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- <?php
- namespace loyalsoft;
- /**
- * 战斗 - 关卡
- * @author gwang
- */
- class SweepGatesProc {
- /**
- * [6817]新版本的挑战地图关卡
- * @param type $req
- */
- public static function NewArenas_Fight($req) {
- # 提取参数
- # 0. 挑战的关卡Id
- # 1. 挑战结果 和李宁商量了,挑战结果是没有用的,只有胜利以后才会发送服务器端.所以这里打算改为关卡难度(0,1,2)
- # 2. 挑战记录 // 验证之用.几星.
- #3.队伍信息
- $gateId = $req->paras[0];
- $difficulty = $req->paras[1]; # 关卡难度 difficulty
- $star = $req->paras[2];
- $TeamObj = $req->paras[3];
- $bossId = $req->paras[4]; # 本关消灭的bossid (<=0代表本关卡未出现boss)
- $smGate = GameConfig::gate_getItem($gateId);
- if (!CommUtil::isPropertyExists($req->userInfo->game->gates, "newGateRecord")) {
- $req->userInfo->game->gates->newGateRecord = ObjectInit(); # 防御未初始化的变量
- }
- $gatesRecord = $req->userInfo->game->gates->newGateRecord;
- if (!CommUtil::isPropertyExists($gatesRecord, "record")) {
- $gatesRecord->record = ObjectInit(); # 防御未初始化的变量
- }
- ///按 三个难度取不同的值.
- $i = $difficulty + 1;
- $tili = self::getProperty_n($smGate, "tili", $i);
- $reward = self::getProperty_n($smGate, "reward", $i);
- $gold = self::getProperty_n($smGate, "gold", $i);
- $exp = self::getProperty_n($smGate, "exp", $i);
- #补充战斗记录
- if (!CommUtil::isPropertyExists($gatesRecord->record, $gateId)) {
- $gatesRecord->record->$gateId = ObjectInit();
- }
- if ($difficulty <= 0) {
- $gatesRecord->record->$gateId->normal = $star;
- if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "normalToday")) {
- $gatesRecord->record->$gateId->normalToday = 0;
- }
- } else if ($difficulty == 1) {
- $gatesRecord->record->$gateId->hard = $star;
- if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "hardToday")) {
- $gatesRecord->record->$gateId->hardToday = 0;
- }
- } else if ($difficulty == 2) {
- $gatesRecord->record->$gateId->elite = $star;
- if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "eliteToday")) {
- $gatesRecord->record->$gateId->eliteToday = 0;
- }
- }
- $canfighterr = SweepGatesProc::CanFight($req, $gateId, $difficulty);
- if ($canfighterr) {#不能符合战斗要求
- return $canfighterr;
- }
- //
- $req->userInfo->game->gates->newGateRecord = $gatesRecord; # 回写数据
- ActiveProc::ChangeTili(- $tili, $req); # 扣减体力
- $req->userInfo->game->gates->TotalNum++; # 更新战斗次数统计
- $req->userInfo->game->gates->Times++;
- ///增加英雄经验 组长去掉
- // foreach ($TeamObj as $heroUID) {
- // HeroProc::HeroAddEXP($heroUID, $tili, $req);
- // }
- // 按照概率规则发放奖品
- $rewardsArr = explode(";", $reward);
- $rwds = array();
- foreach ($rewardsArr as $r) {
- $arr = explode(',', $r);
- $itemid = intval($arr[0]);
- $num = intval($arr[1]);
- $probability = floatval($arr[2]); # 掉落概率精度精确到±0.01%
- if (CommUtil::randomPercent($probability)) { # 投色子
- $err = StoreProc::AddMultiItemInStore($req, "$itemid,$num");
- if ($err) {
- return Resp::err($err);
- }
- $rwds[] = "$itemid,$num";
- }
- }
- if ($bossId > 0) { # boss关处理
- $req->userInfo->game->gates->killedBoss[] = $bossId;
- }
- UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $gold); # 发放金币奖励
- if ($err) {
- return Resp::err($err);
- }
- UserGameModel::Add_Exp($req, $exp); # 发放经验奖励
- UserProc::updateUserInfo($req); # 在获取战利品哪里已经update了.
- $result = array(
- 'store' => $req->userInfo->game->store,
- 'heros' => $req->userInfo->game->heros,
- 'gates' => $req->userInfo->game->gates,
- 'tili' => $req->userInfo->game->tili,
- 'time' => $req->userInfo->game->privateState->TiliTime,
- 'gold' => $gold,
- 'exp' => $exp,
- 'rewardstr' => implode(';', $rwds)
- );
- return Resp::ok($result);
- }
- /**
- * 提取某个对象的某个字段(利用后面2个参数组合为字段名)
- * @param type $obj
- * @param type $name
- * @param type $index
- * @return type
- */
- private static function getProperty_n($obj, $name, $index) {
- if (is_object($obj)) {
- $ke = "$name$index";
- if (property_exists($obj, $ke)) {
- return $obj->$ke;
- }
- }
- return null;
- }
- /**
- * [6818]更改地图所停留的城镇
- * //需要消耗体力
- * @param type $req
- */
- public static function ChangeArenas_StayCity($req) {
- # 提取参数
- # 0. 目标地址
- # 1. 消耗体力
- $cityId = $req->paras[0];
- $costTili = $req->paras[1];
- if (!CommUtil::isPropertyExists($req->userInfo->game->gates, "newGateRecord")) {
- $req->userInfo->game->gates->newGateRecord = ObjectInit();
- }
- $gatesRecord = $req->userInfo->game->gates->newGateRecord;
- #在此补充检查消耗体力的数值是否正确
- #
- $gatesRecord->lastStayCityId = $cityId;
- $req->userInfo->game->gates->newGateRecord = $gatesRecord;
- #体力变化
- ActiveProc::ChangeTili(-$costTili, $req);
- UserProc::updateUserInfo($req);
- $result = array(
- 'gates' => $req->userInfo->game->gates,
- 'tili' => $req->userInfo->game->tili,
- 'time' => $req->userInfo->game->privateState->TiliTime,
- );
- return Resp::ok($result);
- }
- /**
- * 关卡挑战1次
- * @param Req $req
- * @deprecated since version 0 用新版
- */
- public static function Arenas_Fight($req) {
- # 提取参数
- # 0. 挑战的关卡Id
- # 1. 挑战结果 和李宁商量了,挑战结果是没有用的,只有胜利以后才会发送服务器端.所以这里打算改为关卡难度(0,1,2)
- # 2. 挑战记录 // 验证之用.几星.
- #3.队伍信息
- $gateId = $req->paras[0];
- $difficulty = $req->paras[1]; ///这里将会改为关卡难度 difficulty
- $star = $req->paras[2];
- $TeamObj = $req->paras[3];
- $bossId = $req->paras[4]; // 本关消灭的bossid (<=0代表本关卡未出现boss)
- $isNewbieGuideGate = false;
- if ($gateId == 504001) {
- $isNewbieGuideGate = true;
- }
- $smGate = GameConfig::gate_getItem($gateId);
- ///按三个难度取不同的值.
- if ($difficulty == 0) {
- $gates = $req->userInfo->game->gates->normal;
- $tili = $smGate->tili1;
- $rwdstr = $smGate->reward1;
- $gold = $smGate->gold1;
- $exp = $smGate->exp1;
- } else if ($difficulty == 1) {
- $gates = $req->userInfo->game->gates->hard;
- $tili = $smGate->tili2;
- $rwdstr = $smGate->reward2;
- $gold = $smGate->gold2;
- $exp = $smGate->exp2;
- } else if ($difficulty == 2) {
- $gates = $req->userInfo->game->gates->elite;
- $tili = $smGate->tili3;
- $rwdstr = $smGate->reward3;
- $gold = $smGate->gold3;
- $exp = $smGate->exp3;
- }
- $typeId = substr($gates->highest, 0, 3); #分类
- if ($typeId != '503') {
- $gates->highest = 503000;
- }
- if (!$isNewbieGuideGate) {
- if ($gateId > $gates->highest + 1) { # 不能跳关
- return Resp::err(ErrCode::err_arenasgate_indexillegal);
- } else if ($gateId == $gates->highest + 1) {
- $gates->highest += 1; // 更新最高记录
- }
- $gates->latest = $gateId;
- #记录数据
- $uGate = new UGateModel();
- if (isset($gates->gates->$gateId)) {
- $uGate = $gates->gates->$gateId;
- }
- $uGate->challengeTimes++;
- if ($uGate->star < $star) {
- $uGate->star = $star;
- }
- $uGate->cleared = 1;
- $gates->gates->$gateId = $uGate;
- ////体力变化
- // UserGameModel::Add_Exp($req->mem, $req->userInfo->game, $tili);////老的增加玩家经验的去掉
- ActiveProc::ChangeTili(-$tili, $req);
- ///增加英雄经验 这个功能组长取消掉了
- // foreach ($TeamObj as $heroUID) {
- // HeroProc::HeroAddEXP($heroUID, $tili, $req);
- // }
- ////总战斗次数+1
- $req->userInfo->game->gates->TotalNum++;
- $req->userInfo->game->gates->Times++;
- }
- /////检测如果当前物品格子大于物品总数,则可以获取战利品,否则不可以
- ////战利品获取
- $err = StoreProc::AddMultiItemInStore($req, $rwdstr);
- if ($err) {
- return Resp::err($err);
- }
- if ($bossId > 0) {
- $req->userInfo->game->gates->killedBoss[] = $bossId;
- }
- // 增加发经验和发金币
- UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $gold);
- UserGameModel::Add_Exp($req, $exp);
- UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
- $result = array(
- 'store' => $req->userInfo->game->store,
- 'heros' => $req->userInfo->game->heros,
- 'gates' => $req->userInfo->game->gates,
- 'tili' => $req->userInfo->game->tili,
- 'time' => $req->userInfo->game->privateState->TiliTime,
- 'gold' => $gold,
- 'exp' => $exp
- );
- return Resp::ok($result);
- }
- //
- // <editor-fold defaultstate="collapsed" desc=" 扫荡 ">
- // /**
- // * 关卡-扫荡
- // * @param RequestVo $req
- // */
- // public static function Arenas_SweepFight($req)
- // {
- // $resp = ResponseVo::err($req, ErrCode::msg_methodnotimplement);
- // # 提取参数
- // # 0. 扫荡的关卡Id
- // # 1. 扫荡次数
- // # 2. 挑战记录 // 验证之用.
- // $gateId = $req->paras[0];
- // $iNum = $req->paras[1];
- // $fightLog = $req->paras[2];
- // $isNewbieGuideGate = false;
- // $gates = $req->userInfo->game->gates;
- // if ($gateId == 504001) {
- // $isNewbieGuideGate = true;
- // }
- // if ($iNum && !$fightLog) {# 检查挑战记录
- // return ResponseVo::err($req, ErrCode::err_arenas_logillegal);
- // }
- // if (!$isNewbieGuideGate) {
- // if ($gateId > $gates->highest + 1) { # 不能跳关
- // return ResponseVo::err($req, ErrCode::err_arenasgate_indexillegal);
- // }
- // }
- // #记录数据
- // $uGate = new UGateModel();
- // if (isset($gates->gates->$gateId)) {
- // $uGate = $gates->gates->$gateId;
- // }
- // $uGate->challengeTimes += $iNum;
- // $gates->gates->$gateId = $uGate;
- // UserProc::updateUserInfo($req);
- // $resp = ResponseVo::ok($req, array()); // 返回成功,以及奖励数据
- //
- // return $resp;
- // }
- /*
- * 扫荡
- */
- public static function Arenas_NewSweepFight($req) {
- $gateId = $req->paras[0];
- $difficulty = $req->paras[1]; # 关卡难度 difficulty
- $costItemId = $req->paras[2]; #扫荡券id
- $smGate = GameConfig::gate_getItem($gateId);
- if (!CommUtil::isPropertyExists($req->userInfo->game->gates, "newGateRecord")) {
- $req->userInfo->game->gates->newGateRecord = ObjectInit(); # 防御未初始化的变量
- }
- $gatesRecord = $req->userInfo->game->gates->newGateRecord;
- if (!CommUtil::isPropertyExists($gatesRecord, "record")) {
- $gatesRecord->record = ObjectInit(); # 防御未初始化的变量
- }
- ///按 三个难度取不同的值.
- $i = $difficulty + 1;
- $tili = self::getProperty_n($smGate, "tili", $i);
- $reward = self::getProperty_n($smGate, "reward", $i);
- $gold = self::getProperty_n($smGate, "gold", $i);
- $exp = self::getProperty_n($smGate, "exp", $i);
- $err = StoreProc::removeItemFromStore($req->userInfo->game->store, $costItemId, 1);
- if ($err) { # 扣除失败
- return Resp::err($err);
- }
- #补充战斗记录
- $canfighterr = SweepGatesProc::CanFight($req, $gateId, $difficulty);
- if ($canfighterr) {#不能符合战斗要求
- return $canfighterr;
- }
- //
- $req->userInfo->game->gates->newGateRecord = $gatesRecord; # 回写数据
- ActiveProc::ChangeTili(- $tili, $req); # 扣减体力
- $req->userInfo->game->gates->TotalNum++; # 更新战斗次数统计
- $req->userInfo->game->gates->Times++;
- // 按照概率规则发放奖品
- $rewardsArr = explode(";", $reward);
- $rwds = array();
- foreach ($rewardsArr as $r) {
- $arr = explode(',', $r);
- $itemid = intval($arr[0]);
- $num = intval($arr[1]);
- $probability = intval($arr[2]);
- if (CommUtil::randomPercent($probability)) { # 投色子
- $err = StoreProc::AddMultiItemInStore($req, "$itemid,$num");
- if ($err) {
- return Resp::err($err);
- }
- $rwds[] = "$itemid,$num";
- }
- }
- UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $gold); # 发放金币奖励
- if ($err) {
- return Resp::err($err);
- }
- UserGameModel::Add_Exp($req, $exp); # 发放经验奖励
- UserProc::updateUserInfo($req); # 在获取战利品哪里已经update了.
- $result = array(
- 'store' => $req->userInfo->game->store,
- 'heros' => $req->userInfo->game->heros,
- 'gates' => $req->userInfo->game->gates,
- 'tili' => $req->userInfo->game->tili,
- 'time' => $req->userInfo->game->privateState->TiliTime,
- 'gold' => $gold,
- 'exp' => $exp,
- 'rewardstr' => implode(';', $rwds)
- );
- return Resp::ok($result);
- }
- /**
- * 是否可以战斗
- * @param type $req
- * @param $gateId
- * @param $difficulty
- * @return type
- */
- static function CanFight($req, $gateId, $difficulty) {
- $gatesRecord = $req->userInfo->game->gates->newGateRecord;
- $smGate = GameConfig::gate_getItem($gateId);
- if (!CommUtil::isPropertyExists($gatesRecord->record, $gateId)) {
- $gatesRecord->record->$gateId = ObjectInit();
- }
- if ($difficulty > 2) {
- return Resp::err(ErrCode::err_arenasgate_indexillegal);
- }
- if ($difficulty == 0) {
- if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "normal")) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "normalToday")) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- if ($smGate->cishu1 - $gatesRecord->record->$gateId->normalToday < 1) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- $gatesRecord->record->$gateId->normalToday += 1;
- } else if ($difficulty == 1) {
- if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "hard")) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "hardToday")) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- if ($smGate->cishu2 - $gatesRecord->record->$gateId->hardToday < 1) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- $gatesRecord->record->$gateId->hardToday += 1;
- } else if ($difficulty == 2) {
- if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "elite")) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "eliteToday")) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- if ($smGate->cishu3 - $gatesRecord->record->$gateId->eliteToday < 1) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- $gatesRecord->record->$gateId->eliteToday += 1;
- }
- }
- // </editor-fold>
- //
- /**
- * 关卡—————— 根据星星数量获得对应奖励
- * @param type $req
- * @deprecated since version 0 用新版
- */
- public static function GetArenasStarReward($req) {
- $resp = Resp::err(ErrCode::err_method_notimplement);
- $gamedata = $req->userInfo->game;
- $rewardID = $req->paras[0]; //奖励的数据ID
- //1.检查奖励数据是否存在
- $rewardCfg = GameConfig::gate_starreward_getItem($rewardID); // ConstProc::getArenasGate_StarReward($rewardID);
- if (!$rewardCfg) {
- return Resp::err(ErrCode::err_arenas_starreward_const_no);
- }
- //2.检查玩家是否已经领取了
- $gates = $req->userInfo->game->gates;
- $getStarRewardRecord = ArrayInit();
- if (CommUtil::isPropertyExists($gates, "starRewards")) {
- $getStarRewardRecord = $gates->starRewards;
- }
- if (CommUtil::isInArray($getStarRewardRecord, $rewardID)) {
- return Resp::err(ErrCode::err_arenas_hasgetstarreward);
- }
- //3.检查玩家的当前星星数是否满足数量要求
- //"normal": {
- // "latest": 502001,
- // "highest": 502001,
- // "gates": {
- // "502001": {
- // "star": 3,
- // "cleared": 1,
- // "challengeTimes": 1
- // }
- // }
- $totalStarNum = 0;
- $normalRecord = $gates->normal;
- foreach ($normalRecord->gates as $key => $gate) {
- $totalStarNum += $gate->star;
- }
- $hardRecord = $gates->hard;
- foreach ($hardRecord->gates as $key => $gate) {
- $totalStarNum += $gate->star;
- }
- $eliteRecord = $gates->elite;
- foreach ($eliteRecord->gates as $key => $gate) {
- $totalStarNum += $gate->star;
- }
- DebugHelper::var_dump($totalStarNum);
- if ($totalStarNum < $rewardCfg->star) {
- return Resp::err(ErrCode::err_arenas_starreward_starNotEnough);
- }
- $rewardStr = $rewardCfg->reward;
- $arr_reward = explode(",", $rewardStr);
- $itemId = $arr_reward[0];
- $itemNum = $arr_reward[1];
- $str1 = substr($itemId, 0, 3);
- switch ($str1) {
- ///怪物卡或者英雄卡牌获取
- case "101":
- case "201":
- // HeroProc::AddHeroTFromStore($req, $itemId);
- break;
- ///装备物品的获取.
- case "301":
- case "302":
- case "303":
- StoreProc::PutEquipInStore($itemId, $req);
- break;
- ///宝石的获取
- case "304":
- StoreProc:: PutOverlyingItemInStore($itemId, $itemNum, $req);
- break;
- //金币的获取
- case "399":
- if ($itemId == "399002") {
- UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $itemNum);
- }
- break;
- default:
- break;
- }
- //保存记录
- $getStarRewardRecord[] = $rewardID;
- $req->userInfo->game->gates->starRewards = $getStarRewardRecord;
- // 更新数据库数据
- UserProc::updateUserInfo($req);
- $result = ObjectInit();
- $result->getreward = true;
- $resp = Resp::ok($result);
- return $resp;
- }
- /**
- * 扣除买buffer的费用
- * @param type $req
- * @return type
- */
- public static function ConsumeBufferGold($req) {
- $user = $req->userInfo->game; # user引用
- $money = $req->paras[0]; //需要的手工费
- // echo var_dump($money);
- $bDeal = UserGameModel::Consume_Gold($user, $money);
- if ($bDeal) {
- $result = array(
- 'resp' => "succeed!"
- );
- // 更新数据库数据
- $resp = Resp::ok($result);
- } else {
- // $user->gold=0;
- $result = array(
- 'resp' => "succeed!"
- );
- // 更新数据库数据
- $resp = Resp::ok($result);
- }
- UserProc::updateUserInfo($req);
- return $resp;
- }
- //
- // <editor-fold defaultstate="collapsed" desc=" 好友租借 ">
- /**
- * 查询租借好友记录
- * @param Req $req
- */
- public static function GetBorrowedFriends($req) {
- // 查询好友借用记录中的数据
- $rentedfriends = $req->userInfo->game->privateState->rentedFriends;
- if (!$rentedfriends || !is_array($rentedfriends)) {
- $rentedfriends = ArrayInit();
- }
- return Resp::ok(array('ret' => $rentedfriends));
- }
- /**
- * 清理战斗租借好友记录
- *
- */
- public static function ClearFightRentRecord($req) {
- $req->userInfo->game->privateState->rentedFriends = ArrayInit();
- }
- /**
- * 扣除借用好友费用
- * @param Req $req
- */
- public static function ConsumeBorrowFriend($req) {
- // 提取参数:好友id
- $friend_uid = $req->paras[0];
- // 验证好友关系
- if (!FriendProc::isFriendship($req->zoneid, $req->uid, $friend_uid)) {
- return Resp::err(ErrCode::friend_no_err);
- }
- // 验证尚未租借过
- $rentedfriends = $req->userInfo->game->privateState->rentedFriends;
- if (!$rentedfriends || !is_array($rentedfriends)) {
- $rentedfriends = ArrayInit();
- }
- if (in_array($friend_uid, $rentedfriends)) {
- return Resp::err(array('err' => -1, 'msg' => 'has rented this player today!'));
- }
- // 验证好友出借英雄
- $friend_info = UserProc::getUserInfo(gMem(), $req->zoneid, $friend_uid);
- if (!$friend_info) {
- return Resp::err(ErrCode::user_no_err, '找不到好友的游戏数据!');
- }
- // todo:啦啦啦... 先不写了,管它用的是哪个英雄呢
- //
- // 扣除费用,失败->金币不足
- $arr = explode(',', glc()->User_Friends_HireFriendForBattle_Cost);
- if (count($arr) < 2) {
- return Resp::err(ErrCode::err_const_no);
- }
- $itemid = $arr[0]; # 道具id
- $amt = $arr[1]; # 数量
- if ($itemid == META_GOLD_ITEMID) {
- $user = $req->userInfo->game;
- if ($user->gold < $amt) {
- return Resp::err(array('err' => -2, 'msg' => 'gold not enough!'));
- }
- UserGameModel::Consume_Gold($user, $amt);
- // todo: 给好友发送金币 邮件
- EmailProc::SendHireCoinFromFight($req->zoneid, $friend_uid, #
- $req->userInfo->game->name, $req->uid, $amt); # 好友收益需要扣除系统税率.
- } else {
- return Resp::err(ErrCode::err_const_no);
- }
- // 添加借用记录
- $rentedfriends[] = $friend_uid;
- $req->userInfo->game->privateState->rentedFriends = $rentedfriends;
- // 回写数据
- UserProc::updateUserInfo($req); // 玩家数据
- // UserProc::setUserInfo(global_mem(), $friend_info); // 好友数据
- // 返回
- return Resp::ok(array('err' => 0, 'curgold' => $user->gold));
- }
- // </editor-fold>
- //
- /**
- * 挑战黄金 无穷无尽战斗模式
- * @param type $req
- */
- public static function ChallengeEndlessFightMode_Gold($req) {
- $gateForeverId = $req->paras[0];
- $difficuty = $req->paras[1];
- $bociCount = $req->paras[2];
- //判断是否已经达到挑战的次数上限
- $gates = $req->userInfo->game->gates;
- if (!CommUtil::isPropertyExists($gates, "forever_Gold_FightTimes")) {
- $gates->forever_Gold_FightTimes = 0;
- }
- if ($gates->forever_Gold_FightTimes >= glc()->Battle_Forever_MaxCountEveryDay) {
- return Resp::err(ErrCode::err_gateForever_countIsFull, '挑战次数已经用尽!');
- }
- //1.取出无尽模式的关卡常量数据
- $gateForeverConst = GameConfig::gateforever_getItem($gateForeverId); // ConstProc::getGold_GateForeverGoldConst($gateForeverId);
- $gateBattleBociConst = GameConfig::gatecombat_getItem($gateForeverId);
- if (!$gateForeverConst) {
- return Resp::err(ErrCode::err_gateForever_const_no);
- }
- //判断次数是否合法
- $bociArr = explode(",", $gateBattleBociConst->level);
- if ($bociCount > count($bociArr)) {
- return Resp::err(ErrCode::err_gateForever_countillegal);
- }
- //2.取出模式下的奖励数据
- $rewardStr = $gateForeverConst->reward1;
- $arr_reward = explode(";", $rewardStr);
- foreach ($arr_reward as $value) {
- if (strlen($value) > 0) {
- $arr_RealReward = explode(",", $value);
- $itemId = $arr_RealReward[0];
- $itemNum = $arr_RealReward[1];
- $str1 = substr($itemId, 0, 3);
- //3.根据挑战的波次数据,重复累计获得奖励
- for ($i = 0; $i < $bociCount; $i++) {
- switch ($str1) {
- ///怪物卡或者英雄卡牌获取
- case "101":
- case "201":
- // HeroProc::AddHeroTFromStore($req, $itemId);
- break;
- ///装备物品的获取.
- case "301":
- case "302":
- case "303":
- StoreProc::PutEquipInStore($itemId, $req);
- break;
- ///宝石的获取
- case "304":
- StoreProc:: PutOverlyingItemInStore($itemId, $itemNum, $req);
- break;
- //金币的获取
- case "399":
- if ($itemId == "399002") {
- UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $itemNum);
- }
- break;
- default:
- break;
- }
- }
- }
- }
- //4、存储玩家的挑战次数
- $gates->forever_Gold_FightTimes = $gates->forever_Gold_FightTimes + 1;
- // 回写数据
- UserProc::updateUserInfo($req);
- $result = ObjectInit();
- $result->result = "succeed";
- $result->forever_Gold_FightTimes = $gates->forever_Gold_FightTimes;
- $resp = Resp::ok($result);
- return $resp;
- }
- /**
- * 清理挑战无尽模式的 次数记录
- *
- */
- public static function ClearGateForeverGold_FightCountEveryDay($req) {
- $req->userInfo->game->gates->forever_Gold_FightTimes = 0;
- }
- /**
- * 清理每个难度副本的每日战斗次数
- * @param type $req
- */
- public static function ClearGateTimes($req) {
- if (!CommUtil::isPropertyExists($req->userInfo->game->gates, 'newGateRecord')) {
- $req->userInfo->game->gates->newGateRecord = ObjectInit();
- }
- if (!CommUtil::isPropertyExists($req->userInfo->game->gates->newGateRecord, 'record')) {
- return;
- }
- $obj = $req->userInfo->game->gates->newGateRecord->record;
- //$result = empty($obj);
- // if ($result == true) {
- // return;
- //}
- foreach ($obj as $key => $value) {
- $value->normalToday = 0;
- $value->hardToday = 0;
- $value->eliteToday = 0;
- }
- UserProc::updateUserInfo($req);
- }
- //
- // <editor-fold defaultstate="collapsed" desc=" 副本 ">
- //
- /**
- * 开启副本
- * @param Req $req
- */
- public static function OpenTheCarbon($req) {
- $gates = $req->userInfo->game->gates;
- $openedcarbons = $gates->carbons->openedCarbons;
- # 提取参数
- $carbonId = $req->paras[0]; # 副本ID
- $difficulty = $req->paras[1]; # 难度等级 1,2,3
- $key = "$carbonId-$difficulty"; # 键值
- if (!($gates && $openedcarbons)) {
- return Resp::err(ErrCode::err_innerfault);
- }
- if ($difficulty > 3 || $difficulty < 1) {
- return Resp::err(ErrCode::carbon_wrongdifficult);
- }
- if (CommUtil::isPropertyExists($openedcarbons, $key)) {
- $carbon = $openedcarbons->$key;
- } else {
- $carbon = new CarbonModel();
- }
- if ($carbon->closeTs > now()) {
- return Resp::err(ErrCode::carbon_opened);
- }
- $carbonModel = GameConfig::gate_carbon_getItem($carbonId); # 常量
- # 扣除开启消耗的道具
- $keyid = "keyId$difficulty";
- $keynum = "keyNum$difficulty";
- $costItemId = $carbonModel->$keyid;
- $costItemNum = $carbonModel->$keynum;
- $err = StoreProc::removeItemFromStore($req->userInfo->game->store, $costItemId, $costItemNum);
- if ($err) { # 扣除失败
- return Resp::err($err);
- }
- $carbon->closeTs = now() + $carbonModel->duration; # 关闭倒计时
- $carbon->curIndex = 0; # 索引重置为0
- $openedcarbons->$key = $carbon;
- $req->userInfo->game->gates->carbons->openedCarbons = $openedcarbons;
- UserProc::updateUserInfo($req);
- return Resp::ok(array('err' => 0, 'carbons' => $openedcarbons));
- }
- /**
- * 挑战副本关卡
- * @param Req $req
- */
- public static function ChallengeCarbon($req) {
- $gates = $req->userInfo->game->gates;
- $carbons = $gates->carbons->openedCarbons;
- # 提取参数
- $carbonId = $req->paras[0]; # 副本ID
- $difficulty = $req->paras[1]; # 难度等级 1,2,3
- $gateindex = $req->paras[2]; # 关卡索引 0,1,2,...
- $star = $req->paras[3]; # 战斗评价(几星)
- $TeamObj = $req->paras[4]; # 队伍信息
- // $bossId = $req->paras[5]; # 本关消灭的bossid (<=0代表本关卡未出现boss)
- if ($difficulty > 3 || $difficulty < 1) {
- return Resp::err(ErrCode::carbon_wrongdifficult);
- }
- $key = "$carbonId-$difficulty"; # 键值
- # 0 当前副本处于开启状态
- # 1 当前关卡索引,不能跳着打,
- # 2 记录下战斗评价(几星), 也许以后用得着,比如最后通关后,给个啥奖励
- # 3 决定掉落物品, 发给客户端
- # 4 发放对应的经验之类的东西
- # 5 检查是否最后一个关卡, 是, 关闭副本
- # 6 回存数据,返回
- isEditor() && $carbon = new CarbonModel;
- if (CommUtil::isPropertyExists($carbons, $key)) {
- $carbon = $carbons->$key;
- } else {
- $carbon = null;
- }
- if (!$carbon || $carbon->closeTs < now()) {
- return Resp::err(ErrCode::carbon_closed);
- }
- $carbonModel = GameConfig::gate_carbon_getItem($carbonId); # 副本常量数据
- $gateIds = explode(',', $carbonModel->gateids);
- if ($gateindex < 0 || $gateindex >= count($gateIds)) {
- return Resp::err(ErrCode::carbon_gateIndex);
- }
- if ($carbon->curIndex == $gateindex || $gateindex == 0) {
- $carbon->curIndex += 1; # 更新进度
- } else { # 不能跳关
- return Resp::err(ErrCode::carbon_gateIndex);
- }
- $gateId = $gateIds[$gateindex]; # 通过索引获得关卡ID
- $tl = "tili$difficulty"; # 体力难度
- $rwd = "reward$difficulty"; # 奖励难度
- $arr = array("normal", 'hard', 'elite'); # 难度名称
- $gt = $arr[$difficulty - 1]; # 关卡分类
- $gateModel = GameConfig::gate_carbon_content_getItem($gateId); # 副本关卡常量数据
- $tili = $gateModel->$tl; # 扣除体力
- $reward = $gateModel->$rwd; # 获得奖励
- #
- # 打副本呢也要扣除体力
- ActiveProc::ChangeTili(-$tili, $req);
- # 扣除多少体力就给账号增加多少经验 -by 李宁, reconfirmed by wg 20170519144109
- UserGameModel::Add_Exp($req, $tili);
- # 增加英雄经验(也是依据扣除的体力数)
- foreach ($TeamObj as $heroUID) {
- HeroProc::HeroAddEXP($heroUID, $tili, $req);
- }
- // $carbon->stars; 暂不记录了
- # 掉落战利品->获取
- $err = StoreProc::AddMultiItemInStore($req, $reward);
- if ($err) {
- return Resp::err($err);
- }
- if (count($gateIds) == $gateindex + 1) { # 最后一个关卡
- unset($carbons->$key); # 关闭掉关卡,或者是直接删掉
- } else {
- $carbons->$key = $carbon; # 回存数据
- }
- $req->userInfo->game->gates->carbons->openedCarbons = $carbons;
- UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
- # Ps.备注,奖品是固定的,所以不必返回
- $result = array(
- 'store' => $req->userInfo->game->store,
- 'heros' => $req->userInfo->game->heros,
- 'gates' => $req->userInfo->game->gates,
- 'tili' => $req->userInfo->game->tili,
- 'time' => $req->userInfo->game->privateState->TiliTime
- );
- return Resp::ok($result);
- }
- /** 新版本的挑战 副本胜利
- *
- * @param Req $req
- */
- public static function NewChallengeCarbon($req) {
- $gates = $req->userInfo->game->gates;
- $carbons = $gates->carbons->openedCarbons;
- # 提取参数
- $carbonId = $req->paras[0]; # 副本ID
- $gateId = $req->paras[1]; # 关卡ID
- $difficulty = $req->paras[2]; # 难度等级 1,2,3
- $star = $req->paras[3]; # 战斗评价(几星)
- $TeamObj = $req->paras[4]; # 队伍信息
- if ($difficulty > 3 || $difficulty < 1) {
- return Resp::err(ErrCode::carbon_wrongdifficult);
- }
- $key = "$carbonId-$difficulty"; # 键值
- # 0 当前副本处于开启状态
- # 1 战斗胜利之后,副本直接关闭
- # 2 记录下战斗评价(几星), 也许以后用得着,比如最后通关后,给个啥奖励
- # 3 决定掉落物品, 发给客户端
- # 4 发放对应的经验之类的东西
- # 5 检查是否最后一个关卡, 是, 关闭副本
- # 6 回存数据,返回
- isEditor() && $carbon = new CarbonModel;
- if (CommUtil::isPropertyExists($carbons, $key)) {
- $carbon = $carbons->$key;
- } else {
- $carbon = null;
- }
- if (!$carbon || $carbon->closeTs < now()) {
- return Resp::err(ErrCode::carbon_closed);
- }
- unset($carbons->$key);
- $tl = "tili$difficulty"; # 体力难度
- $rwd = "reward$difficulty"; # 奖励难度
- $gateModel = GameConfig::gate_carbon_content_getItem($gateId); # 副本关卡常量数据
- $tili = $gateModel->$tl; # 扣除体力
- $reward = $gateModel->$rwd; # 获得奖励
- #
- # 打副本呢也要扣除体力
- ActiveProc::ChangeTili(-$tili, $req);
- // 按照概率规则发放奖品
- $rewardsArr = explode(";", $reward);
- $rwds = array();
- foreach ($rewardsArr as $r) {
- $arr = explode(',', $r);
- $itemid = intval($arr[0]);
- $num = intval($arr[1]);
- $probability = floatval($arr[2]); # 掉落概率精度精确到±0.01%
- if (CommUtil::randomPercent($probability)) { # 投色子
- $err = StoreProc::AddMultiItemInStore($req, "$itemid,$num");
- if ($err) {
- return Resp::err($err);
- }
- $rwds[] = "$itemid,$num";
- }
- }
- if ($err) {
- return Resp::err($err);
- }
- $req->userInfo->game->gates->carbons->openedCarbons = $carbons;
- UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
- # Ps.备注,奖品是固定的,所以不必返回
- SystemProc::Carbon_Win($req->zoneid, $req->userInfo->game, $carbonId, $difficulty); # 插入通过副本消息
- $result = array(
- 'store' => $req->userInfo->game->store,
- 'heros' => $req->userInfo->game->heros,
- 'gates' => $req->userInfo->game->gates,
- 'tili' => $req->userInfo->game->tili,
- 'time' => $req->userInfo->game->privateState->TiliTime,
- 'gold' => 0,
- 'exp' => 0,
- 'rewardstr' => implode(';', $rwds)
- );
- return Resp::ok($result);
- }
- /**
- * 挑战剧情关卡
- * @param type $req
- */
- public static function ChallengeStoryGate($req) {
- $gates = $req->userInfo->game->gates;
- # 提取参数
- $storyId = $req->paras[0]; # 剧情ID
- $difficulty = $req->paras[1]; # 难度等级 1,2,3
- $star = $req->paras[2]; # 战斗评价(几星)
- $TeamObj = $req->paras[3]; # 队伍信息
- $bossId = $req->paras[4]; # 本关消灭的bossid (<=0代表本关卡未出现boss)
- //
- #1. 判断是否有记录过剧情的战斗信息
- if (!CommUtil::isPropertyExists($gates, "story")) {
- $gates->story = ObjectInit();
- $gates->story->lastFinishedStoryGateId = 0;
- $gates->story->allFinishedStoryGateIdList = ArrayInit();
- }
- $storrRecord = $gates->story;
- #2.取出模式下的奖励数据
- $memStoryModel = GameConfig::gatestory_getItem($storyId);
- $tili = 0;
- $rewardStr = $memStoryModel->storyGateReward;
- #3 同步下剧情的推进进度数据
- if ($storrRecord->lastFinishedStoryGateId == $storyId || in_array($storyId, $storrRecord->allFinishedStoryGateIdList)) {
- return Resp::err(ErrCode::story_repeatfight); #剧情关卡不能重复战斗 只能打一次
- } else {
- $storrRecord->lastFinishedStoryGateId = $storyId;
- $storrRecord->allFinishedStoryGateIdList[] = $storyId;
- }
- #
- # 4 万一打剧情也扣除体力呢
- if ($tili > 0) {
- ActiveProc::ChangeTili(-$tili, $req);
- # 扣除多少体力就给账号增加多少经验 -by 李宁, reconfirmed by wg 20170519144109
- UserGameModel::Add_Exp($req, $tili);
- # 增加英雄经验(也是依据扣除的体力数)
- foreach ($TeamObj as $heroUID) {
- HeroProc::HeroAddEXP($heroUID, $tili, $req);
- }
- }# 5 玩家获得 剧情的战斗奖励
- $err = StoreProc::AddMultiItemInStore($req, $rewardStr);
- if ($err) {
- return Resp::err($err);
- }# 6 回存玩家的战斗记录
- $req->userInfo->game->gates->story = $storrRecord;
- UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
- # Ps.备注,奖品是固定的,所以不必返回
- $result = array(
- 'store' => $req->userInfo->game->store,
- 'heros' => $req->userInfo->game->heros,
- 'gates' => $req->userInfo->game->gates,
- 'tili' => $req->userInfo->game->tili,
- 'time' => $req->userInfo->game->privateState->TiliTime
- );
- return Resp::ok($result);
- }
- //
- // </editor-fold>
- //
- }
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