HeroProc.php 54 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. return $resp;
  173. }
  174. /**
  175. * [6301] 英雄升级 - 消耗经验道具,获得经验(按照经验提升等级)
  176. * @param Req $req
  177. */
  178. static function HeroLevelUpCostExpItem($req) {
  179. 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
  180. $user = $req->userInfo->game; # user引用
  181. $collectHeros = $user->heros->collectHeros; # 1. 检查是否存在要升级的英雄
  182. my_default_Obj($collectHeros);
  183. my_Assert(is_int($costNumber) && $costNumber >= 1, ErrCode::paras_err); # 参数合法性判断
  184. my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 玩家拥有此英雄
  185. $targetHero = new UserHeroModel($collectHeros->$huid); # 智能感知辅助
  186. my_Assert($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
  187. $myPacketItems = $user->store->items; # 检查道具的数量,在背包中是否充足
  188. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  189. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);
  190. $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
  191. $costItemConst = GameConfig::item_stones_getItem($costItemId);
  192. my_Assert(null != $costItemConst, ErrCode::err_const_no);
  193. $totalEXP += $costItemConst->baseExp;
  194. $heroConst = GameConfig::hero_getItem($targetHero->typeId); # 英雄模板数据
  195. my_Assert(null != $heroConst, ErrCode::err_const_no, "英雄 模板数据");
  196. if ($costItemConst->element != 0 # # 相同元素加成
  197. && $costItemConst->element == $heroConst->element) {
  198. $totalEXP += $costItemConst->extraExp;
  199. }
  200. $totalEXP *= $costNumber; # 消耗N个道具
  201. $targetHero = self:: HeroAddEXP($huid, $totalEXP); # 获得经验
  202. $myPacketItems->$costItemId -= $costNumber; # 消耗道具
  203. if ($myPacketItems->$costItemId < 0) {
  204. $myPacketItems->$costItemId = 0;
  205. }
  206. $req->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  207. UserProc::updateUserInfo(); # 回写玩家数据
  208. self::CalcTeamFightPower($req->zoneid, $req->uid, $req->userInfo->game); # 跟新战力统计
  209. return Resp::ok($targetHero);
  210. }
  211. // </editor-fold>
  212. //
  213. // <editor-fold defaultstate="collapsed" desc="队伍配置">
  214. /**
  215. * [6315]保存队伍的战斗配置信息
  216. * @param Req $req
  217. */
  218. static function SaveHeroTeamConfig($req) {
  219. $teamsetting = $req->paras[0]; # 配置信息json文件
  220. $req->userInfo->game->heroTeamConfig = $teamsetting; # 更新配置
  221. UserProc::updateUserInfo(); # 回写数据
  222. # # 添加到战斗力隐藏榜单中, for pvp back matchers, -wg 2017.07.13
  223. self::CalcTeamFightPower($req->zoneid, $req->uid, $req->userInfo->game);
  224. return Resp::ok(array('result' => "succeed"));
  225. }
  226. // </editor-fold>
  227. //
  228. // <editor-fold defaultstate="collapsed" desc="已过时代码">
  229. /**
  230. * 6323 解锁英雄
  231. * @param type $req
  232. */
  233. static function UnLockHeroByPieces($req) {
  234. $user = $req->userInfo->game; # user引用
  235. $heroModelId = $req->paras[0];
  236. $piecesId = $req->paras[1]; # 英雄碎片的ID
  237. $piecesNum = $req->paras[2];
  238. if (!CommUtil::isPropertyExists($user->heros, "recordUnLockHeroDic")) {
  239. $user->heros->recordUnLockHeroDic = ObjectInit();
  240. }
  241. $recordUnLockHeroDic = $user->heros->recordUnLockHeroDic;
  242. #检查是不是已经解锁过了
  243. $flag = 0;
  244. if (!CommUtil::isPropertyExists($recordUnLockHeroDic, $heroModelId)) {
  245. $recordUnLockHeroDic->$heroModelId = 0;
  246. }
  247. $flag = $recordUnLockHeroDic->$heroModelId;
  248. if ($flag == 1) {
  249. return Resp::err(ErrCode::hero_lockState);
  250. }
  251. #检查要解锁的英雄的常量配置是否存在
  252. $heroCfg = GameConfig::hero_getItem($heroModelId);
  253. if (!$heroCfg) {
  254. return Resp::err(ErrCode::hero_const_no_err);
  255. }
  256. #检查需要消耗的碎片的常量配置是否存在
  257. $piecesCfg = GameConfig::segment_getItem($piecesId);
  258. if (!$piecesCfg) {
  259. return Resp::err(ErrCode::err_const_no);
  260. }
  261. # 5.检查道具的数量是否充足
  262. $myPacketItems = $user->store->segement;
  263. $requirePiecesNum = $heroCfg->unlockConditionId;
  264. # 检查道具数量是否充足
  265. $enoughPieces = false;
  266. if ($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum) {
  267. if (!CommUtil::isPropertyExists($myPacketItems, $piecesId)) { # 检查碎片
  268. $enoughPieces = false;
  269. } else {
  270. if ($myPacketItems->$piecesId < $requirePiecesNum) {
  271. $enoughPieces = false;
  272. } else {
  273. $enoughPieces = true;
  274. }
  275. }
  276. } else {
  277. return Resp::err(ErrCode ::paras_err, "error pieces para" . "req" . $piecesId . "_" . $requirePiecesNum . "/" . $piecesId . "_" . $piecesNum);
  278. }
  279. if ($enoughPieces === true) {
  280. # 6.进行 # # 消耗道具
  281. $myPacketItems->$piecesId -= $requirePiecesNum;
  282. if ($myPacketItems->$piecesId < 0) {
  283. $myPacketItems->$piecesId = 0;
  284. }
  285. $recordUnLockHeroDic->$heroModelId = 1;
  286. $req->user->heros->recordUnLockHeroDic = $recordUnLockHeroDic;
  287. $req->userInfo->game->store->segement = $myPacketItems;
  288. UserProc::updateUserInfo(); # 回写数据
  289. return Resp::ok(array('result' => "OK")); //返回OK
  290. } else {
  291. return Resp::err(ErrCode::hero_godblood_notengoughitem);
  292. }
  293. }
  294. /**
  295. * [6322] 英雄神血
  296. * @param Req $req
  297. */
  298. static function UpGodBloodHeroByPieces($req) {
  299. $resp = Resp::err(ErrCode::err_method_notimplement);
  300. $g = glc();
  301. $user = $req->userInfo->game; # user引用
  302. $huid = $req->paras[0]; # 英雄的UID
  303. $piecesId = $req->paras[1]; # 英雄碎片的ID
  304. $piecesNum = $req->paras[2];
  305. $moneyType = $req->paras[3]; # 升星消耗金钱的类型
  306. $moneyNum = $req->paras[4];
  307. # 1.检查是否存在要升级的英雄
  308. $collectHeros = $user->heros->collectHeros;
  309. if (!$collectHeros) {
  310. $collectHeros = ObjectInit();
  311. }
  312. if (!CommUtil::isPropertyExists($collectHeros, $huid)) {
  313. return Resp::err(ErrCode::hero_no);
  314. }
  315. # 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%
  316. isEditor() and $strengthHero = new UserHeroModel();
  317. $strengthHero = $collectHeros->$huid;
  318. # 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%
  319. if (!CommUtil::isPropertyExists($strengthHero, "curBloodId")) {
  320. $strengthHero->curBloodId = 0;
  321. }
  322. $lvs = GameConfig::heroextra_godblood_getItem($strengthHero->curBloodId);
  323. if (!$lvs) {
  324. return Resp::err(ErrCode::hero_godblood_level_const_no);
  325. } else {
  326. if ($lvs->targetGodPercent >= 100) {
  327. return Resp::err(ErrCode::hero_godblood_maxlevel);
  328. }
  329. }
  330. # 3. 检查是否存在这个英雄的模板
  331. $heroModelId = $strengthHero->typeId;
  332. $heroCfg = GameConfig::hero_getItem($heroModelId);
  333. if (!$heroCfg) {
  334. return Resp::err(ErrCode::hero_const_no_err);
  335. }
  336. # 4 .检查碎片是否正确
  337. $requirePieceId = $piecesId;
  338. $requirePiecesNum = 0;
  339. $arr_costPieces = explode(";", $lvs->pieces);
  340. foreach ($arr_costPieces as $value) {
  341. $strArr = explode(",", $value);
  342. if (count($strArr) == 2) {
  343. $zhenxidu = $strArr[0];
  344. $num = $strArr[1];
  345. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  346. $requirePiecesNum = (int) $num;
  347. break;
  348. }
  349. }
  350. }
  351. $piecesCfg = GameConfig::segment_getItem($piecesId);
  352. if (!$piecesCfg) {
  353. return Resp::err(ErrCode::err_const_no);
  354. }
  355. $pos = strpos($piecesCfg->icon, strval($heroModelId));
  356. if ($pos === false) {
  357. return Resp::err(ErrCode::paras_err, $piecesCfg->icon . "?" . $heroModelId);
  358. }
  359. # 5.检查道具的数量是否充足
  360. $myPacketItems = $user->store->segement;
  361. # 检查道具数量是否充足
  362. $enoughPieces = false;
  363. if ($requirePieceId == $piecesId && $requirePiecesNum == $piecesNum) {
  364. #检查碎片
  365. if (!CommUtil::isPropertyExists($myPacketItems, $requirePieceId)) {
  366. $enoughPieces = false;
  367. } else {
  368. if ($myPacketItems->$requirePieceId < $requirePiecesNum) {
  369. $enoughPieces = false;
  370. } else {
  371. $enoughPieces = true;
  372. }
  373. }
  374. } else {
  375. return Resp::err(ErrCode ::paras_err, "error pieces para" . "req" . $requirePieceId . "_" . $requirePiecesNum . "/" . $piecesId . "_" . $piecesNum);
  376. }
  377. if ($enoughPieces === true) {
  378. } else {
  379. return Resp::err(ErrCode::hero_godblood_notengoughitem);
  380. }
  381. # 6.检查账户余额是否充足
  382. #检查消耗是否正确
  383. $enoughMoney = false;
  384. $requireMoneyType = "";
  385. $requireMoneyNum = 0;
  386. $arr_costMoney = explode(";", $lvs->cost);
  387. foreach ($arr_costMoney as $value) {
  388. $strArr = explode(",", $value);
  389. if (count($strArr) == 3) {
  390. $zhenxidu = $strArr[0];
  391. $type = $strArr[1];
  392. $num = $strArr[2];
  393. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  394. $requireMoneyType = $type;
  395. $requireMoneyNum = (int) $num;
  396. break;
  397. }
  398. }
  399. }
  400. echoline($requireMoneyNum + " " + $moneyNum + " " + $requireMoneyType + " " + $moneyType);
  401. if ($requireMoneyType == $moneyType && $requireMoneyNum == $moneyNum) {
  402. if ($requireMoneyType === "gold") {
  403. if ($user->gold >= $requireMoneyNum) {
  404. $enoughMoney = true;
  405. } else {
  406. return Resp::err(ErrCode::notenough_gold_msg);
  407. }
  408. } else if ($requireMoneyType === "cash") {
  409. if ($user->cash >= $requireMoneyNum) {
  410. $enoughMoney = true;
  411. } else {
  412. return Resp::err(ErrCode::notenough_cash_msg);
  413. }
  414. } else {
  415. return Resp::err(ErrCode ::paras_err, $moneyType);
  416. }
  417. } else {
  418. return Resp::err(ErrCode ::paras_err, "error money para");
  419. }
  420. $bDeal = false;
  421. if ($enoughMoney === true) {
  422. if ($requireMoneyType === "gold") {
  423. $bDeal = UserGameModel:: Consume_Gold($user, $requireMoneyNum);
  424. } else if ($requireMoneyType === "cash") {
  425. $bDeal = UserGameModel:: Consume_Cash($user, $requireMoneyNum);
  426. }
  427. }
  428. # 6.进行消耗升星
  429. if ($bDeal) {
  430. $strengthHero->curBloodId += 1;
  431. # # 消耗道具
  432. $myPacketItems->$requirePieceId -= $requirePiecesNum;
  433. if ($myPacketItems->$requirePieceId < 0) {
  434. $myPacketItems->$requirePieceId = 0;
  435. }
  436. $req->userInfo->game->store->segement = $myPacketItems;
  437. # 回写数据
  438. UserProc::updateUserInfo();
  439. $resp = Resp::ok($strengthHero);
  440. # 推送系统消息
  441. SystemProc::Hero_purification($req->zoneid, $user, $heroModelId);
  442. }
  443. ActiveProc::ChangeTaskCount($req);
  444. return $resp;
  445. }
  446. /**
  447. * 英雄消耗碎片道具来升星
  448. * @param type $req
  449. */
  450. static function HeroUpStarByPieces($req) {
  451. $resp = Resp::err(ErrCode::err_method_notimplement);
  452. $g = glc();
  453. $user = $req->userInfo->game; # user引用
  454. $huid = $req->paras[0]; # 英雄的UID
  455. $piecesId = $req->paras[1]; # 英雄碎片的ID
  456. $piecesNum = $req->paras[2];
  457. $diamondId = $req->paras[3]; # 升星石道具的ID
  458. $diamondNum = $req->paras[4];
  459. $moneyType = $req->paras[5]; # 升星消耗金钱的类型
  460. $moneyNum = $req->paras[6];
  461. # 1.检查是否存在要升级的英雄
  462. $collectHeros = $user->heros->collectHeros;
  463. if (!$collectHeros) {
  464. $collectHeros = ObjectInit();
  465. }
  466. if (!CommUtil::isPropertyExists($collectHeros, $huid)) {
  467. return Resp::err(ErrCode::hero_no);
  468. }
  469. # 2.检查是否已经达到最大星级
  470. isEditor() and $strengthHero = new UserHeroModel();
  471. $strengthHero = $collectHeros->$huid;
  472. if ($strengthHero->curStar >= $g->Hero_Star_MaxStarLevel) {
  473. return Resp::err(ErrCode::hero_star_maxstarlevel);
  474. }
  475. # 检查是否存在当前星级的升星消耗常量数据
  476. $lvs = GameConfig::heroextra_star_getItem($strengthHero->curStar);
  477. if (!$lvs) {
  478. return Resp::err(ErrCode::hero_star_level_const_no_err);
  479. }
  480. # 3检查是否存在这个英雄的模板
  481. $heroModelId = $strengthHero->typeId;
  482. $heroCfg = GameConfig::hero_getItem($heroModelId);
  483. if (!$heroCfg) {
  484. return Resp::err(ErrCode::hero_const_no_err);
  485. }
  486. # 4.检查道具的数量是否充足以及消耗数量是否一致
  487. $requireDiamondId = $lvs->itemid;
  488. $requireDiamondNum = 0;
  489. $arr_costDiamond = explode(";", $lvs->itemNum);
  490. foreach ($arr_costDiamond as $value) {
  491. $strArr = explode(",", $value);
  492. if (count($strArr) == 2) {
  493. $zhenxidu = $strArr[0];
  494. $num = $strArr[1];
  495. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  496. $requireDiamondNum = (int) $num;
  497. break;
  498. }
  499. }
  500. }
  501. #检查碎片是否正确
  502. $requirePieceId = $piecesId;
  503. $requirePiecesNum = 0;
  504. $arr_costPieces = explode(";", $lvs->pieces);
  505. foreach ($arr_costPieces as $value) {
  506. $strArr = explode(",", $value);
  507. if (count($strArr) == 2) {
  508. $zhenxidu = $strArr[0];
  509. $num = $strArr[1];
  510. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  511. $requirePiecesNum = (int) $num;
  512. break;
  513. }
  514. }
  515. }
  516. $piecesCfg = GameConfig::item_getItem($piecesId);
  517. if (!$piecesCfg) {
  518. return Resp::err(ErrCode::err_const_no);
  519. }
  520. $pos = strpos($piecesCfg->icon, strval($heroModelId));
  521. if ($pos === false) {
  522. return Resp::err(ErrCode::paras_err, $piecesCfg->icon . "?" . $heroModelId);
  523. }
  524. # 4.检查道具的数量是否充足
  525. $myPacketItems = $user->store->items;
  526. #检查道具数量是否充足
  527. $enoughDiamond = false;
  528. $enoughPieces = false;
  529. if ($requirePieceId == $piecesId && $requirePiecesNum == $piecesNum) {
  530. #检查碎片
  531. if (!CommUtil::isPropertyExists($myPacketItems, $requirePieceId)) {
  532. $enoughPieces = false;
  533. } else {
  534. if ($myPacketItems->$requirePieceId < $requirePiecesNum) {
  535. $enoughPieces = false;
  536. } else {
  537. $enoughPieces = true;
  538. }
  539. }
  540. } else {
  541. return Resp::err(ErrCode ::paras_err, #
  542. "error pieces para" . "req" . $requirePieceId . "_" . $requirePiecesNum . "/" . $piecesId . "_" . $piecesNum);
  543. }
  544. if ($requireDiamondId == $diamondId && $requireDiamondNum == $diamondNum) {
  545. #检查升星石
  546. if (!CommUtil::isPropertyExists($myPacketItems, $requireDiamondId)) {
  547. $enoughDiamond = false;
  548. } else {
  549. if ($myPacketItems->$requireDiamondId < $requireDiamondNum) {
  550. $enoughDiamond = false;
  551. } else {
  552. $enoughDiamond = true;
  553. }
  554. }
  555. } else {
  556. return Resp::err(ErrCode ::paras_err, #
  557. "error diamond para" . "req" . $requireDiamondId . "_" . $requireDiamondNum . "/" . $diamondId . "_" . $diamondNum);
  558. }
  559. if ($enoughDiamond === true && $enoughPieces === true) {
  560. } else {
  561. return Resp::err(ErrCode::hero_star_notengoughitem);
  562. }
  563. # 5.检查账户余额是否充足
  564. #检查消耗是否正确
  565. $enoughMoney = false;
  566. $requireMoneyType = "";
  567. $requireMoneyNum = 0;
  568. $arr_costMoney = explode(";", $lvs->cost);
  569. foreach ($arr_costMoney as $value) {
  570. $strArr = explode(",", $value);
  571. if (count($strArr) == 3) {
  572. $zhenxidu = $strArr[0];
  573. $type = $strArr[1];
  574. $num = $strArr[2];
  575. if ((int) $zhenxidu == $heroCfg->zhenxidu) {
  576. $requireMoneyType = $type;
  577. $requireMoneyNum = (int) $num;
  578. break;
  579. }
  580. }
  581. }
  582. if ($requireMoneyType == $moneyType && $requireMoneyNum == $moneyNum) {
  583. if ($requireMoneyType === "gold") {
  584. if ($user->gold >= $requireMoneyNum) {
  585. $enoughMoney = true;
  586. } else {
  587. return Resp::err(ErrCode::notenough_gold_msg);
  588. }
  589. } else if ($requireMoneyType === "cash") {
  590. if ($user->cash >= $requireMoneyNum) {
  591. $enoughMoney = true;
  592. } else {
  593. return Resp::err(ErrCode::notenough_cash_msg);
  594. }
  595. } else {
  596. return Resp::err(ErrCode ::paras_err, $moneyType);
  597. }
  598. } else {
  599. return Resp::err(ErrCode ::paras_err, "error money para");
  600. }
  601. $bDeal = false;
  602. if ($enoughMoney === true) {
  603. if ($requireMoneyType === "gold") {
  604. $bDeal = UserGameModel:: Consume_Gold($user, $requireMoneyNum);
  605. } else if ($requireMoneyType === "cash") {
  606. $bDeal = UserGameModel:: Consume_Cash($user, $requireMoneyNum);
  607. }
  608. }
  609. # 6.进行消耗升星
  610. if ($bDeal) {
  611. $strengthHero->curStar += 1;
  612. # # 消耗道具
  613. $myPacketItems->$requireDiamondId -= $requireDiamondNum;
  614. if ($myPacketItems->$requireDiamondId < 0) {
  615. $myPacketItems->$requireDiamondId = 0;
  616. }
  617. $myPacketItems->$requirePieceId -= $requirePiecesNum;
  618. if ($myPacketItems->$requirePieceId < 0) {
  619. $myPacketItems->$requirePieceId = 0;
  620. }
  621. $req->userInfo->game->store->items = $myPacketItems;
  622. # 回写数据
  623. UserProc::updateUserInfo();
  624. $resp = Resp::ok($strengthHero);
  625. # 推送系统消息
  626. // SystemProc::insertHero_Star($req->zoneid, $req->uid, $user->name, $heroCfg->name, $strengthHero->curStar);
  627. }
  628. ActiveProc::ChangeTaskCount($req);
  629. return $resp;
  630. }
  631. /**
  632. * 英雄升星
  633. * @param Req $req
  634. */
  635. static function HeroUpStar($req) {
  636. $resp = Resp::err(ErrCode::err_method_notimplement);
  637. $g = glc();
  638. $user = $req->userInfo->game; # user引用
  639. $huid = $req->paras[0]; # 英雄的UID
  640. $costHeroUids = $req->paras[1]; # 消耗掉的英雄UID
  641. $costGold = $req->paras[2];
  642. # 1.检查是否存在要升级的英雄
  643. $collectHeros = $user->heros->collectHeros;
  644. if (!$collectHeros) {
  645. $collectHeros = ObjectInit();
  646. }
  647. if (!CommUtil::isPropertyExists($collectHeros, $huid)) {
  648. return Resp::err(ErrCode::hero_no);
  649. }
  650. # 2.检查是否已经达到最大星级
  651. isEditor() and $strengthHero = new UserHeroModel();
  652. $strengthHero = $collectHeros->$huid;
  653. if ($strengthHero->curStar >= $g->Hero_Star_MaxStarLevel) {
  654. return Resp::err(ErrCode::hero_star_maxstarlevel);
  655. }
  656. # 检查是否存在当前星级的升星消耗常量数据
  657. $lvs = GameConfig::heroextra_star_getItem($strengthHero->curStar);
  658. if (!$lvs) {
  659. return Resp::err(ErrCode::hero_star_level_const_no_err);
  660. }
  661. # 3.检查消耗的英雄数量,以及玩家是否都存在这些英雄UID.
  662. $arr_costUID = explode(",", $costHeroUids);
  663. $checkCostHeroAllRight = true;
  664. if (count($arr_costUID) != $g->Hero_Star_MaxCostHeroCardNum) {
  665. $checkCostHeroAllRight = false;
  666. } else {
  667. foreach ($arr_costUID as $value) {
  668. if ($value == "" || !CommUtil::isPropertyExists($collectHeros, $value)) {
  669. $checkCostHeroAllRight = false;
  670. break;
  671. }
  672. }
  673. }
  674. if (!$checkCostHeroAllRight) {
  675. return Resp::err(ErrCode::hero_star_costhero);
  676. }
  677. # 获得升星英雄的模板数据,取得它的元素类型
  678. # 检查是否存在这个英雄的模板
  679. $heroModelId = $strengthHero->typeId;
  680. $heroCfg = GameConfig::hero_getItem($heroModelId);
  681. if (!$heroCfg) {
  682. return Resp::err(ErrCode::hero_const_no_err);
  683. }
  684. $queryCostGold = $lvs->costGold;
  685. $costItemNum = $lvs->costItemNum;
  686. # 4.检查道具的数量是否充足
  687. $myPacketItems = $user->store->items;
  688. $checkHasEnoughItem = true;
  689. $costItemId = "";
  690. $record = ObjectInit();
  691. $keyxxx = "Hero_Star_CostItem_" . $heroCfg->yuansu;
  692. if (!CommUtil::isPropertyExists($g, $keyxxx)) {
  693. return Resp::err(ErrCode::hero_star_noglobal_costitem);
  694. } else {
  695. $costItemId = $g->$keyxxx;
  696. }
  697. # 检查道具种类与消耗数量是否匹配
  698. $arr_costitemids = explode(",", $costItemId);
  699. $arr_costnums = explode(",", $costItemNum);
  700. if (count($arr_costitemids) != count($arr_costnums)) {
  701. return Resp::err(ErrCode::hero_star_conststr_itemnotmathnum);
  702. }
  703. $index = 0;
  704. foreach ($arr_costitemids as $requireiItemId) {
  705. $requireCount = 0;
  706. if ($index < count($arr_costnums)) {
  707. $requireCount = $arr_costnums[$index];
  708. }
  709. $index += 1;
  710. # --判断对应的item是否存在相应的常量
  711. # 检查是否存在当前星级的升星消耗常量数据
  712. $itemcfg = GameConfig::item_getItem($requireiItemId);
  713. if (!$itemcfg) {
  714. return Resp::err(ErrCode::err_const_no);
  715. } else {
  716. if (!CommUtil::isPropertyExists($record, $requireiItemId)) {
  717. $record->$requireiItemId = intval($requireCount);
  718. } else {
  719. $count = intval($record->$requireiItemId) + intval($requireCount);
  720. $record->$requireiItemId = $count;
  721. }
  722. }
  723. } foreach ($record as $key => $value) {
  724. if ($value > 0) {
  725. if (!CommUtil::isPropertyExists($myPacketItems, $key)) {
  726. $checkHasEnoughItem = false;
  727. break;
  728. } else {
  729. if ($myPacketItems->$key < $value) {
  730. $checkHasEnoughItem = false;
  731. break;
  732. }
  733. }
  734. }
  735. }
  736. if (!$checkHasEnoughItem) {
  737. return Resp::err(ErrCode::hero_star_notengoughitem);
  738. }
  739. # 5.检查金币是否充足
  740. $bDeal = false; # 成交
  741. if ($queryCostGold != $costGold) {
  742. return Resp::err(ErrCode::paras_err);
  743. } else {
  744. if ($costGold > 0) {
  745. if ($user->gold < $costGold) {
  746. return Resp::err(ErrCode::notenough_gold_msg);
  747. } else {
  748. $bDeal = UserGameModel:: Consume_Gold($user, $costGold);
  749. }
  750. } else if ($costGold == 0) {
  751. $bDeal = true;
  752. } else {
  753. return Resp::err(ErrCode::paras_err);
  754. }
  755. }
  756. # 6.进行消耗升星
  757. if ($bDeal) {
  758. $strengthHero->curStar += 1;
  759. # 消耗卡牌
  760. foreach ($arr_costUID as $value) {
  761. if ($value == "") {
  762. continue;
  763. }
  764. unset($collectHeros->$value);
  765. }
  766. # # 消耗道具
  767. foreach ($record as $key => $value) {
  768. $myPacketItems->$key -= $value;
  769. if ($myPacketItems->$key < 0) {
  770. $myPacketItems->$key = 0;
  771. }
  772. }
  773. $req->userInfo->game->store->items = $myPacketItems;
  774. # 回写数据
  775. UserProc::updateUserInfo();
  776. $resp = Resp::ok($strengthHero);
  777. # 推送系统消息
  778. // SystemProc::insertHero_Star($req->zoneid, $req->uid, $user->name, $heroCfg->name, $strengthHero->curStar);
  779. }
  780. ActiveProc::ChangeTaskCount($req);
  781. return $resp;
  782. }
  783. // </editor-fold>
  784. /**
  785. * 6321 购买英雄 消耗碎片
  786. * @param req $req
  787. */
  788. static function BuyHeroByCostPieces($req) {
  789. list($heroModelId, $costType, $costMoneyNum, $piecesId, $piecesNum) = $req->paras; # 提取参数
  790. $user = $req->userInfo->game; # user引用
  791. $collectHeros = $user->heros->collectHeros;
  792. my_default_Obj($collectHeros);
  793. foreach ($collectHeros as $key => $value) { # 检查玩家是否已经拥有此类英雄
  794. my_Assert($value->typeId != $heroModelId, ErrCode::hero_existSameHero_err);
  795. }
  796. $heroCfg = GameConfig::hero_getItem($heroModelId); # 英雄模板数据
  797. my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
  798. my_Assert($heroCfg->isCanBuy != 0, ErrCode::paras_err); # 是否可以直接购买
  799. $piecesCfg = GameConfig::segment_getItem($piecesId); # 检查需要消耗的碎片的常量配置是否存在
  800. my_Assert(null != $piecesCfg, ErrCode::err_store_itemnoconst);
  801. $myPacketItems = $user->store->items;
  802. $requirePiecesNum = $piecesCfg->mergePrototypeNeedNum;
  803. my_Assert($heroModelId == $piecesCfg->prototypeData && $requirePiecesNum == $piecesNum, ErrCode::paras_err);
  804. my_Assert(CommUtil::isPropertyExists($myPacketItems, $piecesId), ErrCode::hero_godblood_notengoughitem);
  805. my_Assert($myPacketItems->$piecesId > $requirePiecesNum, ErrCode::hero_godblood_notengoughitem); # 检查碎片道具数量是否充足
  806. switch ($costType) {
  807. case "cash":
  808. $realPrice = $heroCfg->cashPrice;
  809. my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
  810. my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
  811. my_Assert(UserGameModel::Consume_Cash($user, $costMoneyNum), ErrCode::err_msg_cashnotenough);
  812. break;
  813. case "gold":
  814. $realPrice = $heroCfg->goldPrice;
  815. my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
  816. my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
  817. my_Assert(UserGameModel::Consume_Gold($user, $costMoneyNum), ErrCode::err_msg_goldnotenough);
  818. break;
  819. default :
  820. Err(ErrCode::paras_err, "参数错误: [costType] " . $costType);
  821. }
  822. # 4.消耗来获得英雄
  823. $myPacketItems->$piecesId -= $requirePiecesNum; # 消耗道具
  824. $req->userInfo->game->store->items = $myPacketItems; # 回存背包
  825. UserProc::updateUserInfo(); # 回写数据
  826. $resp = HeroProc::GetHero($req);
  827. SystemProc::GetHero($req->zoneid, $user, $heroModelId); # 插入系统广播消息
  828. return $resp;
  829. }
  830. /**
  831. * 购买玩家可以收集的英雄的数量上限
  832. * @param req $req
  833. * @return type
  834. */
  835. static function BuyHeroMaxCountLimt($req) {
  836. list($buyNum, $costCash) = $req->paras; # 提取参数: 数量, 花费钻石
  837. $g = glc();
  838. $user = $req->userInfo->game; # user引用
  839. if (!CommUtil::isPropertyExists($user->heros, "maxCollectCount")) {
  840. $user->heros->maxCollectCount = $g->Game_CollectHero_BasicMaxCount;
  841. }
  842. $index = ceil(($user->heros->maxCollectCount - $g->Game_CollectHero_BasicMaxCount) #
  843. / $g->Game_CollectHero_OneBuyLimtNum);
  844. $arr = explode(",", $g->Game_CollectHero_BasicMaxPrice);
  845. my_Assert($index < count($arr), "已达上限");
  846. $realCost = $arr[$index];
  847. my_Assert($realCost == $costCash, ErrCode::paras_err); # 参数错误
  848. my_Assert($costCash >= 0, ErrCode::paras_err);
  849. my_Assert(UserGameModel::Consume_Cash($user, $costCash), ErrCode::err_msg_goldnotenough); # 扣除宝石
  850. $user->heros->maxCollectCount += $buyNum; # 修改上限
  851. UserProc::updateUserInfo();
  852. return Resp::ok(array(
  853. 'maxCollectCount' => $user->heros->maxCollectCount
  854. ));
  855. }
  856. /**
  857. * 获得英雄(测试已经OK)
  858. * @param req $req
  859. */
  860. static function GetHero($req) {
  861. $heroModelId = $req->paras[0]; # 英雄的模板ID
  862. $heroCfg = GameConfig::hero_getItem($heroModelId); # 1.检查是否存在这个英雄的模板
  863. my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
  864. $hero = self::AddHeroTFromStore($req, $heroModelId); # 创建英雄
  865. UserProc::updateUserInfo();
  866. $result = array('result' => "succeed", 'heros' => $hero); # 4. 设置返回值
  867. return Resp::ok($result);
  868. }
  869. // <editor-fold defaultstate="collapsed" desc="辅助方法">
  870. /**
  871. * 尝试图鉴整合
  872. * @param CredisUtil $mem
  873. * @param HeroManualModel $manual
  874. * @param type $hero
  875. */
  876. static function tryNewManual(&$manual, $hero) {
  877. $godpetId = $hero->typeId;
  878. $level = 0;
  879. self:: changeManual($manual, $godpetId, $level);
  880. }
  881. /**
  882. * 更改图鉴数据
  883. * @global int $AchievementIsManualExpAddedGlobal
  884. * @param type $manual
  885. * @param type $heroModelId
  886. * @param type $level
  887. */
  888. static function changeManual(&$manual, $heroModelId, $level) {
  889. if (!property_exists($manual, "godpetDic")) {
  890. $manual->godpetDic = ObjectInit();
  891. }
  892. $godpetDic = $manual->godpetDic;
  893. if (!CommUtil::isPropertyExists($godpetDic, $heroModelId)) {
  894. $godpetDic->$heroModelId = array(0);
  895. } else {
  896. }
  897. }
  898. /**
  899. * 获得一个英雄, 并且给他指定星级
  900. * @param Req $req
  901. * @param int $heromodelId 原型数据id
  902. * @param int $star 星级
  903. * @return UserHeroModel
  904. */
  905. static function AddHeroWithStar(&$req, $heromodelId, $star) {
  906. $user = $req->userInfo->game;
  907. my_Assert(null != $user, ErrCode::err_innerfault);
  908. $collectHeros = $user->heros->collectHeros;
  909. $uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID); # 先生成一个hero的UID
  910. $user->heros->recordMaxUID = $uid;
  911. $hero = self::getGameHeroModelInstance($heromodelId, $uid);
  912. if ($star > 0) {
  913. $hero->curStar = $star; # 设定star
  914. }
  915. $collectHeros->$uid = $hero; # 回写
  916. $user->heros->collectHeros = $collectHeros; # 回写
  917. return $hero; # 返回
  918. }
  919. /**
  920. * 获得一个英雄(实例)
  921. * @param req $req
  922. * @param int $heromodelId
  923. * @return type
  924. */
  925. static function AddHeroTFromStore(&$req, $heromodelId) {
  926. $user = $req->userInfo->game; # 玩家数据
  927. $collectHeros = $user->heros->collectHeros; #
  928. my_default_Obj($collectHeros);
  929. $uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID); # 先生成一个UID
  930. $user->heros->recordMaxUID = $uid; # 更新最大编号记录
  931. $hero = self::getGameHeroModelInstance($heromodelId, $uid); # 3.创建英雄实例
  932. $collectHeros->$uid = $hero;
  933. $user->heros->collectHeros = $collectHeros;
  934. return $hero;
  935. }
  936. /**
  937. * 根据一个英雄的模板id,来获得一个英雄的实例数据
  938. * @param string $heroModelId 模板数据ID
  939. * @param string $uid 唯一ID
  940. * @return UserHeroModel
  941. */
  942. static function getGameHeroModelInstance($heroModelId, $uid) {
  943. $heroCfg = GameConfig::hero_getItem($heroModelId);
  944. my_Assert(null != $heroCfg, ErrCode::err_const_no); # 检查是否存在这个英雄的模板
  945. $hero = new UserHeroModel();
  946. // $hero->strengthLevel = $heroCfg->dengjie;
  947. $hero->curStar = $heroCfg->xingji;
  948. $hero->typeId = $heroCfg->heroId;
  949. $hero->uid = $uid;
  950. $hero->xp = 0;
  951. $lvs = GameConfig::hero_levelexp_getItem($hero->level + 1);
  952. $hero->maxXp = $lvs->requiredExp;
  953. // 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
  954. $wp = null;
  955. foreach (GameConfig::item_weapon() as $id => $mo) {
  956. // isEditor() and $mo = new \sm_item_weapon();
  957. if ($mo->hero_id == $hero->typeId) {
  958. $wp = $mo;
  959. break;
  960. }
  961. }
  962. if (null != $wp) {
  963. $req = req();
  964. $wuid = StoreProc::PutEquipInStore($wp->typeId, $req);
  965. $req->userInfo->game->store->equipment->$wuid->herouid = $uid;
  966. $hero->equip->weapon = array("itemuid" => $wuid);
  967. }
  968. return $hero;
  969. }
  970. /**
  971. * 查找下一个玩家获得英雄的UID
  972. * @param type $req
  973. * @return int
  974. */
  975. static function CreateNewGameHeroUID($collectHeros, $oldMaxUID) {
  976. $maxID = 10000;
  977. my_default_Obj($collectHeros);
  978. foreach ($collectHeros as $itemId => $hero) {
  979. if ($itemId > $maxID) {
  980. $maxID = $itemId;
  981. }
  982. }
  983. $max = max($maxID, $oldMaxUID);
  984. return $max + 1;
  985. }
  986. /**
  987. * 英雄卡牌增加经验值
  988. * @param string $heroUID
  989. * @param int $totalEXP
  990. */
  991. static function HeroAddEXP($heroUID, $totalEXP) {
  992. $req = req();
  993. $collectHeros = $req->userInfo->game->heros->collectHeros;
  994. my_default_Obj($collectHeros);
  995. my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no); # 要升级的英雄不存在
  996. $targetHero = new UserHeroModel($collectHeros->$heroUID); # 英雄对象
  997. $maxLevel = glc()->Hero_Upgrade_BasicMaxLevel; # 等级上限
  998. $playerLimit = GameConfig::playerlevel_getItem($req->userInfo->game->level)->hero_max_level;
  999. $maxLevel = min($maxLevel, $playerLimit); # 最大等级
  1000. if ($targetHero->level >= $maxLevel) {
  1001. return; # 已达顶级
  1002. }
  1003. $lvs = GameConfig::hero_levelexp_getItem($targetHero->level);
  1004. $targetHero->xp += $totalEXP;
  1005. CLog:: Assert("HeroProc", $targetHero->xp >= 0, #
  1006. "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
  1007. while ($targetHero->xp >= $lvs->needExp) {
  1008. if ($targetHero->level < $maxLevel) { # 如果未到达最大等级
  1009. $targetHero->level += 1;
  1010. $lvs = GameConfig::hero_levelexp_getItem($targetHero->level);
  1011. if ($targetHero->level >= $maxLevel) {
  1012. $targetHero->xp = $lvs->needExp;
  1013. } else {
  1014. $targetHero->xp -= $lvs->needExp;
  1015. }
  1016. $targetHero->maxXp = $lvs->needExp;
  1017. } else { # 如果已到达最大等级则仅补齐缺失的经验即可
  1018. $targetHero->xp = $targetHero->maxXp; # 经验不能超过最大值
  1019. break;
  1020. }
  1021. } // end while
  1022. $collectHeros->$heroUID = $targetHero; # 更新英雄的数据
  1023. return $targetHero; # 将英雄对象返回
  1024. }
  1025. // </editor-fold>
  1026. /**
  1027. * [6306] 英雄-更改英雄的锁定状态
  1028. * (测试已经OK)
  1029. * @param type $req
  1030. */
  1031. static function HeroChangelockstate($req) {
  1032. $gamedata = $req->userInfo->game;
  1033. $heroUID = $req->paras[0]; # 玩家英雄实例编号
  1034. $lockstate = $req->paras[1]; # 玩家英雄锁定状态
  1035. $collectHeros = $gamedata->heros->collectHeros;
  1036. my_default_Obj($collectHeros); # 默认值
  1037. my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no);
  1038. // isEditor() and $hero = new UserHeroModel;
  1039. $hero = $collectHeros->$heroUID; # 1. 获取这个英雄的实例数据是
  1040. $hero->isLocked = $lockstate; # 2. 修改英雄状态
  1041. UserProc::updateUserInfo(); # 3. 保存玩家数据
  1042. return Resp::ok(ObjectInit()); # 4. 设置返回值
  1043. }
  1044. //
  1045. // <editor-fold defaultstate="collapsed" desc="计算战队战斗力, for pvp back matchers, -wg 2017.07.13">
  1046. /**
  1047. * 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
  1048. * @param type $zoneid
  1049. * @param type $uid
  1050. * @param UserGameModel $user
  1051. * @return type
  1052. */
  1053. static function CalcTeamFightPower($zoneid, $uid, $user) {
  1054. $teamsetting = $user->heroTeamConfig; # 战队配置
  1055. // var_dump($user);
  1056. $heros = $user->heros;
  1057. $teamCfg = JsonUtil::decode($teamsetting);
  1058. $tid = $teamCfg->curUseTeamID;
  1059. $team = $teamCfg->teamDic->$tid;
  1060. $fp = 0; # 返回值
  1061. if ($team) {
  1062. foreach ($team->heros as $hid) {
  1063. // isEditor() and $hero = new GameHeroModel();
  1064. if ($hid) {
  1065. $hero = $heros->collectHeros->$hid;
  1066. if ($hero) {
  1067. $fp += self::calcHeroFightPower($hero);
  1068. }
  1069. }
  1070. }
  1071. gMem()->zadd(MemKey_GameRun::Game_FightPowerRank_zset($zoneid), array($uid => $fp));
  1072. $key_log = MemKey_GameRun::Game_Rank_FPowerBreakLog_hash($zoneid); # 突破记录
  1073. foreach (GameConfig::rankreward_fpower() as $condition => $reward) {
  1074. if ($fp >= $condition && !gMem()->hexists($key_log, $condition)) {# 达成突破奖励标准
  1075. gMem()->hset($key_log, $condition, $uid); # 添加突破记录
  1076. }
  1077. }
  1078. }
  1079. return $fp;
  1080. }
  1081. /**
  1082. * 计算hero战斗力, for pvp back matchers, -wg 2017.07.13
  1083. * @param UserHeroModel $hero
  1084. * @return int
  1085. */
  1086. static private function calcHeroFightPower($hero) {
  1087. $arr = explode(';', glc()->Battle_PowerFactor);
  1088. $factor = ArrayInit();
  1089. foreach ($arr as $s) {
  1090. $kv = explode(',', $s);
  1091. $k = $kv[0];
  1092. $v = $kv[1];
  1093. $factor[$k] = $v;
  1094. }
  1095. // todo: 哈哈, 奇葩的命名方案, 多处使用的命名不一致, 坑!
  1096. $a = (int) (self::calcHeroProperty($hero, 'hp') * $factor ["hp"] //
  1097. + $hero->level * 10);
  1098. return $a;
  1099. }
  1100. /**
  1101. * 计算hero的属性,, for pvp back matchers, -wg 2017.07.13
  1102. * @param UserHeroModel $hero
  1103. * @param type $propertyname
  1104. */
  1105. private static function calcHeroProperty($hero, $propertyname) {
  1106. $val = 0;
  1107. if ($hero) {
  1108. $modle = GameConfig::hero_getItem($hero->typeId);
  1109. if ($modle) {
  1110. $extra = GameConfig::heroextra_level_getItem($hero->typeId, $hero->grade);
  1111. if ($extra) {
  1112. $val = (int) ($modle->$propertyname * (1 + $extra->$propertyname));
  1113. } else {
  1114. $val = $modle->$propertyname;
  1115. }
  1116. }
  1117. }
  1118. return $val;
  1119. }
  1120. // </editor-fold>
  1121. //
  1122. }