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