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