SweepGatesProc.php 42 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * 战斗 - 关卡
  5. * @author gwang
  6. */
  7. class SweepGatesProc {
  8. /**
  9. * 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)
  10. * @param type $obj
  11. * @param type $name
  12. * @param type $index
  13. * @return type
  14. */
  15. private static function getProperty_n($obj, $name, $index) {
  16. if (is_object($obj)) {
  17. $ke = "$name$index";
  18. if (property_exists($obj, $ke)) {
  19. return $obj->$ke;
  20. }
  21. }
  22. return null;
  23. }
  24. /**
  25. * [6800] 关卡战斗 - 预计算掉落
  26. */
  27. public static function Arenas_preFight() {
  28. list($gateId, $difficulty) = req()->paras; # 提取参数
  29. my_Assert($gateId > 0, "关卡id非法");
  30. $isFirst = self::isFirstChallenge($gateId, $difficulty); # 是否首次通关
  31. $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
  32. $i = $difficulty + 1; # 按三个难度取不同的值.
  33. // $tili = self::getProperty_n($smGate, "tili", $i); # 体力暂时未用上
  34. $rwdstr = self::getProperty_n($smGate, "reward", $i);
  35. $firstPassRewardStr = self::getProperty_n($smGate, 'first_reward', $i);
  36. if ($isFirst) { # 是否首次通关切换奖励内容
  37. $rwdstr = $firstPassRewardStr;
  38. }
  39. $rsarr = explode(';', $rwdstr);
  40. my_Assert(count($rsarr) > 0, "关卡奖励数据异常");
  41. $dic = array();
  42. foreach ($rsarr as $rs) {
  43. $rarr = explode(',', $rs);
  44. $id = intval($rarr[0]);
  45. $num = intval($rarr[1]);
  46. $percent = intval(rtrim($rarr[2], '%'));
  47. if (CommUtil::randomPercent($percent)) { # 投骰子 决定是否本次掉落
  48. $dic[] = array($id => $num); # 掉落
  49. }
  50. }
  51. $arr = array(); # 拼接返回字符串
  52. foreach ($dic as $item) {
  53. foreach ($item as $k => $v) {
  54. $arr[] = sprintf("%s,%s", $k, $v);
  55. }
  56. }
  57. $_rewards = implode(";", $arr); # 最终奖励字符串
  58. $redis_key = MemKey_User::temp_arenas_pre_reward_md5_str(req()->zoneid, req()->uid);
  59. $md5 = md5($gateId . $difficulty . $_rewards);
  60. gMem()->set($redis_key, $md5, 86400); # 有效期一天,有新的就覆盖
  61. return Resp::ok(array("r" => $_rewards)); # 返回奖励字符串
  62. // 生成奖励串, 写入redis一个md5(过期时间1day)
  63. // 奖励串返回客户端
  64. // 客户端根据奖励串展示奖励
  65. // 最后再将奖励串通过挑战接口返回给服务端,
  66. // 服务端计算奖励传的md5并与redis中的md5做对比.(这里最好采用字段排序后的字符串或者啥的,避免中间因json序列化/反序列化时改变字符串)
  67. }
  68. /**
  69. * [6806] 领取章节星数奖励
  70. */
  71. public static function DrawChapterStarsReward() {
  72. list($chapterId, $hard, $stars) = req()->paras; # 参数: 章节id, 难度, 分数
  73. $hard = $hard + 1;
  74. $userGates = ctx()->gates();
  75. if (!property_exists($userGates->chapterStarsRwd, $chapterId)) { # 防御第一次读取本章节数据
  76. $userGates->chapterStarsRwd->$chapterId = ObjectInit();
  77. }
  78. $chapterInfo = $userGates->chapterStarsRwd->$chapterId; # 本章节数据
  79. if (!property_exists($chapterInfo, $hard)) { # 防御当前难度数据未创建
  80. $chapterInfo->$hard = array();
  81. }
  82. $starsArr = $chapterInfo->$hard; # 当前章节,当前难度的领取记录
  83. my_Assert(!in_array($stars, $starsArr), ErrCode::err_arenas_hasgetstarreward); # 奖励已领取
  84. $rwdCfgArr = GameConfig::gate_starreward_getItem($chapterId, $hard); # 奖励配置数组
  85. $starCfg = StlUtil::arrayFind($rwdCfgArr, function ($v, $k)use ($stars) { # 在数组中查找到对应星数的奖励
  86. return ($v->star == $stars);
  87. });
  88. my_Assert(null != $starCfg, ErrCode::err_arenas_starreward_const_no); # 找不到指定星数的配置数据
  89. $sumOfStars = 0;
  90. $userGateL = null;
  91. switch ($hard) { # 取不同难度数据记录
  92. case 1:
  93. $userGateL = new Ins_UserGatesModel($userGates->normal);
  94. break;
  95. case 2:
  96. $userGateL = new Ins_UserGatesModel($userGates->hard);
  97. break;
  98. case 3:
  99. $userGateL = new Ins_UserGatesModel($userGates->elite);
  100. break;
  101. default:
  102. break;
  103. }
  104. my_Assert(null != $userGateL, ErrCode::err_innerfault); # 玩家数据有问题
  105. array_walk($userGateL->gates, function ($v, $k)use (&$sumOfStars) { # 累加星数
  106. $sinfo = new GateStar($v->star);
  107. $sumOfStars += $sinfo->Stars();
  108. });
  109. my_Assert($stars <= $sumOfStars, ErrCode::err_arenas_starreward_starNotEnough); # 星数未达标
  110. StoreProc::AddMultiItemInStore($starCfg->reward); # 发放奖励
  111. $starsArr[] = $stars; # 领奖记录
  112. $userGates->chapterStarsRwd->$chapterId->$hard = $starsArr; # 回写数据
  113. UserProc::updateUserInfo();
  114. return Resp::ok(array("store" => ctx()->store(),
  115. 'gold' => ctx()->base()->gold,
  116. 'cash' => ctx()->base()->cash
  117. )); # 返回值
  118. }
  119. /**
  120. * [6801] 关卡挑战1次
  121. */
  122. public static function Arenas_Fight() {
  123. $gateId = req()->paras[0];
  124. // list($gateId, $difficulty, $star, $TeamObj) = req()->paras; # 提取参数: 挑战的关卡Id, 关卡难度(0,1,2), 几星, 队伍, 奖励字符串
  125. my_Assert($gateId > 0, ErrCode::err_arenasgate_indexillegal); # 关卡id非法
  126. // $md5 = gMem()->get(MemKey_User::temp_arenas_pre_reward_md5_str($req->zoneid, $req->uid));
  127. // $_md5 = md5($gateId . $difficulty . $rewardStr);
  128. // my_Assert($md5 == $_md5, ErrCode::err_arenas_rewardIllegal); # 奖励不匹配
  129. $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
  130. 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)
  131. case 0: # 普通关卡
  132. case 1: # boss战(结算时按击杀boss)
  133. return self::_NormalGate();
  134. case 2: # 引导类
  135. break;
  136. case 3: # pvp
  137. break;
  138. case 4: # 大厅/主城/召唤之类的
  139. break;
  140. case 5: # 材料副本
  141. break;
  142. // case 6: ...
  143. default:
  144. break;
  145. }
  146. $user = req()->userInfo->game;
  147. $result = array(
  148. 'store' => $user->store,
  149. 'heros' => $user->heros,
  150. 'gates' => $user->gates,
  151. 'tili' => $user->base()->tili,
  152. 'time' => $user->privateState->TiliTime,
  153. 'gold' => $user->base()->gold,
  154. 'resPoint' => $user->base()->resPoint,
  155. 'cash' => $user->base()->cash,
  156. 'exp' => 0,
  157. // 'rewardstr' => implode(';', $rewardArr),
  158. 'isFirst' => false,
  159. );
  160. return Resp::ok($result);
  161. }
  162. /**
  163. * 通关普通关卡
  164. */
  165. private static function _NormalGate() {
  166. 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
  167. $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
  168. $isFirst = false; # 是否首次通关
  169. self::recordFight($gateId, $difficulty, $star, $isFirst); # 更新挑战记录
  170. $i = $difficulty + 1; # 按三个难度取不同的值.
  171. // $gold = self::getProperty_n($smGate, "gold", $i);
  172. $exp = self::getProperty_n($smGate, "exp", $i);
  173. $firstExp = self::getProperty_n($smGate, "first_exp", $i);
  174. $firstHero = self::getProperty_n($smGate, "first_hero", $i);
  175. $heroExp = self::getProperty_n($smGate, "heroExp", $i);
  176. if ($isFirst) { # 是否首次通关切换奖励内容
  177. $exp = $firstExp;
  178. if ($firstHero > 0) { # 首次通关解锁英雄
  179. HeroProc::AddHeroWithStar($firstHero, 0); # 添加英雄
  180. }
  181. }
  182. // $rewardArr = self::SetRewards($req, $rewardStr); # 发通关奖励
  183. // Data_UserGame::Add_Gold($req->userInfo->game->baseInfo, $gold); # 发金币
  184. // Data_UserGame::Add_Exp(req()->userInfo->game->baseInfo, $exp); # 给玩家(指挥官)增加经验
  185. req()->userInfo->game->base()->Add_Exp($exp); # 给玩家(指挥官)增加经验
  186. foreach ($TeamObj as $heroUID) {
  187. if ($heroUID > 0) {
  188. echoLine("$heroUID");
  189. HeroProc::HeroAddEXP($heroUID, $heroExp); # 增加英雄经验
  190. }
  191. }
  192. UserProc::updateUserInfo(); # 回写玩家数据.
  193. TaskProc::OnPassGateN($gateId, $difficulty + 1);
  194. $user = req()->userInfo->game;
  195. $result = array(
  196. 'store' => $user->store,
  197. 'heros' => $user->heros,
  198. 'gates' => $user->gates,
  199. 'tili' => $user->base()->tili,
  200. 'time' => $user->privateState->TiliTime,
  201. 'gold' => $user->base()->gold,
  202. 'resPoint' => $user->base()->resPoint,
  203. 'cash' => $user->base()->cash,
  204. 'exp' => $exp,
  205. // 'rewardstr' => implode(';', $rewardArr),
  206. 'isFirst' => $isFirst,
  207. );
  208. return Resp::ok($result);
  209. }
  210. /**
  211. * 发放奖励串
  212. * @param Req $req
  213. * @param type $rewardStr
  214. */
  215. public static function SetRewards($rewardStr) {
  216. $getedArr = array(); # 统计所获奖励物品
  217. $rewardsArr = explode(";", $rewardStr);
  218. foreach ($rewardsArr as $r) { #
  219. if (strlen($r) > 0) {
  220. // $percentStr = explode(',', $r)[2];
  221. // $percent = intval(trim($percentStr, "%")); # 剔除%
  222. // if (CommUtil::randomPercent($percent)) {
  223. $err = StoreProc::AddMultiItemInStore($r); # 发放奖励物品
  224. my_Assert($err == ErrCode::ok, $err); # 出错了
  225. $getedArr[] = $r; # 剔除最后一段概率字符串
  226. // }
  227. }
  228. }
  229. return $getedArr;
  230. }
  231. /**
  232. * 更新战斗记录
  233. * @param type $gateId
  234. * @param type $difficulty
  235. * @param type $star
  236. */
  237. private static function isFirstChallenge($gateId, $difficulty) {
  238. $userGates = req()->userInfo->game->gates;
  239. if ($difficulty == 0) { # 按照难度查找
  240. $diffCult = $userGates->normal;
  241. } else if ($difficulty == 1) {
  242. $diffCult = $userGates->hard;
  243. } else if ($difficulty == 2) {
  244. $diffCult = $userGates->elite;
  245. } else {
  246. Err(ErrCode::err_arenas_difficulty); # 找不到难度类型
  247. }
  248. $typeId = substr($diffCult->highest, 0, 3); # 防御: 分类头不对
  249. if ($typeId != '503') {
  250. $diffCult->highest = 503000; # 设置为关卡第一关
  251. }
  252. if ($gateId > $diffCult->highest + 1) { # 不能跳关
  253. Err(ErrCode::err_arenasgate_indexillegal);
  254. }
  255. $uGate = new Ins_UGate(); # 当前关卡的记录数据
  256. if (isset($diffCult->gates->$gateId)) {
  257. $uGate = $diffCult->gates->$gateId;
  258. }
  259. return !$uGate->cleared;
  260. }
  261. /**
  262. * 更新战斗记录
  263. * @param type $gateId
  264. * @param type $difficulty
  265. * @param type $star
  266. */
  267. private static function recordFight($gateId, $difficulty, $star, &$isFirst = false) {
  268. $userGates = req()->userInfo->game->gates;
  269. if ($difficulty == 0) { # 按照难度查找
  270. $diffCult = $userGates->normal;
  271. } else if ($difficulty == 1) {
  272. $diffCult = $userGates->hard;
  273. } else if ($difficulty == 2) {
  274. $diffCult = $userGates->elite;
  275. } else {
  276. Err(ErrCode::err_arenas_difficulty); # 找不到难度类型
  277. }
  278. $typeId = substr($diffCult->highest, 0, 3); # 防御: 分类头不对
  279. if ($typeId != '503') {
  280. $diffCult->highest = 503000; # 设置为关卡第一关
  281. }
  282. if ($gateId > $diffCult->highest + 1) { # 不能跳关
  283. Err(ErrCode::err_arenasgate_indexillegal);
  284. }
  285. if ($gateId == $diffCult->highest + 1 && $star > 0) { # 星级大于等于0,才可以推关
  286. $diffCult->highest += 1; # 更新最高记录
  287. RankProc::recordNewPassGateInfo(req()->uid, $gateId); # 更新通关记录
  288. }
  289. $diffCult->latest = $gateId; # 记录上次挑战关卡id
  290. $uGate = new Ins_UGate(); # 当前关卡的记录数据
  291. if (isset($diffCult->gates->$gateId)) {
  292. $uGate = $diffCult->gates->$gateId;
  293. }
  294. $uGate->challengeTimes++; # 当前关卡挑战次数
  295. $uGate->star |= $star; # 当前关卡得分评星
  296. if (!$uGate->cleared) {
  297. $uGate->cleared = 1; # 当前关卡是否已通关
  298. $isFirst = true;
  299. }
  300. $diffCult->gates->$gateId = $uGate; # 回写关卡记录
  301. $userGates->TotalNum++; # 总战斗次数+1
  302. $userGates->Times++;
  303. req()->userInfo->game->gates = $userGates; # 回写数据
  304. }
  305. /**
  306. * 清理每个难度副本的每日战斗次数
  307. */
  308. public static function ClearGateTimes() {
  309. req()->userInfo->game->gates->Times = 0;
  310. }
  311. //
  312. // <editor-fold defaultstate="collapsed" desc=" 扫荡 ">
  313. /**
  314. * [6802]新扫荡
  315. */
  316. public static function Arenas_NewSweepFight() {
  317. Err(ErrCode::err_method_obsoleted); # 没开扫荡功能
  318. list($gateId, $difficulty, $costItemId) = req()->paras; # 关卡id, 难度 difficulty, 扫荡券id
  319. $user = req()->userInfo->game;
  320. $smGate = GameConfig::gate_getItem($gateId);
  321. my_default_Obj($user->gates->newGateRecord); # 防御未初始化的变量
  322. $gatesRecord = $user->gates->newGateRecord;
  323. my_default_Obj($gatesRecord->record); # 防御未初始化的变量
  324. $i = $difficulty + 1; // 按三个难度取不同的值.
  325. $tili = self::getProperty_n($smGate, "tili", $i);
  326. $reward = self::getProperty_n($smGate, "reward", $i);
  327. $gold = self::getProperty_n($smGate, "gold", $i);
  328. $exp = self::getProperty_n($smGate, "exp", $i);
  329. $err = StoreProc::removeItemFromStore($user->store, $costItemId, 1);
  330. my_Assert(ErrCode::ok == $err, $err); # 扣除失败
  331. $canfighterr = SweepGatesProc::CanFight($gateId, $difficulty); # 补充战斗记录
  332. if ($canfighterr) {#不能符合战斗要求
  333. return $canfighterr;
  334. }
  335. $user->gates->newGateRecord = $gatesRecord; # 回写数据
  336. ActiveProc::ChangeTili(- $tili); # 扣减体力
  337. $user->gates->TotalNum++; # 更新战斗次数统计
  338. $user->gates->Times++;
  339. $rewardsArr = explode(";", $reward);
  340. $rwds = array();
  341. foreach ($rewardsArr as $r) { // 按照概率规则发放奖品
  342. $arr = explode(',', $r);
  343. $itemid = intval($arr[0]);
  344. $num = intval($arr[1]);
  345. $probability = intval($arr[2]);
  346. if (CommUtil::randomPercent($probability)) { # 投色子
  347. $err = StoreProc::AddMultiItemInStore("$itemid,$num");
  348. my_Assert(ErrCode::ok == $err, $err);
  349. $rwds[] = "$itemid,$num";
  350. }
  351. }
  352. $user->base()->Add_Gold($gold); # 发放金币奖励
  353. my_Assert(ErrCode::ok == $err, $err); # 失败
  354. // Data_UserGame::Add_Exp($user->baseInfo, $exp); # 发放经验奖励
  355. $user->base()->Add_Exp($exp); # 发放经验奖励
  356. UserProc::updateUserInfo(); # 在获取战利品哪里已经update了.
  357. $result = array(
  358. 'store' => $user->store,
  359. 'heros' => $user->heros,
  360. 'gates' => $user->gates,
  361. 'tili' => $user->base()->tili,
  362. 'time' => $user->privateState->TiliTime,
  363. 'gold' => $gold,
  364. 'exp' => $exp,
  365. 'rewardstr' => implode(';', $rwds)
  366. );
  367. return Resp::ok($result);
  368. }
  369. /**
  370. * 是否可以战斗
  371. * @param $gateId
  372. * @param $difficulty
  373. * @return type
  374. */
  375. static function CanFight($gateId, $difficulty) {
  376. $gatesRecord = req()->userInfo->game->gates->newGateRecord;
  377. $smGate = GameConfig::gate_getItem($gateId);
  378. if (!CommUtil::isPropertyExists($gatesRecord->record, $gateId)) {
  379. $gatesRecord->record->$gateId = ObjectInit();
  380. }
  381. if ($difficulty > 2) {
  382. return Resp::err(ErrCode::err_arenasgate_indexillegal);
  383. }
  384. if ($difficulty == 0) {
  385. if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "normal")) {
  386. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  387. }
  388. if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "normalToday")) {
  389. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  390. }
  391. if ($smGate->cishu1 - $gatesRecord->record->$gateId->normalToday < 1) {
  392. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  393. }
  394. $gatesRecord->record->$gateId->normalToday += 1;
  395. } else if ($difficulty == 1) {
  396. if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "hard")) {
  397. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  398. }
  399. if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "hardToday")) {
  400. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  401. }
  402. if ($smGate->cishu2 - $gatesRecord->record->$gateId->hardToday < 1) {
  403. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  404. }
  405. $gatesRecord->record->$gateId->hardToday += 1;
  406. } else if ($difficulty == 2) {
  407. if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "elite")) {
  408. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  409. }
  410. if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "eliteToday")) {
  411. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  412. }
  413. if ($smGate->cishu3 - $gatesRecord->record->$gateId->eliteToday < 1) {
  414. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  415. }
  416. $gatesRecord->record->$gateId->eliteToday += 1;
  417. }
  418. return null; // false
  419. }
  420. // </editor-fold>
  421. //
  422. // <editor-fold defaultstate="collapsed" desc=" 好友租借 ">
  423. // /**
  424. // * [6805] 查询租借好友记录
  425. // * @param Req $req
  426. // */
  427. // public static function GetBorrowedFriends($req) {
  428. //// 查询好友借用记录中的数据
  429. // $rentedfriends = $req->userInfo->game->privateState->rentedFriends;
  430. // if (!$rentedfriends || !is_array($rentedfriends)) {
  431. // $rentedfriends = ArrayInit();
  432. // }
  433. // return Resp::ok(array('ret' => $rentedfriends));
  434. // }
  435. //
  436. // /**
  437. // * 清理战斗租借好友记录
  438. // *
  439. // */
  440. // public static function ClearFightRentRecord($req) {
  441. // $req->userInfo->game->privateState->rentedFriends = ArrayInit();
  442. // }
  443. //
  444. // /**
  445. // * [6806] 扣除借用好友费用
  446. // * @param Req $req
  447. // */
  448. // public static function ConsumeBorrowFriend($req) {
  449. //// 提取参数:好友id
  450. // $friend_uid = $req->paras[0];
  451. //// 验证好友关系
  452. // if (!FriendProc::isFriendship($req->zoneid, $req->uid, $friend_uid)) {
  453. // return Resp::err(ErrCode::friend_no_err);
  454. // }
  455. //// 验证尚未租借过
  456. // $rentedfriends = $req->userInfo->game->privateState->rentedFriends;
  457. // if (!$rentedfriends || !is_array($rentedfriends)) {
  458. // $rentedfriends = ArrayInit();
  459. // }
  460. // if (in_array($friend_uid, $rentedfriends)) {
  461. // return Resp::err(array('err' => -1, 'msg' => 'has rented this player today!'));
  462. // }
  463. //// 验证好友出借英雄
  464. // $friend_info = UserProc::getUserInfo(gMem(), $req->zoneid, $friend_uid);
  465. // if (!$friend_info) {
  466. // return Resp::err(ErrCode::user_no_err, '找不到好友的游戏数据!');
  467. // }
  468. //// todo:啦啦啦... 先不写了,管它用的是哪个英雄呢
  469. ////
  470. //// 扣除费用,失败->金币不足
  471. // $arr = explode(',', glc()->User_Friends_HireFriendForBattle_Cost);
  472. // if (count($arr) < 2) {
  473. // return Resp::err(ErrCode::err_const_no);
  474. // }
  475. // $itemid = $arr[0]; # 道具id
  476. // $amt = $arr[1]; # 数量
  477. // if ($itemid == META_GOLD_ITEMID) {
  478. // $user = $req->userInfo->game;
  479. // if ($user->gold < $amt) {
  480. // return Resp::err(array('err' => -2, 'msg' => 'gold not enough!'));
  481. // }
  482. // UserGameModel::Consume_Gold($user, $amt);
  483. //// todo: 给好友发送金币 邮件
  484. // EmailProc::SendHireCoinFromFight($req->zoneid, $friend_uid, #
  485. // $req->userInfo->game->name, $req->uid, $amt); # 好友收益需要扣除系统税率.
  486. // } else {
  487. // return Resp::err(ErrCode::err_const_no);
  488. // }
  489. //// 添加借用记录
  490. // $rentedfriends[] = $friend_uid;
  491. // $req->userInfo->game->privateState->rentedFriends = $rentedfriends;
  492. //// 回写数据
  493. // UserProc::updateUserInfo($req); // 玩家数据
  494. //// UserProc::setUserInfo(global_mem(), $friend_info); // 好友数据
  495. //// 返回
  496. // return Resp::ok(array('err' => 0, 'curgold' => $user->gold));
  497. // }
  498. // </editor-fold>
  499. //
  500. // <editor-fold defaultstate="collapsed" desc="黄金挑战">
  501. // /**
  502. // * [6804] 扣除买buffer的费用
  503. // * @param type $req
  504. // * @return type
  505. // */
  506. // public static function ConsumeBufferGold($req) {
  507. // $user = $req->userInfo->game; # user引用
  508. // $money = $req->paras[0]; //需要的手工费
  509. //// echo var_dump($money);
  510. // $bDeal = UserGameModel::Consume_Gold($user, $money);
  511. // if ($bDeal) {
  512. // $result = array(
  513. // 'resp' => "succeed!"
  514. // );
  515. //// 更新数据库数据
  516. //
  517. // $resp = Resp::ok($result);
  518. // } else {
  519. //
  520. //// $user->gold=0;
  521. // $result = array(
  522. // 'resp' => "succeed!"
  523. // );
  524. //// 更新数据库数据
  525. //
  526. // $resp = Resp::ok($result);
  527. // }
  528. // UserProc::updateUserInfo($req);
  529. // return $resp;
  530. // }
  531. // /**
  532. // * [6807] 挑战黄金 无穷无尽战斗模式
  533. // * @param type $req
  534. // */
  535. // public static function ChallengeEndlessFightMode_Gold($req) {
  536. // $gateForeverId = $req->paras[0];
  537. // $difficuty = $req->paras[1];
  538. // $bociCount = $req->paras[2];
  539. ////判断是否已经达到挑战的次数上限
  540. // $gates = $req->userInfo->game->gates;
  541. //
  542. // if (!CommUtil::isPropertyExists($gates, "forever_Gold_FightTimes")) {
  543. // $gates->forever_Gold_FightTimes = 0;
  544. // }
  545. //
  546. // if ($gates->forever_Gold_FightTimes >= glc()->Battle_Forever_MaxCountEveryDay) {
  547. // return Resp::err(ErrCode::err_gateForever_countIsFull, '挑战次数已经用尽!');
  548. // }
  549. ////1.取出无尽模式的关卡常量数据
  550. // $gateForeverConst = GameConfig::gateforever_getItem($gateForeverId); // ConstProc::getGold_GateForeverGoldConst($gateForeverId);
  551. // $gateBattleBociConst = GameConfig::gatecombat_getItem($gateForeverId);
  552. // if (!$gateForeverConst) {
  553. // return Resp::err(ErrCode::err_gateForever_const_no);
  554. // }
  555. ////判断次数是否合法
  556. // $bociArr = explode(",", $gateBattleBociConst->level);
  557. // if ($bociCount > count($bociArr)) {
  558. // return Resp::err(ErrCode::err_gateForever_countillegal);
  559. // }
  560. ////2.取出模式下的奖励数据
  561. // $rewardStr = $gateForeverConst->reward1;
  562. //
  563. // $arr_reward = explode(";", $rewardStr);
  564. // foreach ($arr_reward as $value) {
  565. // if (strlen($value) > 0) {
  566. //
  567. // $arr_RealReward = explode(",", $value);
  568. // $itemId = $arr_RealReward[0];
  569. // $itemNum = $arr_RealReward[1];
  570. //
  571. // $str1 = substr($itemId, 0, 3);
  572. ////3.根据挑战的波次数据,重复累计获得奖励
  573. // for ($i = 0; $i < $bociCount; $i++) {
  574. //
  575. // switch ($str1) {
  576. /////怪物卡或者英雄卡牌获取
  577. // case "101":
  578. // case "201":
  579. //// HeroProc::AddHeroTFromStore($req, $itemId);
  580. // break;
  581. /////装备物品的获取.
  582. // case "301":
  583. // case "302":
  584. // case "303":
  585. // StoreProc::PutEquipInStore($itemId, $req);
  586. // break;
  587. /////宝石的获取
  588. // case "304":
  589. // StoreProc:: PutOverlyingItemInStore($itemId, $itemNum, $req);
  590. // break;
  591. ////金币的获取
  592. // case "399":
  593. // if ($itemId == "399002") {
  594. // UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $itemNum);
  595. // }
  596. // break;
  597. // default:
  598. // break;
  599. // }
  600. // }
  601. // }
  602. // }
  603. ////4、存储玩家的挑战次数
  604. // $gates->forever_Gold_FightTimes = $gates->forever_Gold_FightTimes + 1;
  605. //// 回写数据
  606. // UserProc::updateUserInfo($req);
  607. // $result = ObjectInit();
  608. // $result->result = "succeed";
  609. // $result->forever_Gold_FightTimes = $gates->forever_Gold_FightTimes;
  610. // $resp = Resp::ok($result);
  611. // return $resp;
  612. // }
  613. // /**
  614. // * 清理挑战无尽模式的 次数记录
  615. // *
  616. // */
  617. // public static function ClearGateForeverGold_FightCountEveryDay($req) {
  618. // $req->userInfo->game->gates->forever_Gold_FightTimes = 0;
  619. // }
  620. // </editor-fold>
  621. //
  622. // <editor-fold defaultstate="collapsed" desc=" 副本 ">
  623. //
  624. // /**
  625. // * [6801] 开启副本
  626. // * @param Req $req
  627. // * @deprecated since version 0
  628. // */
  629. // public static function OpenTheCarbon($req) {
  630. // $gates = $req->userInfo->game->gates;
  631. // $openedcarbons = $gates->carbons->openedCarbons;
  632. //# 提取参数
  633. // $carbonId = $req->paras[0]; # 副本ID
  634. // $difficulty = $req->paras[1]; # 难度等级 1,2,3
  635. // $key = "$carbonId-$difficulty"; # 键值
  636. // if (!($gates && $openedcarbons)) {
  637. // return Resp::err(ErrCode::err_innerfault);
  638. // }
  639. // if ($difficulty > 3 || $difficulty < 1) {
  640. // return Resp::err(ErrCode::carbon_wrongdifficult);
  641. // }
  642. //
  643. // if (CommUtil::isPropertyExists($openedcarbons, $key)) {
  644. // $carbon = $openedcarbons->$key;
  645. // } else {
  646. // $carbon = new CarbonModel();
  647. // }
  648. // if ($carbon->closeTs > now()) {
  649. // return Resp::err(ErrCode::carbon_opened);
  650. // }
  651. // $carbonModel = GameConfig::gate_carbon_getItem($carbonId); # 常量
  652. //# 扣除开启消耗的道具
  653. // $keyid = "keyId$difficulty";
  654. // $keynum = "keyNum$difficulty";
  655. // $costItemId = $carbonModel->$keyid;
  656. // $costItemNum = $carbonModel->$keynum;
  657. //
  658. // $err = StoreProc::removeItemFromStore($req->userInfo->game->store, $costItemId, $costItemNum);
  659. // if ($err) { # 扣除失败
  660. // return Resp::err($err);
  661. // }
  662. // $carbon->closeTs = now() + $carbonModel->duration; # 关闭倒计时
  663. // $carbon->curIndex = 0; # 索引重置为0
  664. // $openedcarbons->$key = $carbon;
  665. // $req->userInfo->game->gates->carbons->openedCarbons = $openedcarbons;
  666. // UserProc::updateUserInfo($req);
  667. // return Resp::ok(array('err' => 0, 'carbons' => $openedcarbons));
  668. // }
  669. // /**
  670. // * 挑战副本关卡
  671. // * @param Req $req
  672. // * @deprecated since version number
  673. // */
  674. // public static function ChallengeCarbon($req) {
  675. // $gates = $req->userInfo->game->gates;
  676. // $carbons = $gates->carbons->openedCarbons;
  677. //# 提取参数
  678. // $carbonId = $req->paras[0]; # 副本ID
  679. // $difficulty = $req->paras[1]; # 难度等级 1,2,3
  680. // $gateindex = $req->paras[2]; # 关卡索引 0,1,2,...
  681. // $star = $req->paras[3]; # 战斗评价(几星)
  682. // $TeamObj = $req->paras[4]; # 队伍信息
  683. //// $bossId = $req->paras[5]; # 本关消灭的bossid (<=0代表本关卡未出现boss)
  684. // if ($difficulty > 3 || $difficulty < 1) {
  685. // return Resp::err(ErrCode::carbon_wrongdifficult);
  686. // }
  687. // $key = "$carbonId-$difficulty"; # 键值
  688. //# 0 当前副本处于开启状态
  689. //# 1 当前关卡索引,不能跳着打,
  690. //# 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
  691. //# 3 决定掉落物品, 发给客户端
  692. //# 4 发放对应的经验之类的东西
  693. //# 5 检查是否最后一个关卡, 是, 关闭副本
  694. //# 6 回存数据,返回
  695. //
  696. // isEditor() && $carbon = new CarbonModel;
  697. // if (CommUtil::isPropertyExists($carbons, $key)) {
  698. // $carbon = $carbons->$key;
  699. // } else {
  700. // $carbon = null;
  701. // }
  702. // if (!$carbon || $carbon->closeTs < now()) {
  703. // return Resp::err(ErrCode::carbon_closed);
  704. // }
  705. //
  706. // $carbonModel = GameConfig::gate_carbon_getItem($carbonId); # 副本常量数据
  707. // $gateIds = explode(',', $carbonModel->gateids);
  708. // if ($gateindex < 0 || $gateindex >= count($gateIds)) {
  709. // return Resp::err(ErrCode::carbon_gateIndex);
  710. // }
  711. // if ($carbon->curIndex == $gateindex || $gateindex == 0) {
  712. // $carbon->curIndex += 1; # 更新进度
  713. // } else { # 不能跳关
  714. // return Resp::err(ErrCode::carbon_gateIndex);
  715. // }
  716. //
  717. // $gateId = $gateIds[$gateindex]; # 通过索引获得关卡ID
  718. // $tl = "tili$difficulty"; # 体力难度
  719. // $rwd = "reward$difficulty"; # 奖励难度
  720. // $arr = array("normal", 'hard', 'elite'); # 难度名称
  721. // $gt = $arr[$difficulty - 1]; # 关卡分类
  722. // $gateModel = GameConfig::gate_carbon_content_getItem($gateId); # 副本关卡常量数据
  723. // $tili = $gateModel->$tl; # 扣除体力
  724. // $reward = $gateModel->$rwd; # 获得奖励
  725. //#
  726. //# 打副本呢也要扣除体力
  727. // ActiveProc::ChangeTili(-$tili, $req);
  728. //# 扣除多少体力就给账号增加多少经验 -by 李宁, reconfirmed by wg 20170519144109
  729. // UserGameModel::Add_Exp($req, $tili);
  730. //# 增加英雄经验(也是依据扣除的体力数)
  731. // foreach ($TeamObj as $heroUID) {
  732. // HeroProc::HeroAddEXP($heroUID, $tili, $req);
  733. // }
  734. //// $carbon->stars; 暂不记录了
  735. //# 掉落战利品->获取
  736. // $err = StoreProc::AddMultiItemInStore($req, $reward);
  737. // if ($err) {
  738. // return Resp::err($err);
  739. // }
  740. // if (count($gateIds) == $gateindex + 1) { # 最后一个关卡
  741. // unset($carbons->$key); # 关闭掉关卡,或者是直接删掉
  742. // } else {
  743. // $carbons->$key = $carbon; # 回存数据
  744. // }
  745. // $req->userInfo->game->gates->carbons->openedCarbons = $carbons;
  746. // UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
  747. // # Ps.备注,奖品是固定的,所以不必返回
  748. // $result = array(
  749. // 'store' => $req->userInfo->game->store,
  750. // 'heros' => $req->userInfo->game->heros,
  751. // 'gates' => $req->userInfo->game->gates,
  752. // 'tili' => $req->userInfo->game->tili,
  753. // 'time' => $req->userInfo->game->privateState->TiliTime
  754. // );
  755. // return Resp::ok($result);
  756. // }
  757. // /**
  758. // * [6809]新版本的挑战 副本胜利
  759. // * @param Req $req
  760. // * @deprecated since version 0
  761. // */
  762. // public static function NewChallengeCarbon($req) {
  763. // $gates = $req->userInfo->game->gates;
  764. // $carbons = $gates->carbons->openedCarbons;
  765. //# 提取参数
  766. // $carbonId = $req->paras[0]; # 副本ID
  767. // $gateId = $req->paras[1]; # 关卡ID
  768. // $difficulty = $req->paras[2]; # 难度等级 1,2,3
  769. //
  770. // $star = $req->paras[3]; # 战斗评价(几星)
  771. // $TeamObj = $req->paras[4]; # 队伍信息
  772. //
  773. // if ($difficulty > 3 || $difficulty < 1) {
  774. // return Resp::err(ErrCode::carbon_wrongdifficult);
  775. // }
  776. // $key = "$carbonId-$difficulty"; # 键值
  777. // # 0 当前副本处于开启状态
  778. // # 1 战斗胜利之后,副本直接关闭
  779. // # 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
  780. // # 3 决定掉落物品, 发给客户端
  781. // # 4 发放对应的经验之类的东西
  782. // # 5 检查是否最后一个关卡, 是, 关闭副本
  783. // # 6 回存数据,返回
  784. //
  785. // isEditor() && $carbon = new CarbonModel;
  786. // if (CommUtil::isPropertyExists($carbons, $key)) {
  787. // $carbon = $carbons->$key;
  788. // } else {
  789. // $carbon = null;
  790. // }
  791. // if (!$carbon || $carbon->closeTs < now()) {
  792. // return Resp::err(ErrCode::carbon_closed);
  793. // }
  794. // unset($carbons->$key);
  795. // $tl = "tili$difficulty"; # 体力难度
  796. // $rwd = "reward$difficulty"; # 奖励难度
  797. //
  798. // $gateModel = GameConfig::gate_carbon_content_getItem($gateId); # 副本关卡常量数据
  799. // $tili = $gateModel->$tl; # 扣除体力
  800. // $reward = $gateModel->$rwd; # 获得奖励
  801. // #
  802. // # 打副本呢也要扣除体力
  803. // ActiveProc::ChangeTili(-$tili, $req);
  804. //
  805. // // 按照概率规则发放奖品
  806. // $rewardsArr = explode(";", $reward);
  807. // $rwds = array();
  808. // foreach ($rewardsArr as $r) {
  809. // $arr = explode(',', $r);
  810. // $itemid = intval($arr[0]);
  811. // $num = intval($arr[1]);
  812. // $probability = floatval($arr[2]); # 掉落概率精度精确到±0.01%
  813. // if (CommUtil::randomPercent($probability)) { # 投色子
  814. // $err = StoreProc::AddMultiItemInStore($req, "$itemid,$num");
  815. // if ($err) {
  816. // return Resp::err($err);
  817. // }
  818. // $rwds[] = "$itemid,$num";
  819. // }
  820. // }
  821. //
  822. // if ($err) {
  823. // return Resp::err($err);
  824. // }
  825. //
  826. // $req->userInfo->game->gates->carbons->openedCarbons = $carbons;
  827. // UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
  828. // # Ps.备注,奖品是固定的,所以不必返回
  829. // SystemProc::Carbon_Win($req->zoneid, $req->userInfo->game, $carbonId, $difficulty); # 插入通过副本消息
  830. // $result = array(
  831. // 'store' => $req->userInfo->game->store,
  832. // 'heros' => $req->userInfo->game->heros,
  833. // 'gates' => $req->userInfo->game->gates,
  834. // 'tili' => $req->userInfo->game->tili,
  835. // 'time' => $req->userInfo->game->privateState->TiliTime,
  836. // 'gold' => 0,
  837. // 'exp' => 0,
  838. // 'rewardstr' => implode(';', $rwds)
  839. // );
  840. // return Resp::ok($result);
  841. // }
  842. // /**
  843. // * [6816] 挑战剧情关卡
  844. // * @param type $req
  845. // * @deprecated since version 0
  846. // */
  847. // public static function ChallengeStoryGate($req) {
  848. // $gates = $req->userInfo->game->gates;
  849. //# 提取参数
  850. // $storyId = $req->paras[0]; # 剧情ID
  851. // $difficulty = $req->paras[1]; # 难度等级 1,2,3
  852. // $star = $req->paras[2]; # 战斗评价(几星)
  853. // $TeamObj = $req->paras[3]; # 队伍信息
  854. // $bossId = $req->paras[4]; # 本关消灭的bossid (<=0代表本关卡未出现boss)
  855. ////
  856. //#1. 判断是否有记录过剧情的战斗信息
  857. // if (!CommUtil::isPropertyExists($gates, "story")) {
  858. // $gates->story = ObjectInit();
  859. // $gates->story->lastFinishedStoryGateId = 0;
  860. // $gates->story->allFinishedStoryGateIdList = ArrayInit();
  861. // }
  862. // $storrRecord = $gates->story;
  863. //#2.取出模式下的奖励数据
  864. // $memStoryModel = GameConfig::gatestory_getItem($storyId);
  865. // $tili = 0;
  866. // $rewardStr = $memStoryModel->storyGateReward;
  867. //
  868. //#3 同步下剧情的推进进度数据
  869. // if ($storrRecord->lastFinishedStoryGateId == $storyId || in_array($storyId, $storrRecord->allFinishedStoryGateIdList)) {
  870. // return Resp::err(ErrCode::story_repeatfight); #剧情关卡不能重复战斗 只能打一次
  871. // } else {
  872. // $storrRecord->lastFinishedStoryGateId = $storyId;
  873. // $storrRecord->allFinishedStoryGateIdList[] = $storyId;
  874. // }
  875. //#
  876. //# 4 万一打剧情也扣除体力呢
  877. // if ($tili > 0) {
  878. // ActiveProc::ChangeTili(-$tili, $req);
  879. //# 扣除多少体力就给账号增加多少经验 -by 李宁, reconfirmed by wg 20170519144109
  880. // UserGameModel::Add_Exp($req, $tili);
  881. //# 增加英雄经验(也是依据扣除的体力数)
  882. // foreach ($TeamObj as $heroUID) {
  883. // HeroProc::HeroAddEXP($heroUID, $tili, $req);
  884. // }
  885. // }# 5 玩家获得 剧情的战斗奖励
  886. // $err = StoreProc::AddMultiItemInStore($req, $rewardStr);
  887. // if ($err) {
  888. // return Resp::err($err);
  889. // }# 6 回存玩家的战斗记录
  890. // $req->userInfo->game->gates->story = $storrRecord;
  891. // UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
  892. // # Ps.备注,奖品是固定的,所以不必返回
  893. // $result = array(
  894. // 'store' => $req->userInfo->game->store,
  895. // 'heros' => $req->userInfo->game->heros,
  896. // 'gates' => $req->userInfo->game->gates,
  897. // 'tili' => $req->userInfo->game->tili,
  898. // 'time' => $req->userInfo->game->privateState->TiliTime
  899. // );
  900. // return Resp::ok($result);
  901. // }
  902. //
  903. // </editor-fold>
  904. //
  905. }
  906. /**
  907. * 任务/挑战目标达成记录(三星评价)
  908. * @author gwang
  909. */
  910. class GateStar {
  911. /**
  912. * 根据后台记录的数值构造(反向提供给前端显示层)
  913. * @param int $i
  914. */
  915. public function __construct($i) {
  916. $this->S1 = ($i & 1) > 0;
  917. $this->S2 = ($i & 2) > 0;
  918. $this->S3 = ($i & 4) > 0;
  919. }
  920. /**
  921. * @var bool 第一个目标达成
  922. */
  923. public $S1;
  924. /**
  925. * @var bool 第二个目标达成
  926. */
  927. public $S2;
  928. /**
  929. * @var bool 第三个目标达成
  930. */
  931. public $S3;
  932. /**
  933. * 统计总星数
  934. * @return int
  935. */
  936. public function Stars() {
  937. return ($this->S3 ? 1 : 0) + ($this->S2 ? 1 : 0) + ($this->S1 ? 1 : 0);
  938. }
  939. }