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