HeroProc.php 43 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. $totalGold = $costItemConst->costGold * $costNumber; #验证金币是否充足
  205. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  206. $user->baseInfo->gold -= $totalGold;
  207. $totalEXP += $costItemConst->baseExp;
  208. $heroConst = GameConfig::hero_getItem($targetHero->typeId); # 英雄模板数据
  209. my_Assert(null != $heroConst, ErrCode::err_const_no, "英雄 模板数据");
  210. if ($costItemConst->element != 0 # # 相同元素加成
  211. && $costItemConst->element == $heroConst->element) {
  212. $totalEXP += $costItemConst->extraExp;
  213. }
  214. $totalEXP *= $costNumber; # 消耗N个道具
  215. $targetHero = self:: HeroAddEXP($huid, $totalEXP); # 获得经验
  216. $myPacketItems->$costItemId -= $costNumber; # 消耗道具
  217. if ($myPacketItems->$costItemId < 0) {
  218. $myPacketItems->$costItemId = 0;
  219. }
  220. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  221. my_Assert($targetHero->xp >= 0, "英雄经验出错");
  222. UserProc::updateUserInfo(); # 回写玩家数据
  223. TaskProc::OnHeroImprove(); # 事件检测
  224. self::CalcUserFightPower(req()->zoneid, req()->uid, req()->userInfo->game); # 跟新战力统计
  225. $ret = array(
  226. 'hero' => $targetHero,
  227. 'store' => $user->store,
  228. 'gold'=>$user->baseInfo->gold,
  229. );
  230. return Resp::ok($ret);
  231. }
  232. /**
  233. * 突破
  234. */
  235. static function tupo() {
  236. list($uid) = req()->paras;
  237. $user = req()->userInfo->game;
  238. $collectHeros = $user->heros->collectHeros; # 1. 检查是否存在要升级的英雄
  239. my_default_Obj($collectHeros);
  240. my_Assert(StlUtil::dictHasProperty($collectHeros, $uid), ErrCode::hero_no); # 参数合法性判断
  241. $typeId = $collectHeros->$uid->typeId;
  242. $curStar = $collectHeros->$uid->curStar;
  243. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  244. $mo = GameConfig::heroextra_level_tupo_getItem($typeId, $curStar+1);
  245. my_Assert($mo == null, ErrCode::err_const_no);
  246. my_Assert($collectHeros->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  247. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  248. my_Assert($user->baseInfo->gold >= $mo->gold , ErrCode::notenough_gold_msg);
  249. $costItemsList = explode(';',$mo->costItems);
  250. foreach ($costItemsList as $value) {
  251. $list = explode(',', $value);
  252. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  253. }
  254. $user->baseInfo->gold -= $mo->gold;
  255. $collectHeros->$uid->curStar+=1;
  256. $user->heros->collectHeros=$collectHeros;
  257. req()->userInfo->game = $user;
  258. $targetHero = new Ins_UserHero($collectHeros->$uid);
  259. UserProc::updateUserInfo();# 回写玩家数据
  260. $ret = array(
  261. 'hero' => $targetHero,
  262. 'store' => $user->store,
  263. 'gold' => req()->userInfo->game->baseInfo->gold,
  264. );
  265. return Resp::ok($ret);
  266. }
  267. // </editor-fold>
  268. //
  269. // <editor-fold defaultstate="collapsed" desc="队伍配置">
  270. /**
  271. * [6315]保存队伍的战斗配置信息
  272. */
  273. static function SaveHeroTeamConfig() {
  274. $teamsetting = req()->paras[0]; # 配置信息json文件
  275. req()->userInfo->game->heroTeamConfig = $teamsetting; # 更新配置
  276. UserProc::updateUserInfo(); # 回写数据
  277. # # 添加到战斗力隐藏榜单中, for pvp back matchers, -wg 2017.07.13
  278. self::CalcTeamFightPower(req()->zoneid, req()->uid, req()->userInfo->game);
  279. return Resp::ok(array('result' => "succeed"));
  280. }
  281. // </editor-fold>
  282. //
  283. // <editor-fold defaultstate="collapsed" desc="已过时代码">
  284. /**
  285. * 6323 解锁英雄
  286. */
  287. static function UnLockHeroByPieces() {
  288. Err(ErrCode::err_method_obsoleted, "策划未设定解锁功能-2021.5.6");
  289. $user = req()->userInfo->game; # user引用
  290. $heroModelId = req()->paras[0];
  291. $piecesId = req()->paras[1]; # 英雄碎片的ID
  292. $piecesNum = req()->paras[2];
  293. my_default_Obj($user->heros->recordUnLockHeroDic); # 防御解锁列表未初始化,空对象
  294. $recordUnLockHeroDic = $user->heros->recordUnLockHeroDic; # 已解锁记录
  295. if (!CommUtil::isPropertyExists($recordUnLockHeroDic, $heroModelId)) { # 检查是不是已经解锁过了
  296. $recordUnLockHeroDic->$heroModelId = 0;
  297. }
  298. my_Assert(0 == $recordUnLockHeroDic->$heroModelId, ErrCode::hero_lockState); # 防御英雄已经解锁
  299. $heroCfg = GameConfig::hero_getItem($heroModelId);
  300. 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
  301. $piecesCfg = GameConfig::segment_getItem($piecesId);
  302. 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
  303. $myPacketItems = $user->store->segement;
  304. $requirePiecesNum = $heroCfg->unlockConditionId;
  305. $enoughPieces = false; # 检查道具数量是否充足
  306. my_Assert($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum, ErrCode ::paras_err);
  307. if (!CommUtil::isPropertyExists($myPacketItems, $piecesId)) { # 检查碎片
  308. $enoughPieces = false;
  309. } else {
  310. if ($myPacketItems->$piecesId < $requirePiecesNum) { # 5.检查道具的数量是否充足
  311. $enoughPieces = false;
  312. } else {
  313. $enoughPieces = true;
  314. }
  315. }
  316. my_Assert($enoughPieces, ErrCode::hero_godblood_notengoughitem);
  317. $myPacketItems->$piecesId -= $requirePiecesNum;
  318. if ($myPacketItems->$piecesId < 0) { # 6.进行 # # 消耗道具
  319. $myPacketItems->$piecesId = 0;
  320. }
  321. $recordUnLockHeroDic->$heroModelId = 1;
  322. req()->userInfo->game->heros->recordUnLockHeroDic = $recordUnLockHeroDic;
  323. req()->userInfo->game->store->segement = $myPacketItems;
  324. UserProc::updateUserInfo(); # 回写数据
  325. return Resp::ok(array('result' => "OK")); # 返回OK
  326. }
  327. /**
  328. * [6322] 英雄神血
  329. */
  330. static function UpGodBloodHeroByPieces() {
  331. Err(ErrCode::err_method_obsoleted, "策划未设定神血功能-2021.5.6");
  332. }
  333. /**
  334. * 英雄消耗碎片道具来升星
  335. * @param req $req
  336. */
  337. static function HeroUpStarByPieces() {
  338. Err(ErrCode::err_method_obsoleted, "策划未设定碎片升级功能-2021.5.6");
  339. }
  340. /**
  341. * 英雄升星
  342. * @param Req $req
  343. */
  344. static function HeroUpStar() {
  345. Err(ErrCode::err_method_obsoleted, "策划未设定升星功能-2021.5.6");
  346. }
  347. // </editor-fold>
  348. /**
  349. * 6321 购买英雄 消耗碎片
  350. */
  351. static function BuyHeroByCostPieces() {
  352. Err(ErrCode::err_method_obsoleted, "策划未设定碎片功能-2021.5.6");
  353. list($heroModelId, $costType, $costMoneyNum, $piecesId, $piecesNum) = req()->paras; # 提取参数
  354. $user = req()->userInfo->game; # user引用
  355. $collectHeros = $user->heros->collectHeros;
  356. my_default_Obj($collectHeros);
  357. foreach ($collectHeros as $key => $value) { # 检查玩家是否已经拥有此类英雄
  358. my_Assert($value->typeId != $heroModelId, ErrCode::hero_existSameHero_err);
  359. }
  360. $heroCfg = GameConfig::hero_getItem($heroModelId); # 英雄模板数据
  361. my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
  362. my_Assert($heroCfg->isCanBuy != 0, ErrCode::paras_err); # 是否可以直接购买
  363. $piecesCfg = GameConfig::segment_getItem($piecesId); # 检查需要消耗的碎片的常量配置是否存在
  364. my_Assert(null != $piecesCfg, ErrCode::err_store_itemnoconst);
  365. $myPacketItems = $user->store->items;
  366. $requirePiecesNum = $piecesCfg->mergePrototypeNeedNum;
  367. my_Assert($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum, ErrCode::paras_err);
  368. my_Assert(CommUtil::isPropertyExists($myPacketItems, $piecesId), ErrCode::hero_godblood_notengoughitem);
  369. my_Assert($myPacketItems->$piecesId > $requirePiecesNum, ErrCode::hero_godblood_notengoughitem); # 检查碎片道具数量是否充足
  370. switch ($costType) {
  371. case "cash":
  372. $realPrice = $heroCfg->cashPrice;
  373. my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
  374. my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
  375. my_Assert($user->base()->Consume_Cash($costMoneyNum), ErrCode::err_msg_cashnotenough);
  376. break;
  377. case "gold":
  378. $realPrice = $heroCfg->goldPrice;
  379. my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
  380. my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
  381. my_Assert($user->base()->Consume_Gold($costMoneyNum), ErrCode::err_msg_goldnotenough);
  382. break;
  383. default :
  384. Err(ErrCode::paras_err, "参数错误: [costType] " . $costType);
  385. }
  386. # 4.消耗来获得英雄
  387. $myPacketItems->$piecesId -= $requirePiecesNum; # 消耗道具
  388. req()->userInfo->game->store->items = $myPacketItems; # 回存背包
  389. UserProc::updateUserInfo(); # 回写数据
  390. $resp = HeroProc::GetHero();
  391. SystemProc::GetHero(req()->zoneid, $user->base(), $heroModelId); # 插入系统广播消息
  392. return $resp;
  393. }
  394. /**
  395. * 购买玩家可以收集的英雄的数量上限
  396. * @return type
  397. */
  398. static function BuyHeroMaxCountLimt() {
  399. list($buyNum, $costCash) = req()->paras; # 提取参数: 数量, 花费钻石
  400. $g = glc();
  401. $user = req()->userInfo->game; # user引用
  402. if (!CommUtil::isPropertyExists($user->heros, "maxCollectCount")) {
  403. $user->heros->maxCollectCount = $g->Game_CollectHero_BasicMaxCount;
  404. }
  405. $index = ceil(($user->heros->maxCollectCount - $g->Game_CollectHero_BasicMaxCount) #
  406. / $g->Game_CollectHero_OneBuyLimtNum);
  407. $arr = explode(",", $g->Game_CollectHero_BasicMaxPrice);
  408. my_Assert($index < count($arr), "已达上限");
  409. $realCost = $arr[$index];
  410. my_Assert($realCost == $costCash, ErrCode::paras_err); # 参数错误
  411. my_Assert($costCash >= 0, ErrCode::paras_err);
  412. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::err_msg_goldnotenough); # 扣除宝石
  413. $user->heros->maxCollectCount += $buyNum; # 修改上限
  414. UserProc::updateUserInfo();
  415. return Resp::ok(array(
  416. 'maxCollectCount' => $user->heros->maxCollectCount
  417. ));
  418. }
  419. /**
  420. * 获得英雄(测试已经OK)
  421. */
  422. static function GetHero() {
  423. $heroModelId = req()->paras[0]; # 英雄的模板ID
  424. $heroCfg = GameConfig::hero_getItem($heroModelId); # 1.检查是否存在这个英雄的模板
  425. my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
  426. $hero = self::AddHeroTFromStore(req(), $heroModelId); # 创建英雄
  427. UserProc::updateUserInfo();
  428. $result = array('result' => "succeed", 'heros' => $hero); # 4. 设置返回值
  429. return Resp::ok($result);
  430. }
  431. // <editor-fold defaultstate="collapsed" desc="辅助方法">
  432. /**
  433. * 获得一个英雄, 并且给他指定星级
  434. * @param Req $req
  435. * @param int $heromodelId 原型数据id
  436. * @param int $star 星级
  437. * @return Ins_UserHero
  438. */
  439. static function AddHeroWithStar(&$req, $heromodelId, $star) {
  440. $user = $req->userInfo->game;
  441. my_Assert(null != $user, ErrCode::err_innerfault);
  442. $collectHeros = $user->heros->collectHeros;
  443. $uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID); # 先生成一个hero的UID
  444. $user->heros->recordMaxUID = $uid;
  445. $hero = self::getGameHeroModelInstance($heromodelId, $uid);
  446. if ($star > 0) {
  447. $hero->curStar = $star; # 设定star
  448. }
  449. $collectHeros->$uid = $hero; # 回写
  450. $user->heros->collectHeros = $collectHeros; # 回写
  451. return $hero; # 返回
  452. }
  453. /**
  454. * 获得一个英雄(实例)
  455. * @param req $req
  456. * @param int $heromodelId
  457. * @return type
  458. */
  459. static function AddHeroTFromStore(&$req, $heromodelId) {
  460. $user = $req->userInfo->game; # 玩家数据
  461. $collectHeros = $user->heros->collectHeros; #
  462. my_default_Obj($collectHeros);
  463. $uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID); # 先生成一个UID
  464. $user->heros->recordMaxUID = $uid; # 更新最大编号记录
  465. $hero = self::getGameHeroModelInstance($heromodelId, $uid); # 3.创建英雄实例
  466. $collectHeros->$uid = $hero;
  467. $user->heros->collectHeros = $collectHeros;
  468. return $hero;
  469. }
  470. /**
  471. * 根据一个英雄的模板id,来获得一个英雄的实例数据
  472. * @param string $heroModelId 模板数据ID
  473. * @param string $uid 唯一ID
  474. * @return Ins_UserHero
  475. */
  476. static function getGameHeroModelInstance($heroModelId, $uid) {
  477. $heroCfg = GameConfig::hero_getItem($heroModelId);
  478. my_Assert(null != $heroCfg, ErrCode::err_const_no); # 检查是否存在这个英雄的模板
  479. $hero = new Ins_UserHero();
  480. // $hero->strengthLevel = $heroCfg->dengjie;
  481. $hero->curStar = $heroCfg->xingji;
  482. $hero->typeId = $heroCfg->heroId;
  483. $hero->uid = $uid;
  484. $hero->xp = 0;
  485. $lvs = GameConfig::hero_levelexp_getItem($hero->level + 1);
  486. $hero->maxXp = $lvs->requiredExp;
  487. // 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
  488. $wp = null;
  489. $arr = (array) GameConfig::item_weapon();
  490. ksort($arr); // todo: 排序不正常
  491. foreach ($arr as $id => $mo) {
  492. // isEditor() and $mo = new \sm_item_weapon();
  493. if ($mo->hero_id == $hero->typeId) {
  494. $wp = $mo;
  495. break;
  496. }
  497. }
  498. if (null != $wp) {
  499. $wuid = StoreProc::PutEquipInStore($wp->typeId);
  500. req()->userInfo->game->store->equipment->$wuid->herouid = $uid;
  501. $hero->equip->weapon = array("itemuid" => $wuid);
  502. }
  503. return $hero;
  504. }
  505. /**
  506. * 查找下一个玩家获得英雄的UID
  507. * @param type $req
  508. * @return int
  509. */
  510. static function CreateNewGameHeroUID($collectHeros, $oldMaxUID) {
  511. $maxID = 10000;
  512. my_default_Obj($collectHeros);
  513. foreach ($collectHeros as $itemId => $hero) {
  514. if ($itemId > $maxID) {
  515. $maxID = $itemId;
  516. }
  517. }
  518. $max = max($maxID, $oldMaxUID);
  519. return $max + 1;
  520. }
  521. /**
  522. * 英雄卡牌增加经验值
  523. * @param string $heroUID
  524. * @param int $totalEXP
  525. */
  526. static function HeroAddEXP($heroUID, $totalEXP) {
  527. $req = req();
  528. $collectHeros = $req->userInfo->game->heros->collectHeros;
  529. my_default_Obj($collectHeros);
  530. my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no); # 要升级的英雄不存在
  531. $targetHero = new Ins_UserHero($collectHeros->$heroUID); # 英雄对象
  532. $playerLimit = GameConfig::playerlevel_getItem(ctx()->base()->level)->hero_max_level;
  533. $maxLevel = min(glc()->Hero_Upgrade_BasicMaxLevel, $playerLimit); # 最大等级= max(英雄最高等级上限,玩家等级限制的上限)
  534. if ($targetHero->level >= $maxLevel) {
  535. return; # 已达顶级
  536. }
  537. $lvs = GameConfig::hero_levelexp_getItem($targetHero->level + 1);
  538. $targetHero->xp += $totalEXP;
  539. my_Assert($targetHero->xp >= 0, "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
  540. $initLevel = $targetHero->level;
  541. while ($targetHero->xp >= $lvs->needExp) {
  542. if ($targetHero->level < $maxLevel) { # 如果未到达最大等级
  543. $targetHero->level += 1;
  544. if ($targetHero->level >= $maxLevel) {
  545. $targetHero->xp = $lvs->needExp;
  546. } else {
  547. $targetHero->xp -= $lvs->needExp;
  548. }
  549. $lvs = GameConfig::hero_levelexp_getItem($targetHero->level + 1);
  550. } else { # 如果已到达最大等级则仅补齐缺失的经验即可
  551. $targetHero->xp = $targetHero->maxXp; # 经验不能超过最大值
  552. break;
  553. }
  554. } // end while
  555. my_Assert($targetHero->xp >= 0, "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
  556. $collectHeros->$heroUID = $targetHero; # 更新英雄的数据
  557. if ($targetHero->level != $initLevel) {
  558. NormalEventProc::OnHeroLvlUp($targetHero->uid, $initLevel); # 广播英雄升级事件
  559. }
  560. TaskProc::OnHeroLevelUp($targetHero->typeId, $targetHero->level);
  561. return $targetHero; # 将英雄对象返回
  562. }
  563. // </editor-fold>
  564. /**
  565. * [6306] 英雄-更改英雄的锁定状态
  566. * (测试已经OK)
  567. */
  568. static function HeroChangelockstate() {
  569. $gamedata = req()->userInfo->game;
  570. $heroUID = req()->paras[0]; # 玩家英雄实例编号
  571. $lockstate = req()->paras[1]; # 玩家英雄锁定状态
  572. $collectHeros = $gamedata->heros->collectHeros;
  573. my_default_Obj($collectHeros); # 默认值
  574. my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no);
  575. // isEditor() and $hero = new UserHeroModel;
  576. $hero = $collectHeros->$heroUID; # 1. 获取这个英雄的实例数据是
  577. $hero->isLocked = $lockstate; # 2. 修改英雄状态
  578. UserProc::updateUserInfo(); # 3. 保存玩家数据
  579. return Resp::ok(ObjectInit()); # 4. 设置返回值
  580. }
  581. /** 6326
  582. * 言灵升星 2021.4(cyzhao)
  583. * @return resp
  584. */
  585. static function StrengthenStar() {
  586. list($yanlingUid, $uidList) = req()->paras;
  587. $store = req()->userInfo->game->store;
  588. my_Assert(StlUtil::dictHasProperty($store->yanling, $yanlingUid), ErrCode::hero_yanling_notfound);
  589. my_Assert(!in_array($yanlingUid, $uidList), ErrCode::hero_yanling_repeat);
  590. my_Assert($store->yanling->$yanlingUid->starLv < 5, ErrCode::hero_yanling_repeat);
  591. $tag = true;
  592. foreach ($uidList as $costUid) {
  593. if (StlUtil::dictHasProperty($store->yanling, $costUid)) { # 校验是否是同类型
  594. $confDic = GameConfig::item_yanling_getItem($store->yanling->$costUid->typeId);
  595. my_Assert(null != $confDic, ErrCode::hero_const_no_err);
  596. if ($confDic->type != GameConfig::item_yanling_getItem($store->yanling->$yanlingUid->typeId)->type) {
  597. $tag = false;
  598. break;
  599. }
  600. if($store->yanling->$costUid->herouid != 0){
  601. $tag = false;
  602. break;
  603. }
  604. } else {
  605. $tag = false;
  606. break;
  607. }
  608. }
  609. my_Assert($tag, ErrCode::hero_yanling_errorYanling);
  610. $exp = 0;
  611. foreach ($uidList as $costuid) {
  612. $confDic = GameConfig::item_yanling_getItem($store->yanling->$costuid->typeId);
  613. my_Assert(null != $confDic, ErrCode::hero_const_no_err);
  614. $exp += $confDic->addStarExp;
  615. StlUtil::dictRemove($store->yanling, $costuid);
  616. }
  617. $store->yanling->$yanlingUid->curStarExp += $exp;
  618. $dic = GameConfig::item_yanling_getItem($store->yanling->$yanlingUid->typeId);
  619. if ($store->yanling->$yanlingUid->curStarExp >= $dic->maxStarExp) {
  620. $store->yanling->$yanlingUid->curStarExp = 0;
  621. $store->yanling->$yanlingUid->starLv += 1;
  622. $store->yanling->$yanlingUid->typeId = $dic->nextId;
  623. }
  624. req()->userInfo->game->store = $store;
  625. UserProc::updateUserInfo();
  626. return Resp::ok(array('store' => req()->userInfo->game->store,));
  627. }
  628. /** 6327
  629. * 言灵升级 2021.4(cyzhao)
  630. */
  631. static function YanlinUpLevel() {
  632. list($yanlingUid, $type) = req()->paras; # 参数: 言灵uid,升级类型:1/5级.
  633. $store = ctx()->store();
  634. my_Assert(StlUtil::dictHasProperty($store->yanling, $yanlingUid), ErrCode::hero_yanling_notfound);
  635. $allDic = GameConfig::yanlingLeve();
  636. $maxLevel = count((array) $allDic);
  637. $curlv = $store->yanling->$yanlingUid->level;
  638. my_Assert($curlv <= ctx()->base()->level, "请提升指挥官等级."); # 言灵等级不能超过指挥官等级.-gwang 2021.4.20
  639. my_Assert($curlv < $maxLevel, ErrCode::hero_yanling_levelMax);
  640. $maxLv = $curlv + $type;
  641. if ($maxLv > $maxLevel) {
  642. $maxLv = $maxLevel;
  643. }
  644. $goldNum = 0;
  645. $pointNum = 0;
  646. for ($index = $curlv; $index < $maxLv; $index++) {
  647. my_Assert(StlUtil::dictHasProperty($allDic, $index), ErrCode::hero_yanling_levelconst_no);
  648. $mo = GameConfig::yanlingLeve_getItem($index);
  649. $goldNum += $mo->goldCost;
  650. $pointNum += $mo->pointCost;
  651. }
  652. my_Assert(req()->userInfo->game->base()->Consume_Gold($goldNum), ErrCode::notenough_gold_msg);
  653. // my_Assert(Data_UserGame::Consume_ResPoint(req()->userInfo->game->baseInfo, $pointNum), ErrCode::notenough_resPoint);
  654. my_Assert(req()->userInfo->game->base()->Consume_ResPoint($pointNum), ErrCode::notenough_resPoint);
  655. $store->yanling->$yanlingUid->level += $type; # 增加等级
  656. if ($store->yanling->$yanlingUid->level > $maxLevel) {
  657. $store->yanling->$yanlingUid->level = $maxLevel;
  658. }
  659. TaskProc::OnYanlingLevelUp($store->yanling->$yanlingUid->typeId, $store->yanling->$yanlingUid->level); # 言灵升级
  660. // req()->userInfo->game->store = $store;
  661. UserProc::updateUserInfo(); # 回写玩家数据
  662. return Resp::ok(array('store' => req()->userInfo->game->store, #
  663. 'gold' => ctx()->base()->gold, #
  664. 'resPoint' => ctx()->base()->resPoint));
  665. }
  666. //
  667. // <editor-fold defaultstate="collapsed" desc="计算战队战斗力, for pvp back matchers, -wg 2017.07.13">
  668. /**
  669. * 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
  670. * @param type $zoneid
  671. * @param type $uid
  672. * @param Data_UserGame $user
  673. * @return type
  674. */
  675. static function CalcTeamFightPower($zoneid, $uid, $user) {
  676. $teamsetting = $user->heroTeamConfig; # 战队配置
  677. // var_dump($user);
  678. $heros = $user->heros;
  679. $teamCfg = JsonUtil::decode($teamsetting);
  680. $tid = $teamCfg->curUseTeamID;
  681. $team = $teamCfg->teamDic->$tid;
  682. $fp = 0; # 返回值
  683. if ($team) {
  684. foreach ($team->heros as $hid) {
  685. if ($hid) {
  686. $hero = $heros->collectHeros->$hid;
  687. if ($hero) {
  688. // $fp += self::calcHeroFightPower($hero);
  689. $h = new Ins_UserHero($hero);
  690. $fp += $h->GetPower();
  691. }
  692. }
  693. }
  694. //todo: 这里的战斗力榜被总战力榜征用了key, 重启PVP机制时再
  695. }
  696. return $fp;
  697. }
  698. /**
  699. * 计算玩家总战斗力, 添加到战斗力榜单中
  700. * @version 1.0.0 改造自原来的队伍战斗力统计方法 --gwang 2020.4.23
  701. * @param type $zoneid
  702. * @param type $uid
  703. * @param Data_UserGame $user
  704. * @return type
  705. */
  706. static function CalcUserFightPower($zoneid, $uid, $user) {
  707. $fp = 0; # 总战力:返回值
  708. foreach ($user->heros->collectHeros as $hid => $hero) {
  709. $h = new Ins_UserHero($hero);
  710. $fp += $h->GetPower();
  711. }
  712. $key_fp = MemKey_GameRun::Game_FightPowerRank_zset($zoneid); # 战力榜
  713. $key_log = MemKey_GameRun::Game_Rank_FPowerBreakLog_hash($zoneid); # 突破记录
  714. gMem()->zadd($key_fp, array($uid => $fp)); # 更新战力记录
  715. foreach (GameConfig::rankreward_fpower() as $condition => $reward) { # 遍历突破奖励数据
  716. if ($fp >= $condition && !gMem()->hexists($key_log, $condition)) { # 判断是否达成突破奖励标准
  717. gMem()->hset($key_log, $condition, $uid); # 添加突破记录
  718. CornerSignEventProc::OnRanking_PowerReward_new();
  719. }
  720. }
  721. TaskProc::OnUserFightPowerN($fp);
  722. return $fp;
  723. }
  724. /**
  725. * 计算hero战斗力, for pvp back matchers, -wg 2017.07.13
  726. * @param Ins_UserHero $hero
  727. * @return int
  728. */
  729. static private function calcHeroFightPower($hero) {
  730. $arr = explode(';', glc()->Battle_PowerFactor);
  731. $factor = ArrayInit();
  732. foreach ($arr as $s) {
  733. $kv = explode(',', $s);
  734. $k = $kv[0];
  735. $v = $kv[1];
  736. $factor[$k] = $v;
  737. }
  738. $a = (int) (self::calcHeroProperty($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!
  739. + $hero->level * 10);
  740. return $a;
  741. }
  742. /**
  743. * 计算hero的属性,, for pvp back matchers, -wg 2017.07.13
  744. * @param Ins_UserHero $hero
  745. * @param type $propertyname
  746. */
  747. private static function calcHeroProperty($hero, $propertyname) {
  748. $val = 0;
  749. if ($hero) {
  750. $modle = GameConfig::hero_getItem($hero->typeId);
  751. if ($modle) {
  752. $extra = GameConfig::heroextra_level_getItem($hero->typeId, $hero->grade);
  753. if ($extra) {
  754. $val = (int) ($modle->$propertyname * (1 + $extra->$propertyname));
  755. } else {
  756. $val = $modle->$propertyname;
  757. }
  758. }
  759. }
  760. return $val;
  761. }
  762. // </editor-fold>
  763. //
  764. }