FightProc.php 42 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120
  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, $id) = req()->paras;
  62. if ($type == 1) {
  63. $mo = GameConfig::evolve_getItem($id);
  64. my_Assert($mo != null, ErrCode::err_const_no);
  65. my_Assert(ctx()->baseInfo->level >= $mo->level, ErrCode::evolve_canotUnlock_levelLimit);
  66. my_Assert(ctx()->baseInfo->gold >= $mo->needGold_unlock, ErrCode::notenough_gold_msg);
  67. ctx()->baseInfo->Consume_Gold($mo->needGold_unlock);
  68. ctx()->gates->evolveMaxId_left = $id;
  69. } else {
  70. $dic = GameConfig::evolve();
  71. foreach ($dic as $key => $value) {
  72. if ($value->specificEvolveId == $id) {
  73. $mo = $value;
  74. }
  75. }
  76. my_Assert(ctx()->baseInfo->level >= $mo->level, ErrCode::evolve_canotUnlock_levelLimit);
  77. my_Assert($mo != null, ErrCode::err_const_no);
  78. if ($mo->specificEvolveCost != null) {
  79. $cost = explode(',', $mo->specificEvolveCost);
  80. $costId = $cost[0];
  81. $costNum = $cost[1];
  82. my_Assert(StlUtil::dictHasProperty(ctx()->store->items, $costId) && ctx()->store->items->$costId >= $costNum, ErrCode::notenough_item);
  83. ctx()->store->removeItem($costId, $costNum);
  84. }
  85. ctx()->gates->evolveMaxId_right = $id;
  86. }
  87. UserProc::updateUserInfo();
  88. $ret = array(
  89. 'gold' => ctx()->baseInfo->gold,
  90. 'items' => ctx()->store->items,
  91. 'evolveMaxId_right' => ctx()->gates->evolveMaxId_right,
  92. 'evolveMaxId_left' => ctx()->gates->evolveMaxId_left,
  93. );
  94. return Resp::ok($ret);
  95. }
  96. /**
  97. * 6807 扫荡
  98. * @return type
  99. */
  100. public static function FightSweep() {
  101. //list($gateId) = req()->paras;
  102. $passGateId = ctx()->gates->maxPassGateId();
  103. my_Assert($passGateId != 0, ErrCode::gate_NoSweep);
  104. $mo = GameConfig::gate_getItem($passGateId);
  105. $gateName = $mo->gateName;
  106. $costTili = glc()->sweep_cost_tili;
  107. $curTili = ctx()->baseInfo->CurTili();
  108. my_Assert($curTili >= $costTili, ErrCode::notenough_tili);
  109. if (ctx()->privateState->honourCardShop_ts == 0) {
  110. $max = glc()->sweepMaxNum;
  111. my_Assert(ctx()->gates->fightSweepNum < $max, ErrCode::gate_SweepMaxNum_limit);
  112. }
  113. ctx()->gates->fightSweepNum += 1;
  114. ctx()->baseInfo->Consume_tili($costTili);
  115. $wavesArr = GameConfig::waves_getItemArray($passGateId);
  116. $count = count($wavesArr);
  117. $wavesMo = $wavesArr[$count - 1];
  118. $gold = $wavesMo->rewardGold;
  119. StoreProc::AddMultiItemInStore("1," . $gold);
  120. $oldLevel = ctx()->baseInfo->level;
  121. $exp = $wavesMo->rewardExp;
  122. StoreProc::AddMultiItemInStore("4," . $exp);
  123. $newLevel = ctx()->baseInfo->level;
  124. if ($wavesMo->rewardTuZhi != null) {
  125. $tuzhi = explode('-', $wavesMo->rewardTuZhi);
  126. $n = rand($tuzhi[0], $tuzhi[1]);
  127. $tuzhiArr = array();
  128. $item = GameConfig::item();
  129. foreach ($item as $id => $mo) {
  130. if ($mo->itemType == 100) {
  131. $tuzhiArr[] = $id;
  132. }
  133. }
  134. for ($i = 0; $i < $n; $i++) {
  135. $index = rand(0, count($tuzhiArr) - 1);
  136. $goodsStr = $tuzhiArr[$index] . ',' . 1;
  137. $prizeArr[] = $goodsStr;
  138. StoreProc::AddMultiItemInStore($goodsStr);
  139. }
  140. }
  141. if ($wavesMo->rewardGem != null) {
  142. $goodsStr = self::sweepRandReward($wavesMo->rewardGem);
  143. $str = explode(';', $goodsStr);
  144. $dic = GameConfig::gem();
  145. foreach ($str as $value) {
  146. $list = explode(',', $value);
  147. $posId = rand(1, 6);
  148. $qual = $list[0];
  149. foreach ($dic as $key => $gemMo) {
  150. if ($gemMo->qual == $qual && $gemMo->position == $posId) {
  151. $gemStr = $gemMo->typeId . ',' . $list[1];
  152. SystemProc::GetGem_GreaterOrangeQual_SweepMainGateIndex(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($passGateId), $gateName, $gemMo->typeId);
  153. //StoreProc::PutGemInStore($gemMo->typeId, $list[1]);
  154. StoreProc::AddMultiItemInStore($gemStr);
  155. break;
  156. }
  157. }
  158. }
  159. }
  160. UserProc::updateUserInfo();
  161. $ret = array(
  162. 'tili' => ctx()->baseInfo->tili,
  163. 'tili_ts' => ctx()->baseInfo->tili_ts,
  164. 'xp' => ctx()->baseInfo->xp,
  165. 'maxXp' => ctx()->baseInfo->maxXp,
  166. 'level' => ctx()->baseInfo->level,
  167. 'fightSweepNum' => ctx()->gates->fightSweepNum,
  168. //'prizeArr' => $prizeArr,
  169. 'store' => ctx()->store,
  170. 'task' => ctx()->task,
  171. 'reward' => StoreProc::$reward,
  172. 'reward_Gem' => StoreProc::$reward_Gem,
  173. 'oldLevel' => $oldLevel,
  174. 'newLevel' => $newLevel,
  175. );
  176. return Resp::ok($ret);
  177. }
  178. static function sweepRandReward($rewardStr) {
  179. $ctxArr = explode(';', $rewardStr);
  180. $numArr = explode('-', $ctxArr[0]);
  181. $num = rand($numArr[0], $numArr[1]);
  182. $rand = 0;
  183. $itemArr = explode(',', $ctxArr[1]);
  184. foreach ($itemArr as $value) {
  185. $arr = explode(':', $value);
  186. $itemId = $arr[0];
  187. $per = $arr[1];
  188. $rand += $per;
  189. }
  190. $res = "";
  191. for ($i = 0; $i < $num; $i++) {
  192. $start = 0;
  193. $end = 0;
  194. $randNum = rand(1, $rand);
  195. $id = 0;
  196. foreach ($itemArr as $str) {
  197. $arr = explode(':', $str);
  198. $itemId = $arr[0];
  199. $per = $arr[1];
  200. $end += $per;
  201. if ($randNum > $start && $randNum <= $end) {
  202. $id = $itemId;
  203. break;
  204. }
  205. $start = $end;
  206. }
  207. if ($id != 0) {
  208. $str = $id . ',1';
  209. if ($res == "") {
  210. $res = $str;
  211. } else {
  212. $res = $res . ';' . $str;
  213. }
  214. }
  215. }
  216. return $res;
  217. }
  218. /**
  219. * 6808 开始挑战 (主线关卡:扣除体力, 挑战关卡: 增加次数)
  220. */
  221. private static function StartFight() {
  222. list($gateId, $layerNum) = req()->paras;
  223. my_Assert($gateId > 0, ErrCode::paras_err);
  224. $mo = GameConfig::gate_getItem($gateId);
  225. my_Assert(null != $mo, ErrCode::err_const_no);
  226. if (Ints::Slice($gateId, 0, 1) == 9) { # 爬塔模式
  227. // list($layerNum) = req()->paras;
  228. if ($layerNum != ctx()->gates()->TowerGateInfo()->CurLayer) { # 起始层数校验
  229. Err(ErrCode::tower_layerNum);
  230. }
  231. if (ctx()->gates()->TowerGateInfo()->TodayChanNum < 1) { # 剩余次数校验
  232. Err(ErrCode::tower_timeNo);
  233. }
  234. ctx()->gates()->TowerGateInfo()->TodayChanNum--; # 增加次数
  235. } else { # 主线剧情
  236. my_Assert(ctx()->base()->Consume_tili($mo->cost_tili), ErrCode::notenough_tili);
  237. }
  238. UserProc::updateUserInfo();
  239. return Resp::ok(array("tili" => ctx()->baseInfo->tili, "tili_ts" => ctx()->baseInfo->tili_ts));
  240. }
  241. public static function FightDailyClear() {
  242. //ctx()->gates->xunluo_quick_buyRecord = 0;
  243. ctx()->gates->fightSweepNum = 0;
  244. ctx()->gates()->TowerGateInfo()->RefreshSkillTimes = 0;
  245. ctx()->gates()->TowerGateInfo()->TodayChanNum = glc()->tower_daily_chanceNum;
  246. }
  247. /**
  248. * 6806 剧情回存
  249. * @return type
  250. */
  251. public static function PlotSav() {
  252. list($gateId) = req()->paras;
  253. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::err_const_no);
  254. ctx()->gates->GateList->$gateId->plotStart = 1;
  255. UserProc::updateUserInfo();
  256. $ret = array(
  257. 'ok' => 1,
  258. );
  259. return Resp::ok($ret);
  260. }
  261. // <editor-fold defaultstate="collapsed" desc="挑战模块">
  262. /**
  263. * 6810 挑战关卡: 更新锁定技能列表
  264. */
  265. public static function TowerUpdateLockskillList() {
  266. list($li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  267. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  268. $t->skill_zhudong = $li_zd;
  269. $t->skill_beidong = $li_bd;
  270. $t->skill_zhudong_lockState = $li_zds;
  271. $t->skill_beidong_lockState = $li_bds;
  272. UserProc::updateUserInfo();
  273. return Resp::ok();
  274. }
  275. /**
  276. * 6809 挑战关卡: 刷新初始技能(扣除免费次数/cost)
  277. */
  278. public static function TowerRefreshSkills() {
  279. list($isFree, $li_zd, $li_bd, $li_zds, $li_bds) = req()->paras; # 参数解析
  280. if ($isFree) {
  281. if (ctx()->gates()->TowerGateInfo()->RefreshSkillTimes > glc()->tower_daily_refreshChanceNum) {
  282. Err(ErrCode::tower_refreshNo); # 免费次数不足
  283. }
  284. } else {
  285. list($type, $num) = explode(':', glc()->tower_refreshCost); # 二级货币类型(1:金币,2:元宝):数量
  286. if ($type == 1) { # 金币
  287. my_Assert(ctx()->base()->Consume_Gold($num), ErrCode::notenough_gold_msg);
  288. } else if ($type == 2) { # 元宝
  289. my_Assert(ctx()->base()->Consume_Cash($num), ErrCode::notenough_cash_msg);
  290. } else {
  291. Err(ErrCode::err_const_no, "检查刷新扣费配置信息!");
  292. }
  293. }
  294. $t = ctx()->gates()->TowerGateInfo(); # 记忆技能刷新结果
  295. $t->RefreshSkillTimes++;
  296. $t->skill_zhudong = $li_zd;
  297. $t->skill_beidong = $li_bd;
  298. $t->skill_zhudong_lockState = $li_zds;
  299. $t->skill_beidong_lockState = $li_bds;
  300. UserProc::updateUserInfo();
  301. $ret = array(
  302. 'task' => ctx()->task,
  303. );
  304. return Resp::ok($ret);
  305. }
  306. /**
  307. * 6805 战斗: 复活花费
  308. * @return type
  309. * @version 2024年5月17日 重整利用为复活扣除消耗功能
  310. */
  311. public static function ReliveCost() {
  312. // 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)
  313. list($reliveNum) = req()->paras;
  314. $arr = explode(',', glc()->Relive_cost);
  315. my_Assert($reliveNum >= 0 && $reliveNum <= Count($arr), ErrCode::paras_err); # 参数范围>0
  316. $amt = $arr[$reliveNum];
  317. my_Assert(ctx()->base()->Consume_Cash($amt), ErrCode::notenought_yuanbao);
  318. UserProc::updateUserInfo();
  319. return Resp::ok();
  320. }
  321. /**
  322. * 6804 挑战关卡: 奖励领取
  323. * @return type
  324. */
  325. public static function GateChallengeRewards() {
  326. list($finalLayer, $killedMonster, $killedBoss) = req()->paras; # 战斗结束时的层数
  327. $lastLayer = ctx()->gates()->TowerGateInfo()->CurLayer;
  328. $arr = GameConfig::waves_getItemArray(self::TowerGateId);
  329. TaskProc::OnFightNumChallengeGate();
  330. TaskProc::OnKillCommonNumMonster($killedMonster);
  331. TaskProc::OnKillleaderNumMonster($killedBoss);
  332. if ($finalLayer > $lastLayer) {
  333. foreach ($arr as $layerId => $layerMo) {
  334. if ($layerMo->waveId >= $lastLayer && $layerMo->waveId < $finalLayer) {
  335. my_Assert($layerMo != null, ErrCode::err_const_no);
  336. StoreProc::AddMultiItemInStore($layerMo->rewards); # 发放奖励
  337. }
  338. }
  339. ctx()->gates()->TowerGateInfo()->CurLayer = $finalLayer;
  340. TaskProc::OnPassLayer_ChallengeGate($finalLayer - 1);
  341. UserProc::updateUserInfo();
  342. $ret = array(
  343. 'store' => ctx()->store,
  344. 'gold' => ctx()->base()->gold,
  345. 'cash' => ctx()->base()->cash,
  346. 'task' => ctx()->task,
  347. );
  348. return Resp::ok($ret);
  349. } else if ($finalLayer == $lastLayer) {
  350. $ret = array(
  351. 'store' => ctx()->store,
  352. 'gold' => ctx()->base()->gold,
  353. 'cash' => ctx()->base()->cash,
  354. 'task' => ctx()->task,
  355. );
  356. return Resp::ok($ret);
  357. }
  358. return Resp::err(ErrCode::tower_rewardNo); # 没有奖励
  359. }
  360. // </editor-fold>
  361. /**
  362. * 6803 关卡选择
  363. * @return type
  364. */
  365. public static function SelectGate() {
  366. list($gateId) = req()->paras;
  367. ctx()->gates->CurrentGateId = $gateId;
  368. UserProc::updateUserInfo();
  369. $ret = array(
  370. 'gates' => ctx()->gates,
  371. );
  372. return Resp::ok($ret);
  373. }
  374. /**
  375. * 6802 章节宝箱的领取
  376. * @return type
  377. */
  378. public static function PassGateTsPrizeReceive() {
  379. list($gateId, $index) = req()->paras;
  380. $gateMo = GameConfig::gate_getItem($gateId);
  381. my_Assert($gateMo != null, ErrCode::err_const_no);
  382. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  383. $gateInfo = ctx()->gates->GateList->$gateId;
  384. $tag = false;
  385. $prize = "";
  386. $mask = 0;
  387. switch ($index) {
  388. case 1:
  389. $ts = $gateMo->first_ts1 * 60;
  390. if ($gateInfo->MaxSeconds >= $ts) {
  391. $tag = true;
  392. }
  393. $mask = 1;
  394. $prize = $gateMo->first_reward1;
  395. break;
  396. case 2:
  397. $ts = $gateMo->first_ts2 * 60;
  398. if ($gateInfo->MaxSeconds >= $ts) {
  399. $tag = true;
  400. }
  401. $mask = 2;
  402. $prize = $gateMo->first_reward2;
  403. break;
  404. case 3:
  405. if ($gateInfo->pass > 0) {
  406. $tag = true;
  407. }
  408. $mask = 3;
  409. $prize = $gateMo->first_reward3;
  410. break;
  411. default:
  412. break;
  413. }
  414. if ($tag) {
  415. my_Assert(!in_array($mask, $gateInfo->FirstReward), ErrCode::gate_GatePriceHasReceive);
  416. $gateInfo->FirstReward[] = $mask;
  417. StoreProc::AddMultiItemInStore($prize);
  418. }
  419. ctx()->gates->GateList->$gateId = $gateInfo;
  420. UserProc::updateUserInfo();
  421. $ret = array(
  422. 'gates' => ctx()->gates,
  423. 'store' => ctx()->store,
  424. 'task' => ctx()->task,
  425. 'gold' => ctx()->baseInfo->gold,
  426. 'cash' => ctx()->baseInfo->cash,
  427. 'reward' => StoreProc::$reward,
  428. 'reward_Gem' => StoreProc::$reward_Gem,
  429. );
  430. return Resp::ok($ret);
  431. }
  432. /**
  433. * [6801]关卡战斗结算
  434. * @return type
  435. */
  436. public static function Settle() {
  437. list($resultType, $gateId, $gold, $curTs, $pickups,
  438. $finalLayer, $finalHpPercent, $killMonsterNum, $killBossNum) = req()->paras;
  439. # 客户端需要增加参数: killmonserNum,killBosssNum, finalHpPercent(最终血量百分比)
  440. $gateMo = GameConfig::gate_getItem($gateId);
  441. my_Assert($gateMo != null, ErrCode::err_const_no);
  442. my_Assert(StlUtil::dictHasProperty(ctx()->gates->GateList, $gateId), ErrCode::gate_NoUserGateInfo);
  443. $gateInfo = ctx()->gates->GateList->$gateId;
  444. $ts = $gateInfo->MaxSeconds;
  445. if ($curTs >= $ts) {
  446. $gateInfo->MaxSeconds = $curTs;
  447. }
  448. if ($resultType) { # 胜利
  449. if (ctx()->gates->GateList->$gateId->pass == 0) {
  450. ctx()->gates->GateList->$gateId->pass = 1;
  451. TaskProc::Day7TaskReset($gateId); # 刷新七日任务
  452. $maxGateId = ctx()->gates->maxPassGateNumId();
  453. if ($maxGateId > 0) {
  454. self::Ranking_MainGateIndex($maxGateId);
  455. self::IsAchievedMainGate_PassReward($maxGateId);
  456. }
  457. }
  458. TaskProc::OnPassGate_X($gateId); # 刷新任务进度: 通关第X关
  459. if (Ins_GateInfo::GateTypeFromId($gateId) == Enum_GateType::MainStoryGate) {
  460. ctx()->gates()->UnlockNextPlotGate($gateId); # 解锁下一主线关卡
  461. // ctx()->gates()->UnlockMainChallengeGate($gateId); # 挑战关卡解锁逻辑. -gwang 2024年4月15日
  462. } else { # 不是主线关卡, 暂时没有其他逻辑
  463. }
  464. // StoreProc::AddMultiItemInStore($gateMo->reward_win); # 发放胜利奖励(2024.5.30 过期)
  465. }
  466. // else { # 失败
  467. //// StoreProc::AddMultiItemInStore($gateMo->reward_fail); # 发放失败奖励(2024.5.30 过期)
  468. // }
  469. StoreProc::AddMultiItemInStore($pickups); # 战场拾取道具直接入背包
  470. ctx()->base()->Add_Gold($gold); # 战场拾取的金币直接入背包
  471. //ctx()->base()->Add_Exp($exp);
  472. $waveMo = GameConfig::waveItem_getItem($gateId, $finalLayer);
  473. my_Assert(null != $waveMo, ErrCode::err_const_no);
  474. $oldLevel = ctx()->baseInfo->level;
  475. ctx()->base()->Add_Exp($waveMo->rewardExp); # 指挥官经验
  476. $newLevel = ctx()->baseInfo->level;
  477. ctx()->base()->Add_Gold($waveMo->rewardGold); # 金币奖励
  478. //$pickups .= ";1," . $gold + $waveMo->rewardGold;
  479. $str = "1," . $gold + $waveMo->rewardGold;
  480. StoreProc::AddMultiItemInStore($str);
  481. # 图纸奖励: 数量min-max, 部位随机
  482. if (strlen($waveMo->rewardTuZhi) > 0 && str_contains($waveMo->rewardTuZhi, '-')) {
  483. list($tz_min, $tz_max) = explode('-', $waveMo->rewardTuZhi); # 图纸数量
  484. $tz_n = rand($tz_min, $tz_max);
  485. # 图纸部位数据源 1001, 1002, 1003, 1004, 1005, 1006
  486. for ($i = 0; $i < $tz_n; $i++) {
  487. $id = 1000 + rand(1, 6);
  488. StoreProc::AddMultiItemInStore("$id,1"); # 获得图纸
  489. //$pickups .= ";$id,1";
  490. }
  491. }
  492. # 宝石奖励: 数量min-max;品质:权重,品质:权重...
  493. if (strlen($waveMo->rewardGem) > 0) {
  494. list($gs_num, $gs_props) = explode(';', $waveMo->rewardGem);
  495. list($gem_min, $gem_max) = explode('-', $gs_num); # 宝石数量
  496. $gem_n = rand($gem_min, $gem_max);
  497. $arr = explode(",", $gs_props);
  498. $pool = array();
  499. $n = 0;
  500. foreach ($arr as $str) {
  501. list($qual, $props) = explode(':', $str);
  502. $pool[] = array('q' => $qual, 'p' => $props);
  503. $n += $props;
  504. }
  505. for ($i = 0; $i < $gem_n; $i++) { # 随机n块宝石
  506. $r = rand(1, $n); # 投色子
  507. $l = 0;
  508. foreach ($pool as $item) {
  509. if ($r <= ($l + $item['p'])) {
  510. $gemId = $item['q'] * 100000 + rand(1, 6) * 1000;
  511. SystemProc::GetGem_GreaterOrangeQual_MainGate(req()->zoneid, ctx()->baseInfo->name, Ins_GateInfo::gateNum($gateId), $gateMo->gateName, $gemId); //广播
  512. //StoreProc::PutGemInStore($gemId); # 发放宝石并退出本次投色子
  513. //$pickups .= ";$gemId,1";
  514. StoreProc::AddMultiItemInStore("$gemId,1");
  515. break;
  516. }
  517. $l += $item['p']; # 累计到下一段
  518. }
  519. }
  520. }
  521. TaskProc::OnFightNumMainGate();
  522. TaskProc::OnKillCommonNumMonster($killMonsterNum);
  523. TaskProc::OnKillleaderNumMonster($killBossNum);
  524. UserProc::updateUserInfo();
  525. $ret = array(
  526. 'gates' => ctx()->gates,
  527. 'store' => ctx()->store,
  528. 'task' => ctx()->task,
  529. 'baseInfo' => ctx()->base(),
  530. 'gold' => $gold + $waveMo->rewardGold,
  531. 'exp' => $waveMo->rewardExp,
  532. //'rewardStr' => $pickups
  533. 'reward' => StoreProc::$reward,
  534. 'reward_Gem' => StoreProc::$reward_Gem,
  535. 'oldLevel' => $oldLevel,
  536. 'newLevel' => $newLevel,
  537. );
  538. return Resp::ok($ret);
  539. }
  540. // <editor-fold defaultstate="collapsed" desc="排行榜">
  541. /**
  542. * 参与主线关卡排行榜
  543. * @param type $gateIndex
  544. */
  545. public static function Ranking_MainGateIndex($maxGateIndex) {
  546. $memKey = MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid);
  547. $mem = gMem();
  548. $uid = req()->uid;
  549. $score = self::GetRankScoreUid($uid, 1);
  550. if ($maxGateIndex > $score) {
  551. $arr = array();
  552. $arr["$uid"] = self::createScore($maxGateIndex);
  553. $mem->zadd($memKey, $arr);
  554. }
  555. $length = $mem->zlen($memKey);
  556. if ($length > glc()->Rank_MainGateIndex_OnListRank) {
  557. $num = $length - glc()->Rank_MainGateIndex_OnListRank;
  558. $mem->zremrangebyrank($memKey, 0, $num - 1);
  559. }
  560. }
  561. public static function createScore($score) {
  562. if ($score > 0) {
  563. $newScore = $score . '.' . (9999999999 - now());
  564. return $newScore;
  565. }
  566. return 0;
  567. }
  568. /**
  569. * 战力榜
  570. * @param type $gateIndex
  571. */
  572. public static function Ranking_FightPower() {
  573. $memKey = MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid);
  574. $mem = gMem();
  575. $uid = req()->uid;
  576. $score = self::GetRankScoreUid($uid, 2);
  577. $power = self::countUserFightPower();
  578. if ($power > $score) {
  579. $arr = array();
  580. $arr["$uid"] = self::createScore($power);
  581. $mem->zadd($memKey, $arr);
  582. self::IsAchievedFightPower_PassReward($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, $num - 1);
  588. }
  589. }
  590. public static function GetRankScoreUid($uid_rank, $type) {
  591. if ($type == 1) {
  592. $score = gMem()->zscore(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid_rank);
  593. } else {
  594. $score = gMem()->zscore(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid_rank);
  595. }
  596. if ($score == null) {
  597. $score = 0;
  598. }
  599. return intval($score);
  600. }
  601. /**
  602. * 6811 获取主线关卡排行榜信息
  603. * @return type
  604. */
  605. public static function GetRankInfo() {
  606. list($type) = req()->paras;
  607. $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
  608. $selfExtraInfo = 0;
  609. $isExistFinishReward = 0;
  610. $isExistFinishReward_other = 0;
  611. if ($type == 1) {
  612. $list = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  613. $selfExtraInfo = ctx()->gates->maxPassGateNumId();
  614. $isExistFinishReward = self::isExistNoDrawed_MainGate();
  615. $isExistFinishReward_other = self::isExistNoDrawed_FightPower();
  616. } else {
  617. $list = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  618. $selfExtraInfo = self::countUserFightPower();
  619. $isExistFinishReward = self::isExistNoDrawed_FightPower();
  620. $isExistFinishReward_other = self::isExistNoDrawed_MainGate();
  621. }
  622. if ($isExistFinishReward == 1) {
  623. $isExistFinishReward = true;
  624. } else {
  625. $isExistFinishReward = false;
  626. }
  627. if ($isExistFinishReward_other == 1) {
  628. $isExistFinishReward_other = true;
  629. } else {
  630. $isExistFinishReward_other = false;
  631. }
  632. $selfRank = null;
  633. $retArr = array();
  634. if (count($list) > 0) {
  635. foreach ($list as $uid => $score) {
  636. $rankInfo = self::initOtherUidRankInfo($uid, $score, $type);
  637. if ($rankInfo->uid == req()->uid) {
  638. $selfIsHasRank = 1;
  639. $selfRank = $rankInfo;
  640. }
  641. $retArr[] = $rankInfo;
  642. }
  643. }
  644. if ($selfRank == null) {
  645. $selfRank = self::initOtherUidRankInfo(req()->uid, $selfExtraInfo, $type);
  646. }
  647. UserProc::updateUserInfo();
  648. $ret = array(
  649. 'rankInfo' => $retArr,
  650. 'selfRank' => $selfRank,
  651. 'selfIsHasRank' => $selfIsHasRank,
  652. 'isExistFinishReward' => $isExistFinishReward,
  653. 'isExistFinishReward_other' => $isExistFinishReward_other,
  654. );
  655. return Resp::ok($ret);
  656. }
  657. /**
  658. * 初始化玩家rank
  659. * @param type $uid
  660. * @param type $score
  661. * @return \loyalsoft\Ins_rank
  662. */
  663. static function initOtherUidRankInfo($uid, $score, $type = null) {
  664. $ins_rank = new Ins_rank();
  665. if ($type == 1) {
  666. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  667. } else {
  668. $lv = gMem()->zrevrank(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  669. }
  670. if ($lv == null) {
  671. $lv = 0;
  672. }
  673. $ins_rank->rank = $lv + 1;
  674. $ins_rank->uid = $uid;
  675. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  676. $ins_rank->name = $userInfo->baseInfo->name;
  677. $ins_rank->headImg = $userInfo->baseInfo->headImg;
  678. //$ret = intval($score);
  679. // if(!$isToRank){
  680. // $ret = $score;
  681. // }
  682. $ins_rank->score = intval($score);
  683. return $ins_rank;
  684. }
  685. /**
  686. * 6812 获取排行榜内玩家的装备信息
  687. * @return type
  688. */
  689. public static function GetUidEquipInfo_Rank() {
  690. list($uid) = req()->paras;
  691. $userInfo = UserProc::getUserGame(req()->zoneid, $uid);
  692. $store = $userInfo->store;
  693. $heros = $userInfo->heros;
  694. UserProc::updateUserInfo();
  695. $ret = array(
  696. 'store' => $store,
  697. 'heros' => $heros,
  698. );
  699. return Resp::ok($ret);
  700. }
  701. /**
  702. * 通关奖励是否达成
  703. * @param type $maxGateIndex
  704. */
  705. public static function IsAchievedMainGate_PassReward($maxGateIndex) {
  706. $rewards = GameConfig::rank_passgatereward();
  707. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  708. foreach ($rewards as $passGateId => $mo) {
  709. if ($passGateId == $maxGateIndex && !gMem()->hexists($memKey, $maxGateIndex)) {
  710. $ins_rank = new Ins_rank();
  711. $ins_rank->uid = req()->uid;
  712. $ins_rank->name = ctx()->baseInfo->name;
  713. $ins_rank->headImg = ctx()->baseInfo->headImg;
  714. $ins_rank->score = $passGateId;
  715. gMem()->hset($memKey, $maxGateIndex, $ins_rank);
  716. break;
  717. }
  718. }
  719. }
  720. /*
  721. * 战力奖励是否达成
  722. */
  723. public static function IsAchievedFightPower_PassReward($power) {
  724. $rewards = GameConfig::rank_fightpowerreward();
  725. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  726. foreach ($rewards as $fightPower => $mo) {
  727. if ($power >= $fightPower && !gMem()->hexists($memKey, $fightPower)) {
  728. $ins_rank = new Ins_rank();
  729. $ins_rank->uid = req()->uid;
  730. $ins_rank->name = ctx()->baseInfo->name;
  731. $ins_rank->headImg = ctx()->baseInfo->headImg;
  732. $ins_rank->score = $fightPower;
  733. gMem()->hset($memKey, $fightPower, $ins_rank);
  734. }
  735. }
  736. }
  737. public static function isExistNoDrawed_MainGate() {
  738. $isExistFinishReward = 0;
  739. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  740. $dic = gMem()->hgetall($memKey);
  741. foreach ($dic as $gateId => $ins_rank) {
  742. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  743. $isExistFinishReward = 1;
  744. break;
  745. }
  746. }
  747. ctx()->privateState->redTip_RewardMainGateRank = $isExistFinishReward;
  748. return $isExistFinishReward;
  749. }
  750. public static function isExistNoDrawed_FightPower() {
  751. $isExistFinishReward = 0;
  752. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  753. $dic = gMem()->hgetall($memKey);
  754. foreach ($dic as $fightPower => $ins_rank) {
  755. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  756. $isExistFinishReward = 1;
  757. break;
  758. }
  759. }
  760. ctx()->privateState->redTip_RewardFightPowerRank = $isExistFinishReward;
  761. return $isExistFinishReward;
  762. }
  763. /**
  764. * 6813
  765. * @return type
  766. */
  767. public static function GetmainGate_RankRewardInfo() {
  768. //list($type) = req()->paras;
  769. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  770. $dic = gMem()->hgetall($memKey);
  771. if ($dic == null) {
  772. $dic = new \stdClass();
  773. }
  774. UserProc::updateUserInfo();
  775. $ret = array(
  776. 'rankReward' => $dic,
  777. );
  778. return Resp::ok($ret);
  779. }
  780. /**
  781. * 6814
  782. * @return type
  783. */
  784. public static function GetFightPower_RankRewardInfo() {
  785. //list($type) = req()->paras;
  786. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  787. $dic = gMem()->hgetall($memKey);
  788. if ($dic == null) {
  789. $dic = new \stdClass();
  790. }
  791. UserProc::updateUserInfo();
  792. $ret = array(
  793. 'rankReward' => $dic,
  794. );
  795. return Resp::ok($ret);
  796. }
  797. /**
  798. * 6815 领取通关荣誉榜奖励
  799. * @return type
  800. */
  801. public static function ReceiveRankReward_MainGate() {
  802. list($gateId) = req()->paras;
  803. my_Assert(!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate), ErrCode::rankReward_HasReceive);
  804. $mo = GameConfig::rank_passgatereward_getItem($gateId);
  805. my_Assert($mo != null, ErrCode::err_const_no);
  806. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  807. if (gMem()->hexists($memKey, $gateId)) {
  808. StoreProc::AddMultiItemInStore($mo->reward);
  809. ctx()->privateState->rankReward_drawed_MainGate[] = $gateId;
  810. }
  811. $tag = self::isExistNoDrawed_MainGate();
  812. UserProc::updateUserInfo();
  813. $ret = array('redTip' => $tag,);
  814. return Resp::ok($ret);
  815. }
  816. /**
  817. * 6816 领取战力荣誉榜奖励
  818. * @return type
  819. */
  820. public static function ReceiveRankReward_FightPower() {
  821. list($fightPower) = req()->paras;
  822. my_Assert(!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower), ErrCode::rankReward_HasReceive);
  823. $mo = GameConfig::rank_fightpowerreward_getItem($fightPower);
  824. my_Assert($mo != null, ErrCode::err_const_no);
  825. $memKey = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  826. if (gMem()->hexists($memKey, $fightPower)) {
  827. StoreProc::AddMultiItemInStore($mo->reward);
  828. ctx()->privateState->rankReward_drawed_fightPower[] = $fightPower;
  829. }
  830. $tag = self::isExistNoDrawed_FightPower();
  831. UserProc::updateUserInfo();
  832. $ret = array('redTip' => $tag,);
  833. return Resp::ok($ret);
  834. }
  835. /**
  836. * 6817
  837. */
  838. public static function IsExistRankReward() {
  839. //list($type) = req()->paras;
  840. $type = 0;
  841. $isExistFinishReward = false;
  842. $memKey = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  843. $dic = gMem()->hgetall($memKey);
  844. foreach ($dic as $gateId => $ins_rank) {
  845. if (!in_array($gateId, ctx()->privateState->rankReward_drawed_MainGate)) {
  846. $isExistFinishReward = true;
  847. $type = 1;
  848. break;
  849. }
  850. }
  851. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  852. $dic2 = gMem()->hgetall($memKey2);
  853. foreach ($dic2 as $fightPower => $ins_rank) {
  854. if (!in_array($fightPower, ctx()->privateState->rankReward_drawed_fightPower)) {
  855. $isExistFinishReward = true;
  856. $type = 2;
  857. break;
  858. }
  859. }
  860. UserProc::updateUserInfo();
  861. $ret = array(
  862. 'isExistFinishReward' => $isExistFinishReward,
  863. 'type' => $type,
  864. );
  865. return Resp::ok($ret);
  866. }
  867. /*
  868. * 删除排行榜内注销账号的玩家
  869. */
  870. public static function DeleteRankInvalidUser($uid2) {
  871. $dic1 = gMem()->zrevrange(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), 0, glc()->Rank_MainGateIndex_OnListRank, true);
  872. foreach ($dic1 as $uid => $score) {
  873. if ($uid == $uid2) {
  874. gMem()->zrem(MemKey_GameRun::Rank_MainGateIndex_Zone_zset(req()->zoneid), $uid);
  875. break;
  876. }
  877. }
  878. $dic2 = gMem()->zrevrange(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), 0, glc()->Rank_FightPower_OnListRank, true);
  879. foreach ($dic2 as $uid => $score) {
  880. if ($uid == $uid2) {
  881. gMem()->zrem(MemKey_GameRun::Rank_FightPower_Zone_zset(req()->zoneid), $uid);
  882. break;
  883. }
  884. }
  885. }
  886. /*
  887. * 排行玩家头像变动
  888. */
  889. public static function UpdateRankUserHeadImg($uid, $headImg) {
  890. $memKey1 = MemKey_GameRun::RankReward_MainGateIndex_Zone_hash(req()->zoneid);
  891. $dic = gMem()->hgetall($memKey1);
  892. foreach ($dic as $gateId => $ins_rank) {
  893. if ($ins_rank->uid == $uid) {
  894. $ins_rank->headImg = $headImg;
  895. gMem()->hset($memKey1, $gateId, $ins_rank);
  896. }
  897. }
  898. $memKey2 = MemKey_GameRun::RankReward_FightPower_Zone_hash(req()->zoneid);
  899. $dic2 = gMem()->hgetall($memKey2);
  900. foreach ($dic2 as $fightPower => $ins_rank) {
  901. if ($ins_rank->uid == $uid) {
  902. $ins_rank->headImg = $headImg;
  903. gMem()->hset($memKey2, $fightPower, $ins_rank);
  904. }
  905. }
  906. }
  907. /*
  908. * 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))
  909. */
  910. public static function countUserFightPower() {
  911. $CurrentHeroId = ctx()->heros->CurrentHeroId;
  912. //$hero = ctx()->heros->Dic->$CurrentHeroId;
  913. list($addHp, $addAtk, $addDecDamage, $addEatFood) = ctx()->gates()->GetEnvovleBuffs(); // 启灵加成
  914. $mo = GameConfig::hero_getItem($CurrentHeroId);
  915. my_Assert($mo != null, ErrCode::err_const_no);
  916. $heroBashAttack = $mo->attack;
  917. $heroBashHp = $mo->hp;
  918. $equipDic = ctx()->store->equip;
  919. $attck = 0;
  920. $hp = 0;
  921. foreach ($equipDic as $index => $ins_equip) {
  922. $Ins_Equip = new Ins_Equip($ins_equip);
  923. if ($Ins_Equip->mo()->upgradeType == 1) {//攻击力
  924. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  925. } elseif ($Ins_Equip->mo()->upgradeType == 2) {
  926. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  927. } else {
  928. $attck += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->attckNum;
  929. $hp += GameConfig::equip_levelupgrade_getItem($ins_equip->level)->hpNum;
  930. }
  931. }
  932. $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
  933. $heroHp = $heroBashHp + $hp + $addHp; # 英雄基础hp + 装备宝石词条hp + 启灵hp
  934. $pag = ctx()->store->equipPag;
  935. $gemDic = ctx()->store->gemEquip->$pag; //Dictionary<E_EquipPosition, Dictionary<int, Ins_Gem>>
  936. $per = 0;
  937. $parasVal = 0;
  938. $per_hp = 0;
  939. $parasVal_hp = 0;
  940. foreach ($equipDic as $index => $ins_equip) {
  941. if (StlUtil::dictHasProperty($gemDic, $index)) {
  942. $dic = $gemDic->$index;
  943. foreach ($dic as $k => $gem) {
  944. $ins_Gem = new Ins_Gem($gem);
  945. if ($ins_Gem->predicateMo()->actionType == "mulDamage") {
  946. $per += $ins_Gem->predicateMo()->actionParam1;
  947. } elseif ($ins_Gem->predicateMo()->actionType == "addDamage") {
  948. $parasVal += $ins_Gem->predicateMo()->actionParam1;
  949. } elseif ($ins_Gem->predicateMo()->actionType == "mulHp") {
  950. $per_hp += $ins_Gem->predicateMo()->actionParam1;
  951. } elseif ($ins_Gem->predicateMo()->actionType == "addHp") {
  952. $parasVal_hp += $ins_Gem->predicateMo()->actionParam1;
  953. }
  954. }
  955. }
  956. }
  957. if ($per != 0) {
  958. $heroAttck = round($heroAttck + $heroAttck * $per);
  959. }
  960. if ($parasVal != 0) {
  961. $heroAttck += $parasVal;
  962. }
  963. if ($per_hp != 0) {
  964. $heroHp = round($heroHp + $heroHp * $per_hp);
  965. }
  966. if ($parasVal_hp != 0) {
  967. $heroHp += $parasVal_hp;
  968. }
  969. $dec_demage = $mo->dec_demage + $addDecDamage; # 英雄基础减伤 + 启灵减伤
  970. $bigHit_Val = $mo->bigHit_Val / 100;
  971. $bigHit_rate = $mo->bigHit_rate / 100;
  972. $val = $heroAttck * ($heroHp - $dec_demage) * (1 + $bigHit_rate * ($bigHit_Val - 1));
  973. return intval($val);
  974. }
  975. // </editor-fold>
  976. }