HeroProc.php 55 KB

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