PVPProc.php 34 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * PVPProc 竞技场 战斗模块, 挑战玩家镜像
  5. * @version
  6. * 1.0.0 Created at 2017-6-26. by --gwang
  7. * @author gwang (mail@wanggangzero.cn)
  8. * @copyright ? 2017-6-26, SJZ LoyalSoft Corporation & gwang. All rights reserved.
  9. */
  10. class PVPProc {
  11. //
  12. // <editor-fold defaultstate="collapsed" desc=" 常量 ">
  13. /**
  14. * 挑战记录最大条数
  15. */
  16. const maxLogCount = 49;
  17. /**
  18. * 查找对手数量
  19. */
  20. const matchCount = 5;
  21. /**
  22. * 竞技场赛季起始时间戳
  23. */
  24. const pvpStartTs = 1588521600; # 2020年5月4日 0时0分0秒
  25. /**
  26. * 每个赛季持续时常
  27. */
  28. const pvpSeasonLengt = 86400 * 14; # 2周
  29. /**
  30. * 竞技场初始积分
  31. */
  32. const pvpBaseScore = 1000;
  33. /**
  34. * 竞技场 最大上榜人数
  35. */
  36. const pvpMaxRank = 500;
  37. // </editor-fold>
  38. /**
  39. * [6803] 挑战 - 查询对手信息 等级、头像、昵称、战队信息(言灵师,等级,星级,武器,技能,言灵)
  40. * @param req $req
  41. */
  42. public static function GetChallengeAdversaryInfo($req) {
  43. $targetUID = $req->paras[0]; # 参数: 对手的UID
  44. $uinfo = UserProc::getUserInfo($req->mem, $req->zoneid, $targetUID); # 读取玩家信息
  45. if (null == $uinfo) {
  46. Err(ErrCode::user_no_err);
  47. }
  48. $team = JsonUtil::decode($uinfo->game->heroTeamConfig);
  49. $heros = new \stdClass();
  50. $curTeamId = $team->curUseTeamID;
  51. $arr_nil = array();
  52. // var_dump($team->teamDic->$curTeamId);
  53. foreach ($team->teamDic->$curTeamId->heros as $i => $hid) {
  54. if ($hid > 0) {
  55. $n_hid = $hid - 10000;
  56. $heros->$n_hid = $uinfo->game->heros->collectHeros->$hid;
  57. }
  58. }
  59. $adversary = array(# # 拼装玩家信息
  60. 'uid' => $targetUID,
  61. 'name' => my_null_default($uinfo->game->name, ""),
  62. 'level' => my_null_default($uinfo->game->level, 1),
  63. 'headImg' => my_null_default($uinfo->game->img, ""),
  64. // 'skills' => null, # # skills暂时没有实例数据
  65. 'equipment' => array("equipments" => my_null_default($uinfo->game->store->equipment, new \stdClass())), # 武器
  66. 'yanling' => array("items" => my_null_default($uinfo->game->store->yanling, new \stdClass())), # 言灵
  67. 'heros' => my_null_default($heros, new \stdClass()), # # 英雄集合
  68. );
  69. $result = array(# # 拼装返回值
  70. "adversaryInfo" => $adversary
  71. );
  72. return Resp::ok($result);
  73. }
  74. /**
  75. * [6804] 挑战 - 记录挑战结果
  76. * @param req $req
  77. */
  78. static function LogChallengeInfo($req) {
  79. // 参数: 对手uid,对手昵称,对手头像, 对战结果, 胜利者的留言(失败时无法留言"")
  80. list($targetUID, $name, $headImg, $win, $msg) = $req->paras;
  81. $key_mine = MemKey_User::OffensiveLog_zset($req->zoneid, $req->uid);
  82. $key_target = MemKey_User::DefensiveLog_zset($req->zoneid, $targetUID);
  83. $ts = now(); # 记录时间戳
  84. $req->mem->zadd($key_mine, array(# # 组装被挑战对手信息
  85. JsonUtil::encode(array(
  86. 'uid' => my_null_default($targetUID, "-"),
  87. 'name' => my_null_default($name, ""),
  88. 'headImg' => my_null_default($headImg, ""),
  89. 'win' => my_null_default($win, false),
  90. 'msg' => my_null_default($msg, ""),
  91. 'ts' => $ts
  92. )) => $ts));
  93. $req->mem->zremrangebyrank($key_mine, self::maxLogCount, -1); # 保留50条数据
  94. $req->mem->zadd($key_target, array(# # 组装挑战者信息
  95. JsonUtil::encode(array(
  96. 'uid' => $req->uid,
  97. 'name' => $req->userInfo->game->name,
  98. 'headImg' => $req->userInfo->game->img,
  99. 'win' => !my_null_default($win, false),
  100. 'msg' => my_null_default($msg, ""),
  101. 'ts' => $ts
  102. )) => $ts));
  103. $req->mem->zremrangebyrank($key_target, self::maxLogCount, -1); # 保留50条数据
  104. // 暂无发放奖励流程
  105. // 更新每日任务
  106. // 返回
  107. return Resp::ok(); # 返回成功
  108. }
  109. /**
  110. * [6805] 挑战 - 拉取挑战记录
  111. * @param req $req
  112. */
  113. static function GetChagllengeLog($req) {
  114. // 参数:无
  115. $key_off = MemKey_User::OffensiveLog_zset($req->zoneid, $req->uid);
  116. $key_def = MemKey_User::DefensiveLog_zset($req->zoneid, $req->uid);
  117. // 拉取自己的挑战记录
  118. $offLog = $req->mem->zrange($key_off, 0, self::maxLogCount);
  119. $defLog = $req->mem->zrange($key_def, 0, self::maxLogCount);
  120. // Ps. 挑战记录分为2个榜, 且按照时间戳记录,晚于指定时间戳的判定为未读消息,挑战记录最多记录50条
  121. // if (!CommUtil::isPropertyExists($req->userInfo->game->privateState, "lastCheckDefLog")) {
  122. $req->userInfo->game->privateState->lastCheckDefLog_ts = now(); # 记录时间戳
  123. // }
  124. UserProc::updateUserInfo(); # 回写数据
  125. // 记录拉取时间戳(在主界面有个未读消息条数显示, 需要靠最后拉取时间戳对比, 时间戳之后的消息是未读消息)
  126. // 回传数据记录
  127. array_walk($offLog, function (&$i) { # 解码一下
  128. $i = JsonUtil::decode($i);
  129. });
  130. array_walk($defLog, function (&$i) { # 解码一下
  131. $i = JsonUtil::decode($i);
  132. });
  133. return Resp::ok(array(
  134. 'offLog' => $offLog,
  135. 'defLog' => $defLog
  136. ));
  137. }
  138. // <editor-fold defaultstate="collapsed" desc=" 竞技商店 ">
  139. /**
  140. * 王刚 16:23:39 (2020.5.9)
  141. 商店现在的模式定位:
  142. 商店显示所有物品, 刷新时是重置购买/售罄记录
  143. 刘海 16:24:23 (2020.5.9)
  144. 没错
  145. */
  146. /**
  147. * [6820] 竞技商店 主界面
  148. * @param req $req
  149. */
  150. public static function pvpShopMain($req) {
  151. $pvp = new UserPVPModel($req->userInfo->game->pvp); # PVP信息
  152. if ($pvp->shopRefreshTs < now()) { # 检查刷新时间<now => 刷新商品列表
  153. $pvp->shopRefreshTs = now() + glc()->PVP_shop_refresh_interval; # 更新刷新时间
  154. $pvp->curShopItems = GameConfig::pvp_shop(); # 重刷道具
  155. $req->userInfo->game->pvp = $pvp; # 回写
  156. UserProc::updateUserInfo();
  157. }
  158. return Resp::ok($pvp); // 返回
  159. }
  160. /**
  161. * [6821] 竞技 商店 购买道具
  162. * @param req $req
  163. */
  164. public static function pvpShopBuy($req) {
  165. $index = $req->paras[0]; # 参数:道具索引(typeId)
  166. $pvp = new UserPVPModel($req->userInfo->game->pvp); # PVP 数据
  167. my_Assert(CommUtil::isPropertyExists($pvp->curShopItems, $index), ErrCode::err_innerfault); # 没有找到改商品
  168. // isEditor() && $citem = new \sm_pvp_shop();
  169. $citem = $pvp->curShopItems->$index; # 查询物品数据
  170. my_Assert($citem->sold == 0, ErrCode::pvp_item_soldout); # 防御道具已售罄
  171. // var_dump($citem);
  172. my_Assert($citem->priceType == 5, ErrCode::pay_price_err); # 防御定价异常
  173. my_Assert($pvp->pvpCoins > $citem->price, ErrCode::pvp_coinnotenough); # pvp币不足
  174. $citem->sold += 1; # 设置已售罄/已购买标志
  175. $pvp->pvpCoins -= $citem->price; # 扣除竞技币
  176. StoreProc::AddMultiItemInStore($req, $citem->goods); // 发放道具
  177. $req->userInfo->game->pvp = $pvp; // 回写数据
  178. UserProc::updateUserInfo();
  179. return Resp::ok($pvp); // 返回
  180. }
  181. /**
  182. * [6822] 竞技 商店 刷新道具
  183. * @param req $req
  184. */
  185. public static function pvpShopRefresh($req) {
  186. // 扣除刷新消耗
  187. $pvp = new UserPVPModel($req->userInfo->game->pvp);
  188. $costCash = glc()->PVP_shop_refresh_cash;
  189. my_Assert(UserGameModel::Consume_Cash($req->userInfo->game, $costCash), ErrCode::notenough_cash_msg);
  190. // $pvp->shopRefreshTs = now() + glc()->PVP_shop_refresh_interval; # 更新刷新时间
  191. $pvp->curShopItems = GameConfig::pvp_shop(); # 重刷道具
  192. $req->userInfo->game->pvp = $pvp; # 回写
  193. UserProc::updateUserInfo(); # 回写玩家数据
  194. return Resp::ok($pvp); # 返回
  195. }
  196. // // </editor-fold>
  197. //
  198. // <editor-fold defaultstate="collapsed" desc=" 竞技场 681x">
  199. //
  200. /**
  201. * 辅助方法:取当前赛季的编号(从赛季起始开始算起)
  202. * @return int
  203. */
  204. public static function GetCurSeasonID() {
  205. $n = ceil((now() - self::pvpStartTs ) / self::pvpSeasonLengt); # 进一取整
  206. return $n;
  207. }
  208. /**
  209. * 辅助方法:取指定赛季的结束时间戳
  210. * @param int $seasonID
  211. * @return int
  212. */
  213. public static function GetSeasonEndTs($seasonID) {
  214. $ts = self::pvpStartTs + $seasonID * self::pvpSeasonLengt; # 从起始点开始 + n个赛季时常
  215. return $ts;
  216. }
  217. /**
  218. * [6810] 竞技场 拉取主界面信息
  219. * @param Req $req
  220. */
  221. static function pvpMainInfo($req) {
  222. $uid = $req->uid; # 快速访问UID
  223. $zoneid = $req->zoneid; # 快速访问zoneid
  224. $pvp = new UserPVPModel($req->userInfo->game->pvp); # 设计玩家pvp数据结构
  225. $pvp->refreshDailyData(); # 刷新免费挑战次数
  226. $seasonId = self::GetCurSeasonID(); # 当前赛季ID
  227. $key = MemKey_GameRun::Game_PVPScoreByZoneSeason_zset($zoneid, $seasonId); # 积分总榜
  228. $score = self::_getScore_by_uid($uid, $key); # 玩家积分
  229. $rank = self::_getRank_by_uid($uid, $key); # 玩家排名
  230. $fPower = HeroProc::CalcUserFightPower($zoneid, $uid, $req->userInfo->game); # 玩家总战力?还是当前防守队伍的战斗力?
  231. $numNewLog = 0; // todo: 真正查询是否有新战报
  232. $matches = self::getNewMatches($pvp, $uid, $zoneid); # 获得新的匹配对手
  233. if ($pvp->haventReward_season >= 0 && $pvp->haventReward_season < $seasonId) { # 尚未发放上赛季奖励
  234. $haventKey = MemKey_GameRun::Game_PVPScoreByZoneSeason_zset($zoneid, $pvp->haventReward_season);
  235. // todo:发放上赛季奖励邮件
  236. $rank = self::_getRank_by_uid($uid, $haventKey); # 查询上赛季排名
  237. if ($rank <= self::pvpMaxRank) { # 防御未上榜
  238. foreach (GameConfig::pvp_rankreward() as $cfg) {
  239. isEditor() and $cfg = new \sm_pvp_rankreward();
  240. if ($rank >= $cfg->minRank && $rank <= $cfg->maxRank) { # 找到对应的名次段
  241. EmailProc::SendPvpRankReward_Season($zoneid, $uid, $rank); # 发放奖励邮件(竞技币)
  242. }
  243. }
  244. UserProc::updateUserInfo();
  245. }
  246. }
  247. $pvp->haventReward_season = $seasonId; # 更新待发奖赛季
  248. if ($pvp->haventReward_tsDay == tsDay() - 1) { # 尚未发放昨天奖励
  249. $haventKey_day = MemKey_GameRun::Game_PVPScoreByZone_zset_Day($zoneid, $pvp->haventReward_tsDay);
  250. if (!gMem()->exists($haventKey_day) && $pvp->haventReward_tsDay == tsDay() - 1) { # 昨天的积分记录不存在
  251. gMem()->zcopy($key, $haventKey_day); # 复制一份当前积分作为昨天的截止积分榜
  252. } else {
  253. // 不是昨天登录的, 且没有对应的数据 就不再复制当前数据了.直接未上榜处理
  254. }
  255. $rank = self::_getRank_by_uid($uid, $haventKey_day); # 查询上一天排名
  256. if ($rank <= self::pvpMaxRank) { # 防御未上榜
  257. foreach (GameConfig::pvp_rankreward() as $cfg) {
  258. isEditor() and $cfg = new \sm_pvp_rankreward();
  259. if ($rank >= $cfg->minRank && $rank <= $cfg->maxRank) { # 找到对应的名次段
  260. EmailProc::SendPvpRankReward_Lastday($zoneid, $uid, $rank); # 发放奖励邮件(竞技币)
  261. }
  262. }
  263. UserProc::updateUserInfo();
  264. }
  265. }
  266. $pvp->haventReward_tsDay = tsDay(); # 更新待发放奖励日期
  267. $req->userInfo->game->pvp = $pvp;
  268. // 组装 返回值结构
  269. $ret = array(
  270. 'score' => $score, # # 自己的积分
  271. 'rank' => $rank, # # 自己的排名
  272. 'pvpCoins' => $pvp->pvpCoins, # # 自己的竞技币
  273. 'fPower' => $fPower, # # 自己的总战力
  274. 'fightTicket' => $pvp->fightTicket, # # 自己的挑战票
  275. 'defTeam' => $pvp->defTeam, # # 自己的防守队伍
  276. 'bHasNewFightLog' => $numNewLog, # # 是否有战报刷新
  277. 'matches' => my_null_default($matches, array()), # # 对手列表
  278. );
  279. return Resp::ok($ret); # 返回
  280. }
  281. /**
  282. * [6811] 竞技场 刷新对手
  283. * @param Req $req
  284. */
  285. static function pvp_Refresh($req) {
  286. // 刷新无花费, 间隔时间3秒(客户端控制得了)
  287. $pvp = new UserPVPModel($req->userInfo->game->pvp);
  288. $ts = now();
  289. my_Assert($pvp->nextRefreshTs < $ts, ErrCode::pvp_refresh_time); # 验证时间间隔
  290. $pvp->curMatches = self::getNewMatches($pvp, $req->uid, $req->zoneid);
  291. $pvp->nextRefreshTs = now(3);
  292. $req->userInfo->game->pvp = $pvp;
  293. UserProc::updateUserInfo(); # 回写数据
  294. $ret = array(
  295. 'curMatches' => my_null_default($pvp->curMatches, array()), # # 当前对手清单
  296. );
  297. return Resp::ok($ret);
  298. }
  299. /**
  300. * [6812] 竞技场 挑战对手xx
  301. * @param Req $req
  302. */
  303. static function pvp_PK($req) {
  304. $uid = $req->uid;
  305. $zoneid = $req->zoneid;
  306. $user = $req->userInfo->game;
  307. list( $target_uid, $result, $target_name, $target_HeadImg) = $req->paras; # 对手id,胜负结果 0负,1胜
  308. $pvp = $req->userInfo->game->pvp;
  309. if ($pvp->freeFightTickets > 0) { # 有免费挑战票,先扣除免费的
  310. $pvp->freeFightTickets -= 1;
  311. } else {
  312. my_Assert($pvp->fightTicket > 0, ErrCode::pvp_no_tickets); # 防御: 挑战票不足
  313. $pvp->fightTicket -= 1; # 扣除挑战票
  314. }
  315. $season = self::GetCurSeasonID(); # 当前赛季
  316. $key = MemKey_GameRun::Game_PVPScoreByZoneSeason_zset($zoneid, $season); # redis key
  317. $RA = self::_getScore_by_uid($uid, $key); # A的积分
  318. $RB = self::_getScore_by_uid($target_uid, $key); # B的积分
  319. $EA = 1 / (1 + pow(10, ($RA - $RB) / 400)); # A的胜率期望值
  320. $EB = 1 / (1 + pow(10, ($RB - $RA) / 400)); # B的胜率期望值
  321. $K = 32; # 浮动系数, 暂定为32
  322. $SA = $result ? 1 : 0; # 我的胜负结果
  323. $SB = $result ? 0 : 1; # 对手的胜负结果
  324. $R_A = intval($RA + $K * ($SA - $EA )); # 我的最终积分
  325. $R_B = intval($RB + $K * ($SB - $EB)); # 对手的最终积分
  326. #
  327. $myOldRank = self::_getRank_by_uid($uid, $key); # 记录下战前排名
  328. self::_addScore_by_uid($zoneid, $uid, $R_A - $RA); # 更新A的积分
  329. $B_Change = $result ? $R_B - $RB : 0; # 计算对方的积分变化:对方输了的情况下扣分,我输了的情况下,不加分
  330. if ($B_Change != 0) { #
  331. self::_addScore_by_uid($zoneid, $target_uid, $B_Change); # 更新B的积分
  332. }
  333. $myNewRank = self::_getRank_by_uid($uid, $key); # 查询战后排名
  334. $req->userInfo->game->pvp = $pvp;
  335. UserProc::updateUserInfo(); # 回写数据
  336. // 写挑战记录
  337. $key_mine = MemKey_User::PVP_OffensiveLog_zset($zoneid, $uid); # 我的主动挑战记录
  338. self::_Log_PVP_PK_Info($key_mine, $target_uid, $target_name, $target_HeadImg, $result, $R_A - $RA); # 自己的挑战记录
  339. $key_target = MemKey_User::PVP_DefensiveLog_zset($zoneid, $target_uid); # 对手的被挑战记录
  340. self::_Log_PVP_PK_Info($key_target, $uid, $user->name, $user->img, !$result, $B_Change); # 对手的被挑战记录
  341. $ret = array(# # 组装返回值
  342. 'freeFightTickets' => $pvp->freeFightTickets, # # 自己剩余免费票
  343. 'fightTicket' => $pvp->fightTicket, # # 自己剩余挑战票
  344. 'RA' => $RA, # # 自己挑战之前积分
  345. 'RB' => $RB, # # 对手挑战之前积分
  346. 'R_A' => $R_A, # # 自己最新积分
  347. 'R_B' => $R_B, # # 对手最新积分
  348. 'rank_diff' => $myOldRank - $myOldRank, # # 自己的排名变化
  349. );
  350. return Resp::ok($ret); # 返回
  351. }
  352. /**
  353. * [6813] 竞技场 设置防守队伍
  354. * @param req $req
  355. */
  356. public static function pvp_setTeam($req) {
  357. $heros = $req->paras[0]; # para: 新阵容
  358. $pvp = new UserPVPModel($req->userInfo->game->pvp);
  359. my_Assert(is_array($heros), ErrCode::paras_err); # 参数检查
  360. $pvp->defTeam = $heros; # 更新阵容
  361. $req->userInfo->game->pvp = $pvp;
  362. UserProc::updateUserInfo(); # 回存数据
  363. return Resp::ok($pvp); # 返回
  364. }
  365. /**
  366. * [6814] 购买挑战票
  367. * @param Req $req
  368. * @return type
  369. */
  370. static function pvp_buyticket($req) {
  371. $amt = $req->paras[0]; # 购买数量
  372. # 检查并扣除消耗
  373. # 增加挑战票
  374. # 回存数据
  375. # 返回
  376. my_Assert($amt > 0, ErrCode::paras_err); # 数量>0
  377. $pvp = new UserPVPModel($req->userInfo->game->pvp);
  378. $g = glc();
  379. $costCash = $g->PVP_pk_ticket_price * $amt; # 计算消耗钻石
  380. my_Assert($costCash > 0, ErrCode::pvp_ticket_cost_ilegal); # 定价数据异常
  381. if (!UserGameModel::Consume_Cash($req->userInfo->game, $costCash)) { # 扣除钻石失败
  382. return Resp::err(ErrCode::notenough_cash_msg);
  383. }
  384. $pvp->fightTicket += $amt; # 发放挑战票
  385. $req->userInfo->game->pvp = $pvp;
  386. UserProc::updateUserInfo(); # 回写玩家数据
  387. $ret = array(
  388. 'fightTicket' => $pvp->fightTicket,
  389. 'costCash' => $costCash,
  390. 'userCash' => $req->userInfo->game->cash
  391. );
  392. return Resp::ok($ret); # 返回
  393. }
  394. /**
  395. * [6815] 竞技场 拉取榜单数据
  396. * @param Req $req
  397. */
  398. static function pvp_getRank($req) {
  399. $maxAmt = 10; # 一次最多取10个玩家信息
  400. $zoneid = $req->zoneid;
  401. $index = $req->paras[0]; # 起始(0)
  402. $n = $req->paras[1]; # 数量, (n<=max)
  403. #
  404. if ($n < 1 || $n > $maxAmt) { # 防御非法情况
  405. $n = $maxAmt;
  406. }
  407. $arr = self::getRankPlayers($req->mem, $zoneid, $index - 1, ($index + $n) - 1);
  408. //
  409. $rankId = $index;
  410. $result = ObjectInit();
  411. if (count($arr)) {
  412. foreach ($arr as $key => $value) {// $value 的数据类型是array
  413. $value["uid"] = $key;
  414. $result->$rankId = $value;
  415. $rankId += 1;
  416. }
  417. }
  418. $ret = array(
  419. 'dic' => $result
  420. );
  421. return Resp::ok($ret);
  422. }
  423. /**
  424. * [6816] 竞技场 查看战报
  425. * @param Req $req
  426. */
  427. static function pvp_getFightLogs($req) {
  428. // 提取主动挑战+被挑战记录
  429. // 更新下刷新时间
  430. // 返回
  431. // 参数:无
  432. $key_off = MemKey_User::PVP_OffensiveLog_zset($req->zoneid, $req->uid);
  433. $key_def = MemKey_User::PVP_DefensiveLog_zset($req->zoneid, $req->uid);
  434. // 拉取自己的挑战记录
  435. $offLog = $req->mem->zrange($key_off, 0, self::maxLogCount); # 主动挑战数据
  436. $defLog = $req->mem->zrange($key_def, 0, self::maxLogCount); # 防守数据
  437. // Ps. 挑战记录分为2个榜, 且按照时间戳记录,晚于指定时间戳的判定为未读消息,挑战记录最多记录50条
  438. $pvp = new UserPVPModel($req->userInfo->game->pvp); # 玩家竞技场数据
  439. $pvp->lastCheckDefLog_ts = now(); # 记录时间戳
  440. UserProc::updateUserInfo(); # 回写数据
  441. array_walk($offLog, function (&$i) { # 解码一下
  442. $i = JsonUtil::decode($i);
  443. });
  444. array_walk($defLog, function (&$i) { # 解码一下
  445. $i = JsonUtil::decode($i);
  446. });
  447. return Resp::ok(array(
  448. 'offLog' => $offLog,
  449. 'defLog' => $defLog
  450. ));
  451. }
  452. // ---------------- 辅助函数 -----------------------
  453. // <editor-fold defaultstate="collapsed" desc=" 辅助 函数 ">
  454. /**
  455. * 竞技场 - 记录挑战结果
  456. */
  457. private static function _Log_PVP_PK_Info($key, $oppUID, $name, $headImg, $win, $score) {
  458. $ts = now(); # 记录时间戳
  459. gMem()->zadd($key, array(# # 组装被挑战对手信息
  460. JsonUtil::encode(array(
  461. 'uid' => my_null_default($oppUID, "-"), # # 对手uid
  462. 'name' => my_null_default($name, ""), # # 对手昵称
  463. 'headImg' => my_null_default($headImg, ""), # # 对手头像
  464. 'win' => my_null_default($win, false), # # 胜负结果
  465. 'msg' => "竞技场中没有留言羞辱对手的设定.", # # 胜利者留言
  466. 'scoreInfo' => my_null_default($score, 0), # # 积分变动
  467. 'ts' => $ts, # # 时间戳
  468. )) => $ts));
  469. gMem()->zremrangebyrank($key, self::maxLogCount, -1); # 保留50条数据
  470. }
  471. /**
  472. * 修改积分
  473. * @param int $zoneid
  474. * @param string $uid
  475. * @param int $addValue 可以是负值
  476. */
  477. private static function _addScore_by_uid($zoneid, $uid, $addValue) {
  478. $mem = gMem();
  479. $seasonId = self::GetCurSeasonID();
  480. $key = MemKey_GameRun::Game_PVPScoreByZoneSeason_zset($zoneid, $seasonId); # 积分榜
  481. $score = $mem->zscore($key, $uid);
  482. if (is_null($score) || $score <= 0) { # 分数异常, 理论上不会出现负分
  483. $score = self::pvpBaseScore; # 新手基础分
  484. $mem->zadd($key, array($uid => $score)); # 重置玩家积分
  485. }
  486. $newscore = $mem->zincrby($key, $uid, $addValue); # 返回最新值
  487. // var_dump($newscore);
  488. return $newscore;
  489. }
  490. /**
  491. * 竞技场 查询玩家的积分
  492. * @param type $uid
  493. * @return int
  494. */
  495. static function _getScore_by_uid($uid, $key) {
  496. if ("" == $uid) {
  497. CLog::err('"uid" is Null!');
  498. return 10; # 记录错误并返回一个极低分
  499. }
  500. $mem = gMem();
  501. // var_dump($key);
  502. $score = $mem->zscore($key, $uid);
  503. if (is_null($score) || $score <= 0) { # 分数异常
  504. $score = self::pvpBaseScore; # 新手基础分
  505. $mem->zadd($key, array($uid => $score)); # 更新玩家积分
  506. }
  507. return $score;
  508. }
  509. /**
  510. * 竞技场 查询玩家的排名
  511. * @param string $uid
  512. * @param string $key
  513. * @return int
  514. */
  515. static function _getRank_by_uid($uid, $key) {
  516. $rank = self::pvpMaxRank + 1; # 未上榜
  517. if ("" == $uid) {
  518. CLog::err('"uid" is Null!');
  519. return $rank; # 记录错误并返回未上榜
  520. }
  521. $mem = gMem();
  522. $r = $mem->zrevrank($key, $uid);
  523. if (!is_null($r)) {
  524. $rank = $r + 1; # 有名次,更新(zset从0开始排序)
  525. }
  526. return $rank; # 返回
  527. }
  528. /**
  529. * 获取对手匹配结果
  530. * @param UserPVPModel $pvp
  531. * @param CRedisutil $mem
  532. * @param type $uid
  533. * @param type $zoneid
  534. */
  535. private static function getNewMatches($pvp, $uid, $zoneid) {
  536. $seasonID = self::GetCurSeasonID();
  537. $key = MemKey_GameRun::Game_PVPScoreByZoneSeason_zset($zoneid, $seasonID); # redis key
  538. $arr = self::findmatcher($key, $uid); # 积分榜查找
  539. if (count($arr) < self::matchCount) { # 再不行, 准备机器人吧
  540. CLog::err('PVP刷对手数量不足, 赶快考虑加入机器人.', 'PVP'); // todo: 这里引入gm对手数据,
  541. }
  542. $ret = self::GetPlayerInfosForPVP(gMem(), $zoneid, $arr);
  543. return $ret;
  544. }
  545. /**
  546. * 查找匹配的对手
  547. * @param type $key
  548. * @param type $uid
  549. */
  550. private static function findmatcher($key, $uid) {
  551. // 根据匹配规格获得5个对手即可(1. 排除自己, 2. 最好不要出现已经刷到过的对手)
  552. // 低于玩家当前积分 -- 1个 -5%~-20%之间
  553. // 与玩家当前积分基本持平 2个, ±5%之间
  554. // 高于玩家当前积分 -- 1个 +5%~+40%之间
  555. $score = self::_getScore_by_uid($uid, $key); # 查积分
  556. // 计算 比自己弱的 上线下线
  557. $bH = ceil($score * (1 - 0.05)); # 低于当前玩家积分5%
  558. $bL = ceil($score * (1 - 0.2)); # 低于当前玩家积分20%
  559. $aL = ceil($score * (1 + 0.05)); # 高于当前玩家积分5%
  560. $aH = ceil($score * (1 + 0.2)); # 高于当前玩家积分20%
  561. $bPlayerUIDs = gMem()->zrevrangebyscore($key, $bH, $bL, true, true, 0, 10); # 取低于玩家积分的uids1个
  562. $mPlayerUIDs = gMem()->zrevrangebyscore($key, $aL, $bH, true, true, 0, 13); # 取玩家相当的uid2个(以防包含玩家自己)
  563. $aPlayerUIDs = gMem()->zrevrangebyscore($key, $aH, $aL, true, true, 0, 10); # 取高于玩家的uids1个
  564. if (array_key_exists($uid, $mPlayerUIDs)) { # 如果积分相近的那一组包含自己
  565. unset($mPlayerUIDs[$uid]); # 剔除掉
  566. } else { # 或者不包含自己
  567. array_pop($mPlayerUIDs); # 那多一个人,踢掉一个
  568. }
  569. $bPlayerUIDs = self::array_random_assoc($bPlayerUIDs, 1);
  570. $mPlayerUIDs = self::array_random_assoc($mPlayerUIDs, 2);
  571. $aPlayerUIDs = self::array_random_assoc($aPlayerUIDs, 1);
  572. $uidWithScore = array_merge($bPlayerUIDs, $mPlayerUIDs, $aPlayerUIDs); # 合并为玩家列表
  573. return $uidWithScore; # 返回uid集合
  574. }
  575. /**
  576. * 随机关联数组
  577. * @param type $arr
  578. * @param type $num
  579. * @return type
  580. */
  581. function array_random_assoc($arr, $num = 1) {
  582. $keys = array_keys($arr);
  583. shuffle($keys);
  584. if ($num > count($arr)) {
  585. $num = count($keys);
  586. }
  587. $r = array();
  588. for ($i = 0; $i < $num; $i++) {
  589. $r[$keys[$i]] = $arr[$keys[$i]];
  590. }
  591. return $r;
  592. }
  593. /**
  594. * 获取榜单玩家
  595. * @param Credisutil $mem
  596. * @param int $zoneid
  597. * @param int $start
  598. * @param int $stop
  599. * @return type
  600. */
  601. private static function getRankPlayers($mem, $zoneid, $start, $stop) {
  602. $key = MemKey_GameRun::Game_PVPScoreByZoneSeason_zset($zoneid, self::GetCurSeasonID());
  603. $retUidsWithScore = $mem->zrevrange($key, $start, $stop, true);
  604. return self::GetPlayerInfosForPVP($mem, $zoneid, $retUidsWithScore);
  605. }
  606. // private static function get
  607. /**
  608. * 拉取玩家信息-pvp模块专用信息
  609. * @param CredisUtil $mem
  610. * @param type $zoneid
  611. * @param type $retUidsWithScore
  612. * @return type
  613. */
  614. private static function GetPlayerInfosForPVP($mem, $zoneid, $retUidsWithScore) {
  615. $arr = ArrayInit();
  616. foreach ($retUidsWithScore as $uid => $score) {
  617. // isEditor() && $userGameInfo = new loyalsoft\UserInfoMo;
  618. $userGameInfo = UserProc::getUserInfo($mem, $zoneid, $uid); # 玩家数据
  619. // var_dump($userGameInfo->game->pvp);
  620. $teamConfig = $userGameInfo->game->pvp->defTeam; # 防守阵容
  621. // var_dump($teamConfig);
  622. $heros = new \stdClass(); # 英雄集合
  623. foreach ($teamConfig as $hid) {
  624. if ($hid > 0) {
  625. $n_hid = $hid - 10000;
  626. $heros->$n_hid = $userGameInfo->game->heros->collectHeros->$hid;
  627. }
  628. }
  629. $fpower = HeroProc::CalcUserFightPower($zoneid, $uid, $userGameInfo->game); # 计算总战力
  630. $adversary = array(# # 拼装玩家信息
  631. 'uid' => $uid,
  632. 'name' => my_null_default($userGameInfo->game->name, ""),
  633. 'level' => my_null_default($userGameInfo->game->level, 1),
  634. 'headImg' => my_null_default($userGameInfo->game->img, ""),
  635. // 'skills' => null, # # skills暂时没有实例数据
  636. 'equipment' => array("equipments" => my_null_default($userGameInfo->game->store->equipment, new \stdClass())), # 武器
  637. 'yanling' => array("items" => my_null_default($userGameInfo->game->store->yanling, new \stdClass())), # 言灵
  638. 'heros' => my_null_default($heros, new \stdClass()), # # 英雄集合
  639. 'score' => $score, # # 积分
  640. 'fpower' => $fpower, # # 总战力
  641. );
  642. // $arr[$uid] = $adversary;
  643. $arr[] = $adversary;
  644. }
  645. if (count($arr) <= 0) {
  646. $arr = null;
  647. }
  648. return $arr;
  649. }
  650. // </editor-fold>
  651. //
  652. // </editor-fold>
  653. //
  654. }