uid; $zoneid = $req->zoneid; $pvp = new UserPVPModel($req->userInfo->game->pvp); # 设计玩家pvp数据结构 $key = MemKey_GameRun::Game_PVPScoreByZone_zset($zoneid); # 积分总榜 $key_last = MemKey_GameRun::Game_PVPScoreByZone_zset_lastWeek($zoneid); # 上周积分榜 $score = self::_getScore_by_uid($req, $uid); # 取玩家当前pvp积分 $tsLastWeek = TimeUtil::tsWeek() - 1; $lastWeekScore = $mem->zscore($key_last, $uid); if (!in_array($tsLastWeek, $pvp->weeklyRewardRecords) # 尚未发放上周奖励 && $lastWeekScore) { # 并且上周活跃 $pvp->weeklyRewardRecords[] = $tsLastWeek; # 添加发奖记录 $leagueid = self::GetLeagueByScore($lastWeekScore); # 上周积分所处阶段 EmailProc::SendPvpLeagueReward($zoneid, $uid, $leagueid); # 阶段奖励 $pvp->clearWeekData(); # 每周清理胜率数据 $pvp->curMatches = self::getNewMatches($pvp, $mem, $uid, $zoneid); # 更新对手列表 $req->userInfo->game->pvp = $pvp; UserProc::updateUserInfo($req); } self::sendLastRankReward($req); # 发放每周上榜人员奖励 self::UpdateChanlianInfo($req); # 更新蝉联数据(并发奖) $pvp->score = $score; # 插入score数据 $rank = $mem->zrevrank($key, $uid); # 提取总榜排行信息 $pvp->rank = (is_null($rank) ? -1 : $rank + 1); return Resp::ok($pvp); # 返回pvp数据 } /** * * @param Req $req * @param type $uid */ static function _getScore_by_uid($req, $uid) { if ("" == $uid) { CLog::err('"uid" is Null!'); return 10; } $mem = $req->mem; $zoneid = $req->zoneid; $key = MemKey_GameRun::Game_PVPScoreByZone_zset($zoneid); # 积分榜 $score = $mem->zscore($key, $uid); if (!$score || $score <= 0) { # 分数异常 $leagueScore = GameConfig::pvp_leaguescore_getItem(1); # 新手基础分 $score = $leagueScore->minScore; $mem->zadd($key, array($uid => $score)); # 更新玩家积分 $mem->zadd(MemKey_GameRun::Game_PVPScoreByZone_zset_curWeek($zoneid), array($uid => $score)); } return $score; } /** * * @param Req $req * @param type $uid * @param type $addValue Description */ private static function _addScore_by_uid($req, $uid, $addValue) { if ($addValue <= 0) { # 防御 return; } $mem = $req->mem; $zoneid = $req->zoneid; $key = MemKey_GameRun::Game_PVPScoreByZone_zset($zoneid); # 积分榜 $score = $mem->zscore($key, $uid); if (!$score || $score <= 0) { # 分数异常 $leagueScore = GameConfig::pvp_leaguescore_getItem(1); # 新手基础分 $score = $leagueScore->minScore; $mem->zadd($key, array($uid => $score)); # 重置玩家积分 } $newscore = $mem->zincrby($key, $uid, $addValue); # 返回最新值 $mem->zadd(MemKey_GameRun::Game_PVPScoreByZone_zset_curWeek($zoneid), array($uid => $newscore)); return $newscore; } /** * * @param type $req * @param type $uid * @param type $subValue */ private static function _subScore_by_uid($req, $uid, $subValue) { if ($subValue >= 0) { # 防御异常数值 return; } $mem = $req->mem; $zoneid = $req->zoneid; $key = MemKey_GameRun::Game_PVPScoreByZone_zset($zoneid); # 积分榜 $score = $mem->zscore($key, $uid); $leagueScore = GameConfig::pvp_leaguescore_getItem(1); # 新手基础分 if (!$score || $score <= 0 # || ($score + $subValue) <= $leagueScore->minScore) { # 分数异常 $score = $leagueScore->minScore; # 新手基础分 $mem->zadd($key, array($uid => $score)); # 重置玩家积分 } else { $score = $mem->zincrby($key, $uid, $subValue); # 扣除积分并返回最新值 } $mem->zadd(MemKey_GameRun::Game_PVPScoreByZone_zset_curWeek($zoneid), array($uid => $score)); # 同步记录 return $score; } /** * 发送上周上榜奖励 * @param Req $req */ public static function sendLastRankReward($req) { $mem = gMem(); $zoneid = $req->zoneid; $tsweek = TimeUtil::tsWeek(); $key = MemKey_GameRun::Game_PVPRankRewardRecord_set($zoneid); if (!$mem->sismember($key, $tsweek)) { # 上周榜单尚未处理, 每周只处理一次 // 上周是空的情况. $lastKey = MemKey_GameRun::Game_PVPRankRewardRecord_byWeek_str($zoneid, $tsweek - 1); $mem->sadd($key, $tsweek); # 添加处理记录 $key_total = MemKey_GameRun::Game_PVPScoreByZone_zset($zoneid); # 拉取上榜人员 $uids = $mem->zrevrange($key_total, 0, 99); $rank = 0; foreach ($uids as $uid) { EmailProc::SendPvpRankReward($zoneid, $uid, ++$rank); # 发送奖励邮件 } $mem->add($lastKey, $uids); } } /** * pvp - 拉取蝉联信息 * @param Req $req */ static function getChanlianINfo($req) { $zoneid = $req->zoneid; $key = MemKey_GameRun::Game_PVP_Chanlian_normal($zoneid); $pvpChanlian = new GamePvpChanlian(gMem()->get($key)); $pvpHistory = gMem()->hgetall(MemKey_GameRun::Game_PVP_Chanlian_History_hash($zoneid)); return Resp::ok(array( 'info' => $pvpChanlian, 'history' => array_values((array) $pvpHistory) )); } /** * pvp 挑战对手xx * @param Req $req */ static function pvp_PK($req) { $uid = $req->uid; $target_uid = $req->paras[0]; # 对手id $result = $req->paras[1]; # 胜负结果 0负,1胜 $pvp = $req->userInfo->game->pvp; if (!property_exists($pvp->curMatches, $target_uid)// or property_exists($pvp->curMatches->$target_uid, 'killed')) { # 对手已被ko return Resp::err(ErrCode::pvp_wrongMather); } $g = glc(); if (now() - $pvp->tiliTs > $g->PVP_reCover_Tili_costSec * 5) { # 检查并扣除体力 $pvp->tiliTs = now() - $g->PVP_reCover_Tili_costSec * 5; } if ($pvp->tiliExtra > 0) { # 优先扣除溢出值 $pvp->tiliExtra--; } else { $pvp->tiliTs += $g->PVP_reCover_Tili_costSec; if ($pvp->tiliTs > now()) { return Resp::err(ErrCode::pvp_wrongtili); } } # 发放对应奖励并记录挑战记录 $score = 0; if ($result) { # 1 胜, 奖金币、积分、pvp币 UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $g->PVP_PK_Win_Gold); # × 奖励积分的公式: 获胜基础奖励积分 + 积分差距修正系数 * 积分差 # 挑战胜利, 积分改为固定值. $winnerGainScore = $g->PVP_PK_Win_Score; # 本局得分 $score = self::_addScore_by_uid($req, $uid, intval($winnerGainScore)); # 增加积分 $pvp->pvpCoins += $g->PVP_PK_Win_PvpCoin; # 发放金币 self::_subScore_by_uid($req, $target_uid, -intval($g->PVP_PK_be_defeated_score)); # 给对手扣除积分 $pvp->contWin++; # 连胜记录 $pvp->winTimes++; # 获胜记录 $all = true; # 全部战胜标记 foreach ($pvp->curMatches as $pid => &$p) { if ($pid == $target_uid) { # $p->killed = 1; # 添加ko标志 if (property_exists($p, 'fog')) { $score = self::_addScore_by_uid($req, $uid, intval($winnerGainScore)); # 神秘对手, 积分翻倍(再加一遍) } } if (!property_exists($p, 'killed')) { $all = false; # 尚未全部战胜 } } if ($all) { # 全部战胜之后,刷新对手 $pvp->curMatches = self::getNewMatches($pvp, $req->mem, $req->uid, $req->zoneid); $pvp->nextRefreshTs = now(glc()->PVP_refresh_Match_RecoverSeconds); } } else { # 0 挑战失败 只扣除积分 # × 奖励积分的公式: 获胜基础奖励积分 + 积分差距修正系数 * 积分差 # 挑战失败, 扣除固定积分 $loserGainScore = $g->PVP_PK_Fail_Score; $score = self::_subScore_by_uid($req, $uid, -intval($loserGainScore)); # 扣除积分 self::_addScore_by_uid($req, $target_uid, intval($g->PVP_PK_be_undefeated_score)); # 给对手发放积分 $pvp->contWin = 0; # 连胜置零 } if (property_exists($pvp->curMatches, $target_uid) && property_exists($pvp->curMatches->$target_uid, 'fog')) { unset($pvp->curMatches->$target_uid->fog); } $pvp->totalTimes++; $leagueid = self::GetLeagueByScore($score); if ($pvp->leagueId != $leagueid) { $pvp->leagueId = $leagueid; SystemProc::PVP_league($req->zoneid, $req->userInfo->game, $leagueid); } $pvp->actives++; $pvp->dailyPkCnt++; $req->userInfo->game->pvp = $pvp; //todo: debuging... UserProc::updateUserInfo($req); # 回写数据 $ret = array( 'contWin' => $pvp->contWin, 'leagueId' => $pvp->leagueId, 'newscore' => $score, # # 返回最新积分 ); return Resp::ok($ret); } /** * pvp 刷新对手 * @param Req $req */ static function pvp_Refresh($req) { $amt = $req->paras[0]; # 提取 params , 验证下花费 $pvp = new UserPVPModel($req->userInfo->game->pvp); $ts = now(); if ($amt <= 0) { # 免费情况 if ($pvp->nextRefreshTs > $ts) { # 验证时间 return Resp::err(ErrCode::pvp_refresh_time); } } else { # 扣除钻石刷新的情况 $priceArr = explode(',', glc()->PVP_reFresh_Match_cost); # 价格 if (count($priceArr) < $pvp->dailyRefreshMatchTimes) { # 超过最大刷新次数 return Resp::err(ErrCode::pvp_refresh_max); } $costCash = $priceArr[$pvp->dailyRefreshMatchTimes++]; # 查找对应的定价, 并计次 if ($costCash != $amt) { # 跟预期值不一致, return Resp::err(ErrCode::pvp_refresh_cost_ilegal); } if (!UserGameModel::Consume_Cash($req->userInfo->game, $costCash)) {# 扣除钻石失败 return Resp::err(ErrCode::notenough_cash_msg); } } $pvp->curMatches = self::getNewMatches($pvp, $req->mem, $req->uid, $req->zoneid); $pvp->nextRefreshTs = now(glc()->PVP_refresh_Match_RecoverSeconds); $req->userInfo->game->pvp = $pvp; UserProc::updateUserInfo($req); # 回写数据 $ret = array( 'nextRefreshTs' => $pvp->nextRefreshTs, # # 下次免费刷新的时间戳 'dailyRefreshMatchTimes' => $pvp->dailyRefreshMatchTimes, 'curMatches' => $pvp->curMatches # # 当前对手清单 ); return Resp::ok($ret); } /** * 购买体力 v2.0 阶梯定价. * @param Req $req * @return type */ static function pvp_buytili($req) { $amt = $req->paras[0]; # 验证下本次扣除的钻石数量 $pvp = new UserPVPModel($req->userInfo->game->pvp); $g = glc(); $curTili = intval((now() - $pvp->tiliTs) / $g->PVP_reCover_Tili_costSec); if ($curTili > 5) { $curTili = 5; } if ($pvp->tiliExtra > 0) { # 体力溢出值大于0的时候不要购买 return Resp::err(ErrCode::pvp_tili_chargenum); } $priceArr = explode(',', $g->PVP_recover_tili_cost_cash); if (count($priceArr) < $pvp->dailyBuyTiliTimes) { return Resp::err(ErrCode::pvp_tili_soldout); } $costCash = $priceArr[$pvp->dailyBuyTiliTimes++]; # 查找对应的定价, 并计次 if ($costCash != $amt) { # 跟预期值不一致, return Resp::err(ErrCode::pvp_tili_cost_ilegal); } if (!UserGameModel::Consume_Cash($req->userInfo->game, $costCash)) { # 扣除钻石失败 return Resp::err(ErrCode::notenough_cash_msg); } if ($curTili > 0) { # 增加溢出值 $pvp->tiliExtra = $curTili; } $pvp->tiliTs = now() - ( 5 * $g->PVP_reCover_Tili_costSec); # 补满 $req->userInfo->game->pvp = $pvp; UserProc::updateUserInfo($req); # 回写玩家数据 $ret = array( 'tiliTs' => $pvp->tiliTs, 'tiliExtra' => $pvp->tiliExtra, 'costCash' => $costCash, 'dailyBuyTiliTimes' => $pvp->dailyBuyTiliTimes, 'userCash' => $req->userInfo->game->cash ); return Resp::ok($ret); # 返回 } /** * pvp 拉取榜单数据 * @param Req $req */ static function pvp_getRank($req) { $maxAmt = 10; # 一次最多取10个玩家信息 $zoneid = $req->zoneid; $index = $req->paras[0]; # 起始(0) $n = $req->paras[1]; # 数量, (n<=max) if ($n < 1 || $n > $maxAmt) { # 防御非法情况 $n = $maxAmt; } $arr = self::getRankPlayers($req->mem, $zoneid, $index - 1, ($index + $n) - 1); $rankId = $index; $result = ObjectInit(); if (count($arr)) { foreach ($arr as $key => $value) {//$value 的数据类型是array $value["uid"] = $key; $result->$rankId = $value; $rankId += 1; } } $ret = array( 'arr' => $result ); return Resp::ok($ret); } /** * pvp 领取活跃度奖励 * @param Req $req */ static function pvp_drawacitverewards($req) { $rewardId = $req->paras[0]; # 提取参数 $reward = GameConfig::pvp_activityreward_getItem($rewardId); if (!$reward) { return Resp::err(ErrCode::const_no_err); } $pvp = new UserPVPModel($req->userInfo->game->pvp); if ($reward->activityNum > $pvp->actives) { return Resp::err(ErrCode::pvp_activenotenough); } $pvp->actives = 0; # 活跃记录直接清零 $req->userInfo->game->pvp = $pvp; # 回写pvp数据 $err = StoreProc::AddMultiItemInStore($req, $reward->reward1); # 发放奖励 if ($err) { return Resp::err($err); } UserProc::updateUserInfo($req); # 回写玩家数据 $ret = array(# # 返回值 'actives' => $pvp->actives, // # 最新的 活跃度值 'store' => $req->userInfo->game->store, // # 获得奖励之后的玩家仓库信息 'hero' => $req->userInfo->game->heros, // # 获得奖励之后的玩家英雄信息 'reward' => $reward->reward1, ); return Resp::ok($ret); } // ---------------- 辅助函数 ----------------------- /** * 清理每日计数器 * @param Req $req */ public static function ClearDailyPkcnt($req) { $pvp = new UserPVPModel($req->userInfo->game->pvp); $pvp->dailyPkCnt = 0; $pvp->dailyBuyTiliTimes = 0; $pvp->dailyRefreshMatchTimes = 0; $pvp->dailyMatchRecord = array($req->uid); # 屏蔽自己 $pvp->curMatches = self::getNewMatches($pvp, $req->mem, $req->uid, $req->zoneid); # added by: 李宁,2017年8月1日 11:45:41 $pvp->nextRefreshTs = tsDay() * 86400 + glc()->PVP_refresh_Match_RecoverSeconds; $req->userInfo->game->pvp = $pvp; } /** * 更新蝉联信息(并发奖,如果有) * @param Req $req */ private static function UpdateChanlianInfo($req) { $zoneid = $req->zoneid; $tsWeek = TimeUtil::tsWeek(); $key = MemKey_GameRun::Game_PVP_Chanlian_normal($zoneid); // $key_lastWeek = MemKey_GameRun::Game_PVPScoreByZone_zset_lastWeek($zoneid); $pvpChanlian = new GamePvpChanlian(gMem()->get($key)); if ($pvpChanlian->tsWeek == $tsWeek) { return; # 已处理 } $pvpChanlian->tsWeek = $tsWeek; $arr_1 = gMem()->zrevrange(MemKey_GameRun::Game_PVPScoreByZone_zset($zoneid), 0, 0); $uid = $arr_1[0]; # 取上次第一 if ($uid == $pvpChanlian->uid) { # 蝉联了 $pvpChanlian->times++; if ($pvpChanlian->times == 3) { # 达到3次, 完成蝉联, 发放奖励 EmailProc::SendPvpChanlianReward($zoneid, $uid); # 发放奖励 $historyKey = MemKey_GameRun::Game_PVP_Chanlian_History_hash($zoneid); gMem()->hset($historyKey, $tsWeek, $pvpChanlian->userInfo); # 进入历届榜 } if ($pvpChanlian->times > 3) { # 第四次蝉联的时候 $pvpChanlian->times -= 3; # 循环蝉联计数信息 } } else { # 替换掉上一届 $arr = self::GetPlayerInfosForPVP(gMem(), $zoneid, array($uid => 100)); # 提取玩家信息 $pvpChanlian->userInfo = $arr[$uid]; # 更新蝉联玩家信息 $pvpChanlian->uid = $uid; # 玩家ID $pvpChanlian->times = 1; # 首次 } gMem()->set($key, $pvpChanlian); # 回写数据 } // // /** * 依据积分获得所在阶段的id * @param type $curScore * @return int */ private static function GetLeagueByScore($curScore) { foreach (GameConfig::pvp_leaguescore() as $id => $lg) { isEditor() and $lg = new sm_pvp_leaguescore; if ($lg->maxScore >= $curScore && $lg->minScore <= $curScore) { return $id; } } return 1; # 找不到对应所属阶段的时候,返回 默认值 1 } /** * 获取对手匹配结果 * @param UserPVPModel $pvp * @param CRedisutil $mem * @param type $uid * @param type $zoneid */ private static function getNewMatches($pvp, $mem, $uid, $zoneid) { $arr = array(); $key = MemKey_GameRun::Game_PVPScoreByZone_zset($zoneid); self::findmatcher($zoneid, $key, $uid, $pvp, $arr); # 积分榜查找 if (count($arr) < self::matchCount) { # 如果没有凑足人数,战斗力候补来源, $keyfp = MemKey_GameRun::Game_FightPowerRank_zset($zoneid); self::findmatcher($zoneid, $keyfp, $uid, $pvp, $arr); # 从战斗力榜找 } if (count($arr) < self::matchCount) { # 再不行, 准备机器人吧 // todo: 这里引入gm对手数据, CLog::err('PVP刷对手数量不足, 赶快考虑加入机器人.', 'PVP'); } $ret = self::GetPlayerInfosForPVP($mem, $zoneid, $arr); $keys = array_keys($ret); $k = $keys[0]; $v = $ret[$k]; $v['fog'] = true; $ret[$k] = $v; // var_dump($v); // echoLine(JsonUtil::encode($ret[$k])); return $ret; } /** * 查找匹配的对手 * @param type $zoneid * @param type $key * @param type $uid * @param UserPVPModel $pvp * @param type $arr */ private static function findmatcher($zoneid, $key, $uid, &$pvp, &$arr) { $mem = gMem(); $rank = $mem->zrevrank($key, $uid); # 直接查排名 $zlen = $mem->zlen($key); # 数据长度 $i = 0; # 计数器 $b = false; # 上下标志位 while (count($arr) < self::matchCount && $i < 50) { # 找够数量为止,或者查找超过100个位置, 跳出查找 $index = $rank + ($b ? - $i : $i); // todo: 这里引入连胜/连负修正系数. $b = !$b; if ($b) { # 变化查找方向 $i++; # } if ($index < 0 || $index >= $zlen) { # 跳过不合理位置 continue; } $back = $mem->zrevrange($key, $index, $index, true); # 取1个人 if (count($back) <= 0) { continue; } $us = array_keys($back); $d_uid = $us[0]; if ($d_uid == $uid) { # 避开自己 continue; } $user = $mem->get(MemKey_User::Info($zoneid, $d_uid)); if (null == $user) { continue; } $fp = HeroProc::CalcTeamFightPower($zoneid, $d_uid, $user); if ($fp > 0) { // $pvp->dailyMatchRecord if (!in_array($d_uid, $pvp->dailyMatchRecord)) { # 已经匹配过的对手不在出现 $arr[$d_uid] = $back[$d_uid]; $pvp->dailyMatchRecord[] = $d_uid; } } } } /** * 获取榜单玩家 * @param Credisutil $mem * @param int $zoneid * @param int $start * @param int $stop * @return type */ private static function getRankPlayers($mem, $zoneid, $start, $stop) { $key = MemKey_GameRun::Game_PVPScoreByZone_zset($zoneid); $retUidsWithScore = $mem->zrevrange($key, $start, $stop, true); return self::GetPlayerInfosForPVP($mem, $zoneid, $retUidsWithScore); } /** * 拉取玩家信息-pvp模块专用信息 * @param CredisUtil $mem * @param type $zoneid * @param type $retUidsWithScore * @return type */ private static function GetPlayerInfosForPVP($mem, $zoneid, $retUidsWithScore) { // var_dump($retUidsWithScore); $retUids = array_keys($retUidsWithScore); $keysOfUserInfo = array_map(function($u)use($zoneid) { return MemKey_User::Info($zoneid, $u); }, $retUids); $arrUserInfos = $mem->getMulti($keysOfUserInfo); $arr = ArrayInit(); $i = 0; foreach ($arrUserInfos as $userGameInfo) { isEditor() && $userGameInfo = new UserGameModel; $uid = $retUids[$i++]; // $sharedHeroId = $userGameInfo->heros->firendSupportHeroUID; $team = JsonUtil::decode('{"teamLeader": 0,"heros":{}}'); $teamConfig = JsonUtil::decode($userGameInfo->heroTeamConfig); if ($teamConfig && $teamConfig->curUseTeamID > 0) { $heros = ObjectInit(); $teamid = $teamConfig->curUseTeamID; $heros_uid = $teamConfig->teamDic->$teamid->heros; $m = 0; foreach ($heros_uid as $heroid) { $m++; $heros->$m = $heroid ? self::getHeroInfoForShare($userGameInfo, $heroid) : null; } $team = array( 'teamLeader' => $teamConfig->teamDic->$teamid->teamLeader, 'heros' => $heros ); } $pvp = StlUtil::array2class(array('contWin' => '', 'totalTimes' => '', 'winTimes' => '', 'leagueId' => '')); CommUtil::loadObject($userGameInfo->pvp, $pvp); # 提取pvp数据 $arr[$uid] = array( 'img' => $userGameInfo->img, 'imgBorderId' => $userGameInfo->imgBorderId, // 'sharedHero' => self::getHeroInfoForShare($userGameInfo, $sharedHeroId), 'lastLoginTs' => isset($userGameInfo->lastLogin) ? $userGameInfo->lastLogin : 0, 'nickname' => $userGameInfo->name, 'pvp' => $pvp, 'score' => $retUidsWithScore[$uid], 'level' => $userGameInfo->level, 'uid' => $uid, 'heroTeamConfig' => $team # 战队配置 ); } if (count($arr) <= 0) { $arr = null; } return $arr; } /** * 提取英雄信息以供其他人使用 * @param type $userInfo * @param type $heroId * @return UserHeroModel */ public static function getHeroInfoForShare($userInfo, $heroId) { if ($heroId) { $heroInfo = $userInfo->heros->collectHeros->$heroId; } else { // todo: 暂定如果没有设置共享英雄,默认取集合中第一个英雄, 征询策划是否修订规则 $coll = $userInfo->heros->collectHeros; $keys = array_keys((array) $coll); if (count($keys) <= 0) { return null; // 暴力跳过, 防止出现更大的错误 } $heroId = $keys[0]; $heroInfo = $userInfo->heros->collectHeros->$heroId; } // 额外将英雄的装备数据替换为实例数据 self::getArmor($userInfo, $heroInfo, 'weapon'); self::getArmor($userInfo, $heroInfo, 'armor'); self::getArmor($userInfo, $heroInfo, 'ring'); return $heroInfo; } private static function getArmor($userInfo, $hero, $armor) { if (isset($hero->equip->$armor)) { if (property_exists($hero->equip->$armor, 'itemuid')) { $armorid = $hero->equip->$armor->itemuid; if ($armorid > 0 && isset($userInfo->store->equipment->$armorid)) { $hero->equip->$armor = $userInfo->store->equipment->$armorid; return; # 找到后直接跳出 } } } $hero->equip->$armor = null; } // // }