HeroProc.php 41 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * 英雄处理逻辑
  5. * @author gwang
  6. */
  7. class HeroProc {
  8. /**
  9. * 英雄处理逻辑分发
  10. * 所有的Proc中必须有这样一个方法
  11. */
  12. static function procMain() {
  13. switch (req()->cmd) {
  14. case CmdCode::cmd_hero_levelup: # [6301] 英雄升级
  15. return HeroProc::HeroLevelUpCostExpItem();
  16. case CmdCode::cmd_hero_tupo: # [6301] 英雄升级
  17. return HeroProc::tupo();
  18. // <editor-fold defaultstate="collapsed" desc="过时 接口">
  19. case CmdCode::cmd_hero_stageup: # [6304] 英雄进阶 SABCD
  20. return HeroProc::HeroStageUp();
  21. // case CmdCode::cmd_hero_upstar: # [6305] 英雄升星
  22. // return HeroProc::HeroUpStarByPieces();
  23. // case CmdCode::cmd_hero_changelockstate: # [6306] 英雄-修改锁定状态
  24. // return HeroProc::HeroChangelockstate();
  25. // case CmdCode::cmd_hero_buyCollectHeroLimtCount: # [6312] 扩展英雄数量上限
  26. // return HeroProc::BuyHeroMaxCountLimt();
  27. // <editor-fold defaultstate="collapsed" desc="---------------英雄评论----------------">
  28. // case CmdCode::cmd_hero_GetDiscuss: # [6316]拉取英雄评论
  29. // return HeroDiscussProc::GetDiscusses();
  30. // case CmdCode::cmd_hero_PostDiscuss: # [6317]对英雄发表评论
  31. // return HeroDiscussProc::Post();
  32. // case CmdCode::cmd_hero_PraiseDiscuss: # [6318]给某条评论点赞
  33. // return HeroDiscussProc::PriaseMsg();
  34. // case CmdCode::cmd_hero_DeleteDiscuss: # [6319]删除评论
  35. // return HeroDiscussProc::DeletePost();
  36. // case CmdCode::cmd_hero_scoreit: # [6320]给某个英雄评分
  37. // return HeroDiscussProc::Score();
  38. // </editor-fold>
  39. // <editor-fold defaultstate="collapsed" desc=" 英雄的解锁与购买 ">
  40. // case CmdCode::cmd_hero_buyHero: # [6321]购买英雄
  41. // return HeroProc::BuyHeroByCostPieces();
  42. // case CmdCode::cmd_hero_upGodBlood: # [6322] 神血升级
  43. // return HeroProc::UpGodBloodHeroByPieces();
  44. // case CmdCode::cmd_hero_unlockByPieces: # [6323] 解锁碎片
  45. // return HeroProc::UnLockHeroByPieces();
  46. // </editor-fold>
  47. // </editor-fold>
  48. # --------- 英雄技能 -----------
  49. case CmdCode::cmd_hero_upgradeSkillLevel: # [6314] 英雄的技能升级
  50. return HeroProc::UpgradeSkillLevel();
  51. case CmdCode::cmd_hero_unlockSkill: # [6324] 英雄技能 - 解锁技能
  52. return HeroProc::UnlockSkill();
  53. case CmdCode::cmd_hero_skillLevel_onekeyupgrade: # [6325] 英雄技能 - 一键升级
  54. return HeroProc::OnekeyUpgradeSkillLevel();
  55. case CmdCode::cmd_hero_saveHeroTeamConfig: # [6315] 保存玩家战队数据
  56. return HeroProc::SaveHeroTeamConfig();
  57. // <editor-fold defaultstate="collapsed" desc=" 英雄升级 cyzhao ">
  58. case CmdCode::cmd_hero_StrengthenStar: # [6326] 升星cmd_hero_YanlinUpLevel
  59. return HeroProc::StrengthenStar();
  60. case CmdCode::cmd_hero_YanlinUpLevel: # [6327] 升级
  61. return HeroProc::YanlinUpLevel();
  62. // </editor-fold>
  63. default: # err: 未知的命令码
  64. return Resp::err(ErrCode::cmd_err);
  65. }
  66. }
  67. // <editor-fold defaultstate="collapsed" desc="技能升级与解锁">
  68. /**
  69. * [6324] 英雄技能解锁
  70. * @version 2020.1.13 至今未进行对接, 再次整理版
  71. * 2019.12.10 加班弄完第一版
  72. */
  73. static function UnlockSkill() {
  74. list($huid, $mainSkillId, $subSkillId) = req()->paras; # 提取参数: 英雄的UID, 主技能Id, 要升级的子技能ID
  75. $user = req()->userInfo->game; # user引用
  76. $cHeros = $user->heros->collectHeros;
  77. my_default_Obj($cHeros);
  78. my_Assert(CommUtil::isPropertyExists($cHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要解锁的英雄
  79. # # 2.判断英雄的该技能能否升级....
  80. $targetHero = new Ins_UserHero($cHeros->$huid); # 直接类型识别
  81. $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
  82. my_default_Arr($targteHeroSkills->$mainSkillId); # 保护子技能数组数据结构
  83. my_Assert(!CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能已解锁"); # 子技能已经解锁
  84. // if (!$targetHero->IsSkillUnlockAble($mainSkillId, $subSkillId)) { # 3.判断技能是否处于待解锁状态
  85. // return Resp::err(ErrCode::hero_upgradeSkill_maxLevel);
  86. // }
  87. $sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
  88. my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
  89. // my_Assert(Data_UserGame::Consume_Gold($user->baseInfo, $sm->unlockCost), # # 5. 扣除金币消耗
  90. // ErrCode::notenough_gold_msg);
  91. my_Assert($user->base()->Consume_Gold($sm->unlockCost), # # 5. 扣除金币消耗
  92. ErrCode::notenough_gold_msg);
  93. array_push($targteHeroSkills->$mainSkillId, $subSkillId); # 添加技能
  94. $targetHero->subSkills = $targteHeroSkills;
  95. $cHeros->$huid = $targetHero; # 回存Hero对象
  96. UserProc::updateUserInfo(); # 回写数据
  97. TaskProc::OnHeroUnlocSkill($targetHero->typeId, $subSkillId);
  98. return Resp::ok($targetHero);
  99. }
  100. /**
  101. * [6325] 英雄技能一键升级
  102. */
  103. static function OnekeyUpgradeSkillLevel() {
  104. list($huid, $mainSkillId, $subSkillId, $targetSubSkillId, $costGold) = req()->paras; # 提取参数: 英雄的UID, 主技能ID, 要升级的子技能ID, 升级到的子技能ID, 升级要消耗的金币
  105. $user = req()->userInfo->game; # user引用#
  106. $collectHeros = $user->heros->collectHeros;
  107. my_default_Obj($collectHeros); # 防御变量为空
  108. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
  109. # # 2.判断英雄的该技能能否升级....
  110. $targetHero = new Ins_UserHero($collectHeros->$huid); # 直接类型识别
  111. $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
  112. my_default_Arr($targteHeroSkills->$mainSkillId); # 保护数据结构
  113. my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
  114. // if (!$targetHero->IsSkillUpdateAble($mainSkillId, $subSkillId)) { # 3.判断技能等级能否在继续升级了
  115. // return Resp::err(ErrCode::hero_upgradeSkill_maxLevel);
  116. // }
  117. // $sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
  118. // if (null == $sm) {
  119. // return \Resp::err(ErrCode::err_const_no, '找不到子技能配置数据');
  120. // }
  121. my_Assert($user->base()->Consume_Gold($costGold), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
  122. unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
  123. array_push($targteHeroSkills->$mainSkillId, $targetSubSkillId);
  124. $targetHero->subSkills = $targteHeroSkills;
  125. $collectHeros->$huid = $targetHero; # 更新Hero数据
  126. UserProc::updateUserInfo(); # 回写数据
  127. return Resp::ok($targetHero);
  128. }
  129. /**
  130. * [6314]英雄技能升级
  131. */
  132. static function UpgradeSkillLevel() {
  133. list($huid, $mainSkillId, $subSkillId) = req()->paras; # 提取参数: 英雄的UID, 主技能Id, 要升级的子技能Id
  134. $user = req()->userInfo->game; # user引用
  135. $collectHeros = $user->heros->collectHeros;
  136. my_default_Obj($collectHeros); # 防御变量为空
  137. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
  138. $targetHero = new Ins_UserHero($collectHeros->$huid);
  139. $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
  140. my_Assert(CommUtil::isPropertyExists($targteHeroSkills, $mainSkillId), "玩家数据结构有问题."); # 主技能Id.
  141. my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
  142. my_Assert($targetHero->IsSkillUpdateAble($mainSkillId, $subSkillId), ErrCode::hero_upgradeSkill_maxLevel); # 3.判断技能等级能否在继续升级了
  143. $sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
  144. my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
  145. my_Assert($user->base()->Consume_Gold($sm->upgradeCost), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
  146. unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
  147. array_push($targteHeroSkills->$mainSkillId, $sm->nextLevel_Id);
  148. $targetHero->subSkills = $targteHeroSkills;
  149. $collectHeros->$huid = $targetHero; # 更新hero数据
  150. UserProc::updateUserInfo(); # 回写数据
  151. return Resp::ok($targetHero);
  152. }
  153. // </editor-fold>
  154. //
  155. // <editor-fold defaultstate="collapsed" desc="英雄 强化">
  156. /**
  157. * 6304 英雄 升阶(消耗碎片)
  158. */
  159. static function HeroStageUp() {
  160. list($huid, $nextGrade) = req()->paras; # 提取参数: 英雄的UID,下一阶
  161. $user = req()->userInfo->game; # user引用
  162. $collectHeros = $user->heros->collectHeros; # 角色容器
  163. my_default_Obj($collectHeros); # 保证不为null
  164. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
  165. $upHero = new Ins_UserHero($collectHeros->$huid); # 直接类型识别
  166. my_Assert($upHero->grade < "S", ErrCode::hero_strength_maxstrengthlevel); # 已经达到S级
  167. $heroUpgradeCostCfg = GameConfig::heroextra_level_getItem($upHero->typeId, $nextGrade);
  168. my_Assert($heroUpgradeCostCfg, ErrCode::hero_strength_cost_const_no); # 1.检查是否存在这个升阶数据的模板
  169. // my_Assert(Data_UserGame::Consume_HeroSegment($user, # # 扣除碎片
  170. // $heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum), ErrCode::hero_segment_not_enough);
  171. my_Assert($user->store()->Consume_HeroSegment($heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum), # 扣除碎片
  172. ErrCode::hero_segment_not_enough); # 碎片数量不足
  173. # 扣除碎片成功
  174. $upHero->grade = $nextGrade; # 5.强化英雄进行成功升阶
  175. $collectHeros->$huid = $upHero; # 更新Hero数据
  176. UserProc::updateUserInfo(); # 6.数据回存
  177. $resp = Resp::ok($upHero);
  178. SystemProc::insertHero_StageUp(req()->zoneid, req()->uid, $user->base()->name, # # 插入系统广播
  179. GameConfig::hero_getItem($upHero->typeId)->name, $upHero->grade);
  180. self::CalcUserFightPower(req()->zoneid, req()->uid, req()->userInfo->game); # 跟新战力统计
  181. TaskProc::OnHeroGradeUp($upHero->typeId, $upHero->grade);
  182. // var_dump($user->task->taskListDaily);
  183. return $resp;
  184. }
  185. /**
  186. * [6301] 英雄升级 - 消耗经验道具,获得经验(按照经验提升等级)
  187. */
  188. static function HeroLevelUpCostExpItem() {
  189. list($huid, $costItemId, $costNumber) = req()->paras; # 提取参数: 玩家英雄实例编号, 消耗的道具ID, 消耗的道具数量
  190. $user = req()->userInfo->game; # user引用
  191. $collectHeros = $user->heros->collectHeros; # 1. 检查是否存在要升级的英雄
  192. my_default_Obj($collectHeros);
  193. my_Assert(is_int($costNumber) && $costNumber >= 1, ErrCode::paras_err); # 参数合法性判断
  194. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 玩家拥有此英雄
  195. $targetHero = new Ins_UserHero($collectHeros->$huid); #
  196. my_Assert($targetHero->HeroCanLevelUp(), "请提升指挥官等级."); # 2. 检查玩家等级是否可以继续升级, Ps. 全局限制 + 指挥官等级限制
  197. $myPacketItems = $user->store->items; # 检查道具的数量,在背包中是否充足
  198. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  199. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);
  200. $initLevel = $targetHero->level; # 初始等级
  201. $totalEXP = 0; # 4.计算消耗的道具一共给多少经验值以及 一共要消耗多少金币
  202. $costItemConst = GameConfig::item_stones_getItem($costItemId);
  203. my_Assert(null != $costItemConst, ErrCode::err_const_no);
  204. $totalEXP += $costItemConst->baseExp;
  205. $heroConst = GameConfig::hero_getItem($targetHero->typeId); # 英雄模板数据
  206. my_Assert(null != $heroConst, ErrCode::err_const_no, "英雄 模板数据");
  207. if ($costItemConst->element != 0 # # 相同元素加成
  208. && $costItemConst->element == $heroConst->element) {
  209. $totalEXP += $costItemConst->extraExp;
  210. }
  211. $totalEXP *= $costNumber; # 消耗N个道具
  212. $targetHero = self:: HeroAddEXP($huid, $totalEXP); # 获得经验
  213. $myPacketItems->$costItemId -= $costNumber; # 消耗道具
  214. if ($myPacketItems->$costItemId < 0) {
  215. $myPacketItems->$costItemId = 0;
  216. }
  217. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  218. my_Assert($targetHero->xp >= 0, "英雄经验出错");
  219. UserProc::updateUserInfo(); # 回写玩家数据
  220. TaskProc::OnHeroImprove(); # 事件检测
  221. self::CalcUserFightPower(req()->zoneid, req()->uid, req()->userInfo->game); # 跟新战力统计
  222. $ret = array(
  223. 'hero' => $targetHero,
  224. 'store' => $user->store
  225. );
  226. return Resp::ok($ret);
  227. }
  228. /**
  229. * 突破
  230. */
  231. static function tupo() {
  232. list($huid) = req()->paras;
  233. UserProc::updateUserInfo();
  234. $ret = array(
  235. 'hero' => $targetHero,
  236. 'store' => $user->store
  237. );
  238. return Resp::ok($ret);
  239. }
  240. // </editor-fold>
  241. //
  242. // <editor-fold defaultstate="collapsed" desc="队伍配置">
  243. /**
  244. * [6315]保存队伍的战斗配置信息
  245. */
  246. static function SaveHeroTeamConfig() {
  247. $teamsetting = req()->paras[0]; # 配置信息json文件
  248. req()->userInfo->game->heroTeamConfig = $teamsetting; # 更新配置
  249. UserProc::updateUserInfo(); # 回写数据
  250. # # 添加到战斗力隐藏榜单中, for pvp back matchers, -wg 2017.07.13
  251. self::CalcTeamFightPower(req()->zoneid, req()->uid, req()->userInfo->game);
  252. return Resp::ok(array('result' => "succeed"));
  253. }
  254. // </editor-fold>
  255. //
  256. // <editor-fold defaultstate="collapsed" desc="已过时代码">
  257. /**
  258. * 6323 解锁英雄
  259. */
  260. static function UnLockHeroByPieces() {
  261. Err(ErrCode::err_method_obsoleted, "策划未设定解锁功能-2021.5.6");
  262. $user = req()->userInfo->game; # user引用
  263. $heroModelId = req()->paras[0];
  264. $piecesId = req()->paras[1]; # 英雄碎片的ID
  265. $piecesNum = req()->paras[2];
  266. my_default_Obj($user->heros->recordUnLockHeroDic); # 防御解锁列表未初始化,空对象
  267. $recordUnLockHeroDic = $user->heros->recordUnLockHeroDic; # 已解锁记录
  268. if (!CommUtil::isPropertyExists($recordUnLockHeroDic, $heroModelId)) { # 检查是不是已经解锁过了
  269. $recordUnLockHeroDic->$heroModelId = 0;
  270. }
  271. my_Assert(0 == $recordUnLockHeroDic->$heroModelId, ErrCode::hero_lockState); # 防御英雄已经解锁
  272. $heroCfg = GameConfig::hero_getItem($heroModelId);
  273. my_Assert(isset($heroCfg), ErrCode::hero_const_no_err); # 检查要解锁的英雄的常量配置是否存在
  274. $piecesCfg = GameConfig::segment_getItem($piecesId);
  275. my_Assert(isset($piecesCfg), ErrCode::err_const_no); # 检查需要消耗的碎片的常量配置是否存在
  276. $myPacketItems = $user->store->segement;
  277. $requirePiecesNum = $heroCfg->unlockConditionId;
  278. $enoughPieces = false; # 检查道具数量是否充足
  279. my_Assert($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum, ErrCode ::paras_err);
  280. if (!CommUtil::isPropertyExists($myPacketItems, $piecesId)) { # 检查碎片
  281. $enoughPieces = false;
  282. } else {
  283. if ($myPacketItems->$piecesId < $requirePiecesNum) { # 5.检查道具的数量是否充足
  284. $enoughPieces = false;
  285. } else {
  286. $enoughPieces = true;
  287. }
  288. }
  289. my_Assert($enoughPieces, ErrCode::hero_godblood_notengoughitem);
  290. $myPacketItems->$piecesId -= $requirePiecesNum;
  291. if ($myPacketItems->$piecesId < 0) { # 6.进行 # # 消耗道具
  292. $myPacketItems->$piecesId = 0;
  293. }
  294. $recordUnLockHeroDic->$heroModelId = 1;
  295. req()->userInfo->game->heros->recordUnLockHeroDic = $recordUnLockHeroDic;
  296. req()->userInfo->game->store->segement = $myPacketItems;
  297. UserProc::updateUserInfo(); # 回写数据
  298. return Resp::ok(array('result' => "OK")); # 返回OK
  299. }
  300. /**
  301. * [6322] 英雄神血
  302. */
  303. static function UpGodBloodHeroByPieces() {
  304. Err(ErrCode::err_method_obsoleted, "策划未设定神血功能-2021.5.6");
  305. }
  306. /**
  307. * 英雄消耗碎片道具来升星
  308. * @param req $req
  309. */
  310. static function HeroUpStarByPieces() {
  311. Err(ErrCode::err_method_obsoleted, "策划未设定碎片升级功能-2021.5.6");
  312. }
  313. /**
  314. * 英雄升星
  315. * @param Req $req
  316. */
  317. static function HeroUpStar() {
  318. Err(ErrCode::err_method_obsoleted, "策划未设定升星功能-2021.5.6");
  319. }
  320. // </editor-fold>
  321. /**
  322. * 6321 购买英雄 消耗碎片
  323. */
  324. static function BuyHeroByCostPieces() {
  325. Err(ErrCode::err_method_obsoleted, "策划未设定碎片功能-2021.5.6");
  326. list($heroModelId, $costType, $costMoneyNum, $piecesId, $piecesNum) = req()->paras; # 提取参数
  327. $user = req()->userInfo->game; # user引用
  328. $collectHeros = $user->heros->collectHeros;
  329. my_default_Obj($collectHeros);
  330. foreach ($collectHeros as $key => $value) { # 检查玩家是否已经拥有此类英雄
  331. my_Assert($value->typeId != $heroModelId, ErrCode::hero_existSameHero_err);
  332. }
  333. $heroCfg = GameConfig::hero_getItem($heroModelId); # 英雄模板数据
  334. my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
  335. my_Assert($heroCfg->isCanBuy != 0, ErrCode::paras_err); # 是否可以直接购买
  336. $piecesCfg = GameConfig::segment_getItem($piecesId); # 检查需要消耗的碎片的常量配置是否存在
  337. my_Assert(null != $piecesCfg, ErrCode::err_store_itemnoconst);
  338. $myPacketItems = $user->store->items;
  339. $requirePiecesNum = $piecesCfg->mergePrototypeNeedNum;
  340. my_Assert($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum, ErrCode::paras_err);
  341. my_Assert(CommUtil::isPropertyExists($myPacketItems, $piecesId), ErrCode::hero_godblood_notengoughitem);
  342. my_Assert($myPacketItems->$piecesId > $requirePiecesNum, ErrCode::hero_godblood_notengoughitem); # 检查碎片道具数量是否充足
  343. switch ($costType) {
  344. case "cash":
  345. $realPrice = $heroCfg->cashPrice;
  346. my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
  347. my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
  348. my_Assert($user->base()->Consume_Cash($costMoneyNum), ErrCode::err_msg_cashnotenough);
  349. break;
  350. case "gold":
  351. $realPrice = $heroCfg->goldPrice;
  352. my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
  353. my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
  354. my_Assert($user->base()->Consume_Gold($costMoneyNum), ErrCode::err_msg_goldnotenough);
  355. break;
  356. default :
  357. Err(ErrCode::paras_err, "参数错误: [costType] " . $costType);
  358. }
  359. # 4.消耗来获得英雄
  360. $myPacketItems->$piecesId -= $requirePiecesNum; # 消耗道具
  361. req()->userInfo->game->store->items = $myPacketItems; # 回存背包
  362. UserProc::updateUserInfo(); # 回写数据
  363. $resp = HeroProc::GetHero();
  364. SystemProc::GetHero(req()->zoneid, $user->base(), $heroModelId); # 插入系统广播消息
  365. return $resp;
  366. }
  367. /**
  368. * 购买玩家可以收集的英雄的数量上限
  369. * @return type
  370. */
  371. static function BuyHeroMaxCountLimt() {
  372. list($buyNum, $costCash) = req()->paras; # 提取参数: 数量, 花费钻石
  373. $g = glc();
  374. $user = req()->userInfo->game; # user引用
  375. if (!CommUtil::isPropertyExists($user->heros, "maxCollectCount")) {
  376. $user->heros->maxCollectCount = $g->Game_CollectHero_BasicMaxCount;
  377. }
  378. $index = ceil(($user->heros->maxCollectCount - $g->Game_CollectHero_BasicMaxCount) #
  379. / $g->Game_CollectHero_OneBuyLimtNum);
  380. $arr = explode(",", $g->Game_CollectHero_BasicMaxPrice);
  381. my_Assert($index < count($arr), "已达上限");
  382. $realCost = $arr[$index];
  383. my_Assert($realCost == $costCash, ErrCode::paras_err); # 参数错误
  384. my_Assert($costCash >= 0, ErrCode::paras_err);
  385. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::err_msg_goldnotenough); # 扣除宝石
  386. $user->heros->maxCollectCount += $buyNum; # 修改上限
  387. UserProc::updateUserInfo();
  388. return Resp::ok(array(
  389. 'maxCollectCount' => $user->heros->maxCollectCount
  390. ));
  391. }
  392. /**
  393. * 获得英雄(测试已经OK)
  394. */
  395. static function GetHero() {
  396. $heroModelId = req()->paras[0]; # 英雄的模板ID
  397. $heroCfg = GameConfig::hero_getItem($heroModelId); # 1.检查是否存在这个英雄的模板
  398. my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
  399. $hero = self::AddHeroTFromStore(req(), $heroModelId); # 创建英雄
  400. UserProc::updateUserInfo();
  401. $result = array('result' => "succeed", 'heros' => $hero); # 4. 设置返回值
  402. return Resp::ok($result);
  403. }
  404. // <editor-fold defaultstate="collapsed" desc="辅助方法">
  405. /**
  406. * 获得一个英雄, 并且给他指定星级
  407. * @param Req $req
  408. * @param int $heromodelId 原型数据id
  409. * @param int $star 星级
  410. * @return Ins_UserHero
  411. */
  412. static function AddHeroWithStar(&$req, $heromodelId, $star) {
  413. $user = $req->userInfo->game;
  414. my_Assert(null != $user, ErrCode::err_innerfault);
  415. $collectHeros = $user->heros->collectHeros;
  416. $uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID); # 先生成一个hero的UID
  417. $user->heros->recordMaxUID = $uid;
  418. $hero = self::getGameHeroModelInstance($heromodelId, $uid);
  419. if ($star > 0) {
  420. $hero->curStar = $star; # 设定star
  421. }
  422. $collectHeros->$uid = $hero; # 回写
  423. $user->heros->collectHeros = $collectHeros; # 回写
  424. return $hero; # 返回
  425. }
  426. /**
  427. * 获得一个英雄(实例)
  428. * @param req $req
  429. * @param int $heromodelId
  430. * @return type
  431. */
  432. static function AddHeroTFromStore(&$req, $heromodelId) {
  433. $user = $req->userInfo->game; # 玩家数据
  434. $collectHeros = $user->heros->collectHeros; #
  435. my_default_Obj($collectHeros);
  436. $uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID); # 先生成一个UID
  437. $user->heros->recordMaxUID = $uid; # 更新最大编号记录
  438. $hero = self::getGameHeroModelInstance($heromodelId, $uid); # 3.创建英雄实例
  439. $collectHeros->$uid = $hero;
  440. $user->heros->collectHeros = $collectHeros;
  441. return $hero;
  442. }
  443. /**
  444. * 根据一个英雄的模板id,来获得一个英雄的实例数据
  445. * @param string $heroModelId 模板数据ID
  446. * @param string $uid 唯一ID
  447. * @return Ins_UserHero
  448. */
  449. static function getGameHeroModelInstance($heroModelId, $uid) {
  450. $heroCfg = GameConfig::hero_getItem($heroModelId);
  451. my_Assert(null != $heroCfg, ErrCode::err_const_no); # 检查是否存在这个英雄的模板
  452. $hero = new Ins_UserHero();
  453. // $hero->strengthLevel = $heroCfg->dengjie;
  454. $hero->curStar = $heroCfg->xingji;
  455. $hero->typeId = $heroCfg->heroId;
  456. $hero->uid = $uid;
  457. $hero->xp = 0;
  458. $lvs = GameConfig::hero_levelexp_getItem($hero->level + 1);
  459. $hero->maxXp = $lvs->requiredExp;
  460. // 取可用武器中第一个初始化 -- 策划要求初始英雄要带有武器 -- 王刚 2020年1月
  461. $wp = null;
  462. $arr = (array) GameConfig::item_weapon();
  463. ksort($arr); // todo: 排序不正常
  464. foreach ($arr as $id => $mo) {
  465. // isEditor() and $mo = new \sm_item_weapon();
  466. if ($mo->hero_id == $hero->typeId) {
  467. $wp = $mo;
  468. break;
  469. }
  470. }
  471. if (null != $wp) {
  472. $wuid = StoreProc::PutEquipInStore($wp->typeId);
  473. req()->userInfo->game->store->equipment->$wuid->herouid = $uid;
  474. $hero->equip->weapon = array("itemuid" => $wuid);
  475. }
  476. return $hero;
  477. }
  478. /**
  479. * 查找下一个玩家获得英雄的UID
  480. * @param type $req
  481. * @return int
  482. */
  483. static function CreateNewGameHeroUID($collectHeros, $oldMaxUID) {
  484. $maxID = 10000;
  485. my_default_Obj($collectHeros);
  486. foreach ($collectHeros as $itemId => $hero) {
  487. if ($itemId > $maxID) {
  488. $maxID = $itemId;
  489. }
  490. }
  491. $max = max($maxID, $oldMaxUID);
  492. return $max + 1;
  493. }
  494. /**
  495. * 英雄卡牌增加经验值
  496. * @param string $heroUID
  497. * @param int $totalEXP
  498. */
  499. static function HeroAddEXP($heroUID, $totalEXP) {
  500. $req = req();
  501. $collectHeros = $req->userInfo->game->heros->collectHeros;
  502. my_default_Obj($collectHeros);
  503. my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no); # 要升级的英雄不存在
  504. $targetHero = new Ins_UserHero($collectHeros->$heroUID); # 英雄对象
  505. $playerLimit = GameConfig::playerlevel_getItem(ctx()->base()->level)->hero_max_level;
  506. $maxLevel = min(glc()->Hero_Upgrade_BasicMaxLevel, $playerLimit); # 最大等级= max(英雄最高等级上限,玩家等级限制的上限)
  507. if ($targetHero->level >= $maxLevel) {
  508. return; # 已达顶级
  509. }
  510. $lvs = GameConfig::hero_levelexp_getItem($targetHero->level + 1);
  511. $targetHero->xp += $totalEXP;
  512. my_Assert($targetHero->xp >= 0, "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
  513. $initLevel = $targetHero->level;
  514. while ($targetHero->xp >= $lvs->needExp) {
  515. if ($targetHero->level < $maxLevel) { # 如果未到达最大等级
  516. $targetHero->level += 1;
  517. if ($targetHero->level >= $maxLevel) {
  518. $targetHero->xp = $lvs->needExp;
  519. } else {
  520. $targetHero->xp -= $lvs->needExp;
  521. }
  522. $lvs = GameConfig::hero_levelexp_getItem($targetHero->level + 1);
  523. } else { # 如果已到达最大等级则仅补齐缺失的经验即可
  524. $targetHero->xp = $targetHero->maxXp; # 经验不能超过最大值
  525. break;
  526. }
  527. } // end while
  528. my_Assert($targetHero->xp >= 0, "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
  529. $collectHeros->$heroUID = $targetHero; # 更新英雄的数据
  530. if ($targetHero->level != $initLevel) {
  531. NormalEventProc::OnHeroLvlUp($targetHero->uid, $initLevel); # 广播英雄升级事件
  532. }
  533. TaskProc::OnHeroLevelUp($targetHero->typeId, $targetHero->level);
  534. return $targetHero; # 将英雄对象返回
  535. }
  536. // </editor-fold>
  537. /**
  538. * [6306] 英雄-更改英雄的锁定状态
  539. * (测试已经OK)
  540. */
  541. static function HeroChangelockstate() {
  542. $gamedata = req()->userInfo->game;
  543. $heroUID = req()->paras[0]; # 玩家英雄实例编号
  544. $lockstate = req()->paras[1]; # 玩家英雄锁定状态
  545. $collectHeros = $gamedata->heros->collectHeros;
  546. my_default_Obj($collectHeros); # 默认值
  547. my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no);
  548. // isEditor() and $hero = new UserHeroModel;
  549. $hero = $collectHeros->$heroUID; # 1. 获取这个英雄的实例数据是
  550. $hero->isLocked = $lockstate; # 2. 修改英雄状态
  551. UserProc::updateUserInfo(); # 3. 保存玩家数据
  552. return Resp::ok(ObjectInit()); # 4. 设置返回值
  553. }
  554. /** 6326
  555. * 言灵升星 2021.4(cyzhao)
  556. * @return resp
  557. */
  558. static function StrengthenStar() {
  559. list($yanlingUid, $uidList) = req()->paras;
  560. $store = req()->userInfo->game->store;
  561. my_Assert(StlUtil::dictHasProperty($store->yanling, $yanlingUid), ErrCode::hero_yanling_notfound);
  562. my_Assert(!in_array($yanlingUid, $uidList), ErrCode::hero_yanling_repeat);
  563. my_Assert($store->yanling->$yanlingUid->starLv < 5, ErrCode::hero_yanling_repeat);
  564. $tag = true;
  565. foreach ($uidList as $costUid) {
  566. if (StlUtil::dictHasProperty($store->yanling, $costUid)) { # 校验是否是同类型
  567. $confDic = GameConfig::item_yanling_getItem($store->yanling->$costUid->typeId);
  568. my_Assert(null != $confDic, ErrCode::hero_const_no_err);
  569. if ($confDic->type != GameConfig::item_yanling_getItem($store->yanling->$yanlingUid->typeId)->type) {
  570. $tag = false;
  571. break;
  572. }
  573. if($store->yanling->$costUid->herouid != 0){
  574. $tag = false;
  575. break;
  576. }
  577. } else {
  578. $tag = false;
  579. break;
  580. }
  581. }
  582. my_Assert($tag, ErrCode::hero_yanling_errorYanling);
  583. $exp = 0;
  584. foreach ($uidList as $costuid) {
  585. $confDic = GameConfig::item_yanling_getItem($store->yanling->$costuid->typeId);
  586. my_Assert(null != $confDic, ErrCode::hero_const_no_err);
  587. $exp += $confDic->addStarExp;
  588. StlUtil::dictRemove($store->yanling, $costuid);
  589. }
  590. $store->yanling->$yanlingUid->curStarExp += $exp;
  591. $dic = GameConfig::item_yanling_getItem($store->yanling->$yanlingUid->typeId);
  592. if ($store->yanling->$yanlingUid->curStarExp >= $dic->maxStarExp) {
  593. $store->yanling->$yanlingUid->curStarExp = 0;
  594. $store->yanling->$yanlingUid->starLv += 1;
  595. $store->yanling->$yanlingUid->typeId = $dic->nextId;
  596. }
  597. req()->userInfo->game->store = $store;
  598. UserProc::updateUserInfo();
  599. return Resp::ok(array('store' => req()->userInfo->game->store,));
  600. }
  601. /** 6327
  602. * 言灵升级 2021.4(cyzhao)
  603. */
  604. static function YanlinUpLevel() {
  605. list($yanlingUid, $type) = req()->paras; # 参数: 言灵uid,升级类型:1/5级.
  606. $store = ctx()->store();
  607. my_Assert(StlUtil::dictHasProperty($store->yanling, $yanlingUid), ErrCode::hero_yanling_notfound);
  608. $allDic = GameConfig::yanlingLeve();
  609. $maxLevel = count((array) $allDic);
  610. $curlv = $store->yanling->$yanlingUid->level;
  611. my_Assert($curlv <= ctx()->base()->level, "请提升指挥官等级."); # 言灵等级不能超过指挥官等级.-gwang 2021.4.20
  612. my_Assert($curlv < $maxLevel, ErrCode::hero_yanling_levelMax);
  613. $maxLv = $curlv + $type;
  614. if ($maxLv > $maxLevel) {
  615. $maxLv = $maxLevel;
  616. }
  617. $goldNum = 0;
  618. $pointNum = 0;
  619. for ($index = $curlv; $index < $maxLv; $index++) {
  620. my_Assert(StlUtil::dictHasProperty($allDic, $index), ErrCode::hero_yanling_levelconst_no);
  621. $mo = GameConfig::yanlingLeve_getItem($index);
  622. $goldNum += $mo->goldCost;
  623. $pointNum += $mo->pointCost;
  624. }
  625. my_Assert(req()->userInfo->game->base()->Consume_Gold($goldNum), ErrCode::notenough_gold_msg);
  626. // my_Assert(Data_UserGame::Consume_ResPoint(req()->userInfo->game->baseInfo, $pointNum), ErrCode::notenough_resPoint);
  627. my_Assert(req()->userInfo->game->base()->Consume_ResPoint($pointNum), ErrCode::notenough_resPoint);
  628. $store->yanling->$yanlingUid->level += $type; # 增加等级
  629. if ($store->yanling->$yanlingUid->level > $maxLevel) {
  630. $store->yanling->$yanlingUid->level = $maxLevel;
  631. }
  632. TaskProc::OnYanlingLevelUp($store->yanling->$yanlingUid->typeId, $store->yanling->$yanlingUid->level); # 言灵升级
  633. // req()->userInfo->game->store = $store;
  634. UserProc::updateUserInfo(); # 回写玩家数据
  635. return Resp::ok(array('store' => req()->userInfo->game->store, #
  636. 'gold' => ctx()->base()->gold, #
  637. 'resPoint' => ctx()->base()->resPoint));
  638. }
  639. //
  640. // <editor-fold defaultstate="collapsed" desc="计算战队战斗力, for pvp back matchers, -wg 2017.07.13">
  641. /**
  642. * 计算队伍战斗力, 添加到战斗力隐藏榜单中, for pvp back matchers, -wg 2017.07.13
  643. * @param type $zoneid
  644. * @param type $uid
  645. * @param Data_UserGame $user
  646. * @return type
  647. */
  648. static function CalcTeamFightPower($zoneid, $uid, $user) {
  649. $teamsetting = $user->heroTeamConfig; # 战队配置
  650. // var_dump($user);
  651. $heros = $user->heros;
  652. $teamCfg = JsonUtil::decode($teamsetting);
  653. $tid = $teamCfg->curUseTeamID;
  654. $team = $teamCfg->teamDic->$tid;
  655. $fp = 0; # 返回值
  656. if ($team) {
  657. foreach ($team->heros as $hid) {
  658. if ($hid) {
  659. $hero = $heros->collectHeros->$hid;
  660. if ($hero) {
  661. // $fp += self::calcHeroFightPower($hero);
  662. $h = new Ins_UserHero($hero);
  663. $fp += $h->GetPower();
  664. }
  665. }
  666. }
  667. //todo: 这里的战斗力榜被总战力榜征用了key, 重启PVP机制时再
  668. }
  669. return $fp;
  670. }
  671. /**
  672. * 计算玩家总战斗力, 添加到战斗力榜单中
  673. * @version 1.0.0 改造自原来的队伍战斗力统计方法 --gwang 2020.4.23
  674. * @param type $zoneid
  675. * @param type $uid
  676. * @param Data_UserGame $user
  677. * @return type
  678. */
  679. static function CalcUserFightPower($zoneid, $uid, $user) {
  680. $fp = 0; # 总战力:返回值
  681. foreach ($user->heros->collectHeros as $hid => $hero) {
  682. $h = new Ins_UserHero($hero);
  683. $fp += $h->GetPower();
  684. }
  685. $key_fp = MemKey_GameRun::Game_FightPowerRank_zset($zoneid); # 战力榜
  686. $key_log = MemKey_GameRun::Game_Rank_FPowerBreakLog_hash($zoneid); # 突破记录
  687. gMem()->zadd($key_fp, array($uid => $fp)); # 更新战力记录
  688. foreach (GameConfig::rankreward_fpower() as $condition => $reward) { # 遍历突破奖励数据
  689. if ($fp >= $condition && !gMem()->hexists($key_log, $condition)) { # 判断是否达成突破奖励标准
  690. gMem()->hset($key_log, $condition, $uid); # 添加突破记录
  691. CornerSignEventProc::OnRanking_PowerReward_new();
  692. }
  693. }
  694. TaskProc::OnUserFightPowerN($fp);
  695. return $fp;
  696. }
  697. /**
  698. * 计算hero战斗力, for pvp back matchers, -wg 2017.07.13
  699. * @param Ins_UserHero $hero
  700. * @return int
  701. */
  702. static private function calcHeroFightPower($hero) {
  703. $arr = explode(';', glc()->Battle_PowerFactor);
  704. $factor = ArrayInit();
  705. foreach ($arr as $s) {
  706. $kv = explode(',', $s);
  707. $k = $kv[0];
  708. $v = $kv[1];
  709. $factor[$k] = $v;
  710. }
  711. $a = (int) (self::calcHeroProperty($hero, 'hp') * $factor ["hp"] //// todo: 哈哈, 奇葩的命名方案, 多处使用的命名不一致, 坑!
  712. + $hero->level * 10);
  713. return $a;
  714. }
  715. /**
  716. * 计算hero的属性,, for pvp back matchers, -wg 2017.07.13
  717. * @param Ins_UserHero $hero
  718. * @param type $propertyname
  719. */
  720. private static function calcHeroProperty($hero, $propertyname) {
  721. $val = 0;
  722. if ($hero) {
  723. $modle = GameConfig::hero_getItem($hero->typeId);
  724. if ($modle) {
  725. $extra = GameConfig::heroextra_level_getItem($hero->typeId, $hero->grade);
  726. if ($extra) {
  727. $val = (int) ($modle->$propertyname * (1 + $extra->$propertyname));
  728. } else {
  729. $val = $modle->$propertyname;
  730. }
  731. }
  732. }
  733. return $val;
  734. }
  735. // </editor-fold>
  736. //
  737. }