FightProc.php 39 KB

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