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