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- <?php
- namespace loyalsoft;
- /**
- * 战斗 - 关卡
- * @author gwang
- */
- class SweepGatesProc {
- /**
- * 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)
- * @param type $obj
- * @param type $name
- * @param type $index
- * @return type
- */
- private static function getProperty_n($obj, $name, $index) {
- if (is_object($obj)) {
- $ke = "$name$index";
- if (property_exists($obj, $ke)) {
- return $obj->$ke;
- }
- }
- return null;
- }
- /**
- * [6800] 关卡战斗 - 预计算掉落
- */
- public static function Arenas_preFight() {
- Err(ErrCode::err_method_obsoleted, "reward字段已于2022.1.11被删除,代码需维护!");
- list($gateId, $difficulty) = req()->paras; # 提取参数
- my_Assert($gateId > 0, "关卡id非法");
- $isFirst = self::isFirstChallenge($gateId, $difficulty); # 是否首次通关
- $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
- $i = $difficulty + 1; # 按三个难度取不同的值.
- // $tili = self::getProperty_n($smGate, "tili", $i); # 体力暂时未用上
- $rwdstr = self::getProperty_n($smGate, "reward", $i);
- $firstPassRewardStr = self::getProperty_n($smGate, 'first_reward', $i);
- if ($isFirst) { # 是否首次通关切换奖励内容
- $rwdstr = $firstPassRewardStr;
- }
- $rsarr = explode(';', $rwdstr);
- my_Assert(count($rsarr) > 0, "关卡奖励数据异常");
- $dic = array();
- foreach ($rsarr as $rs) {
- $rarr = explode(',', $rs);
- $id = intval($rarr[0]);
- $num = intval($rarr[1]);
- $percent = intval(rtrim($rarr[2], '%'));
- if (CommUtil::randomPercent($percent)) { # 投骰子 决定是否本次掉落
- $dic[] = array($id => $num); # 掉落
- }
- }
- $arr = array(); # 拼接返回字符串
- foreach ($dic as $item) {
- foreach ($item as $k => $v) {
- $arr[] = sprintf("%s,%s", $k, $v);
- }
- }
- $_rewards = implode(";", $arr); # 最终奖励字符串
- $redis_key = MemKey_User::temp_arenas_pre_reward_md5_str(req()->zoneid, req()->uid);
- $md5 = md5($gateId . $difficulty . $_rewards);
- gMem()->set($redis_key, $md5, 86400); # 有效期一天,有新的就覆盖
- return Resp::ok(array("r" => $_rewards)); # 返回奖励字符串
- // 生成奖励串, 写入redis一个md5(过期时间1day)
- // 奖励串返回客户端
- // 客户端根据奖励串展示奖励
- // 最后再将奖励串通过挑战接口返回给服务端,
- // 服务端计算奖励传的md5并与redis中的md5做对比.(这里最好采用字段排序后的字符串或者啥的,避免中间因json序列化/反序列化时改变字符串)
- }
- /**
- * [6806] 领取章节星数奖励
- */
- public static function DrawChapterStarsReward() {
- list($chapterId, $hard, $stars) = req()->paras; # 参数: 章节id, 难度, 分数
- $hard = $hard + 1;
- $userGates = ctx()->gates();
- if (!property_exists($userGates->chapterStarsRwd, $chapterId)) { # 防御第一次读取本章节数据
- $userGates->chapterStarsRwd->$chapterId = ObjectInit();
- }
- $chapterInfo = $userGates->chapterStarsRwd->$chapterId; # 本章节数据
- if (!property_exists($chapterInfo, $hard)) { # 防御当前难度数据未创建
- $chapterInfo->$hard = array();
- }
- $starsArr = $chapterInfo->$hard; # 当前章节,当前难度的领取记录
- my_Assert(!in_array($stars, $starsArr), ErrCode::err_arenas_hasgetstarreward); # 奖励已领取
- $rwdCfgArr = GameConfig::gate_starreward_getItem($chapterId, $hard); # 奖励配置数组
- $starCfg = StlUtil::arrayFind($rwdCfgArr, function ($v, $k)use ($stars) { # 在数组中查找到对应星数的奖励
- return ($v->star == $stars);
- });
- my_Assert(null != $starCfg, ErrCode::err_arenas_starreward_const_no); # 找不到指定星数的配置数据
- $sumOfStars = 0;
- $userGateL = null;
- switch ($hard) { # 取不同难度数据记录
- case 1:
- $userGateL = new Ins_UserGatesModel($userGates->normal);
- break;
- case 2:
- $userGateL = new Ins_UserGatesModel($userGates->hard);
- break;
- case 3:
- $userGateL = new Ins_UserGatesModel($userGates->elite);
- break;
- default:
- break;
- }
- my_Assert(null != $userGateL, ErrCode::err_innerfault); # 玩家数据有问题
- array_walk($userGateL->gates, function ($v, $k)use (&$sumOfStars) { # 累加星数
- $sinfo = new GateStar($v->star);
- $sumOfStars += $sinfo->Stars();
- });
- my_Assert($stars <= $sumOfStars, ErrCode::err_arenas_starreward_starNotEnough); # 星数未达标
- StoreProc::AddMultiItemInStore($starCfg->reward); # 发放奖励
- $starsArr[] = $stars; # 领奖记录
- $userGates->chapterStarsRwd->$chapterId->$hard = $starsArr; # 回写数据
- UserProc::updateUserInfo();
- return Resp::ok(array("store" => ctx()->store(),
- 'gold' => ctx()->base()->gold,
- 'cash' => ctx()->base()->cash
- )); # 返回值
- }
- /**
- * [6801] 关卡挑战1次
- */
- public static function Arenas_Fight() {
- $gateId = req()->paras[0];
- list($gateId, $difficulty, $star, $TeamObj) = req()->paras; # 提取参数: 挑战的关卡Id, 关卡难度(0,1,2), 几星, 队伍, 奖励字符串
- my_Assert($gateId > 0, ErrCode::err_arenasgate_indexillegal); # 关卡id非法
- // $md5 = gMem()->get(MemKey_User::temp_arenas_pre_reward_md5_str($req->zoneid, $req->uid));
- // $_md5 = md5($gateId . $difficulty . $rewardStr);
- // my_Assert($md5 == $_md5, ErrCode::err_arenas_rewardIllegal); # 奖励不匹配
- $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
- switch ($smGate->battleType) { #(0普通 怪物全部创建 1Boss站 2引导剧情 3竞技场 4非战斗场景)
- case 0: # 普通关卡
- case 1: # 含有boss的关卡(结算时按击杀boss)
- return self::_NormalGate();
- case 2: # 剧情引导类关卡
- break;
- case 3: # pvp
- break;
- case 4: # 大厅/主城/召唤之类的
- break;
- case 5: # 材料副本
- TaskProc::OnPassGateN($gateId, $difficulty + 1);
- $level = substr($gateId, strlen($gateId) - 2);
- TaskProc::OnPassMaterialCarbonN($gateId, $level); # 材料副本
- self::_LogMaterialChallenge($gateId); # 增加记录逻辑
- break;
- case 6: # 无尽塔
- break;
- case 7: # 世界boss
- TaskProc::OnPassWorldBoss($gateId);
- break;
- default:
- break;
- }
- // $map = new Info_Map();
- // $map->addBattleRecord($gateId);
- //$map->addBattleNumRecord($gateId, $ret);
- $user = ctx();
- $result = array(
- 'store' => $user->store,
- 'heros' => $user->heros,
- 'gates' => $user->gates,
- 'tili' => $user->base()->tili,
- 'time' => $user->privateState->TiliTime,
- 'gold' => $user->base()->gold,
- 'resPoint' => $user->base()->resPoint,
- 'cash' => $user->base()->cash,
- 'exp' => 0,
- // 'rewardstr' => implode(';', $rewardArr),
- 'priv' => $user->privateState,
- 'isFirst' => false,
- );
- UserProc::updateUserInfo();
- return Resp::ok($result);
- }
- private static function _LogMaterialChallenge($gateId) {
- $priv = ctx()->privateState;
- my_default_Obj($priv->materialDailyChallengeRecord); # 防御代码
- if (!CommUtil::isPropertyExists($priv->materialDailyChallengeRecord, $gateId)) {
- $priv->materialDailyChallengeRecord->$gateId = 0;
- }
- $priv->materialDailyChallengeRecord->$gateId++;
- ctx()->privateState = $priv;
- // var_dump($priv);
- }
- /**
- * 通关普通关卡
- */
- private static function _NormalGate() {
- 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
- $smGate = GameConfig::gate_getItem($gateId); # 关卡配置数据
- $isFirst = false; # 是否首次通关
- self::recordFight($gateId, $difficulty, $star, $isFirst); # 更新挑战记录
- $i = $difficulty + 1; # 按三个难度取不同的值.
- // $gold = self::getProperty_n($smGate, "gold", $i);
- $exp = self::getProperty_n($smGate, "exp", $i);
- $firstExp = self::getProperty_n($smGate, "first_exp", $i);
- $firstHero = self::getProperty_n($smGate, "first_hero", $i);
- $heroExp = self::getProperty_n($smGate, "heroExp", $i);
- if ($isFirst) { # 是否首次通关切换奖励内容
- $exp = $firstExp;
- if ($firstHero > 0) { # 首次通关解锁英雄
- HeroProc::AddHeroWithStar($firstHero, 0); # 添加英雄
- }
- }
- // $rewardArr = self::SetRewards($req, $rewardStr); # 发通关奖励
- // Data_UserGame::Add_Gold($req->userInfo->game->baseInfo, $gold); # 发金币
- // Data_UserGame::Add_Exp(ctx()->baseInfo, $exp); # 给玩家(指挥官)增加经验
- ctx()->base()->Add_Exp($exp); # 给玩家(指挥官)增加经验
- foreach ($TeamObj as $heroUID) {
- if ($heroUID > 0) {
- echoLine("$heroUID");
- HeroProc::HeroAddEXP($heroUID, $heroExp); # 增加英雄经验
- }
- }
- UserProc::updateUserInfo(); # 回写玩家数据.
- TaskProc::OnPassGateN($gateId, $difficulty + 1);
- StatisticsProc::unlockGate($gateId); #统计通关最新关卡
- $user = ctx();
- $result = array(
- 'store' => $user->store,
- 'heros' => $user->heros,
- 'gates' => $user->gates,
- 'tili' => $user->base()->tili,
- 'time' => $user->privateState->TiliTime,
- 'gold' => $user->base()->gold,
- 'resPoint' => $user->base()->resPoint,
- 'cash' => $user->base()->cash,
- 'exp' => $exp,
- // 'rewardstr' => implode(';', $rewardArr),
- 'isFirst' => $isFirst,
- );
- return Resp::ok($result);
- }
- /**
- * 发放奖励串
- * @param Req $req
- * @param type $rewardStr
- */
- public static function SetRewards($rewardStr) {
- $getedArr = array(); # 统计所获奖励物品
- $rewardsArr = explode(";", $rewardStr);
- foreach ($rewardsArr as $r) { #
- if (strlen($r) > 0) {
- // $percentStr = explode(',', $r)[2];
- // $percent = intval(trim($percentStr, "%")); # 剔除%
- // if (CommUtil::randomPercent($percent)) {
- $err = StoreProc::AddMultiItemInStore($r); # 发放奖励物品
- my_Assert($err == ErrCode::ok, $err); # 出错了
- $getedArr[] = $r; # 剔除最后一段概率字符串
- // }
- }
- }
- return $getedArr;
- }
- /**
- * 更新战斗记录
- * @param type $gateId
- * @param type $difficulty
- * @param type $star
- */
- private static function isFirstChallenge($gateId, $difficulty) {
- $userGates = ctx()->gates;
- if ($difficulty == 0) { # 按照难度查找
- $diffCult = $userGates->normal;
- } else if ($difficulty == 1) {
- $diffCult = $userGates->hard;
- } else if ($difficulty == 2) {
- $diffCult = $userGates->elite;
- } else {
- Err(ErrCode::err_arenas_difficulty); # 找不到难度类型
- }
- $typeId = substr($diffCult->highest, 0, 3); # 防御: 分类头不对
- if ($typeId != '503') {
- $diffCult->highest = 503000; # 设置为关卡第一关
- }
- if ($gateId > $diffCult->highest + 1) { # 不能跳关
- Err(ErrCode::err_arenasgate_indexillegal);
- }
- $uGate = new Ins_UGate(); # 当前关卡的记录数据
- if (isset($diffCult->gates->$gateId)) {
- $uGate = $diffCult->gates->$gateId;
- }
- return !$uGate->cleared;
- }
- /**
- * 更新战斗记录
- * @param type $gateId
- * @param type $difficulty
- * @param type $star
- */
- private static function recordFight($gateId, $difficulty, $star, &$isFirst = false) {
- $userGates = ctx()->gates;
- if ($difficulty == 0) { # 按照难度查找
- $diffCult = $userGates->normal;
- } else if ($difficulty == 1) {
- $diffCult = $userGates->hard;
- } else if ($difficulty == 2) {
- $diffCult = $userGates->elite;
- } else {
- Err(ErrCode::err_arenas_difficulty); # 找不到难度类型
- }
- $typeId = substr($diffCult->highest, 0, 3); # 防御: 分类头不对
- if ($typeId != '503') {
- if ($diffCult->highest < 503000) {
- $diffCult->highest = 503000; # 设置为关卡第一关
- }
- }
- // if ($gateId > $diffCult->highest + 1) { # 不能跳关
- // Err(ErrCode::err_arenasgate_indexillegal);
- // }
- if ($gateId == $diffCult->highest + 1 && $star > 0) { # 星级大于等于0,才可以推关
- $diffCult->highest += 1; # 更新最高记录
- RankProc::recordNewPassGateInfo(req()->uid, $gateId); # 更新通关记录
- }
- $diffCult->latest = $gateId; # 记录上次挑战关卡id
- $uGate = new Ins_UGate(); # 当前关卡的记录数据
- if (isset($diffCult->gates->$gateId)) {
- $uGate = $diffCult->gates->$gateId;
- }
- $uGate->challengeTimes++; # 当前关卡挑战次数
- $uGate->star |= $star; # 当前关卡得分评星
- if (!$uGate->cleared) {
- $uGate->cleared = 1; # 当前关卡是否已通关
- $isFirst = true;
- }
- $diffCult->gates->$gateId = $uGate; # 回写关卡记录
- $userGates->TotalNum++; # 总战斗次数+1
- $userGates->Times++;
- ctx()->gates = $userGates; # 回写数据
- }
- /**
- * 清理每个难度副本的每日战斗次数
- */
- public static function ClearGateTimes() {
- ctx()->gates->Times = 0;
- }
- //
- // <editor-fold defaultstate="collapsed" desc=" 扫荡 ">
- /**
- * [6802]新扫荡
- */
- public static function Arenas_NewSweepFight() {
- Err(ErrCode::err_method_obsoleted, "reward字段已于2022.1.11被删除,代码需维护!");
- Err(ErrCode::err_method_obsoleted); # 没开扫荡功能
- list($gateId, $difficulty, $costItemId) = req()->paras; # 关卡id, 难度 difficulty, 扫荡券id
- $user = ctx();
- $smGate = GameConfig::gate_getItem($gateId);
- my_default_Obj($user->gates->newGateRecord); # 防御未初始化的变量
- $gatesRecord = $user->gates->newGateRecord;
- my_default_Obj($gatesRecord->record); # 防御未初始化的变量
- $i = $difficulty + 1; // 按三个难度取不同的值.
- $tili = self::getProperty_n($smGate, "tili", $i);
- $reward = self::getProperty_n($smGate, "reward", $i);
- $gold = self::getProperty_n($smGate, "gold", $i);
- $exp = self::getProperty_n($smGate, "exp", $i);
- $err = StoreProc::removeItemFromStore($user->store, $costItemId, 1);
- my_Assert(ErrCode::ok == $err, $err); # 扣除失败
- $canfighterr = SweepGatesProc::CanFight($gateId, $difficulty); # 补充战斗记录
- if ($canfighterr) {#不能符合战斗要求
- return $canfighterr;
- }
- $user->gates->newGateRecord = $gatesRecord; # 回写数据
- ActiveProc::ChangeTili(- $tili); # 扣减体力
- $user->gates->TotalNum++; # 更新战斗次数统计
- $user->gates->Times++;
- $rewardsArr = explode(";", $reward);
- $rwds = array();
- foreach ($rewardsArr as $r) { // 按照概率规则发放奖品
- $arr = explode(',', $r);
- $itemid = intval($arr[0]);
- $num = intval($arr[1]);
- $probability = intval($arr[2]);
- if (CommUtil::randomPercent($probability)) { # 投色子
- $err = StoreProc::AddMultiItemInStore("$itemid,$num");
- my_Assert(ErrCode::ok == $err, $err);
- $rwds[] = "$itemid,$num";
- }
- }
- $user->base()->Add_Gold($gold); # 发放金币奖励
- my_Assert(ErrCode::ok == $err, $err); # 失败
- // Data_UserGame::Add_Exp($user->baseInfo, $exp); # 发放经验奖励
- $user->base()->Add_Exp($exp); # 发放经验奖励
- UserProc::updateUserInfo(); # 在获取战利品哪里已经update了.
- $result = array(
- 'store' => $user->store,
- 'heros' => $user->heros,
- 'gates' => $user->gates,
- 'tili' => $user->base()->tili,
- 'time' => $user->privateState->TiliTime,
- 'gold' => $gold,
- 'exp' => $exp,
- 'rewardstr' => implode(';', $rwds)
- );
- return Resp::ok($result);
- }
- /**
- * 是否可以战斗
- * @param $gateId
- * @param $difficulty
- * @return type
- */
- static function CanFight($gateId, $difficulty) {
- $gatesRecord = ctx()->gates->newGateRecord;
- $smGate = GameConfig::gate_getItem($gateId);
- if (!CommUtil::isPropertyExists($gatesRecord->record, $gateId)) {
- $gatesRecord->record->$gateId = ObjectInit();
- }
- // if ($difficulty > 2) {
- // return Resp::err(ErrCode::err_arenasgate_indexillegal);
- // }
- if ($difficulty == 0) {
- if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "normal")) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "normalToday")) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- if ($smGate->cishu1 - $gatesRecord->record->$gateId->normalToday < 1) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- $gatesRecord->record->$gateId->normalToday += 1;
- } else if ($difficulty == 1) {
- if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "hard")) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "hardToday")) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- if ($smGate->cishu2 - $gatesRecord->record->$gateId->hardToday < 1) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- $gatesRecord->record->$gateId->hardToday += 1;
- } else if ($difficulty == 2) {
- if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "elite")) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- if (!CommUtil::isPropertyExists($gatesRecord->record->$gateId, "eliteToday")) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- if ($smGate->cishu3 - $gatesRecord->record->$gateId->eliteToday < 1) {
- return Resp::err(ErrCode::err_arenas_normalgate_numno);
- }
- $gatesRecord->record->$gateId->eliteToday += 1;
- }
- return null; // false
- }
- // </editor-fold>
- //
- // <editor-fold defaultstate="collapsed" desc=" 好友租借 ">
- // /**
- // * [6805] 查询租借好友记录
- // * @param Req $req
- // */
- // public static function GetBorrowedFriends($req) {
- //// 查询好友借用记录中的数据
- // $rentedfriends = $req->userInfo->game->privateState->rentedFriends;
- // if (!$rentedfriends || !is_array($rentedfriends)) {
- // $rentedfriends = ArrayInit();
- // }
- // return Resp::ok(array('ret' => $rentedfriends));
- // }
- //
- // /**
- // * 清理战斗租借好友记录
- // *
- // */
- // public static function ClearFightRentRecord($req) {
- // $req->userInfo->game->privateState->rentedFriends = ArrayInit();
- // }
- //
- // /**
- // * [6806] 扣除借用好友费用
- // * @param Req $req
- // */
- // public static function ConsumeBorrowFriend($req) {
- //// 提取参数:好友id
- // $friend_uid = $req->paras[0];
- //// 验证好友关系
- // if (!FriendProc::isFriendship($req->zoneid, $req->uid, $friend_uid)) {
- // return Resp::err(ErrCode::friend_no_err);
- // }
- //// 验证尚未租借过
- // $rentedfriends = $req->userInfo->game->privateState->rentedFriends;
- // if (!$rentedfriends || !is_array($rentedfriends)) {
- // $rentedfriends = ArrayInit();
- // }
- // if (in_array($friend_uid, $rentedfriends)) {
- // return Resp::err(array('err' => -1, 'msg' => 'has rented this player today!'));
- // }
- //// 验证好友出借英雄
- // $friend_info = UserProc::getUserInfo(gMem(), $req->zoneid, $friend_uid);
- // if (!$friend_info) {
- // return Resp::err(ErrCode::user_no_err, '找不到好友的游戏数据!');
- // }
- //// todo:啦啦啦... 先不写了,管它用的是哪个英雄呢
- ////
- //// 扣除费用,失败->金币不足
- // $arr = explode(',', glc()->User_Friends_HireFriendForBattle_Cost);
- // if (count($arr) < 2) {
- // return Resp::err(ErrCode::err_const_no);
- // }
- // $itemid = $arr[0]; # 道具id
- // $amt = $arr[1]; # 数量
- // if ($itemid == META_GOLD_ITEMID) {
- // $user = $req->userInfo->game;
- // if ($user->gold < $amt) {
- // return Resp::err(array('err' => -2, 'msg' => 'gold not enough!'));
- // }
- // UserGameModel::Consume_Gold($user, $amt);
- //// todo: 给好友发送金币 邮件
- // EmailProc::SendHireCoinFromFight($req->zoneid, $friend_uid, #
- // $req->userInfo->game->name, $req->uid, $amt); # 好友收益需要扣除系统税率.
- // } else {
- // return Resp::err(ErrCode::err_const_no);
- // }
- //// 添加借用记录
- // $rentedfriends[] = $friend_uid;
- // $req->userInfo->game->privateState->rentedFriends = $rentedfriends;
- //// 回写数据
- // UserProc::updateUserInfo($req); // 玩家数据
- //// UserProc::setUserInfo(global_mem(), $friend_info); // 好友数据
- //// 返回
- // return Resp::ok(array('err' => 0, 'curgold' => $user->gold));
- // }
- // </editor-fold>
- //
- // <editor-fold defaultstate="collapsed" desc="黄金挑战">
- // /**
- // * [6804] 扣除买buffer的费用
- // * @param type $req
- // * @return type
- // */
- // public static function ConsumeBufferGold($req) {
- // $user = $req->userInfo->game; # user引用
- // $money = $req->paras[0]; //需要的手工费
- //// echo var_dump($money);
- // $bDeal = UserGameModel::Consume_Gold($user, $money);
- // if ($bDeal) {
- // $result = array(
- // 'resp' => "succeed!"
- // );
- //// 更新数据库数据
- //
- // $resp = Resp::ok($result);
- // } else {
- //
- //// $user->gold=0;
- // $result = array(
- // 'resp' => "succeed!"
- // );
- //// 更新数据库数据
- //
- // $resp = Resp::ok($result);
- // }
- // UserProc::updateUserInfo($req);
- // return $resp;
- // }
- // /**
- // * [6807] 挑战黄金 无穷无尽战斗模式
- // * @param type $req
- // */
- // public static function ChallengeEndlessFightMode_Gold($req) {
- // $gateForeverId = $req->paras[0];
- // $difficuty = $req->paras[1];
- // $bociCount = $req->paras[2];
- ////判断是否已经达到挑战的次数上限
- // $gates = $req->userInfo->game->gates;
- //
- // if (!CommUtil::isPropertyExists($gates, "forever_Gold_FightTimes")) {
- // $gates->forever_Gold_FightTimes = 0;
- // }
- //
- // if ($gates->forever_Gold_FightTimes >= glc()->Battle_Forever_MaxCountEveryDay) {
- // return Resp::err(ErrCode::err_gateForever_countIsFull, '挑战次数已经用尽!');
- // }
- ////1.取出无尽模式的关卡常量数据
- // $gateForeverConst = GameConfig::gateforever_getItem($gateForeverId); // ConstProc::getGold_GateForeverGoldConst($gateForeverId);
- // $gateBattleBociConst = GameConfig::gatecombat_getItem($gateForeverId);
- // if (!$gateForeverConst) {
- // return Resp::err(ErrCode::err_gateForever_const_no);
- // }
- ////判断次数是否合法
- // $bociArr = explode(",", $gateBattleBociConst->level);
- // if ($bociCount > count($bociArr)) {
- // return Resp::err(ErrCode::err_gateForever_countillegal);
- // }
- ////2.取出模式下的奖励数据
- // $rewardStr = $gateForeverConst->reward1;
- //
- // $arr_reward = explode(";", $rewardStr);
- // foreach ($arr_reward as $value) {
- // if (strlen($value) > 0) {
- //
- // $arr_RealReward = explode(",", $value);
- // $itemId = $arr_RealReward[0];
- // $itemNum = $arr_RealReward[1];
- //
- // $str1 = substr($itemId, 0, 3);
- ////3.根据挑战的波次数据,重复累计获得奖励
- // for ($i = 0; $i < $bociCount; $i++) {
- //
- // switch ($str1) {
- /////怪物卡或者英雄卡牌获取
- // case "101":
- // case "201":
- //// HeroProc::AddHeroTFromStore($req, $itemId);
- // break;
- /////装备物品的获取.
- // case "301":
- // case "302":
- // case "303":
- // StoreProc::PutEquipInStore($itemId, $req);
- // break;
- /////宝石的获取
- // case "304":
- // StoreProc:: PutOverlyingItemInStore($itemId, $itemNum, $req);
- // break;
- ////金币的获取
- // case "399":
- // if ($itemId == "399002") {
- // UserGameModel::Add_Gold($req->mem, $req->userInfo->game, $itemNum);
- // }
- // break;
- // default:
- // break;
- // }
- // }
- // }
- // }
- ////4、存储玩家的挑战次数
- // $gates->forever_Gold_FightTimes = $gates->forever_Gold_FightTimes + 1;
- //// 回写数据
- // UserProc::updateUserInfo($req);
- // $result = ObjectInit();
- // $result->result = "succeed";
- // $result->forever_Gold_FightTimes = $gates->forever_Gold_FightTimes;
- // $resp = Resp::ok($result);
- // return $resp;
- // }
- // /**
- // * 清理挑战无尽模式的 次数记录
- // *
- // */
- // public static function ClearGateForeverGold_FightCountEveryDay($req) {
- // $req->userInfo->game->gates->forever_Gold_FightTimes = 0;
- // }
- // </editor-fold>
- //
- // <editor-fold defaultstate="collapsed" desc=" 副本 ">
- //
- // /**
- // * [6801] 开启副本
- // * @param Req $req
- // * @deprecated since version 0
- // */
- // public static function OpenTheCarbon($req) {
- // $gates = $req->userInfo->game->gates;
- // $openedcarbons = $gates->carbons->openedCarbons;
- //# 提取参数
- // $carbonId = $req->paras[0]; # 副本ID
- // $difficulty = $req->paras[1]; # 难度等级 1,2,3
- // $key = "$carbonId-$difficulty"; # 键值
- // if (!($gates && $openedcarbons)) {
- // return Resp::err(ErrCode::err_innerfault);
- // }
- // if ($difficulty > 3 || $difficulty < 1) {
- // return Resp::err(ErrCode::carbon_wrongdifficult);
- // }
- //
- // if (CommUtil::isPropertyExists($openedcarbons, $key)) {
- // $carbon = $openedcarbons->$key;
- // } else {
- // $carbon = new CarbonModel();
- // }
- // if ($carbon->closeTs > now()) {
- // return Resp::err(ErrCode::carbon_opened);
- // }
- // $carbonModel = GameConfig::gate_carbon_getItem($carbonId); # 常量
- //# 扣除开启消耗的道具
- // $keyid = "keyId$difficulty";
- // $keynum = "keyNum$difficulty";
- // $costItemId = $carbonModel->$keyid;
- // $costItemNum = $carbonModel->$keynum;
- //
- // $err = StoreProc::removeItemFromStore($req->userInfo->game->store, $costItemId, $costItemNum);
- // if ($err) { # 扣除失败
- // return Resp::err($err);
- // }
- // $carbon->closeTs = now() + $carbonModel->duration; # 关闭倒计时
- // $carbon->curIndex = 0; # 索引重置为0
- // $openedcarbons->$key = $carbon;
- // $req->userInfo->game->gates->carbons->openedCarbons = $openedcarbons;
- // UserProc::updateUserInfo($req);
- // return Resp::ok(array('err' => 0, 'carbons' => $openedcarbons));
- // }
- // /**
- // * 挑战副本关卡
- // * @param Req $req
- // * @deprecated since version number
- // */
- // public static function ChallengeCarbon($req) {
- // $gates = $req->userInfo->game->gates;
- // $carbons = $gates->carbons->openedCarbons;
- //# 提取参数
- // $carbonId = $req->paras[0]; # 副本ID
- // $difficulty = $req->paras[1]; # 难度等级 1,2,3
- // $gateindex = $req->paras[2]; # 关卡索引 0,1,2,...
- // $star = $req->paras[3]; # 战斗评价(几星)
- // $TeamObj = $req->paras[4]; # 队伍信息
- //// $bossId = $req->paras[5]; # 本关消灭的bossid (<=0代表本关卡未出现boss)
- // if ($difficulty > 3 || $difficulty < 1) {
- // return Resp::err(ErrCode::carbon_wrongdifficult);
- // }
- // $key = "$carbonId-$difficulty"; # 键值
- //# 0 当前副本处于开启状态
- //# 1 当前关卡索引,不能跳着打,
- //# 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
- //# 3 决定掉落物品, 发给客户端
- //# 4 发放对应的经验之类的东西
- //# 5 检查是否最后一个关卡, 是, 关闭副本
- //# 6 回存数据,返回
- //
- // isEditor() && $carbon = new CarbonModel;
- // if (CommUtil::isPropertyExists($carbons, $key)) {
- // $carbon = $carbons->$key;
- // } else {
- // $carbon = null;
- // }
- // if (!$carbon || $carbon->closeTs < now()) {
- // return Resp::err(ErrCode::carbon_closed);
- // }
- //
- // $carbonModel = GameConfig::gate_carbon_getItem($carbonId); # 副本常量数据
- // $gateIds = explode(',', $carbonModel->gateids);
- // if ($gateindex < 0 || $gateindex >= count($gateIds)) {
- // return Resp::err(ErrCode::carbon_gateIndex);
- // }
- // if ($carbon->curIndex == $gateindex || $gateindex == 0) {
- // $carbon->curIndex += 1; # 更新进度
- // } else { # 不能跳关
- // return Resp::err(ErrCode::carbon_gateIndex);
- // }
- //
- // $gateId = $gateIds[$gateindex]; # 通过索引获得关卡ID
- // $tl = "tili$difficulty"; # 体力难度
- // $rwd = "reward$difficulty"; # 奖励难度
- // $arr = array("normal", 'hard', 'elite'); # 难度名称
- // $gt = $arr[$difficulty - 1]; # 关卡分类
- // $gateModel = GameConfig::gate_carbon_content_getItem($gateId); # 副本关卡常量数据
- // $tili = $gateModel->$tl; # 扣除体力
- // $reward = $gateModel->$rwd; # 获得奖励
- //#
- //# 打副本呢也要扣除体力
- // ActiveProc::ChangeTili(-$tili, $req);
- //# 扣除多少体力就给账号增加多少经验 -by 李宁, reconfirmed by wg 20170519144109
- // UserGameModel::Add_Exp($req, $tili);
- //# 增加英雄经验(也是依据扣除的体力数)
- // foreach ($TeamObj as $heroUID) {
- // HeroProc::HeroAddEXP($heroUID, $tili, $req);
- // }
- //// $carbon->stars; 暂不记录了
- //# 掉落战利品->获取
- // $err = StoreProc::AddMultiItemInStore($req, $reward);
- // if ($err) {
- // return Resp::err($err);
- // }
- // if (count($gateIds) == $gateindex + 1) { # 最后一个关卡
- // unset($carbons->$key); # 关闭掉关卡,或者是直接删掉
- // } else {
- // $carbons->$key = $carbon; # 回存数据
- // }
- // $req->userInfo->game->gates->carbons->openedCarbons = $carbons;
- // UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
- // # Ps.备注,奖品是固定的,所以不必返回
- // $result = array(
- // 'store' => $req->userInfo->game->store,
- // 'heros' => $req->userInfo->game->heros,
- // 'gates' => $req->userInfo->game->gates,
- // 'tili' => $req->userInfo->game->tili,
- // 'time' => $req->userInfo->game->privateState->TiliTime
- // );
- // return Resp::ok($result);
- // }
- // /**
- // * [6809]新版本的挑战 副本胜利
- // * @param Req $req
- // * @deprecated since version 0
- // */
- // public static function NewChallengeCarbon($req) {
- // $gates = $req->userInfo->game->gates;
- // $carbons = $gates->carbons->openedCarbons;
- //# 提取参数
- // $carbonId = $req->paras[0]; # 副本ID
- // $gateId = $req->paras[1]; # 关卡ID
- // $difficulty = $req->paras[2]; # 难度等级 1,2,3
- //
- // $star = $req->paras[3]; # 战斗评价(几星)
- // $TeamObj = $req->paras[4]; # 队伍信息
- //
- // if ($difficulty > 3 || $difficulty < 1) {
- // return Resp::err(ErrCode::carbon_wrongdifficult);
- // }
- // $key = "$carbonId-$difficulty"; # 键值
- // # 0 当前副本处于开启状态
- // # 1 战斗胜利之后,副本直接关闭
- // # 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
- // # 3 决定掉落物品, 发给客户端
- // # 4 发放对应的经验之类的东西
- // # 5 检查是否最后一个关卡, 是, 关闭副本
- // # 6 回存数据,返回
- //
- // isEditor() && $carbon = new CarbonModel;
- // if (CommUtil::isPropertyExists($carbons, $key)) {
- // $carbon = $carbons->$key;
- // } else {
- // $carbon = null;
- // }
- // if (!$carbon || $carbon->closeTs < now()) {
- // return Resp::err(ErrCode::carbon_closed);
- // }
- // unset($carbons->$key);
- // $tl = "tili$difficulty"; # 体力难度
- // $rwd = "reward$difficulty"; # 奖励难度
- //
- // $gateModel = GameConfig::gate_carbon_content_getItem($gateId); # 副本关卡常量数据
- // $tili = $gateModel->$tl; # 扣除体力
- // $reward = $gateModel->$rwd; # 获得奖励
- // #
- // # 打副本呢也要扣除体力
- // ActiveProc::ChangeTili(-$tili, $req);
- //
- // // 按照概率规则发放奖品
- // $rewardsArr = explode(";", $reward);
- // $rwds = array();
- // foreach ($rewardsArr as $r) {
- // $arr = explode(',', $r);
- // $itemid = intval($arr[0]);
- // $num = intval($arr[1]);
- // $probability = floatval($arr[2]); # 掉落概率精度精确到±0.01%
- // if (CommUtil::randomPercent($probability)) { # 投色子
- // $err = StoreProc::AddMultiItemInStore($req, "$itemid,$num");
- // if ($err) {
- // return Resp::err($err);
- // }
- // $rwds[] = "$itemid,$num";
- // }
- // }
- //
- // if ($err) {
- // return Resp::err($err);
- // }
- //
- // $req->userInfo->game->gates->carbons->openedCarbons = $carbons;
- // UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
- // # Ps.备注,奖品是固定的,所以不必返回
- // SystemProc::Carbon_Win($req->zoneid, $req->userInfo->game, $carbonId, $difficulty); # 插入通过副本消息
- // $result = array(
- // 'store' => $req->userInfo->game->store,
- // 'heros' => $req->userInfo->game->heros,
- // 'gates' => $req->userInfo->game->gates,
- // 'tili' => $req->userInfo->game->tili,
- // 'time' => $req->userInfo->game->privateState->TiliTime,
- // 'gold' => 0,
- // 'exp' => 0,
- // 'rewardstr' => implode(';', $rwds)
- // );
- // return Resp::ok($result);
- // }
- // /**
- // * [6816] 挑战剧情关卡
- // * @param type $req
- // * @deprecated since version 0
- // */
- // public static function ChallengeStoryGate($req) {
- // $gates = $req->userInfo->game->gates;
- //# 提取参数
- // $storyId = $req->paras[0]; # 剧情ID
- // $difficulty = $req->paras[1]; # 难度等级 1,2,3
- // $star = $req->paras[2]; # 战斗评价(几星)
- // $TeamObj = $req->paras[3]; # 队伍信息
- // $bossId = $req->paras[4]; # 本关消灭的bossid (<=0代表本关卡未出现boss)
- ////
- //#1. 判断是否有记录过剧情的战斗信息
- // if (!CommUtil::isPropertyExists($gates, "story")) {
- // $gates->story = ObjectInit();
- // $gates->story->lastFinishedStoryGateId = 0;
- // $gates->story->allFinishedStoryGateIdList = ArrayInit();
- // }
- // $storrRecord = $gates->story;
- //#2.取出模式下的奖励数据
- // $memStoryModel = GameConfig::gatestory_getItem($storyId);
- // $tili = 0;
- // $rewardStr = $memStoryModel->storyGateReward;
- //
- //#3 同步下剧情的推进进度数据
- // if ($storrRecord->lastFinishedStoryGateId == $storyId || in_array($storyId, $storrRecord->allFinishedStoryGateIdList)) {
- // return Resp::err(ErrCode::story_repeatfight); #剧情关卡不能重复战斗 只能打一次
- // } else {
- // $storrRecord->lastFinishedStoryGateId = $storyId;
- // $storrRecord->allFinishedStoryGateIdList[] = $storyId;
- // }
- //#
- //# 4 万一打剧情也扣除体力呢
- // if ($tili > 0) {
- // ActiveProc::ChangeTili(-$tili, $req);
- //# 扣除多少体力就给账号增加多少经验 -by 李宁, reconfirmed by wg 20170519144109
- // UserGameModel::Add_Exp($req, $tili);
- //# 增加英雄经验(也是依据扣除的体力数)
- // foreach ($TeamObj as $heroUID) {
- // HeroProc::HeroAddEXP($heroUID, $tili, $req);
- // }
- // }# 5 玩家获得 剧情的战斗奖励
- // $err = StoreProc::AddMultiItemInStore($req, $rewardStr);
- // if ($err) {
- // return Resp::err($err);
- // }# 6 回存玩家的战斗记录
- // $req->userInfo->game->gates->story = $storrRecord;
- // UserProc::updateUserInfo($req); //在获取战利品哪里已经update了.
- // # Ps.备注,奖品是固定的,所以不必返回
- // $result = array(
- // 'store' => $req->userInfo->game->store,
- // 'heros' => $req->userInfo->game->heros,
- // 'gates' => $req->userInfo->game->gates,
- // 'tili' => $req->userInfo->game->tili,
- // 'time' => $req->userInfo->game->privateState->TiliTime
- // );
- // return Resp::ok($result);
- // }
- //
- // </editor-fold>
- //
- }
- /**
- * 任务/挑战目标达成记录(三星评价)
- * @author gwang
- */
- class GateStar {
- /**
- * 根据后台记录的数值构造(反向提供给前端显示层)
- * @param int $i
- */
- public function __construct($i) {
- $this->S1 = ($i & 1) > 0;
- $this->S2 = ($i & 2) > 0;
- $this->S3 = ($i & 4) > 0;
- }
- /**
- * @var bool 第一个目标达成
- */
- public $S1;
- /**
- * @var bool 第二个目标达成
- */
- public $S2;
- /**
- * @var bool 第三个目标达成
- */
- public $S3;
- /**
- * 统计总星数
- * @return int
- */
- public function Stars() {
- return ($this->S3 ? 1 : 0) + ($this->S2 ? 1 : 0) + ($this->S1 ? 1 : 0);
- }
- }
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