PVPProc.php 34 KB

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