$ke;
}
}
return null;
}
/**
* [6800] 关卡战斗 - 预计算掉落
*/
public static function Arenas_preFight() {
Err(ErrCode::err_method_obsoleted, "reward字段已于2022.1.11被删除,代码需维护!");
list($gateId, $difficulty) = req()->paras; # 提取参数
my_Assert($gateId > 0, "关卡id非法");
$isFirst = self::isFirstChallenge($gateId, $difficulty); # 是否首次通关
$smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
$i = $difficulty + 1; # 按三个难度取不同的值.
// $tili = self::getProperty_n($smGate, "tili", $i); # 体力暂时未用上
$rwdstr = self::getProperty_n($smGate, "reward", $i);
$firstPassRewardStr = self::getProperty_n($smGate, 'first_reward', $i);
if ($isFirst) { # 是否首次通关切换奖励内容
$rwdstr = $firstPassRewardStr;
}
$rsarr = explode(';', $rwdstr);
my_Assert(count($rsarr) > 0, "关卡奖励数据异常");
$dic = array();
foreach ($rsarr as $rs) {
$rarr = explode(',', $rs);
$id = intval($rarr[0]);
$num = intval($rarr[1]);
$percent = intval(rtrim($rarr[2], '%'));
if (CommUtil::randomPercent($percent)) { # 投骰子 决定是否本次掉落
$dic[] = array($id => $num); # 掉落
}
}
$arr = array(); # 拼接返回字符串
foreach ($dic as $item) {
foreach ($item as $k => $v) {
$arr[] = sprintf("%s,%s", $k, $v);
}
}
$_rewards = implode(";", $arr); # 最终奖励字符串
$redis_key = MemKey_User::temp_arenas_pre_reward_md5_str(req()->zoneid, req()->uid);
$md5 = md5($gateId . $difficulty . $_rewards);
gMem()->set($redis_key, $md5, 86400); # 有效期一天,有新的就覆盖
return Resp::ok(array("r" => $_rewards)); # 返回奖励字符串
// 生成奖励串, 写入redis一个md5(过期时间1day)
// 奖励串返回客户端
// 客户端根据奖励串展示奖励
// 最后再将奖励串通过挑战接口返回给服务端,
// 服务端计算奖励传的md5并与redis中的md5做对比.(这里最好采用字段排序后的字符串或者啥的,避免中间因json序列化/反序列化时改变字符串)
}
/**
* [6806] 领取章节星数奖励
*/
public static function DrawChapterStarsReward() {
list($chapterId, $hard, $stars) = req()->paras; # 参数: 章节id, 难度, 分数
$hard = $hard + 1;
$userGates = ctx()->gates();
if (!property_exists($userGates->chapterStarsRwd, $chapterId)) { # 防御第一次读取本章节数据
$userGates->chapterStarsRwd->$chapterId = ObjectInit();
}
$chapterInfo = $userGates->chapterStarsRwd->$chapterId; # 本章节数据
if (!property_exists($chapterInfo, $hard)) { # 防御当前难度数据未创建
$chapterInfo->$hard = array();
}
$starsArr = $chapterInfo->$hard; # 当前章节,当前难度的领取记录
my_Assert(!in_array($stars, $starsArr), ErrCode::err_arenas_hasgetstarreward); # 奖励已领取
$rwdCfgArr = GameConfig::gate_starreward_getItem($chapterId, $hard); # 奖励配置数组
$starCfg = StlUtil::arrayFind($rwdCfgArr, function ($v, $k)use ($stars) { # 在数组中查找到对应星数的奖励
return ($v->star == $stars);
});
my_Assert(null != $starCfg, ErrCode::err_arenas_starreward_const_no); # 找不到指定星数的配置数据
$sumOfStars = 0;
$userGateL = null;
switch ($hard) { # 取不同难度数据记录
case 1:
$userGateL = new Ins_UserGatesModel($userGates->normal);
break;
case 2:
$userGateL = new Ins_UserGatesModel($userGates->hard);
break;
case 3:
$userGateL = new Ins_UserGatesModel($userGates->elite);
break;
default:
break;
}
my_Assert(null != $userGateL, ErrCode::err_innerfault); # 玩家数据有问题
array_walk($userGateL->gates, function ($v, $k)use (&$sumOfStars) { # 累加星数
$sinfo = new GateStar($v->star);
$sumOfStars += $sinfo->Stars();
});
my_Assert($stars <= $sumOfStars, ErrCode::err_arenas_starreward_starNotEnough); # 星数未达标
StoreProc::AddMultiItemInStore($starCfg->reward); # 发放奖励
$starsArr[] = $stars; # 领奖记录
$userGates->chapterStarsRwd->$chapterId->$hard = $starsArr; # 回写数据
UserProc::updateUserInfo();
return Resp::ok(array("store" => ctx()->store(),
'gold' => ctx()->base()->gold,
'cash' => ctx()->base()->cash
)); # 返回值
}
/**
* [6801] 关卡挑战1次
*/
public static function Arenas_Fight() {
$gateId = req()->paras[0];
list($gateId, $difficulty, $star, $TeamObj) = req()->paras; # 提取参数: 挑战的关卡Id, 关卡难度(0,1,2), 几星, 队伍, 奖励字符串
my_Assert($gateId > 0, ErrCode::err_arenasgate_indexillegal); # 关卡id非法
// $md5 = gMem()->get(MemKey_User::temp_arenas_pre_reward_md5_str($req->zoneid, $req->uid));
// $_md5 = md5($gateId . $difficulty . $rewardStr);
// my_Assert($md5 == $_md5, ErrCode::err_arenas_rewardIllegal); # 奖励不匹配
$smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
switch ($smGate->battleType) { #(0普通 怪物全部创建 1Boss站 2引导剧情 3竞技场 4非战斗场景)
case 0: # 普通关卡
case 1: # 含有boss的关卡(结算时按击杀boss)
return self::_NormalGate();
case 2: # 剧情引导类关卡
break;
case 3: # pvp
break;
case 4: # 大厅/主城/召唤之类的
break;
case 5: # 材料副本
TaskProc::OnPassGateN($gateId, $difficulty + 1);
$level = substr($gateId, strlen($gateId) - 2);
TaskProc::OnPassMaterialCarbonN($gateId, $level); # 材料副本
self::_LogMaterialChallenge($gateId); # 增加记录逻辑
break;
case 6: # 无尽塔
break;
case 7: # 世界boss
TaskProc::OnPassWorldBoss($gateId);
break;
default:
break;
}
// $map = new Info_Map();
// $map->addBattleRecord($gateId);
//$map->addBattleNumRecord($gateId, $ret);
$user = ctx();
$result = array(
'store' => $user->store,
'heros' => $user->heros,
'gates' => $user->gates,
'tili' => $user->base()->tili,
'time' => $user->privateState->TiliTime,
'gold' => $user->base()->gold,
'resPoint' => $user->base()->resPoint,
'cash' => $user->base()->cash,
'exp' => 0,
// 'rewardstr' => implode(';', $rewardArr),
'priv' => $user->privateState,
'isFirst' => false,
);
UserProc::updateUserInfo();
return Resp::ok($result);
}
private static function _LogMaterialChallenge($gateId) {
$priv = ctx()->privateState;
my_default_Obj($priv->materialDailyChallengeRecord); # 防御代码
if (!CommUtil::isPropertyExists($priv->materialDailyChallengeRecord, $gateId)) {
$priv->materialDailyChallengeRecord->$gateId = 0;
}
$priv->materialDailyChallengeRecord->$gateId++;
ctx()->privateState = $priv;
// var_dump($priv);
}
/**
* 通关普通关卡
*/
private static function _NormalGate() {
list($gateId, $difficulty, $star, $TeamObj) = req()->paras; # 提取参数: 挑战的关卡Id, 关卡难度(0,1,2), 几星, 队伍, 奖励字符串
$smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
$isFirst = false; # 是否首次通关
self::recordFight($gateId, $difficulty, $star, $isFirst); # 更新挑战记录
$i = $difficulty + 1; # 按三个难度取不同的值.
// $gold = self::getProperty_n($smGate, "gold", $i);
$exp = self::getProperty_n($smGate, "exp", $i);
$firstExp = self::getProperty_n($smGate, "first_exp", $i);
$firstHero = self::getProperty_n($smGate, "first_hero", $i);
$heroExp = self::getProperty_n($smGate, "heroExp", $i);
if ($isFirst) { # 是否首次通关切换奖励内容
$exp = $firstExp;
if ($firstHero > 0) { # 首次通关解锁英雄
HeroProc::AddHeroWithStar($firstHero, 0); # 添加英雄
}
}
// $rewardArr = self::SetRewards($req, $rewardStr); # 发通关奖励
// Data_UserGame::Add_Gold($req->userInfo->game->baseInfo, $gold); # 发金币
// Data_UserGame::Add_Exp(ctx()->baseInfo, $exp); # 给玩家(指挥官)增加经验
ctx()->base()->Add_Exp($exp); # 给玩家(指挥官)增加经验
foreach ($TeamObj as $heroUID) {
if ($heroUID > 0) {
echoLine("$heroUID");
HeroProc::HeroAddEXP($heroUID, $heroExp); # 增加英雄经验
}
}
UserProc::updateUserInfo(); # 回写玩家数据.
TaskProc::OnPassGateN($gateId, $difficulty + 1);
StatisticsProc::unlockGate($gateId); #统计通关最新关卡
$user = ctx();
$result = array(
'store' => $user->store,
'heros' => $user->heros,
'gates' => $user->gates,
'tili' => $user->base()->tili,
'time' => $user->privateState->TiliTime,
'gold' => $user->base()->gold,
'resPoint' => $user->base()->resPoint,
'cash' => $user->base()->cash,
'exp' => $exp,
// 'rewardstr' => implode(';', $rewardArr),
'isFirst' => $isFirst,
);
return Resp::ok($result);
}
/**
* 发放奖励串
* @param Req $req
* @param type $rewardStr
*/
public static function SetRewards($rewardStr) {
$getedArr = array(); # 统计所获奖励物品
$rewardsArr = explode(";", $rewardStr);
foreach ($rewardsArr as $r) { #
if (strlen($r) > 0) {
// $percentStr = explode(',', $r)[2];
// $percent = intval(trim($percentStr, "%")); # 剔除%
// if (CommUtil::randomPercent($percent)) {
$err = StoreProc::AddMultiItemInStore($r); # 发放奖励物品
my_Assert($err == ErrCode::ok, $err); # 出错了
$getedArr[] = $r; # 剔除最后一段概率字符串
// }
}
}
return $getedArr;
}
/**
* 更新战斗记录
* @param type $gateId
* @param type $difficulty
* @param type $star
*/
private static function isFirstChallenge($gateId, $difficulty) {
$userGates = ctx()->gates;
if ($difficulty == 0) { # 按照难度查找
$diffCult = $userGates->normal;
} else if ($difficulty == 1) {
$diffCult = $userGates->hard;
} else if ($difficulty == 2) {
$diffCult = $userGates->elite;
} else {
Err(ErrCode::err_arenas_difficulty); # 找不到难度类型
}
$typeId = substr($diffCult->highest, 0, 3); # 防御: 分类头不对
if ($typeId != '503') {
$diffCult->highest = 503000; # 设置为关卡第一关
}
if ($gateId > $diffCult->highest + 1) { # 不能跳关
Err(ErrCode::err_arenasgate_indexillegal);
}
$uGate = new Ins_UGate(); # 当前关卡的记录数据
if (isset($diffCult->gates->$gateId)) {
$uGate = $diffCult->gates->$gateId;
}
return !$uGate->cleared;
}
/**
* 更新战斗记录
* @param type $gateId
* @param type $difficulty
* @param type $star
*/
private static function recordFight($gateId, $difficulty, $star, &$isFirst = false) {
$userGates = ctx()->gates;
if ($difficulty == 0) { # 按照难度查找
$diffCult = $userGates->normal;
} else if ($difficulty == 1) {
$diffCult = $userGates->hard;
} else if ($difficulty == 2) {
$diffCult = $userGates->elite;
} else {
Err(ErrCode::err_arenas_difficulty); # 找不到难度类型
}
$typeId = substr($diffCult->highest, 0, 3); # 防御: 分类头不对
if ($typeId != '503') {
if ($diffCult->highest < 503000) {
$diffCult->highest = 503000; # 设置为关卡第一关
}
}
// if ($gateId > $diffCult->highest + 1) { # 不能跳关
// Err(ErrCode::err_arenasgate_indexillegal);
// }
if ($gateId == $diffCult->highest + 1 && $star > 0) { # 星级大于等于0,才可以推关
$diffCult->highest += 1; # 更新最高记录
RankProc::recordNewPassGateInfo(req()->uid, $gateId); # 更新通关记录
}
$diffCult->latest = $gateId; # 记录上次挑战关卡id
$uGate = new Ins_UGate(); # 当前关卡的记录数据
if (isset($diffCult->gates->$gateId)) {
$uGate = $diffCult->gates->$gateId;
}
$uGate->challengeTimes++; # 当前关卡挑战次数
$uGate->star |= $star; # 当前关卡得分评星
if (!$uGate->cleared) {
$uGate->cleared = 1; # 当前关卡是否已通关
$isFirst = true;
}
$diffCult->gates->$gateId = $uGate; # 回写关卡记录
$userGates->TotalNum++; # 总战斗次数+1
$userGates->Times++;
ctx()->gates = $userGates; # 回写数据
}
/**
* 清理每个难度副本的每日战斗次数
*/
public static function ClearGateTimes() {
ctx()->gates->Times = 0;
}
//
//
/**
* [6802]新扫荡
*/
public static function Arenas_NewSweepFight() {
Err(ErrCode::err_method_obsoleted, "reward字段已于2022.1.11被删除,代码需维护!");
Err(ErrCode::err_method_obsoleted); # 没开扫荡功能
list($gateId, $difficulty, $costItemId) = req()->paras; # 关卡id, 难度 difficulty, 扫荡券id
$user = ctx();
$smGate = GameConfig::gate_getItem($gateId);
my_default_Obj($user->gates->newGateRecord); # 防御未初始化的变量
$gatesRecord = $user->gates->newGateRecord;
my_default_Obj($gatesRecord->record); # 防御未初始化的变量
$i = $difficulty + 1; // 按三个难度取不同的值.
$tili = self::getProperty_n($smGate, "tili", $i);
$reward = self::getProperty_n($smGate, "reward", $i);
$gold = self::getProperty_n($smGate, "gold", $i);
$exp = self::getProperty_n($smGate, "exp", $i);
$err = StoreProc::removeItemFromStore($user->store, $costItemId, 1);
my_Assert(ErrCode::ok == $err, $err); # 扣除失败
$canfighterr = SweepGatesProc::CanFight($gateId, $difficulty); # 补充战斗记录
if ($canfighterr) {#不能符合战斗要求
return $canfighterr;
}
$user->gates->newGateRecord = $gatesRecord; # 回写数据
ActiveProc::ChangeTili(- $tili); # 扣减体力
$user->gates->TotalNum++; # 更新战斗次数统计
$user->gates->Times++;
$rewardsArr = explode(";", $reward);
$rwds = array();
foreach ($rewardsArr as $r) { // 按照概率规则发放奖品
$arr = explode(',', $r);
$itemid = intval($arr[0]);
$num = intval($arr[1]);
$probability = intval($arr[2]);
if (CommUtil::randomPercent($probability)) { # 投色子
$err = StoreProc::AddMultiItemInStore("$itemid,$num");
my_Assert(ErrCode::ok == $err, $err);
$rwds[] = "$itemid,$num";
}
}
$user->base()->Add_Gold($gold); # 发放金币奖励
my_Assert(ErrCode::ok == $err, $err); # 失败
// Data_UserGame::Add_Exp($user->baseInfo, $exp); # 发放经验奖励
$user->base()->Add_Exp($exp); # 发放经验奖励
UserProc::updateUserInfo(); # 在获取战利品哪里已经update了.
$result = array(
'store' => $user->store,
'heros' => $user->heros,
'gates' => $user->gates,
'tili' => $user->base()->tili,
'time' => $user->privateState->TiliTime,
'gold' => $gold,
'exp' => $exp,
'rewardstr' => implode(';', $rwds)
);
return Resp::ok($result);
}
/**
* 是否可以战斗
* @param $gateId
* @param $difficulty
* @return type
*/
static function CanFight($gateId, $difficulty) {
$gatesRecord = ctx()->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;
}
return null; // false
}
//
//
//
// /**
// * [6805] 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();
// }
//
// /**
// * [6806] 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::err_const_no);
// }
// $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::err_const_no);
// }
//// 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));
// }
//
//
//
// /**
// * [6804] 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;
// }
// /**
// * [6807] 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;
// }
//
//
//
//
// /**
// * [6801] 开启副本
// * @param Req $req
// * @deprecated since version 0
// */
// public static function OpenTheCarbon($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 $req
// * @deprecated since version number
// */
// public static function ChallengeCarbon($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);
// }
// /**
// * [6809]新版本的挑战 副本胜利
// * @param Req $req
// * @deprecated since version 0
// */
// public static function NewChallengeCarbon($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);
// }
// /**
// * [6816] 挑战剧情关卡
// * @param type $req
// * @deprecated since version 0
// */
// public static function ChallengeStoryGate($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);
// }
//
//
//
}
/**
* 任务/挑战目标达成记录(三星评价)
* @author gwang
*/
class GateStar {
/**
* 根据后台记录的数值构造(反向提供给前端显示层)
* @param int $i
*/
public function __construct($i) {
$this->S1 = ($i & 1) > 0;
$this->S2 = ($i & 2) > 0;
$this->S3 = ($i & 4) > 0;
}
/**
* @var bool 第一个目标达成
*/
public $S1;
/**
* @var bool 第二个目标达成
*/
public $S2;
/**
* @var bool 第三个目标达成
*/
public $S3;
/**
* 统计总星数
* @return int
*/
public function Stars() {
return ($this->S3 ? 1 : 0) + ($this->S2 ? 1 : 0) + ($this->S1 ? 1 : 0);
}
}