HeroProc.php 55 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * 英雄处理逻辑
  5. * @author gwang
  6. */
  7. class HeroProc {
  8. /**
  9. * 英雄处理逻辑分发
  10. * 所有的Proc中必须有这样一个方法
  11. * @param Req $req
  12. */
  13. static function procMain($req) {
  14. switch ($req->cmd) {
  15. case CmdCode::cmd_hero_levelup: # [6301] 英雄升级
  16. return HeroProc::HeroLevelUpCostExpItem($req);
  17. case CmdCode::cmd_hero_stageup: # [6304] 英雄进阶 SABCD
  18. return HeroProc::HeroStageUp($req);
  19. // <editor-fold defaultstate="collapsed" desc="过时 接口">
  20. // case CmdCode::cmd_hero_upstar: # [6305] 英雄升星
  21. // return HeroProc::HeroUpStarByPieces($req);
  22. // case CmdCode::cmd_hero_changelockstate: # [6306] 英雄-修改锁定状态
  23. // return HeroProc::HeroChangelockstate($req);
  24. // case CmdCode::cmd_hero_buyCollectHeroLimtCount: # [6312] 扩展英雄数量上限
  25. // return HeroProc::BuyHeroMaxCountLimt($req);
  26. // </editor-fold>
  27. # --------- 英雄技能 -----------
  28. case CmdCode::cmd_hero_upgradeSkillLevel: # [6314] 英雄的技能升级
  29. return HeroProc::UpgradeSkillLevel($req);
  30. case CmdCode::cmd_hero_unlockSkill: # [6324] 英雄技能 - 解锁技能
  31. return HeroProc::UnlockSkill($req);
  32. case CmdCode::cmd_hero_skillLevel_onekeyupgrade: # [6325] 英雄技能 - 一键升级
  33. return HeroProc::OnekeyUpgradeSkillLevel($req);
  34. case CmdCode::cmd_hero_saveHeroTeamConfig: # [6315] 保存玩家战队数据
  35. return HeroProc::SaveHeroTeamConfig($req);
  36. // <editor-fold defaultstate="collapsed" desc="---------------英雄评论----------------">
  37. case CmdCode::cmd_hero_GetDiscuss: # [6316]拉取英雄评论
  38. return HeroDiscussProc::GetDiscusses($req);
  39. case CmdCode::cmd_hero_PostDiscuss: # [6317]对英雄发表评论
  40. return HeroDiscussProc::Post($req);
  41. case CmdCode::cmd_hero_PraiseDiscuss: # [6318]给某条评论点赞
  42. return HeroDiscussProc::PriaseMsg($req);
  43. case CmdCode::cmd_hero_DeleteDiscuss: # [6319]删除评论
  44. return HeroDiscussProc::DeletePost($req);
  45. case CmdCode::cmd_hero_scoreit: # [6320]给某个英雄评分
  46. return HeroDiscussProc::Score($req);
  47. // </editor-fold>
  48. #----------- 英雄的解锁与购买 --------------
  49. case CmdCode::cmd_hero_buyHero: # [6321]购买英雄
  50. return HeroProc::BuyHeroByCostPieces($req);
  51. case CmdCode::cmd_hero_upGodBlood: # [6322] 神血升级
  52. return HeroProc::UpGodBloodHeroByPieces($req);
  53. // case CmdCode::cmd_hero_unlockByPieces: # [6323] 解锁碎片
  54. // return HeroProc::UnLockHeroByPieces($req);
  55. default: # err: 未知的命令码
  56. return Resp::err(ErrCode::cmd_err);
  57. }
  58. }
  59. // <editor-fold defaultstate="collapsed" desc="技能升级与解锁">
  60. /**
  61. * [6324] 英雄技能解锁
  62. * @version 2020.1.13 至今未进行对接, 再次整理版
  63. * 2019.12.10 加班弄完第一版
  64. * @param req $req
  65. */
  66. static function UnlockSkill($req) {
  67. list($huid, $mainSkillId, $subSkillId) = $req->paras; # 提取参数: 英雄的UID, 主技能Id, 要升级的子技能ID
  68. $user = $req->userInfo->game; # user引用
  69. $cHeros = $user->heros->collectHeros;
  70. my_default_Obj($cHeros);
  71. my_Assert(CommUtil::isPropertyExists($cHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要解锁的英雄
  72. # # 2.判断英雄的该技能能否升级....
  73. $targetHero = new UserHeroModel($cHeros->$huid); # 直接类型识别
  74. $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
  75. my_default_Arr($targteHeroSkills->$mainSkillId); # 保护子技能数组数据结构
  76. my_Assert(!CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能已解锁"); # 子技能已经解锁
  77. // if (!$targetHero->IsSkillUnlockAble($mainSkillId, $subSkillId)) { # 3.判断技能是否处于待解锁状态
  78. // return Resp::err(ErrCode::hero_upgradeSkill_maxLevel);
  79. // }
  80. $sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
  81. my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
  82. my_Assert(UserGameModel::Consume_Gold($user, $sm->unlockCost), # # 5. 扣除金币消耗
  83. ErrCode::notenough_gold_msg);
  84. array_push($targteHeroSkills->$mainSkillId, $subSkillId); # 添加技能
  85. $targetHero->subSkills = $targteHeroSkills;
  86. $cHeros->$huid = $targetHero; # 回存Hero对象
  87. UserProc::updateUserInfo(); # 回写数据
  88. return Resp::ok($targetHero);
  89. }
  90. /**
  91. * [6325] 英雄技能一键升级
  92. * @param req $req
  93. */
  94. static function OnekeyUpgradeSkillLevel($req) {
  95. list($huid, $mainSkillId, $subSkillId, $targetSubSkillId, $costGold) = $req->paras; # 提取参数: 英雄的UID, 主技能ID, 要升级的子技能ID, 升级到的子技能ID, 升级要消耗的金币
  96. $user = $req->userInfo->game; # user引用#
  97. $collectHeros = $user->heros->collectHeros;
  98. my_default_Obj($collectHeros); # 防御变量为空
  99. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
  100. # # 2.判断英雄的该技能能否升级....
  101. $targetHero = new UserHeroModel($cHeros->$huid); # 直接类型识别
  102. $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
  103. my_default_Arr($targteHeroSkills->$mainSkillId); # 保护数据结构
  104. my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
  105. // if (!$targetHero->IsSkillUpdateAble($mainSkillId, $subSkillId)) { # 3.判断技能等级能否在继续升级了
  106. // return Resp::err(ErrCode::hero_upgradeSkill_maxLevel);
  107. // }
  108. // $sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
  109. // if (null == $sm) {
  110. // return \Resp::err(ErrCode::err_const_no, '找不到子技能配置数据');
  111. // }
  112. my_Assert(UserGameModel::Consume_Gold($user, $costGold), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
  113. unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
  114. array_push($targteHeroSkills->$mainSkillId, $targetSubSkillId);
  115. $targetHero->subSkills = $targteHeroSkills;
  116. $collectHeros->$huid = $targetHero; # 更新Hero数据
  117. UserProc::updateUserInfo(); # 回写数据
  118. return Resp::ok($targetHero);
  119. }
  120. /**
  121. * [6314]英雄技能升级
  122. * @param req $req
  123. */
  124. static function UpgradeSkillLevel($req) {
  125. list($huid, $mainSkillId, $subSkillId) = $req->paras; # 提取参数: 英雄的UID, 主技能Id, 要升级的子技能Id
  126. $user = $req->userInfo->game; # user引用
  127. $collectHeros = $user->heros->collectHeros;
  128. my_default_Obj($collectHeros); # 防御变量为空
  129. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
  130. $targetHero = new UserHeroModel($collectHeros->$huid);
  131. $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
  132. my_Assert(CommUtil::isPropertyExists($targteHeroSkills, $mainSkillId), "玩家数据结构有问题."); # 主技能Id.
  133. my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
  134. my_Assert($targetHero->IsSkillUpdateAble($mainSkillId, $subSkillId), ErrCode::hero_upgradeSkill_maxLevel); # 3.判断技能等级能否在继续升级了
  135. $sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
  136. my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
  137. my_Assert(UserGameModel::Consume_Gold($user, $sm->upgradeCost), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
  138. unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
  139. array_push($targteHeroSkills->$mainSkillId, $sm->nextLevel_Id);
  140. $targetHero->subSkills = $targteHeroSkills;
  141. $collectHeros->$huid = $targetHero; # 更新hero数据
  142. UserProc::updateUserInfo(); # 回写数据
  143. return Resp::ok($targetHero);
  144. }
  145. // </editor-fold>
  146. //
  147. // <editor-fold defaultstate="collapsed" desc="英雄 强化">
  148. /**
  149. * 6304 英雄 升阶(消耗碎片)
  150. * @param Req $req
  151. */
  152. static function HeroStageUp($req) {
  153. list($huid, $nextGrade) = $req->paras; # 提取参数: 英雄的UID,下一阶
  154. $user = $req->userInfo->game; # user引用
  155. $collectHeros = $user->heros->collectHeros; # 角色容器
  156. my_default_Obj($collectHeros); # 保证不为null
  157. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
  158. $upHero = new UserHeroModel($collectHeros->$huid); # 直接类型识别
  159. my_Assert($upHero->grade < "S", ErrCode::hero_strength_maxstrengthlevel); # 已经达到S级
  160. $heroUpgradeCostCfg = GameConfig::heroextra_level_getItem($upHero->typeId, $nextGrade);
  161. my_Assert($heroUpgradeCostCfg, ErrCode::hero_strength_cost_const_no); # 1.检查是否存在这个升阶数据的模板
  162. my_Assert(UserGameModel::Consume_HeroSegment($user, # # 扣除碎片
  163. $heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum),
  164. ErrCode::hero_segment_not_enough); # 碎片数量不足
  165. # 扣除碎片成功
  166. $upHero->grade = $nextGrade; # 5.强化英雄进行成功升阶
  167. $collectHeros->$huid = $upHero; # 更新Hero数据
  168. UserProc::updateUserInfo(); # 6.数据回存
  169. $resp = Resp::ok($upHero);
  170. SystemProc::insertHero_StageUp($req->zoneid, $req->uid, $user->name, # # 插入系统广播
  171. GameConfig::hero_getItem($upHero->typeId)->name, $upHero->grade);
  172. self::CalcUserFightPower($req->zoneid, $req->uid, $req->userInfo->game); # 跟新战力统计
  173. return $resp;
  174. }
  175. /**
  176. * [6301] 英雄升级 - 消耗经验道具,获得经验(按照经验提升等级)
  177. * @param Req $req
  178. */
  179. static function HeroLevelUpCostExpItem($req) {
  180. list($huid, $costItemId, $costNumber) = $req->paras; # 提取参数: 玩家英雄实例编号, 消耗的道具ID, 消耗的道具数量
  181. $user = $req->userInfo->game; # user引用
  182. $collectHeros = $user->heros->collectHeros; # 1. 检查是否存在要升级的英雄
  183. my_default_Obj($collectHeros);
  184. my_Assert(is_int($costNumber) && $costNumber >= 1, ErrCode::paras_err); # 参数合法性判断
  185. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 玩家拥有此英雄
  186. $targetHero = new UserHeroModel($collectHeros->$huid); # 智能感知辅助
  187. my_Assert($targetHero->HeroCanLevelUp(), "英雄不可升级"); # 2. 检查玩家等级是否可以继续升级, Ps. 全局限制 + 指挥官等级限制
  188. $myPacketItems = $user->store->items; # 检查道具的数量,在背包中是否充足
  189. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  190. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);
  191. $totalEXP = 0; # 4.计算消耗的道具一共给多少经验值以及 一共要消耗多少金币
  192. $costItemConst = GameConfig::item_stones_getItem($costItemId);
  193. my_Assert(null != $costItemConst, ErrCode::err_const_no);
  194. $totalEXP += $costItemConst->baseExp;
  195. $heroConst = GameConfig::hero_getItem($targetHero->typeId); # 英雄模板数据
  196. my_Assert(null != $heroConst, ErrCode::err_const_no, "英雄 模板数据");
  197. if ($costItemConst->element != 0 # # 相同元素加成
  198. && $costItemConst->element == $heroConst->element) {
  199. $totalEXP += $costItemConst->extraExp;
  200. }
  201. $totalEXP *= $costNumber; # 消耗N个道具
  202. $targetHero = self:: HeroAddEXP($huid, $totalEXP); # 获得经验
  203. $myPacketItems->$costItemId -= $costNumber; # 消耗道具
  204. if ($myPacketItems->$costItemId < 0) {
  205. $myPacketItems->$costItemId = 0;
  206. }
  207. $req->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  208. UserProc::updateUserInfo(); # 回写玩家数据
  209. self::CalcUserFightPower($req->zoneid, $req->uid, $req->userInfo->game); # 跟新战力统计
  210. return Resp::ok($targetHero);
  211. }
  212. // </editor-fold>
  213. //
  214. // <editor-fold defaultstate="collapsed" desc="队伍配置">
  215. /**
  216. * [6315]保存队伍的战斗配置信息
  217. * @param Req $req
  218. */
  219. static function SaveHeroTeamConfig($req) {
  220. $teamsetting = $req->paras[0]; # 配置信息json文件
  221. $req->userInfo->game->heroTeamConfig = $teamsetting; # 更新配置
  222. UserProc::updateUserInfo(); # 回写数据
  223. # # 添加到战斗力隐藏榜单中, for pvp back matchers, -wg 2017.07.13
  224. self::CalcTeamFightPower($req->zoneid, $req->uid, $req->userInfo->game);
  225. return Resp::ok(array('result' => "succeed"));
  226. }
  227. // </editor-fold>
  228. //
  229. // <editor-fold defaultstate="collapsed" desc="已过时代码">
  230. /**
  231. * 6323 解锁英雄
  232. * @param type $req
  233. */
  234. static function UnLockHeroByPieces($req) {
  235. $user = $req->userInfo->game; # user引用
  236. $heroModelId = $req->paras[0];
  237. $piecesId = $req->paras[1]; # 英雄碎片的ID
  238. $piecesNum = $req->paras[2];
  239. if (!CommUtil::isPropertyExists($user->heros, "recordUnLockHeroDic")) {
  240. $user->heros->recordUnLockHeroDic = ObjectInit();
  241. }
  242. $recordUnLockHeroDic = $user->heros->recordUnLockHeroDic;
  243. #检查是不是已经解锁过了
  244. $flag = 0;
  245. if (!CommUtil::isPropertyExists($recordUnLockHeroDic, $heroModelId)) {
  246. $recordUnLockHeroDic->$heroModelId = 0;
  247. }
  248. $flag = $recordUnLockHeroDic->$heroModelId;
  249. if ($flag == 1) {
  250. return Resp::err(ErrCode::hero_lockState);
  251. }
  252. #检查要解锁的英雄的常量配置是否存在
  253. $heroCfg = GameConfig::hero_getItem($heroModelId);
  254. if (!$heroCfg) {
  255. return Resp::err(ErrCode::hero_const_no_err);
  256. }
  257. #检查需要消耗的碎片的常量配置是否存在
  258. $piecesCfg = GameConfig::segment_getItem($piecesId);
  259. if (!$piecesCfg) {
  260. return Resp::err(ErrCode::err_const_no);
  261. }
  262. # 5.检查道具的数量是否充足
  263. $myPacketItems = $user->store->segement;
  264. $requirePiecesNum = $heroCfg->unlockConditionId;
  265. # 检查道具数量是否充足
  266. $enoughPieces = false;
  267. if ($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum) {
  268. if (!CommUtil::isPropertyExists($myPacketItems, $piecesId)) { # 检查碎片
  269. $enoughPieces = false;
  270. } else {
  271. if ($myPacketItems->$piecesId < $requirePiecesNum) {
  272. $enoughPieces = false;
  273. } else {
  274. $enoughPieces = true;
  275. }
  276. }
  277. } else {
  278. return Resp::err(ErrCode ::paras_err, "error pieces para" . "req" . $piecesId . "_" . $requirePiecesNum . "/" . $piecesId . "_" . $piecesNum);
  279. }
  280. if ($enoughPieces === true) {
  281. # 6.进行 # # 消耗道具
  282. $myPacketItems->$piecesId -= $requirePiecesNum;
  283. if ($myPacketItems->$piecesId < 0) {
  284. $myPacketItems->$piecesId = 0;
  285. }
  286. $recordUnLockHeroDic->$heroModelId = 1;
  287. $req->user->heros->recordUnLockHeroDic = $recordUnLockHeroDic;
  288. $req->userInfo->game->store->segement = $myPacketItems;
  289. UserProc::updateUserInfo(); # 回写数据
  290. return Resp::ok(array('result' => "OK")); //返回OK
  291. } else {
  292. return Resp::err(ErrCode::hero_godblood_notengoughitem);
  293. }
  294. }
  295. /**
  296. * [6322] 英雄神血
  297. * @param Req $req
  298. */
  299. static function UpGodBloodHeroByPieces($req) {
  300. $resp = Resp::err(ErrCode::err_method_notimplement);
  301. $g = glc();
  302. $user = $req->userInfo->game; # user引用
  303. $huid = $req->paras[0]; # 英雄的UID
  304. $piecesId = $req->paras[1]; # 英雄碎片的ID
  305. $piecesNum = $req->paras[2];
  306. $moneyType = $req->paras[3]; # 升星消耗金钱的类型
  307. $moneyNum = $req->paras[4];
  308. # 1.检查是否存在要升级的英雄
  309. $collectHeros = $user->heros->collectHeros;
  310. if (!$collectHeros) {
  311. $collectHeros = ObjectInit();
  312. }
  313. if (!CommUtil::isPropertyExists($collectHeros, $huid)) {
  314. return Resp::err(ErrCode::hero_no);
  315. }
  316. # 2.检查是否存在要升级的英雄的神血的血脉值 是否达到100%
  317. isEditor() and $strengthHero = new UserHeroModel();
  318. $strengthHero = $collectHeros->$huid;
  319. # 检查是否存在当前 神血的的消耗常量数据 以及血脉值 是否达到100%
  320. if (!CommUtil::isPropertyExists($strengthHero, "curBloodId")) {
  321. $strengthHero->curBloodId = 0;
  322. }
  323. $lvs = GameConfig::heroextra_godblood_getItem($strengthHero->curBloodId);
  324. if (!$lvs) {
  325. return Resp::err(ErrCode::hero_godblood_level_const_no);
  326. } else {
  327. if ($lvs->targetGodPercent >= 100) {
  328. return Resp::err(ErrCode::hero_godblood_maxlevel);
  329. }
  330. }
  331. # 3. 检查是否存在这个英雄的模板
  332. $heroModelId = $strengthHero->typeId;
  333. $heroCfg = GameConfig::hero_getItem($heroModelId);
  334. if (!$heroCfg) {
  335. return Resp::err(ErrCode::hero_const_no_err);
  336. }
  337. # 4 .检查碎片是否正确
  338. $requirePieceId = $piecesId;
  339. $requirePiecesNum = 0;
  340. $arr_costPieces = explode(";", $lvs->pieces);
  341. foreach ($arr_costPieces as $value) {
  342. $strArr = explode(",", $value);
  343. if (count($strArr) == 2) {
  344. $zhenxidu = $strArr[0];
  345. $num = $strArr[1];
  346. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  347. $requirePiecesNum = (int) $num;
  348. break;
  349. }
  350. }
  351. }
  352. $piecesCfg = GameConfig::segment_getItem($piecesId);
  353. if (!$piecesCfg) {
  354. return Resp::err(ErrCode::err_const_no);
  355. }
  356. $pos = strpos($piecesCfg->icon, strval($heroModelId));
  357. if ($pos === false) {
  358. return Resp::err(ErrCode::paras_err, $piecesCfg->icon . "?" . $heroModelId);
  359. }
  360. # 5.检查道具的数量是否充足
  361. $myPacketItems = $user->store->segement;
  362. # 检查道具数量是否充足
  363. $enoughPieces = false;
  364. if ($requirePieceId == $piecesId && $requirePiecesNum == $piecesNum) {
  365. #检查碎片
  366. if (!CommUtil::isPropertyExists($myPacketItems, $requirePieceId)) {
  367. $enoughPieces = false;
  368. } else {
  369. if ($myPacketItems->$requirePieceId < $requirePiecesNum) {
  370. $enoughPieces = false;
  371. } else {
  372. $enoughPieces = true;
  373. }
  374. }
  375. } else {
  376. return Resp::err(ErrCode ::paras_err, "error pieces para" . "req" . $requirePieceId . "_" . $requirePiecesNum . "/" . $piecesId . "_" . $piecesNum);
  377. }
  378. if ($enoughPieces === true) {
  379. } else {
  380. return Resp::err(ErrCode::hero_godblood_notengoughitem);
  381. }
  382. # 6.检查账户余额是否充足
  383. #检查消耗是否正确
  384. $enoughMoney = false;
  385. $requireMoneyType = "";
  386. $requireMoneyNum = 0;
  387. $arr_costMoney = explode(";", $lvs->cost);
  388. foreach ($arr_costMoney as $value) {
  389. $strArr = explode(",", $value);
  390. if (count($strArr) == 3) {
  391. $zhenxidu = $strArr[0];
  392. $type = $strArr[1];
  393. $num = $strArr[2];
  394. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  395. $requireMoneyType = $type;
  396. $requireMoneyNum = (int) $num;
  397. break;
  398. }
  399. }
  400. }
  401. echoline($requireMoneyNum + " " + $moneyNum + " " + $requireMoneyType + " " + $moneyType);
  402. if ($requireMoneyType == $moneyType && $requireMoneyNum == $moneyNum) {
  403. if ($requireMoneyType === "gold") {
  404. if ($user->gold >= $requireMoneyNum) {
  405. $enoughMoney = true;
  406. } else {
  407. return Resp::err(ErrCode::notenough_gold_msg);
  408. }
  409. } else if ($requireMoneyType === "cash") {
  410. if ($user->cash >= $requireMoneyNum) {
  411. $enoughMoney = true;
  412. } else {
  413. return Resp::err(ErrCode::notenough_cash_msg);
  414. }
  415. } else {
  416. return Resp::err(ErrCode ::paras_err, $moneyType);
  417. }
  418. } else {
  419. return Resp::err(ErrCode ::paras_err, "error money para");
  420. }
  421. $bDeal = false;
  422. if ($enoughMoney === true) {
  423. if ($requireMoneyType === "gold") {
  424. $bDeal = UserGameModel:: Consume_Gold($user, $requireMoneyNum);
  425. } else if ($requireMoneyType === "cash") {
  426. $bDeal = UserGameModel:: Consume_Cash($user, $requireMoneyNum);
  427. }
  428. }
  429. # 6.进行消耗升星
  430. if ($bDeal) {
  431. $strengthHero->curBloodId += 1;
  432. # # 消耗道具
  433. $myPacketItems->$requirePieceId -= $requirePiecesNum;
  434. if ($myPacketItems->$requirePieceId < 0) {
  435. $myPacketItems->$requirePieceId = 0;
  436. }
  437. $req->userInfo->game->store->segement = $myPacketItems;
  438. # 回写数据
  439. UserProc::updateUserInfo();
  440. $resp = Resp::ok($strengthHero);
  441. # 推送系统消息
  442. SystemProc::Hero_purification($req->zoneid, $user, $heroModelId);
  443. }
  444. ActiveProc::ChangeTaskCount($req);
  445. return $resp;
  446. }
  447. /**
  448. * 英雄消耗碎片道具来升星
  449. * @param type $req
  450. */
  451. static function HeroUpStarByPieces($req) {
  452. $resp = Resp::err(ErrCode::err_method_notimplement);
  453. $g = glc();
  454. $user = $req->userInfo->game; # user引用
  455. $huid = $req->paras[0]; # 英雄的UID
  456. $piecesId = $req->paras[1]; # 英雄碎片的ID
  457. $piecesNum = $req->paras[2];
  458. $diamondId = $req->paras[3]; # 升星石道具的ID
  459. $diamondNum = $req->paras[4];
  460. $moneyType = $req->paras[5]; # 升星消耗金钱的类型
  461. $moneyNum = $req->paras[6];
  462. # 1.检查是否存在要升级的英雄
  463. $collectHeros = $user->heros->collectHeros;
  464. if (!$collectHeros) {
  465. $collectHeros = ObjectInit();
  466. }
  467. if (!CommUtil::isPropertyExists($collectHeros, $huid)) {
  468. return Resp::err(ErrCode::hero_no);
  469. }
  470. # 2.检查是否已经达到最大星级
  471. isEditor() and $strengthHero = new UserHeroModel();
  472. $strengthHero = $collectHeros->$huid;
  473. if ($strengthHero->curStar >= $g->Hero_Star_MaxStarLevel) {
  474. return Resp::err(ErrCode::hero_star_maxstarlevel);
  475. }
  476. # 检查是否存在当前星级的升星消耗常量数据
  477. $lvs = GameConfig::heroextra_star_getItem($strengthHero->curStar);
  478. if (!$lvs) {
  479. return Resp::err(ErrCode::hero_star_level_const_no_err);
  480. }
  481. # 3检查是否存在这个英雄的模板
  482. $heroModelId = $strengthHero->typeId;
  483. $heroCfg = GameConfig::hero_getItem($heroModelId);
  484. if (!$heroCfg) {
  485. return Resp::err(ErrCode::hero_const_no_err);
  486. }
  487. # 4.检查道具的数量是否充足以及消耗数量是否一致
  488. $requireDiamondId = $lvs->itemid;
  489. $requireDiamondNum = 0;
  490. $arr_costDiamond = explode(";", $lvs->itemNum);
  491. foreach ($arr_costDiamond as $value) {
  492. $strArr = explode(",", $value);
  493. if (count($strArr) == 2) {
  494. $zhenxidu = $strArr[0];
  495. $num = $strArr[1];
  496. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  497. $requireDiamondNum = (int) $num;
  498. break;
  499. }
  500. }
  501. }
  502. #检查碎片是否正确
  503. $requirePieceId = $piecesId;
  504. $requirePiecesNum = 0;
  505. $arr_costPieces = explode(";", $lvs->pieces);
  506. foreach ($arr_costPieces as $value) {
  507. $strArr = explode(",", $value);
  508. if (count($strArr) == 2) {
  509. $zhenxidu = $strArr[0];
  510. $num = $strArr[1];
  511. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  512. $requirePiecesNum = (int) $num;
  513. break;
  514. }
  515. }
  516. }
  517. $piecesCfg = GameConfig::item_getItem($piecesId);
  518. if (!$piecesCfg) {
  519. return Resp::err(ErrCode::err_const_no);
  520. }
  521. $pos = strpos($piecesCfg->icon, strval($heroModelId));
  522. if ($pos === false) {
  523. return Resp::err(ErrCode::paras_err, $piecesCfg->icon . "?" . $heroModelId);
  524. }
  525. # 4.检查道具的数量是否充足
  526. $myPacketItems = $user->store->items;
  527. #检查道具数量是否充足
  528. $enoughDiamond = false;
  529. $enoughPieces = false;
  530. if ($requirePieceId == $piecesId && $requirePiecesNum == $piecesNum) {
  531. #检查碎片
  532. if (!CommUtil::isPropertyExists($myPacketItems, $requirePieceId)) {
  533. $enoughPieces = false;
  534. } else {
  535. if ($myPacketItems->$requirePieceId < $requirePiecesNum) {
  536. $enoughPieces = false;
  537. } else {
  538. $enoughPieces = true;
  539. }
  540. }
  541. } else {
  542. return Resp::err(ErrCode ::paras_err, #
  543. "error pieces para" . "req" . $requirePieceId . "_" . $requirePiecesNum . "/" . $piecesId . "_" . $piecesNum);
  544. }
  545. if ($requireDiamondId == $diamondId && $requireDiamondNum == $diamondNum) {
  546. #检查升星石
  547. if (!CommUtil::isPropertyExists($myPacketItems, $requireDiamondId)) {
  548. $enoughDiamond = false;
  549. } else {
  550. if ($myPacketItems->$requireDiamondId < $requireDiamondNum) {
  551. $enoughDiamond = false;
  552. } else {
  553. $enoughDiamond = true;
  554. }
  555. }
  556. } else {
  557. return Resp::err(ErrCode ::paras_err, #
  558. "error diamond para" . "req" . $requireDiamondId . "_" . $requireDiamondNum . "/" . $diamondId . "_" . $diamondNum);
  559. }
  560. if ($enoughDiamond === true && $enoughPieces === true) {
  561. } else {
  562. return Resp::err(ErrCode::hero_star_notengoughitem);
  563. }
  564. # 5.检查账户余额是否充足
  565. #检查消耗是否正确
  566. $enoughMoney = false;
  567. $requireMoneyType = "";
  568. $requireMoneyNum = 0;
  569. $arr_costMoney = explode(";", $lvs->cost);
  570. foreach ($arr_costMoney as $value) {
  571. $strArr = explode(",", $value);
  572. if (count($strArr) == 3) {
  573. $zhenxidu = $strArr[0];
  574. $type = $strArr[1];
  575. $num = $strArr[2];
  576. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  577. $requireMoneyType = $type;
  578. $requireMoneyNum = (int) $num;
  579. break;
  580. }
  581. }
  582. }
  583. if ($requireMoneyType == $moneyType && $requireMoneyNum == $moneyNum) {
  584. if ($requireMoneyType === "gold") {
  585. if ($user->gold >= $requireMoneyNum) {
  586. $enoughMoney = true;
  587. } else {
  588. return Resp::err(ErrCode::notenough_gold_msg);
  589. }
  590. } else if ($requireMoneyType === "cash") {
  591. if ($user->cash >= $requireMoneyNum) {
  592. $enoughMoney = true;
  593. } else {
  594. return Resp::err(ErrCode::notenough_cash_msg);
  595. }
  596. } else {
  597. return Resp::err(ErrCode ::paras_err, $moneyType);
  598. }
  599. } else {
  600. return Resp::err(ErrCode ::paras_err, "error money para");
  601. }
  602. $bDeal = false;
  603. if ($enoughMoney === true) {
  604. if ($requireMoneyType === "gold") {
  605. $bDeal = UserGameModel:: Consume_Gold($user, $requireMoneyNum);
  606. } else if ($requireMoneyType === "cash") {
  607. $bDeal = UserGameModel:: Consume_Cash($user, $requireMoneyNum);
  608. }
  609. }
  610. # 6.进行消耗升星
  611. if ($bDeal) {
  612. $strengthHero->curStar += 1;
  613. # # 消耗道具
  614. $myPacketItems->$requireDiamondId -= $requireDiamondNum;
  615. if ($myPacketItems->$requireDiamondId < 0) {
  616. $myPacketItems->$requireDiamondId = 0;
  617. }
  618. $myPacketItems->$requirePieceId -= $requirePiecesNum;
  619. if ($myPacketItems->$requirePieceId < 0) {
  620. $myPacketItems->$requirePieceId = 0;
  621. }
  622. $req->userInfo->game->store->items = $myPacketItems;
  623. # 回写数据
  624. UserProc::updateUserInfo();
  625. $resp = Resp::ok($strengthHero);
  626. # 推送系统消息
  627. // SystemProc::insertHero_Star($req->zoneid, $req->uid, $user->name, $heroCfg->name, $strengthHero->curStar);
  628. }
  629. ActiveProc::ChangeTaskCount($req);
  630. return $resp;
  631. }
  632. /**
  633. * 英雄升星
  634. * @param Req $req
  635. */
  636. static function HeroUpStar($req) {
  637. $resp = Resp::err(ErrCode::err_method_notimplement);
  638. $g = glc();
  639. $user = $req->userInfo->game; # user引用
  640. $huid = $req->paras[0]; # 英雄的UID
  641. $costHeroUids = $req->paras[1]; # 消耗掉的英雄UID
  642. $costGold = $req->paras[2];
  643. # 1.检查是否存在要升级的英雄
  644. $collectHeros = $user->heros->collectHeros;
  645. if (!$collectHeros) {
  646. $collectHeros = ObjectInit();
  647. }
  648. if (!CommUtil::isPropertyExists($collectHeros, $huid)) {
  649. return Resp::err(ErrCode::hero_no);
  650. }
  651. # 2.检查是否已经达到最大星级
  652. isEditor() and $strengthHero = new UserHeroModel();
  653. $strengthHero = $collectHeros->$huid;
  654. if ($strengthHero->curStar >= $g->Hero_Star_MaxStarLevel) {
  655. return Resp::err(ErrCode::hero_star_maxstarlevel);
  656. }
  657. # 检查是否存在当前星级的升星消耗常量数据
  658. $lvs = GameConfig::heroextra_star_getItem($strengthHero->curStar);
  659. if (!$lvs) {
  660. return Resp::err(ErrCode::hero_star_level_const_no_err);
  661. }
  662. # 3.检查消耗的英雄数量,以及玩家是否都存在这些英雄UID.
  663. $arr_costUID = explode(",", $costHeroUids);
  664. $checkCostHeroAllRight = true;
  665. if (count($arr_costUID) != $g->Hero_Star_MaxCostHeroCardNum) {
  666. $checkCostHeroAllRight = false;
  667. } else {
  668. foreach ($arr_costUID as $value) {
  669. if ($value == "" || !CommUtil::isPropertyExists($collectHeros, $value)) {
  670. $checkCostHeroAllRight = false;
  671. break;
  672. }
  673. }
  674. }
  675. if (!$checkCostHeroAllRight) {
  676. return Resp::err(ErrCode::hero_star_costhero);
  677. }
  678. # 获得升星英雄的模板数据,取得它的元素类型
  679. # 检查是否存在这个英雄的模板
  680. $heroModelId = $strengthHero->typeId;
  681. $heroCfg = GameConfig::hero_getItem($heroModelId);
  682. if (!$heroCfg) {
  683. return Resp::err(ErrCode::hero_const_no_err);
  684. }
  685. $queryCostGold = $lvs->costGold;
  686. $costItemNum = $lvs->costItemNum;
  687. # 4.检查道具的数量是否充足
  688. $myPacketItems = $user->store->items;
  689. $checkHasEnoughItem = true;
  690. $costItemId = "";
  691. $record = ObjectInit();
  692. $keyxxx = "Hero_Star_CostItem_" . $heroCfg->yuansu;
  693. if (!CommUtil::isPropertyExists($g, $keyxxx)) {
  694. return Resp::err(ErrCode::hero_star_noglobal_costitem);
  695. } else {
  696. $costItemId = $g->$keyxxx;
  697. }
  698. # 检查道具种类与消耗数量是否匹配
  699. $arr_costitemids = explode(",", $costItemId);
  700. $arr_costnums = explode(",", $costItemNum);
  701. if (count($arr_costitemids) != count($arr_costnums)) {
  702. return Resp::err(ErrCode::hero_star_conststr_itemnotmathnum);
  703. }
  704. $index = 0;
  705. foreach ($arr_costitemids as $requireiItemId) {
  706. $requireCount = 0;
  707. if ($index < count($arr_costnums)) {
  708. $requireCount = $arr_costnums[$index];
  709. }
  710. $index += 1;
  711. # --判断对应的item是否存在相应的常量
  712. # 检查是否存在当前星级的升星消耗常量数据
  713. $itemcfg = GameConfig::item_getItem($requireiItemId);
  714. if (!$itemcfg) {
  715. return Resp::err(ErrCode::err_const_no);
  716. } else {
  717. if (!CommUtil::isPropertyExists($record, $requireiItemId)) {
  718. $record->$requireiItemId = intval($requireCount);
  719. } else {
  720. $count = intval($record->$requireiItemId) + intval($requireCount);
  721. $record->$requireiItemId = $count;
  722. }
  723. }
  724. } foreach ($record as $key => $value) {
  725. if ($value > 0) {
  726. if (!CommUtil::isPropertyExists($myPacketItems, $key)) {
  727. $checkHasEnoughItem = false;
  728. break;
  729. } else {
  730. if ($myPacketItems->$key < $value) {
  731. $checkHasEnoughItem = false;
  732. break;
  733. }
  734. }
  735. }
  736. }
  737. if (!$checkHasEnoughItem) {
  738. return Resp::err(ErrCode::hero_star_notengoughitem);
  739. }
  740. # 5.检查金币是否充足
  741. $bDeal = false; # 成交
  742. if ($queryCostGold != $costGold) {
  743. return Resp::err(ErrCode::paras_err);
  744. } else {
  745. if ($costGold > 0) {
  746. if ($user->gold < $costGold) {
  747. return Resp::err(ErrCode::notenough_gold_msg);
  748. } else {
  749. $bDeal = UserGameModel:: Consume_Gold($user, $costGold);
  750. }
  751. } else if ($costGold == 0) {
  752. $bDeal = true;
  753. } else {
  754. return Resp::err(ErrCode::paras_err);
  755. }
  756. }
  757. # 6.进行消耗升星
  758. if ($bDeal) {
  759. $strengthHero->curStar += 1;
  760. # 消耗卡牌
  761. foreach ($arr_costUID as $value) {
  762. if ($value == "") {
  763. continue;
  764. }
  765. unset($collectHeros->$value);
  766. }
  767. # # 消耗道具
  768. foreach ($record as $key => $value) {
  769. $myPacketItems->$key -= $value;
  770. if ($myPacketItems->$key < 0) {
  771. $myPacketItems->$key = 0;
  772. }
  773. }
  774. $req->userInfo->game->store->items = $myPacketItems;
  775. # 回写数据
  776. UserProc::updateUserInfo();
  777. $resp = Resp::ok($strengthHero);
  778. # 推送系统消息
  779. // SystemProc::insertHero_Star($req->zoneid, $req->uid, $user->name, $heroCfg->name, $strengthHero->curStar);
  780. }
  781. ActiveProc::ChangeTaskCount($req);
  782. return $resp;
  783. }
  784. // </editor-fold>
  785. /**
  786. * 6321 购买英雄 消耗碎片
  787. * @param req $req
  788. */
  789. static function BuyHeroByCostPieces($req) {
  790. list($heroModelId, $costType, $costMoneyNum, $piecesId, $piecesNum) = $req->paras; # 提取参数
  791. $user = $req->userInfo->game; # user引用
  792. $collectHeros = $user->heros->collectHeros;
  793. my_default_Obj($collectHeros);
  794. foreach ($collectHeros as $key => $value) { # 检查玩家是否已经拥有此类英雄
  795. my_Assert($value->typeId != $heroModelId, ErrCode::hero_existSameHero_err);
  796. }
  797. $heroCfg = GameConfig::hero_getItem($heroModelId); # 英雄模板数据
  798. my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
  799. my_Assert($heroCfg->isCanBuy != 0, ErrCode::paras_err); # 是否可以直接购买
  800. $piecesCfg = GameConfig::segment_getItem($piecesId); # 检查需要消耗的碎片的常量配置是否存在
  801. my_Assert(null != $piecesCfg, ErrCode::err_store_itemnoconst);
  802. $myPacketItems = $user->store->items;
  803. $requirePiecesNum = $piecesCfg->mergePrototypeNeedNum;
  804. my_Assert($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum, ErrCode::paras_err);
  805. my_Assert(CommUtil::isPropertyExists($myPacketItems, $piecesId), ErrCode::hero_godblood_notengoughitem);
  806. my_Assert($myPacketItems->$piecesId > $requirePiecesNum, ErrCode::hero_godblood_notengoughitem); # 检查碎片道具数量是否充足
  807. switch ($costType) {
  808. case "cash":
  809. $realPrice = $heroCfg->cashPrice;
  810. my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
  811. my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
  812. my_Assert(UserGameModel::Consume_Cash($user, $costMoneyNum), ErrCode::err_msg_cashnotenough);
  813. break;
  814. case "gold":
  815. $realPrice = $heroCfg->goldPrice;
  816. my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
  817. my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
  818. my_Assert(UserGameModel::Consume_Gold($user, $costMoneyNum), ErrCode::err_msg_goldnotenough);
  819. break;
  820. default :
  821. Err(ErrCode::paras_err, "参数错误: [costType] " . $costType);
  822. }
  823. # 4.消耗来获得英雄
  824. $myPacketItems->$piecesId -= $requirePiecesNum; # 消耗道具
  825. $req->userInfo->game->store->items = $myPacketItems; # 回存背包
  826. UserProc::updateUserInfo(); # 回写数据
  827. $resp = HeroProc::GetHero($req);
  828. SystemProc::GetHero($req->zoneid, $user, $heroModelId); # 插入系统广播消息
  829. return $resp;
  830. }
  831. /**
  832. * 购买玩家可以收集的英雄的数量上限
  833. * @param req $req
  834. * @return type
  835. */
  836. static function BuyHeroMaxCountLimt($req) {
  837. list($buyNum, $costCash) = $req->paras; # 提取参数: 数量, 花费钻石
  838. $g = glc();
  839. $user = $req->userInfo->game; # user引用
  840. if (!CommUtil::isPropertyExists($user->heros, "maxCollectCount")) {
  841. $user->heros->maxCollectCount = $g->Game_CollectHero_BasicMaxCount;
  842. }
  843. $index = ceil(($user->heros->maxCollectCount - $g->Game_CollectHero_BasicMaxCount) #
  844. / $g->Game_CollectHero_OneBuyLimtNum);
  845. $arr = explode(",", $g->Game_CollectHero_BasicMaxPrice);
  846. my_Assert($index < count($arr), "已达上限");
  847. $realCost = $arr[$index];
  848. my_Assert($realCost == $costCash, ErrCode::paras_err); # 参数错误
  849. my_Assert($costCash >= 0, ErrCode::paras_err);
  850. my_Assert(UserGameModel::Consume_Cash($user, $costCash), ErrCode::err_msg_goldnotenough); # 扣除宝石
  851. $user->heros->maxCollectCount += $buyNum; # 修改上限
  852. UserProc::updateUserInfo();
  853. return Resp::ok(array(
  854. 'maxCollectCount' => $user->heros->maxCollectCount
  855. ));
  856. }
  857. /**
  858. * 获得英雄(测试已经OK)
  859. * @param req $req
  860. */
  861. static function GetHero($req) {
  862. $heroModelId = $req->paras[0]; # 英雄的模板ID
  863. $heroCfg = GameConfig::hero_getItem($heroModelId); # 1.检查是否存在这个英雄的模板
  864. my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
  865. $hero = self::AddHeroTFromStore($req, $heroModelId); # 创建英雄
  866. UserProc::updateUserInfo();
  867. $result = array('result' => "succeed", 'heros' => $hero); # 4. 设置返回值
  868. return Resp::ok($result);
  869. }
  870. // <editor-fold defaultstate="collapsed" desc="辅助方法">
  871. /**
  872. * 尝试图鉴整合
  873. * @param CredisUtil $mem
  874. * @param HeroManualModel $manual
  875. * @param type $hero
  876. */
  877. static function tryNewManual(&$manual, $hero) {
  878. $godpetId = $hero->typeId;
  879. $level = 0;
  880. self:: changeManual($manual, $godpetId, $level);
  881. }
  882. /**
  883. * 更改图鉴数据
  884. * @global int $AchievementIsManualExpAddedGlobal
  885. * @param type $manual
  886. * @param type $heroModelId
  887. * @param type $level
  888. */
  889. static function changeManual(&$manual, $heroModelId, $level) {
  890. if (!property_exists($manual, "godpetDic")) {
  891. $manual->godpetDic = ObjectInit();
  892. }
  893. $godpetDic = $manual->godpetDic;
  894. if (!CommUtil::isPropertyExists($godpetDic, $heroModelId)) {
  895. $godpetDic->$heroModelId = array(0);
  896. } else {
  897. }
  898. }
  899. /**
  900. * 获得一个英雄, 并且给他指定星级
  901. * @param Req $req
  902. * @param int $heromodelId 原型数据id
  903. * @param int $star 星级
  904. * @return UserHeroModel
  905. */
  906. static function AddHeroWithStar(&$req, $heromodelId, $star) {
  907. $user = $req->userInfo->game;
  908. my_Assert(null != $user, ErrCode::err_innerfault);
  909. $collectHeros = $user->heros->collectHeros;
  910. $uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID); # 先生成一个hero的UID
  911. $user->heros->recordMaxUID = $uid;
  912. $hero = self::getGameHeroModelInstance($heromodelId, $uid);
  913. if ($star > 0) {
  914. $hero->curStar = $star; # 设定star
  915. }
  916. $collectHeros->$uid = $hero; # 回写
  917. $user->heros->collectHeros = $collectHeros; # 回写
  918. return $hero; # 返回
  919. }
  920. /**
  921. * 获得一个英雄(实例)
  922. * @param req $req
  923. * @param int $heromodelId
  924. * @return type
  925. */
  926. static function AddHeroTFromStore(&$req, $heromodelId) {
  927. $user = $req->userInfo->game; # 玩家数据
  928. $collectHeros = $user->heros->collectHeros; #
  929. my_default_Obj($collectHeros);
  930. $uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID); # 先生成一个UID
  931. $user->heros->recordMaxUID = $uid; # 更新最大编号记录
  932. $hero = self::getGameHeroModelInstance($heromodelId, $uid); # 3.创建英雄实例
  933. $collectHeros->$uid = $hero;
  934. $user->heros->collectHeros = $collectHeros;
  935. return $hero;
  936. }
  937. /**
  938. * 根据一个英雄的模板id,来获得一个英雄的实例数据
  939. * @param string $heroModelId 模板数据ID
  940. * @param string $uid 唯一ID
  941. * @return UserHeroModel
  942. */
  943. static function getGameHeroModelInstance($heroModelId, $uid) {
  944. $heroCfg = GameConfig::hero_getItem($heroModelId);
  945. my_Assert(null != $heroCfg, ErrCode::err_const_no); # 检查是否存在这个英雄的模板
  946. $hero = new UserHeroModel();
  947. // $hero->strengthLevel = $heroCfg->dengjie;
  948. $hero->curStar = $heroCfg->xingji;
  949. $hero->typeId = $heroCfg->heroId;
  950. $hero->uid = $uid;
  951. $hero->xp = 0;
  952. $lvs = GameConfig::hero_levelexp_getItem($hero->level + 1);
  953. $hero->maxXp = $lvs->requiredExp;
  954. // 取可用武器中第一个初始化 -- 策划要求初始英雄要带有武器 -- 王刚 2020年1月
  955. $wp = null;
  956. foreach (GameConfig::item_weapon() as $id => $mo) {
  957. // isEditor() and $mo = new \sm_item_weapon();
  958. if ($mo->hero_id == $hero->typeId) {
  959. $wp = $mo;
  960. break;
  961. }
  962. }
  963. if (null != $wp) {
  964. $req = req();
  965. $wuid = StoreProc::PutEquipInStore($wp->typeId, $req);
  966. $req->userInfo->game->store->equipment->$wuid->herouid = $uid;
  967. $hero->equip->weapon = array("itemuid" => $wuid);
  968. }
  969. return $hero;
  970. }
  971. /**
  972. * 查找下一个玩家获得英雄的UID
  973. * @param type $req
  974. * @return int
  975. */
  976. static function CreateNewGameHeroUID($collectHeros, $oldMaxUID) {
  977. $maxID = 10000;
  978. my_default_Obj($collectHeros);
  979. foreach ($collectHeros as $itemId => $hero) {
  980. if ($itemId > $maxID) {
  981. $maxID = $itemId;
  982. }
  983. }
  984. $max = max($maxID, $oldMaxUID);
  985. return $max + 1;
  986. }
  987. /**
  988. * 英雄卡牌增加经验值
  989. * @param string $heroUID
  990. * @param int $totalEXP
  991. */
  992. static function HeroAddEXP($heroUID, $totalEXP) {
  993. $req = req();
  994. $collectHeros = $req->userInfo->game->heros->collectHeros;
  995. my_default_Obj($collectHeros);
  996. my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no); # 要升级的英雄不存在
  997. $targetHero = new UserHeroModel($collectHeros->$heroUID); # 英雄对象
  998. $maxLevel = glc()->Hero_Upgrade_BasicMaxLevel; # 等级上限
  999. $playerLimit = GameConfig::playerlevel_getItem($req->userInfo->game->level)->hero_max_level;
  1000. $maxLevel = min($maxLevel, $playerLimit); # 最大等级
  1001. if ($targetHero->level >= $maxLevel) {
  1002. return; # 已达顶级
  1003. }
  1004. $lvs = GameConfig::hero_levelexp_getItem($targetHero->level);
  1005. $targetHero->xp += $totalEXP;
  1006. CLog:: Assert("HeroProc", $targetHero->xp >= 0, #
  1007. "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
  1008. while ($targetHero->xp >= $lvs->needExp) {
  1009. if ($targetHero->level < $maxLevel) { # 如果未到达最大等级
  1010. $targetHero->level += 1;
  1011. $lvs = GameConfig::hero_levelexp_getItem($targetHero->level);
  1012. if ($targetHero->level >= $maxLevel) {
  1013. $targetHero->xp = $lvs->needExp;
  1014. } else {
  1015. $targetHero->xp -= $lvs->needExp;
  1016. }
  1017. $targetHero->maxXp = $lvs->needExp;
  1018. } else { # 如果已到达最大等级则仅补齐缺失的经验即可
  1019. $targetHero->xp = $targetHero->maxXp; # 经验不能超过最大值
  1020. break;
  1021. }
  1022. } // end while
  1023. $collectHeros->$heroUID = $targetHero; # 更新英雄的数据
  1024. return $targetHero; # 将英雄对象返回
  1025. }
  1026. // </editor-fold>
  1027. /**
  1028. * [6306] 英雄-更改英雄的锁定状态
  1029. * (测试已经OK)
  1030. * @param type $req
  1031. */
  1032. static function HeroChangelockstate($req) {
  1033. $gamedata = $req->userInfo->game;
  1034. $heroUID = $req->paras[0]; # 玩家英雄实例编号
  1035. $lockstate = $req->paras[1]; # 玩家英雄锁定状态
  1036. $collectHeros = $gamedata->heros->collectHeros;
  1037. my_default_Obj($collectHeros); # 默认值
  1038. my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no);
  1039. // isEditor() and $hero = new UserHeroModel;
  1040. $hero = $collectHeros->$heroUID; # 1. 获取这个英雄的实例数据是
  1041. $hero->isLocked = $lockstate; # 2. 修改英雄状态
  1042. UserProc::updateUserInfo(); # 3. 保存玩家数据
  1043. return Resp::ok(ObjectInit()); # 4. 设置返回值
  1044. }
  1045. //
  1046. // <editor-fold defaultstate="collapsed" desc="计算战队战斗力, for pvp back matchers, -wg 2017.07.13">
  1047. /**
  1048. * 计算队伍战斗力, 添加到战斗力隐藏榜单中, for pvp back matchers, -wg 2017.07.13
  1049. * @param type $zoneid
  1050. * @param type $uid
  1051. * @param UserGameModel $user
  1052. * @return type
  1053. */
  1054. static function CalcTeamFightPower($zoneid, $uid, $user) {
  1055. $teamsetting = $user->heroTeamConfig; # 战队配置
  1056. // var_dump($user);
  1057. $heros = $user->heros;
  1058. $teamCfg = JsonUtil::decode($teamsetting);
  1059. $tid = $teamCfg->curUseTeamID;
  1060. $team = $teamCfg->teamDic->$tid;
  1061. $fp = 0; # 返回值
  1062. if ($team) {
  1063. foreach ($team->heros as $hid) {
  1064. // isEditor() and $hero = new GameHeroModel();
  1065. if ($hid) {
  1066. $hero = $heros->collectHeros->$hid;
  1067. if ($hero) {
  1068. $fp += self::calcHeroFightPower($hero);
  1069. }
  1070. }
  1071. }
  1072. //todo: 这里的战斗力榜被总战力榜征用了key, 重启PVP机制时再
  1073. // gMem()->zadd(MemKey_GameRun::Game_FightPowerRank_zset($zoneid), array($uid => $fp));
  1074. }
  1075. return $fp;
  1076. }
  1077. /**
  1078. * 计算玩家总战斗力, 添加到战斗力榜单中
  1079. * @version 1.0.0 改造自原来的队伍战斗力统计方法 --gwang 2020.4.23
  1080. * @param type $zoneid
  1081. * @param type $uid
  1082. * @param UserGameModel $user
  1083. * @return type
  1084. */
  1085. static function CalcUserFightPower($zoneid, $uid, $user) {
  1086. $fp = 0; # 总战力:返回值
  1087. foreach ($user->heros->collectHeros as $hid => $hero) {
  1088. $h = new UserHeroModel($hero);
  1089. $fp += $h->GetPower();
  1090. }
  1091. $key_fp = MemKey_GameRun::Game_FightPowerRank_zset($zoneid); # 战力榜
  1092. $key_log = MemKey_GameRun::Game_Rank_FPowerBreakLog_hash($zoneid); # 突破记录
  1093. gMem()->zadd($key_fp, array($uid => $fp)); # 更新战力记录
  1094. foreach (GameConfig::rankreward_fpower() as $condition => $reward) { # 遍历突破奖励数据
  1095. if ($fp >= $condition && !gMem()->hexists($key_log, $condition)) { # 判断是否达成突破奖励标准
  1096. gMem()->hset($key_log, $condition, $uid); # 添加突破记录
  1097. }
  1098. }
  1099. return $fp;
  1100. }
  1101. /**
  1102. * 计算hero战斗力, for pvp back matchers, -wg 2017.07.13
  1103. * @param UserHeroModel $hero
  1104. * @return int
  1105. */
  1106. static private function calcHeroFightPower($hero) {
  1107. $arr = explode(';', glc()->Battle_PowerFactor);
  1108. $factor = ArrayInit();
  1109. foreach ($arr as $s) {
  1110. $kv = explode(',', $s);
  1111. $k = $kv[0];
  1112. $v = $kv[1];
  1113. $factor[$k] = $v;
  1114. }
  1115. // todo: 哈哈, 奇葩的命名方案, 多处使用的命名不一致, 坑!
  1116. $a = (int) (self::calcHeroProperty($hero, 'hp') * $factor ["hp"] //
  1117. + $hero->level * 10);
  1118. return $a;
  1119. }
  1120. /**
  1121. * 计算hero的属性,, for pvp back matchers, -wg 2017.07.13
  1122. * @param UserHeroModel $hero
  1123. * @param type $propertyname
  1124. */
  1125. private static function calcHeroProperty($hero, $propertyname) {
  1126. $val = 0;
  1127. if ($hero) {
  1128. $modle = GameConfig::hero_getItem($hero->typeId);
  1129. if ($modle) {
  1130. $extra = GameConfig::heroextra_level_getItem($hero->typeId, $hero->grade);
  1131. if ($extra) {
  1132. $val = (int) ($modle->$propertyname * (1 + $extra->$propertyname));
  1133. } else {
  1134. $val = $modle->$propertyname;
  1135. }
  1136. }
  1137. }
  1138. return $val;
  1139. }
  1140. // </editor-fold>
  1141. //
  1142. }