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