cmd) {
case CmdCode::cmd_hero_levelup: # [6301] 英雄升级
return HeroProc::HeroLevelUpCostExpItem();
case CmdCode::cmd_hero_tupo: # [6328] 英雄突破
return HeroProc::tupo();
//
case CmdCode::cmd_hero_stageup: # [6304] 英雄进阶 SABCD
return HeroProc::HeroStageUp();
// case CmdCode::cmd_hero_upstar: # [6305] 英雄升星
// return HeroProc::HeroUpStarByPieces();
// case CmdCode::cmd_hero_changelockstate: # [6306] 英雄-修改锁定状态
// return HeroProc::HeroChangelockstate();
// case CmdCode::cmd_hero_buyCollectHeroLimtCount: # [6312] 扩展英雄数量上限
// return HeroProc::BuyHeroMaxCountLimt();
//
// case CmdCode::cmd_hero_GetDiscuss: # [6316]拉取英雄评论
// return HeroDiscussProc::GetDiscusses();
// case CmdCode::cmd_hero_PostDiscuss: # [6317]对英雄发表评论
// return HeroDiscussProc::Post();
// case CmdCode::cmd_hero_PraiseDiscuss: # [6318]给某条评论点赞
// return HeroDiscussProc::PriaseMsg();
// case CmdCode::cmd_hero_DeleteDiscuss: # [6319]删除评论
// return HeroDiscussProc::DeletePost();
// case CmdCode::cmd_hero_scoreit: # [6320]给某个英雄评分
// return HeroDiscussProc::Score();
//
//
// case CmdCode::cmd_hero_buyHero: # [6321]购买英雄
// return HeroProc::BuyHeroByCostPieces();
// case CmdCode::cmd_hero_upGodBlood: # [6322] 神血升级
// return HeroProc::UpGodBloodHeroByPieces();
// case CmdCode::cmd_hero_unlockByPieces: # [6323] 解锁碎片
// return HeroProc::UnLockHeroByPieces();
//
//
# --------- 英雄技能 -----------
case CmdCode::cmd_hero_upgradeSkillLevel: # [6314] 英雄的技能升级
return HeroProc::UpgradeSkillLevel();
case CmdCode::cmd_hero_unlockSkill: # [6324] 英雄技能 - 解锁技能
return HeroProc::UnlockSkill();
case CmdCode::cmd_hero_skillLevel_onekeyupgrade: # [6325] 英雄技能 - 一键升级
return HeroProc::OnekeyUpgradeSkillLevel();
case CmdCode::cmd_hero_saveHeroTeamConfig: # [6315] 保存玩家战队数据
return HeroProc::SaveHeroTeamConfig();
//
case CmdCode::cmd_hero_StrengthenStar: # [6326] 升星cmd_hero_YanlinUpLevel
return HeroProc::StrengthenStar();
case CmdCode::cmd_hero_YanlinUpLevel: # [6327] 言灵升级
return HeroProc::YanlinUpLevel();
case CmdCode::cmd_hero_YanLingReplace: # [6329] 言灵替换
return HeroProc::YanLingReplace();
case CmdCode::cmd_hero_zhaohuanYanLing: # [6330] 召唤言灵
return HeroProc::zhaohuanYanLing();
//
default: # err: 未知的命令码
return Resp::err(ErrCode::cmd_err);
}
}
/**
* 6330 召唤言灵
*/
public static function zhaohuanYanLing() {
$cardId = req()->paras[0];
//$mosterId = req()->paras[1]; # 提取参数
my_Assert(StlUtil::dictHasProperty(ctx()->store->items, $cardId) , ErrCode::err_const_no);
$mo = GameConfig::item_yanlingbook_getItem($cardId);
my_Assert($mo != null, ErrCode::err_const_no);
my_Assert(ctx()->baseInfo->gold >= $mo->costGold, ErrCode::notenough_gold_msg);
$hunqiList = explode(',', $mo->hunqi);
my_Assert(StlUtil::dictHasProperty(ctx()->store->items, $hunqiList[0]), ErrCode::err_const_no);
$list = explode(';', $mo->cost_materials);
foreach ($list as $value) {
$slist = explode(',',$value);
$id = $slist[0];
$num = $slist[1];
my_Assert(StlUtil::dictHasProperty(ctx()->store->items, $id) && ctx()->store->items->$id >= $num , ErrCode::err_const_no);
}
ctx()->store(true)->RemoveItemFromStore($cardId, 1);
ctx()->base(true)->Consume_Gold($mo->cost);
ctx()->store(true)->RemoveItemFromStore($hunqiList[0],$hunqiList[1]);
foreach ($list as $value) {
$slist = explode(',',$value);
$id = $slist[0];
$num = $slist[1];
ctx()->store(true)->RemoveItemFromStore($id,$num);
}
//1:指定卡;2:品质固定随机卡;3:品质元素固定随机卡
$rList = explode(';', $mo->yanlingPool);
$rand = rand(0,100);
$start = 0;
$end = 0;
$yanlingId =0;
foreach ($rList as $value) {
$valueList = explode(',', $value);
$end += $valueList[1];
if($rand >= $start && $rand < $end){
$yanlingId = $valueList[0];
break;
}
$start = $end;
}
// switch ($mo->type) {
// case 1:
// $yanlingId = $mo->yanlingPool;
// break;
// case 2:
// case 3:
// $rList = explode(';', $mo->yanlingPool);
// $rand = rand(0,100);
//
// $start = 0;
// $end = 0;
// foreach ($rList as $value) {
// $valueList = explode(',', $value);
// $end += $valueList[1];
//
// if($rand >= $start && $rand < $end){
// $yanlingId = $valueList[0];
// break;
// }
// $start = $end;
// }
//
//
// break;
// default:
// break;
// }
StoreProc::PutYanLingInStore($yanlingId);
// $yanling = new Ins_YanLin();
// $yanling->typeId = $yanlingId;
// $cid = ctx()->privateState->currentId++;
// ctx()->store(true)->yanling->$cid = $yanling;
UserProc::updateUserInfo();
return Resp::ok(array('store' => ctx()->store,'yanlingId'=> $yanlingId,'gold'=> ctx()->baseInfo->gold,));
}
//
/**
* [6324] 英雄技能解锁
* @version 2020.1.13 至今未进行对接, 再次整理版
* 2019.12.10 加班弄完第一版
*/
static function UnlockSkill() {
list($huid, $mainSkillId, $subSkillId) = req()->paras; # 提取参数: 英雄的UID, 主技能Id, 要升级的子技能ID
$user = ctx(); # user引用
$cHeros = $user->heros->collectHeros;
my_default_Obj($cHeros);
my_Assert(CommUtil::isPropertyExists($cHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要解锁的英雄
# # 2.判断英雄的该技能能否升级....
$targetHero = new Ins_UserHero($cHeros->$huid); # 直接类型识别
$targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
my_default_Arr($targteHeroSkills->$mainSkillId); # 保护子技能数组数据结构
my_Assert(!CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能已解锁"); # 子技能已经解锁
// if (!$targetHero->IsSkillUnlockAble($mainSkillId, $subSkillId)) { # 3.判断技能是否处于待解锁状态
// return Resp::err(ErrCode::hero_upgradeSkill_maxLevel);
// }
$sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
// my_Assert(Data_UserGame::Consume_Gold($user->baseInfo, $sm->unlockCost), # # 5. 扣除金币消耗
// ErrCode::notenough_gold_msg);
my_Assert($user->base()->Consume_Gold($sm->unlockCost), # # 5. 扣除金币消耗
ErrCode::notenough_gold_msg);
array_push($targteHeroSkills->$mainSkillId, $subSkillId); # 添加技能
$targetHero->subSkills = $targteHeroSkills;
$cHeros->$huid = $targetHero; # 回存Hero对象
UserProc::updateUserInfo(); # 回写数据
TaskProc::OnHeroUnlocSkill($targetHero->typeId, $subSkillId);
return Resp::ok($targetHero);
}
/**
* [6325] 英雄技能一键升级
*/
static function OnekeyUpgradeSkillLevel() {
list($huid, $mainSkillId, $subSkillId, $targetSubSkillId, $costGold) = req()->paras; # 提取参数: 英雄的UID, 主技能ID, 要升级的子技能ID, 升级到的子技能ID, 升级要消耗的金币
$user = ctx(); # user引用#
$collectHeros = $user->heros->collectHeros;
my_default_Obj($collectHeros); # 防御变量为空
my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
# # 2.判断英雄的该技能能否升级....
$targetHero = new Ins_UserHero($collectHeros->$huid); # 直接类型识别
$targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
my_default_Arr($targteHeroSkills->$mainSkillId); # 保护数据结构
my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
// if (!$targetHero->IsSkillUpdateAble($mainSkillId, $subSkillId)) { # 3.判断技能等级能否在继续升级了
// return Resp::err(ErrCode::hero_upgradeSkill_maxLevel);
// }
// $sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
// if (null == $sm) {
// return \Resp::err(ErrCode::err_const_no, '找不到子技能配置数据');
// }
my_Assert($user->base()->Consume_Gold($costGold), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
array_push($targteHeroSkills->$mainSkillId, $targetSubSkillId);
$targetHero->subSkills = $targteHeroSkills;
$collectHeros->$huid = $targetHero; # 更新Hero数据
UserProc::updateUserInfo(); # 回写数据
return Resp::ok($targetHero);
}
/**
* [6314]英雄技能升级
*/
static function UpgradeSkillLevel() {
list($huid, $mainSkillId, $subSkillId) = req()->paras; # 提取参数: 英雄的UID, 主技能Id, 要升级的子技能Id
$user = ctx(); # user引用
$collectHeros = $user->heros->collectHeros;
my_default_Obj($collectHeros); # 防御变量为空
my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
$targetHero = new Ins_UserHero($collectHeros->$huid);
$targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
my_Assert(CommUtil::isPropertyExists($targteHeroSkills, $mainSkillId), "玩家数据结构有问题."); # 主技能Id.
my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
my_Assert($targetHero->IsSkillUpdateAble($mainSkillId, $subSkillId), ErrCode::hero_upgradeSkill_maxLevel); # 3.判断技能等级能否在继续升级了
$sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
my_Assert($user->base()->Consume_Gold($sm->upgradeCost), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
array_push($targteHeroSkills->$mainSkillId, $sm->nextLevel_Id);
$targetHero->subSkills = $targteHeroSkills;
$collectHeros->$huid = $targetHero; # 更新hero数据
UserProc::updateUserInfo(); # 回写数据
return Resp::ok($targetHero);
}
//
//
//
/**
* 6304 英雄 升阶(消耗碎片)
*/
static function HeroStageUp() {
list($huid, $nextGrade) = req()->paras; # 提取参数: 英雄的UID,下一阶
$user = ctx(); # user引用
$collectHeros = $user->heros->collectHeros; # 角色容器
my_default_Obj($collectHeros); # 保证不为null
my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
$upHero = new Ins_UserHero($collectHeros->$huid); # 直接类型识别
my_Assert($upHero->grade < "S", ErrCode::hero_strength_maxstrengthlevel); # 已经达到S级
$heroUpgradeCostCfg = GameConfig::heroextra_level_getItem($upHero->typeId, $nextGrade);
my_Assert($heroUpgradeCostCfg, ErrCode::hero_strength_cost_const_no); # 1.检查是否存在这个升阶数据的模板
// my_Assert(Data_UserGame::Consume_HeroSegment($user, # # 扣除碎片
// $heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum), ErrCode::hero_segment_not_enough);
my_Assert($user->store()->Consume_HeroSegment($heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum), # 扣除碎片
ErrCode::hero_segment_not_enough); # 碎片数量不足
# 扣除碎片成功
$upHero->grade = $nextGrade; # 5.强化英雄进行成功升阶
$collectHeros->$huid = $upHero; # 更新Hero数据
UserProc::updateUserInfo(); # 6.数据回存
$resp = Resp::ok($upHero);
SystemProc::insertHero_StageUp(req()->zoneid, req()->uid, $user->base()->name, # # 插入系统广播
GameConfig::hero_getItem($upHero->typeId)->name, $upHero->grade);
self::CalcUserFightPower(req()->zoneid, req()->uid, ctx()); # 跟新战力统计
TaskProc::OnHeroGradeUp($upHero->typeId, $upHero->grade);
//StoreProc::addSegmentIntoStore($store, $segmentId, $num);
// var_dump($user->task->taskListDaily);
return $resp;
}
/**
* [6301] 英雄升级 - 消耗经验道具,获得经验(按照经验提升等级)
*/
static function HeroLevelUpCostExpItem() {
list($huid, $costItemId, $costNumber) = req()->paras; # 提取参数: 玩家英雄实例编号, 消耗的道具ID, 消耗的道具数量
$user = ctx(); # user引用
$collectHeros = $user->heros->collectHeros; # 1. 检查是否存在要升级的英雄
my_default_Obj($collectHeros);
my_Assert(is_int($costNumber) && $costNumber >= 1, ErrCode::paras_err); # 参数合法性判断
my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 玩家拥有此英雄
$targetHero = new Ins_UserHero($collectHeros->$huid); #
//my_Assert($targetHero->HeroCanLevelUp(), "请提升指挥官等级."); # 2. 检查玩家等级是否可以继续升级, Ps. 全局限制 + 指挥官等级限制
$myPacketItems = $user->store->items; # 检查道具的数量,在背包中是否充足
my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);
$initLevel = $targetHero->level; # 初始等级
$totalEXP = 0; # 4.计算消耗的道具一共给多少经验值以及 一共要消耗多少金币
$costItemConst = GameConfig::item_stones_getItem($costItemId);
my_Assert(null != $costItemConst, ErrCode::err_const_no);
$totalGold = $costItemConst->costGold * $costNumber; #验证金币是否充足
my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
$user->baseInfo->gold -= $totalGold;
$totalEXP += $costItemConst->baseExp;
$heroConst = GameConfig::hero_getItem($targetHero->typeId); # 英雄模板数据
my_Assert(null != $heroConst, ErrCode::err_const_no, "英雄 模板数据");
// if ($costItemConst->element != 0 # # 相同元素加成
// && $costItemConst->element == $heroConst->element) {
// $totalEXP += $costItemConst->extraExp;
// }
$totalEXP *= $costNumber; # 消耗N个道具
$targetHero = self:: HeroAddEXP($huid, $totalEXP); # 获得经验
$myPacketItems->$costItemId -= $costNumber; # 消耗道具
if ($myPacketItems->$costItemId < 0) {
$myPacketItems->$costItemId = 0;
}
ctx()->store->items = $myPacketItems; # 更新背包数据
my_Assert($targetHero->xp >= 0, "英雄经验出错");
UserProc::updateUserInfo(); # 回写玩家数据
TaskProc::OnHeroImprove(); # 事件检测
self::CalcUserFightPower(req()->zoneid, req()->uid, ctx()); # 跟新战力统计
$ret = array(
'hero' => $targetHero,
'store' => $user->store,
'gold' => $user->baseInfo->gold,
);
return Resp::ok($ret);
}
/**
* 唤灵师突破
*/
static function tupo() {
list($uid) = req()->paras;
$user = ctx();
$collectHeros = $user->heros->collectHeros; # 1. 检查是否存在要升级的英雄
my_default_Obj($collectHeros);
my_Assert(StlUtil::dictHasProperty($collectHeros, $uid), ErrCode::hero_no); # 参数合法性判断
$typeId = $collectHeros->$uid->typeId;
$curStar = $collectHeros->$uid->curStar;
my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
$mo = GameConfig::heroextra_level_tupo_getItem($typeId, $curStar + 1);
my_Assert($mo != null, ErrCode::err_const_no);
my_Assert($collectHeros->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
$segID = $mo->segID;
my_Assert(StlUtil::dictHasProperty($user->store->items, $segID), ErrCode::store_itemnotenough);
my_Assert($user->store->items->$segID >= $mo->segNum, ErrCode::store_itemnotenough);
$costItemsList = explode(';', $mo->costItems);
foreach ($costItemsList as $value) {
$list = explode(',', $value);
StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
}
$user->store->items->$segID -= $mo->segNum;
UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
$user->baseInfo->gold -= $mo->gold;
$collectHeros->$uid->curStar += 1;
$collectHeros->$uid->grade = $mo->quality; //唤灵师属性的计算公式里用这个字段了所以这补上
NormalEventProc::OnHeroTuPo($uid, $collectHeros->$uid->curStar); # 广播英雄升级事件
$user->heros->collectHeros = $collectHeros;
ctx($user);
$targetHero = new Ins_UserHero($collectHeros->$uid);
TaskProc::OnHeroGradeUp($targetHero->typeId, $targetHero->curStar); #唤灵师突破
UserProc::updateUserInfo(); # 回写玩家数据
$ret = array(
'hero' => $targetHero,
'store' => $user->store,
'gold' => ctx()->baseInfo->gold,
);
return Resp::ok($ret);
}
/**
* 武器替换
* @return type
*/
static function YanLingReplace() {
list($heroId, $yanlingRank, $heroReplaceId, $yanlingReplaceRank) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
$user = ctx();
$collectHeros = $user->heros->collectHeros;
my_Assert(StlUtil::dictHasProperty($collectHeros, $heroId) && StlUtil::dictHasProperty($collectHeros, $heroReplaceId), "找不到这个唤灵师");
$yanling = $collectHeros->$heroId->yanling;
$yanlingReplace = $collectHeros->$heroReplaceId->yanling;
//my_Assert($yanling->$yanlingRank->itemuid != 0 && $yanlingReplace->$yanlingReplaceRank->itemuid != 0, "找不到这个言灵");
$itemuid = $yanling->$yanlingRank->itemuid;
$replaceItemuid = $yanlingReplace->$yanlingReplaceRank->itemuid;
$yanling->$yanlingRank->itemuid = $replaceItemuid;
$yanlingReplace->$yanlingReplaceRank->itemuid = $itemuid;
if ($yanling->$yanlingRank->itemuid != 0) {
$newItemuid = $yanling->$yanlingRank->itemuid;
$user->store->yanling->$newItemuid->herouid = $heroId;
}
if ($yanlingReplace->$yanlingReplaceRank->itemuid != 0) {
$newReplaceItemuid = $yanlingReplace->$yanlingReplaceRank->itemuid;
$user->store->yanling->$newReplaceItemuid->herouid = $heroReplaceId;
}
$collectHeros->$heroId->yanling = $yanling;
$collectHeros->$heroReplaceId->yanling = $yanlingReplace;
$user->heros->collectHeros = $collectHeros;
ctx($user);
UserProc::updateUserInfo(); # 回写玩家数据
return Resp::ok(array(
"store" => $user->store, # # 目前来看只涉及到items变化
"hero" => $user->heros->collectHeros,
"selfhero" => $user->heros->collectHeros->$heroId,
));
}
//
//
//
/**
* [6315]保存队伍的战斗配置信息
*/
static function SaveHeroTeamConfig() {
$teamsetting = req()->paras[0]; # 配置信息json文件
ctx()->heroTeamConfig = $teamsetting; # 更新配置
UserProc::updateUserInfo(); # 回写数据
# # 添加到战斗力隐藏榜单中, for pvp back matchers, -wg 2017.07.13
self::CalcTeamFightPower(req()->zoneid, req()->uid, ctx());
return Resp::ok(array('result' => "succeed"));
}
//
//
//
/**
* 6323 解锁英雄
*/
static function UnLockHeroByPieces() {
Err(ErrCode::err_method_obsoleted, "策划未设定解锁功能-2021.5.6");
$user = ctx(); # user引用
$heroModelId = req()->paras[0];
$piecesId = req()->paras[1]; # 英雄碎片的ID
$piecesNum = req()->paras[2];
my_default_Obj($user->heros->recordUnLockHeroDic); # 防御解锁列表未初始化,空对象
$recordUnLockHeroDic = $user->heros->recordUnLockHeroDic; # 已解锁记录
if (!CommUtil::isPropertyExists($recordUnLockHeroDic, $heroModelId)) { # 检查是不是已经解锁过了
$recordUnLockHeroDic->$heroModelId = 0;
}
my_Assert(0 == $recordUnLockHeroDic->$heroModelId, ErrCode::hero_lockState); # 防御英雄已经解锁
$heroCfg = GameConfig::hero_getItem($heroModelId);
my_Assert(isset($heroCfg), ErrCode::hero_const_no_err); # 检查要解锁的英雄的常量配置是否存在
$piecesCfg = GameConfig::segment_getItem($piecesId);
my_Assert(isset($piecesCfg), ErrCode::err_const_no); # 检查需要消耗的碎片的常量配置是否存在
$myPacketItems = $user->store->segement;
$requirePiecesNum = $heroCfg->unlockConditionId;
$enoughPieces = false; # 检查道具数量是否充足
my_Assert($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum, ErrCode ::paras_err);
if (!CommUtil::isPropertyExists($myPacketItems, $piecesId)) { # 检查碎片
$enoughPieces = false;
} else {
if ($myPacketItems->$piecesId < $requirePiecesNum) { # 5.检查道具的数量是否充足
$enoughPieces = false;
} else {
$enoughPieces = true;
}
}
my_Assert($enoughPieces, ErrCode::hero_godblood_notengoughitem);
$myPacketItems->$piecesId -= $requirePiecesNum;
if ($myPacketItems->$piecesId < 0) { # 6.进行 # # 消耗道具
$myPacketItems->$piecesId = 0;
}
$recordUnLockHeroDic->$heroModelId = 1;
ctx()->heros->recordUnLockHeroDic = $recordUnLockHeroDic;
ctx()->store->segement = $myPacketItems;
UserProc::updateUserInfo(); # 回写数据
return Resp::ok(array('result' => "OK")); # 返回OK
}
/**
* [6322] 英雄神血
*/
static function UpGodBloodHeroByPieces() {
Err(ErrCode::err_method_obsoleted, "策划未设定神血功能-2021.5.6");
}
/**
* 英雄消耗碎片道具来升星
* @param req $req
*/
static function HeroUpStarByPieces() {
Err(ErrCode::err_method_obsoleted, "策划未设定碎片升级功能-2021.5.6");
}
/**
* 英雄升星
* @param Req $req
*/
static function HeroUpStar() {
Err(ErrCode::err_method_obsoleted, "策划未设定升星功能-2021.5.6");
}
//
/**
* 6321 购买英雄 消耗碎片
*/
static function BuyHeroByCostPieces() {
Err(ErrCode::err_method_obsoleted, "策划未设定碎片功能-2021.5.6");
list($heroModelId, $costType, $costMoneyNum, $piecesId, $piecesNum) = req()->paras; # 提取参数
$user = ctx(); # user引用
$collectHeros = $user->heros->collectHeros;
my_default_Obj($collectHeros);
foreach ($collectHeros as $key => $value) { # 检查玩家是否已经拥有此类英雄
my_Assert($value->typeId != $heroModelId, ErrCode::hero_existSameHero_err);
}
$heroCfg = GameConfig::hero_getItem($heroModelId); # 英雄模板数据
my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
my_Assert($heroCfg->isCanBuy != 0, ErrCode::paras_err); # 是否可以直接购买
$piecesCfg = GameConfig::segment_getItem($piecesId); # 检查需要消耗的碎片的常量配置是否存在
my_Assert(null != $piecesCfg, ErrCode::err_store_itemnoconst);
$myPacketItems = $user->store->items;
$requirePiecesNum = $piecesCfg->mergePrototypeNeedNum;
my_Assert($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum, ErrCode::paras_err);
my_Assert(CommUtil::isPropertyExists($myPacketItems, $piecesId), ErrCode::hero_godblood_notengoughitem);
my_Assert($myPacketItems->$piecesId > $requirePiecesNum, ErrCode::hero_godblood_notengoughitem); # 检查碎片道具数量是否充足
switch ($costType) {
case "cash":
$realPrice = $heroCfg->cashPrice;
my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
my_Assert($user->base()->Consume_Cash($costMoneyNum), ErrCode::err_msg_cashnotenough);
break;
case "gold":
$realPrice = $heroCfg->goldPrice;
my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
my_Assert($user->base()->Consume_Gold($costMoneyNum), ErrCode::err_msg_goldnotenough);
break;
default :
Err(ErrCode::paras_err, "参数错误: [costType] " . $costType);
}
# 4.消耗来获得英雄
$myPacketItems->$piecesId -= $requirePiecesNum; # 消耗道具
ctx()->store->items = $myPacketItems; # 回存背包
UserProc::updateUserInfo(); # 回写数据
$resp = HeroProc::GetHero();
SystemProc::GetHero(req()->zoneid, $user->base(), $heroModelId); # 插入系统广播消息
return $resp;
}
/**
* 购买玩家可以收集的英雄的数量上限
* @return type
*/
static function BuyHeroMaxCountLimt() {
list($buyNum, $costCash) = req()->paras; # 提取参数: 数量, 花费钻石
$g = glc();
$user = ctx(); # user引用
if (!CommUtil::isPropertyExists($user->heros, "maxCollectCount")) {
$user->heros->maxCollectCount = $g->Game_CollectHero_BasicMaxCount;
}
$index = ceil(($user->heros->maxCollectCount - $g->Game_CollectHero_BasicMaxCount) #
/ $g->Game_CollectHero_OneBuyLimtNum);
$arr = explode(",", $g->Game_CollectHero_BasicMaxPrice);
my_Assert($index < count($arr), "已达上限");
$realCost = $arr[$index];
my_Assert($realCost == $costCash, ErrCode::paras_err); # 参数错误
my_Assert($costCash >= 0, ErrCode::paras_err);
my_Assert($user->base()->Consume_Cash($costCash), ErrCode::err_msg_goldnotenough); # 扣除宝石
$user->heros->maxCollectCount += $buyNum; # 修改上限
UserProc::updateUserInfo();
return Resp::ok(array(
'maxCollectCount' => $user->heros->maxCollectCount
));
}
/**
* 获得英雄(测试已经OK)
*/
static function GetHero() {
$heroModelId = req()->paras[0]; # 英雄的模板ID
$heroCfg = GameConfig::hero_getItem($heroModelId); # 1.检查是否存在这个英雄的模板
my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
$hero = self::AddHeroTFromStore($heroModelId); # 创建英雄
UserProc::updateUserInfo();
$result = array('result' => "succeed", 'heros' => $hero); # 4. 设置返回值
return Resp::ok($result);
}
//
/**
* 获得一个英雄, 并且给他指定星级
* @param int $heromodelId 原型数据id
* @param int $star 星级
* @return Ins_UserHero
*/
static function AddHeroWithStar($heromodelId, $star) {
my_Assert(null != ctx(), ErrCode::err_innerfault);
$collectHeros = ctx()->heros()->collectHeros;
$uid = self::CreateNewGameHeroUID($collectHeros, ctx()->heros()->recordMaxUID); # 先生成一个hero的UID
ctx()->heros()->recordMaxUID = $uid;
$hero = self::getGameHeroModelInstance($heromodelId, $uid);
if ($star > 0) {
$hero->curStar = $star; # 设定star
}
$collectHeros->$uid = $hero; # 回写
ctx()->heros()->collectHeros = $collectHeros; # 回写
return $hero; # 返回
}
/**
* 获得一个英雄(实例)
* @param req $req
* @param int $heromodelId
* @return type
*/
static function AddHeroTFromStore($heromodelId) {
$user = ctx(); # 玩家数据
$collectHeros = ctx()->heros()->collectHeros; #
my_default_Obj($collectHeros);
$uid = self::CreateNewGameHeroUID($collectHeros, ctx()->heros()->recordMaxUID); # 先生成一个UID
$user->heros->recordMaxUID = $uid; # 更新最大编号记录
$hero = self::getGameHeroModelInstance($heromodelId, $uid); # 3.创建英雄实例
$collectHeros->$uid = $hero;
ctx()->heros()->collectHeros = $collectHeros;
return $hero;
}
/**
* 根据一个英雄的模板id,来获得一个英雄的实例数据
* @param string $heroModelId 模板数据ID
* @param string $uid 唯一ID
* @return Ins_UserHero
*/
static function getGameHeroModelInstance($heroModelId, $uid) {
$heroCfg = GameConfig::hero_getItem($heroModelId);
my_Assert(null != $heroCfg, ErrCode::err_const_no); # 检查是否存在这个英雄的模板
$hero = new Ins_UserHero();
// $hero->strengthLevel = $heroCfg->dengjie;
$hero->curStar = $heroCfg->xingji;
$hero->typeId = $heroCfg->heroId;
$hero->uid = $uid;
$hero->xp = 0;
$lvs = GameConfig::hero_levelexp_getItem($hero->level + 1);
$hero->maxXp = $lvs->requiredExp;
// 取可用武器中第一个初始化 -- 策划要求初始英雄要带有武器 -- 王刚 2020年1月
$wp = null;
$arr = (array) GameConfig::item_weapon();
uksort($arr, function ($a, $b) {
return intval($a) - intval($b);
}); // todo: 排序不正常
foreach ($arr as $id => $mo) {
// isEditor() and $mo = new \sm_item_weapon();
$heroList = explode(',', $mo->hero_id);
foreach ($heroList as $hero_id) {
if ($hero_id == $hero->typeId) {
$wp = $mo;
break 2;
}
}
// if ($mo->hero_id == $hero->typeId) {
// $wp = $mo;
// break;
// }
}
if (null != $wp) {
$wuid = StoreProc::PutEquipInStore($wp->typeId);
ctx()->store->equipment->$wuid->herouid = $uid;
$hero->equip->weapon = array("itemuid" => $wuid);
}
return $hero;
}
/**
* 查找下一个玩家获得英雄的UID
* @param type $req
* @return int
*/
static function CreateNewGameHeroUID($collectHeros, $oldMaxUID) {
$maxID = 10000;
my_default_Obj($collectHeros);
foreach ($collectHeros as $itemId => $hero) {
if ($itemId > $maxID) {
$maxID = $itemId;
}
}
$max = max($maxID, $oldMaxUID);
return $max + 1;
}
/**
* 英雄卡牌增加经验值
* @param string $heroUID
* @param int $totalEXP
*/
static function HeroAddEXP($heroUID, $totalEXP) {
$req = req();
$collectHeros = ctx()->heros->collectHeros;
my_default_Obj($collectHeros);
my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no); # 要升级的英雄不存在
$targetHero = new Ins_UserHero($collectHeros->$heroUID); # 英雄对象
// $playerLimit = GameConfig::playerlevel_getItem(ctx()->base()->level)->hero_max_level;
// $maxLevel = min(glc()->Hero_Upgrade_BasicMaxLevel, $playerLimit); # 最大等级= max(英雄最高等级上限,玩家等级限制的上限)
// if ($targetHero->level >= $maxLevel) {
// return; # 已达顶级
// }
//$lvs = GameConfig::hero_levelexp_getItem($targetHero->level + 1);
//var_dump("totototoxxxx---".$targetHero->xp);
$targetHero->xp += $totalEXP;
my_Assert($targetHero->xp >= 0, "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
$initLevel = $targetHero->level;
$curLv = 0;
$heroLvDic = GameConfig::hero_levelexp();
$f = (array) $heroLvDic;
ksort($f);
//var_dump($f);
foreach ($f as $lv => $mo) {
if ($targetHero->xp < $mo->requiredExp) {
$curLv = $lv - 1;
break;
}
if ($lv >= glc()->Hero_Upgrade_BasicMaxLevel) {
$curLv = glc()->Hero_Upgrade_BasicMaxLevel;
break;
}
}
$targetHero->level = $curLv;
$curStar = $targetHero->curStar; #当前星级
if ($curStar < 5) {
$starlimitLv = GameConfig::heroextra_level_tupo_getItem($targetHero->typeId, $curStar + 1)->starlimitLv;
//var_dump("star--------".$starlimitLv);
if ($starlimitLv <= $curLv) {
$targetHero->level = $starlimitLv;
//var_dump("newlevelssttttt--------".GameConfig::hero_levelexp_getItem($starlimitLv)->requiredExp);
$targetHero->xp = GameConfig::hero_levelexp_getItem($starlimitLv)->requiredExp;
}
}
// while ($targetHero->xp >= $lvs->needExp) {
// if ($targetHero->level < $maxLevel) { # 如果未到达最大等级
// $targetHero->level += 1;
// if ($targetHero->level >= $maxLevel) {
// $targetHero->xp = $lvs->needExp;
// } else {
// $targetHero->xp -= $lvs->needExp;
// }
// $lvs = GameConfig::hero_levelexp_getItem($targetHero->level + 1);
// } else { # 如果已到达最大等级则仅补齐缺失的经验即可
// $targetHero->xp = $targetHero->maxXp; # 经验不能超过最大值
// break;
// }
// } // end while
my_Assert($targetHero->xp >= 0, "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
$collectHeros->$heroUID = $targetHero; # 更新英雄的数据
if ($targetHero->level != $initLevel) {
NormalEventProc::OnHeroLvlUp($targetHero->uid, $initLevel); # 广播英雄升级事件
StatisticsProc::TargetStatistics(Enum_TargetStatistics::HuanLingShiLevel_UserNum, $targetHero->typeId, $targetHero->level, $initLevel);
}
TaskProc::OnHeroLevelUp($targetHero->typeId, $targetHero->level);
return $targetHero; # 将英雄对象返回
}
//
/**
* [6306] 英雄-更改英雄的锁定状态
* (测试已经OK)
*/
static function HeroChangelockstate() {
$gamedata = ctx();
$heroUID = req()->paras[0]; # 玩家英雄实例编号
$lockstate = req()->paras[1]; # 玩家英雄锁定状态
$collectHeros = $gamedata->heros->collectHeros;
my_default_Obj($collectHeros); # 默认值
my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no);
// isEditor() and $hero = new UserHeroModel;
$hero = $collectHeros->$heroUID; # 1. 获取这个英雄的实例数据是
$hero->isLocked = $lockstate; # 2. 修改英雄状态
UserProc::updateUserInfo(); # 3. 保存玩家数据
return Resp::ok(ObjectInit()); # 4. 设置返回值
}
/** 6326
* 言灵升星--改成突破【2021-6-8】 2021.4(cyzhao)
* @return resp
*/
static function StrengthenStar_old() {
// list($yanlingUid, $uidList) = req()->paras;
// $store = ctx()->store;
// my_Assert(StlUtil::dictHasProperty($store->yanling, $yanlingUid), ErrCode::hero_yanling_notfound);
// my_Assert(!in_array($yanlingUid, $uidList), ErrCode::hero_yanling_repeat);
// my_Assert($store->yanling->$yanlingUid->starLv < 5, ErrCode::hero_yanling_repeat);
//
// $tag = true;
// foreach ($uidList as $costUid) {
// if (StlUtil::dictHasProperty($store->yanling, $costUid)) { # 校验是否是同类型
// $confDic = GameConfig::item_yanling_getItem($store->yanling->$costUid->typeId);
// my_Assert(null != $confDic, ErrCode::hero_const_no_err);
// if ($confDic->type != GameConfig::item_yanling_getItem($store->yanling->$yanlingUid->typeId)->type) {
// $tag = false;
// break;
// }
//
// if ($store->yanling->$costUid->herouid != 0) {
// $tag = false;
// break;
// }
// } else {
// $tag = false;
// break;
// }
// }
//
// my_Assert($tag, ErrCode::hero_yanling_errorYanling);
// $exp = 0;
// foreach ($uidList as $costuid) {
// $confDic = GameConfig::item_yanling_getItem($store->yanling->$costuid->typeId);
// my_Assert(null != $confDic, ErrCode::hero_const_no_err);
// $exp += $confDic->addStarExp;
// StlUtil::dictRemove($store->yanling, $costuid);
// }
//
// $store->yanling->$yanlingUid->curStarExp += $exp;
// $dic = GameConfig::item_yanling_getItem($store->yanling->$yanlingUid->typeId);
//
// if ($store->yanling->$yanlingUid->curStarExp >= $dic->maxStarExp) {
// $store->yanling->$yanlingUid->curStarExp = 0;
// $store->yanling->$yanlingUid->starLv += 1;
// $store->yanling->$yanlingUid->typeId = $dic->nextId;
// }
//
// ctx()->store = $store;
// UserProc::updateUserInfo();
// return Resp::ok(array('store' => ctx()->store,));
}
/**
* 新的突破
* @return type
*/
static function StrengthenStar() {
list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
$user = ctx();
$yanling = $user->store->yanling;
my_Assert(CommUtil::isPropertyExists($yanling, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
$typeId = $yanling->$uid->typeId;
$curStar = $yanling->$uid->starLv;
my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
$mo = GameConfig::yanlingextra_level_getItem($typeId, $curStar + 1);
my_Assert($mo != null, ErrCode::err_const_no);
my_Assert($yanling->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
$costItemsList = explode(';', $mo->costItems);
foreach ($costItemsList as $value) {
$list = explode(',', $value);
StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
}
UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
$user->baseInfo->gold -= $mo->gold;
$yanling->$uid->starLv += 1;
NormalEventProc::OnYanLingLvTuPo($uid, $yanling->$uid->starLv); # 广播英雄升级事件
TaskProc::OnYanlingStarUp($yanling->$uid->starLv); # 言灵突破 2021.7.30
$user->store->yanling = $yanling;
ctx($user);
UserProc::updateUserInfo(); # 回写玩家数据
return Resp::ok(array(
"store" => $user->store, # # 目前来看只涉及到items变化
'gold' => $user->baseInfo->gold,
));
}
/**
* 言灵升级
* @return type
*/
static function YanlinUpLevel() {
list($uid, $yanlingList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
$user = ctx();
$yanling = $user->store->yanling;
my_Assert(!in_array($uid, $yanlingList), ErrCode::store_notRemoveYanlingSelf); # 玩家拥有此英雄
my_Assert(CommUtil::isPropertyExists($yanling, $uid), ErrCode::store_NotHaveYanling); # 玩家拥有此英雄
$myPacketItems = $user->store->items;
//消耗材料道具
$total = 0;
$totalGold = 0;
foreach ($items as $costItemId => $costNumber) {
my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
$mo = GameConfig::item_stones_getItem($costItemId);
my_Assert($mo != null, ErrCode::err_const_no);
StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
$total += $mo->baseExp * $costNumber;
$totalGold += $mo->costGold * $costNumber;
}
$yanlingExp = 0;
//消耗言灵
foreach ($yanlingList as $yanlingId) {
my_Assert(CommUtil::isPropertyExists($yanling, $yanlingId), ErrCode::store_weapon_err); # 玩家拥有此英雄
$mo = GameConfig::item_yanling_getItem($yanling->$yanlingId->typeId);
$baseExp = $mo->baseExp;
$yanlingExp += $baseExp + $yanling->$yanlingId->curStarExp * 0.75;
$totalGold += $mo->costGold;
StlUtil::dictRemove($user->store->yanling, $yanlingId);
}
my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
$equipVo = new Ins_YanLin($yanling->$uid);
//$equipVo = new Ins_Weapon($equipment->$uid);
$initLevel = $equipVo->level;
$equipVo->curStarExp += $total + (int) $yanlingExp;
$curlevel = StoreProc::Upgrade($equipVo->curStarExp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::YanLing);
$curStar = $equipVo->starLv; #当前星级
$equipVo->level = $curlevel;
if ($curStar < 5) {
$starlimitLv = GameConfig::yanlingextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
if ($starlimitLv <= $curlevel) {
$equipVo->level = $starlimitLv;
$equipVo->curStarExp = GameConfig::yanlingLevel_type_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
}
}
$user->store->yanling->$uid = $equipVo;
UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
$user->baseInfo->gold -= $totalGold;
ctx($user);
ctx()->store->items = $myPacketItems; # 更新背包数据
if ($equipVo->level != $initLevel) {
NormalEventProc::OnYanLingLvlUp($uid, $equipVo->level); # 广播英雄升级事件
StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
}
UserProc::updateUserInfo(); # 回写玩家数据
return Resp::ok(array(
"store" => $user->store, # # 目前来看只涉及到items变化
'gold' => $user->baseInfo->gold,
));
}
/** 6327
* 言灵升级 2021.4(cyzhao)
*/
static function YanlinUpLevel_old() {
// list($yanlingUid, $type) = req()->paras; # 参数: 言灵uid,升级类型:1/5级.
// $store = ctx()->store();
// my_Assert(StlUtil::dictHasProperty($store->yanling, $yanlingUid), ErrCode::hero_yanling_notfound);
// $allDic = GameConfig::yanlingLeve();
// $maxLevel = count((array) $allDic);
// $curlv = $store->yanling->$yanlingUid->level;
// my_Assert($curlv <= ctx()->base()->level, "请提升指挥官等级."); # 言灵等级不能超过指挥官等级.-gwang 2021.4.20
// my_Assert($curlv < $maxLevel, ErrCode::hero_yanling_levelMax);
//
// $maxLv = $curlv + $type;
// if ($maxLv > $maxLevel) {
// $maxLv = $maxLevel;
// }
// $goldNum = 0;
// $pointNum = 0;
// for ($index = $curlv; $index < $maxLv; $index++) {
// my_Assert(StlUtil::dictHasProperty($allDic, $index), ErrCode::hero_yanling_levelconst_no);
// $mo = GameConfig::yanlingLeve_getItem($index);
// $goldNum += $mo->goldCost;
// $pointNum += $mo->pointCost;
// }
// my_Assert(ctx()->base()->Consume_Gold($goldNum), ErrCode::notenough_gold_msg);
//// my_Assert(Data_UserGame::Consume_ResPoint(ctx()->baseInfo, $pointNum), ErrCode::notenough_resPoint);
// my_Assert(ctx()->base()->Consume_ResPoint($pointNum), ErrCode::notenough_resPoint);
// $store->yanling->$yanlingUid->level += $type; # 增加等级
// if ($store->yanling->$yanlingUid->level > $maxLevel) {
// $store->yanling->$yanlingUid->level = $maxLevel;
// }
// TaskProc::OnYanlingLevelUp($store->yanling->$yanlingUid->typeId, $store->yanling->$yanlingUid->level); # 言灵升级
//// ctx()->store = $store;
// UserProc::updateUserInfo(); # 回写玩家数据
// return Resp::ok(array('store' => ctx()->store, #
// 'gold' => ctx()->base()->gold, #
// 'resPoint' => ctx()->base()->resPoint));
}
//
//
/**
* 计算队伍战斗力, 添加到战斗力隐藏榜单中, for pvp back matchers, -wg 2017.07.13
* @param type $zoneid
* @param type $uid
* @param Data_UserGame $user
* @return type
*/
static function CalcTeamFightPower($zoneid, $uid, $user) {
$teamsetting = $user->heroTeamConfig; # 战队配置
// var_dump($user);
$heros = $user->heros;
$teamCfg = JsonUtil::decode($teamsetting);
$tid = $teamCfg->curUseTeamID;
$team = $teamCfg->teamDic->$tid;
$fp = 0; # 返回值
if ($team) {
foreach ($team->heros as $hid) {
if ($hid) {
$hero = $heros->collectHeros->$hid;
if ($hero) {
// $fp += self::calcHeroFightPower($hero);
$h = new Ins_UserHero($hero);
$fp += $h->GetPower($user);
}
}
}
//todo: 这里的战斗力榜被总战力榜征用了key, 重启PVP机制时再
}
return $fp;
}
/**
* 计算玩家总战斗力, 添加到战斗力榜单中
* @version 1.0.0 改造自原来的队伍战斗力统计方法 --gwang 2020.4.23
* @param type $zoneid
* @param type $uid
* @param Data_UserGame $user
* @return type
*/
static function CalcUserFightPower($zoneid, $uid, $user) {
$fp = 0; # 总战力:返回值
foreach ($user->heros->collectHeros as $hid => $hero) {
$h = new Ins_UserHero($hero);
$fp += $h->GetPower($user);
}
$key_fp = MemKey_GameRun::Game_FightPowerRank_zset($zoneid); # 战力榜
$key_log = MemKey_GameRun::Game_Rank_FPowerBreakLog_hash($zoneid); # 突破记录
gMem()->zadd($key_fp, array($uid => $fp)); # 更新战力记录
foreach (GameConfig::rankreward_fpower() as $condition => $reward) { # 遍历突破奖励数据
if ($fp >= $condition && !gMem()->hexists($key_log, $condition)) { # 判断是否达成突破奖励标准
gMem()->hset($key_log, $condition, $uid); # 添加突破记录
CornerSignEventProc::OnRanking_PowerReward_new();
}
}
TaskProc::OnUserFightPowerN($fp);
return $fp;
}
/**
* 计算hero战斗力, for pvp back matchers, -wg 2017.07.13
* @param Ins_UserHero $hero
* @return int
*/
static private function calcHeroFightPower($hero) {
$arr = explode(';', glc()->Battle_PowerFactor);
$factor = ArrayInit();
foreach ($arr as $s) {
$kv = explode(',', $s);
$k = $kv[0];
$v = $kv[1];
$factor[$k] = $v;
}
$a = (int) (self::calcHeroProperty($hero, 'hp') * $factor ["hp"] //// todo: 哈哈, 奇葩的命名方案, 多处使用的命名不一致, 坑!
+ $hero->level * 10);
return $a;
}
/**
* 计算hero的属性,, for pvp back matchers, -wg 2017.07.13
* @param Ins_UserHero $hero
* @param type $propertyname
*/
private static function calcHeroProperty($hero, $propertyname) {
$val = 0;
if ($hero) {
$modle = GameConfig::hero_getItem($hero->typeId);
if ($modle) {
$extra = GameConfig::heroextra_level_getItem($hero->typeId, $hero->grade);
if ($extra) {
$val = (int) ($modle->$propertyname * (1 + $extra->$propertyname));
} else {
$val = $modle->$propertyname;
}
}
}
return $val;
}
//
//
}