SweepGatesProc.php 42 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * 战斗 - 关卡
  5. * @author gwang
  6. */
  7. class SweepGatesProc {
  8. /**
  9. * 提取某个对象的某个字段(利用后面2个参数组合为字段名)
  10. * @param type $obj
  11. * @param type $name
  12. * @param type $index
  13. * @return type
  14. */
  15. private static function getProperty_n($obj, $name, $index) {
  16. if (is_object($obj)) {
  17. $ke = "$name$index";
  18. if (property_exists($obj, $ke)) {
  19. return $obj->$ke;
  20. }
  21. }
  22. return null;
  23. }
  24. /**
  25. * [6800] 关卡战斗 - 预计算掉落
  26. */
  27. public static function Arenas_preFight() {
  28. list($gateId, $difficulty) = req()->paras; # 提取参数
  29. my_Assert($gateId > 0, "关卡id非法");
  30. $isFirst = self::isFirstChallenge($gateId, $difficulty); # 是否首次通关
  31. $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
  32. $i = $difficulty + 1; # 按三个难度取不同的值.
  33. // $tili = self::getProperty_n($smGate, "tili", $i); # 体力暂时未用上
  34. $rwdstr = self::getProperty_n($smGate, "reward", $i);
  35. $firstPassRewardStr = self::getProperty_n($smGate, 'first_reward', $i);
  36. if ($isFirst) { # 是否首次通关切换奖励内容
  37. $rwdstr = $firstPassRewardStr;
  38. }
  39. $rsarr = explode(';', $rwdstr);
  40. my_Assert(count($rsarr) > 0, "关卡奖励数据异常");
  41. $dic = array();
  42. foreach ($rsarr as $rs) {
  43. $rarr = explode(',', $rs);
  44. $id = intval($rarr[0]);
  45. $num = intval($rarr[1]);
  46. $percent = intval(rtrim($rarr[2], '%'));
  47. if (CommUtil::randomPercent($percent)) { # 投骰子 决定是否本次掉落
  48. $dic[] = array($id => $num); # 掉落
  49. }
  50. }
  51. $arr = array(); # 拼接返回字符串
  52. foreach ($dic as $item) {
  53. foreach ($item as $k => $v) {
  54. $arr[] = sprintf("%s,%s", $k, $v);
  55. }
  56. }
  57. $_rewards = implode(";", $arr); # 最终奖励字符串
  58. $redis_key = MemKey_User::temp_arenas_pre_reward_md5_str(req()->zoneid, req()->uid);
  59. $md5 = md5($gateId . $difficulty . $_rewards);
  60. gMem()->set($redis_key, $md5, 86400); # 有效期一天,有新的就覆盖
  61. return Resp::ok(array("r" => $_rewards)); # 返回奖励字符串
  62. // 生成奖励串, 写入redis一个md5(过期时间1day)
  63. // 奖励串返回客户端
  64. // 客户端根据奖励串展示奖励
  65. // 最后再将奖励串通过挑战接口返回给服务端,
  66. // 服务端计算奖励传的md5并与redis中的md5做对比.(这里最好采用字段排序后的字符串或者啥的,避免中间因json序列化/反序列化时改变字符串)
  67. }
  68. /**
  69. * [6806] 领取章节星数奖励
  70. */
  71. public static function DrawChapterStarsReward() {
  72. list($chapterId, $hard, $stars) = req()->paras; # 参数: 章节id, 难度, 分数
  73. $hard = $hard + 1;
  74. $userGates = ctx()->gates();
  75. if (!property_exists($userGates->chapterStarsRwd, $chapterId)) { # 防御第一次读取本章节数据
  76. $userGates->chapterStarsRwd->$chapterId = ObjectInit();
  77. }
  78. $chapterInfo = $userGates->chapterStarsRwd->$chapterId; # 本章节数据
  79. if (!property_exists($chapterInfo, $hard)) { # 防御当前难度数据未创建
  80. $chapterInfo->$hard = array();
  81. }
  82. $starsArr = $chapterInfo->$hard; # 当前章节,当前难度的领取记录
  83. my_Assert(!in_array($stars, $starsArr), ErrCode::err_arenas_hasgetstarreward); # 奖励已领取
  84. $rwdCfgArr = GameConfig::gate_starreward_getItem($chapterId, $hard); # 奖励配置数组
  85. $starCfg = StlUtil::arrayFind($rwdCfgArr, function ($v, $k)use ($stars) { # 在数组中查找到对应星数的奖励
  86. return ($v->star == $stars);
  87. });
  88. my_Assert(null != $starCfg, ErrCode::err_arenas_starreward_const_no); # 找不到指定星数的配置数据
  89. $sumOfStars = 0;
  90. $userGateL = null;
  91. switch ($hard) { # 取不同难度数据记录
  92. case 1:
  93. $userGateL = new Ins_UserGatesModel($userGates->normal);
  94. break;
  95. case 2:
  96. $userGateL = new Ins_UserGatesModel($userGates->hard);
  97. break;
  98. case 3:
  99. $userGateL = new Ins_UserGatesModel($userGates->elite);
  100. break;
  101. default:
  102. break;
  103. }
  104. my_Assert(null != $userGateL, ErrCode::err_innerfault); # 玩家数据有问题
  105. array_walk($userGateL->gates, function ($v, $k)use (&$sumOfStars) { # 累加星数
  106. $sinfo = new GateStar($v->star);
  107. $sumOfStars += $sinfo->Stars();
  108. });
  109. my_Assert($stars <= $sumOfStars, ErrCode::err_arenas_starreward_starNotEnough); # 星数未达标
  110. StoreProc::AddMultiItemInStore($starCfg->reward); # 发放奖励
  111. $starsArr[] = $stars; # 领奖记录
  112. $userGates->chapterStarsRwd->$chapterId->$hard = $starsArr; # 回写数据
  113. UserProc::updateUserInfo();
  114. return Resp::ok(array("store" => ctx()->store(),
  115. 'gold' => ctx()->base()->gold,
  116. 'cash' => ctx()->base()->cash
  117. )); # 返回值
  118. }
  119. /**
  120. * [6801] 关卡挑战1次
  121. */
  122. public static function Arenas_Fight() {
  123. $gateId = req()->paras[0];
  124. list($gateId, $difficulty, $star, $TeamObj) = req()->paras; # 提取参数: 挑战的关卡Id, 关卡难度(0,1,2), 几星, 队伍, 奖励字符串
  125. my_Assert($gateId > 0, ErrCode::err_arenasgate_indexillegal); # 关卡id非法
  126. // $md5 = gMem()->get(MemKey_User::temp_arenas_pre_reward_md5_str($req->zoneid, $req->uid));
  127. // $_md5 = md5($gateId . $difficulty . $rewardStr);
  128. // my_Assert($md5 == $_md5, ErrCode::err_arenas_rewardIllegal); # 奖励不匹配
  129. $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
  130. switch ($smGate->battleType) { #(0普通 怪物全部创建 1Boss站 2引导剧情 3竞技场 4非战斗场景)
  131. case 0: # 普通关卡
  132. case 1: # boss战(结算时按击杀boss)
  133. return self::_NormalGate();
  134. case 2: # 引导类
  135. break;
  136. case 3: # pvp
  137. break;
  138. case 4: # 大厅/主城/召唤之类的
  139. break;
  140. case 5: # 材料副本
  141. // TaskProc::OnPassGateN($gateId, $difficulty + 1);
  142. $level = substr($gateId, strlen($gateId) - 2);
  143. TaskProc::OnPassMaterialCarbonN($gateId, $level); # 材料副本
  144. break;
  145. case 6: # 无尽塔
  146. break;
  147. case 7: # 世界boss
  148. TaskProc::OnPassWorldBoss($gateId);
  149. break;
  150. default:
  151. break;
  152. }
  153. $user = req()->userInfo->game;
  154. $result = array(
  155. 'store' => $user->store,
  156. 'heros' => $user->heros,
  157. 'gates' => $user->gates,
  158. 'tili' => $user->base()->tili,
  159. 'time' => $user->privateState->TiliTime,
  160. 'gold' => $user->base()->gold,
  161. 'resPoint' => $user->base()->resPoint,
  162. 'cash' => $user->base()->cash,
  163. 'exp' => 0,
  164. // 'rewardstr' => implode(';', $rewardArr),
  165. 'isFirst' => false,
  166. );
  167. return Resp::ok($result);
  168. }
  169. /**
  170. * 通关普通关卡
  171. */
  172. private static function _NormalGate() {
  173. list($gateId, $difficulty, $star, $TeamObj) = req()->paras; # 提取参数: 挑战的关卡Id, 关卡难度(0,1,2), 几星, 队伍, 奖励字符串
  174. $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
  175. $isFirst = false; # 是否首次通关
  176. self::recordFight($gateId, $difficulty, $star, $isFirst); # 更新挑战记录
  177. $i = $difficulty + 1; # 按三个难度取不同的值.
  178. // $gold = self::getProperty_n($smGate, "gold", $i);
  179. $exp = self::getProperty_n($smGate, "exp", $i);
  180. $firstExp = self::getProperty_n($smGate, "first_exp", $i);
  181. $firstHero = self::getProperty_n($smGate, "first_hero", $i);
  182. $heroExp = self::getProperty_n($smGate, "heroExp", $i);
  183. if ($isFirst) { # 是否首次通关切换奖励内容
  184. $exp = $firstExp;
  185. if ($firstHero > 0) { # 首次通关解锁英雄
  186. HeroProc::AddHeroWithStar($firstHero, 0); # 添加英雄
  187. }
  188. }
  189. // $rewardArr = self::SetRewards($req, $rewardStr); # 发通关奖励
  190. // Data_UserGame::Add_Gold($req->userInfo->game->baseInfo, $gold); # 发金币
  191. // Data_UserGame::Add_Exp(req()->userInfo->game->baseInfo, $exp); # 给玩家(指挥官)增加经验
  192. req()->userInfo->game->base()->Add_Exp($exp); # 给玩家(指挥官)增加经验
  193. foreach ($TeamObj as $heroUID) {
  194. if ($heroUID > 0) {
  195. echoLine("$heroUID");
  196. HeroProc::HeroAddEXP($heroUID, $heroExp); # 增加英雄经验
  197. }
  198. }
  199. UserProc::updateUserInfo(); # 回写玩家数据.
  200. TaskProc::OnPassGateN($gateId, $difficulty + 1);
  201. $user = req()->userInfo->game;
  202. $result = array(
  203. 'store' => $user->store,
  204. 'heros' => $user->heros,
  205. 'gates' => $user->gates,
  206. 'tili' => $user->base()->tili,
  207. 'time' => $user->privateState->TiliTime,
  208. 'gold' => $user->base()->gold,
  209. 'resPoint' => $user->base()->resPoint,
  210. 'cash' => $user->base()->cash,
  211. 'exp' => $exp,
  212. // 'rewardstr' => implode(';', $rewardArr),
  213. 'isFirst' => $isFirst,
  214. );
  215. return Resp::ok($result);
  216. }
  217. /**
  218. * 发放奖励串
  219. * @param Req $req
  220. * @param type $rewardStr
  221. */
  222. public static function SetRewards($rewardStr) {
  223. $getedArr = array(); # 统计所获奖励物品
  224. $rewardsArr = explode(";", $rewardStr);
  225. foreach ($rewardsArr as $r) { #
  226. if (strlen($r) > 0) {
  227. // $percentStr = explode(',', $r)[2];
  228. // $percent = intval(trim($percentStr, "%")); # 剔除%
  229. // if (CommUtil::randomPercent($percent)) {
  230. $err = StoreProc::AddMultiItemInStore($r); # 发放奖励物品
  231. my_Assert($err == ErrCode::ok, $err); # 出错了
  232. $getedArr[] = $r; # 剔除最后一段概率字符串
  233. // }
  234. }
  235. }
  236. return $getedArr;
  237. }
  238. /**
  239. * 更新战斗记录
  240. * @param type $gateId
  241. * @param type $difficulty
  242. * @param type $star
  243. */
  244. private static function isFirstChallenge($gateId, $difficulty) {
  245. $userGates = req()->userInfo->game->gates;
  246. if ($difficulty == 0) { # 按照难度查找
  247. $diffCult = $userGates->normal;
  248. } else if ($difficulty == 1) {
  249. $diffCult = $userGates->hard;
  250. } else if ($difficulty == 2) {
  251. $diffCult = $userGates->elite;
  252. } else {
  253. Err(ErrCode::err_arenas_difficulty); # 找不到难度类型
  254. }
  255. $typeId = substr($diffCult->highest, 0, 3); # 防御: 分类头不对
  256. if ($typeId != '503') {
  257. $diffCult->highest = 503000; # 设置为关卡第一关
  258. }
  259. if ($gateId > $diffCult->highest + 1) { # 不能跳关
  260. Err(ErrCode::err_arenasgate_indexillegal);
  261. }
  262. $uGate = new Ins_UGate(); # 当前关卡的记录数据
  263. if (isset($diffCult->gates->$gateId)) {
  264. $uGate = $diffCult->gates->$gateId;
  265. }
  266. return !$uGate->cleared;
  267. }
  268. /**
  269. * 更新战斗记录
  270. * @param type $gateId
  271. * @param type $difficulty
  272. * @param type $star
  273. */
  274. private static function recordFight($gateId, $difficulty, $star, &$isFirst = false) {
  275. $userGates = req()->userInfo->game->gates;
  276. if ($difficulty == 0) { # 按照难度查找
  277. $diffCult = $userGates->normal;
  278. } else if ($difficulty == 1) {
  279. $diffCult = $userGates->hard;
  280. } else if ($difficulty == 2) {
  281. $diffCult = $userGates->elite;
  282. } else {
  283. Err(ErrCode::err_arenas_difficulty); # 找不到难度类型
  284. }
  285. $typeId = substr($diffCult->highest, 0, 3); # 防御: 分类头不对
  286. if ($typeId != '503') {
  287. $diffCult->highest = 503000; # 设置为关卡第一关
  288. }
  289. // if ($gateId > $diffCult->highest + 1) { # 不能跳关
  290. // Err(ErrCode::err_arenasgate_indexillegal);
  291. // }
  292. if ($gateId == $diffCult->highest + 1 && $star > 0) { # 星级大于等于0,才可以推关
  293. $diffCult->highest += 1; # 更新最高记录
  294. RankProc::recordNewPassGateInfo(req()->uid, $gateId); # 更新通关记录
  295. }
  296. $diffCult->latest = $gateId; # 记录上次挑战关卡id
  297. $uGate = new Ins_UGate(); # 当前关卡的记录数据
  298. if (isset($diffCult->gates->$gateId)) {
  299. $uGate = $diffCult->gates->$gateId;
  300. }
  301. $uGate->challengeTimes++; # 当前关卡挑战次数
  302. $uGate->star |= $star; # 当前关卡得分评星
  303. if (!$uGate->cleared) {
  304. $uGate->cleared = 1; # 当前关卡是否已通关
  305. $isFirst = true;
  306. }
  307. $diffCult->gates->$gateId = $uGate; # 回写关卡记录
  308. $userGates->TotalNum++; # 总战斗次数+1
  309. $userGates->Times++;
  310. req()->userInfo->game->gates = $userGates; # 回写数据
  311. }
  312. /**
  313. * 清理每个难度副本的每日战斗次数
  314. */
  315. public static function ClearGateTimes() {
  316. req()->userInfo->game->gates->Times = 0;
  317. }
  318. //
  319. // <editor-fold defaultstate="collapsed" desc=" 扫荡 ">
  320. /**
  321. * [6802]新扫荡
  322. */
  323. public static function Arenas_NewSweepFight() {
  324. Err(ErrCode::err_method_obsoleted); # 没开扫荡功能
  325. list($gateId, $difficulty, $costItemId) = req()->paras; # 关卡id, 难度 difficulty, 扫荡券id
  326. $user = req()->userInfo->game;
  327. $smGate = GameConfig::gate_getItem($gateId);
  328. my_default_Obj($user->gates->newGateRecord); # 防御未初始化的变量
  329. $gatesRecord = $user->gates->newGateRecord;
  330. my_default_Obj($gatesRecord->record); # 防御未初始化的变量
  331. $i = $difficulty + 1; // 按三个难度取不同的值.
  332. $tili = self::getProperty_n($smGate, "tili", $i);
  333. $reward = self::getProperty_n($smGate, "reward", $i);
  334. $gold = self::getProperty_n($smGate, "gold", $i);
  335. $exp = self::getProperty_n($smGate, "exp", $i);
  336. $err = StoreProc::removeItemFromStore($user->store, $costItemId, 1);
  337. my_Assert(ErrCode::ok == $err, $err); # 扣除失败
  338. $canfighterr = SweepGatesProc::CanFight($gateId, $difficulty); # 补充战斗记录
  339. if ($canfighterr) {#不能符合战斗要求
  340. return $canfighterr;
  341. }
  342. $user->gates->newGateRecord = $gatesRecord; # 回写数据
  343. ActiveProc::ChangeTili(- $tili); # 扣减体力
  344. $user->gates->TotalNum++; # 更新战斗次数统计
  345. $user->gates->Times++;
  346. $rewardsArr = explode(";", $reward);
  347. $rwds = array();
  348. foreach ($rewardsArr as $r) { // 按照概率规则发放奖品
  349. $arr = explode(',', $r);
  350. $itemid = intval($arr[0]);
  351. $num = intval($arr[1]);
  352. $probability = intval($arr[2]);
  353. if (CommUtil::randomPercent($probability)) { # 投色子
  354. $err = StoreProc::AddMultiItemInStore("$itemid,$num");
  355. my_Assert(ErrCode::ok == $err, $err);
  356. $rwds[] = "$itemid,$num";
  357. }
  358. }
  359. $user->base()->Add_Gold($gold); # 发放金币奖励
  360. my_Assert(ErrCode::ok == $err, $err); # 失败
  361. // Data_UserGame::Add_Exp($user->baseInfo, $exp); # 发放经验奖励
  362. $user->base()->Add_Exp($exp); # 发放经验奖励
  363. UserProc::updateUserInfo(); # 在获取战利品哪里已经update了.
  364. $result = array(
  365. 'store' => $user->store,
  366. 'heros' => $user->heros,
  367. 'gates' => $user->gates,
  368. 'tili' => $user->base()->tili,
  369. 'time' => $user->privateState->TiliTime,
  370. 'gold' => $gold,
  371. 'exp' => $exp,
  372. 'rewardstr' => implode(';', $rwds)
  373. );
  374. return Resp::ok($result);
  375. }
  376. /**
  377. * 是否可以战斗
  378. * @param $gateId
  379. * @param $difficulty
  380. * @return type
  381. */
  382. static function CanFight($gateId, $difficulty) {
  383. $gatesRecord = req()->userInfo->game->gates->newGateRecord;
  384. $smGate = GameConfig::gate_getItem($gateId);
  385. if (!CommUtil::isPropertyExists($gatesRecord->record, $gateId)) {
  386. $gatesRecord->record->$gateId = ObjectInit();
  387. }
  388. // if ($difficulty > 2) {
  389. // return Resp::err(ErrCode::err_arenasgate_indexillegal);
  390. // }
  391. if ($difficulty == 0) {
  392. if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "normal")) {
  393. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  394. }
  395. if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "normalToday")) {
  396. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  397. }
  398. if ($smGate->cishu1 - $gatesRecord->record->$gateId->normalToday < 1) {
  399. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  400. }
  401. $gatesRecord->record->$gateId->normalToday += 1;
  402. } else if ($difficulty == 1) {
  403. if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "hard")) {
  404. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  405. }
  406. if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "hardToday")) {
  407. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  408. }
  409. if ($smGate->cishu2 - $gatesRecord->record->$gateId->hardToday < 1) {
  410. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  411. }
  412. $gatesRecord->record->$gateId->hardToday += 1;
  413. } else if ($difficulty == 2) {
  414. if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "elite")) {
  415. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  416. }
  417. if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "eliteToday")) {
  418. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  419. }
  420. if ($smGate->cishu3 - $gatesRecord->record->$gateId->eliteToday < 1) {
  421. return Resp::err(ErrCode::err_arenas_normalgate_numno);
  422. }
  423. $gatesRecord->record->$gateId->eliteToday += 1;
  424. }
  425. return null; // false
  426. }
  427. // </editor-fold>
  428. //
  429. // <editor-fold defaultstate="collapsed" desc=" 好友租借 ">
  430. // /**
  431. // * [6805] 查询租借好友记录
  432. // * @param Req $req
  433. // */
  434. // public static function GetBorrowedFriends($req) {
  435. //// 查询好友借用记录中的数据
  436. // $rentedfriends = $req->userInfo->game->privateState->rentedFriends;
  437. // if (!$rentedfriends || !is_array($rentedfriends)) {
  438. // $rentedfriends = ArrayInit();
  439. // }
  440. // return Resp::ok(array('ret' => $rentedfriends));
  441. // }
  442. //
  443. // /**
  444. // * 清理战斗租借好友记录
  445. // *
  446. // */
  447. // public static function ClearFightRentRecord($req) {
  448. // $req->userInfo->game->privateState->rentedFriends = ArrayInit();
  449. // }
  450. //
  451. // /**
  452. // * [6806] 扣除借用好友费用
  453. // * @param Req $req
  454. // */
  455. // public static function ConsumeBorrowFriend($req) {
  456. //// 提取参数:好友id
  457. // $friend_uid = $req->paras[0];
  458. //// 验证好友关系
  459. // if (!FriendProc::isFriendship($req->zoneid, $req->uid, $friend_uid)) {
  460. // return Resp::err(ErrCode::friend_no_err);
  461. // }
  462. //// 验证尚未租借过
  463. // $rentedfriends = $req->userInfo->game->privateState->rentedFriends;
  464. // if (!$rentedfriends || !is_array($rentedfriends)) {
  465. // $rentedfriends = ArrayInit();
  466. // }
  467. // if (in_array($friend_uid, $rentedfriends)) {
  468. // return Resp::err(array('err' => -1, 'msg' => 'has rented this player today!'));
  469. // }
  470. //// 验证好友出借英雄
  471. // $friend_info = UserProc::getUserInfo(gMem(), $req->zoneid, $friend_uid);
  472. // if (!$friend_info) {
  473. // return Resp::err(ErrCode::user_no_err, '找不到好友的游戏数据!');
  474. // }
  475. //// todo:啦啦啦... 先不写了,管它用的是哪个英雄呢
  476. ////
  477. //// 扣除费用,失败->金币不足
  478. // $arr = explode(',', glc()->User_Friends_HireFriendForBattle_Cost);
  479. // if (count($arr) < 2) {
  480. // return Resp::err(ErrCode::err_const_no);
  481. // }
  482. // $itemid = $arr[0]; # 道具id
  483. // $amt = $arr[1]; # 数量
  484. // if ($itemid == META_GOLD_ITEMID) {
  485. // $user = $req->userInfo->game;
  486. // if ($user->gold < $amt) {
  487. // return Resp::err(array('err' => -2, 'msg' => 'gold not enough!'));
  488. // }
  489. // UserGameModel::Consume_Gold($user, $amt);
  490. //// todo: 给好友发送金币 邮件
  491. // EmailProc::SendHireCoinFromFight($req->zoneid, $friend_uid, #
  492. // $req->userInfo->game->name, $req->uid, $amt); # 好友收益需要扣除系统税率.
  493. // } else {
  494. // return Resp::err(ErrCode::err_const_no);
  495. // }
  496. //// 添加借用记录
  497. // $rentedfriends[] = $friend_uid;
  498. // $req->userInfo->game->privateState->rentedFriends = $rentedfriends;
  499. //// 回写数据
  500. // UserProc::updateUserInfo($req); // 玩家数据
  501. //// UserProc::setUserInfo(global_mem(), $friend_info); // 好友数据
  502. //// 返回
  503. // return Resp::ok(array('err' => 0, 'curgold' => $user->gold));
  504. // }
  505. // </editor-fold>
  506. //
  507. // <editor-fold defaultstate="collapsed" desc="黄金挑战">
  508. // /**
  509. // * [6804] 扣除买buffer的费用
  510. // * @param type $req
  511. // * @return type
  512. // */
  513. // public static function ConsumeBufferGold($req) {
  514. // $user = $req->userInfo->game; # user引用
  515. // $money = $req->paras[0]; //需要的手工费
  516. //// echo var_dump($money);
  517. // $bDeal = UserGameModel::Consume_Gold($user, $money);
  518. // if ($bDeal) {
  519. // $result = array(
  520. // 'resp' => "succeed!"
  521. // );
  522. //// 更新数据库数据
  523. //
  524. // $resp = Resp::ok($result);
  525. // } else {
  526. //
  527. //// $user->gold=0;
  528. // $result = array(
  529. // 'resp' => "succeed!"
  530. // );
  531. //// 更新数据库数据
  532. //
  533. // $resp = Resp::ok($result);
  534. // }
  535. // UserProc::updateUserInfo($req);
  536. // return $resp;
  537. // }
  538. // /**
  539. // * [6807] 挑战黄金 无穷无尽战斗模式
  540. // * @param type $req
  541. // */
  542. // public static function ChallengeEndlessFightMode_Gold($req) {
  543. // $gateForeverId = $req->paras[0];
  544. // $difficuty = $req->paras[1];
  545. // $bociCount = $req->paras[2];
  546. ////判断是否已经达到挑战的次数上限
  547. // $gates = $req->userInfo->game->gates;
  548. //
  549. // if (!CommUtil::isPropertyExists($gates, "forever_Gold_FightTimes")) {
  550. // $gates->forever_Gold_FightTimes = 0;
  551. // }
  552. //
  553. // if ($gates->forever_Gold_FightTimes >= glc()->Battle_Forever_MaxCountEveryDay) {
  554. // return Resp::err(ErrCode::err_gateForever_countIsFull, '挑战次数已经用尽!');
  555. // }
  556. ////1.取出无尽模式的关卡常量数据
  557. // $gateForeverConst = GameConfig::gateforever_getItem($gateForeverId); // ConstProc::getGold_GateForeverGoldConst($gateForeverId);
  558. // $gateBattleBociConst = GameConfig::gatecombat_getItem($gateForeverId);
  559. // if (!$gateForeverConst) {
  560. // return Resp::err(ErrCode::err_gateForever_const_no);
  561. // }
  562. ////判断次数是否合法
  563. // $bociArr = explode(",", $gateBattleBociConst->level);
  564. // if ($bociCount > count($bociArr)) {
  565. // return Resp::err(ErrCode::err_gateForever_countillegal);
  566. // }
  567. ////2.取出模式下的奖励数据
  568. // $rewardStr = $gateForeverConst->reward1;
  569. //
  570. // $arr_reward = explode(";", $rewardStr);
  571. // foreach ($arr_reward as $value) {
  572. // if (strlen($value) > 0) {
  573. //
  574. // $arr_RealReward = explode(",", $value);
  575. // $itemId = $arr_RealReward[0];
  576. // $itemNum = $arr_RealReward[1];
  577. //
  578. // $str1 = substr($itemId, 0, 3);
  579. ////3.根据挑战的波次数据,重复累计获得奖励
  580. // for ($i = 0; $i < $bociCount; $i++) {
  581. //
  582. // switch ($str1) {
  583. /////怪物卡或者英雄卡牌获取
  584. // case "101":
  585. // case "201":
  586. //// HeroProc::AddHeroTFromStore($req, $itemId);
  587. // break;
  588. /////装备物品的获取.
  589. // case "301":
  590. // case "302":
  591. // case "303":
  592. // StoreProc::PutEquipInStore($itemId, $req);
  593. // break;
  594. /////宝石的获取
  595. // case "304":
  596. // StoreProc:: PutOverlyingItemInStore($itemId, $itemNum, $req);
  597. // break;
  598. ////金币的获取
  599. // case "399":
  600. // if ($itemId == "399002") {
  601. // UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $itemNum);
  602. // }
  603. // break;
  604. // default:
  605. // break;
  606. // }
  607. // }
  608. // }
  609. // }
  610. ////4、存储玩家的挑战次数
  611. // $gates->forever_Gold_FightTimes = $gates->forever_Gold_FightTimes + 1;
  612. //// 回写数据
  613. // UserProc::updateUserInfo($req);
  614. // $result = ObjectInit();
  615. // $result->result = "succeed";
  616. // $result->forever_Gold_FightTimes = $gates->forever_Gold_FightTimes;
  617. // $resp = Resp::ok($result);
  618. // return $resp;
  619. // }
  620. // /**
  621. // * 清理挑战无尽模式的 次数记录
  622. // *
  623. // */
  624. // public static function ClearGateForeverGold_FightCountEveryDay($req) {
  625. // $req->userInfo->game->gates->forever_Gold_FightTimes = 0;
  626. // }
  627. // </editor-fold>
  628. //
  629. // <editor-fold defaultstate="collapsed" desc=" 副本 ">
  630. //
  631. // /**
  632. // * [6801] 开启副本
  633. // * @param Req $req
  634. // * @deprecated since version 0
  635. // */
  636. // public static function OpenTheCarbon($req) {
  637. // $gates = $req->userInfo->game->gates;
  638. // $openedcarbons = $gates->carbons->openedCarbons;
  639. //# 提取参数
  640. // $carbonId = $req->paras[0]; # 副本ID
  641. // $difficulty = $req->paras[1]; # 难度等级 1,2,3
  642. // $key = "$carbonId-$difficulty"; # 键值
  643. // if (!($gates && $openedcarbons)) {
  644. // return Resp::err(ErrCode::err_innerfault);
  645. // }
  646. // if ($difficulty > 3 || $difficulty < 1) {
  647. // return Resp::err(ErrCode::carbon_wrongdifficult);
  648. // }
  649. //
  650. // if (CommUtil::isPropertyExists($openedcarbons, $key)) {
  651. // $carbon = $openedcarbons->$key;
  652. // } else {
  653. // $carbon = new CarbonModel();
  654. // }
  655. // if ($carbon->closeTs > now()) {
  656. // return Resp::err(ErrCode::carbon_opened);
  657. // }
  658. // $carbonModel = GameConfig::gate_carbon_getItem($carbonId); # 常量
  659. //# 扣除开启消耗的道具
  660. // $keyid = "keyId$difficulty";
  661. // $keynum = "keyNum$difficulty";
  662. // $costItemId = $carbonModel->$keyid;
  663. // $costItemNum = $carbonModel->$keynum;
  664. //
  665. // $err = StoreProc::removeItemFromStore($req->userInfo->game->store, $costItemId, $costItemNum);
  666. // if ($err) { # 扣除失败
  667. // return Resp::err($err);
  668. // }
  669. // $carbon->closeTs = now() + $carbonModel->duration; # 关闭倒计时
  670. // $carbon->curIndex = 0; # 索引重置为0
  671. // $openedcarbons->$key = $carbon;
  672. // $req->userInfo->game->gates->carbons->openedCarbons = $openedcarbons;
  673. // UserProc::updateUserInfo($req);
  674. // return Resp::ok(array('err' => 0, 'carbons' => $openedcarbons));
  675. // }
  676. // /**
  677. // * 挑战副本关卡
  678. // * @param Req $req
  679. // * @deprecated since version number
  680. // */
  681. // public static function ChallengeCarbon($req) {
  682. // $gates = $req->userInfo->game->gates;
  683. // $carbons = $gates->carbons->openedCarbons;
  684. //# 提取参数
  685. // $carbonId = $req->paras[0]; # 副本ID
  686. // $difficulty = $req->paras[1]; # 难度等级 1,2,3
  687. // $gateindex = $req->paras[2]; # 关卡索引 0,1,2,...
  688. // $star = $req->paras[3]; # 战斗评价(几星)
  689. // $TeamObj = $req->paras[4]; # 队伍信息
  690. //// $bossId = $req->paras[5]; # 本关消灭的bossid (<=0代表本关卡未出现boss)
  691. // if ($difficulty > 3 || $difficulty < 1) {
  692. // return Resp::err(ErrCode::carbon_wrongdifficult);
  693. // }
  694. // $key = "$carbonId-$difficulty"; # 键值
  695. //# 0 当前副本处于开启状态
  696. //# 1 当前关卡索引,不能跳着打,
  697. //# 2 记录下战斗评价(几星), 也许以后用得着,比如最后通关后,给个啥奖励
  698. //# 3 决定掉落物品, 发给客户端
  699. //# 4 发放对应的经验之类的东西
  700. //# 5 检查是否最后一个关卡, 是, 关闭副本
  701. //# 6 回存数据,返回
  702. //
  703. // isEditor() && $carbon = new CarbonModel;
  704. // if (CommUtil::isPropertyExists($carbons, $key)) {
  705. // $carbon = $carbons->$key;
  706. // } else {
  707. // $carbon = null;
  708. // }
  709. // if (!$carbon || $carbon->closeTs < now()) {
  710. // return Resp::err(ErrCode::carbon_closed);
  711. // }
  712. //
  713. // $carbonModel = GameConfig::gate_carbon_getItem($carbonId); # 副本常量数据
  714. // $gateIds = explode(',', $carbonModel->gateids);
  715. // if ($gateindex < 0 || $gateindex >= count($gateIds)) {
  716. // return Resp::err(ErrCode::carbon_gateIndex);
  717. // }
  718. // if ($carbon->curIndex == $gateindex || $gateindex == 0) {
  719. // $carbon->curIndex += 1; # 更新进度
  720. // } else { # 不能跳关
  721. // return Resp::err(ErrCode::carbon_gateIndex);
  722. // }
  723. //
  724. // $gateId = $gateIds[$gateindex]; # 通过索引获得关卡ID
  725. // $tl = "tili$difficulty"; # 体力难度
  726. // $rwd = "reward$difficulty"; # 奖励难度
  727. // $arr = array("normal", 'hard', 'elite'); # 难度名称
  728. // $gt = $arr[$difficulty - 1]; # 关卡分类
  729. // $gateModel = GameConfig::gate_carbon_content_getItem($gateId); # 副本关卡常量数据
  730. // $tili = $gateModel->$tl; # 扣除体力
  731. // $reward = $gateModel->$rwd; # 获得奖励
  732. //#
  733. //# 打副本呢也要扣除体力
  734. // ActiveProc::ChangeTili(-$tili, $req);
  735. //# 扣除多少体力就给账号增加多少经验 -by 李宁, reconfirmed by wg 20170519144109
  736. // UserGameModel::Add_Exp($req, $tili);
  737. //# 增加英雄经验(也是依据扣除的体力数)
  738. // foreach ($TeamObj as $heroUID) {
  739. // HeroProc::HeroAddEXP($heroUID, $tili, $req);
  740. // }
  741. //// $carbon->stars; 暂不记录了
  742. //# 掉落战利品->获取
  743. // $err = StoreProc::AddMultiItemInStore($req, $reward);
  744. // if ($err) {
  745. // return Resp::err($err);
  746. // }
  747. // if (count($gateIds) == $gateindex + 1) { # 最后一个关卡
  748. // unset($carbons->$key); # 关闭掉关卡,或者是直接删掉
  749. // } else {
  750. // $carbons->$key = $carbon; # 回存数据
  751. // }
  752. // $req->userInfo->game->gates->carbons->openedCarbons = $carbons;
  753. // UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
  754. // # Ps.备注,奖品是固定的,所以不必返回
  755. // $result = array(
  756. // 'store' => $req->userInfo->game->store,
  757. // 'heros' => $req->userInfo->game->heros,
  758. // 'gates' => $req->userInfo->game->gates,
  759. // 'tili' => $req->userInfo->game->tili,
  760. // 'time' => $req->userInfo->game->privateState->TiliTime
  761. // );
  762. // return Resp::ok($result);
  763. // }
  764. // /**
  765. // * [6809]新版本的挑战 副本胜利
  766. // * @param Req $req
  767. // * @deprecated since version 0
  768. // */
  769. // public static function NewChallengeCarbon($req) {
  770. // $gates = $req->userInfo->game->gates;
  771. // $carbons = $gates->carbons->openedCarbons;
  772. //# 提取参数
  773. // $carbonId = $req->paras[0]; # 副本ID
  774. // $gateId = $req->paras[1]; # 关卡ID
  775. // $difficulty = $req->paras[2]; # 难度等级 1,2,3
  776. //
  777. // $star = $req->paras[3]; # 战斗评价(几星)
  778. // $TeamObj = $req->paras[4]; # 队伍信息
  779. //
  780. // if ($difficulty > 3 || $difficulty < 1) {
  781. // return Resp::err(ErrCode::carbon_wrongdifficult);
  782. // }
  783. // $key = "$carbonId-$difficulty"; # 键值
  784. // # 0 当前副本处于开启状态
  785. // # 1 战斗胜利之后,副本直接关闭
  786. // # 2 记录下战斗评价(几星), 也许以后用得着,比如最后通关后,给个啥奖励
  787. // # 3 决定掉落物品, 发给客户端
  788. // # 4 发放对应的经验之类的东西
  789. // # 5 检查是否最后一个关卡, 是, 关闭副本
  790. // # 6 回存数据,返回
  791. //
  792. // isEditor() && $carbon = new CarbonModel;
  793. // if (CommUtil::isPropertyExists($carbons, $key)) {
  794. // $carbon = $carbons->$key;
  795. // } else {
  796. // $carbon = null;
  797. // }
  798. // if (!$carbon || $carbon->closeTs < now()) {
  799. // return Resp::err(ErrCode::carbon_closed);
  800. // }
  801. // unset($carbons->$key);
  802. // $tl = "tili$difficulty"; # 体力难度
  803. // $rwd = "reward$difficulty"; # 奖励难度
  804. //
  805. // $gateModel = GameConfig::gate_carbon_content_getItem($gateId); # 副本关卡常量数据
  806. // $tili = $gateModel->$tl; # 扣除体力
  807. // $reward = $gateModel->$rwd; # 获得奖励
  808. // #
  809. // # 打副本呢也要扣除体力
  810. // ActiveProc::ChangeTili(-$tili, $req);
  811. //
  812. // // 按照概率规则发放奖品
  813. // $rewardsArr = explode(";", $reward);
  814. // $rwds = array();
  815. // foreach ($rewardsArr as $r) {
  816. // $arr = explode(',', $r);
  817. // $itemid = intval($arr[0]);
  818. // $num = intval($arr[1]);
  819. // $probability = floatval($arr[2]); # 掉落概率精度精确到±0.01%
  820. // if (CommUtil::randomPercent($probability)) { # 投色子
  821. // $err = StoreProc::AddMultiItemInStore($req, "$itemid,$num");
  822. // if ($err) {
  823. // return Resp::err($err);
  824. // }
  825. // $rwds[] = "$itemid,$num";
  826. // }
  827. // }
  828. //
  829. // if ($err) {
  830. // return Resp::err($err);
  831. // }
  832. //
  833. // $req->userInfo->game->gates->carbons->openedCarbons = $carbons;
  834. // UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
  835. // # Ps.备注,奖品是固定的,所以不必返回
  836. // SystemProc::Carbon_Win($req->zoneid, $req->userInfo->game, $carbonId, $difficulty); # 插入通过副本消息
  837. // $result = array(
  838. // 'store' => $req->userInfo->game->store,
  839. // 'heros' => $req->userInfo->game->heros,
  840. // 'gates' => $req->userInfo->game->gates,
  841. // 'tili' => $req->userInfo->game->tili,
  842. // 'time' => $req->userInfo->game->privateState->TiliTime,
  843. // 'gold' => 0,
  844. // 'exp' => 0,
  845. // 'rewardstr' => implode(';', $rwds)
  846. // );
  847. // return Resp::ok($result);
  848. // }
  849. // /**
  850. // * [6816] 挑战剧情关卡
  851. // * @param type $req
  852. // * @deprecated since version 0
  853. // */
  854. // public static function ChallengeStoryGate($req) {
  855. // $gates = $req->userInfo->game->gates;
  856. //# 提取参数
  857. // $storyId = $req->paras[0]; # 剧情ID
  858. // $difficulty = $req->paras[1]; # 难度等级 1,2,3
  859. // $star = $req->paras[2]; # 战斗评价(几星)
  860. // $TeamObj = $req->paras[3]; # 队伍信息
  861. // $bossId = $req->paras[4]; # 本关消灭的bossid (<=0代表本关卡未出现boss)
  862. ////
  863. //#1. 判断是否有记录过剧情的战斗信息
  864. // if (!CommUtil::isPropertyExists($gates, "story")) {
  865. // $gates->story = ObjectInit();
  866. // $gates->story->lastFinishedStoryGateId = 0;
  867. // $gates->story->allFinishedStoryGateIdList = ArrayInit();
  868. // }
  869. // $storrRecord = $gates->story;
  870. //#2.取出模式下的奖励数据
  871. // $memStoryModel = GameConfig::gatestory_getItem($storyId);
  872. // $tili = 0;
  873. // $rewardStr = $memStoryModel->storyGateReward;
  874. //
  875. //#3 同步下剧情的推进进度数据
  876. // if ($storrRecord->lastFinishedStoryGateId == $storyId || in_array($storyId, $storrRecord->allFinishedStoryGateIdList)) {
  877. // return Resp::err(ErrCode::story_repeatfight); #剧情关卡不能重复战斗 只能打一次
  878. // } else {
  879. // $storrRecord->lastFinishedStoryGateId = $storyId;
  880. // $storrRecord->allFinishedStoryGateIdList[] = $storyId;
  881. // }
  882. //#
  883. //# 4 万一打剧情也扣除体力呢
  884. // if ($tili > 0) {
  885. // ActiveProc::ChangeTili(-$tili, $req);
  886. //# 扣除多少体力就给账号增加多少经验 -by 李宁, reconfirmed by wg 20170519144109
  887. // UserGameModel::Add_Exp($req, $tili);
  888. //# 增加英雄经验(也是依据扣除的体力数)
  889. // foreach ($TeamObj as $heroUID) {
  890. // HeroProc::HeroAddEXP($heroUID, $tili, $req);
  891. // }
  892. // }# 5 玩家获得 剧情的战斗奖励
  893. // $err = StoreProc::AddMultiItemInStore($req, $rewardStr);
  894. // if ($err) {
  895. // return Resp::err($err);
  896. // }# 6 回存玩家的战斗记录
  897. // $req->userInfo->game->gates->story = $storrRecord;
  898. // UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
  899. // # Ps.备注,奖品是固定的,所以不必返回
  900. // $result = array(
  901. // 'store' => $req->userInfo->game->store,
  902. // 'heros' => $req->userInfo->game->heros,
  903. // 'gates' => $req->userInfo->game->gates,
  904. // 'tili' => $req->userInfo->game->tili,
  905. // 'time' => $req->userInfo->game->privateState->TiliTime
  906. // );
  907. // return Resp::ok($result);
  908. // }
  909. //
  910. // </editor-fold>
  911. //
  912. }
  913. /**
  914. * 任务/挑战目标达成记录(三星评价)
  915. * @author gwang
  916. */
  917. class GateStar {
  918. /**
  919. * 根据后台记录的数值构造(反向提供给前端显示层)
  920. * @param int $i
  921. */
  922. public function __construct($i) {
  923. $this->S1 = ($i & 1) > 0;
  924. $this->S2 = ($i & 2) > 0;
  925. $this->S3 = ($i & 4) > 0;
  926. }
  927. /**
  928. * @var bool 第一个目标达成
  929. */
  930. public $S1;
  931. /**
  932. * @var bool 第二个目标达成
  933. */
  934. public $S2;
  935. /**
  936. * @var bool 第三个目标达成
  937. */
  938. public $S3;
  939. /**
  940. * 统计总星数
  941. * @return int
  942. */
  943. public function Stars() {
  944. return ($this->S3 ? 1 : 0) + ($this->S2 ? 1 : 0) + ($this->S1 ? 1 : 0);
  945. }
  946. }