HeroProc.php 51 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. */
  12. static function procMain() {
  13. switch (req()->cmd) {
  14. case CmdCode::cmd_hero_levelup: # [6301] 英雄升级
  15. return HeroProc::HeroLevelUpCostExpItem();
  16. case CmdCode::cmd_hero_tupo: # [6328] 英雄突破
  17. return HeroProc::tupo();
  18. // <editor-fold defaultstate="collapsed" desc="过时 接口">
  19. case CmdCode::cmd_hero_stageup: # [6304] 英雄进阶 SABCD
  20. return HeroProc::HeroStageUp();
  21. // case CmdCode::cmd_hero_upstar: # [6305] 英雄升星
  22. // return HeroProc::HeroUpStarByPieces();
  23. // case CmdCode::cmd_hero_changelockstate: # [6306] 英雄-修改锁定状态
  24. // return HeroProc::HeroChangelockstate();
  25. // case CmdCode::cmd_hero_buyCollectHeroLimtCount: # [6312] 扩展英雄数量上限
  26. // return HeroProc::BuyHeroMaxCountLimt();
  27. // <editor-fold defaultstate="collapsed" desc="---------------英雄评论----------------">
  28. // case CmdCode::cmd_hero_GetDiscuss: # [6316]拉取英雄评论
  29. // return HeroDiscussProc::GetDiscusses();
  30. // case CmdCode::cmd_hero_PostDiscuss: # [6317]对英雄发表评论
  31. // return HeroDiscussProc::Post();
  32. // case CmdCode::cmd_hero_PraiseDiscuss: # [6318]给某条评论点赞
  33. // return HeroDiscussProc::PriaseMsg();
  34. // case CmdCode::cmd_hero_DeleteDiscuss: # [6319]删除评论
  35. // return HeroDiscussProc::DeletePost();
  36. // case CmdCode::cmd_hero_scoreit: # [6320]给某个英雄评分
  37. // return HeroDiscussProc::Score();
  38. // </editor-fold>
  39. // <editor-fold defaultstate="collapsed" desc=" 英雄的解锁与购买 ">
  40. // case CmdCode::cmd_hero_buyHero: # [6321]购买英雄
  41. // return HeroProc::BuyHeroByCostPieces();
  42. // case CmdCode::cmd_hero_upGodBlood: # [6322] 神血升级
  43. // return HeroProc::UpGodBloodHeroByPieces();
  44. // case CmdCode::cmd_hero_unlockByPieces: # [6323] 解锁碎片
  45. // return HeroProc::UnLockHeroByPieces();
  46. // </editor-fold>
  47. // </editor-fold>
  48. # --------- 英雄技能 -----------
  49. case CmdCode::cmd_hero_upgradeSkillLevel: # [6314] 英雄的技能升级
  50. return HeroProc::UpgradeSkillLevel();
  51. case CmdCode::cmd_hero_unlockSkill: # [6324] 英雄技能 - 解锁技能
  52. return HeroProc::UnlockSkill();
  53. case CmdCode::cmd_hero_skillLevel_onekeyupgrade: # [6325] 英雄技能 - 一键升级
  54. return HeroProc::OnekeyUpgradeSkillLevel();
  55. case CmdCode::cmd_hero_saveHeroTeamConfig: # [6315] 保存玩家战队数据
  56. return HeroProc::SaveHeroTeamConfig();
  57. // <editor-fold defaultstate="collapsed" desc=" 英雄升级 cyzhao ">
  58. case CmdCode::cmd_hero_StrengthenStar: # [6326] 升星cmd_hero_YanlinUpLevel
  59. return HeroProc::StrengthenStar();
  60. case CmdCode::cmd_hero_YanlinUpLevel: # [6327] 升级
  61. return HeroProc::YanlinUpLevel();
  62. case CmdCode::cmd_hero_YanLingReplace: # [6329] 言灵替换
  63. return HeroProc::YanLingReplace();
  64. // </editor-fold>
  65. default: # err: 未知的命令码
  66. return Resp::err(ErrCode::cmd_err);
  67. }
  68. }
  69. // <editor-fold defaultstate="collapsed" desc="技能升级与解锁">
  70. /**
  71. * [6324] 英雄技能解锁
  72. * @version 2020.1.13 至今未进行对接, 再次整理版
  73. * 2019.12.10 加班弄完第一版
  74. */
  75. static function UnlockSkill() {
  76. 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
  77. $user = req()->userInfo->game; # user引用
  78. $cHeros = $user->heros->collectHeros;
  79. my_default_Obj($cHeros);
  80. my_Assert(CommUtil::isPropertyExists($cHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要解锁的英雄
  81. # # 2.判断英雄的该技能能否升级....
  82. $targetHero = new Ins_UserHero($cHeros->$huid); # 直接类型识别
  83. $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
  84. my_default_Arr($targteHeroSkills->$mainSkillId); # 保护子技能数组数据结构
  85. my_Assert(!CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能已解锁"); # 子技能已经解锁
  86. // if (!$targetHero->IsSkillUnlockAble($mainSkillId, $subSkillId)) { # 3.判断技能是否处于待解锁状态
  87. // return Resp::err(ErrCode::hero_upgradeSkill_maxLevel);
  88. // }
  89. $sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
  90. my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
  91. // my_Assert(Data_UserGame::Consume_Gold($user->baseInfo, $sm->unlockCost), # # 5. 扣除金币消耗
  92. // ErrCode::notenough_gold_msg);
  93. my_Assert($user->base()->Consume_Gold($sm->unlockCost), # # 5. 扣除金币消耗
  94. ErrCode::notenough_gold_msg);
  95. array_push($targteHeroSkills->$mainSkillId, $subSkillId); # 添加技能
  96. $targetHero->subSkills = $targteHeroSkills;
  97. $cHeros->$huid = $targetHero; # 回存Hero对象
  98. UserProc::updateUserInfo(); # 回写数据
  99. TaskProc::OnHeroUnlocSkill($targetHero->typeId, $subSkillId);
  100. return Resp::ok($targetHero);
  101. }
  102. /**
  103. * [6325] 英雄技能一键升级
  104. */
  105. static function OnekeyUpgradeSkillLevel() {
  106. 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
  107. $user = req()->userInfo->game; # user引用#
  108. $collectHeros = $user->heros->collectHeros;
  109. my_default_Obj($collectHeros); # 防御变量为空
  110. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
  111. # # 2.判断英雄的该技能能否升级....
  112. $targetHero = new Ins_UserHero($collectHeros->$huid); # 直接类型识别
  113. $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
  114. my_default_Arr($targteHeroSkills->$mainSkillId); # 保护数据结构
  115. my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
  116. // if (!$targetHero->IsSkillUpdateAble($mainSkillId, $subSkillId)) { # 3.判断技能等级能否在继续升级了
  117. // return Resp::err(ErrCode::hero_upgradeSkill_maxLevel);
  118. // }
  119. // $sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
  120. // if (null == $sm) {
  121. // return \Resp::err(ErrCode::err_const_no, '找不到子技能配置数据');
  122. // }
  123. my_Assert($user->base()->Consume_Gold($costGold), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
  124. unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
  125. array_push($targteHeroSkills->$mainSkillId, $targetSubSkillId);
  126. $targetHero->subSkills = $targteHeroSkills;
  127. $collectHeros->$huid = $targetHero; # 更新Hero数据
  128. UserProc::updateUserInfo(); # 回写数据
  129. return Resp::ok($targetHero);
  130. }
  131. /**
  132. * [6314]英雄技能升级
  133. */
  134. static function UpgradeSkillLevel() {
  135. 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
  136. $user = req()->userInfo->game; # user引用
  137. $collectHeros = $user->heros->collectHeros;
  138. my_default_Obj($collectHeros); # 防御变量为空
  139. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
  140. $targetHero = new Ins_UserHero($collectHeros->$huid);
  141. $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
  142. my_Assert(CommUtil::isPropertyExists($targteHeroSkills, $mainSkillId), "玩家数据结构有问题."); # 主技能Id.
  143. my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
  144. my_Assert($targetHero->IsSkillUpdateAble($mainSkillId, $subSkillId), ErrCode::hero_upgradeSkill_maxLevel); # 3.判断技能等级能否在继续升级了
  145. $sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
  146. my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
  147. my_Assert($user->base()->Consume_Gold($sm->upgradeCost), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
  148. unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
  149. array_push($targteHeroSkills->$mainSkillId, $sm->nextLevel_Id);
  150. $targetHero->subSkills = $targteHeroSkills;
  151. $collectHeros->$huid = $targetHero; # 更新hero数据
  152. UserProc::updateUserInfo(); # 回写数据
  153. return Resp::ok($targetHero);
  154. }
  155. // </editor-fold>
  156. //
  157. // <editor-fold defaultstate="collapsed" desc="英雄 强化">
  158. /**
  159. * 6304 英雄 升阶(消耗碎片)
  160. */
  161. static function HeroStageUp() {
  162. list($huid, $nextGrade) = req()->paras; # 提取参数: 英雄的UID,下一阶
  163. $user = req()->userInfo->game; # user引用
  164. $collectHeros = $user->heros->collectHeros; # 角色容器
  165. my_default_Obj($collectHeros); # 保证不为null
  166. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
  167. $upHero = new Ins_UserHero($collectHeros->$huid); # 直接类型识别
  168. my_Assert($upHero->grade < "S", ErrCode::hero_strength_maxstrengthlevel); # 已经达到S级
  169. $heroUpgradeCostCfg = GameConfig::heroextra_level_getItem($upHero->typeId, $nextGrade);
  170. my_Assert($heroUpgradeCostCfg, ErrCode::hero_strength_cost_const_no); # 1.检查是否存在这个升阶数据的模板
  171. // my_Assert(Data_UserGame::Consume_HeroSegment($user, # # 扣除碎片
  172. // $heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum), ErrCode::hero_segment_not_enough);
  173. my_Assert($user->store()->Consume_HeroSegment($heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum), # 扣除碎片
  174. ErrCode::hero_segment_not_enough); # 碎片数量不足
  175. # 扣除碎片成功
  176. $upHero->grade = $nextGrade; # 5.强化英雄进行成功升阶
  177. $collectHeros->$huid = $upHero; # 更新Hero数据
  178. UserProc::updateUserInfo(); # 6.数据回存
  179. $resp = Resp::ok($upHero);
  180. SystemProc::insertHero_StageUp(req()->zoneid, req()->uid, $user->base()->name, # # 插入系统广播
  181. GameConfig::hero_getItem($upHero->typeId)->name, $upHero->grade);
  182. self::CalcUserFightPower(req()->zoneid, req()->uid, req()->userInfo->game); # 跟新战力统计
  183. TaskProc::OnHeroGradeUp($upHero->typeId, $upHero->grade);
  184. //StoreProc::addSegmentIntoStore($store, $segmentId, $num);
  185. // var_dump($user->task->taskListDaily);
  186. return $resp;
  187. }
  188. /**
  189. * [6301] 英雄升级 - 消耗经验道具,获得经验(按照经验提升等级)
  190. */
  191. static function HeroLevelUpCostExpItem() {
  192. list($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
  193. $user = req()->userInfo->game; # user引用
  194. $collectHeros = $user->heros->collectHeros; # 1. 检查是否存在要升级的英雄
  195. my_default_Obj($collectHeros);
  196. my_Assert(is_int($costNumber) && $costNumber >= 1, ErrCode::paras_err); # 参数合法性判断
  197. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 玩家拥有此英雄
  198. $targetHero = new Ins_UserHero($collectHeros->$huid); #
  199. //my_Assert($targetHero->HeroCanLevelUp(), "请提升指挥官等级."); # 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
  200. $myPacketItems = $user->store->items; # 检查道具的数量,在背包中是否充足
  201. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  202. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);
  203. $initLevel = $targetHero->level; # 初始等级
  204. $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
  205. $costItemConst = GameConfig::item_stones_getItem($costItemId);
  206. my_Assert(null != $costItemConst, ErrCode::err_const_no);
  207. $totalGold = $costItemConst->costGold * $costNumber; #验证金币是否充足
  208. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  209. $user->baseInfo->gold -= $totalGold;
  210. $totalEXP += $costItemConst->baseExp;
  211. $heroConst = GameConfig::hero_getItem($targetHero->typeId); # 英雄模板数据
  212. my_Assert(null != $heroConst, ErrCode::err_const_no, "英雄 模板数据");
  213. // if ($costItemConst->element != 0 # # 相同元素加成
  214. // && $costItemConst->element == $heroConst->element) {
  215. // $totalEXP += $costItemConst->extraExp;
  216. // }
  217. $totalEXP *= $costNumber; # 消耗N个道具
  218. $targetHero = self:: HeroAddEXP($huid, $totalEXP); # 获得经验
  219. $myPacketItems->$costItemId -= $costNumber; # 消耗道具
  220. if ($myPacketItems->$costItemId < 0) {
  221. $myPacketItems->$costItemId = 0;
  222. }
  223. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  224. my_Assert($targetHero->xp >= 0, "英雄经验出错");
  225. UserProc::updateUserInfo(); # 回写玩家数据
  226. TaskProc::OnHeroImprove(); # 事件检测
  227. self::CalcUserFightPower(req()->zoneid, req()->uid, req()->userInfo->game); # 跟新战力统计
  228. $ret = array(
  229. 'hero' => $targetHero,
  230. 'store' => $user->store,
  231. 'gold' => $user->baseInfo->gold,
  232. );
  233. return Resp::ok($ret);
  234. }
  235. /**
  236. * 唤灵师突破
  237. */
  238. static function tupo() {
  239. list($uid) = req()->paras;
  240. $user = req()->userInfo->game;
  241. $collectHeros = $user->heros->collectHeros; # 1. 检查是否存在要升级的英雄
  242. my_default_Obj($collectHeros);
  243. my_Assert(StlUtil::dictHasProperty($collectHeros, $uid), ErrCode::hero_no); # 参数合法性判断
  244. $typeId = $collectHeros->$uid->typeId;
  245. $curStar = $collectHeros->$uid->curStar;
  246. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  247. $mo = GameConfig::heroextra_level_tupo_getItem($typeId, $curStar + 1);
  248. my_Assert($mo != null, ErrCode::err_const_no);
  249. my_Assert($collectHeros->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  250. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  251. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  252. $segID = $mo->segID;
  253. my_Assert(StlUtil::dictHasProperty($user->store->items, $segID), ErrCode::store_itemnotenough);
  254. my_Assert($user->store->items->$segID >= $mo->segNum, ErrCode::store_itemnotenough);
  255. $costItemsList = explode(';', $mo->costItems);
  256. foreach ($costItemsList as $value) {
  257. $list = explode(',', $value);
  258. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  259. }
  260. $user->store->items->$segID -= $mo->segNum;
  261. $user->baseInfo->gold -= $mo->gold;
  262. $collectHeros->$uid->curStar += 1;
  263. NormalEventProc::OnHeroTuPo($uid, $collectHeros->$uid->curStar); # 广播英雄升级事件
  264. $user->heros->collectHeros = $collectHeros;
  265. req()->userInfo->game = $user;
  266. $targetHero = new Ins_UserHero($collectHeros->$uid);
  267. UserProc::updateUserInfo(); # 回写玩家数据
  268. $ret = array(
  269. 'hero' => $targetHero,
  270. 'store' => $user->store,
  271. 'gold' => req()->userInfo->game->baseInfo->gold,
  272. );
  273. return Resp::ok($ret);
  274. }
  275. /**
  276. * 武器替换
  277. * @return type
  278. */
  279. static function YanLingReplace() {
  280. list($uid ,$replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  281. $user = req()->userInfo->game;
  282. $yanling = $user->store->yanling;
  283. my_Assert(property_exists($yanling, $uid), "找不到这个言灵");
  284. my_Assert(property_exists($yanling, $replaceId), "找不到这个言灵");
  285. $herouid = $yanling->$uid->herouid;
  286. $herouid_replace = $yanling->$replaceId->herouid;
  287. $yanling->$replaceId->herouid = $herouid;
  288. $yanling->$uid->herouid = $herouid_replace;
  289. $user->store->equipment = $yanling;
  290. req()->userInfo->game = $user;
  291. UserProc::updateUserInfo(); # 回写玩家数据
  292. return Resp::ok(array(
  293. "store" => $user->store, # # 目前来看只涉及到items变化
  294. ));
  295. }
  296. // </editor-fold>
  297. //
  298. // <editor-fold defaultstate="collapsed" desc="队伍配置">
  299. /**
  300. * [6315]保存队伍的战斗配置信息
  301. */
  302. static function SaveHeroTeamConfig() {
  303. $teamsetting = req()->paras[0]; # 配置信息json文件
  304. req()->userInfo->game->heroTeamConfig = $teamsetting; # 更新配置
  305. UserProc::updateUserInfo(); # 回写数据
  306. # # 添加到战斗力隐藏榜单中, for pvp back matchers, -wg 2017.07.13
  307. self::CalcTeamFightPower(req()->zoneid, req()->uid, req()->userInfo->game);
  308. return Resp::ok(array('result' => "succeed"));
  309. }
  310. // </editor-fold>
  311. //
  312. // <editor-fold defaultstate="collapsed" desc="已过时代码">
  313. /**
  314. * 6323 解锁英雄
  315. */
  316. static function UnLockHeroByPieces() {
  317. Err(ErrCode::err_method_obsoleted, "策划未设定解锁功能-2021.5.6");
  318. $user = req()->userInfo->game; # user引用
  319. $heroModelId = req()->paras[0];
  320. $piecesId = req()->paras[1]; # 英雄碎片的ID
  321. $piecesNum = req()->paras[2];
  322. my_default_Obj($user->heros->recordUnLockHeroDic); # 防御解锁列表未初始化,空对象
  323. $recordUnLockHeroDic = $user->heros->recordUnLockHeroDic; # 已解锁记录
  324. if (!CommUtil::isPropertyExists($recordUnLockHeroDic, $heroModelId)) { # 检查是不是已经解锁过了
  325. $recordUnLockHeroDic->$heroModelId = 0;
  326. }
  327. my_Assert(0 == $recordUnLockHeroDic->$heroModelId, ErrCode::hero_lockState); # 防御英雄已经解锁
  328. $heroCfg = GameConfig::hero_getItem($heroModelId);
  329. my_Assert(isset($heroCfg), ErrCode::hero_const_no_err); # 检查要解锁的英雄的常量配置是否存在
  330. $piecesCfg = GameConfig::segment_getItem($piecesId);
  331. my_Assert(isset($piecesCfg), ErrCode::err_const_no); # 检查需要消耗的碎片的常量配置是否存在
  332. $myPacketItems = $user->store->segement;
  333. $requirePiecesNum = $heroCfg->unlockConditionId;
  334. $enoughPieces = false; # 检查道具数量是否充足
  335. my_Assert($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum, ErrCode ::paras_err);
  336. if (!CommUtil::isPropertyExists($myPacketItems, $piecesId)) { # 检查碎片
  337. $enoughPieces = false;
  338. } else {
  339. if ($myPacketItems->$piecesId < $requirePiecesNum) { # 5.检查道具的数量是否充足
  340. $enoughPieces = false;
  341. } else {
  342. $enoughPieces = true;
  343. }
  344. }
  345. my_Assert($enoughPieces, ErrCode::hero_godblood_notengoughitem);
  346. $myPacketItems->$piecesId -= $requirePiecesNum;
  347. if ($myPacketItems->$piecesId < 0) { # 6.进行 # # 消耗道具
  348. $myPacketItems->$piecesId = 0;
  349. }
  350. $recordUnLockHeroDic->$heroModelId = 1;
  351. req()->userInfo->game->heros->recordUnLockHeroDic = $recordUnLockHeroDic;
  352. req()->userInfo->game->store->segement = $myPacketItems;
  353. UserProc::updateUserInfo(); # 回写数据
  354. return Resp::ok(array('result' => "OK")); # 返回OK
  355. }
  356. /**
  357. * [6322] 英雄神血
  358. */
  359. static function UpGodBloodHeroByPieces() {
  360. Err(ErrCode::err_method_obsoleted, "策划未设定神血功能-2021.5.6");
  361. }
  362. /**
  363. * 英雄消耗碎片道具来升星
  364. * @param req $req
  365. */
  366. static function HeroUpStarByPieces() {
  367. Err(ErrCode::err_method_obsoleted, "策划未设定碎片升级功能-2021.5.6");
  368. }
  369. /**
  370. * 英雄升星
  371. * @param Req $req
  372. */
  373. static function HeroUpStar() {
  374. Err(ErrCode::err_method_obsoleted, "策划未设定升星功能-2021.5.6");
  375. }
  376. // </editor-fold>
  377. /**
  378. * 6321 购买英雄 消耗碎片
  379. */
  380. static function BuyHeroByCostPieces() {
  381. Err(ErrCode::err_method_obsoleted, "策划未设定碎片功能-2021.5.6");
  382. list($heroModelId, $costType, $costMoneyNum, $piecesId, $piecesNum) = req()->paras; # 提取参数
  383. $user = req()->userInfo->game; # user引用
  384. $collectHeros = $user->heros->collectHeros;
  385. my_default_Obj($collectHeros);
  386. foreach ($collectHeros as $key => $value) { # 检查玩家是否已经拥有此类英雄
  387. my_Assert($value->typeId != $heroModelId, ErrCode::hero_existSameHero_err);
  388. }
  389. $heroCfg = GameConfig::hero_getItem($heroModelId); # 英雄模板数据
  390. my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
  391. my_Assert($heroCfg->isCanBuy != 0, ErrCode::paras_err); # 是否可以直接购买
  392. $piecesCfg = GameConfig::segment_getItem($piecesId); # 检查需要消耗的碎片的常量配置是否存在
  393. my_Assert(null != $piecesCfg, ErrCode::err_store_itemnoconst);
  394. $myPacketItems = $user->store->items;
  395. $requirePiecesNum = $piecesCfg->mergePrototypeNeedNum;
  396. my_Assert($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum, ErrCode::paras_err);
  397. my_Assert(CommUtil::isPropertyExists($myPacketItems, $piecesId), ErrCode::hero_godblood_notengoughitem);
  398. my_Assert($myPacketItems->$piecesId > $requirePiecesNum, ErrCode::hero_godblood_notengoughitem); # 检查碎片道具数量是否充足
  399. switch ($costType) {
  400. case "cash":
  401. $realPrice = $heroCfg->cashPrice;
  402. my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
  403. my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
  404. my_Assert($user->base()->Consume_Cash($costMoneyNum), ErrCode::err_msg_cashnotenough);
  405. break;
  406. case "gold":
  407. $realPrice = $heroCfg->goldPrice;
  408. my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
  409. my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
  410. my_Assert($user->base()->Consume_Gold($costMoneyNum), ErrCode::err_msg_goldnotenough);
  411. break;
  412. default :
  413. Err(ErrCode::paras_err, "参数错误: [costType] " . $costType);
  414. }
  415. # 4.消耗来获得英雄
  416. $myPacketItems->$piecesId -= $requirePiecesNum; # 消耗道具
  417. req()->userInfo->game->store->items = $myPacketItems; # 回存背包
  418. UserProc::updateUserInfo(); # 回写数据
  419. $resp = HeroProc::GetHero();
  420. SystemProc::GetHero(req()->zoneid, $user->base(), $heroModelId); # 插入系统广播消息
  421. return $resp;
  422. }
  423. /**
  424. * 购买玩家可以收集的英雄的数量上限
  425. * @return type
  426. */
  427. static function BuyHeroMaxCountLimt() {
  428. list($buyNum, $costCash) = req()->paras; # 提取参数: 数量, 花费钻石
  429. $g = glc();
  430. $user = req()->userInfo->game; # user引用
  431. if (!CommUtil::isPropertyExists($user->heros, "maxCollectCount")) {
  432. $user->heros->maxCollectCount = $g->Game_CollectHero_BasicMaxCount;
  433. }
  434. $index = ceil(($user->heros->maxCollectCount - $g->Game_CollectHero_BasicMaxCount) #
  435. / $g->Game_CollectHero_OneBuyLimtNum);
  436. $arr = explode(",", $g->Game_CollectHero_BasicMaxPrice);
  437. my_Assert($index < count($arr), "已达上限");
  438. $realCost = $arr[$index];
  439. my_Assert($realCost == $costCash, ErrCode::paras_err); # 参数错误
  440. my_Assert($costCash >= 0, ErrCode::paras_err);
  441. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::err_msg_goldnotenough); # 扣除宝石
  442. $user->heros->maxCollectCount += $buyNum; # 修改上限
  443. UserProc::updateUserInfo();
  444. return Resp::ok(array(
  445. 'maxCollectCount' => $user->heros->maxCollectCount
  446. ));
  447. }
  448. /**
  449. * 获得英雄(测试已经OK)
  450. */
  451. static function GetHero() {
  452. $heroModelId = req()->paras[0]; # 英雄的模板ID
  453. $heroCfg = GameConfig::hero_getItem($heroModelId); # 1.检查是否存在这个英雄的模板
  454. my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
  455. $hero = self::AddHeroTFromStore($heroModelId); # 创建英雄
  456. UserProc::updateUserInfo();
  457. $result = array('result' => "succeed", 'heros' => $hero); # 4. 设置返回值
  458. return Resp::ok($result);
  459. }
  460. // <editor-fold defaultstate="collapsed" desc="辅助方法">
  461. /**
  462. * 获得一个英雄, 并且给他指定星级
  463. * @param int $heromodelId 原型数据id
  464. * @param int $star 星级
  465. * @return Ins_UserHero
  466. */
  467. static function AddHeroWithStar($heromodelId, $star) {
  468. my_Assert(null != ctx(), ErrCode::err_innerfault);
  469. $collectHeros = ctx()->heros()->collectHeros;
  470. $uid = self::CreateNewGameHeroUID($collectHeros, ctx()->heros()->recordMaxUID); # 先生成一个hero的UID
  471. ctx()->heros()->recordMaxUID = $uid;
  472. $hero = self::getGameHeroModelInstance($heromodelId, $uid);
  473. if ($star > 0) {
  474. $hero->curStar = $star; # 设定star
  475. }
  476. $collectHeros->$uid = $hero; # 回写
  477. ctx()->heros()->collectHeros = $collectHeros; # 回写
  478. return $hero; # 返回
  479. }
  480. /**
  481. * 获得一个英雄(实例)
  482. * @param req $req
  483. * @param int $heromodelId
  484. * @return type
  485. */
  486. static function AddHeroTFromStore($heromodelId) {
  487. $user = ctx(); # 玩家数据
  488. $collectHeros = ctx()->heros()->collectHeros; #
  489. my_default_Obj($collectHeros);
  490. $uid = self::CreateNewGameHeroUID($collectHeros, ctx()->heros()->recordMaxUID); # 先生成一个UID
  491. $user->heros->recordMaxUID = $uid; # 更新最大编号记录
  492. $hero = self::getGameHeroModelInstance($heromodelId, $uid); # 3.创建英雄实例
  493. $collectHeros->$uid = $hero;
  494. ctx()->heros()->collectHeros = $collectHeros;
  495. return $hero;
  496. }
  497. /**
  498. * 根据一个英雄的模板id,来获得一个英雄的实例数据
  499. * @param string $heroModelId 模板数据ID
  500. * @param string $uid 唯一ID
  501. * @return Ins_UserHero
  502. */
  503. static function getGameHeroModelInstance($heroModelId, $uid) {
  504. $heroCfg = GameConfig::hero_getItem($heroModelId);
  505. my_Assert(null != $heroCfg, ErrCode::err_const_no); # 检查是否存在这个英雄的模板
  506. $hero = new Ins_UserHero();
  507. // $hero->strengthLevel = $heroCfg->dengjie;
  508. $hero->curStar = $heroCfg->xingji;
  509. $hero->typeId = $heroCfg->heroId;
  510. $hero->uid = $uid;
  511. $hero->xp = 0;
  512. $lvs = GameConfig::hero_levelexp_getItem($hero->level + 1);
  513. $hero->maxXp = $lvs->requiredExp;
  514. // 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
  515. $wp = null;
  516. $arr = (array) GameConfig::item_weapon();
  517. ksort($arr); // todo: 排序不正常
  518. foreach ($arr as $id => $mo) {
  519. // isEditor() and $mo = new \sm_item_weapon();
  520. if ($mo->hero_id == $hero->typeId) {
  521. $wp = $mo;
  522. break;
  523. }
  524. }
  525. if (null != $wp) {
  526. $wuid = StoreProc::PutEquipInStore($wp->typeId);
  527. req()->userInfo->game->store->equipment->$wuid->herouid = $uid;
  528. $hero->equip->weapon = array("itemuid" => $wuid);
  529. }
  530. return $hero;
  531. }
  532. /**
  533. * 查找下一个玩家获得英雄的UID
  534. * @param type $req
  535. * @return int
  536. */
  537. static function CreateNewGameHeroUID($collectHeros, $oldMaxUID) {
  538. $maxID = 10000;
  539. my_default_Obj($collectHeros);
  540. foreach ($collectHeros as $itemId => $hero) {
  541. if ($itemId > $maxID) {
  542. $maxID = $itemId;
  543. }
  544. }
  545. $max = max($maxID, $oldMaxUID);
  546. return $max + 1;
  547. }
  548. /**
  549. * 英雄卡牌增加经验值
  550. * @param string $heroUID
  551. * @param int $totalEXP
  552. */
  553. static function HeroAddEXP($heroUID, $totalEXP) {
  554. $req = req();
  555. $collectHeros = $req->userInfo->game->heros->collectHeros;
  556. my_default_Obj($collectHeros);
  557. my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no); # 要升级的英雄不存在
  558. $targetHero = new Ins_UserHero($collectHeros->$heroUID); # 英雄对象
  559. // $playerLimit = GameConfig::playerlevel_getItem(ctx()->base()->level)->hero_max_level;
  560. // $maxLevel = min(glc()->Hero_Upgrade_BasicMaxLevel, $playerLimit); # 最大等级= max(英雄最高等级上限,玩家等级限制的上限)
  561. // if ($targetHero->level >= $maxLevel) {
  562. // return; # 已达顶级
  563. // }
  564. //$lvs = GameConfig::hero_levelexp_getItem($targetHero->level + 1);
  565. $targetHero->xp += $totalEXP;
  566. my_Assert($targetHero->xp >= 0, "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
  567. $initLevel = $targetHero->level;
  568. $curLv = 0;
  569. $heroLvDic = GameConfig::hero_levelexp();
  570. $f = (array) $heroLvDic;
  571. ksort($f);
  572. foreach ($f as $lv => $mo) {
  573. if ($targetHero->xp < $mo->requiredExp) {
  574. $curLv = $lv - 1;
  575. break;
  576. }
  577. if ($lv >= glc()->Hero_Upgrade_BasicMaxLevel) {
  578. $curLv = glc()->Hero_Upgrade_BasicMaxLevel;
  579. break;
  580. }
  581. }
  582. $targetHero->level = $curLv;
  583. $curStar = $targetHero->curStar; #当前星级
  584. if ($curStar < 5) {
  585. $starlimitLv = GameConfig::heroextra_level_tupo_getItem($targetHero->typeId, $curStar + 1)->starlimitLv;
  586. if ($starlimitLv < $curLv) {
  587. $targetHero->level = $starlimitLv;
  588. $targetHero->xp = GameConfig::hero_levelexp_getItem($starlimitLv)->needExp;
  589. }
  590. }
  591. // while ($targetHero->xp >= $lvs->needExp) {
  592. // if ($targetHero->level < $maxLevel) { # 如果未到达最大等级
  593. // $targetHero->level += 1;
  594. // if ($targetHero->level >= $maxLevel) {
  595. // $targetHero->xp = $lvs->needExp;
  596. // } else {
  597. // $targetHero->xp -= $lvs->needExp;
  598. // }
  599. // $lvs = GameConfig::hero_levelexp_getItem($targetHero->level + 1);
  600. // } else { # 如果已到达最大等级则仅补齐缺失的经验即可
  601. // $targetHero->xp = $targetHero->maxXp; # 经验不能超过最大值
  602. // break;
  603. // }
  604. // } // end while
  605. my_Assert($targetHero->xp >= 0, "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
  606. $collectHeros->$heroUID = $targetHero; # 更新英雄的数据
  607. if ($targetHero->level != $initLevel) {
  608. NormalEventProc::OnHeroLvlUp($targetHero->uid, $initLevel); # 广播英雄升级事件
  609. }
  610. TaskProc::OnHeroLevelUp($targetHero->typeId, $targetHero->level);
  611. return $targetHero; # 将英雄对象返回
  612. }
  613. // </editor-fold>
  614. /**
  615. * [6306] 英雄-更改英雄的锁定状态
  616. * (测试已经OK)
  617. */
  618. static function HeroChangelockstate() {
  619. $gamedata = req()->userInfo->game;
  620. $heroUID = req()->paras[0]; # 玩家英雄实例编号
  621. $lockstate = req()->paras[1]; # 玩家英雄锁定状态
  622. $collectHeros = $gamedata->heros->collectHeros;
  623. my_default_Obj($collectHeros); # 默认值
  624. my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no);
  625. // isEditor() and $hero = new UserHeroModel;
  626. $hero = $collectHeros->$heroUID; # 1. 获取这个英雄的实例数据是
  627. $hero->isLocked = $lockstate; # 2. 修改英雄状态
  628. UserProc::updateUserInfo(); # 3. 保存玩家数据
  629. return Resp::ok(ObjectInit()); # 4. 设置返回值
  630. }
  631. /** 6326
  632. * 言灵升星--改成突破【2021-6-8】 2021.4(cyzhao)
  633. * @return resp
  634. */
  635. static function StrengthenStar() {
  636. list($yanlingUid, $uidList) = req()->paras;
  637. $store = req()->userInfo->game->store;
  638. my_Assert(StlUtil::dictHasProperty($store->yanling, $yanlingUid), ErrCode::hero_yanling_notfound);
  639. my_Assert(!in_array($yanlingUid, $uidList), ErrCode::hero_yanling_repeat);
  640. my_Assert($store->yanling->$yanlingUid->starLv < 5, ErrCode::hero_yanling_repeat);
  641. $tag = true;
  642. foreach ($uidList as $costUid) {
  643. if (StlUtil::dictHasProperty($store->yanling, $costUid)) { # 校验是否是同类型
  644. $confDic = GameConfig::item_yanling_getItem($store->yanling->$costUid->typeId);
  645. my_Assert(null != $confDic, ErrCode::hero_const_no_err);
  646. if ($confDic->type != GameConfig::item_yanling_getItem($store->yanling->$yanlingUid->typeId)->type) {
  647. $tag = false;
  648. break;
  649. }
  650. if ($store->yanling->$costUid->herouid != 0) {
  651. $tag = false;
  652. break;
  653. }
  654. } else {
  655. $tag = false;
  656. break;
  657. }
  658. }
  659. my_Assert($tag, ErrCode::hero_yanling_errorYanling);
  660. $exp = 0;
  661. foreach ($uidList as $costuid) {
  662. $confDic = GameConfig::item_yanling_getItem($store->yanling->$costuid->typeId);
  663. my_Assert(null != $confDic, ErrCode::hero_const_no_err);
  664. $exp += $confDic->addStarExp;
  665. StlUtil::dictRemove($store->yanling, $costuid);
  666. }
  667. $store->yanling->$yanlingUid->curStarExp += $exp;
  668. $dic = GameConfig::item_yanling_getItem($store->yanling->$yanlingUid->typeId);
  669. if ($store->yanling->$yanlingUid->curStarExp >= $dic->maxStarExp) {
  670. $store->yanling->$yanlingUid->curStarExp = 0;
  671. $store->yanling->$yanlingUid->starLv += 1;
  672. $store->yanling->$yanlingUid->typeId = $dic->nextId;
  673. }
  674. req()->userInfo->game->store = $store;
  675. UserProc::updateUserInfo();
  676. return Resp::ok(array('store' => req()->userInfo->game->store,));
  677. }
  678. static function StrengthenStar_new() {
  679. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  680. $user = req()->userInfo->game;
  681. $yanling = $user->store->yanling;
  682. my_Assert(CommUtil::isPropertyExists($yanling, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  683. $typeId = $yanling->$uid->typeId;
  684. $curStar = $yanling->$uid->starLv;
  685. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  686. $mo = GameConfig::yanlingextra_level_getItem($typeId, $curStar+1);
  687. my_Assert($mo != null, ErrCode::err_const_no);
  688. my_Assert($yanling->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  689. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  690. my_Assert($user->baseInfo->gold >= $mo->gold , ErrCode::notenough_gold_msg);
  691. $costItemsList = explode(';',$mo->costItems);
  692. foreach ($costItemsList as $value) {
  693. $list = explode(',', $value);
  694. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  695. }
  696. $user->baseInfo->gold -= $mo->gold;
  697. $yanling->$uid->starLv += 1;
  698. NormalEventProc::OnYanLingLvTuPo($uid, $yanling->$uid->starLv); # 广播英雄升级事件
  699. $user->store->yanling = $yanling;
  700. req()->userInfo->game = $user;
  701. UserProc::updateUserInfo(); # 回写玩家数据
  702. return Resp::ok(array(
  703. "store" => $user->store, # # 目前来看只涉及到items变化
  704. 'gold' => $user->baseInfo->gold,
  705. ));
  706. }
  707. /**
  708. * 言灵升级
  709. * @return type
  710. */
  711. static function YanlinUpLevel_new() {
  712. list($uid,$yanlingList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  713. $user = req()->userInfo->game;
  714. $yanling = $user->store->yanling;
  715. my_Assert(CommUtil::isPropertyExists($yanling, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  716. $myPacketItems = $user->store->items;
  717. //消耗材料道具
  718. $total = 0;
  719. $totalGold = 0;
  720. foreach ($items as $costItemId => $costNumber) {
  721. my_Assert(CommUtil::isPropertyExists($myPacketItems,$costItemId), ErrCode::store_itemnotenough); #
  722. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);# 检查道具的数量,在背包中是否充足
  723. $mo = GameConfig::item_stones_getItem($costItemId);
  724. my_Assert($mo != null, ErrCode::err_const_no);
  725. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  726. $total += $mo->baseExp*$costNumber;
  727. $totalGold += $mo->costGold*$costNumber;
  728. }
  729. $yanlingExp = 0;
  730. //消耗武器
  731. foreach ($yanlingList as $yanlingId) {
  732. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  733. $mo = GameConfig::item_yanling_getItem($yanling->$yanlingId->typeId);
  734. $baseExp = $mo->baseExp;
  735. $yanlingExp += $baseExp + $yanling->$yanlingId->curStarExp *0.75;
  736. $totalGold += $mo->costGold;
  737. StlUtil::dictRemove($user->store->yanling, $yanlingId);
  738. }
  739. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  740. $equipVo = new Ins_YanLin($yanling->$uid);
  741. //$equipVo = new Ins_Weapon($equipment->$uid);
  742. $initLevel = $equipVo->level;
  743. $equipVo->curStarExp += $total+(int)$wuqiExp;
  744. $curlevel = StoreProc::Upgrade($equipVo->curStarExp, GameConfig::item_base_getItem($equipVo->typeId)->quality,Enum_UpgradeType::YanLing);
  745. $curStar = $equipVo->starLv ; #当前星级
  746. $equipVo->level = $curlevel;
  747. if ($curStar < 5) {
  748. $starlimitLv = GameConfig::yanlingextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  749. if ($starlimitLv < $curlevel) {
  750. $equipVo->level = $starlimitLv;
  751. $equipVo->curStarExp = GameConfig::yanlingLevel_type_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality,$starlimitLv)->requiredExp;
  752. }
  753. }
  754. $user->store->yanling->$uid = $equipVo;
  755. $user->baseInfo->gold -= $totalGold;
  756. req()->userInfo->game = $user;
  757. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  758. if ($equipVo->level != $initLevel) {
  759. NormalEventProc::OnYanLingLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  760. }
  761. UserProc::updateUserInfo(); # 回写玩家数据
  762. return Resp::ok(array(
  763. "store" => $user->store, # # 目前来看只涉及到items变化
  764. 'gold' => $user->baseInfo->gold,
  765. ));
  766. }
  767. /** 6327
  768. * 言灵升级 2021.4(cyzhao)
  769. */
  770. static function YanlinUpLevel() {
  771. list($yanlingUid, $type) = req()->paras; # 参数: 言灵uid,升级类型:1/5级.
  772. $store = ctx()->store();
  773. my_Assert(StlUtil::dictHasProperty($store->yanling, $yanlingUid), ErrCode::hero_yanling_notfound);
  774. $allDic = GameConfig::yanlingLeve();
  775. $maxLevel = count((array) $allDic);
  776. $curlv = $store->yanling->$yanlingUid->level;
  777. my_Assert($curlv <= ctx()->base()->level, "请提升指挥官等级."); # 言灵等级不能超过指挥官等级.-gwang 2021.4.20
  778. my_Assert($curlv < $maxLevel, ErrCode::hero_yanling_levelMax);
  779. $maxLv = $curlv + $type;
  780. if ($maxLv > $maxLevel) {
  781. $maxLv = $maxLevel;
  782. }
  783. $goldNum = 0;
  784. $pointNum = 0;
  785. for ($index = $curlv; $index < $maxLv; $index++) {
  786. my_Assert(StlUtil::dictHasProperty($allDic, $index), ErrCode::hero_yanling_levelconst_no);
  787. $mo = GameConfig::yanlingLeve_getItem($index);
  788. $goldNum += $mo->goldCost;
  789. $pointNum += $mo->pointCost;
  790. }
  791. my_Assert(req()->userInfo->game->base()->Consume_Gold($goldNum), ErrCode::notenough_gold_msg);
  792. // my_Assert(Data_UserGame::Consume_ResPoint(req()->userInfo->game->baseInfo, $pointNum), ErrCode::notenough_resPoint);
  793. my_Assert(req()->userInfo->game->base()->Consume_ResPoint($pointNum), ErrCode::notenough_resPoint);
  794. $store->yanling->$yanlingUid->level += $type; # 增加等级
  795. if ($store->yanling->$yanlingUid->level > $maxLevel) {
  796. $store->yanling->$yanlingUid->level = $maxLevel;
  797. }
  798. TaskProc::OnYanlingLevelUp($store->yanling->$yanlingUid->typeId, $store->yanling->$yanlingUid->level); # 言灵升级
  799. // req()->userInfo->game->store = $store;
  800. UserProc::updateUserInfo(); # 回写玩家数据
  801. return Resp::ok(array('store' => req()->userInfo->game->store, #
  802. 'gold' => ctx()->base()->gold, #
  803. 'resPoint' => ctx()->base()->resPoint));
  804. }
  805. //
  806. // <editor-fold defaultstate="collapsed" desc="计算战队战斗力, for pvp back matchers, -wg 2017.07.13">
  807. /**
  808. * 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
  809. * @param type $zoneid
  810. * @param type $uid
  811. * @param Data_UserGame $user
  812. * @return type
  813. */
  814. static function CalcTeamFightPower($zoneid, $uid, $user) {
  815. $teamsetting = $user->heroTeamConfig; # 战队配置
  816. // var_dump($user);
  817. $heros = $user->heros;
  818. $teamCfg = JsonUtil::decode($teamsetting);
  819. $tid = $teamCfg->curUseTeamID;
  820. $team = $teamCfg->teamDic->$tid;
  821. $fp = 0; # 返回值
  822. if ($team) {
  823. foreach ($team->heros as $hid) {
  824. if ($hid) {
  825. $hero = $heros->collectHeros->$hid;
  826. if ($hero) {
  827. // $fp += self::calcHeroFightPower($hero);
  828. $h = new Ins_UserHero($hero);
  829. $fp += $h->GetPower();
  830. }
  831. }
  832. }
  833. //todo: 这里的战斗力榜被总战力榜征用了key, 重启PVP机制时再
  834. }
  835. return $fp;
  836. }
  837. /**
  838. * 计算玩家总战斗力, 添加到战斗力榜单中
  839. * @version 1.0.0 改造自原来的队伍战斗力统计方法 --gwang 2020.4.23
  840. * @param type $zoneid
  841. * @param type $uid
  842. * @param Data_UserGame $user
  843. * @return type
  844. */
  845. static function CalcUserFightPower($zoneid, $uid, $user) {
  846. $fp = 0; # 总战力:返回值
  847. foreach ($user->heros->collectHeros as $hid => $hero) {
  848. $h = new Ins_UserHero($hero);
  849. $fp += $h->GetPower();
  850. }
  851. $key_fp = MemKey_GameRun::Game_FightPowerRank_zset($zoneid); # 战力榜
  852. $key_log = MemKey_GameRun::Game_Rank_FPowerBreakLog_hash($zoneid); # 突破记录
  853. gMem()->zadd($key_fp, array($uid => $fp)); # 更新战力记录
  854. foreach (GameConfig::rankreward_fpower() as $condition => $reward) { # 遍历突破奖励数据
  855. if ($fp >= $condition && !gMem()->hexists($key_log, $condition)) { # 判断是否达成突破奖励标准
  856. gMem()->hset($key_log, $condition, $uid); # 添加突破记录
  857. CornerSignEventProc::OnRanking_PowerReward_new();
  858. }
  859. }
  860. TaskProc::OnUserFightPowerN($fp);
  861. return $fp;
  862. }
  863. /**
  864. * 计算hero战斗力, for pvp back matchers, -wg 2017.07.13
  865. * @param Ins_UserHero $hero
  866. * @return int
  867. */
  868. static private function calcHeroFightPower($hero) {
  869. $arr = explode(';', glc()->Battle_PowerFactor);
  870. $factor = ArrayInit();
  871. foreach ($arr as $s) {
  872. $kv = explode(',', $s);
  873. $k = $kv[0];
  874. $v = $kv[1];
  875. $factor[$k] = $v;
  876. }
  877. $a = (int) (self::calcHeroProperty($hero, 'hp') * $factor ["hp"] //// todo: 哈哈, 奇葩的命名方案, 多处使用的命名不一致, 坑!
  878. + $hero->level * 10);
  879. return $a;
  880. }
  881. /**
  882. * 计算hero的属性,, for pvp back matchers, -wg 2017.07.13
  883. * @param Ins_UserHero $hero
  884. * @param type $propertyname
  885. */
  886. private static function calcHeroProperty($hero, $propertyname) {
  887. $val = 0;
  888. if ($hero) {
  889. $modle = GameConfig::hero_getItem($hero->typeId);
  890. if ($modle) {
  891. $extra = GameConfig::heroextra_level_getItem($hero->typeId, $hero->grade);
  892. if ($extra) {
  893. $val = (int) ($modle->$propertyname * (1 + $extra->$propertyname));
  894. } else {
  895. $val = $modle->$propertyname;
  896. }
  897. }
  898. }
  899. return $val;
  900. }
  901. // </editor-fold>
  902. //
  903. }