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@ -32,46 +32,6 @@ use models\Hero;
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use models\Gun;
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use services\FormulaService;
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/*
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$onlineNum = 0;
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{
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//pve
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$instanceLevel = 0;
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$heroQuality = 0;
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$instanceRank = 0;
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$bossReward = 0;
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$todayPveBattleTimes = 0;
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$todayPveGetFragmentNum = 0;
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$heroFragment = array(
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0 => array(
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1001 => 10 + 1, //当前时间段 + 上一时间段剩余
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1002 => 10 + 1, //当前时间段 + 上一时间段剩余
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9999 => 3 + 1, //当前时间段 + 上一时间段剩余, 特殊碎片,指定合成
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),
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1 => array(
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),
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);
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$gunFragment = array(
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0 => array(
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2001 => 10 + 1, //当前时间段 + 上一时间段剩余
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2002 => 10 + 1, //当前时间段 + 上一时间段剩余
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9998 => 3 + 1, //当前时间段 + 上一时间段剩余, 特殊碎片,指定合成
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),
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1 => array(
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),
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);
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$dropRate = max(1.15 - ($heroQuality - $instanceLevel) * 0.25, 0);
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$dropMul = 0.8 - ($instancRank - 1) * 0.25 + $bossReward * 0.2;
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$instackRankRate = 0.8; //0.8 0.55 0.3;
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$heroProbability = min($heroFragment[$now].total / $onlineNum * $dropRate * ($instanceRankRate + $bossReward*0.2) * pow(2, $todayPveBattleTimes - $todayPveGetFragmentNum -1), 1);
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$gunProbability = min($gunFragment[$now].total / $onlineNum * $dropRate * ($instanceRankRate + $bossReward*0.2) * pow(2, $todayPveBattleTimes - $todayPveGetFragmentNum -1), 1);
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$emptyProbability = max(1 - $heroProbability - $gunProbability, 0);
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//对3者取权重
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//对堕落的碎片做随机
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*/
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class BattleDataService extends BaseService {
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private $seasonDb = array();
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@ -580,13 +540,29 @@ class BattleDataService extends BaseService {
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{
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$pveShouYi = 0;
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$heroQuality = $this->heroDto['quality'];
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$instanceRank = 1;
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$instanceLevel = $this->pveGeminiMeta['gemini_lv'];
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$bossReward = 0;
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$gun1Ceg = 0;
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$gun2Ceg = 0;
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$heroRewardCeg = $pveShouYi *
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max(1.15 - ($heroQuality) * 0.25, 0)
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max(1.15 - ($heroQuality - $instanceLevel) * 0.25, 0) *
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(0.8 - ($instanceRank - 1) * 0.25 + $bossReward * 0.2) *
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1/10
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;
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$gun1RewardCeg = $gun1Ceg *
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max(1.15 - ($heroQuality - $instanceLevel) * 0.25, 0) *
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(0.8 - ($instanceRank - 1) * 0.25 + $bossReward * 0.2) *
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1/10
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;
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$gun2RewardCeg = $gun2Ceg *
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max(1.15 - ($heroQuality - $instanceLevel) * 0.25, 0) *
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(0.8 - ($instanceRank - 1) * 0.25 + $bossReward * 0.2) *
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1/10
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;
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}
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private function getOnlineNumber()
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{
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return max(1, 0);
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