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- <?php
- namespace loyalsoft;
- /**
- * 英雄处理逻辑
- * @author gwang
- */
- class HeroProc {
- /**
- * 英雄处理逻辑分发
- * 所有的Proc中必须有这样一个方法
- * @param Req $req
- */
- static function procMain($req) {
- switch ($req->cmd) {
- case CmdCode::cmd_hero_levelup: # [6301] 英雄升级
- return HeroProc::HeroLevelUpCostExpItem($req);
- case CmdCode::cmd_hero_stageup: # [6304] 英雄进阶 SABCD
- return HeroProc::HeroStageUp($req);
- // <editor-fold defaultstate="collapsed" desc="过时 接口">
- // case CmdCode::cmd_hero_upstar: # [6305] 英雄升星
- // return HeroProc::HeroUpStarByPieces($req);
- // case CmdCode::cmd_hero_changelockstate: # [6306] 英雄-修改锁定状态
- // return HeroProc::HeroChangelockstate($req);
- // case CmdCode::cmd_hero_buyCollectHeroLimtCount: # [6312] 扩展英雄数量上限
- // return HeroProc::BuyHeroMaxCountLimt($req);
- // </editor-fold>
- # --------- 英雄技能 -----------
- case CmdCode::cmd_hero_upgradeSkillLevel: # [6314] 英雄的技能升级
- return HeroProc::UpgradeSkillLevel($req);
- case CmdCode::cmd_hero_unlockSkill: # [6324] 英雄技能 - 解锁技能
- return HeroProc::UnlockSkill($req);
- case CmdCode::cmd_hero_skillLevel_onekeyupgrade: # [6325] 英雄技能 - 一键升级
- return HeroProc::OnekeyUpgradeSkillLevel($req);
- case CmdCode::cmd_hero_saveHeroTeamConfig: # [6315] 保存玩家战队数据
- return HeroProc::SaveHeroTeamConfig($req);
- // <editor-fold defaultstate="collapsed" desc="---------------英雄评论----------------">
- case CmdCode::cmd_hero_GetDiscuss: # [6316]拉取英雄评论
- return HeroDiscussProc::GetDiscusses($req);
- case CmdCode::cmd_hero_PostDiscuss: # [6317]对英雄发表评论
- return HeroDiscussProc::Post($req);
- case CmdCode::cmd_hero_PraiseDiscuss: # [6318]给某条评论点赞
- return HeroDiscussProc::PriaseMsg($req);
- case CmdCode::cmd_hero_DeleteDiscuss: # [6319]删除评论
- return HeroDiscussProc::DeletePost($req);
- case CmdCode::cmd_hero_scoreit: # [6320]给某个英雄评分
- return HeroDiscussProc::Score($req);
- // </editor-fold>
- #----------- 英雄的解锁与购买 --------------
- case CmdCode::cmd_hero_buyHero: # [6321]购买英雄
- return HeroProc::BuyHeroByCostPieces($req);
- case CmdCode::cmd_hero_upGodBlood: # [6322] 神血升级
- return HeroProc::UpGodBloodHeroByPieces($req);
- // case CmdCode::cmd_hero_unlockByPieces: # [6323] 解锁碎片
- // return HeroProc::UnLockHeroByPieces($req);
- default: # err: 未知的命令码
- return Resp::err(ErrCode::cmd_err);
- }
- }
- // <editor-fold defaultstate="collapsed" desc="技能升级与解锁">
- /**
- * [6324] 英雄技能解锁
- * @version 2020.1.13 至今未进行对接, 再次整理版
- * 2019.12.10 加班弄完第一版
- * @param req $req
- */
- static function UnlockSkill($req) {
- 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
- $user = $req->userInfo->game; # user引用
- $cHeros = $user->heros->collectHeros;
- my_default_Obj($cHeros);
- my_Assert(CommUtil::isPropertyExists($cHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要解锁的英雄
- # # 2.判断英雄的该技能能否升级....
- $targetHero = new Ins_UserHero($cHeros->$huid); # 直接类型识别
- $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
- my_default_Arr($targteHeroSkills->$mainSkillId); # 保护子技能数组数据结构
- my_Assert(!CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能已解锁"); # 子技能已经解锁
- // if (!$targetHero->IsSkillUnlockAble($mainSkillId, $subSkillId)) { # 3.判断技能是否处于待解锁状态
- // return Resp::err(ErrCode::hero_upgradeSkill_maxLevel);
- // }
- $sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
- my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
- my_Assert(Data_UserGame::Consume_Gold($user->baseInfo, $sm->unlockCost), # # 5. 扣除金币消耗
- ErrCode::notenough_gold_msg);
- array_push($targteHeroSkills->$mainSkillId, $subSkillId); # 添加技能
- $targetHero->subSkills = $targteHeroSkills;
- $cHeros->$huid = $targetHero; # 回存Hero对象
- UserProc::updateUserInfo(); # 回写数据
- TaskProc::OnHeroUnlocSkill($targetHero->typeId, $subSkillId);
- return Resp::ok($targetHero);
- }
- /**
- * [6325] 英雄技能一键升级
- * @param req $req
- */
- static function OnekeyUpgradeSkillLevel($req) {
- 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
- $user = $req->userInfo->game; # user引用#
- $collectHeros = $user->heros->collectHeros;
- my_default_Obj($collectHeros); # 防御变量为空
- my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
- # # 2.判断英雄的该技能能否升级....
- $targetHero = new Ins_UserHero($cHeros->$huid); # 直接类型识别
- $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
- my_default_Arr($targteHeroSkills->$mainSkillId); # 保护数据结构
- my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
- // if (!$targetHero->IsSkillUpdateAble($mainSkillId, $subSkillId)) { # 3.判断技能等级能否在继续升级了
- // return Resp::err(ErrCode::hero_upgradeSkill_maxLevel);
- // }
- // $sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
- // if (null == $sm) {
- // return \Resp::err(ErrCode::err_const_no, '找不到子技能配置数据');
- // }
- my_Assert(Data_UserGame::Consume_Gold($user->baseInfo, $costGold), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
- unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
- array_push($targteHeroSkills->$mainSkillId, $targetSubSkillId);
- $targetHero->subSkills = $targteHeroSkills;
- $collectHeros->$huid = $targetHero; # 更新Hero数据
- UserProc::updateUserInfo(); # 回写数据
- return Resp::ok($targetHero);
- }
- /**
- * [6314]英雄技能升级
- * @param req $req
- */
- static function UpgradeSkillLevel($req) {
- 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
- $user = $req->userInfo->game; # user引用
- $collectHeros = $user->heros->collectHeros;
- my_default_Obj($collectHeros); # 防御变量为空
- my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
- $targetHero = new Ins_UserHero($collectHeros->$huid);
- $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
- my_Assert(CommUtil::isPropertyExists($targteHeroSkills, $mainSkillId), "玩家数据结构有问题."); # 主技能Id.
- my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
- my_Assert($targetHero->IsSkillUpdateAble($mainSkillId, $subSkillId), ErrCode::hero_upgradeSkill_maxLevel); # 3.判断技能等级能否在继续升级了
- $sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
- my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
- my_Assert(Data_UserGame::Consume_Gold($user->baseInfo, $sm->upgradeCost), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
- unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
- array_push($targteHeroSkills->$mainSkillId, $sm->nextLevel_Id);
- $targetHero->subSkills = $targteHeroSkills;
- $collectHeros->$huid = $targetHero; # 更新hero数据
- UserProc::updateUserInfo(); # 回写数据
- return Resp::ok($targetHero);
- }
- // </editor-fold>
- //
- // <editor-fold defaultstate="collapsed" desc="英雄 强化">
- /**
- * 6304 英雄 升阶(消耗碎片)
- * @param Req $req
- */
- static function HeroStageUp($req) {
- list($huid, $nextGrade) = $req->paras; # 提取参数: 英雄的UID,下一阶
- $user = $req->userInfo->game; # user引用
- $collectHeros = $user->heros->collectHeros; # 角色容器
- my_default_Obj($collectHeros); # 保证不为null
- my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
- $upHero = new Ins_UserHero($collectHeros->$huid); # 直接类型识别
- my_Assert($upHero->grade < "S", ErrCode::hero_strength_maxstrengthlevel); # 已经达到S级
- $heroUpgradeCostCfg = GameConfig::heroextra_level_getItem($upHero->typeId, $nextGrade);
- my_Assert($heroUpgradeCostCfg, ErrCode::hero_strength_cost_const_no); # 1.检查是否存在这个升阶数据的模板
- my_Assert(Data_UserGame::Consume_HeroSegment($user, # # 扣除碎片
- $heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum), ErrCode::hero_segment_not_enough); # 碎片数量不足
- # 扣除碎片成功
- $upHero->grade = $nextGrade; # 5.强化英雄进行成功升阶
- $collectHeros->$huid = $upHero; # 更新Hero数据
- UserProc::updateUserInfo(); # 6.数据回存
- $resp = Resp::ok($upHero);
- SystemProc::insertHero_StageUp($req->zoneid, $req->uid, $user->baseInfo->name, # # 插入系统广播
- GameConfig::hero_getItem($upHero->typeId)->name, $upHero->grade);
- self::CalcUserFightPower($req->zoneid, $req->uid, $req->userInfo->game); # 跟新战力统计
- TaskProc::OnHeroGradeUp($upHero->typeId, $upHero->grade);
- var_dump($user->task->taskListDaily);
- return $resp;
- }
- /**
- * [6301] 英雄升级 - 消耗经验道具,获得经验(按照经验提升等级)
- * @param Req $req
- */
- static function HeroLevelUpCostExpItem($req) {
- 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
- $user = $req->userInfo->game; # user引用
- $collectHeros = $user->heros->collectHeros; # 1. 检查是否存在要升级的英雄
- my_default_Obj($collectHeros);
- my_Assert(is_int($costNumber) && $costNumber >= 1, ErrCode::paras_err); # 参数合法性判断
- my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 玩家拥有此英雄
- $targetHero = new Ins_UserHero($collectHeros->$huid); # 智能感知辅助
- my_Assert($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
- $myPacketItems = $user->store->items; # 检查道具的数量,在背包中是否充足
- my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
- my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);
- $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
- $costItemConst = GameConfig::item_stones_getItem($costItemId);
- my_Assert(null != $costItemConst, ErrCode::err_const_no);
- $totalEXP += $costItemConst->baseExp;
- $heroConst = GameConfig::hero_getItem($targetHero->typeId); # 英雄模板数据
- my_Assert(null != $heroConst, ErrCode::err_const_no, "英雄 模板数据");
- if ($costItemConst->element != 0 # # 相同元素加成
- && $costItemConst->element == $heroConst->element) {
- $totalEXP += $costItemConst->extraExp;
- }
- $totalEXP *= $costNumber; # 消耗N个道具
- $targetHero = self:: HeroAddEXP($huid, $totalEXP); # 获得经验
- $myPacketItems->$costItemId -= $costNumber; # 消耗道具
- if ($myPacketItems->$costItemId < 0) {
- $myPacketItems->$costItemId = 0;
- }
- $req->userInfo->game->store->items = $myPacketItems; # 更新背包数据
- if ($targetHero->xp < 0) {
- Err(ErrCode::err_innerfault, "英雄经验出错");
- } else {
- UserProc::updateUserInfo(); # 回写玩家数据
- TaskProc::OnHeroImprove();
- }
- // var_dump($user->task->taskListDaily);
- self::CalcUserFightPower($req->zoneid, $req->uid, $req->userInfo->game); # 跟新战力统计
- return Resp::ok($targetHero);
- }
- // </editor-fold>
- //
- // <editor-fold defaultstate="collapsed" desc="队伍配置">
- /**
- * [6315]保存队伍的战斗配置信息
- * @param Req $req
- */
- static function SaveHeroTeamConfig($req) {
- $teamsetting = $req->paras[0]; # 配置信息json文件
- $req->userInfo->game->heroTeamConfig = $teamsetting; # 更新配置
- UserProc::updateUserInfo(); # 回写数据
- # # 添加到战斗力隐藏榜单中, for pvp back matchers, -wg 2017.07.13
- self::CalcTeamFightPower($req->zoneid, $req->uid, $req->userInfo->game);
- return Resp::ok(array('result' => "succeed"));
- }
- // </editor-fold>
- //
- // <editor-fold defaultstate="collapsed" desc="已过时代码">
- /**
- * 6323 解锁英雄
- * @param type $req
- */
- static function UnLockHeroByPieces($req) {
- $user = $req->userInfo->game; # user引用
- $heroModelId = $req->paras[0];
- $piecesId = $req->paras[1]; # 英雄碎片的ID
- $piecesNum = $req->paras[2];
- if (!CommUtil::isPropertyExists($user->heros, "recordUnLockHeroDic")) {
- $user->heros->recordUnLockHeroDic = ObjectInit();
- }
- $recordUnLockHeroDic = $user->heros->recordUnLockHeroDic;
- #检查是不是已经解锁过了
- $flag = 0;
- if (!CommUtil::isPropertyExists($recordUnLockHeroDic, $heroModelId)) {
- $recordUnLockHeroDic->$heroModelId = 0;
- }
- $flag = $recordUnLockHeroDic->$heroModelId;
- if ($flag == 1) {
- return Resp::err(ErrCode::hero_lockState);
- }
- #检查要解锁的英雄的常量配置是否存在
- $heroCfg = GameConfig::hero_getItem($heroModelId);
- if (!$heroCfg) {
- return Resp::err(ErrCode::hero_const_no_err);
- }
- #检查需要消耗的碎片的常量配置是否存在
- $piecesCfg = GameConfig::segment_getItem($piecesId);
- if (!$piecesCfg) {
- return Resp::err(ErrCode::err_const_no);
- }
- # 5.检查道具的数量是否充足
- $myPacketItems = $user->store->segement;
- $requirePiecesNum = $heroCfg->unlockConditionId;
- # 检查道具数量是否充足
- $enoughPieces = false;
- if ($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum) {
- if (!CommUtil::isPropertyExists($myPacketItems, $piecesId)) { # 检查碎片
- $enoughPieces = false;
- } else {
- if ($myPacketItems->$piecesId < $requirePiecesNum) {
- $enoughPieces = false;
- } else {
- $enoughPieces = true;
- }
- }
- } else {
- return Resp::err(ErrCode ::paras_err, "error pieces para" . "req" . $piecesId . "_" . $requirePiecesNum . "/" . $piecesId . "_" . $piecesNum);
- }
- if ($enoughPieces === true) {
- # 6.进行 # # 消耗道具
- $myPacketItems->$piecesId -= $requirePiecesNum;
- if ($myPacketItems->$piecesId < 0) {
- $myPacketItems->$piecesId = 0;
- }
- $recordUnLockHeroDic->$heroModelId = 1;
- $req->user->heros->recordUnLockHeroDic = $recordUnLockHeroDic;
- $req->userInfo->game->store->segement = $myPacketItems;
- UserProc::updateUserInfo(); # 回写数据
- return Resp::ok(array('result' => "OK")); //返回OK
- } else {
- return Resp::err(ErrCode::hero_godblood_notengoughitem);
- }
- }
- /**
- * [6322] 英雄神血
- * @param Req $req
- */
- static function UpGodBloodHeroByPieces($req) {
- return Resp::err(ErrCode::err_method_obsoleted);
- }
- /**
- * 英雄消耗碎片道具来升星
- * @param req $req
- */
- static function HeroUpStarByPieces($req) {
- $resp = Resp::err(ErrCode::err_method_notimplement);
- $g = glc();
- $user = $req->userInfo->game; # user引用
- $huid = $req->paras[0]; # 英雄的UID
- $piecesId = $req->paras[1]; # 英雄碎片的ID
- $piecesNum = $req->paras[2];
- $diamondId = $req->paras[3]; # 升星石道具的ID
- $diamondNum = $req->paras[4];
- $moneyType = $req->paras[5]; # 升星消耗金钱的类型
- $moneyNum = $req->paras[6];
- # 1.检查是否存在要升级的英雄
- $collectHeros = $user->heros->collectHeros;
- if (!$collectHeros) {
- $collectHeros = ObjectInit();
- }
- if (!CommUtil::isPropertyExists($collectHeros, $huid)) {
- return Resp::err(ErrCode::hero_no);
- }
- # 2.检查是否已经达到最大星级
- isEditor() and $strengthHero = new Ins_UserHero();
- $strengthHero = $collectHeros->$huid;
- if ($strengthHero->curStar >= $g->Hero_Star_MaxStarLevel) {
- return Resp::err(ErrCode::hero_star_maxstarlevel);
- }
- # 检查是否存在当前星级的升星消耗常量数据
- $lvs = GameConfig::heroextra_star_getItem($strengthHero->curStar);
- if (!$lvs) {
- return Resp::err(ErrCode::hero_star_level_const_no_err);
- }
- # 3检查是否存在这个英雄的模板
- $heroModelId = $strengthHero->typeId;
- $heroCfg = GameConfig::hero_getItem($heroModelId);
- if (!$heroCfg) {
- return Resp::err(ErrCode::hero_const_no_err);
- }
- # 4.检查道具的数量是否充足以及消耗数量是否一致
- $requireDiamondId = $lvs->itemid;
- $requireDiamondNum = 0;
- $arr_costDiamond = explode(";", $lvs->itemNum);
- foreach ($arr_costDiamond as $value) {
- $strArr = explode(",", $value);
- if (count($strArr) == 2) {
- $zhenxidu = $strArr[0];
- $num = $strArr[1];
- if ((int) $zhenxidu == $heroCfg->zhenxidu) {
- $requireDiamondNum = (int) $num;
- break;
- }
- }
- }
- #检查碎片是否正确
- $requirePieceId = $piecesId;
- $requirePiecesNum = 0;
- $arr_costPieces = explode(";", $lvs->pieces);
- foreach ($arr_costPieces as $value) {
- $strArr = explode(",", $value);
- if (count($strArr) == 2) {
- $zhenxidu = $strArr[0];
- $num = $strArr[1];
- if ((int) $zhenxidu == $heroCfg->zhenxidu) {
- $requirePiecesNum = (int) $num;
- break;
- }
- }
- }
- $piecesCfg = GameConfig::item_getItem($piecesId);
- if (!$piecesCfg) {
- return Resp::err(ErrCode::err_const_no);
- }
- $pos = strpos($piecesCfg->icon, strval($heroModelId));
- if ($pos === false) {
- return Resp::err(ErrCode::paras_err, $piecesCfg->icon . "?" . $heroModelId);
- }
- # 4.检查道具的数量是否充足
- $myPacketItems = $user->store->items;
- #检查道具数量是否充足
- $enoughDiamond = false;
- $enoughPieces = false;
- if ($requirePieceId == $piecesId && $requirePiecesNum == $piecesNum) {
- #检查碎片
- if (!CommUtil::isPropertyExists($myPacketItems, $requirePieceId)) {
- $enoughPieces = false;
- } else {
- if ($myPacketItems->$requirePieceId < $requirePiecesNum) {
- $enoughPieces = false;
- } else {
- $enoughPieces = true;
- }
- }
- } else {
- return Resp::err(ErrCode ::paras_err, #
- "error pieces para" . "req" . $requirePieceId . "_" . $requirePiecesNum . "/" . $piecesId . "_" . $piecesNum);
- }
- if ($requireDiamondId == $diamondId && $requireDiamondNum == $diamondNum) {
- #检查升星石
- if (!CommUtil::isPropertyExists($myPacketItems, $requireDiamondId)) {
- $enoughDiamond = false;
- } else {
- if ($myPacketItems->$requireDiamondId < $requireDiamondNum) {
- $enoughDiamond = false;
- } else {
- $enoughDiamond = true;
- }
- }
- } else {
- return Resp::err(ErrCode ::paras_err, #
- "error diamond para" . "req" . $requireDiamondId . "_" . $requireDiamondNum . "/" . $diamondId . "_" . $diamondNum);
- }
- if ($enoughDiamond === true && $enoughPieces === true) {
-
- } else {
- return Resp::err(ErrCode::hero_star_notengoughitem);
- }
- # 5.检查账户余额是否充足
- #检查消耗是否正确
- $enoughMoney = false;
- $requireMoneyType = "";
- $requireMoneyNum = 0;
- $arr_costMoney = explode(";", $lvs->cost);
- foreach ($arr_costMoney as $value) {
- $strArr = explode(",", $value);
- if (count($strArr) == 3) {
- $zhenxidu = $strArr[0];
- $type = $strArr[1];
- $num = $strArr[2];
- if ((int) $zhenxidu == $heroCfg->zhenxidu) {
- $requireMoneyType = $type;
- $requireMoneyNum = (int) $num;
- break;
- }
- }
- }
- if ($requireMoneyType == $moneyType && $requireMoneyNum == $moneyNum) {
- if ($requireMoneyType === "gold") {
- if ($user->baseInfo->gold >= $requireMoneyNum) {
- $enoughMoney = true;
- } else {
- return Resp::err(ErrCode::notenough_gold_msg);
- }
- } else if ($requireMoneyType === "cash") {
- if ($user->baseInfo->cash >= $requireMoneyNum) {
- $enoughMoney = true;
- } else {
- return Resp::err(ErrCode::notenough_cash_msg);
- }
- } else {
- return Resp::err(ErrCode ::paras_err, $moneyType);
- }
- } else {
- return Resp::err(ErrCode ::paras_err, "error money para");
- }
- $bDeal = false;
- if ($enoughMoney === true) {
- if ($requireMoneyType === "gold") {
- $bDeal = Data_UserGame:: Consume_Gold($user->baseInfo, $requireMoneyNum);
- } else if ($requireMoneyType === "cash") {
- $bDeal = Data_UserGame:: Consume_Cash($user->baseInfo, $requireMoneyNum);
- }
- }
- # 6.进行消耗升星
- if ($bDeal) {
- $strengthHero->curStar += 1;
- # # 消耗道具
- $myPacketItems->$requireDiamondId -= $requireDiamondNum;
- if ($myPacketItems->$requireDiamondId < 0) {
- $myPacketItems->$requireDiamondId = 0;
- }
- $myPacketItems->$requirePieceId -= $requirePiecesNum;
- if ($myPacketItems->$requirePieceId < 0) {
- $myPacketItems->$requirePieceId = 0;
- }
- $req->userInfo->game->store->items = $myPacketItems;
- # 回写数据
- UserProc::updateUserInfo();
- $resp = Resp::ok($strengthHero);
- # 推送系统消息
- // SystemProc::insertHero_Star($req->zoneid, $req->uid, $user->name, $heroCfg->name, $strengthHero->curStar);
- }
- ActiveProc::ChangeTaskCount($req);
- return $resp;
- }
- /**
- * 英雄升星
- * @param Req $req
- */
- static function HeroUpStar($req) {
- $resp = Resp::err(ErrCode::err_method_notimplement);
- $g = glc();
- $user = $req->userInfo->game; # user引用
- $huid = $req->paras[0]; # 英雄的UID
- $costHeroUids = $req->paras[1]; # 消耗掉的英雄UID
- $costGold = $req->paras[2];
- # 1.检查是否存在要升级的英雄
- $collectHeros = $user->heros->collectHeros;
- if (!$collectHeros) {
- $collectHeros = ObjectInit();
- }
- if (!CommUtil::isPropertyExists($collectHeros, $huid)) {
- return Resp::err(ErrCode::hero_no);
- }
- # 2.检查是否已经达到最大星级
- isEditor() and $strengthHero = new Ins_UserHero();
- $strengthHero = $collectHeros->$huid;
- if ($strengthHero->curStar >= $g->Hero_Star_MaxStarLevel) {
- return Resp::err(ErrCode::hero_star_maxstarlevel);
- }
- # 检查是否存在当前星级的升星消耗常量数据
- $lvs = GameConfig::heroextra_star_getItem($strengthHero->curStar);
- if (!$lvs) {
- return Resp::err(ErrCode::hero_star_level_const_no_err);
- }
- # 3.检查消耗的英雄数量,以及玩家是否都存在这些英雄UID.
- $arr_costUID = explode(",", $costHeroUids);
- $checkCostHeroAllRight = true;
- if (count($arr_costUID) != $g->Hero_Star_MaxCostHeroCardNum) {
- $checkCostHeroAllRight = false;
- } else {
- foreach ($arr_costUID as $value) {
- if ($value == "" || !CommUtil::isPropertyExists($collectHeros, $value)) {
- $checkCostHeroAllRight = false;
- break;
- }
- }
- }
- if (!$checkCostHeroAllRight) {
- return Resp::err(ErrCode::hero_star_costhero);
- }
- # 获得升星英雄的模板数据,取得它的元素类型
- # 检查是否存在这个英雄的模板
- $heroModelId = $strengthHero->typeId;
- $heroCfg = GameConfig::hero_getItem($heroModelId);
- if (!$heroCfg) {
- return Resp::err(ErrCode::hero_const_no_err);
- }
- $queryCostGold = $lvs->costGold;
- $costItemNum = $lvs->costItemNum;
- # 4.检查道具的数量是否充足
- $myPacketItems = $user->store->items;
- $checkHasEnoughItem = true;
- $costItemId = "";
- $record = ObjectInit();
- $keyxxx = "Hero_Star_CostItem_" . $heroCfg->yuansu;
- if (!CommUtil::isPropertyExists($g, $keyxxx)) {
- return Resp::err(ErrCode::hero_star_noglobal_costitem);
- } else {
- $costItemId = $g->$keyxxx;
- }
- # 检查道具种类与消耗数量是否匹配
- $arr_costitemids = explode(",", $costItemId);
- $arr_costnums = explode(",", $costItemNum);
- if (count($arr_costitemids) != count($arr_costnums)) {
- return Resp::err(ErrCode::hero_star_conststr_itemnotmathnum);
- }
- $index = 0;
- foreach ($arr_costitemids as $requireiItemId) {
- $requireCount = 0;
- if ($index < count($arr_costnums)) {
- $requireCount = $arr_costnums[$index];
- }
- $index += 1;
- # --判断对应的item是否存在相应的常量
- # 检查是否存在当前星级的升星消耗常量数据
- $itemcfg = GameConfig::item_getItem($requireiItemId);
- if (!$itemcfg) {
- return Resp::err(ErrCode::err_const_no);
- } else {
- if (!CommUtil::isPropertyExists($record, $requireiItemId)) {
- $record->$requireiItemId = intval($requireCount);
- } else {
- $count = intval($record->$requireiItemId) + intval($requireCount);
- $record->$requireiItemId = $count;
- }
- }
- } foreach ($record as $key => $value) {
- if ($value > 0) {
- if (!CommUtil::isPropertyExists($myPacketItems, $key)) {
- $checkHasEnoughItem = false;
- break;
- } else {
- if ($myPacketItems->$key < $value) {
- $checkHasEnoughItem = false;
- break;
- }
- }
- }
- }
- if (!$checkHasEnoughItem) {
- return Resp::err(ErrCode::hero_star_notengoughitem);
- }
- # 5.检查金币是否充足
- $bDeal = false; # 成交
- if ($queryCostGold != $costGold) {
- return Resp::err(ErrCode::paras_err);
- } else {
- if ($costGold > 0) {
- if ($user->baseInfo->gold < $costGold) {
- return Resp::err(ErrCode::notenough_gold_msg);
- } else {
- $bDeal = Data_UserGame:: Consume_Gold($user->baseInfo, $costGold);
- }
- } else if ($costGold == 0) {
- $bDeal = true;
- } else {
- return Resp::err(ErrCode::paras_err);
- }
- }
- # 6.进行消耗升星
- if ($bDeal) {
- $strengthHero->curStar += 1;
- # 消耗卡牌
- foreach ($arr_costUID as $value) {
- if ($value == "") {
- continue;
- }
- unset($collectHeros->$value);
- }
- # # 消耗道具
- foreach ($record as $key => $value) {
- $myPacketItems->$key -= $value;
- if ($myPacketItems->$key < 0) {
- $myPacketItems->$key = 0;
- }
- }
- $req->userInfo->game->store->items = $myPacketItems;
- # 回写数据
- UserProc::updateUserInfo();
- $resp = Resp::ok($strengthHero);
- # 推送系统消息
- // SystemProc::insertHero_Star($req->zoneid, $req->uid, $user->name, $heroCfg->name, $strengthHero->curStar);
- }
- ActiveProc::ChangeTaskCount($req);
- return $resp;
- }
- // </editor-fold>
- /**
- * 6321 购买英雄 消耗碎片
- * @param req $req
- */
- static function BuyHeroByCostPieces($req) {
- list($heroModelId, $costType, $costMoneyNum, $piecesId, $piecesNum) = $req->paras; # 提取参数
- $user = $req->userInfo->game; # user引用
- $collectHeros = $user->heros->collectHeros;
- my_default_Obj($collectHeros);
- foreach ($collectHeros as $key => $value) { # 检查玩家是否已经拥有此类英雄
- my_Assert($value->typeId != $heroModelId, ErrCode::hero_existSameHero_err);
- }
- $heroCfg = GameConfig::hero_getItem($heroModelId); # 英雄模板数据
- my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
- my_Assert($heroCfg->isCanBuy != 0, ErrCode::paras_err); # 是否可以直接购买
- $piecesCfg = GameConfig::segment_getItem($piecesId); # 检查需要消耗的碎片的常量配置是否存在
- my_Assert(null != $piecesCfg, ErrCode::err_store_itemnoconst);
- $myPacketItems = $user->store->items;
- $requirePiecesNum = $piecesCfg->mergePrototypeNeedNum;
- my_Assert($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum, ErrCode::paras_err);
- my_Assert(CommUtil::isPropertyExists($myPacketItems, $piecesId), ErrCode::hero_godblood_notengoughitem);
- my_Assert($myPacketItems->$piecesId > $requirePiecesNum, ErrCode::hero_godblood_notengoughitem); # 检查碎片道具数量是否充足
- switch ($costType) {
- case "cash":
- $realPrice = $heroCfg->cashPrice;
- my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
- my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
- my_Assert(Data_UserGame::Consume_Cash($user->baseInfo, $costMoneyNum), ErrCode::err_msg_cashnotenough);
- break;
- case "gold":
- $realPrice = $heroCfg->goldPrice;
- my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
- my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
- my_Assert(Data_UserGame::Consume_Gold($user->baseInfo, $costMoneyNum), ErrCode::err_msg_goldnotenough);
- break;
- default :
- Err(ErrCode::paras_err, "参数错误: [costType] " . $costType);
- }
- # 4.消耗来获得英雄
- $myPacketItems->$piecesId -= $requirePiecesNum; # 消耗道具
- $req->userInfo->game->store->items = $myPacketItems; # 回存背包
- UserProc::updateUserInfo(); # 回写数据
- $resp = HeroProc::GetHero($req);
- SystemProc::GetHero($req->zoneid, $user->baseInfo, $heroModelId); # 插入系统广播消息
- return $resp;
- }
- /**
- * 购买玩家可以收集的英雄的数量上限
- * @param req $req
- * @return type
- */
- static function BuyHeroMaxCountLimt($req) {
- list($buyNum, $costCash) = $req->paras; # 提取参数: 数量, 花费钻石
- $g = glc();
- $user = $req->userInfo->game; # user引用
- if (!CommUtil::isPropertyExists($user->heros, "maxCollectCount")) {
- $user->heros->maxCollectCount = $g->Game_CollectHero_BasicMaxCount;
- }
- $index = ceil(($user->heros->maxCollectCount - $g->Game_CollectHero_BasicMaxCount) #
- / $g->Game_CollectHero_OneBuyLimtNum);
- $arr = explode(",", $g->Game_CollectHero_BasicMaxPrice);
- my_Assert($index < count($arr), "已达上限");
- $realCost = $arr[$index];
- my_Assert($realCost == $costCash, ErrCode::paras_err); # 参数错误
- my_Assert($costCash >= 0, ErrCode::paras_err);
- my_Assert(Data_UserGame::Consume_Cash($user, $costCash), ErrCode::err_msg_goldnotenough); # 扣除宝石
- $user->heros->maxCollectCount += $buyNum; # 修改上限
- UserProc::updateUserInfo();
- return Resp::ok(array(
- 'maxCollectCount' => $user->heros->maxCollectCount
- ));
- }
- /**
- * 获得英雄(测试已经OK)
- * @param req $req
- */
- static function GetHero($req) {
- $heroModelId = $req->paras[0]; # 英雄的模板ID
- $heroCfg = GameConfig::hero_getItem($heroModelId); # 1.检查是否存在这个英雄的模板
- my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
- $hero = self::AddHeroTFromStore($req, $heroModelId); # 创建英雄
- UserProc::updateUserInfo();
- $result = array('result' => "succeed", 'heros' => $hero); # 4. 设置返回值
- return Resp::ok($result);
- }
- // <editor-fold defaultstate="collapsed" desc="辅助方法">
- /**
- * 获得一个英雄, 并且给他指定星级
- * @param Req $req
- * @param int $heromodelId 原型数据id
- * @param int $star 星级
- * @return Ins_UserHero
- */
- static function AddHeroWithStar(&$req, $heromodelId, $star) {
- $user = $req->userInfo->game;
- my_Assert(null != $user, ErrCode::err_innerfault);
- $collectHeros = $user->heros->collectHeros;
- $uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID); # 先生成一个hero的UID
- $user->heros->recordMaxUID = $uid;
- $hero = self::getGameHeroModelInstance($heromodelId, $uid);
- if ($star > 0) {
- $hero->curStar = $star; # 设定star
- }
- $collectHeros->$uid = $hero; # 回写
- $user->heros->collectHeros = $collectHeros; # 回写
- return $hero; # 返回
- }
- /**
- * 获得一个英雄(实例)
- * @param req $req
- * @param int $heromodelId
- * @return type
- */
- static function AddHeroTFromStore(&$req, $heromodelId) {
- $user = $req->userInfo->game; # 玩家数据
- $collectHeros = $user->heros->collectHeros; #
- my_default_Obj($collectHeros);
- $uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID); # 先生成一个UID
- $user->heros->recordMaxUID = $uid; # 更新最大编号记录
- $hero = self::getGameHeroModelInstance($heromodelId, $uid); # 3.创建英雄实例
- $collectHeros->$uid = $hero;
- $user->heros->collectHeros = $collectHeros;
- return $hero;
- }
- /**
- * 根据一个英雄的模板id,来获得一个英雄的实例数据
- * @param string $heroModelId 模板数据ID
- * @param string $uid 唯一ID
- * @return Ins_UserHero
- */
- static function getGameHeroModelInstance($heroModelId, $uid) {
- $heroCfg = GameConfig::hero_getItem($heroModelId);
- my_Assert(null != $heroCfg, ErrCode::err_const_no); # 检查是否存在这个英雄的模板
- $hero = new Ins_UserHero();
- // $hero->strengthLevel = $heroCfg->dengjie;
- $hero->curStar = $heroCfg->xingji;
- $hero->typeId = $heroCfg->heroId;
- $hero->uid = $uid;
- $hero->xp = 0;
- $lvs = GameConfig::hero_levelexp_getItem($hero->level + 1);
- $hero->maxXp = $lvs->requiredExp;
- // 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
- $wp = null;
- $arr = (array) GameConfig::item_weapon();
- krsort($arr); // todo: 排序不正常
- foreach ($arr as $id => $mo) {
- // isEditor() and $mo = new \sm_item_weapon();
- if ($mo->hero_id == $hero->typeId) {
- $wp = $mo;
- break;
- }
- }
- if (null != $wp) {
- $req = req();
- $wuid = StoreProc::PutEquipInStore($wp->typeId, $req);
- $req->userInfo->game->store->equipment->$wuid->herouid = $uid;
- $hero->equip->weapon = array("itemuid" => $wuid);
- }
- return $hero;
- }
- /**
- * 查找下一个玩家获得英雄的UID
- * @param type $req
- * @return int
- */
- static function CreateNewGameHeroUID($collectHeros, $oldMaxUID) {
- $maxID = 10000;
- my_default_Obj($collectHeros);
- foreach ($collectHeros as $itemId => $hero) {
- if ($itemId > $maxID) {
- $maxID = $itemId;
- }
- }
- $max = max($maxID, $oldMaxUID);
- return $max + 1;
- }
- /**
- * 英雄卡牌增加经验值
- * @param string $heroUID
- * @param int $totalEXP
- */
- static function HeroAddEXP($heroUID, $totalEXP) {
- $req = req();
- $collectHeros = $req->userInfo->game->heros->collectHeros;
- my_default_Obj($collectHeros);
- my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no); # 要升级的英雄不存在
- $targetHero = new Ins_UserHero($collectHeros->$heroUID); # 英雄对象
- $playerLimit = GameConfig::playerlevel_getItem($req->userInfo->game->baseInfo->level)->hero_max_level;
- $maxLevel = min(glc()->Hero_Upgrade_BasicMaxLevel, $playerLimit); # 最大等级= max(英雄最高等级上限,玩家等级限制的上限)
- if ($targetHero->level >= $maxLevel) {
- return; # 已达顶级
- }
- $lvs = GameConfig::hero_levelexp_getItem($targetHero->level + 1);
- $targetHero->xp += $totalEXP;
- my_Assert($targetHero->xp >= 0, "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
- $initLevel = $targetHero->level;
- while ($targetHero->xp >= $lvs->needExp) {
- if ($targetHero->level < $maxLevel) { # 如果未到达最大等级
- $targetHero->level += 1;
- if ($targetHero->level >= $maxLevel) {
- $targetHero->xp = $lvs->needExp;
- } else {
- $targetHero->xp -= $lvs->needExp;
- }
- $lvs = GameConfig::hero_levelexp_getItem($targetHero->level + 1);
- } else { # 如果已到达最大等级则仅补齐缺失的经验即可
- $targetHero->xp = $targetHero->maxXp; # 经验不能超过最大值
- break;
- }
- } // end while
- my_Assert($targetHero->xp >= 0, "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
- $collectHeros->$heroUID = $targetHero; # 更新英雄的数据
- // if ($targetHero->level != $initLevel) {
- TaskProc::OnHeroLevelUp($targetHero->typeId, $targetHero->level);
- // }
- return $targetHero; # 将英雄对象返回
- }
- // </editor-fold>
- /**
- * [6306] 英雄-更改英雄的锁定状态
- * (测试已经OK)
- * @param type $req
- */
- static function HeroChangelockstate($req) {
- $gamedata = $req->userInfo->game;
- $heroUID = $req->paras[0]; # 玩家英雄实例编号
- $lockstate = $req->paras[1]; # 玩家英雄锁定状态
- $collectHeros = $gamedata->heros->collectHeros;
- my_default_Obj($collectHeros); # 默认值
- my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no);
- // isEditor() and $hero = new UserHeroModel;
- $hero = $collectHeros->$heroUID; # 1. 获取这个英雄的实例数据是
- $hero->isLocked = $lockstate; # 2. 修改英雄状态
- UserProc::updateUserInfo(); # 3. 保存玩家数据
- return Resp::ok(ObjectInit()); # 4. 设置返回值
- }
- //
- // <editor-fold defaultstate="collapsed" desc="计算战队战斗力, for pvp back matchers, -wg 2017.07.13">
- /**
- * 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
- * @param type $zoneid
- * @param type $uid
- * @param Data_UserGame $user
- * @return type
- */
- static function CalcTeamFightPower($zoneid, $uid, $user) {
- $teamsetting = $user->heroTeamConfig; # 战队配置
- // var_dump($user);
- $heros = $user->heros;
- $teamCfg = JsonUtil::decode($teamsetting);
- $tid = $teamCfg->curUseTeamID;
- $team = $teamCfg->teamDic->$tid;
- $fp = 0; # 返回值
- if ($team) {
- foreach ($team->heros as $hid) {
- if ($hid) {
- $hero = $heros->collectHeros->$hid;
- if ($hero) {
- // $fp += self::calcHeroFightPower($hero);
- $h = new Ins_UserHero($hero);
- $fp += $h->GetPower();
- }
- }
- }
- //todo: 这里的战斗力榜被总战力榜征用了key, 重启PVP机制时再
- // gMem()->zadd(MemKey_GameRun::Game_FightPowerRank_zset($zoneid), array($uid => $fp));
- }
- return $fp;
- }
- /**
- * 计算玩家总战斗力, 添加到战斗力榜单中
- * @version 1.0.0 改造自原来的队伍战斗力统计方法 --gwang 2020.4.23
- * @param type $zoneid
- * @param type $uid
- * @param Data_UserGame $user
- * @return type
- */
- static function CalcUserFightPower($zoneid, $uid, $user) {
- $fp = 0; # 总战力:返回值
- foreach ($user->heros->collectHeros as $hid => $hero) {
- $h = new Ins_UserHero($hero);
- $fp += $h->GetPower();
- }
- $key_fp = MemKey_GameRun::Game_FightPowerRank_zset($zoneid); # 战力榜
- $key_log = MemKey_GameRun::Game_Rank_FPowerBreakLog_hash($zoneid); # 突破记录
- gMem()->zadd($key_fp, array($uid => $fp)); # 更新战力记录
- foreach (GameConfig::rankreward_fpower() as $condition => $reward) { # 遍历突破奖励数据
- if ($fp >= $condition && !gMem()->hexists($key_log, $condition)) { # 判断是否达成突破奖励标准
- gMem()->hset($key_log, $condition, $uid); # 添加突破记录
- CornerSignEventProc::OnRanking_PowerReward_new(req());
- }
- }
- TaskProc::OnUserFightPowerN($fp);
- return $fp;
- }
- /**
- * 计算hero战斗力, for pvp back matchers, -wg 2017.07.13
- * @param Ins_UserHero $hero
- * @return int
- */
- static private function calcHeroFightPower($hero) {
- $arr = explode(';', glc()->Battle_PowerFactor);
- $factor = ArrayInit();
- foreach ($arr as $s) {
- $kv = explode(',', $s);
- $k = $kv[0];
- $v = $kv[1];
- $factor[$k] = $v;
- }
- // todo: 哈哈, 奇葩的命名方案, 多处使用的命名不一致, 坑!
- $a = (int) (self::calcHeroProperty($hero, 'hp') * $factor ["hp"] //
- + $hero->level * 10);
- return $a;
- }
- /**
- * 计算hero的属性,, for pvp back matchers, -wg 2017.07.13
- * @param Ins_UserHero $hero
- * @param type $propertyname
- */
- private static function calcHeroProperty($hero, $propertyname) {
- $val = 0;
- if ($hero) {
- $modle = GameConfig::hero_getItem($hero->typeId);
- if ($modle) {
- $extra = GameConfig::heroextra_level_getItem($hero->typeId, $hero->grade);
- if ($extra) {
- $val = (int) ($modle->$propertyname * (1 + $extra->$propertyname));
- } else {
- $val = $modle->$propertyname;
- }
- }
- }
- return $val;
- }
- // </editor-fold>
- //
- }
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