HeroProc.php 56 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * 英雄处理逻辑
  5. * @author gwang
  6. */
  7. class HeroProc {
  8. /**
  9. * 英雄处理逻辑分发
  10. * 所有的Proc中必须有这样一个方法
  11. * @param Req $req
  12. */
  13. static function procMain($req) {
  14. switch ($req->cmd) {
  15. case CmdCode::cmd_hero_levelup: # [6301] 英雄升级
  16. return HeroProc::HeroLevelUpCostExpItem($req);
  17. case CmdCode::cmd_hero_stageup: # [6304] 英雄进阶 SABCD
  18. return HeroProc::HeroStageUp($req);
  19. // <editor-fold defaultstate="collapsed" desc="过时 接口">
  20. // case CmdCode::cmd_hero_upstar: # [6305] 英雄升星
  21. // return HeroProc::HeroUpStarByPieces($req);
  22. // case CmdCode::cmd_hero_changelockstate: # [6306] 英雄-修改锁定状态
  23. // return HeroProc::HeroChangelockstate($req);
  24. // case CmdCode::cmd_hero_buyCollectHeroLimtCount: # [6312] 扩展英雄数量上限
  25. // return HeroProc::BuyHeroMaxCountLimt($req);
  26. // </editor-fold>
  27. # --------- 英雄技能 -----------
  28. case CmdCode::cmd_hero_upgradeSkillLevel: # [6314] 英雄的技能升级
  29. return HeroProc::UpgradeSkillLevel($req);
  30. case CmdCode::cmd_hero_unlockSkill: # [6324] 英雄技能 - 解锁技能
  31. return HeroProc::UnlockSkill($req);
  32. case CmdCode::cmd_hero_skillLevel_onekeyupgrade: # [6325] 英雄技能 - 一键升级
  33. return HeroProc::OnekeyUpgradeSkillLevel($req);
  34. case CmdCode::cmd_hero_saveHeroTeamConfig: # [6315] 保存玩家战队数据
  35. return HeroProc::SaveHeroTeamConfig($req);
  36. // <editor-fold defaultstate="collapsed" desc="---------------英雄评论----------------">
  37. case CmdCode::cmd_hero_GetDiscuss: # [6316]拉取英雄评论
  38. return HeroDiscussProc::GetDiscusses($req);
  39. case CmdCode::cmd_hero_PostDiscuss: # [6317]对英雄发表评论
  40. return HeroDiscussProc::Post($req);
  41. case CmdCode::cmd_hero_PraiseDiscuss: # [6318]给某条评论点赞
  42. return HeroDiscussProc::PriaseMsg($req);
  43. case CmdCode::cmd_hero_DeleteDiscuss: # [6319]删除评论
  44. return HeroDiscussProc::DeletePost($req);
  45. case CmdCode::cmd_hero_scoreit: # [6320]给某个英雄评分
  46. return HeroDiscussProc::Score($req);
  47. // </editor-fold>
  48. #----------- 英雄的解锁与购买 --------------
  49. case CmdCode::cmd_hero_buyHero: # [6321]购买英雄
  50. return HeroProc::BuyHeroByCostPieces($req);
  51. case CmdCode::cmd_hero_upGodBlood: # [6322] 神血升级
  52. return HeroProc::UpGodBloodHeroByPieces($req);
  53. // case CmdCode::cmd_hero_unlockByPieces: # [6323] 解锁碎片
  54. // return HeroProc::UnLockHeroByPieces($req);
  55. default: # err: 未知的命令码
  56. return Resp::err(ErrCode::cmd_err);
  57. }
  58. }
  59. // <editor-fold defaultstate="collapsed" desc="技能升级与解锁">
  60. /**
  61. * [6324] 英雄技能解锁
  62. * @version 2020.1.13 至今未进行对接, 再次整理版
  63. * 2019.12.10 加班弄完第一版
  64. * @param req $req
  65. */
  66. static function UnlockSkill($req) {
  67. list($huid, $mainSkillId, $subSkillId) = $req->paras; # 提取参数: 英雄的UID, 主技能Id, 要升级的子技能ID
  68. $user = $req->userInfo->game; # user引用
  69. $cHeros = $user->heros->collectHeros;
  70. my_default_Obj($cHeros);
  71. my_Assert(CommUtil::isPropertyExists($cHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要解锁的英雄
  72. # # 2.判断英雄的该技能能否升级....
  73. $targetHero = new UserHeroModel($cHeros->$huid); # 直接类型识别
  74. $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
  75. my_default_Arr($targteHeroSkills->$mainSkillId); # 保护子技能数组数据结构
  76. my_Assert(!CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能已解锁"); # 子技能已经解锁
  77. // if (!$targetHero->IsSkillUnlockAble($mainSkillId, $subSkillId)) { # 3.判断技能是否处于待解锁状态
  78. // return Resp::err(ErrCode::hero_upgradeSkill_maxLevel);
  79. // }
  80. $sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
  81. my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
  82. my_Assert(UserGameModel::Consume_Gold($user->baseInfo, $sm->unlockCost), # # 5. 扣除金币消耗
  83. ErrCode::notenough_gold_msg);
  84. array_push($targteHeroSkills->$mainSkillId, $subSkillId); # 添加技能
  85. $targetHero->subSkills = $targteHeroSkills;
  86. $cHeros->$huid = $targetHero; # 回存Hero对象
  87. UserProc::updateUserInfo(); # 回写数据
  88. TaskProc::OnHeroUnlocSkill($targetHero->typeId, $subSkillId);
  89. return Resp::ok($targetHero);
  90. }
  91. /**
  92. * [6325] 英雄技能一键升级
  93. * @param req $req
  94. */
  95. static function OnekeyUpgradeSkillLevel($req) {
  96. list($huid, $mainSkillId, $subSkillId, $targetSubSkillId, $costGold) = $req->paras; # 提取参数: 英雄的UID, 主技能ID, 要升级的子技能ID, 升级到的子技能ID, 升级要消耗的金币
  97. $user = $req->userInfo->game; # user引用#
  98. $collectHeros = $user->heros->collectHeros;
  99. my_default_Obj($collectHeros); # 防御变量为空
  100. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
  101. # # 2.判断英雄的该技能能否升级....
  102. $targetHero = new UserHeroModel($cHeros->$huid); # 直接类型识别
  103. $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
  104. my_default_Arr($targteHeroSkills->$mainSkillId); # 保护数据结构
  105. my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
  106. // if (!$targetHero->IsSkillUpdateAble($mainSkillId, $subSkillId)) { # 3.判断技能等级能否在继续升级了
  107. // return Resp::err(ErrCode::hero_upgradeSkill_maxLevel);
  108. // }
  109. // $sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
  110. // if (null == $sm) {
  111. // return \Resp::err(ErrCode::err_const_no, '找不到子技能配置数据');
  112. // }
  113. my_Assert(UserGameModel::Consume_Gold($user->baseInfo, $costGold), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
  114. unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
  115. array_push($targteHeroSkills->$mainSkillId, $targetSubSkillId);
  116. $targetHero->subSkills = $targteHeroSkills;
  117. $collectHeros->$huid = $targetHero; # 更新Hero数据
  118. UserProc::updateUserInfo(); # 回写数据
  119. return Resp::ok($targetHero);
  120. }
  121. /**
  122. * [6314]英雄技能升级
  123. * @param req $req
  124. */
  125. static function UpgradeSkillLevel($req) {
  126. list($huid, $mainSkillId, $subSkillId) = $req->paras; # 提取参数: 英雄的UID, 主技能Id, 要升级的子技能Id
  127. $user = $req->userInfo->game; # user引用
  128. $collectHeros = $user->heros->collectHeros;
  129. my_default_Obj($collectHeros); # 防御变量为空
  130. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
  131. $targetHero = new UserHeroModel($collectHeros->$huid);
  132. $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
  133. my_Assert(CommUtil::isPropertyExists($targteHeroSkills, $mainSkillId), "玩家数据结构有问题."); # 主技能Id.
  134. my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
  135. my_Assert($targetHero->IsSkillUpdateAble($mainSkillId, $subSkillId), ErrCode::hero_upgradeSkill_maxLevel); # 3.判断技能等级能否在继续升级了
  136. $sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
  137. my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
  138. my_Assert(UserGameModel::Consume_Gold($user->baseInfo, $sm->upgradeCost), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
  139. unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
  140. array_push($targteHeroSkills->$mainSkillId, $sm->nextLevel_Id);
  141. $targetHero->subSkills = $targteHeroSkills;
  142. $collectHeros->$huid = $targetHero; # 更新hero数据
  143. UserProc::updateUserInfo(); # 回写数据
  144. return Resp::ok($targetHero);
  145. }
  146. // </editor-fold>
  147. //
  148. // <editor-fold defaultstate="collapsed" desc="英雄 强化">
  149. /**
  150. * 6304 英雄 升阶(消耗碎片)
  151. * @param Req $req
  152. */
  153. static function HeroStageUp($req) {
  154. list($huid, $nextGrade) = $req->paras; # 提取参数: 英雄的UID,下一阶
  155. $user = $req->userInfo->game; # user引用
  156. $collectHeros = $user->heros->collectHeros; # 角色容器
  157. my_default_Obj($collectHeros); # 保证不为null
  158. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
  159. $upHero = new UserHeroModel($collectHeros->$huid); # 直接类型识别
  160. my_Assert($upHero->grade < "S", ErrCode::hero_strength_maxstrengthlevel); # 已经达到S级
  161. $heroUpgradeCostCfg = GameConfig::heroextra_level_getItem($upHero->typeId, $nextGrade);
  162. my_Assert($heroUpgradeCostCfg, ErrCode::hero_strength_cost_const_no); # 1.检查是否存在这个升阶数据的模板
  163. my_Assert(UserGameModel::Consume_HeroSegment($user, # # 扣除碎片
  164. $heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum),
  165. ErrCode::hero_segment_not_enough); # 碎片数量不足
  166. # 扣除碎片成功
  167. $upHero->grade = $nextGrade; # 5.强化英雄进行成功升阶
  168. $collectHeros->$huid = $upHero; # 更新Hero数据
  169. UserProc::updateUserInfo(); # 6.数据回存
  170. $resp = Resp::ok($upHero);
  171. SystemProc::insertHero_StageUp($req->zoneid, $req->uid, $user->baseInfo->name, # # 插入系统广播
  172. GameConfig::hero_getItem($upHero->typeId)->name, $upHero->grade);
  173. self::CalcUserFightPower($req->zoneid, $req->uid, $req->userInfo->game); # 跟新战力统计
  174. TaskProc::OnHeroGradeUp($upHero->typeId, $upHero->grade);
  175. var_dump($user->task->taskListDaily);
  176. return $resp;
  177. }
  178. /**
  179. * [6301] 英雄升级 - 消耗经验道具,获得经验(按照经验提升等级)
  180. * @param Req $req
  181. */
  182. static function HeroLevelUpCostExpItem($req) {
  183. 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
  184. $user = $req->userInfo->game; # user引用
  185. $collectHeros = $user->heros->collectHeros; # 1. 检查是否存在要升级的英雄
  186. my_default_Obj($collectHeros);
  187. my_Assert(is_int($costNumber) && $costNumber >= 1, ErrCode::paras_err); # 参数合法性判断
  188. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 玩家拥有此英雄
  189. $targetHero = new UserHeroModel($collectHeros->$huid); # 智能感知辅助
  190. my_Assert($targetHero->HeroCanLevelUp(), "英雄不可升级"); # 2. 检查玩家等级是否可以继续升级, Ps. 全局限制 + 指挥官等级限制
  191. $myPacketItems = $user->store->items; # 检查道具的数量,在背包中是否充足
  192. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  193. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);
  194. $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
  195. $costItemConst = GameConfig::item_stones_getItem($costItemId);
  196. my_Assert(null != $costItemConst, ErrCode::err_const_no);
  197. $totalEXP += $costItemConst->baseExp;
  198. $heroConst = GameConfig::hero_getItem($targetHero->typeId); # 英雄模板数据
  199. my_Assert(null != $heroConst, ErrCode::err_const_no, "英雄 模板数据");
  200. if ($costItemConst->element != 0 # # 相同元素加成
  201. && $costItemConst->element == $heroConst->element) {
  202. $totalEXP += $costItemConst->extraExp;
  203. }
  204. $totalEXP *= $costNumber; # 消耗N个道具
  205. $targetHero = self:: HeroAddEXP($huid, $totalEXP); # 获得经验
  206. $myPacketItems->$costItemId -= $costNumber; # 消耗道具
  207. if ($myPacketItems->$costItemId < 0) {
  208. $myPacketItems->$costItemId = 0;
  209. }
  210. $req->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  211. if ($targetHero->xp < 0) {
  212. Err(ErrCode::err_innerfault, "英雄经验出错");
  213. } else {
  214. UserProc::updateUserInfo(); # 回写玩家数据
  215. TaskProc::OnHeroImprove();
  216. }
  217. // var_dump($user->task->taskListDaily);
  218. self::CalcUserFightPower($req->zoneid, $req->uid, $req->userInfo->game); # 跟新战力统计
  219. return Resp::ok($targetHero);
  220. }
  221. // </editor-fold>
  222. //
  223. // <editor-fold defaultstate="collapsed" desc="队伍配置">
  224. /**
  225. * [6315]保存队伍的战斗配置信息
  226. * @param Req $req
  227. */
  228. static function SaveHeroTeamConfig($req) {
  229. $teamsetting = $req->paras[0]; # 配置信息json文件
  230. $req->userInfo->game->heroTeamConfig = $teamsetting; # 更新配置
  231. UserProc::updateUserInfo(); # 回写数据
  232. # # 添加到战斗力隐藏榜单中, for pvp back matchers, -wg 2017.07.13
  233. self::CalcTeamFightPower($req->zoneid, $req->uid, $req->userInfo->game);
  234. return Resp::ok(array('result' => "succeed"));
  235. }
  236. // </editor-fold>
  237. //
  238. // <editor-fold defaultstate="collapsed" desc="已过时代码">
  239. /**
  240. * 6323 解锁英雄
  241. * @param type $req
  242. */
  243. static function UnLockHeroByPieces($req) {
  244. $user = $req->userInfo->game; # user引用
  245. $heroModelId = $req->paras[0];
  246. $piecesId = $req->paras[1]; # 英雄碎片的ID
  247. $piecesNum = $req->paras[2];
  248. if (!CommUtil::isPropertyExists($user->heros, "recordUnLockHeroDic")) {
  249. $user->heros->recordUnLockHeroDic = ObjectInit();
  250. }
  251. $recordUnLockHeroDic = $user->heros->recordUnLockHeroDic;
  252. #检查是不是已经解锁过了
  253. $flag = 0;
  254. if (!CommUtil::isPropertyExists($recordUnLockHeroDic, $heroModelId)) {
  255. $recordUnLockHeroDic->$heroModelId = 0;
  256. }
  257. $flag = $recordUnLockHeroDic->$heroModelId;
  258. if ($flag == 1) {
  259. return Resp::err(ErrCode::hero_lockState);
  260. }
  261. #检查要解锁的英雄的常量配置是否存在
  262. $heroCfg = GameConfig::hero_getItem($heroModelId);
  263. if (!$heroCfg) {
  264. return Resp::err(ErrCode::hero_const_no_err);
  265. }
  266. #检查需要消耗的碎片的常量配置是否存在
  267. $piecesCfg = GameConfig::segment_getItem($piecesId);
  268. if (!$piecesCfg) {
  269. return Resp::err(ErrCode::err_const_no);
  270. }
  271. # 5.检查道具的数量是否充足
  272. $myPacketItems = $user->store->segement;
  273. $requirePiecesNum = $heroCfg->unlockConditionId;
  274. # 检查道具数量是否充足
  275. $enoughPieces = false;
  276. if ($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum) {
  277. if (!CommUtil::isPropertyExists($myPacketItems, $piecesId)) { # 检查碎片
  278. $enoughPieces = false;
  279. } else {
  280. if ($myPacketItems->$piecesId < $requirePiecesNum) {
  281. $enoughPieces = false;
  282. } else {
  283. $enoughPieces = true;
  284. }
  285. }
  286. } else {
  287. return Resp::err(ErrCode ::paras_err, "error pieces para" . "req" . $piecesId . "_" . $requirePiecesNum . "/" . $piecesId . "_" . $piecesNum);
  288. }
  289. if ($enoughPieces === true) {
  290. # 6.进行 # # 消耗道具
  291. $myPacketItems->$piecesId -= $requirePiecesNum;
  292. if ($myPacketItems->$piecesId < 0) {
  293. $myPacketItems->$piecesId = 0;
  294. }
  295. $recordUnLockHeroDic->$heroModelId = 1;
  296. $req->user->heros->recordUnLockHeroDic = $recordUnLockHeroDic;
  297. $req->userInfo->game->store->segement = $myPacketItems;
  298. UserProc::updateUserInfo(); # 回写数据
  299. return Resp::ok(array('result' => "OK")); //返回OK
  300. } else {
  301. return Resp::err(ErrCode::hero_godblood_notengoughitem);
  302. }
  303. }
  304. /**
  305. * [6322] 英雄神血
  306. * @param Req $req
  307. */
  308. static function UpGodBloodHeroByPieces($req) {
  309. $resp = Resp::err(ErrCode::err_method_notimplement);
  310. $g = glc();
  311. $user = $req->userInfo->game; # user引用
  312. $huid = $req->paras[0]; # 英雄的UID
  313. $piecesId = $req->paras[1]; # 英雄碎片的ID
  314. $piecesNum = $req->paras[2];
  315. $moneyType = $req->paras[3]; # 升星消耗金钱的类型
  316. $moneyNum = $req->paras[4];
  317. # 1.检查是否存在要升级的英雄
  318. $collectHeros = $user->heros->collectHeros;
  319. if (!$collectHeros) {
  320. $collectHeros = ObjectInit();
  321. }
  322. if (!CommUtil::isPropertyExists($collectHeros, $huid)) {
  323. return Resp::err(ErrCode::hero_no);
  324. }
  325. # 2.检查是否存在要升级的英雄的神血的血脉值 是否达到100%
  326. isEditor() and $strengthHero = new UserHeroModel();
  327. $strengthHero = $collectHeros->$huid;
  328. # 检查是否存在当前 神血的的消耗常量数据 以及血脉值 是否达到100%
  329. if (!CommUtil::isPropertyExists($strengthHero, "curBloodId")) {
  330. $strengthHero->curBloodId = 0;
  331. }
  332. $lvs = GameConfig::heroextra_godblood_getItem($strengthHero->curBloodId);
  333. if (!$lvs) {
  334. return Resp::err(ErrCode::hero_godblood_level_const_no);
  335. } else {
  336. if ($lvs->targetGodPercent >= 100) {
  337. return Resp::err(ErrCode::hero_godblood_maxlevel);
  338. }
  339. }
  340. # 3. 检查是否存在这个英雄的模板
  341. $heroModelId = $strengthHero->typeId;
  342. $heroCfg = GameConfig::hero_getItem($heroModelId);
  343. if (!$heroCfg) {
  344. return Resp::err(ErrCode::hero_const_no_err);
  345. }
  346. # 4 .检查碎片是否正确
  347. $requirePieceId = $piecesId;
  348. $requirePiecesNum = 0;
  349. $arr_costPieces = explode(";", $lvs->pieces);
  350. foreach ($arr_costPieces as $value) {
  351. $strArr = explode(",", $value);
  352. if (count($strArr) == 2) {
  353. $zhenxidu = $strArr[0];
  354. $num = $strArr[1];
  355. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  356. $requirePiecesNum = (int) $num;
  357. break;
  358. }
  359. }
  360. }
  361. $piecesCfg = GameConfig::segment_getItem($piecesId);
  362. if (!$piecesCfg) {
  363. return Resp::err(ErrCode::err_const_no);
  364. }
  365. $pos = strpos($piecesCfg->icon, strval($heroModelId));
  366. if ($pos === false) {
  367. return Resp::err(ErrCode::paras_err, $piecesCfg->icon . "?" . $heroModelId);
  368. }
  369. # 5.检查道具的数量是否充足
  370. $myPacketItems = $user->store->segement;
  371. # 检查道具数量是否充足
  372. $enoughPieces = false;
  373. if ($requirePieceId == $piecesId && $requirePiecesNum == $piecesNum) {
  374. #检查碎片
  375. if (!CommUtil::isPropertyExists($myPacketItems, $requirePieceId)) {
  376. $enoughPieces = false;
  377. } else {
  378. if ($myPacketItems->$requirePieceId < $requirePiecesNum) {
  379. $enoughPieces = false;
  380. } else {
  381. $enoughPieces = true;
  382. }
  383. }
  384. } else {
  385. return Resp::err(ErrCode ::paras_err, "error pieces para" . "req" . $requirePieceId . "_" . $requirePiecesNum . "/" . $piecesId . "_" . $piecesNum);
  386. }
  387. if ($enoughPieces === true) {
  388. } else {
  389. return Resp::err(ErrCode::hero_godblood_notengoughitem);
  390. }
  391. # 6.检查账户余额是否充足
  392. #检查消耗是否正确
  393. $enoughMoney = false;
  394. $requireMoneyType = "";
  395. $requireMoneyNum = 0;
  396. $arr_costMoney = explode(";", $lvs->cost);
  397. foreach ($arr_costMoney as $value) {
  398. $strArr = explode(",", $value);
  399. if (count($strArr) == 3) {
  400. $zhenxidu = $strArr[0];
  401. $type = $strArr[1];
  402. $num = $strArr[2];
  403. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  404. $requireMoneyType = $type;
  405. $requireMoneyNum = (int) $num;
  406. break;
  407. }
  408. }
  409. }
  410. echoline($requireMoneyNum + " " + $moneyNum + " " + $requireMoneyType + " " + $moneyType);
  411. if ($requireMoneyType == $moneyType && $requireMoneyNum == $moneyNum) {
  412. if ($requireMoneyType === "gold") {
  413. if ($user->baseInfo->gold >= $requireMoneyNum) {
  414. $enoughMoney = true;
  415. } else {
  416. return Resp::err(ErrCode::notenough_gold_msg);
  417. }
  418. } else if ($requireMoneyType === "cash") {
  419. if ($user->baseInfo->cash >= $requireMoneyNum) {
  420. $enoughMoney = true;
  421. } else {
  422. return Resp::err(ErrCode::notenough_cash_msg);
  423. }
  424. } else {
  425. return Resp::err(ErrCode ::paras_err, $moneyType);
  426. }
  427. } else {
  428. return Resp::err(ErrCode ::paras_err, "error money para");
  429. }
  430. $bDeal = false;
  431. if ($enoughMoney === true) {
  432. if ($requireMoneyType === "gold") {
  433. $bDeal = UserGameModel:: Consume_Gold($user->baseInfo, $requireMoneyNum);
  434. } else if ($requireMoneyType === "cash") {
  435. $bDeal = UserGameModel:: Consume_Cash($user->baseInfo, $requireMoneyNum);
  436. }
  437. }
  438. # 6.进行消耗升星
  439. if ($bDeal) {
  440. $strengthHero->curBloodId += 1;
  441. # # 消耗道具
  442. $myPacketItems->$requirePieceId -= $requirePiecesNum;
  443. if ($myPacketItems->$requirePieceId < 0) {
  444. $myPacketItems->$requirePieceId = 0;
  445. }
  446. $req->userInfo->game->store->segement = $myPacketItems;
  447. # 回写数据
  448. UserProc::updateUserInfo();
  449. $resp = Resp::ok($strengthHero);
  450. # 推送系统消息
  451. SystemProc::Hero_purification($req->zoneid, $user->baseInfo, $heroModelId);
  452. }
  453. ActiveProc::ChangeTaskCount($req);
  454. return $resp;
  455. }
  456. /**
  457. * 英雄消耗碎片道具来升星
  458. * @param req $req
  459. */
  460. static function HeroUpStarByPieces($req) {
  461. $resp = Resp::err(ErrCode::err_method_notimplement);
  462. $g = glc();
  463. $user = $req->userInfo->game; # user引用
  464. $huid = $req->paras[0]; # 英雄的UID
  465. $piecesId = $req->paras[1]; # 英雄碎片的ID
  466. $piecesNum = $req->paras[2];
  467. $diamondId = $req->paras[3]; # 升星石道具的ID
  468. $diamondNum = $req->paras[4];
  469. $moneyType = $req->paras[5]; # 升星消耗金钱的类型
  470. $moneyNum = $req->paras[6];
  471. # 1.检查是否存在要升级的英雄
  472. $collectHeros = $user->heros->collectHeros;
  473. if (!$collectHeros) {
  474. $collectHeros = ObjectInit();
  475. }
  476. if (!CommUtil::isPropertyExists($collectHeros, $huid)) {
  477. return Resp::err(ErrCode::hero_no);
  478. }
  479. # 2.检查是否已经达到最大星级
  480. isEditor() and $strengthHero = new UserHeroModel();
  481. $strengthHero = $collectHeros->$huid;
  482. if ($strengthHero->curStar >= $g->Hero_Star_MaxStarLevel) {
  483. return Resp::err(ErrCode::hero_star_maxstarlevel);
  484. }
  485. # 检查是否存在当前星级的升星消耗常量数据
  486. $lvs = GameConfig::heroextra_star_getItem($strengthHero->curStar);
  487. if (!$lvs) {
  488. return Resp::err(ErrCode::hero_star_level_const_no_err);
  489. }
  490. # 3检查是否存在这个英雄的模板
  491. $heroModelId = $strengthHero->typeId;
  492. $heroCfg = GameConfig::hero_getItem($heroModelId);
  493. if (!$heroCfg) {
  494. return Resp::err(ErrCode::hero_const_no_err);
  495. }
  496. # 4.检查道具的数量是否充足以及消耗数量是否一致
  497. $requireDiamondId = $lvs->itemid;
  498. $requireDiamondNum = 0;
  499. $arr_costDiamond = explode(";", $lvs->itemNum);
  500. foreach ($arr_costDiamond as $value) {
  501. $strArr = explode(",", $value);
  502. if (count($strArr) == 2) {
  503. $zhenxidu = $strArr[0];
  504. $num = $strArr[1];
  505. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  506. $requireDiamondNum = (int) $num;
  507. break;
  508. }
  509. }
  510. }
  511. #检查碎片是否正确
  512. $requirePieceId = $piecesId;
  513. $requirePiecesNum = 0;
  514. $arr_costPieces = explode(";", $lvs->pieces);
  515. foreach ($arr_costPieces as $value) {
  516. $strArr = explode(",", $value);
  517. if (count($strArr) == 2) {
  518. $zhenxidu = $strArr[0];
  519. $num = $strArr[1];
  520. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  521. $requirePiecesNum = (int) $num;
  522. break;
  523. }
  524. }
  525. }
  526. $piecesCfg = GameConfig::item_getItem($piecesId);
  527. if (!$piecesCfg) {
  528. return Resp::err(ErrCode::err_const_no);
  529. }
  530. $pos = strpos($piecesCfg->icon, strval($heroModelId));
  531. if ($pos === false) {
  532. return Resp::err(ErrCode::paras_err, $piecesCfg->icon . "?" . $heroModelId);
  533. }
  534. # 4.检查道具的数量是否充足
  535. $myPacketItems = $user->store->items;
  536. #检查道具数量是否充足
  537. $enoughDiamond = false;
  538. $enoughPieces = false;
  539. if ($requirePieceId == $piecesId && $requirePiecesNum == $piecesNum) {
  540. #检查碎片
  541. if (!CommUtil::isPropertyExists($myPacketItems, $requirePieceId)) {
  542. $enoughPieces = false;
  543. } else {
  544. if ($myPacketItems->$requirePieceId < $requirePiecesNum) {
  545. $enoughPieces = false;
  546. } else {
  547. $enoughPieces = true;
  548. }
  549. }
  550. } else {
  551. return Resp::err(ErrCode ::paras_err, #
  552. "error pieces para" . "req" . $requirePieceId . "_" . $requirePiecesNum . "/" . $piecesId . "_" . $piecesNum);
  553. }
  554. if ($requireDiamondId == $diamondId && $requireDiamondNum == $diamondNum) {
  555. #检查升星石
  556. if (!CommUtil::isPropertyExists($myPacketItems, $requireDiamondId)) {
  557. $enoughDiamond = false;
  558. } else {
  559. if ($myPacketItems->$requireDiamondId < $requireDiamondNum) {
  560. $enoughDiamond = false;
  561. } else {
  562. $enoughDiamond = true;
  563. }
  564. }
  565. } else {
  566. return Resp::err(ErrCode ::paras_err, #
  567. "error diamond para" . "req" . $requireDiamondId . "_" . $requireDiamondNum . "/" . $diamondId . "_" . $diamondNum);
  568. }
  569. if ($enoughDiamond === true && $enoughPieces === true) {
  570. } else {
  571. return Resp::err(ErrCode::hero_star_notengoughitem);
  572. }
  573. # 5.检查账户余额是否充足
  574. #检查消耗是否正确
  575. $enoughMoney = false;
  576. $requireMoneyType = "";
  577. $requireMoneyNum = 0;
  578. $arr_costMoney = explode(";", $lvs->cost);
  579. foreach ($arr_costMoney as $value) {
  580. $strArr = explode(",", $value);
  581. if (count($strArr) == 3) {
  582. $zhenxidu = $strArr[0];
  583. $type = $strArr[1];
  584. $num = $strArr[2];
  585. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  586. $requireMoneyType = $type;
  587. $requireMoneyNum = (int) $num;
  588. break;
  589. }
  590. }
  591. }
  592. if ($requireMoneyType == $moneyType && $requireMoneyNum == $moneyNum) {
  593. if ($requireMoneyType === "gold") {
  594. if ($user->baseInfo->gold >= $requireMoneyNum) {
  595. $enoughMoney = true;
  596. } else {
  597. return Resp::err(ErrCode::notenough_gold_msg);
  598. }
  599. } else if ($requireMoneyType === "cash") {
  600. if ($user->baseInfo->cash >= $requireMoneyNum) {
  601. $enoughMoney = true;
  602. } else {
  603. return Resp::err(ErrCode::notenough_cash_msg);
  604. }
  605. } else {
  606. return Resp::err(ErrCode ::paras_err, $moneyType);
  607. }
  608. } else {
  609. return Resp::err(ErrCode ::paras_err, "error money para");
  610. }
  611. $bDeal = false;
  612. if ($enoughMoney === true) {
  613. if ($requireMoneyType === "gold") {
  614. $bDeal = UserGameModel:: Consume_Gold($user->baseInfo, $requireMoneyNum);
  615. } else if ($requireMoneyType === "cash") {
  616. $bDeal = UserGameModel:: Consume_Cash($user->baseInfo, $requireMoneyNum);
  617. }
  618. }
  619. # 6.进行消耗升星
  620. if ($bDeal) {
  621. $strengthHero->curStar += 1;
  622. # # 消耗道具
  623. $myPacketItems->$requireDiamondId -= $requireDiamondNum;
  624. if ($myPacketItems->$requireDiamondId < 0) {
  625. $myPacketItems->$requireDiamondId = 0;
  626. }
  627. $myPacketItems->$requirePieceId -= $requirePiecesNum;
  628. if ($myPacketItems->$requirePieceId < 0) {
  629. $myPacketItems->$requirePieceId = 0;
  630. }
  631. $req->userInfo->game->store->items = $myPacketItems;
  632. # 回写数据
  633. UserProc::updateUserInfo();
  634. $resp = Resp::ok($strengthHero);
  635. # 推送系统消息
  636. // SystemProc::insertHero_Star($req->zoneid, $req->uid, $user->name, $heroCfg->name, $strengthHero->curStar);
  637. }
  638. ActiveProc::ChangeTaskCount($req);
  639. return $resp;
  640. }
  641. /**
  642. * 英雄升星
  643. * @param Req $req
  644. */
  645. static function HeroUpStar($req) {
  646. $resp = Resp::err(ErrCode::err_method_notimplement);
  647. $g = glc();
  648. $user = $req->userInfo->game; # user引用
  649. $huid = $req->paras[0]; # 英雄的UID
  650. $costHeroUids = $req->paras[1]; # 消耗掉的英雄UID
  651. $costGold = $req->paras[2];
  652. # 1.检查是否存在要升级的英雄
  653. $collectHeros = $user->heros->collectHeros;
  654. if (!$collectHeros) {
  655. $collectHeros = ObjectInit();
  656. }
  657. if (!CommUtil::isPropertyExists($collectHeros, $huid)) {
  658. return Resp::err(ErrCode::hero_no);
  659. }
  660. # 2.检查是否已经达到最大星级
  661. isEditor() and $strengthHero = new UserHeroModel();
  662. $strengthHero = $collectHeros->$huid;
  663. if ($strengthHero->curStar >= $g->Hero_Star_MaxStarLevel) {
  664. return Resp::err(ErrCode::hero_star_maxstarlevel);
  665. }
  666. # 检查是否存在当前星级的升星消耗常量数据
  667. $lvs = GameConfig::heroextra_star_getItem($strengthHero->curStar);
  668. if (!$lvs) {
  669. return Resp::err(ErrCode::hero_star_level_const_no_err);
  670. }
  671. # 3.检查消耗的英雄数量,以及玩家是否都存在这些英雄UID.
  672. $arr_costUID = explode(",", $costHeroUids);
  673. $checkCostHeroAllRight = true;
  674. if (count($arr_costUID) != $g->Hero_Star_MaxCostHeroCardNum) {
  675. $checkCostHeroAllRight = false;
  676. } else {
  677. foreach ($arr_costUID as $value) {
  678. if ($value == "" || !CommUtil::isPropertyExists($collectHeros, $value)) {
  679. $checkCostHeroAllRight = false;
  680. break;
  681. }
  682. }
  683. }
  684. if (!$checkCostHeroAllRight) {
  685. return Resp::err(ErrCode::hero_star_costhero);
  686. }
  687. # 获得升星英雄的模板数据,取得它的元素类型
  688. # 检查是否存在这个英雄的模板
  689. $heroModelId = $strengthHero->typeId;
  690. $heroCfg = GameConfig::hero_getItem($heroModelId);
  691. if (!$heroCfg) {
  692. return Resp::err(ErrCode::hero_const_no_err);
  693. }
  694. $queryCostGold = $lvs->costGold;
  695. $costItemNum = $lvs->costItemNum;
  696. # 4.检查道具的数量是否充足
  697. $myPacketItems = $user->store->items;
  698. $checkHasEnoughItem = true;
  699. $costItemId = "";
  700. $record = ObjectInit();
  701. $keyxxx = "Hero_Star_CostItem_" . $heroCfg->yuansu;
  702. if (!CommUtil::isPropertyExists($g, $keyxxx)) {
  703. return Resp::err(ErrCode::hero_star_noglobal_costitem);
  704. } else {
  705. $costItemId = $g->$keyxxx;
  706. }
  707. # 检查道具种类与消耗数量是否匹配
  708. $arr_costitemids = explode(",", $costItemId);
  709. $arr_costnums = explode(",", $costItemNum);
  710. if (count($arr_costitemids) != count($arr_costnums)) {
  711. return Resp::err(ErrCode::hero_star_conststr_itemnotmathnum);
  712. }
  713. $index = 0;
  714. foreach ($arr_costitemids as $requireiItemId) {
  715. $requireCount = 0;
  716. if ($index < count($arr_costnums)) {
  717. $requireCount = $arr_costnums[$index];
  718. }
  719. $index += 1;
  720. # --判断对应的item是否存在相应的常量
  721. # 检查是否存在当前星级的升星消耗常量数据
  722. $itemcfg = GameConfig::item_getItem($requireiItemId);
  723. if (!$itemcfg) {
  724. return Resp::err(ErrCode::err_const_no);
  725. } else {
  726. if (!CommUtil::isPropertyExists($record, $requireiItemId)) {
  727. $record->$requireiItemId = intval($requireCount);
  728. } else {
  729. $count = intval($record->$requireiItemId) + intval($requireCount);
  730. $record->$requireiItemId = $count;
  731. }
  732. }
  733. } foreach ($record as $key => $value) {
  734. if ($value > 0) {
  735. if (!CommUtil::isPropertyExists($myPacketItems, $key)) {
  736. $checkHasEnoughItem = false;
  737. break;
  738. } else {
  739. if ($myPacketItems->$key < $value) {
  740. $checkHasEnoughItem = false;
  741. break;
  742. }
  743. }
  744. }
  745. }
  746. if (!$checkHasEnoughItem) {
  747. return Resp::err(ErrCode::hero_star_notengoughitem);
  748. }
  749. # 5.检查金币是否充足
  750. $bDeal = false; # 成交
  751. if ($queryCostGold != $costGold) {
  752. return Resp::err(ErrCode::paras_err);
  753. } else {
  754. if ($costGold > 0) {
  755. if ($user->baseInfo->gold < $costGold) {
  756. return Resp::err(ErrCode::notenough_gold_msg);
  757. } else {
  758. $bDeal = UserGameModel:: Consume_Gold($user->baseInfo, $costGold);
  759. }
  760. } else if ($costGold == 0) {
  761. $bDeal = true;
  762. } else {
  763. return Resp::err(ErrCode::paras_err);
  764. }
  765. }
  766. # 6.进行消耗升星
  767. if ($bDeal) {
  768. $strengthHero->curStar += 1;
  769. # 消耗卡牌
  770. foreach ($arr_costUID as $value) {
  771. if ($value == "") {
  772. continue;
  773. }
  774. unset($collectHeros->$value);
  775. }
  776. # # 消耗道具
  777. foreach ($record as $key => $value) {
  778. $myPacketItems->$key -= $value;
  779. if ($myPacketItems->$key < 0) {
  780. $myPacketItems->$key = 0;
  781. }
  782. }
  783. $req->userInfo->game->store->items = $myPacketItems;
  784. # 回写数据
  785. UserProc::updateUserInfo();
  786. $resp = Resp::ok($strengthHero);
  787. # 推送系统消息
  788. // SystemProc::insertHero_Star($req->zoneid, $req->uid, $user->name, $heroCfg->name, $strengthHero->curStar);
  789. }
  790. ActiveProc::ChangeTaskCount($req);
  791. return $resp;
  792. }
  793. // </editor-fold>
  794. /**
  795. * 6321 购买英雄 消耗碎片
  796. * @param req $req
  797. */
  798. static function BuyHeroByCostPieces($req) {
  799. list($heroModelId, $costType, $costMoneyNum, $piecesId, $piecesNum) = $req->paras; # 提取参数
  800. $user = $req->userInfo->game; # user引用
  801. $collectHeros = $user->heros->collectHeros;
  802. my_default_Obj($collectHeros);
  803. foreach ($collectHeros as $key => $value) { # 检查玩家是否已经拥有此类英雄
  804. my_Assert($value->typeId != $heroModelId, ErrCode::hero_existSameHero_err);
  805. }
  806. $heroCfg = GameConfig::hero_getItem($heroModelId); # 英雄模板数据
  807. my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
  808. my_Assert($heroCfg->isCanBuy != 0, ErrCode::paras_err); # 是否可以直接购买
  809. $piecesCfg = GameConfig::segment_getItem($piecesId); # 检查需要消耗的碎片的常量配置是否存在
  810. my_Assert(null != $piecesCfg, ErrCode::err_store_itemnoconst);
  811. $myPacketItems = $user->store->items;
  812. $requirePiecesNum = $piecesCfg->mergePrototypeNeedNum;
  813. my_Assert($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum, ErrCode::paras_err);
  814. my_Assert(CommUtil::isPropertyExists($myPacketItems, $piecesId), ErrCode::hero_godblood_notengoughitem);
  815. my_Assert($myPacketItems->$piecesId > $requirePiecesNum, ErrCode::hero_godblood_notengoughitem); # 检查碎片道具数量是否充足
  816. switch ($costType) {
  817. case "cash":
  818. $realPrice = $heroCfg->cashPrice;
  819. my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
  820. my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
  821. my_Assert(UserGameModel::Consume_Cash($user->baseInfo, $costMoneyNum), ErrCode::err_msg_cashnotenough);
  822. break;
  823. case "gold":
  824. $realPrice = $heroCfg->goldPrice;
  825. my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
  826. my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
  827. my_Assert(UserGameModel::Consume_Gold($user->baseInfo, $costMoneyNum), ErrCode::err_msg_goldnotenough);
  828. break;
  829. default :
  830. Err(ErrCode::paras_err, "参数错误: [costType] " . $costType);
  831. }
  832. # 4.消耗来获得英雄
  833. $myPacketItems->$piecesId -= $requirePiecesNum; # 消耗道具
  834. $req->userInfo->game->store->items = $myPacketItems; # 回存背包
  835. UserProc::updateUserInfo(); # 回写数据
  836. $resp = HeroProc::GetHero($req);
  837. SystemProc::GetHero($req->zoneid, $user->baseInfo, $heroModelId); # 插入系统广播消息
  838. return $resp;
  839. }
  840. /**
  841. * 购买玩家可以收集的英雄的数量上限
  842. * @param req $req
  843. * @return type
  844. */
  845. static function BuyHeroMaxCountLimt($req) {
  846. list($buyNum, $costCash) = $req->paras; # 提取参数: 数量, 花费钻石
  847. $g = glc();
  848. $user = $req->userInfo->game; # user引用
  849. if (!CommUtil::isPropertyExists($user->heros, "maxCollectCount")) {
  850. $user->heros->maxCollectCount = $g->Game_CollectHero_BasicMaxCount;
  851. }
  852. $index = ceil(($user->heros->maxCollectCount - $g->Game_CollectHero_BasicMaxCount) #
  853. / $g->Game_CollectHero_OneBuyLimtNum);
  854. $arr = explode(",", $g->Game_CollectHero_BasicMaxPrice);
  855. my_Assert($index < count($arr), "已达上限");
  856. $realCost = $arr[$index];
  857. my_Assert($realCost == $costCash, ErrCode::paras_err); # 参数错误
  858. my_Assert($costCash >= 0, ErrCode::paras_err);
  859. my_Assert(UserGameModel::Consume_Cash($user, $costCash), ErrCode::err_msg_goldnotenough); # 扣除宝石
  860. $user->heros->maxCollectCount += $buyNum; # 修改上限
  861. UserProc::updateUserInfo();
  862. return Resp::ok(array(
  863. 'maxCollectCount' => $user->heros->maxCollectCount
  864. ));
  865. }
  866. /**
  867. * 获得英雄(测试已经OK)
  868. * @param req $req
  869. */
  870. static function GetHero($req) {
  871. $heroModelId = $req->paras[0]; # 英雄的模板ID
  872. $heroCfg = GameConfig::hero_getItem($heroModelId); # 1.检查是否存在这个英雄的模板
  873. my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
  874. $hero = self::AddHeroTFromStore($req, $heroModelId); # 创建英雄
  875. UserProc::updateUserInfo();
  876. $result = array('result' => "succeed", 'heros' => $hero); # 4. 设置返回值
  877. return Resp::ok($result);
  878. }
  879. // <editor-fold defaultstate="collapsed" desc="辅助方法">
  880. /**
  881. * 获得一个英雄, 并且给他指定星级
  882. * @param Req $req
  883. * @param int $heromodelId 原型数据id
  884. * @param int $star 星级
  885. * @return UserHeroModel
  886. */
  887. static function AddHeroWithStar(&$req, $heromodelId, $star) {
  888. $user = $req->userInfo->game;
  889. my_Assert(null != $user, ErrCode::err_innerfault);
  890. $collectHeros = $user->heros->collectHeros;
  891. $uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID); # 先生成一个hero的UID
  892. $user->heros->recordMaxUID = $uid;
  893. $hero = self::getGameHeroModelInstance($heromodelId, $uid);
  894. if ($star > 0) {
  895. $hero->curStar = $star; # 设定star
  896. }
  897. $collectHeros->$uid = $hero; # 回写
  898. $user->heros->collectHeros = $collectHeros; # 回写
  899. return $hero; # 返回
  900. }
  901. /**
  902. * 获得一个英雄(实例)
  903. * @param req $req
  904. * @param int $heromodelId
  905. * @return type
  906. */
  907. static function AddHeroTFromStore(&$req, $heromodelId) {
  908. $user = $req->userInfo->game; # 玩家数据
  909. $collectHeros = $user->heros->collectHeros; #
  910. my_default_Obj($collectHeros);
  911. $uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID); # 先生成一个UID
  912. $user->heros->recordMaxUID = $uid; # 更新最大编号记录
  913. $hero = self::getGameHeroModelInstance($heromodelId, $uid); # 3.创建英雄实例
  914. $collectHeros->$uid = $hero;
  915. $user->heros->collectHeros = $collectHeros;
  916. return $hero;
  917. }
  918. /**
  919. * 根据一个英雄的模板id,来获得一个英雄的实例数据
  920. * @param string $heroModelId 模板数据ID
  921. * @param string $uid 唯一ID
  922. * @return UserHeroModel
  923. */
  924. static function getGameHeroModelInstance($heroModelId, $uid) {
  925. $heroCfg = GameConfig::hero_getItem($heroModelId);
  926. my_Assert(null != $heroCfg, ErrCode::err_const_no); # 检查是否存在这个英雄的模板
  927. $hero = new UserHeroModel();
  928. // $hero->strengthLevel = $heroCfg->dengjie;
  929. $hero->curStar = $heroCfg->xingji;
  930. $hero->typeId = $heroCfg->heroId;
  931. $hero->uid = $uid;
  932. $hero->xp = 0;
  933. $lvs = GameConfig::hero_levelexp_getItem($hero->level + 1);
  934. $hero->maxXp = $lvs->requiredExp;
  935. // 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
  936. $wp = null;
  937. $arr = GameConfig::item_weapon();
  938. krsort($arr); // todo: 排序不正常
  939. foreach ($arr as $id => $mo) {
  940. // isEditor() and $mo = new \sm_item_weapon();
  941. if ($mo->hero_id == $hero->typeId) {
  942. $wp = $mo;
  943. break;
  944. }
  945. }
  946. if (null != $wp) {
  947. $req = req();
  948. $wuid = StoreProc::PutEquipInStore($wp->typeId, $req);
  949. $req->userInfo->game->store->equipment->$wuid->herouid = $uid;
  950. $hero->equip->weapon = array("itemuid" => $wuid);
  951. }
  952. return $hero;
  953. }
  954. /**
  955. * 查找下一个玩家获得英雄的UID
  956. * @param type $req
  957. * @return int
  958. */
  959. static function CreateNewGameHeroUID($collectHeros, $oldMaxUID) {
  960. $maxID = 10000;
  961. my_default_Obj($collectHeros);
  962. foreach ($collectHeros as $itemId => $hero) {
  963. if ($itemId > $maxID) {
  964. $maxID = $itemId;
  965. }
  966. }
  967. $max = max($maxID, $oldMaxUID);
  968. return $max + 1;
  969. }
  970. /**
  971. * 英雄卡牌增加经验值
  972. * @param string $heroUID
  973. * @param int $totalEXP
  974. */
  975. static function HeroAddEXP($heroUID, $totalEXP) {
  976. $req = req();
  977. $collectHeros = $req->userInfo->game->heros->collectHeros;
  978. my_default_Obj($collectHeros);
  979. my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no); # 要升级的英雄不存在
  980. $targetHero = new UserHeroModel($collectHeros->$heroUID); # 英雄对象
  981. $maxLevel = glc()->Hero_Upgrade_BasicMaxLevel; # 等级上限
  982. $playerLimit = GameConfig::playerlevel_getItem($req->userInfo->game->baseInfo->level)->hero_max_level;
  983. $maxLevel = min($maxLevel, $playerLimit); # 最大等级
  984. if ($targetHero->level >= $maxLevel) {
  985. return; # 已达顶级
  986. }
  987. $lvs = GameConfig::hero_levelexp_getItem($targetHero->level + 1);
  988. $targetHero->xp += $totalEXP;
  989. // var_dump("+" . $totalEXP);
  990. CLog:: Assert("HeroProc", $targetHero->xp >= 0, #
  991. "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
  992. // var_dump($targetHero->xp);
  993. // var_dump($lvs);
  994. $initLevel = $targetHero->level;
  995. while ($targetHero->xp >= $lvs->needExp) {
  996. if ($targetHero->level < $maxLevel) { # 如果未到达最大等级
  997. $targetHero->level += 1;
  998. if ($targetHero->level >= $maxLevel) {
  999. // echoLine("maxlevel");
  1000. $targetHero->xp = $lvs->needExp;
  1001. } else {
  1002. // echoLine("$targetHero->xp -= $lvs->needExp");
  1003. $targetHero->xp -= $lvs->needExp;
  1004. }
  1005. // var_dump($targetHero->level);
  1006. $lvs = GameConfig::hero_levelexp_getItem($targetHero->level + 1);
  1007. // var_dump($lvs);
  1008. // $targetHero->maxXp = $lvs->needExp;
  1009. } else { # 如果已到达最大等级则仅补齐缺失的经验即可
  1010. $targetHero->xp = $targetHero->maxXp; # 经验不能超过最大值
  1011. break;
  1012. }
  1013. } // end while
  1014. CLog:: Assert("HeroProc", $targetHero->xp >= 0, #
  1015. "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
  1016. $collectHeros->$heroUID = $targetHero; # 更新英雄的数据
  1017. // if ($targetHero->level != $initLevel) {
  1018. TaskProc::OnHeroLevelUp($targetHero->typeId, $targetHero->level);
  1019. // }
  1020. return $targetHero; # 将英雄对象返回
  1021. }
  1022. // </editor-fold>
  1023. /**
  1024. * [6306] 英雄-更改英雄的锁定状态
  1025. * (测试已经OK)
  1026. * @param type $req
  1027. */
  1028. static function HeroChangelockstate($req) {
  1029. $gamedata = $req->userInfo->game;
  1030. $heroUID = $req->paras[0]; # 玩家英雄实例编号
  1031. $lockstate = $req->paras[1]; # 玩家英雄锁定状态
  1032. $collectHeros = $gamedata->heros->collectHeros;
  1033. my_default_Obj($collectHeros); # 默认值
  1034. my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no);
  1035. // isEditor() and $hero = new UserHeroModel;
  1036. $hero = $collectHeros->$heroUID; # 1. 获取这个英雄的实例数据是
  1037. $hero->isLocked = $lockstate; # 2. 修改英雄状态
  1038. UserProc::updateUserInfo(); # 3. 保存玩家数据
  1039. return Resp::ok(ObjectInit()); # 4. 设置返回值
  1040. }
  1041. //
  1042. // <editor-fold defaultstate="collapsed" desc="计算战队战斗力, for pvp back matchers, -wg 2017.07.13">
  1043. /**
  1044. * 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
  1045. * @param type $zoneid
  1046. * @param type $uid
  1047. * @param UserGameModel $user
  1048. * @return type
  1049. */
  1050. static function CalcTeamFightPower($zoneid, $uid, $user) {
  1051. $teamsetting = $user->heroTeamConfig; # 战队配置
  1052. // var_dump($user);
  1053. $heros = $user->heros;
  1054. $teamCfg = JsonUtil::decode($teamsetting);
  1055. $tid = $teamCfg->curUseTeamID;
  1056. $team = $teamCfg->teamDic->$tid;
  1057. $fp = 0; # 返回值
  1058. if ($team) {
  1059. foreach ($team->heros as $hid) {
  1060. if ($hid) {
  1061. $hero = $heros->collectHeros->$hid;
  1062. if ($hero) {
  1063. // $fp += self::calcHeroFightPower($hero);
  1064. $h = new UserHeroModel($hero);
  1065. $fp += $h->GetPower();
  1066. }
  1067. }
  1068. }
  1069. //todo: 这里的战斗力榜被总战力榜征用了key, 重启PVP机制时再
  1070. // gMem()->zadd(MemKey_GameRun::Game_FightPowerRank_zset($zoneid), array($uid => $fp));
  1071. }
  1072. return $fp;
  1073. }
  1074. /**
  1075. * 计算玩家总战斗力, 添加到战斗力榜单中
  1076. * @version 1.0.0 改造自原来的队伍战斗力统计方法 --gwang 2020.4.23
  1077. * @param type $zoneid
  1078. * @param type $uid
  1079. * @param UserGameModel $user
  1080. * @return type
  1081. */
  1082. static function CalcUserFightPower($zoneid, $uid, $user) {
  1083. $fp = 0; # 总战力:返回值
  1084. foreach ($user->heros->collectHeros as $hid => $hero) {
  1085. $h = new UserHeroModel($hero);
  1086. $fp += $h->GetPower();
  1087. }
  1088. $key_fp = MemKey_GameRun::Game_FightPowerRank_zset($zoneid); # 战力榜
  1089. $key_log = MemKey_GameRun::Game_Rank_FPowerBreakLog_hash($zoneid); # 突破记录
  1090. gMem()->zadd($key_fp, array($uid => $fp)); # 更新战力记录
  1091. foreach (GameConfig::rankreward_fpower() as $condition => $reward) { # 遍历突破奖励数据
  1092. if ($fp >= $condition && !gMem()->hexists($key_log, $condition)) { # 判断是否达成突破奖励标准
  1093. gMem()->hset($key_log, $condition, $uid); # 添加突破记录
  1094. CornerSignEventProc::OnRanking_PowerReward_new(req());
  1095. }
  1096. }
  1097. TaskProc::OnUserFightPowerN($fp);
  1098. return $fp;
  1099. }
  1100. /**
  1101. * 计算hero战斗力, for pvp back matchers, -wg 2017.07.13
  1102. * @param UserHeroModel $hero
  1103. * @return int
  1104. */
  1105. static private function calcHeroFightPower($hero) {
  1106. $arr = explode(';', glc()->Battle_PowerFactor);
  1107. $factor = ArrayInit();
  1108. foreach ($arr as $s) {
  1109. $kv = explode(',', $s);
  1110. $k = $kv[0];
  1111. $v = $kv[1];
  1112. $factor[$k] = $v;
  1113. }
  1114. // todo: 哈哈, 奇葩的命名方案, 多处使用的命名不一致, 坑!
  1115. $a = (int) (self::calcHeroProperty($hero, 'hp') * $factor ["hp"] //
  1116. + $hero->level * 10);
  1117. return $a;
  1118. }
  1119. /**
  1120. * 计算hero的属性,, for pvp back matchers, -wg 2017.07.13
  1121. * @param UserHeroModel $hero
  1122. * @param type $propertyname
  1123. */
  1124. private static function calcHeroProperty($hero, $propertyname) {
  1125. $val = 0;
  1126. if ($hero) {
  1127. $modle = GameConfig::hero_getItem($hero->typeId);
  1128. if ($modle) {
  1129. $extra = GameConfig::heroextra_level_getItem($hero->typeId, $hero->grade);
  1130. if ($extra) {
  1131. $val = (int) ($modle->$propertyname * (1 + $extra->$propertyname));
  1132. } else {
  1133. $val = $modle->$propertyname;
  1134. }
  1135. }
  1136. }
  1137. return $val;
  1138. }
  1139. // </editor-fold>
  1140. //
  1141. }