paras[0];
$difficulty = $req->paras[1]; # 关卡难度 difficulty
$star = $req->paras[2];
$TeamObj = $req->paras[3];
$bossId = $req->paras[4]; # 本关消灭的bossid (<=0代表本关卡未出现boss)
$smGate = GameConfig::gate_getItem($gateId);
if (!CommUtil::isPropertyExists($req->userInfo->game->gates, "newGateRecord")) {
$req->userInfo->game->gates->newGateRecord = ObjectInit(); # 防御未初始化的变量
}
$gatesRecord = $req->userInfo->game->gates->newGateRecord;
if (!CommUtil::isPropertyExists($gatesRecord, "record")) {
$gatesRecord->record = ObjectInit(); # 防御未初始化的变量
}
///按 三个难度取不同的值.
$i = $difficulty + 1;
$tili = self::getProperty_n($smGate, "tili", $i);
$reward = self::getProperty_n($smGate, "reward", $i);
$gold = self::getProperty_n($smGate, "gold", $i);
$exp = self::getProperty_n($smGate, "exp", $i);
#补充战斗记录
if (!CommUtil::isPropertyExists($gatesRecord->record, $gateId)) {
$gatesRecord->record->$gateId = ObjectInit();
}
if ($difficulty == 0) {
$gatesRecord->record->$gateId->normal = $star;
if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "normalToday")) {
$gatesRecord->record->$gateId->normalToday = 0;
}
} else if ($difficulty == 1) {
$gatesRecord->record->$gateId->hard = $star;
if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "hardToday")) {
$gatesRecord->record->$gateId->hardToday = 0;
}
} else if ($difficulty == 2) {
$gatesRecord->record->$gateId->elite = $star;
if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "eliteToday")) {
$gatesRecord->record->$gateId->eliteToday = 0;
}
}
$canfighterr = SweepGatesProc::CanFight($req, $gateId, $difficulty);
if ($canfighterr) {#不能符合战斗要求
return $canfighterr;
}
//
$req->userInfo->game->gates->newGateRecord = $gatesRecord; # 回写数据
ActiveProc::ChangeTili(- $tili, $req); # 扣减体力
$req->userInfo->game->gates->TotalNum++; # 更新战斗次数统计
$req->userInfo->game->gates->Times++;
///增加英雄经验 组长去掉
// foreach ($TeamObj as $heroUID) {
// HeroProc::HeroAddEXP($heroUID, $tili, $req);
// }
// 按照概率规则发放奖品
$rewardsArr = explode(";", $reward);
$rwds = array();
foreach ($rewardsArr as $r) {
$arr = explode(',', $r);
$itemid = intval($arr[0]);
$num = intval($arr[1]);
$probability = floatval($arr[2]); # 掉落概率精度精确到±0.01%
if (CommUtil::randomPercent($probability)) { # 投色子
$err = StoreProc::AddMultiItemInStore($req, "$itemid,$num");
if ($err) {
return Resp::err($err);
}
$rwds[] = "$itemid,$num";
}
}
if ($bossId > 0) { # boss关处理
$req->userInfo->game->gates->killedBoss[] = $bossId;
}
UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $gold); # 发放金币奖励
if ($err) {
return Resp::err($err);
}
UserGameModel::Add_Exp($req, $exp); # 发放经验奖励
UserProc::updateUserInfo($req); # 在获取战利品哪里已经update了.
$result = array(
'store' => $req->userInfo->game->store,
'heros' => $req->userInfo->game->heros,
'gates' => $req->userInfo->game->gates,
'tili' => $req->userInfo->game->tili,
'time' => $req->userInfo->game->privateState->TiliTime,
'gold' => $gold,
'exp' => $exp,
'rewardstr' => implode(';', $rwds)
);
return Resp::ok($result);
}
/**
* 提取某个对象的某个字段(利用后面2个参数组合为字段名)
* @param type $obj
* @param type $name
* @param type $index
* @return type
*/
private static function getProperty_n($obj, $name, $index) {
if (is_object($obj)) {
$ke = "$name$index";
if (property_exists($obj, $ke)) {
return $obj->$ke;
}
}
return null;
}
/**
* 更改地图所停留的城镇
* //需要消耗体力
* @param type $req
*/
public static function ChangeArenas_StayCity($req) {
# 提取参数
# 0. 目标地址
# 1. 消耗体力
$cityId = $req->paras[0];
$costTili = $req->paras[1];
if (!CommUtil::isPropertyExists($req->userInfo->game->gates, "newGateRecord")) {
$req->userInfo->game->gates->newGateRecord = ObjectInit();
}
$gatesRecord = $req->userInfo->game->gates->newGateRecord;
#在此补充检查消耗体力的数值是否正确
#
$gatesRecord->lastStayCityId = $cityId;
$req->userInfo->game->gates->newGateRecord = $gatesRecord;
#体力变化
ActiveProc::ChangeTili(-$costTili, $req);
UserProc::updateUserInfo($req);
$result = array(
'gates' => $req->userInfo->game->gates,
'tili' => $req->userInfo->game->tili,
'time' => $req->userInfo->game->privateState->TiliTime,
);
return Resp::ok($result);
}
/**
* 关卡挑战1次
* @param Req $req
* @deprecated since version 0 用新版
*/
public static function Arenas_Fight($req) {
# 提取参数
# 0. 挑战的关卡Id
# 1. 挑战结果 和李宁商量了,挑战结果是没有用的,只有胜利以后才会发送服务器端.所以这里打算改为关卡难度(0,1,2)
# 2. 挑战记录 // 验证之用.几星.
#3.队伍信息
$gateId = $req->paras[0];
$difficulty = $req->paras[1]; ///这里将会改为关卡难度 difficulty
$star = $req->paras[2];
$TeamObj = $req->paras[3];
$bossId = $req->paras[4]; // 本关消灭的bossid (<=0代表本关卡未出现boss)
$isNewbieGuideGate = false;
if ($gateId == 504001) {
$isNewbieGuideGate = true;
}
$smGate = GameConfig::gate_getItem($gateId);
///按三个难度取不同的值.
if ($difficulty == 0) {
$gates = $req->userInfo->game->gates->normal;
$tili = $smGate->tili1;
$rwdstr = $smGate->reward1;
$gold = $smGate->gold1;
$exp = $smGate->exp1;
} else if ($difficulty == 1) {
$gates = $req->userInfo->game->gates->hard;
$tili = $smGate->tili2;
$rwdstr = $smGate->reward2;
$gold = $smGate->gold2;
$exp = $smGate->exp2;
} else if ($difficulty == 2) {
$gates = $req->userInfo->game->gates->elite;
$tili = $smGate->tili3;
$rwdstr = $smGate->reward3;
$gold = $smGate->gold3;
$exp = $smGate->exp3;
}
$typeId = substr($gates->highest, 0, 3); #分类
if ($typeId != '503') {
$gates->highest = 503000;
}
if (!$isNewbieGuideGate) {
if ($gateId > $gates->highest + 1) { # 不能跳关
return Resp::err(ErrCode::err_arenasgate_indexillegal);
} else if ($gateId == $gates->highest + 1) {
$gates->highest += 1; // 更新最高记录
}
$gates->latest = $gateId;
#记录数据
$uGate = new UGateModel();
if (isset($gates->gates->$gateId)) {
$uGate = $gates->gates->$gateId;
}
$uGate->challengeTimes++;
if ($uGate->star < $star) {
$uGate->star = $star;
}
$uGate->cleared = 1;
$gates->gates->$gateId = $uGate;
////体力变化
// UserGameModel::Add_Exp($req->mem, $req->userInfo->game, $tili);////老的增加玩家经验的去掉
ActiveProc::ChangeTili(-$tili, $req);
///增加英雄经验 这个功能组长取消掉了
// foreach ($TeamObj as $heroUID) {
// HeroProc::HeroAddEXP($heroUID, $tili, $req);
// }
////总战斗次数+1
$req->userInfo->game->gates->TotalNum++;
$req->userInfo->game->gates->Times++;
}
/////检测如果当前物品格子大于物品总数,则可以获取战利品,否则不可以
////战利品获取
$err = StoreProc::AddMultiItemInStore($req, $rwdstr);
if ($err) {
return Resp::err($err);
}
if ($bossId > 0) {
$req->userInfo->game->gates->killedBoss[] = $bossId;
}
// 增加发经验和发金币
UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $gold);
UserGameModel::Add_Exp($req, $exp);
UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
$result = array(
'store' => $req->userInfo->game->store,
'heros' => $req->userInfo->game->heros,
'gates' => $req->userInfo->game->gates,
'tili' => $req->userInfo->game->tili,
'time' => $req->userInfo->game->privateState->TiliTime,
'gold' => $gold,
'exp' => $exp
);
return Resp::ok($result);
}
//
//
// /**
// * 关卡-扫荡
// * @param RequestVo $req
// */
// public static function Arenas_SweepFight($req)
// {
// $resp = ResponseVo::err($req, ErrCode::msg_methodnotimplement);
// # 提取参数
// # 0. 扫荡的关卡Id
// # 1. 扫荡次数
// # 2. 挑战记录 // 验证之用.
// $gateId = $req->paras[0];
// $iNum = $req->paras[1];
// $fightLog = $req->paras[2];
// $isNewbieGuideGate = false;
// $gates = $req->userInfo->game->gates;
// if ($gateId == 504001) {
// $isNewbieGuideGate = true;
// }
// if ($iNum && !$fightLog) {# 检查挑战记录
// return ResponseVo::err($req, ErrCode::err_arenas_logillegal);
// }
// if (!$isNewbieGuideGate) {
// if ($gateId > $gates->highest + 1) { # 不能跳关
// return ResponseVo::err($req, ErrCode::err_arenasgate_indexillegal);
// }
// }
// #记录数据
// $uGate = new UGateModel();
// if (isset($gates->gates->$gateId)) {
// $uGate = $gates->gates->$gateId;
// }
// $uGate->challengeTimes += $iNum;
// $gates->gates->$gateId = $uGate;
// UserProc::updateUserInfo($req);
// $resp = ResponseVo::ok($req, array()); // 返回成功,以及奖励数据
//
// return $resp;
// }
/*
* 扫荡
*/
public static function Arenas_NewSweepFight($req) {
$gateId = $req->paras[0];
$difficulty = $req->paras[1]; # 关卡难度 difficulty
$costItemId = $req->paras[2]; #扫荡券id
$smGate = GameConfig::gate_getItem($gateId);
if (!CommUtil::isPropertyExists($req->userInfo->game->gates, "newGateRecord")) {
$req->userInfo->game->gates->newGateRecord = ObjectInit(); # 防御未初始化的变量
}
$gatesRecord = $req->userInfo->game->gates->newGateRecord;
if (!CommUtil::isPropertyExists($gatesRecord, "record")) {
$gatesRecord->record = ObjectInit(); # 防御未初始化的变量
}
///按 三个难度取不同的值.
$i = $difficulty + 1;
$tili = self::getProperty_n($smGate, "tili", $i);
$reward = self::getProperty_n($smGate, "reward", $i);
$gold = self::getProperty_n($smGate, "gold", $i);
$exp = self::getProperty_n($smGate, "exp", $i);
$err = StoreProc::removeItemFromStore($req->userInfo->game->store, $costItemId, 1);
if ($err) { # 扣除失败
return Resp::err($err);
}
#补充战斗记录
$canfighterr = SweepGatesProc::CanFight($req, $gateId, $difficulty);
if ($canfighterr) {#不能符合战斗要求
return $canfighterr;
}
//
$req->userInfo->game->gates->newGateRecord = $gatesRecord; # 回写数据
ActiveProc::ChangeTili(- $tili, $req); # 扣减体力
$req->userInfo->game->gates->TotalNum++; # 更新战斗次数统计
$req->userInfo->game->gates->Times++;
// 按照概率规则发放奖品
$rewardsArr = explode(";", $reward);
$rwds = array();
foreach ($rewardsArr as $r) {
$arr = explode(',', $r);
$itemid = intval($arr[0]);
$num = intval($arr[1]);
$probability = intval($arr[2]);
if (CommUtil::randomPercent($probability)) { # 投色子
$err = StoreProc::AddMultiItemInStore($req, "$itemid,$num");
if ($err) {
return Resp::err($err);
}
$rwds[] = "$itemid,$num";
}
}
UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $gold); # 发放金币奖励
if ($err) {
return Resp::err($err);
}
UserGameModel::Add_Exp($req, $exp); # 发放经验奖励
UserProc::updateUserInfo($req); # 在获取战利品哪里已经update了.
$result = array(
'store' => $req->userInfo->game->store,
'heros' => $req->userInfo->game->heros,
'gates' => $req->userInfo->game->gates,
'tili' => $req->userInfo->game->tili,
'time' => $req->userInfo->game->privateState->TiliTime,
'gold' => $gold,
'exp' => $exp,
'rewardstr' => implode(';', $rwds)
);
return Resp::ok($result);
}
/**
* 是否可以战斗
* @param type $req
* @param $gateId
* @param $difficulty
* @return type
*/
static function CanFight($req, $gateId, $difficulty) {
$gatesRecord = $req->userInfo->game->gates->newGateRecord;
$smGate = GameConfig::gate_getItem($gateId);
if (!CommUtil::isPropertyExists($gatesRecord->record, $gateId)) {
$gatesRecord->record->$gateId = ObjectInit();
}
if ($difficulty > 2) {
return Resp::err(ErrCode::err_arenasgate_indexillegal);
}
if ($difficulty == 0) {
if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "normal")) {
return Resp::err(ErrCode::err_arenas_normalgate_numno);
}
if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "normalToday")) {
return Resp::err(ErrCode::err_arenas_normalgate_numno);
}
if ($smGate->cishu1 - $gatesRecord->record->$gateId->normalToday < 1) {
return Resp::err(ErrCode::err_arenas_normalgate_numno);
}
$gatesRecord->record->$gateId->normalToday += 1;
} else if ($difficulty == 1) {
if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "hard")) {
return Resp::err(ErrCode::err_arenas_normalgate_numno);
}
if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "hardToday")) {
return Resp::err(ErrCode::err_arenas_normalgate_numno);
}
if ($smGate->cishu2 - $gatesRecord->record->$gateId->hardToday < 1) {
return Resp::err(ErrCode::err_arenas_normalgate_numno);
}
$gatesRecord->record->$gateId->hardToday += 1;
} else if ($difficulty == 2) {
if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "elite")) {
return Resp::err(ErrCode::err_arenas_normalgate_numno);
}
if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "eliteToday")) {
return Resp::err(ErrCode::err_arenas_normalgate_numno);
}
if ($smGate->cishu3 - $gatesRecord->record->$gateId->eliteToday < 1) {
return Resp::err(ErrCode::err_arenas_normalgate_numno);
}
$gatesRecord->record->$gateId->eliteToday += 1;
}
}
//
//
/**
* 关卡—————— 根据星星数量获得对应奖励
* @param type $req
* @deprecated since version 0 用新版
*/
public static function GetArenasStarReward($req) {
$resp = Resp::err(ErrCode::method_notimplement_err);
$gamedata = $req->userInfo->game;
$rewardID = $req->paras[0]; //奖励的数据ID
//1.检查奖励数据是否存在
$rewardCfg = GameConfig::gate_starreward_getItem($rewardID); // ConstProc::getArenasGate_StarReward($rewardID);
if (!$rewardCfg) {
return Resp::err(ErrCode::err_arenas_starreward_const_no);
}
//2.检查玩家是否已经领取了
$gates = $req->userInfo->game->gates;
$getStarRewardRecord = ArrayInit();
if (CommUtil::isPropertyExists($gates, "starRewards")) {
$getStarRewardRecord = $gates->starRewards;
}
if (CommUtil::isInArray($getStarRewardRecord, $rewardID)) {
return Resp::err(ErrCode::err_arenas_hasgetstarreward);
}
//3.检查玩家的当前星星数是否满足数量要求
//"normal": {
// "latest": 502001,
// "highest": 502001,
// "gates": {
// "502001": {
// "star": 3,
// "cleared": 1,
// "challengeTimes": 1
// }
// }
$totalStarNum = 0;
$normalRecord = $gates->normal;
foreach ($normalRecord->gates as $key => $gate) {
$totalStarNum += $gate->star;
}
$hardRecord = $gates->hard;
foreach ($hardRecord->gates as $key => $gate) {
$totalStarNum += $gate->star;
}
$eliteRecord = $gates->elite;
foreach ($eliteRecord->gates as $key => $gate) {
$totalStarNum += $gate->star;
}
DebugHelper::var_dump($totalStarNum);
if ($totalStarNum < $rewardCfg->star) {
return Resp::err(ErrCode::err_arenas_starreward_starNotEnough);
}
$rewardStr = $rewardCfg->reward;
$arr_reward = explode(",", $rewardStr);
$itemId = $arr_reward[0];
$itemNum = $arr_reward[1];
$str1 = substr($itemId, 0, 3);
switch ($str1) {
///怪物卡或者英雄卡牌获取
case "101":
case "201":
// HeroProc::AddHeroTFromStore($req, $itemId);
break;
///装备物品的获取.
case "301":
case "302":
case "303":
StoreProc::PutEquipInStore($itemId, $req);
break;
///宝石的获取
case "304":
StoreProc:: PutOverlyingItemInStore($itemId, $itemNum, $req);
break;
//金币的获取
case "399":
if ($itemId == "399002") {
UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $itemNum);
}
break;
default:
break;
}
//保存记录
$getStarRewardRecord[] = $rewardID;
$req->userInfo->game->gates->starRewards = $getStarRewardRecord;
// 更新数据库数据
UserProc::updateUserInfo($req);
$result = ObjectInit();
$result->getreward = true;
$resp = Resp::ok($result);
return $resp;
}
/**
* 扣除买buffer的费用
* @param type $req
* @return type
*/
public static function ConsumeBufferGold($req) {
$user = $req->userInfo->game; # user引用
$money = $req->paras[0]; //需要的手工费
// echo var_dump($money);
$bDeal = UserGameModel::Consume_Gold($user, $money);
if ($bDeal) {
$result = array(
'resp' => "succeed!"
);
// 更新数据库数据
$resp = Resp::ok($result);
} else {
// $user->gold=0;
$result = array(
'resp' => "succeed!"
);
// 更新数据库数据
$resp = Resp::ok($result);
}
UserProc::updateUserInfo($req);
return $resp;
}
//
//
/**
* 查询租借好友记录
* @param Req $req
*/
public static function GetBorrowedFriends($req) {
// 查询好友借用记录中的数据
$rentedfriends = $req->userInfo->game->privateState->rentedFriends;
if (!$rentedfriends || !is_array($rentedfriends)) {
$rentedfriends = ArrayInit();
}
return Resp::ok(array('ret' => $rentedfriends));
}
/**
* 清理战斗租借好友记录
*
*/
public static function ClearFightRentRecord($req) {
$req->userInfo->game->privateState->rentedFriends = ArrayInit();
}
/**
* 扣除借用好友费用
* @param Req $req
*/
public static function ConsumeBorrowFriend($req) {
// 提取参数:好友id
$friend_uid = $req->paras[0];
// 验证好友关系
if (!FriendProc::isFriendship($req->zoneid, $req->uid, $friend_uid)) {
return Resp::err(ErrCode::friend_no_err);
}
// 验证尚未租借过
$rentedfriends = $req->userInfo->game->privateState->rentedFriends;
if (!$rentedfriends || !is_array($rentedfriends)) {
$rentedfriends = ArrayInit();
}
if (in_array($friend_uid, $rentedfriends)) {
return Resp::err(array('err' => -1, 'msg' => 'has rented this player today!'));
}
// 验证好友出借英雄
$friend_info = UserProc::getUserInfo(gMem(), $req->zoneid, $friend_uid);
if (!$friend_info) {
return Resp::err(ErrCode::user_no_err, '找不到好友的游戏数据!');
}
// todo:啦啦啦... 先不写了,管它用的是哪个英雄呢
//
// 扣除费用,失败->金币不足
$arr = explode(',', glc()->User_Friends_HireFriendForBattle_Cost);
if (count($arr) < 2) {
return Resp::err(ErrCode::const_no_err);
}
$itemid = $arr[0]; # 道具id
$amt = $arr[1]; # 数量
if ($itemid == META_GOLD_ITEMID) {
$user = $req->userInfo->game;
if ($user->gold < $amt) {
return Resp::err(array('err' => -2, 'msg' => 'gold not enough!'));
}
UserGameModel::Consume_Gold($user, $amt);
// todo: 给好友发送金币 邮件
EmailProc::SendHireCoinFromFight($req->zoneid, $friend_uid, #
$req->userInfo->game->name, $req->uid, $amt); # 好友收益需要扣除系统税率.
} else {
return Resp::err(ErrCode::const_no_err);
}
// 添加借用记录
$rentedfriends[] = $friend_uid;
$req->userInfo->game->privateState->rentedFriends = $rentedfriends;
// 回写数据
UserProc::updateUserInfo($req); // 玩家数据
// UserProc::setUserInfo(global_mem(), $friend_info); // 好友数据
// 返回
return Resp::ok(array('err' => 0, 'curgold' => $user->gold));
}
//
//
/**
* 挑战黄金 无穷无尽战斗模式
* @param type $req
*/
public static function ChallengeEndlessFightMode_Gold($req) {
$gateForeverId = $req->paras[0];
$difficuty = $req->paras[1];
$bociCount = $req->paras[2];
//判断是否已经达到挑战的次数上限
$gates = $req->userInfo->game->gates;
if (!CommUtil::isPropertyExists($gates, "forever_Gold_FightTimes")) {
$gates->forever_Gold_FightTimes = 0;
}
if ($gates->forever_Gold_FightTimes >= glc()->Battle_Forever_MaxCountEveryDay) {
return Resp::err(ErrCode::err_gateForever_countIsFull, '挑战次数已经用尽!');
}
//1.取出无尽模式的关卡常量数据
$gateForeverConst = GameConfig::gateforever_getItem($gateForeverId); // ConstProc::getGold_GateForeverGoldConst($gateForeverId);
$gateBattleBociConst = GameConfig::gatecombat_getItem($gateForeverId);
if (!$gateForeverConst) {
return Resp::err(ErrCode::err_gateForever_const_no);
}
//判断次数是否合法
$bociArr = explode(",", $gateBattleBociConst->level);
if ($bociCount > count($bociArr)) {
return Resp::err(ErrCode::err_gateForever_countillegal);
}
//2.取出模式下的奖励数据
$rewardStr = $gateForeverConst->reward1;
$arr_reward = explode(";", $rewardStr);
foreach ($arr_reward as $value) {
if (strlen($value) > 0) {
$arr_RealReward = explode(",", $value);
$itemId = $arr_RealReward[0];
$itemNum = $arr_RealReward[1];
$str1 = substr($itemId, 0, 3);
//3.根据挑战的波次数据,重复累计获得奖励
for ($i = 0; $i < $bociCount; $i++) {
switch ($str1) {
///怪物卡或者英雄卡牌获取
case "101":
case "201":
// HeroProc::AddHeroTFromStore($req, $itemId);
break;
///装备物品的获取.
case "301":
case "302":
case "303":
StoreProc::PutEquipInStore($itemId, $req);
break;
///宝石的获取
case "304":
StoreProc:: PutOverlyingItemInStore($itemId, $itemNum, $req);
break;
//金币的获取
case "399":
if ($itemId == "399002") {
UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $itemNum);
}
break;
default:
break;
}
}
}
}
//4、存储玩家的挑战次数
$gates->forever_Gold_FightTimes = $gates->forever_Gold_FightTimes + 1;
// 回写数据
UserProc::updateUserInfo($req);
$result = ObjectInit();
$result->result = "succeed";
$result->forever_Gold_FightTimes = $gates->forever_Gold_FightTimes;
$resp = Resp::ok($result);
return $resp;
}
/**
* 清理挑战无尽模式的 次数记录
*
*/
public static function ClearGateForeverGold_FightCountEveryDay($req) {
$req->userInfo->game->gates->forever_Gold_FightTimes = 0;
}
/**
* 清理每个难度副本的每日战斗次数
* @param type $req
*/
public static function ClearGateTimes($req) {
if (!CommUtil::isPropertyExists($req->userInfo->game->gates, 'newGateRecord')) {
$req->userInfo->game->gates->newGateRecord = ObjectInit();
}
if (!CommUtil::isPropertyExists($req->userInfo->game->gates->newGateRecord, 'record')) {
return;
}
$obj = $req->userInfo->game->gates->newGateRecord->record;
//$result = empty($obj);
// if ($result == true) {
// return;
//}
foreach ($obj as $key => $value) {
$value->normalToday = 0;
$value->hardToday = 0;
$value->eliteToday = 0;
}
UserProc::updateUserInfo($req);
}
//
//
//
/**
* 开启副本
* @param Req $req
*/
public static function OpenTheCarbon($req) {
$gates = $req->userInfo->game->gates;
$openedcarbons = $gates->carbons->openedCarbons;
# 提取参数
$carbonId = $req->paras[0]; # 副本ID
$difficulty = $req->paras[1]; # 难度等级 1,2,3
$key = "$carbonId-$difficulty"; # 键值
if (!($gates && $openedcarbons)) {
return Resp::err(ErrCode::err_innerfault);
}
if ($difficulty > 3 || $difficulty < 1) {
return Resp::err(ErrCode::carbon_wrongdifficult);
}
if (CommUtil::isPropertyExists($openedcarbons, $key)) {
$carbon = $openedcarbons->$key;
} else {
$carbon = new CarbonModel();
}
if ($carbon->closeTs > now()) {
return Resp::err(ErrCode::carbon_opened);
}
$carbonModel = GameConfig::gate_carbon_getItem($carbonId); # 常量
# 扣除开启消耗的道具
$keyid = "keyId$difficulty";
$keynum = "keyNum$difficulty";
$costItemId = $carbonModel->$keyid;
$costItemNum = $carbonModel->$keynum;
$err = StoreProc::removeItemFromStore($req->userInfo->game->store, $costItemId, $costItemNum);
if ($err) { # 扣除失败
return Resp::err($err);
}
$carbon->closeTs = now() + $carbonModel->duration; # 关闭倒计时
$carbon->curIndex = 0; # 索引重置为0
$openedcarbons->$key = $carbon;
$req->userInfo->game->gates->carbons->openedCarbons = $openedcarbons;
UserProc::updateUserInfo($req);
return Resp::ok(array('err' => 0, 'carbons' => $openedcarbons));
}
/**
* 挑战副本关卡
* @param Req $req
*/
public static function ChallengeCarbon($req) {
$gates = $req->userInfo->game->gates;
$carbons = $gates->carbons->openedCarbons;
# 提取参数
$carbonId = $req->paras[0]; # 副本ID
$difficulty = $req->paras[1]; # 难度等级 1,2,3
$gateindex = $req->paras[2]; # 关卡索引 0,1,2,...
$star = $req->paras[3]; # 战斗评价(几星)
$TeamObj = $req->paras[4]; # 队伍信息
// $bossId = $req->paras[5]; # 本关消灭的bossid (<=0代表本关卡未出现boss)
if ($difficulty > 3 || $difficulty < 1) {
return Resp::err(ErrCode::carbon_wrongdifficult);
}
$key = "$carbonId-$difficulty"; # 键值
# 0 当前副本处于开启状态
# 1 当前关卡索引,不能跳着打,
# 2 记录下战斗评价(几星), 也许以后用得着,比如最后通关后,给个啥奖励
# 3 决定掉落物品, 发给客户端
# 4 发放对应的经验之类的东西
# 5 检查是否最后一个关卡, 是, 关闭副本
# 6 回存数据,返回
isEditor() && $carbon = new CarbonModel;
if (CommUtil::isPropertyExists($carbons, $key)) {
$carbon = $carbons->$key;
} else {
$carbon = null;
}
if (!$carbon || $carbon->closeTs < now()) {
return Resp::err(ErrCode::carbon_closed);
}
$carbonModel = GameConfig::gate_carbon_getItem($carbonId); # 副本常量数据
$gateIds = explode(',', $carbonModel->gateids);
if ($gateindex < 0 || $gateindex >= count($gateIds)) {
return Resp::err(ErrCode::carbon_gateIndex);
}
if ($carbon->curIndex == $gateindex || $gateindex == 0) {
$carbon->curIndex += 1; # 更新进度
} else { # 不能跳关
return Resp::err(ErrCode::carbon_gateIndex);
}
$gateId = $gateIds[$gateindex]; # 通过索引获得关卡ID
$tl = "tili$difficulty"; # 体力难度
$rwd = "reward$difficulty"; # 奖励难度
$arr = array("normal", 'hard', 'elite'); # 难度名称
$gt = $arr[$difficulty - 1]; # 关卡分类
$gateModel = GameConfig::gate_carbon_content_getItem($gateId); # 副本关卡常量数据
$tili = $gateModel->$tl; # 扣除体力
$reward = $gateModel->$rwd; # 获得奖励
#
# 打副本呢也要扣除体力
ActiveProc::ChangeTili(-$tili, $req);
# 扣除多少体力就给账号增加多少经验 -by 李宁, reconfirmed by wg 20170519144109
UserGameModel::Add_Exp($req, $tili);
# 增加英雄经验(也是依据扣除的体力数)
foreach ($TeamObj as $heroUID) {
HeroProc::HeroAddEXP($heroUID, $tili, $req);
}
// $carbon->stars; 暂不记录了
# 掉落战利品->获取
$err = StoreProc::AddMultiItemInStore($req, $reward);
if ($err) {
return Resp::err($err);
}
if (count($gateIds) == $gateindex + 1) { # 最后一个关卡
unset($carbons->$key); # 关闭掉关卡,或者是直接删掉
} else {
$carbons->$key = $carbon; # 回存数据
}
$req->userInfo->game->gates->carbons->openedCarbons = $carbons;
UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
# Ps.备注,奖品是固定的,所以不必返回
$result = array(
'store' => $req->userInfo->game->store,
'heros' => $req->userInfo->game->heros,
'gates' => $req->userInfo->game->gates,
'tili' => $req->userInfo->game->tili,
'time' => $req->userInfo->game->privateState->TiliTime
);
return Resp::ok($result);
}
/** 新版本的挑战 副本胜利
*
* @param Req $req
*/
public static function NewChallengeCarbon($req) {
$gates = $req->userInfo->game->gates;
$carbons = $gates->carbons->openedCarbons;
# 提取参数
$carbonId = $req->paras[0]; # 副本ID
$gateId = $req->paras[1]; # 关卡ID
$difficulty = $req->paras[2]; # 难度等级 1,2,3
$star = $req->paras[3]; # 战斗评价(几星)
$TeamObj = $req->paras[4]; # 队伍信息
if ($difficulty > 3 || $difficulty < 1) {
return Resp::err(ErrCode::carbon_wrongdifficult);
}
$key = "$carbonId-$difficulty"; # 键值
# 0 当前副本处于开启状态
# 1 战斗胜利之后,副本直接关闭
# 2 记录下战斗评价(几星), 也许以后用得着,比如最后通关后,给个啥奖励
# 3 决定掉落物品, 发给客户端
# 4 发放对应的经验之类的东西
# 5 检查是否最后一个关卡, 是, 关闭副本
# 6 回存数据,返回
isEditor() && $carbon = new CarbonModel;
if (CommUtil::isPropertyExists($carbons, $key)) {
$carbon = $carbons->$key;
} else {
$carbon = null;
}
if (!$carbon || $carbon->closeTs < now()) {
return Resp::err(ErrCode::carbon_closed);
}
unset($carbons->$key);
$tl = "tili$difficulty"; # 体力难度
$rwd = "reward$difficulty"; # 奖励难度
$gateModel = GameConfig::gate_carbon_content_getItem($gateId); # 副本关卡常量数据
$tili = $gateModel->$tl; # 扣除体力
$reward = $gateModel->$rwd; # 获得奖励
#
# 打副本呢也要扣除体力
ActiveProc::ChangeTili(-$tili, $req);
// 按照概率规则发放奖品
$rewardsArr = explode(";", $reward);
$rwds = array();
foreach ($rewardsArr as $r) {
$arr = explode(',', $r);
$itemid = intval($arr[0]);
$num = intval($arr[1]);
$probability = floatval($arr[2]); # 掉落概率精度精确到±0.01%
if (CommUtil::randomPercent($probability)) { # 投色子
$err = StoreProc::AddMultiItemInStore($req, "$itemid,$num");
if ($err) {
return Resp::err($err);
}
$rwds[] = "$itemid,$num";
}
}
if ($err) {
return Resp::err($err);
}
$req->userInfo->game->gates->carbons->openedCarbons = $carbons;
UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
# Ps.备注,奖品是固定的,所以不必返回
SystemProc::Carbon_Win($req->zoneid, $req->userInfo->game, $carbonId, $difficulty); # 插入通过副本消息
$result = array(
'store' => $req->userInfo->game->store,
'heros' => $req->userInfo->game->heros,
'gates' => $req->userInfo->game->gates,
'tili' => $req->userInfo->game->tili,
'time' => $req->userInfo->game->privateState->TiliTime,
'gold' => 0,
'exp' => 0,
'rewardstr' => implode(';', $rwds)
);
return Resp::ok($result);
}
/**
* 挑战剧情关卡
* @param type $req
*/
public static function ChallengeStoryGate($req) {
$gates = $req->userInfo->game->gates;
# 提取参数
$storyId = $req->paras[0]; # 剧情ID
$difficulty = $req->paras[1]; # 难度等级 1,2,3
$star = $req->paras[2]; # 战斗评价(几星)
$TeamObj = $req->paras[3]; # 队伍信息
$bossId = $req->paras[4]; # 本关消灭的bossid (<=0代表本关卡未出现boss)
//
#1. 判断是否有记录过剧情的战斗信息
if (!CommUtil::isPropertyExists($gates, "story")) {
$gates->story = ObjectInit();
$gates->story->lastFinishedStoryGateId = 0;
$gates->story->allFinishedStoryGateIdList = ArrayInit();
}
$storrRecord = $gates->story;
#2.取出模式下的奖励数据
$memStoryModel = GameConfig::gatestory_getItem($storyId);
$tili = 0;
$rewardStr = $memStoryModel->storyGateReward;
#3 同步下剧情的推进进度数据
if ($storrRecord->lastFinishedStoryGateId == $storyId || in_array($storyId, $storrRecord->allFinishedStoryGateIdList)) {
return Resp::err(ErrCode::story_repeatfight); #剧情关卡不能重复战斗 只能打一次
} else {
$storrRecord->lastFinishedStoryGateId = $storyId;
$storrRecord->allFinishedStoryGateIdList[] = $storyId;
}
#
# 4 万一打剧情也扣除体力呢
if ($tili > 0) {
ActiveProc::ChangeTili(-$tili, $req);
# 扣除多少体力就给账号增加多少经验 -by 李宁, reconfirmed by wg 20170519144109
UserGameModel::Add_Exp($req, $tili);
# 增加英雄经验(也是依据扣除的体力数)
foreach ($TeamObj as $heroUID) {
HeroProc::HeroAddEXP($heroUID, $tili, $req);
}
}# 5 玩家获得 剧情的战斗奖励
$err = StoreProc::AddMultiItemInStore($req, $rewardStr);
if ($err) {
return Resp::err($err);
}# 6 回存玩家的战斗记录
$req->userInfo->game->gates->story = $storrRecord;
UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
# Ps.备注,奖品是固定的,所以不必返回
$result = array(
'store' => $req->userInfo->game->store,
'heros' => $req->userInfo->game->heros,
'gates' => $req->userInfo->game->gates,
'tili' => $req->userInfo->game->tili,
'time' => $req->userInfo->game->privateState->TiliTime
);
return Resp::ok($result);
}
//
//
//
}