658. 'rankInfo' => $retArr,
  659. 'selfRank' => $selfRank,
  660. 'selfIsHasRank' => $selfIsHasRank,
  661. 'isExistFinishReward' => $isExistFinishReward,
  662. 'isExistFinishReward_other' => $isExistFinishReward_other,
  663. );
  664. return Resp::ok($ret);
  665. }
  666. /**
  667. * 初始化玩家rank
  668. * @param type $uid
  669. * @param type $score
  670. * @return \loyalsoft\Ins_rank
  671. */
  672. static function initOtherUidRankInfo($uid, $score, $type = null) {
  673. $ins_rank = new Ins_rank();
  674. if ($type == 1) {
  675. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  676. } else {
  677. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  678. }
  679. if ($lv == null) {
  680. $lv = 0;
  681. }
  682. $ins_rank->rank = $lv + 1;
  683. $ins_rank->uid = $uid;
  684. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  685. $ins_rank->name = $userInfo->baseInfo->name;
  686. $ins_rank->headImg = $userInfo->baseInfo->headImg;
  687. //$ret = intval($score);
  688. // if(!$isToRank){
  689. // $ret = $score;
  690. // }
  691. $ins_rank->score = intval($score);
  692. return $ins_rank;
  693. }
  694. /**
  695. * 6812 获取排行榜内玩家的装备信息
  696. * @return type
  697. */
  698. public static function GetUidEquipInfo_Rank() {
  699. list($uid) = req()->paras;
  700. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  701. $store = $userInfo->store;
  702. $heros = $userInfo->heros;
  703. UserProc::updateUserInfo();
  704. $ret = array(
  705. 'store' => $store,
  706. 'heros' => $heros,
  707. );
  708. return Resp::ok($ret);
  709. }
  710. /**
  711. * 通关奖励是否达成
  712. * @param type $maxGateIndex
  713. */
  714. public static function IsAchievedMainGate_PassReward($maxGateIndex) {
  715. $rewards = GameConfig::rank_passgatereward();
  716. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  717. foreach ($rewards as $passGateId => $mo) {
  718. if ($passGateId == $maxGateIndex && !gMem()->hexists($memKey, $maxGateIndex)) {
  719. $ins_rank = new Ins_rank();
  720. $ins_rank->uid = req()->uid;
  721. $ins_rank->name = ctx()->baseInfo->name;
  722. $ins_rank->headImg = ctx()->baseInfo->headImg;
  723. $ins_rank->score = $passGateId;
  724. gMem()->hset($memKey, $maxGateIndex, $ins_rank);
  725. break;
  726. }
  727. }
  728. }
  729. /*
  730. * 战力奖励是否达成
  731. */
  732. public static function IsAchievedFightPower_PassReward($power) {
  733. $rewards = GameConfig::rank_fightpowerreward();
  734. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  735. foreach ($rewards as $fightPower => $mo) {
  736. if ($power >= $fightPower && !gMem()->hexists($memKey, $fightPower)) {
  737. $ins_rank = new Ins_rank();
  738. $ins_rank->uid = req()->uid;
  739. $ins_rank->name = ctx()->baseInfo->name;
  740. $ins_rank->headImg = ctx()->baseInfo->headImg;
  741. $ins_rank->score = $fightPower;
  742. gMem()->hset($memKey, $fightPower, $ins_rank);
  743. }
  744. }
  745. }
  746. public static function isExistNoDrawed_MainGate() {
  747. $isExistFinishReward = 0;
  748. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  749. $dic = gMem()->hgetall($memKey);
  750. foreach ($dic as $gateId => $ins_rank) {
  751. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  752. $isExistFinishReward = 1;
  753. break;
  754. }
  755. }
  756. ctx()->privateState->redTip_RewardMainGateRank = $isExistFinishReward;
  757. return $isExistFinishReward;
  758. }
  759. public static function isExistNoDrawed_FightPower() {
  760. $isExistFinishReward = 0;
  761. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  762. $dic = gMem()->hgetall($memKey);
  763. foreach ($dic as $fightPower => $ins_rank) {
  764. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  765. $isExistFinishReward = 1;
  766. break;
  767. }
  768. }
  769. ctx()->privateState->redTip_RewardFightPowerRank = $isExistFinishReward;
  770. return $isExistFinishReward;
  771. }
  772. /**
  773. * 6813
  774. * @return type
  775. */
  776. public static function GetmainGate_RankRewardInfo() {
  777. //list($type) = req()->paras;
  778. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  779. $dic = gMem()->hgetall($memKey);
  780. if ($dic == null) {
  781. $dic = new \stdClass();
  782. }
  783. UserProc::updateUserInfo();
  784. $ret = array(
  785. 'rankReward' => $dic,
  786. );
  787. return Resp::ok($ret);
  788. }
  789. /**
  790. * 6814
  791. * @return type
  792. */
  793. public static function GetFightPower_RankRewardInfo() {
  794. //list($type) = req()->paras;
  795. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  796. $dic = gMem()->hgetall($memKey);
  797. if ($dic == null) {
  798. $dic = new \stdClass();
  799. }
  800. UserProc::updateUserInfo();
  801. $ret = array(
  802. 'rankReward' => $dic,
  803. );
  804. return Resp::ok($ret);
  805. }
  806. /**
  807. * 6815 领取通关荣誉榜奖励
  808. * @return type
  809. */
  810. public static function ReceiveRankReward_MainGate() {
  811. list($gateId) = req()->paras;
  812. my_Assert(!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate), ErrCode::rankReward_HasReceive);
  813. $mo = GameConfig::rank_passgatereward_getItem($gateId);
  814. my_Assert($mo != null, ErrCode::err_const_no);
  815. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  816. if (gMem()->hexists($memKey, $gateId)) {
  817. StoreProc::AddMultiItemInStore($mo->reward);
  818. ctx()->privateState->rankReward_drawed_MainGate[] = $gateId;
  819. }
  820. $tag = self::isExistNoDrawed_MainGate();
  821. UserProc::updateUserInfo();
  822. $ret = array('redTip' => $tag,);
  823. return Resp::ok($ret);
  824. }
  825. /**
  826. * 6816 领取战力荣誉榜奖励
  827. * @return type
  828. */
  829. public static function ReceiveRankReward_FightPower() {
  830. list($fightPower) = req()->paras;
  831. my_Assert(!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower), ErrCode::rankReward_HasReceive);
  832. $mo = GameConfig::rank_fightpowerreward_getItem($fightPower);
  833. my_Assert($mo != null, ErrCode::err_const_no);
  834. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  835. if (gMem()->hexists($memKey, $fightPower)) {
  836. StoreProc::AddMultiItemInStore($mo->reward);
  837. ctx()->privateState->rankReward_drawed_fightPower[] = $fightPower;
  838. }
  839. $tag = self::isExistNoDrawed_FightPower();
  840. UserProc::updateUserInfo();
  841. $ret = array('redTip' => $tag,);
  842. return Resp::ok($ret);
  843. }
  844. /**
  845. * 6817
  846. */
  847. public static function IsExistRankReward() {
  848. //list($type) = req()->paras;
  849. $type = 0;
  850. $isExistFinishReward = false;
  851. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  852. $dic = gMem()->hgetall($memKey);
  853. foreach ($dic as $gateId => $ins_rank) {
  854. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  855. $isExistFinishReward = true;
  856. $type = 1;
  857. break;
  858. }
  859. }
  860. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  861. $dic2 = gMem()->hgetall($memKey2);
  862. foreach ($dic2 as $fightPower => $ins_rank) {
  863. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  864. $isExistFinishReward = true;
  865. $type = 2;
  866. break;
  867. }
  868. }
  869. UserProc::updateUserInfo();
  870. $ret = array(
  871. 'isExistFinishReward' => $isExistFinishReward,
  872. 'type' => $type,
  873. );
  874. return Resp::ok($ret);
  875. }
  876. /*
  877. * 删除排行榜内注销账号的玩家
  878. */
  879. public static function DeleteRankInvalidUser($uid2) {
  880. $dic1 = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  881. foreach ($dic1 as $uid => $score) {
  882. if ($uid == $uid2) {
  883. gMem()->zrem(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  884. break;
  885. }
  886. }
  887. $dic2 = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  888. foreach ($dic2 as $uid => $score) {
  889. if ($uid == $uid2) {
  890. gMem()->zrem(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  891. break;
  892. }
  893. }
  894. }
  895. /*
  896. * 排行玩家头像变动
  897. */
  898. public static function UpdateRankUserHeadImg($uid, $headImg) {
  899. $memKey1 = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  900. $dic = gMem()->hgetall($memKey1);
  901. foreach ($dic as $gateId => $ins_rank) {
  902. if ($ins_rank->uid == $uid) {
  903. $ins_rank->headImg = $headImg;
  904. gMem()->hset($memKey1, $gateId, $ins_rank);
  905. }
  906. }
  907. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  908. $dic2 = gMem()->hgetall($memKey2);
  909. foreach ($dic2 as $fightPower => $ins_rank) {
  910. if ($ins_rank->uid == $uid) {
  911. $ins_rank->headImg = $headImg;
  912. gMem()->hset($memKey2, $fightPower, $ins_rank);
  913. }
  914. }
  915. }
  916. /*
  917. * 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))
  918. */
  919. public static function countUserFightPower() {
  920. $CurrentHeroId = ctx()->heros->CurrentHeroId;
  921. //$hero = ctx()->heros->Dic->$CurrentHeroId;
  922. list($addHp, $addAtk, $addDecDamage, $addEatFood) = ctx()->gates()->GetEnvovleBuffs(); // 启灵加成
  923. $mo = GameConfig::hero_getItem($CurrentHeroId);
  924. my_Assert($mo != null, ErrCode::err_const_no);
  925. $heroBashAttack = $mo->attack;
  926. $heroBashHp = $mo->hp;
  927. $equipDic = ctx()->store->equip;
  928. $attck = 0;
  929. $hp = 0;
  930. foreach ($equipDic as $index => $ins_equip) {
  931. $Ins_Equip = new Ins_Equip($ins_equip);
  932. if ($Ins_Equip->mo()->upgradeType == 1) {//攻击力
  933. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  934. } elseif ($Ins_Equip->mo()->upgradeType == 2) {
  935. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  936. } else {
  937. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  938. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  939. }
  940. }
  941. $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
  942. $heroHp = $heroBashHp + $hp + $addHp; # 英雄基础hp + 装备宝石词条hp + 启灵hp
  943. $pag = ctx()->store->equipPag;
  944. $gemDic = ctx()->store->gemEquip->$pag; //Dictionary<E_EquipPosition, Dictionary<int, Ins_Gem>>
  945. $per = 0;
  946. $parasVal = 0;
  947. $per_hp = 0;
  948. $parasVal_hp = 0;
  949. foreach ($equipDic as $index => $ins_equip) {
  950. if (StlUtil::dictHasProperty($gemDic, $index)) {
  951. $dic = $gemDic->$index;
  952. foreach ($dic as $k => $gem) {
  953. $ins_Gem = new Ins_Gem($gem);
  954. if ($ins_Gem->predicateMo()->actionType == "mulDamage") {
  955. $per += $ins_Gem->predicateMo()->actionParam1;
  956. } elseif ($ins_Gem->predicateMo()->actionType == "addDamage") {
  957. $parasVal += $ins_Gem->predicateMo()->actionParam1;
  958. } elseif ($ins_Gem->predicateMo()->actionType == "mulHp") {
  959. $per_hp += $ins_Gem->predicateMo()->actionParam1;
  960. } elseif ($ins_Gem->predicateMo()->actionType == "addHp") {
  961. $parasVal_hp += $ins_Gem->predicateMo()->actionParam1;
  962. }
  963. }
  964. }
  965. }
  966. if ($per != 0) {
  967. $heroAttck = round($heroAttck + $heroAttck * $per);
  968. }
  969. if ($parasVal != 0) {
  970. $heroAttck += $parasVal;
  971. }
  972. if ($per_hp != 0) {
  973. $heroHp = round($heroHp + $heroHp * $per_hp);
  974. }
  975. if ($parasVal_hp != 0) {
  976. $heroHp += $parasVal_hp;
  977. }
  978. $dec_demage = $mo->dec_demage + $addDecDamage; # 英雄基础减伤 + 启灵减伤
  979. $bigHit_Val = $mo->bigHit_Val / 100;
  980. $bigHit_rate = $mo->bigHit_rate / 100;
  981. $val = $heroAttck * ($heroHp - $dec_demage) * (1 + $bigHit_rate * ($bigHit_Val - 1));
  982. return intval($val);
  983. }
  984. // </editor-fold>
  985. }