/**
* [6817]新版本的挑战地图关卡
* @param req $req
*/
public static function NewArenas_Fight($req) {
# 提取参数
$gateId = $req->paras[0]; # 0. 挑战的关卡Id
$difficulty = $req->paras[1]; # 1. 关卡难度 difficulty
$star = $req->paras[2]; # 2. 几星
$TeamObj = $req->paras[3]; # 3. 队伍信息
$bossId = $req->paras[4]; # 4. 本关消灭的bossid (<=0代表本关卡未出现boss)
$rewards = $req->paras[5]; # 5. 本关获得的宝箱列表,id:num,id:num,...
$smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
///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", $i);
self::newRecordFight($req, $gateId, $difficulty, $star); # 更新战斗记录
$canfighterr = SweepGatesProc::CanFight($req, $gateId, $difficulty); # 是否可以挑战当前关卡计算
if ($canfighterr) { # 不能符合战斗要求
return $canfighterr;
}
//
ActiveProc::ChangeTili(-$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);
}
$rewardsArr = explode(",", $rewards); // 开箱子抽奖品
$rewardArr = array();
foreach ($rewardsArr as $r) {
$arr = explode(':', $r);
$boxID = intval($arr[0]);
$num = intval($arr[1]);
// $boxMo = GameConfig::item_box_getItem($boxID);
$boxPool = GameConfig::boxpool_getItem($boxID); # 提取对应序列的奖池,
$itemArr = array_filter($boxPool, function($item) use($dropindex) { # 这一步形同虚设了. 所有dropType都填的1
return $item->dropType == 1;
});
$itemArr = Lotterys::FilterPrizepool($req, $itemArr); # 对奖池依解锁等级进行过滤
foreach ($itemArr as $item) {
$prop = $item->normal;
if ($prop < 0) {
$prop = 0;
}
$item->probability = $prop;
}
$err = Lotterys::Dice($itemArr, $num, $rewardstr); # 投骰子
if ($err != ErrCode::ok) { # 出错了
return Resp::err($err);
}
if (strlen($rewardstr) <= 0) { # 抽奖结果为空
return Resp::err(ErrCode::err_innerfault);
}
$rewardArr[] = $rewardstr;
}
if ($bossId > 0) { # boss关处理
$req->userInfo->game->gates->killedBoss[] = $bossId;
}
$err = UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $gold); # 发放金币奖励
if ($err != ErrCode::ok) {
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(';', $rewardArr)
);
return Resp::ok($result);
}
/**
* 更新战斗记录(新)
* @param req $req
* @param type $gateId
* @param type $difficulty
* @param type $star
*/
private static function newRecordFight($req, $gateId, $difficulty, $star) {
if (!CommUtil::isPropertyExists($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")) { # 防御未初始化的变量
$gatesRecord->record = ObjectInit();
}
if (!CommUtil::isPropertyExists($gatesRecord->record, $gateId)) { # 补充战斗记录
$gatesRecord->record->$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;
}
}
$req->userInfo->game->gates->newGateRecord = $gatesRecord; # 回写数据
}
// /**
// * [6818]更改地图所停留的城镇
// * //需要消耗体力
// * @param type $req
// * @deprecated since version 0
// */
// public static function ChangeArenas_StayCity($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);
// }
//
//
/**
* 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;
}
/**
* [6801] 关卡挑战1次
* @param Req $req
*/
public static function Arenas_Fight($req) {
list($gateId, $difficulty, $star, $TeamObj) = $req->paras; # 提取参数: 挑战的关卡Id, 关卡难度(0,1,2), 几星, 队伍
Resp::assert($gateId > 0, "关卡id非法");
$err = self::recordFight($req, $gateId, $difficulty, $star); # 挑战记录
if (ErrCode::ok != $err) {
return Resp::err($err);
}
$smGate = GameConfig::gate_getItem($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);
$gold = self::getProperty_n($smGate, "gold", $i);
$exp = self::getProperty_n($smGate, "exp", $i);
$heroExp = self::getProperty_n($smGate, "heroExp", $i);
// ActiveProc::ChangeTili(-$tili, $req); # 扣减体力变化
// UserGameModel::Add_Exp($req->mem, $req->userInfo->game, $tili); # 老的增加玩家经验的去掉
//
foreach ($TeamObj as $heroUID) {
HeroProc::HeroAddEXP($heroUID, $heroExp, $req); # 增加英雄经验
}
$rewardsArr = explode(";", $rwdstr); # 计算奖品
$rewardArr = array();
foreach ($rewardsArr as $r) { #
if (strlen($r) <= 0) { # 抽奖结果为空
return Resp::err(ErrCode::err_innerfault);
}
$percent = explode(',', $r)[2];
if (CommUtil::randomPercent($percent)) {
$err = StoreProc::AddMultiItemInStore($req, $r); # 发放战利品
if ($err != ErrCode::ok) { # 出错了
return Resp::err($err);
}
$rewardArr[] = substr($r, 0, strrpos($r, ',')); # 剔除最后一段概率字符串
}
}
UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $gold); # 发金币
UserGameModel::Add_Exp($req, $exp); # 给玩家(指挥官)增加经验
UserProc::updateUserInfo($req); # 回写玩家数据.
$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(';', $rewardArr)
);
return Resp::ok($result);
}
/**
* 更新战斗记录
* @param req $req
* @param type $gateId
* @param type $difficulty
* @param type $star
*/
private static function recordFight($req, $gateId, $difficulty, $star) {
$userGates = $req->userInfo->game->gates;
if ($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 {
return 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 > $diffCult->highest + 1) { # 不能跳关
return ErrCode::err_arenasgate_indexillegal;
}
if ($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
}
$diffCult->latest = $gateId; # 记录上次挑战关卡id
$uGate = new UGateModel(); # 当前关卡的记录数据
if (isset($diffCult->gates->$gateId)) {
$uGate = $diffCult->gates->$gateId;
}
$uGate->challengeTimes++; # 当前关卡挑战次数
if ($uGate->star < $star) { # 当前关卡得分评星
$uGate->star = $star;
}
$uGate->cleared = 1; # 当前关卡是否已通关
$diffCult->gates->$gateId = $uGate; # 回写关卡记录
$userGates->TotalNum++; # 总战斗次数+1
$userGates->Times++;
$req->userInfo->game->gates = $userGates; # 回写数据
return ErrCode::ok;
}
/**
* 清理每个难度副本的每日战斗次数
* @param Req $req
*/
public static function ClearGateTimes($req) {
$req->userInfo->game->gates->Times = 0;
}
//
//
// /**
// * 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;
// }
/**
* [6802]新扫荡
* @param req $req
*/
public static function Arenas_NewSweepFight($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;
}
return null; // false
}
//
//
/**
* [6803] 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) {
return Resp::err(ErrCode::err_method_notimplement); # 屏蔽此方法
$rewardID = $req->paras[0]; //奖励的数据ID
$rewardCfg = GameConfig::gate_starreward_getItem($rewardID);
if (!$rewardCfg) { //1.检查奖励数据是否存在
return Resp::err(ErrCode::err_arenas_starreward_const_no);
}
$gates = $req->userInfo->game->gates;
$getStarRewardRecord = ArrayInit();
if (CommUtil::isPropertyExists($gates, "starRewards")) { //2.检查玩家是否已经领取了
$getStarRewardRecord = $gates->starRewards;
}
if (CommUtil::isInArray($getStarRewardRecord, $rewardID)) {
return Resp::err(ErrCode::err_arenas_hasgetstarreward);
}
$totalStarNum = 0; # 总得星数
$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) { //3.检查玩家的当前星星数是否满足数量要求
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 ($str1) {
case "101": ///怪物卡或者英雄卡牌获取
case "201":
// HeroProc::AddHeroTFromStore($req, $itemId);
break;
case "301": ///装备物品的获取.
case "302":
case "303":
StoreProc::PutEquipInStore($itemId, $req);
break;
case "304": // 宝石的获取
StoreProc:: PutOverlyingItemInStore($itemId, $itemNum, $req);
break;
case "399":
if ($itemId == "399002") { // 金币的获取
UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $itemNum);
}
break;
default:
break;
}
$getStarRewardRecord[] = $rewardID; // 保存记录
$req->userInfo->game->gates->starRewards = $getStarRewardRecord;
UserProc::updateUserInfo($req); // 更新数据库数据
$result = array(
"getreward" => true
);
return Resp::ok($result);
}
//
//
// /**
// * [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);
// }
//
//
//
}