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, $sm->unlockCost), # # 5. 扣除金币消耗
  83. ErrCode::notenough_gold_msg);
  84. array_push($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, $costGold), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
  114. unset($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, $sm->upgradeCost), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
  139. unset($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, $user->name, # # 插入系统广播
  172. GameConfig::hero_getItem($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. } else {
  212. UserProc::updateUserInfo(); # 回写玩家数据
  213. }
  214. self::CalcUserFightPower($req->zoneid, $req->uid, $req->userInfo->game); # 跟新战力统计
  215. return Resp::ok($targetHero);
  216. }
  217. // </editor-fold>
  218. //
  219. // <editor-fold defaultstate="collapsed" desc="队伍配置">
  220. /**
  221. * [6315]保存队伍的战斗配置信息
  222. * @param Req $req
  223. */
  224. static function SaveHeroTeamConfig($req) {
  225. $teamsetting = $req->paras[0]; # 配置信息json文件
  226. $req->userInfo->game->heroTeamConfig = $teamsetting; # 更新配置
  227. UserProc::updateUserInfo(); # 回写数据
  228. # # 添加到战斗力隐藏榜单中, for pvp back matchers, -wg 2017.07.13
  229. self::CalcTeamFightPower($req->zoneid, $req->uid, $req->userInfo->game);
  230. return Resp::ok(array('result' => "succeed"));
  231. }
  232. // </editor-fold>
  233. //
  234. // <editor-fold defaultstate="collapsed" desc="已过时代码">
  235. /**
  236. * 6323 解锁英雄
  237. * @param type $req
  238. */
  239. static function UnLockHeroByPieces($req) {
  240. $user = $req->userInfo->game; # user引用
  241. $heroModelId = $req->paras[0];
  242. $piecesId = $req->paras[1]; # 英雄碎片的ID
  243. $piecesNum = $req->paras[2];
  244. if (!CommUtil::isPropertyExists($user->heros, "recordUnLockHeroDic")) {
  245. $user->heros->recordUnLockHeroDic = ObjectInit();
  246. }
  247. $recordUnLockHeroDic = $user->heros->recordUnLockHeroDic;
  248. #检查是不是已经解锁过了
  249. $flag = 0;
  250. if (!CommUtil::isPropertyExists($recordUnLockHeroDic, $heroModelId)) {
  251. $recordUnLockHeroDic->$heroModelId = 0;
  252. }
  253. $flag = $recordUnLockHeroDic->$heroModelId;
  254. if ($flag == 1) {
  255. return Resp::err(ErrCode::hero_lockState);
  256. }
  257. #检查要解锁的英雄的常量配置是否存在
  258. $heroCfg = GameConfig::hero_getItem($heroModelId);
  259. if (!$heroCfg) {
  260. return Resp::err(ErrCode::hero_const_no_err);
  261. }
  262. #检查需要消耗的碎片的常量配置是否存在
  263. $piecesCfg = GameConfig::segment_getItem($piecesId);
  264. if (!$piecesCfg) {
  265. return Resp::err(ErrCode::err_const_no);
  266. }
  267. # 5.检查道具的数量是否充足
  268. $myPacketItems = $user->store->segement;
  269. $requirePiecesNum = $heroCfg->unlockConditionId;
  270. # 检查道具数量是否充足
  271. $enoughPieces = false;
  272. if ($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum) {
  273. if (!CommUtil::isPropertyExists($myPacketItems, $piecesId)) { # 检查碎片
  274. $enoughPieces = false;
  275. } else {
  276. if ($myPacketItems->$piecesId < $requirePiecesNum) {
  277. $enoughPieces = false;
  278. } else {
  279. $enoughPieces = true;
  280. }
  281. }
  282. } else {
  283. return Resp::err(ErrCode ::paras_err, "error pieces para" . "req" . $piecesId . "_" . $requirePiecesNum . "/" . $piecesId . "_" . $piecesNum);
  284. }
  285. if ($enoughPieces === true) {
  286. # 6.进行 # # 消耗道具
  287. $myPacketItems->$piecesId -= $requirePiecesNum;
  288. if ($myPacketItems->$piecesId < 0) {
  289. $myPacketItems->$piecesId = 0;
  290. }
  291. $recordUnLockHeroDic->$heroModelId = 1;
  292. $req->user->heros->recordUnLockHeroDic = $recordUnLockHeroDic;
  293. $req->userInfo->game->store->segement = $myPacketItems;
  294. UserProc::updateUserInfo(); # 回写数据
  295. return Resp::ok(array('result' => "OK")); //返回OK
  296. } else {
  297. return Resp::err(ErrCode::hero_godblood_notengoughitem);
  298. }
  299. }
  300. /**
  301. * [6322] 英雄神血
  302. * @param Req $req
  303. */
  304. static function UpGodBloodHeroByPieces($req) {
  305. $resp = Resp::err(ErrCode::err_method_notimplement);
  306. $g = glc();
  307. $user = $req->userInfo->game; # user引用
  308. $huid = $req->paras[0]; # 英雄的UID
  309. $piecesId = $req->paras[1]; # 英雄碎片的ID
  310. $piecesNum = $req->paras[2];
  311. $moneyType = $req->paras[3]; # 升星消耗金钱的类型
  312. $moneyNum = $req->paras[4];
  313. # 1.检查是否存在要升级的英雄
  314. $collectHeros = $user->heros->collectHeros;
  315. if (!$collectHeros) {
  316. $collectHeros = ObjectInit();
  317. }
  318. if (!CommUtil::isPropertyExists($collectHeros, $huid)) {
  319. return Resp::err(ErrCode::hero_no);
  320. }
  321. # 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%
  322. isEditor() and $strengthHero = new UserHeroModel();
  323. $strengthHero = $collectHeros->$huid;
  324. # 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%
  325. if (!CommUtil::isPropertyExists($strengthHero, "curBloodId")) {
  326. $strengthHero->curBloodId = 0;
  327. }
  328. $lvs = GameConfig::heroextra_godblood_getItem($strengthHero->curBloodId);
  329. if (!$lvs) {
  330. return Resp::err(ErrCode::hero_godblood_level_const_no);
  331. } else {
  332. if ($lvs->targetGodPercent >= 100) {
  333. return Resp::err(ErrCode::hero_godblood_maxlevel);
  334. }
  335. }
  336. # 3. 检查是否存在这个英雄的模板
  337. $heroModelId = $strengthHero->typeId;
  338. $heroCfg = GameConfig::hero_getItem($heroModelId);
  339. if (!$heroCfg) {
  340. return Resp::err(ErrCode::hero_const_no_err);
  341. }
  342. # 4 .检查碎片是否正确
  343. $requirePieceId = $piecesId;
  344. $requirePiecesNum = 0;
  345. $arr_costPieces = explode(";", $lvs->pieces);
  346. foreach ($arr_costPieces as $value) {
  347. $strArr = explode(",", $value);
  348. if (count($strArr) == 2) {
  349. $zhenxidu = $strArr[0];
  350. $num = $strArr[1];
  351. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  352. $requirePiecesNum = (int) $num;
  353. break;
  354. }
  355. }
  356. }
  357. $piecesCfg = GameConfig::segment_getItem($piecesId);
  358. if (!$piecesCfg) {
  359. return Resp::err(ErrCode::err_const_no);
  360. }
  361. $pos = strpos($piecesCfg->icon, strval($heroModelId));
  362. if ($pos === false) {
  363. return Resp::err(ErrCode::paras_err, $piecesCfg->icon . "?" . $heroModelId);
  364. }
  365. # 5.检查道具的数量是否充足
  366. $myPacketItems = $user->store->segement;
  367. # 检查道具数量是否充足
  368. $enoughPieces = false;
  369. if ($requirePieceId == $piecesId && $requirePiecesNum == $piecesNum) {
  370. #检查碎片
  371. if (!CommUtil::isPropertyExists($myPacketItems, $requirePieceId)) {
  372. $enoughPieces = false;
  373. } else {
  374. if ($myPacketItems->$requirePieceId < $requirePiecesNum) {
  375. $enoughPieces = false;
  376. } else {
  377. $enoughPieces = true;
  378. }
  379. }
  380. } else {
  381. return Resp::err(ErrCode ::paras_err, "error pieces para" . "req" . $requirePieceId . "_" . $requirePiecesNum . "/" . $piecesId . "_" . $piecesNum);
  382. }
  383. if ($enoughPieces === true) {
  384. } else {
  385. return Resp::err(ErrCode::hero_godblood_notengoughitem);
  386. }
  387. # 6.检查账户余额是否充足
  388. #检查消耗是否正确
  389. $enoughMoney = false;
  390. $requireMoneyType = "";
  391. $requireMoneyNum = 0;
  392. $arr_costMoney = explode(";", $lvs->cost);
  393. foreach ($arr_costMoney as $value) {
  394. $strArr = explode(",", $value);
  395. if (count($strArr) == 3) {
  396. $zhenxidu = $strArr[0];
  397. $type = $strArr[1];
  398. $num = $strArr[2];
  399. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  400. $requireMoneyType = $type;
  401. $requireMoneyNum = (int) $num;
  402. break;
  403. }
  404. }
  405. }
  406. echoline($requireMoneyNum + " " + $moneyNum + " " + $requireMoneyType + " " + $moneyType);
  407. if ($requireMoneyType == $moneyType && $requireMoneyNum == $moneyNum) {
  408. if ($requireMoneyType === "gold") {
  409. if ($user->gold >= $requireMoneyNum) {
  410. $enoughMoney = true;
  411. } else {
  412. return Resp::err(ErrCode::notenough_gold_msg);
  413. }
  414. } else if ($requireMoneyType === "cash") {
  415. if ($user->cash >= $requireMoneyNum) {
  416. $enoughMoney = true;
  417. } else {
  418. return Resp::err(ErrCode::notenough_cash_msg);
  419. }
  420. } else {
  421. return Resp::err(ErrCode ::paras_err, $moneyType);
  422. }
  423. } else {
  424. return Resp::err(ErrCode ::paras_err, "error money para");
  425. }
  426. $bDeal = false;
  427. if ($enoughMoney === true) {
  428. if ($requireMoneyType === "gold") {
  429. $bDeal = UserGameModel:: Consume_Gold($user, $requireMoneyNum);
  430. } else if ($requireMoneyType === "cash") {
  431. $bDeal = UserGameModel:: Consume_Cash($user, $requireMoneyNum);
  432. }
  433. }
  434. # 6.进行消耗升星
  435. if ($bDeal) {
  436. $strengthHero->curBloodId += 1;
  437. # # 消耗道具
  438. $myPacketItems->$requirePieceId -= $requirePiecesNum;
  439. if ($myPacketItems->$requirePieceId < 0) {
  440. $myPacketItems->$requirePieceId = 0;
  441. }
  442. $req->userInfo->game->store->segement = $myPacketItems;
  443. # 回写数据
  444. UserProc::updateUserInfo();
  445. $resp = Resp::ok($strengthHero);
  446. # 推送系统消息
  447. SystemProc::Hero_purification($req->zoneid, $user, $heroModelId);
  448. }
  449. ActiveProc::ChangeTaskCount($req);
  450. return $resp;
  451. }
  452. /**
  453. * 英雄消耗碎片道具来升星
  454. * @param type $req
  455. */
  456. static function HeroUpStarByPieces($req) {
  457. $resp = Resp::err(ErrCode::err_method_notimplement);
  458. $g = glc();
  459. $user = $req->userInfo->game; # user引用
  460. $huid = $req->paras[0]; # 英雄的UID
  461. $piecesId = $req->paras[1]; # 英雄碎片的ID
  462. $piecesNum = $req->paras[2];
  463. $diamondId = $req->paras[3]; # 升星石道具的ID
  464. $diamondNum = $req->paras[4];
  465. $moneyType = $req->paras[5]; # 升星消耗金钱的类型
  466. $moneyNum = $req->paras[6];
  467. # 1.检查是否存在要升级的英雄
  468. $collectHeros = $user->heros->collectHeros;
  469. if (!$collectHeros) {
  470. $collectHeros = ObjectInit();
  471. }
  472. if (!CommUtil::isPropertyExists($collectHeros, $huid)) {
  473. return Resp::err(ErrCode::hero_no);
  474. }
  475. # 2.检查是否已经达到最大星级
  476. isEditor() and $strengthHero = new UserHeroModel();
  477. $strengthHero = $collectHeros->$huid;
  478. if ($strengthHero->curStar >= $g->Hero_Star_MaxStarLevel) {
  479. return Resp::err(ErrCode::hero_star_maxstarlevel);
  480. }
  481. # 检查是否存在当前星级的升星消耗常量数据
  482. $lvs = GameConfig::heroextra_star_getItem($strengthHero->curStar);
  483. if (!$lvs) {
  484. return Resp::err(ErrCode::hero_star_level_const_no_err);
  485. }
  486. # 3检查是否存在这个英雄的模板
  487. $heroModelId = $strengthHero->typeId;
  488. $heroCfg = GameConfig::hero_getItem($heroModelId);
  489. if (!$heroCfg) {
  490. return Resp::err(ErrCode::hero_const_no_err);
  491. }
  492. # 4.检查道具的数量是否充足以及消耗数量是否一致
  493. $requireDiamondId = $lvs->itemid;
  494. $requireDiamondNum = 0;
  495. $arr_costDiamond = explode(";", $lvs->itemNum);
  496. foreach ($arr_costDiamond as $value) {
  497. $strArr = explode(",", $value);
  498. if (count($strArr) == 2) {
  499. $zhenxidu = $strArr[0];
  500. $num = $strArr[1];
  501. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  502. $requireDiamondNum = (int) $num;
  503. break;
  504. }
  505. }
  506. }
  507. #检查碎片是否正确
  508. $requirePieceId = $piecesId;
  509. $requirePiecesNum = 0;
  510. $arr_costPieces = explode(";", $lvs->pieces);
  511. foreach ($arr_costPieces as $value) {
  512. $strArr = explode(",", $value);
  513. if (count($strArr) == 2) {
  514. $zhenxidu = $strArr[0];
  515. $num = $strArr[1];
  516. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  517. $requirePiecesNum = (int) $num;
  518. break;
  519. }
  520. }
  521. }
  522. $piecesCfg = GameConfig::item_getItem($piecesId);
  523. if (!$piecesCfg) {
  524. return Resp::err(ErrCode::err_const_no);
  525. }
  526. $pos = strpos($piecesCfg->icon, strval($heroModelId));
  527. if ($pos === false) {
  528. return Resp::err(ErrCode::paras_err, $piecesCfg->icon . "?" . $heroModelId);
  529. }
  530. # 4.检查道具的数量是否充足
  531. $myPacketItems = $user->store->items;
  532. #检查道具数量是否充足
  533. $enoughDiamond = false;
  534. $enoughPieces = false;
  535. if ($requirePieceId == $piecesId && $requirePiecesNum == $piecesNum) {
  536. #检查碎片
  537. if (!CommUtil::isPropertyExists($myPacketItems, $requirePieceId)) {
  538. $enoughPieces = false;
  539. } else {
  540. if ($myPacketItems->$requirePieceId < $requirePiecesNum) {
  541. $enoughPieces = false;
  542. } else {
  543. $enoughPieces = true;
  544. }
  545. }
  546. } else {
  547. return Resp::err(ErrCode ::paras_err, #
  548. "error pieces para" . "req" . $requirePieceId . "_" . $requirePiecesNum . "/" . $piecesId . "_" . $piecesNum);
  549. }
  550. if ($requireDiamondId == $diamondId && $requireDiamondNum == $diamondNum) {
  551. #检查升星石
  552. if (!CommUtil::isPropertyExists($myPacketItems, $requireDiamondId)) {
  553. $enoughDiamond = false;
  554. } else {
  555. if ($myPacketItems->$requireDiamondId < $requireDiamondNum) {
  556. $enoughDiamond = false;
  557. } else {
  558. $enoughDiamond = true;
  559. }
  560. }
  561. } else {
  562. return Resp::err(ErrCode ::paras_err, #
  563. "error diamond para" . "req" . $requireDiamondId . "_" . $requireDiamondNum . "/" . $diamondId . "_" . $diamondNum);
  564. }
  565. if ($enoughDiamond === true && $enoughPieces === true) {
  566. } else {
  567. return Resp::err(ErrCode::hero_star_notengoughitem);
  568. }
  569. # 5.检查账户余额是否充足
  570. #检查消耗是否正确
  571. $enoughMoney = false;
  572. $requireMoneyType = "";
  573. $requireMoneyNum = 0;
  574. $arr_costMoney = explode(";", $lvs->cost);
  575. foreach ($arr_costMoney as $value) {
  576. $strArr = explode(",", $value);
  577. if (count($strArr) == 3) {
  578. $zhenxidu = $strArr[0];
  579. $type = $strArr[1];
  580. $num = $strArr[2];
  581. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  582. $requireMoneyType = $type;
  583. $requireMoneyNum = (int) $num;
  584. break;
  585. }
  586. }
  587. }
  588. if ($requireMoneyType == $moneyType && $requireMoneyNum == $moneyNum) {
  589. if ($requireMoneyType === "gold") {
  590. if ($user->gold >= $requireMoneyNum) {
  591. $enoughMoney = true;
  592. } else {
  593. return Resp::err(ErrCode::notenough_gold_msg);
  594. }
  595. } else if ($requireMoneyType === "cash") {
  596. if ($user->cash >= $requireMoneyNum) {
  597. $enoughMoney = true;
  598. } else {
  599. return Resp::err(ErrCode::notenough_cash_msg);
  600. }
  601. } else {
  602. return Resp::err(ErrCode ::paras_err, $moneyType);
  603. }
  604. } else {
  605. return Resp::err(ErrCode ::paras_err, "error money para");
  606. }
  607. $bDeal = false;
  608. if ($enoughMoney === true) {
  609. if ($requireMoneyType === "gold") {
  610. $bDeal = UserGameModel:: Consume_Gold($user, $requireMoneyNum);
  611. } else if ($requireMoneyType === "cash") {
  612. $bDeal = UserGameModel:: Consume_Cash($user, $requireMoneyNum);
  613. }
  614. }
  615. # 6.进行消耗升星
  616. if ($bDeal) {
  617. $strengthHero->curStar += 1;
  618. # # 消耗道具
  619. $myPacketItems->$requireDiamondId -= $requireDiamondNum;
  620. if ($myPacketItems->$requireDiamondId < 0) {
  621. $myPacketItems->$requireDiamondId = 0;
  622. }
  623. $myPacketItems->$requirePieceId -= $requirePiecesNum;
  624. if ($myPacketItems->$requirePieceId < 0) {
  625. $myPacketItems->$requirePieceId = 0;
  626. }
  627. $req->userInfo->game->store->items = $myPacketItems;
  628. # 回写数据
  629. UserProc::updateUserInfo();
  630. $resp = Resp::ok($strengthHero);
  631. # 推送系统消息
  632. // SystemProc::insertHero_Star($req->zoneid, $req->uid, $user->name, $heroCfg->name, $strengthHero->curStar);
  633. }
  634. ActiveProc::ChangeTaskCount($req);
  635. return $resp;
  636. }
  637. /**
  638. * 英雄升星
  639. * @param Req $req
  640. */
  641. static function HeroUpStar($req) {
  642. $resp = Resp::err(ErrCode::err_method_notimplement);
  643. $g = glc();
  644. $user = $req->userInfo->game; # user引用
  645. $huid = $req->paras[0]; # 英雄的UID
  646. $costHeroUids = $req->paras[1]; # 消耗掉的英雄UID
  647. $costGold = $req->paras[2];
  648. # 1.检查是否存在要升级的英雄
  649. $collectHeros = $user->heros->collectHeros;
  650. if (!$collectHeros) {
  651. $collectHeros = ObjectInit();
  652. }
  653. if (!CommUtil::isPropertyExists($collectHeros, $huid)) {
  654. return Resp::err(ErrCode::hero_no);
  655. }
  656. # 2.检查是否已经达到最大星级
  657. isEditor() and $strengthHero = new UserHeroModel();
  658. $strengthHero = $collectHeros->$huid;
  659. if ($strengthHero->curStar >= $g->Hero_Star_MaxStarLevel) {
  660. return Resp::err(ErrCode::hero_star_maxstarlevel);
  661. }
  662. # 检查是否存在当前星级的升星消耗常量数据
  663. $lvs = GameConfig::heroextra_star_getItem($strengthHero->curStar);
  664. if (!$lvs) {
  665. return Resp::err(ErrCode::hero_star_level_const_no_err);
  666. }
  667. # 3.检查消耗的英雄数量,以及玩家是否都存在这些英雄UID.
  668. $arr_costUID = explode(",", $costHeroUids);
  669. $checkCostHeroAllRight = true;
  670. if (count($arr_costUID) != $g->Hero_Star_MaxCostHeroCardNum) {
  671. $checkCostHeroAllRight = false;
  672. } else {
  673. foreach ($arr_costUID as $value) {
  674. if ($value == "" || !CommUtil::isPropertyExists($collectHeros, $value)) {
  675. $checkCostHeroAllRight = false;
  676. break;
  677. }
  678. }
  679. }
  680. if (!$checkCostHeroAllRight) {
  681. return Resp::err(ErrCode::hero_star_costhero);
  682. }
  683. # 获得升星英雄的模板数据,取得它的元素类型
  684. # 检查是否存在这个英雄的模板
  685. $heroModelId = $strengthHero->typeId;
  686. $heroCfg = GameConfig::hero_getItem($heroModelId);
  687. if (!$heroCfg) {
  688. return Resp::err(ErrCode::hero_const_no_err);
  689. }
  690. $queryCostGold = $lvs->costGold;
  691. $costItemNum = $lvs->costItemNum;
  692. # 4.检查道具的数量是否充足
  693. $myPacketItems = $user->store->items;
  694. $checkHasEnoughItem = true;
  695. $costItemId = "";
  696. $record = ObjectInit();
  697. $keyxxx = "Hero_Star_CostItem_" . $heroCfg->yuansu;
  698. if (!CommUtil::isPropertyExists($g, $keyxxx)) {
  699. return Resp::err(ErrCode::hero_star_noglobal_costitem);
  700. } else {
  701. $costItemId = $g->$keyxxx;
  702. }
  703. # 检查道具种类与消耗数量是否匹配
  704. $arr_costitemids = explode(",", $costItemId);
  705. $arr_costnums = explode(",", $costItemNum);
  706. if (count($arr_costitemids) != count($arr_costnums)) {
  707. return Resp::err(ErrCode::hero_star_conststr_itemnotmathnum);
  708. }
  709. $index = 0;
  710. foreach ($arr_costitemids as $requireiItemId) {
  711. $requireCount = 0;
  712. if ($index < count($arr_costnums)) {
  713. $requireCount = $arr_costnums[$index];
  714. }
  715. $index += 1;
  716. # --判断对应的item是否存在相应的常量
  717. # 检查是否存在当前星级的升星消耗常量数据
  718. $itemcfg = GameConfig::item_getItem($requireiItemId);
  719. if (!$itemcfg) {
  720. return Resp::err(ErrCode::err_const_no);
  721. } else {
  722. if (!CommUtil::isPropertyExists($record, $requireiItemId)) {
  723. $record->$requireiItemId = intval($requireCount);
  724. } else {
  725. $count = intval($record->$requireiItemId) + intval($requireCount);
  726. $record->$requireiItemId = $count;
  727. }
  728. }
  729. } foreach ($record as $key => $value) {
  730. if ($value > 0) {
  731. if (!CommUtil::isPropertyExists($myPacketItems, $key)) {
  732. $checkHasEnoughItem = false;
  733. break;
  734. } else {
  735. if ($myPacketItems->$key < $value) {
  736. $checkHasEnoughItem = false;
  737. break;
  738. }
  739. }
  740. }
  741. }
  742. if (!$checkHasEnoughItem) {
  743. return Resp::err(ErrCode::hero_star_notengoughitem);
  744. }
  745. # 5.检查金币是否充足
  746. $bDeal = false; # 成交
  747. if ($queryCostGold != $costGold) {
  748. return Resp::err(ErrCode::paras_err);
  749. } else {
  750. if ($costGold > 0) {
  751. if ($user->gold < $costGold) {
  752. return Resp::err(ErrCode::notenough_gold_msg);
  753. } else {
  754. $bDeal = UserGameModel:: Consume_Gold($user, $costGold);
  755. }
  756. } else if ($costGold == 0) {
  757. $bDeal = true;
  758. } else {
  759. return Resp::err(ErrCode::paras_err);
  760. }
  761. }
  762. # 6.进行消耗升星
  763. if ($bDeal) {
  764. $strengthHero->curStar += 1;
  765. # 消耗卡牌
  766. foreach ($arr_costUID as $value) {
  767. if ($value == "") {
  768. continue;
  769. }
  770. unset($collectHeros->$value);
  771. }
  772. # # 消耗道具
  773. foreach ($record as $key => $value) {
  774. $myPacketItems->$key -= $value;
  775. if ($myPacketItems->$key < 0) {
  776. $myPacketItems->$key = 0;
  777. }
  778. }
  779. $req->userInfo->game->store->items = $myPacketItems;
  780. # 回写数据
  781. UserProc::updateUserInfo();
  782. $resp = Resp::ok($strengthHero);
  783. # 推送系统消息
  784. // SystemProc::insertHero_Star($req->zoneid, $req->uid, $user->name, $heroCfg->name, $strengthHero->curStar);
  785. }
  786. ActiveProc::ChangeTaskCount($req);
  787. return $resp;
  788. }
  789. // </editor-fold>
  790. /**
  791. * 6321 购买英雄 消耗碎片
  792. * @param req $req
  793. */
  794. static function BuyHeroByCostPieces($req) {
  795. list($heroModelId, $costType, $costMoneyNum, $piecesId, $piecesNum) = $req->paras; # 提取参数
  796. $user = $req->userInfo->game; # user引用
  797. $collectHeros = $user->heros->collectHeros;
  798. my_default_Obj($collectHeros);
  799. foreach ($collectHeros as $key => $value) { # 检查玩家是否已经拥有此类英雄
  800. my_Assert($value->typeId != $heroModelId, ErrCode::hero_existSameHero_err);
  801. }
  802. $heroCfg = GameConfig::hero_getItem($heroModelId); # 英雄模板数据
  803. my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
  804. my_Assert($heroCfg->isCanBuy != 0, ErrCode::paras_err); # 是否可以直接购买
  805. $piecesCfg = GameConfig::segment_getItem($piecesId); # 检查需要消耗的碎片的常量配置是否存在
  806. my_Assert(null != $piecesCfg, ErrCode::err_store_itemnoconst);
  807. $myPacketItems = $user->store->items;
  808. $requirePiecesNum = $piecesCfg->mergePrototypeNeedNum;
  809. my_Assert($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum, ErrCode::paras_err);
  810. my_Assert(CommUtil::isPropertyExists($myPacketItems, $piecesId), ErrCode::hero_godblood_notengoughitem);
  811. my_Assert($myPacketItems->$piecesId > $requirePiecesNum, ErrCode::hero_godblood_notengoughitem); # 检查碎片道具数量是否充足
  812. switch ($costType) {
  813. case "cash":
  814. $realPrice = $heroCfg->cashPrice;
  815. my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
  816. my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
  817. my_Assert(UserGameModel::Consume_Cash($user, $costMoneyNum), ErrCode::err_msg_cashnotenough);
  818. break;
  819. case "gold":
  820. $realPrice = $heroCfg->goldPrice;
  821. my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
  822. my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
  823. my_Assert(UserGameModel::Consume_Gold($user, $costMoneyNum), ErrCode::err_msg_goldnotenough);
  824. break;
  825. default :
  826. Err(ErrCode::paras_err, "参数错误: [costType] " . $costType);
  827. }
  828. # 4.消耗来获得英雄
  829. $myPacketItems->$piecesId -= $requirePiecesNum; # 消耗道具
  830. $req->userInfo->game->store->items = $myPacketItems; # 回存背包
  831. UserProc::updateUserInfo(); # 回写数据
  832. $resp = HeroProc::GetHero($req);
  833. SystemProc::GetHero($req->zoneid, $user, $heroModelId); # 插入系统广播消息
  834. return $resp;
  835. }
  836. /**
  837. * 购买玩家可以收集的英雄的数量上限
  838. * @param req $req
  839. * @return type
  840. */
  841. static function BuyHeroMaxCountLimt($req) {
  842. list($buyNum, $costCash) = $req->paras; # 提取参数: 数量, 花费钻石
  843. $g = glc();
  844. $user = $req->userInfo->game; # user引用
  845. if (!CommUtil::isPropertyExists($user->heros, "maxCollectCount")) {
  846. $user->heros->maxCollectCount = $g->Game_CollectHero_BasicMaxCount;
  847. }
  848. $index = ceil(($user->heros->maxCollectCount - $g->Game_CollectHero_BasicMaxCount) #
  849. / $g->Game_CollectHero_OneBuyLimtNum);
  850. $arr = explode(",", $g->Game_CollectHero_BasicMaxPrice);
  851. my_Assert($index < count($arr), "已达上限");
  852. $realCost = $arr[$index];
  853. my_Assert($realCost == $costCash, ErrCode::paras_err); # 参数错误
  854. my_Assert($costCash >= 0, ErrCode::paras_err);
  855. my_Assert(UserGameModel::Consume_Cash($user, $costCash), ErrCode::err_msg_goldnotenough); # 扣除宝石
  856. $user->heros->maxCollectCount += $buyNum; # 修改上限
  857. UserProc::updateUserInfo();
  858. return Resp::ok(array(
  859. 'maxCollectCount' => $user->heros->maxCollectCount
  860. ));
  861. }
  862. /**
  863. * 获得英雄(测试已经OK)
  864. * @param req $req
  865. */
  866. static function GetHero($req) {
  867. $heroModelId = $req->paras[0]; # 英雄的模板ID
  868. $heroCfg = GameConfig::hero_getItem($heroModelId); # 1.检查是否存在这个英雄的模板
  869. my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
  870. $hero = self::AddHeroTFromStore($req, $heroModelId); # 创建英雄
  871. UserProc::updateUserInfo();
  872. $result = array('result' => "succeed", 'heros' => $hero); # 4. 设置返回值
  873. return Resp::ok($result);
  874. }
  875. // <editor-fold defaultstate="collapsed" desc="辅助方法">
  876. /**
  877. * 获得一个英雄, 并且给他指定星级
  878. * @param Req $req
  879. * @param int $heromodelId 原型数据id
  880. * @param int $star 星级
  881. * @return UserHeroModel
  882. */
  883. static function AddHeroWithStar(&$req, $heromodelId, $star) {
  884. $user = $req->userInfo->game;
  885. my_Assert(null != $user, ErrCode::err_innerfault);
  886. $collectHeros = $user->heros->collectHeros;
  887. $uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID); # 先生成一个hero的UID
  888. $user->heros->recordMaxUID = $uid;
  889. $hero = self::getGameHeroModelInstance($heromodelId, $uid);
  890. if ($star > 0) {
  891. $hero->curStar = $star; # 设定star
  892. }
  893. $collectHeros->$uid = $hero; # 回写
  894. $user->heros->collectHeros = $collectHeros; # 回写
  895. return $hero; # 返回
  896. }
  897. /**
  898. * 获得一个英雄(实例)
  899. * @param req $req
  900. * @param int $heromodelId
  901. * @return type
  902. */
  903. static function AddHeroTFromStore(&$req, $heromodelId) {
  904. $user = $req->userInfo->game; # 玩家数据
  905. $collectHeros = $user->heros->collectHeros; #
  906. my_default_Obj($collectHeros);
  907. $uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID); # 先生成一个UID
  908. $user->heros->recordMaxUID = $uid; # 更新最大编号记录
  909. $hero = self::getGameHeroModelInstance($heromodelId, $uid); # 3.创建英雄实例
  910. $collectHeros->$uid = $hero;
  911. $user->heros->collectHeros = $collectHeros;
  912. return $hero;
  913. }
  914. /**
  915. * 根据一个英雄的模板id,来获得一个英雄的实例数据
  916. * @param string $heroModelId 模板数据ID
  917. * @param string $uid 唯一ID
  918. * @return UserHeroModel
  919. */
  920. static function getGameHeroModelInstance($heroModelId, $uid) {
  921. $heroCfg = GameConfig::hero_getItem($heroModelId);
  922. my_Assert(null != $heroCfg, ErrCode::err_const_no); # 检查是否存在这个英雄的模板
  923. $hero = new UserHeroModel();
  924. // $hero->strengthLevel = $heroCfg->dengjie;
  925. $hero->curStar = $heroCfg->xingji;
  926. $hero->typeId = $heroCfg->heroId;
  927. $hero->uid = $uid;
  928. $hero->xp = 0;
  929. $lvs = GameConfig::hero_levelexp_getItem($hero->level + 1);
  930. $hero->maxXp = $lvs->requiredExp;
  931. // 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
  932. $wp = null;
  933. $arr = GameConfig::item_weapon();
  934. krsort($arr); // todo: 排序不正常
  935. foreach ($arr as $id => $mo) {
  936. // isEditor() and $mo = new \sm_item_weapon();
  937. if ($mo->hero_id == $hero->typeId) {
  938. $wp = $mo;
  939. break;
  940. }
  941. }
  942. if (null != $wp) {
  943. $req = req();
  944. $wuid = StoreProc::PutEquipInStore($wp->typeId, $req);
  945. $req->userInfo->game->store->equipment->$wuid->herouid = $uid;
  946. $hero->equip->weapon = array("itemuid" => $wuid);
  947. }
  948. return $hero;
  949. }
  950. /**
  951. * 查找下一个玩家获得英雄的UID
  952. * @param type $req
  953. * @return int
  954. */
  955. static function CreateNewGameHeroUID($collectHeros, $oldMaxUID) {
  956. $maxID = 10000;
  957. my_default_Obj($collectHeros);
  958. foreach ($collectHeros as $itemId => $hero) {
  959. if ($itemId > $maxID) {
  960. $maxID = $itemId;
  961. }
  962. }
  963. $max = max($maxID, $oldMaxUID);
  964. return $max + 1;
  965. }
  966. /**
  967. * 英雄卡牌增加经验值
  968. * @param string $heroUID
  969. * @param int $totalEXP
  970. */
  971. static function HeroAddEXP($heroUID, $totalEXP) {
  972. $req = req();
  973. $collectHeros = $req->userInfo->game->heros->collectHeros;
  974. my_default_Obj($collectHeros);
  975. my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no); # 要升级的英雄不存在
  976. $targetHero = new UserHeroModel($collectHeros->$heroUID); # 英雄对象
  977. $maxLevel = glc()->Hero_Upgrade_BasicMaxLevel; # 等级上限
  978. $playerLimit = GameConfig::playerlevel_getItem($req->userInfo->game->level)->hero_max_level;
  979. $maxLevel = min($maxLevel, $playerLimit); # 最大等级
  980. if ($targetHero->level >= $maxLevel) {
  981. return; # 已达顶级
  982. }
  983. $lvs = GameConfig::hero_levelexp_getItem($targetHero->level + 1);
  984. $targetHero->xp += $totalEXP;
  985. // var_dump("+" . $totalEXP);
  986. CLog:: Assert("HeroProc", $targetHero->xp >= 0, #
  987. "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
  988. // var_dump($targetHero->xp);
  989. // var_dump($lvs);
  990. $initLevel = $targetHero->level;
  991. while ($targetHero->xp >= $lvs->needExp) {
  992. if ($targetHero->level < $maxLevel) { # 如果未到达最大等级
  993. $targetHero->level += 1;
  994. $lvs = GameConfig::hero_levelexp_getItem($targetHero->level);
  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. // $targetHero->maxXp = $lvs->needExp;
  1003. } else { # 如果已到达最大等级则仅补齐缺失的经验即可
  1004. $targetHero->xp = $targetHero->maxXp; # 经验不能超过最大值
  1005. break;
  1006. }
  1007. } // end while
  1008. CLog:: Assert("HeroProc", $targetHero->xp >= 0, #
  1009. "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
  1010. $collectHeros->$heroUID = $targetHero; # 更新英雄的数据
  1011. if ($targetHero->level != $initLevel) {
  1012. TaskProc::OnHeroLevelUp($targetHero->typeId, $targetHero->level);
  1013. }
  1014. return $targetHero; # 将英雄对象返回
  1015. }
  1016. // </editor-fold>
  1017. /**
  1018. * [6306] 英雄-更改英雄的锁定状态
  1019. * (测试已经OK)
  1020. * @param type $req
  1021. */
  1022. static function HeroChangelockstate($req) {
  1023. $gamedata = $req->userInfo->game;
  1024. $heroUID = $req->paras[0]; # 玩家英雄实例编号
  1025. $lockstate = $req->paras[1]; # 玩家英雄锁定状态
  1026. $collectHeros = $gamedata->heros->collectHeros;
  1027. my_default_Obj($collectHeros); # 默认值
  1028. my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no);
  1029. // isEditor() and $hero = new UserHeroModel;
  1030. $hero = $collectHeros->$heroUID; # 1. 获取这个英雄的实例数据是
  1031. $hero->isLocked = $lockstate; # 2. 修改英雄状态
  1032. UserProc::updateUserInfo(); # 3. 保存玩家数据
  1033. return Resp::ok(ObjectInit()); # 4. 设置返回值
  1034. }
  1035. //
  1036. // <editor-fold defaultstate="collapsed" desc="计算战队战斗力, for pvp back matchers, -wg 2017.07.13">
  1037. /**
  1038. * 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
  1039. * @param type $zoneid
  1040. * @param type $uid
  1041. * @param UserGameModel $user
  1042. * @return type
  1043. */
  1044. static function CalcTeamFightPower($zoneid, $uid, $user) {
  1045. $teamsetting = $user->heroTeamConfig; # 战队配置
  1046. // var_dump($user);
  1047. $heros = $user->heros;
  1048. $teamCfg = JsonUtil::decode($teamsetting);
  1049. $tid = $teamCfg->curUseTeamID;
  1050. $team = $teamCfg->teamDic->$tid;
  1051. $fp = 0; # 返回值
  1052. if ($team) {
  1053. foreach ($team->heros as $hid) {
  1054. if ($hid) {
  1055. $hero = $heros->collectHeros->$hid;
  1056. if ($hero) {
  1057. // $fp += self::calcHeroFightPower($hero);
  1058. $h = new UserHeroModel($hero);
  1059. $fp += $h->GetPower();
  1060. }
  1061. }
  1062. }
  1063. //todo: 这里的战斗力榜被总战力榜征用了key, 重启PVP机制时再
  1064. // gMem()->zadd(MemKey_GameRun::Game_FightPowerRank_zset($zoneid), array($uid => $fp));
  1065. }
  1066. return $fp;
  1067. }
  1068. /**
  1069. * 计算玩家总战斗力, 添加到战斗力榜单中
  1070. * @version 1.0.0 改造自原来的队伍战斗力统计方法 --gwang 2020.4.23
  1071. * @param type $zoneid
  1072. * @param type $uid
  1073. * @param UserGameModel $user
  1074. * @return type
  1075. */
  1076. static function CalcUserFightPower($zoneid, $uid, $user) {
  1077. $fp = 0; # 总战力:返回值
  1078. foreach ($user->heros->collectHeros as $hid => $hero) {
  1079. $h = new UserHeroModel($hero);
  1080. $fp += $h->GetPower();
  1081. }
  1082. $key_fp = MemKey_GameRun::Game_FightPowerRank_zset($zoneid); # 战力榜
  1083. $key_log = MemKey_GameRun::Game_Rank_FPowerBreakLog_hash($zoneid); # 突破记录
  1084. gMem()->zadd($key_fp, array($uid => $fp)); # 更新战力记录
  1085. foreach (GameConfig::rankreward_fpower() as $condition => $reward) { # 遍历突破奖励数据
  1086. if ($fp >= $condition && !gMem()->hexists($key_log, $condition)) { # 判断是否达成突破奖励标准
  1087. gMem()->hset($key_log, $condition, $uid); # 添加突破记录
  1088. }
  1089. }
  1090. TaskProc::OnUserFightPowerN($fp);
  1091. return $fp;
  1092. }
  1093. /**
  1094. * 计算hero战斗力, for pvp back matchers, -wg 2017.07.13
  1095. * @param UserHeroModel $hero
  1096. * @return int
  1097. */
  1098. static private function calcHeroFightPower($hero) {
  1099. $arr = explode(';', glc()->Battle_PowerFactor);
  1100. $factor = ArrayInit();
  1101. foreach ($arr as $s) {
  1102. $kv = explode(',', $s);
  1103. $k = $kv[0];
  1104. $v = $kv[1];
  1105. $factor[$k] = $v;
  1106. }
  1107. // todo: 哈哈, 奇葩的命名方案, 多处使用的命名不一致, 坑!
  1108. $a = (int) (self::calcHeroProperty($hero, 'hp') * $factor ["hp"] //
  1109. + $hero->level * 10);
  1110. return $a;
  1111. }
  1112. /**
  1113. * 计算hero的属性,, for pvp back matchers, -wg 2017.07.13
  1114. * @param UserHeroModel $hero
  1115. * @param type $propertyname
  1116. */
  1117. private static function calcHeroProperty($hero, $propertyname) {
  1118. $val = 0;
  1119. if ($hero) {
  1120. $modle = GameConfig::hero_getItem($hero->typeId);
  1121. if ($modle) {
  1122. $extra = GameConfig::heroextra_level_getItem($hero->typeId, $hero->grade);
  1123. if ($extra) {
  1124. $val = (int) ($modle->$propertyname * (1 + $extra->$propertyname));
  1125. } else {
  1126. $val = $modle->$propertyname;
  1127. }
  1128. }
  1129. }
  1130. return $val;
  1131. }
  1132. // </editor-fold>
  1133. //
  1134. }