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