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