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- <?php
- /*
- * To change this license header, choose License Headers in Project Properties.
- * To change this template file, choose Tools | Templates
- * and open the template in the editor.
- */
- namespace loyalsoft;
- /**
- * Description of StoreProc
- *
- * @author c'y'zhao
- */
- class StoreProc {
- /**
- * 逻辑分发
- * 所有的Proc中必须有这样一个方法
- * @param Req $req
- */
- public static function procMain($req) {
- switch ($req->cmd) {
- case CmdCode::cmd_store_put: # 6401 放入仓库
- return StoreProc::AddItemInStore();
- case CmdCode::cmd_store_gemSet: # 6402 装备宝石
- return StoreProc::GemSet();
- case CmdCode::cmd_store_gemRemove: # 6403 卸下装备宝石
- return StoreProc::GemRemove();
- case CmdCode::cmd_store_equipUpgrade: # 6404 装备升级
- return StoreProc::EquipUpgrade();
- case CmdCode::cmd_store_equipUpgrade_MaxLv: # 6405 一键升级(装备)
- return StoreProc::EquipUpgrade_MaxLv();
- case CmdCode::store_gemCompose: # 6406 宝石合成
- return StoreProc::GemCompose();
- case CmdCode::store_switchEquipPag: # 6408 切换装备分页
- return StoreProc::SwitchEquipPag();
- case CmdCode::store_gemLockState: # 6409 宝石开锁解锁
- return StoreProc::GemLockState();
- case CmdCode::store_equip_removeEquipUpgradeTip: # 6410 移除装备可以升级绿点提示 -------废弃
- return StoreProc::RemoveEquipUpgradeTip();
- case CmdCode::store_equip_removeNewGemTip: # 6411 移除是新宝石绿点提示
- return StoreProc::RemoveNewGemTip();
- case CmdCode::store_allEquipUpgrade: # 6412 所有装备的一键升级-----------废弃
- return StoreProc::AllEquipUpgrade();
- case CmdCode::store_gemXiLian: # 6413 洗练
- return StoreProc::GemXiLian();
- case CmdCode::store_equiped: # 6413 装备
- return StoreProc::Equiped();
- case CmdCode::store_remove_equip: # 6413 卸下装备
- return StoreProc::RemoveEquip();
- case CmdCode::store_equip_gemSlotBuy: # 6416 购买装备宝石槽
- return StoreProc::Gem_BuySlot();
- case CmdCode::store_equip_compose: # 6417 装备合成
- return StoreProc::Equip_Compose();
- case CmdCode::store_equip_OnekeyCompose: # 6418 装备一键合成
- return StoreProc::Equip_OnekeyCompose_new();
- case CmdCode::store_equip_downGradingLevel: # 6419 降级
- return StoreProc::Equip_DownGradingLevel();
- case CmdCode::store_equip_downGradingQual: # 6420 降品
- return StoreProc::Equip_DownGradingQual();
- default:
- Err(ErrCode::cmd_err);
- }
- }
- /**
- * 6420 降品
- */
- public static function Equip_DownGradingQual() {
- list($uid) = req()->paras;
- $equipDic = ctx()->store->equip;
- my_Assert(StlUtil::dictHasProperty($equipDic, $uid), ErrCode::user_store_NotExistEquip);
- $ins_equip = new Ins_Equip($equipDic->$uid);
- $NotDownGradingList = explode(',', glc()->equipQual_NotDownGrading);
- my_Assert(!in_array($ins_equip->qual, $NotDownGradingList), ErrCode::user_store_equip_minQual);
- self::GoldTuzhi_Fallback_Level($ins_equip);
- self::ComposeMaterial_Fallback($ins_equip->mo()->position, $ins_equip->qual);
- $ins_equip->level = 1;
- $sList2 = explode(';', glc()->equipQualUnlockSkillId);
- foreach ($sList2 as $str3) {
- $s = explode(',', $str3);
- if (in_array($ins_equip->qual, $s)) {
- $ins_equip->qual = $s[0];
- break;
- }
- }
- ctx()->store->equip->$uid = $ins_equip;
- UserProc::updateUserInfo();
- return Resp::ok(array(
- 'gold' => ctx()->baseInfo->gold,
- 'store' => ctx()->store,
- ));
- }
- private static function ComposeMaterial_Fallback($posId, $qual) {
- $sList2 = explode(';', glc()->equipQualUnlockSkillId);
- foreach ($sList2 as $str) {
- $s = explode(',', $str);
- if (in_array($qual, $s)) {
- $max = $qual;
- $min = $s[0];
- $num = 0;
- for ($i = $min + 1; $i <= $max; $i++) {
- $mo = GameConfig::equip_compose_getItem($i);
- $num += explode(',', $mo->compose_condition)[2];
- }
- $typeId = self::ComposeMaterial($posId, $min);
- StoreProc::AddMultiItemInStore($typeId . ',' . $num);
- break;
- }
- }
- }
- private static function ComposeMaterial($posId, $qual) {
- $itemDic = GameConfig::item();
- foreach ($itemDic as $typeId => $mo) {
- if ($mo->itemType == 901 && $typeId % 100 == $posId && floor($typeId / 100) % 100 == $qual) {
- return $typeId;
- }
- }
- return null;
- }
- private static function GoldTuzhi_Fallback_Level($ins_equip) {
- $gold = 0;
- $itemNum = 0;
- for ($i = 1; $i < $ins_equip->level; $i++) {
- $mo = GameConfig::equip_levelupgrade_getItem($ins_equip->mo()->rarity, $ins_equip->qual, $ins_equip->mo()->position, $i);
- $gold += $mo->needGold;
- $itemNum += $mo->needItemNum;
- }
- $tuzhiId = GameConfig::equip_position_getItem($ins_equip->mo()->position)->costTuzhiId;
- StoreProc::AddMultiItemInStore($tuzhiId . ',' . $itemNum);
- ctx()->base(true)->Add_Gold($gold);
- }
- /*
- * 6419 降级
- */
- public static function Equip_DownGradingLevel() {
- list($uid) = req()->paras; //装备uid
- $equipDic = ctx()->store->equip;
- my_Assert(StlUtil::dictHasProperty($equipDic, $uid), ErrCode::user_store_NotExistEquip);
- $ins_equip = new Ins_Equip($equipDic->$uid);
- my_Assert($ins_equip->level > 1, ErrCode::user_store_equip_minlevel);
- self::GoldTuzhi_Fallback_Level($ins_equip);
- $ins_equip->level = 1;
- ctx()->store->equip->$uid = $ins_equip;
- UserProc::updateUserInfo();
- return Resp::ok(array(
- 'gold' => ctx()->baseInfo->gold,
- 'store' => ctx()->store,
- ));
- }
- /**
- * 6417 装备合成
- * @return type
- */
- public static function Equip_Compose() {
- list($uid, $equipUids_cost, $composeMaterial_typeIds) = req()->paras;
- $store = ctx()->store(true);
- $equipDic = ctx()->store->equip;
- my_Assert(StlUtil::dictHasProperty($equipDic, $uid), ErrCode::user_store_NotExistEquip);
- $ins_equip = new Ins_Equip($equipDic->$uid);
- $composeMo = GameConfig::equip_compose_getItem($ins_equip->qual);
- my_Assert(null != $composeMo, ErrCode::err_const_no);
- $arr = explode(',', $composeMo->compose_condition);
- $type = $arr[0];
- $costQual = $arr[1];
- $num = $arr[2];
- $all_num = 0;
- $materialItemType = 0;
- $materialItemNum = 0;
- if ($type == 2 && $composeMaterial_typeIds != null) {//部位去校验
- $str = explode(',', $composeMaterial_typeIds);
- $materialItemType = $str[0];
- $materialItemNum = count($str);
- foreach ($str as $s) {
- $composeMaterial_itemTypeId = self::ComposeMaterial($ins_equip->mo()->position, $costQual);
- my_Assert($composeMaterial_itemTypeId == $s, ErrCode::user_store_equip_composeMaterialErr);
- $all_num += 1;
- }
- }
- if ($equipUids_cost != null) {
- $costEquipsArr = explode(',', $equipUids_cost);
- $all_num += count($costEquipsArr);
- foreach ($costEquipsArr as $eqUid) {
- my_Assert(StlUtil::dictHasProperty($equipDic, $eqUid), ErrCode::user_store_NotExistEquip);
- $costIns_Equip = new Ins_Equip($equipDic->$eqUid);
- my_Assert($costIns_Equip->qual == $costQual, ErrCode::user_store_equipMaterialQualErr);
- if ($type == 1) {//本体
- my_Assert($costIns_Equip->typeId == $ins_equip->typeId, ErrCode::user_store_equipMaterialTypeErr);
- } else {
- my_Assert($costIns_Equip->mo()->position == $ins_equip->mo()->position, ErrCode::user_store_equipMaterialTypeErr);
- }
- }
- }
- my_Assert($all_num == $num, ErrCode::user_store_equipMaterialNumErr);
- ctx()->store(true)->equip->$uid = self::ComposeNewEquip($ins_equip);
- //消耗的装备 回收
- if ($equipUids_cost != null) {
- $costEquipsArr = explode(',', $equipUids_cost);
- foreach ($costEquipsArr as $eqUid) {
- $costIns_Equip = new Ins_Equip($equipDic->$eqUid);
- self::equipLevelUp_Material_Recovery($costIns_Equip->mo()->rarity, $costIns_Equip->qual, $costIns_Equip->mo()->position, $costIns_Equip->level);
- StlUtil::dictRemove(ctx()->store(true)->equip, $eqUid);
- for ($i = 1; $i <= 6; $i++) { # 清理装备信息
- if ($store->equipLocation->$i == $eqUid) {
- StlUtil::dictRemove($store->equipLocation, $i);
- }
- }
- }
- }
- if ($materialItemType != 0) {
- ctx()->store(true)->removeItem($materialItemType, $materialItemNum);
- }
- UserProc::updateUserInfo();
- return Resp::ok(array(
- 'gold' => ctx()->baseInfo->gold,
- 'store' => ctx()->store,
- ));
- }
- /**
- * 装备等级提升 消耗的金币图纸回收
- * @param type $rarity
- * @param type $qual
- * @param type $posId
- * @param type $level
- */
- public static function equipLevelUp_Material_Recovery($rarity, $qual, $posId, $level) {
- $gold = 0;
- $tuzhi = 0;
- $tuzhiId = GameConfig::equip_position_getItem($posId)->costTuzhiId;
- for ($i = 1; $i <= $level - 1; $i++) {
- $mo = GameConfig::equip_levelupgrade_getItem($rarity, $qual, $posId, $i);
- $gold += $mo->needGold;
- $tuzhi += $mo->needItemNum;
- }
- if ($gold > 0) {
- StoreProc::AddMultiItemInStore("1," . $gold);
- StoreProc::AddMultiItemInStore($tuzhiId . ',' . $tuzhi);
- }
- }
- /**
- * 合成一个新的装备
- * @param type Ins_Equip
- */
- public static function ComposeNewEquip(&$ins_equip) {
- $newEquipTypeId = $ins_equip->typeId;
- $qual = $ins_equip->qual + 1;
- if ($ins_equip->qual < 4) {
- $newEquipTypeId = substr($ins_equip->typeId, 0, strlen($ins_equip->typeId) - 5);
- $rarity = substr($ins_equip->typeId, -3);
- $newEquipTypeId = $newEquipTypeId . "0" . $qual . $rarity;
- }
- $ins_equip->typeId = $newEquipTypeId;
- $ins_equip->qual = $qual;
- return $ins_equip;
- }
- /**
- * 6418 装备一键合成 (gwang 2024年11月16日)
- * @return type
- */
- public static function Equip_OnekeyCompose_new() {
- $store = ctx()->store(true);
- $equipDic = $store->equip;
- $arr = array(); # 待处理装备临时数组
- $composeEquip = array(); # 合成记录
- foreach ($equipDic as $equip) {
- if ($equip->qual < 4) { # 4 品以上的不参与合成
- $arr[] = new Ins_Equip($equip);
- }
- }
- usort($arr, function ($a, $b) { # 按等级大小排序, 等级大的放最后
- if ($a->level > $b->level) {
- return 1;
- } else if ($a->level == $b->level) {
- return 0;
- } else {
- return -1;
- }
- });
- while (count($arr) > 0) { # 循环处理每一个装备
- $equip_compose = array_pop($arr); # 从末尾弹出一个元素做合成运算
- if (null == $equip_compose) { # 防御空对象
- continue;
- }
- $eqQualCfg = GameConfig::equip_compose_getItem($equip_compose->qual); # 按照品阶查询合成配置数据
- my_Assert(null != $eqQualCfg, ErrCode::err_const_no); # 防御配置数据错误
- list($type, $costQual, $num) = explode(',', $eqQualCfg->compose_condition); # 从配置提取合成条件
- $composeArr = array(); # 消耗集合
- foreach ($arr as $v) { # 从剩余元素中查找合成所需
- if ($v->qual == $costQual) { # 同品阶
- if (($type == 1) ? $v->typeId == $equip_compose->typeId # # type: 1 与本体相同 2 同部位即可
- : $v->mo()->position == $equip_compose->mo()->position) {
- $composeArr[] = $v; # 成为消耗品
- }
- if (count($composeArr) >= $num) { # 达到消耗数量就停
- break;
- }
- }
- }
- if (count($composeArr) >= $num) { # 合成的回收 不合成的可不能给回收了
- $uid = $equip_compose->uid;
- $equipDic->$uid = self::ComposeNewEquip($equip_compose); # 原地合成
- $composeEquip[] = $uid; # 添加合成记录
- foreach ($composeArr as $val) { # 回收消耗的装备中所含材料
- self::equipLevelUp_Material_Recovery($val->mo()->rarity, $val->qual, $val->mo()->position, $val->level); # 回收材料
- StlUtil::dictRemove(ctx()->store(true)->equip, $val->uid); # 背包删除
- for ($i = 1; $i <= 6; $i++) { # 清理装备信息
- if ($store->equipLocation->$i == $val->uid) {
- StlUtil::dictRemove($store->equipLocation, $i);
- }
- }
- StlUtil::arrayRemove($arr, $val); # 从arr中删掉已消耗装备
- }
- }
- }
- UserProc::updateUserInfo(); # 回存玩家数据
- return Resp::ok(array(# # 返回给客户端的数据
- 'gold' => ctx()->baseInfo->gold,
- 'store' => ctx()->store,
- 'composeEquip' => $composeEquip,
- ));
- }
- /**
- * 6418 装备一键合成
- * @return type
- */
- public static function Equip_OnekeyCompose() {
- //list() = req()->paras;
- $equipDic = ctx()->store->equip;
- $arr = array();
- foreach ($equipDic as $uid => $equip) {
- $ins_equip = new Ins_Equip($equip);
- if ($ins_equip->qual > 4) {
- continue;
- }
- $arr[] = $ins_equip;
- }
- //等级从大到小
- $len = count($arr);
- for ($i = 0; $i < $len - 1; $i++) {
- for ($j = $len - 1; $j > $i; $j--) {
- if ($arr[$j]->level > $arr[$j - 1]->level) {
- $temp = $arr[$j];
- $arr[$j] = $arr[$j - 1];
- $arr[$j - 1] = $temp;
- }
- }
- }
- $composeEquip = array();
- if ($len > 0) {
- while (true) {
- $equip_compose = $arr[0];
- $str = explode(',', GameConfig::equip_compose_getItem($equip_compose->qual)->compose_condition);
- $type = $str[0];
- $costQual = $str[1];
- $num = $str[2];
- $n = count($arr);
- $composeArr = array();
- $tag = false;
- $ing_compose = false;
- for ($k = $n - 1; $k >= 0; $k--) {
- if ($arr[$k]->uid == $equip_compose->uid) {
- continue;
- }
- if ($type == 1 && $arr[$k]->qual == $costQual && $arr[$k]->typeId == $equip_compose->typeId) {
- $tag = true;
- } else if ($type == 2 && $arr[$k]->qual == $costQual && $arr[$k]->mo()->position == $equip_compose->mo()->position) {
- $tag = true;
- }
- if ($tag) {
- $composeArr[] = $arr[$k];
- if (count($composeArr) >= $num) {
- break;
- }
- }
- }
- if (count($composeArr) >= $num) {
- $newEquip = self::ComposeNewEquip($equip_compose);
- $uid = $newEquip->uid;
- ctx()->store(true)->equip->$uid = $newEquip;
- $composeEquip[] = $uid;
- $ing_compose = true;
- }
- //合成的 材料不够不能合成的都要删除
- foreach ($composeArr as $val) {
- if ($ing_compose) {//合成的回收 不合成的可不能给回收了
- self::equipLevelUp_Material_Recovery($val->mo()->rarity, $val->qual, $val->mo()->position, $val->level);
- StlUtil::dictRemove(ctx()->store(true)->equip, $val->uid);
- }
- StlUtil::arrayRemove($arr, $val);
- }
- StlUtil::arrayRemove($arr, $equip_compose);
- if (count($arr) <= 0) {
- break;
- }
- }
- }
- UserProc::updateUserInfo();
- return Resp::ok(array(
- 'gold' => ctx()->baseInfo->gold,
- 'store' => ctx()->store,
- 'composeEquip' => $composeEquip,
- ));
- }
- /**
- * 6416 购买装备宝石槽
- * @return type
- */
- public static function Gem_BuySlot() {
- list($uid) = req()->paras;
- $equipDic = ctx()->store->equip;
- my_Assert(StlUtil::dictHasProperty($equipDic, $uid), ErrCode::user_store_NotExistEquip);
- $ins_equip = new Ins_Equip($equipDic->$uid);
- $mo = GameConfig::gem_slotposition_getItem($ins_equip->qual);
- my_Assert(null != $mo, ErrCode::err_const_no);
- $initNum = $mo->initNum_slot;
- $buyNum = $mo->buyNum_slot;
- $unlockIndex = 0;
- if ($buyNum > 0) {
- for ($i = $initNum + 1; $i <= $initNum + $buyNum; $i++) {
- if (!StlUtil::dictHasProperty($ins_equip->gemSetSlot, $i)) {
- $ins_equip->gemSetSlot->$i = 0;
- break;
- }
- $unlockIndex += 1;
- }
- }
- $costArr = explode(';', $mo->cost);
- $cash = explode(',', $costArr[$unlockIndex]);
- my_Assert(ctx()->base(true)->cash >= $cash[1], ErrCode::notenough_cash_msg);
- ctx()->base(true)->Consume_Cash($unlockIndex);
- ctx()->store(true)->equip->$uid = $ins_equip;
- UserProc::updateUserInfo();
- return Resp::ok(array(
- 'cash' => ctx()->baseInfo->cash,
- 'store' => ctx()->store,
- ));
- }
- /**
- * 6413 装备
- * @return type
- */
- public static function Equiped() {
- list($uid) = req()->paras;
- $equipDic = ctx()->store->equip;
- my_Assert(StlUtil::dictHasProperty($equipDic, $uid), ErrCode::user_store_NotExistEquip);
- $ins_equip = new Ins_Equip($equipDic->$uid);
- $posId = $ins_equip->mo()->position;
- ctx()->store(true)->equipLocation->$posId = $uid;
- UserProc::updateUserInfo();
- return Resp::ok(array());
- }
- /**
- * 6413 卸下装备
- * @return type
- */
- public static function RemoveEquip() {
- list($uid) = req()->paras;
- $equipDic = ctx()->store->equip;
- my_Assert(StlUtil::dictHasProperty($equipDic, $uid), ErrCode::user_store_NotExistEquip);
- $ins_equip = new Ins_Equip($equipDic->$uid);
- $posId = $ins_equip->mo()->position;
- StlUtil::dictRemove(ctx()->store(true)->equipLocation, $posId);
- UserProc::updateUserInfo();
- return Resp::ok(array());
- }
- /**
- * 洗练
- * @return Resp
- */
- public static function GemXiLian() {
- list($uid) = req()->paras;
- //把 qual pos u一样的宝石开锁关锁
- $gemStore = ctx()->store->gemStore;
- my_Assert(StlUtil::dictHasProperty($gemStore, $uid), ErrCode::user_store_NotExistGem);
- $gem = new Ins_Gem($gemStore->$uid);
- my_Assert($gem->mo()->qual >= 5, ErrCode::user_store_XilianStoneNoEnough);
- $arr = explode(';', glc()->XILianGemlNeedXILianStone);
- $needStone = 0;
- $xilianStoneId = 0;
- foreach ($arr as $val) {
- $str = explode(':', $val);
- if ($str[0] == $gem->mo()->qual) {
- $s = explode(',', $str[1]);
- $needStone = $s[1];
- $xilianStoneId = $s[0];
- break;
- }
- }
- my_Assert(StlUtil::dictHasProperty(ctx()->store->items, $xilianStoneId) && ctx()->store->items->$xilianStoneId >= $needStone, ErrCode::user_store_XilianStoneNoEnough);
- $dic = GameConfig::predicate();
- $pList = array();
- foreach ($dic as $id => $pMo) {
- if ($pMo->positions != null && $pMo->qual != null) {
- $list = explode(',', $pMo->positions);
- if ($pMo->id != $gem->predicateId && $pMo->qual == $gem->mo()->qual && in_array($gem->mo()->position, $list) && $pMo->attachTarget == "gem") {
- $pList[] = $pMo->id;
- }
- }
- }
- my_Assert(count($pList) > 0, ErrCode::user_store_NoFindPredicate);
- $rand = random_int(0, count($pList) - 1);
- $pId = $pList[$rand];
- ctx()->store->gemStore->$uid->predicateId = $pId;
- ctx()->store->removeItem($xilianStoneId, $needStone);
- $xilianStoneNum = 0;
- if (StlUtil::dictHasProperty(ctx()->store->items, $xilianStoneId)) {
- $xilianStoneNum = ctx()->store->items->$xilianStoneId;
- }
- UserProc::updateUserInfo();
- return Resp::ok(array(
- 'xilianStoneId' => $xilianStoneId,
- 'xilianStone' => $xilianStoneNum,
- 'predicateId' => $pId,
- ));
- }
- /**
- * 宝石开锁解锁
- * @return Resp
- */
- public static function GemLockState() {
- list($uid) = req()->paras;
- $user = ctx();
- //把 qual pos u一样的宝石开锁关锁
- $gemStore = $user->store->gemStore;
- $gem = $gemStore->$uid;
- $tag = 0;
- if ($gem->isUnlock == 0) {
- $gem->isUnlock = 1;
- $tag = 1;
- } else {
- $gem->isUnlock = 0;
- $tag = 0;
- }
- $gemStore->$uid = $gem;
- foreach ($gemStore as $k => $ins_gem) {
- if ($ins_gem->typeId == $gem->typeId && $ins_gem->predicateId == $gem->predicateId) {
- $gemStore->$k->isUnlock = $tag;
- }
- }
- $user->store->gemStore = $gemStore;
- ctx($user);
- UserProc::updateUserInfo();
- return Resp::ok(array(
- 'gold' => 0,
- 'store' => $user->store,
- ));
- }
- /**
- * 切换装备分页
- * @return Resp
- */
- public static function SwitchEquipPag() {
- list($index) = req()->paras;
- $user = ctx();
- $user->store->equipPag = $index;
- ctx($user);
- UserProc::updateUserInfo();
- return Resp::ok(array());
- }
- /**
- * 所有装备的一键升级
- * 规则:等级不同从等级小到大,等级一样按照部位顺序
- *
- * @return Resp
- */
- public static function AllEquipUpgrade() {
- //list() = req()->paras;
- //$user = ctx();
- // $equipDic = $user->store->equipPosition;
- //
- // $equip_levelDic = GameConfig::equip_levelupgrade();
- // $maxLv = count(StlUtil::dictToArray($equip_levelDic));
- // $arr = array();
- // if ($equipDic != null) {
- // foreach ($equipDic as $k => &$equip) {
- // $equip = new Ins_EquipPosition($equip);
- //
- // if ($equip->level >= $maxLv) {
- // continue;
- // }
- //
- // $lvMo = GameConfig::equip_levelupgrade_getItem($equip->level);
- // $needGold = $lvMo->needGold;
- // $needItemNum = $lvMo->needItemNum;
- // $neeItemId = $equip->mo()->costTuzhiId;
- //
- // if ($user->baseInfo->gold >= $needGold && StlUtil::dictHasProperty($user->store->items, $neeItemId) && $user->store->items->$neeItemId >= $needItemNum) {
- // $arr[] = $equip;
- // }
- // }
- // }
- // $upLevelArr = array();
- // if (count($arr) > 0) {
- // //进行排序
- // $len = count($arr);
- // for ($i = 0; $i < $len - 1; $i++) {
- // for ($j = 0; $j < $len - $i - 1; $j++) {
- // if ($arr[$j]->level > $arr[$j + 1]->level) {//从小到大
- // $temp = $arr[$j];
- // $arr[$j] = $arr[$j + 1];
- // $arr[$j + 1] = $temp;
- // } elseif ($arr[$j]->level == $arr[$j + 1]->level) {
- // $j_equip = new Ins_EquipPosition($arr[$j]);
- // $jj_equip = new Ins_EquipPosition($arr[$j + 1]);
- // if ($j_equip->mo()->position > $jj_equip->mo()->position) {
- // $temp = $arr[$j];
- // $arr[$j] = $arr[$j + 1];
- // $arr[$j + 1] = $temp;
- // }
- // }
- // }
- // }
- //升级,扣除金币和图纸
- // while (true) {
- // $tag = 9999;
- // foreach ($arr as $index => &$equip) {
- // $ins_equip = new Ins_EquipPosition($equip);
- // $lvMo = GameConfig::equip_levelupgrade_getItem($ins_equip->level);
- // $needGold = $lvMo->needGold;
- // $needItemNum = $lvMo->needItemNum;
- // $neeItemId = $ins_equip->mo()->costTuzhiId;
- // if ($user->baseInfo->gold >= $needGold && StlUtil::dictHasProperty($user->store->items, $neeItemId) && $user->store->items->$neeItemId >= $needItemNum) {
- // $id = $ins_equip->typeId;
- // if (!in_array($id, $upLevelArr)) {
- // $upLevelArr[] = $id;
- // }
- //
- // $ins_equip->level += 1;
- // $equipDic->$id->level += 1;
- // $user->baseInfo->Consume_Gold($needGold);
- // $user->store->removeItem($neeItemId, $needItemNum);
- // if ($ins_equip->level >= 99) {
- // $tag = $index;
- // break;
- // }
- // } else {
- // $tag = $index;
- // break;
- // }
- // }
- // if ($tag != 9999) {
- // if (array_key_exists($tag, $arr)) {
- // StlUtil::arrayRemoveAt($arr, $tag);
- // }
- // }
- //
- // if (count($arr) <= 0) {
- // break;
- // }
- // }
- // }
- // TaskProc::OnAnyEquipUpLevel_X();
- // TaskProc::OnAllEquipUpLevel_X();
- // TaskProc::OnEquipLevelUpNum();
- // ctx($user);
- //
- // FightProc::Ranking_FightPower();
- UserProc::updateUserInfo();
- return Resp::ok(array(
- 'upLevelArr' => $upLevelArr,
- 'gold' => $user->baseInfo->gold,
- 'store' => $user->store,
- 'task' => $user->task,
- ));
- }
- /**
- * 6411 移除是新宝石绿点提示
- * @return Resp
- */
- public static function RemoveNewGemTip() {
- list($uid) = req()->paras; //宝石uid
- my_Assert(StlUtil::dictHasProperty(ctx()->store->gemStore, $uid), ErrCode::user_store_NoItem);
- ctx()->store(true)->gemStore->$uid->isNew = 0;
- UserProc::updateUserInfo();
- return Resp::ok(array());
- }
- /**
- * 移除装备可以升级绿点提示 -------废弃
- * @return Resp
- */
- public static function RemoveEquipUpgradeTip() {
- // list($posId) = req()->paras; //装备部位
- // $user = ctx();
- //
- // my_Assert(StlUtil::dictHasProperty($user->store->equipPosition, $posId), ErrCode::user_store_NoEquip);
- //
- // $user->store->equipPosition->$posId->tip = 0;
- //
- // ctx($user);
- // UserProc::updateUserInfo();
- // return Resp::ok(array(
- // 'gold' => 0,
- // 'store' => $user->store,));
- }
- /**
- * 6406 合成
- * @return type
- */
- public static function GemCompose() {
- list($gemIds) = req()->paras;
- $list = explode(';', $gemIds);
- $gemStore = ctx()->store->gemStore;
- $composeArr = array();
- foreach ($list as $gems) {
- $gemArr = explode('-', $gems);
- $length1 = strlen($gemArr[0]);
- $length2 = strlen($gemArr[1]);
- $gem_composeCost = explode(',', substr($gemArr[0], 1, $length1 - 1)); //去掉逗号
- $gem_composeIds = explode(',', substr($gemArr[1], 1, $length2 - 1)); //去掉逗号
- $gemMo = GameConfig::gem_getItem($gem_composeIds[0]);
- my_Assert(null != $gemMo, ErrCode::err_const_no);
- $isCompose = true;
- foreach ($gem_composeCost as $gemUid) {
- if (!StlUtil::dictHasProperty($gemStore, $gemUid)) {
- $isCompose = false;
- break;
- }
- $ins_gem = new Ins_Gem($gemStore->$gemUid);
- if ($ins_gem->mo()->qual + 1 != $gemMo->qual || $ins_gem->mo()->position != $gemMo->position) {
- $isCompose = false;
- break;
- }
- if (!self::GemIsCanCompose($gemUid)) {
- $isCompose = false;
- break;
- }
- }
- my_Assert($isCompose == true, ErrCode::user_store_GemCanotCompose);
- foreach ($gem_composeCost as $gemUid) {
- self::RemoveGemInStore($gemUid);
- }
- foreach ($gem_composeIds as $gemTypeId) {
- $composeGem = self::initGem($gemTypeId);
- self::PutGemInStore($composeGem);
- $composeArr[] = $composeGem->uid; //临时放这
- }
- }
- TaskProc::OnComposeNumGem();
- TaskProc::OnComposeNumGem_state();
- UserProc::updateUserInfo();
- return Resp::ok(array(
- 'composeGemIds' => $composeArr,
- 'store' => ctx()->store,
- 'task' => ctx()->task,
- ));
- }
- /**
- * 该宝石是否可以参与合成,其他页镶嵌的,已经被锁的都不能参与
- * @param type $uid
- * @return bool
- */
- private static function GemIsCanCompose($uid) {
- $ins_gem = new Ins_Gem($uid);
- if ($ins_gem->isUnlock == 1) {
- return false;
- }
- $isExist = true;
- $equip = ctx()->store->equip;
- foreach ($equip as $uid => $item) {
- $arr = get_object_vars($item->gemSetSlot);
- $values = array_values($arr);
- if (in_array($uid, $values)) {
- $isExist = false;
- break;
- }
- }
- return $isExist;
- }
- /**
- * 装备宝石
- * @return type
- */
- public static function GemSet() {
- list($equipUid, $uid, $type, $replaceUId) = req()->paras; //宝石uid 手动的时候记得校验u $replaceUId宝石槽坑位id
- my_Assert(StlUtil::dictHasProperty(ctx()->store->gemStore, $uid), ErrCode::user_store_NoItem);
- my_Assert(StlUtil::dictHasProperty(ctx()->store->equip, $equipUid), ErrCode::user_store_NoEquip);
- $ins_equip = new Ins_Equip(ctx()->store->equip->$equipUid);
- $ins_gem = new Ins_Gem(ctx()->store->gemStore->$uid);
- my_Assert($ins_equip->mo()->position == $ins_gem->mo()->position, ErrCode::user_store_PositionNotFit);
- $gemSetSlotDic = $ins_equip->gemSetSlot;
- $tag_index = 0;
- $tag_gem = null;
- foreach ($gemSetSlotDic as $slotId => $gemUid) {
- if ($gemUid == 0) {
- continue;
- }
- $gem = new Ins_Gem(ctx()->store->gemStore->$gemUid);
- if ($gem->predicateMo()->uniqueKey == $ins_gem->predicateMo()->uniqueKey) {
- $tag_index = $slotId;
- $tag_gem = $gem;
- break;
- }
- }
- $mo = GameConfig::gem_slotposition_getItem($ins_equip->qual);
- my_Assert(null != $mo, ErrCode::err_const_no);
- switch ($type) {
- case 1://镶嵌
- my_Assert($tag_gem == null, ErrCode::user_store_GemCanotSet);
- $go_index = 1;
- for ($i = 1; $i <= $mo->initNum_slot + $mo->buyNum_slot; $i++) {
- if (!StlUtil::dictHasProperty($gemSetSlotDic, $i)) {
- //$gemSetSlotDic->$i = $ins_gem;
- $go_index = $i;
- break;
- }
- if ($gemSetSlotDic->$i == 0) {
- $go_index = $i;
- break;
- }
- }
- $gemSetSlotDic->$go_index = $uid;
- break;
- case 2://替换
- //满不满都高替低品阶
- my_Assert(StlUtil::dictHasProperty($gemSetSlotDic, $replaceUId), ErrCode::user_store_NoExistGemReplace);
- $gUid = $gemSetSlotDic->$replaceUId;
- $replace_ins_Gem = new Ins_Gem(ctx()->store->gemStore->$gUid); //这个$replaceUId是坑位的index id
- my_Assert($replace_ins_Gem->mo()->qual < $ins_gem->mo()->qual, ErrCode::user_store_NoExistGemReplace);
- //$gemSetSlotDic->$replaceUId = $ins_gem;
- $gemSetSlotDic->$replaceUId = $uid;
- break;
- case 3://手动
- my_Assert(count((array) $gemSetSlotDic) >= $mo->initNum_slot + $mo->buyNum_slot, ErrCode::user_store_GemCanotSet);
- $gUid = $gemSetSlotDic->$replaceUId;
- my_Assert(StlUtil::dictHasProperty($gemSetSlotDic, $replaceUId), ErrCode::user_store_NoExistGemReplace);
- $replace_ins_Gem = new Ins_Gem(ctx()->store->gemStore->$gUid);
- //$id = $replace_ins_Gem->uid;
- if ($tag_gem != null) {//如果有u那
- my_Assert($replace_ins_Gem->uid == $tag_gem->uid, ErrCode::user_store_SameGemCanotEquip); //点的不是u一样的,则提示同一件装备无法镶嵌多个技能相同的宝石 【错误】
- //有U一样的,则点击正好是这个直接替换
- //$gemSetSlotDic->$tag_index = $ins_gem;
- $gemSetSlotDic->$tag_index = $uid;
- } else {
- // $go_index = 0;
- // foreach ($gemSetSlotDic as $slotId => $gemUid) {
- // if ($slotId == $replaceUId) {
- // $go_index = $slotId;
- // break;
- // }
- // }
- //
- // my_Assert($go_index > 0, ErrCode::user_store_NoExistGemReplace);
- //$gemSetSlotDic->$go_index = $ins_gem;
- $gemSetSlotDic->$replaceUId = $uid;
- }
- break;
- case 4://不能
- //1.小品阶替大品阶 或是 相等的,在不满的时候不允许 2. //满的 相等不允许替
- my_Assert($uid == 0, ErrCode::user_store_SameGemCanotEquip); //点的不是u一样的,则提示同一件装备无法镶嵌多个技能相同的宝石 【错误】
- break;
- default:
- break;
- }
- $ins_equip->gemSetSlot = $gemSetSlotDic;
- ctx()->store(true)->equip->$equipUid = $ins_equip;
- TaskProc::OnSetSpecialQualGem();
- FightProc::Ranking_FightPower();
- UserProc::updateUserInfo();
- return Resp::ok(array(
- 'gold' => 0,
- 'store' => ctx()->store,
- 'task' => ctx()->task,
- ));
- }
- /**
- * 卸下装备
- * @return type
- */
- public static function GemRemove() {
- list($uid) = req()->paras; //装备宝石id
- $equips = ctx()->store->equip;
- foreach ($equips as $eUid => $ins_equip) {
- $dic = $ins_equip->gemSetSlot;
- foreach ($dic as $slotId => $gemUid) {
- if ($uid == $gemUid) {
- ctx()->store->equip->$eUid->gemSetSlot->$slotId = 0;
- break 2;
- }
- }
- }
- FightProc::Ranking_FightPower();
- UserProc::updateUserInfo();
- return Resp::ok(array(
- 'gold' => 0,
- 'store' => ctx()->store,));
- }
- /**
- * 6404 升级装备
- * @return type
- */
- public static function EquipUpgrade() {
- list($uid) = req()->paras; //装备uid
- my_Assert(StlUtil::dictHasProperty(ctx()->store->equip, $uid), ErrCode::user_store_NoEquip);
- $ins_equip = new Ins_Equip(ctx()->store->equip->$uid);
- my_Assert($ins_equip->level < $ins_equip->Equip_MaxLevel(), ErrCode::user_store_equipLevelLimit);
- $mo = GameConfig::equip_levelupgrade_getItem($ins_equip->mo()->rarity, $ins_equip->qual, $ins_equip->mo()->position, $ins_equip->level);
- my_Assert(null != $mo, ErrCode::err_const_no);
- my_Assert(ctx()->baseInfo->gold >= $mo->needGold, ErrCode::notenough_gold_msg);
- $costTuzhiId = GameConfig::equip_position_getItem($ins_equip->mo()->position)->costTuzhiId;
- $tuzhiNum = 0;
- if (StlUtil::dictHasProperty(ctx()->store->items, $costTuzhiId)) {
- $tuzhiNum = ctx()->store->items->$costTuzhiId;
- }
- my_Assert($tuzhiNum >= $mo->needItemNum, ErrCode::notenough_item);
- ctx()->store(true)->removeItem($costTuzhiId, $mo->needItemNum);
- ctx()->base(true)->Consume_Gold($mo->needGold);
- $ins_equip->level += 1;
- ctx()->store->equip->$uid = $ins_equip;
- TaskProc::OnAnyEquipUpLevel_X();
- TaskProc::OnAllEquipUpLevel_X();
- TaskProc::OnEquipLevelUpNum();
- FightProc::Ranking_FightPower();
- UserProc::updateUserInfo();
- return Resp::ok(array(
- 'gold' => ctx()->baseInfo->gold,
- 'store' => ctx()->store,
- 'task' => ctx()->task,
- ));
- }
- /**
- * 6405 单个装备部位一键升级
- * @return type
- */
- public static function EquipUpgrade_MaxLv() {
- list($uid) = req()->paras;
- my_Assert(StlUtil::dictHasProperty(ctx()->store->equip, $uid), ErrCode::user_store_NoEquip);
- $ins_equip = new Ins_Equip(ctx()->store->equip->$uid);
- $maxLevel = $ins_equip->Equip_MaxLevel();
- my_Assert($ins_equip->level < $ins_equip->Equip_MaxLevel(), ErrCode::user_store_equipLevelLimit);
- $tuzhiId = GameConfig::equip_position_getItem($ins_equip->mo()->position)->costTuzhiId;
- $itemNum_store = 0;
- if (StlUtil::dictHasProperty(ctx()->store->items, $tuzhiId)) {
- $itemNum_store = ctx()->store->items->$tuzhiId;
- }
- $up_Gold = 0;
- $up_needItem = 0;
- $up_lv = 0;
- $noUp_gold = false;
- $noUp_item = false;
- for ($i = $ins_equip->level; $i <= $maxLevel; $i++) {
- $up_Gold += GameConfig::equip_levelupgrade_getItem($ins_equip->mo()->rarity, $ins_equip->qual, $ins_equip->mo()->position, $i)->needGold;
- $up_needItem += GameConfig::equip_levelupgrade_getItem($ins_equip->mo()->rarity, $ins_equip->qual, $ins_equip->mo()->position, $i)->needItemNum;
- if (ctx()->baseInfo->gold >= $up_Gold) {
- $noUp_gold = true;
- }
- if ($itemNum_store >= $up_needItem) {
- $noUp_item = true;
- }
- if (ctx()->baseInfo->gold >= $up_Gold && $itemNum_store >= $up_needItem) {
- //$need_gold = $up_Gold;
- //$need_item = $up_needItem;
- $up_lv = $i;
- continue;
- }
- break;
- }
- if ($up_lv == 0) {
- my_Assert($noUp_gold, ErrCode::notenough_gold_msg);
- my_Assert($noUp_item, ErrCode::notenough_item);
- }
- ctx()->base(true)->Consume_Gold($up_Gold);
- ctx()->store(true)->removeItem($tuzhiId, $up_needItem);
- if ($up_lv > 0) {
- ctx()->store->equip->$uid->level = $up_lv;
- }
- TaskProc::OnAnyEquipUpLevel_X();
- TaskProc::OnAllEquipUpLevel_X();
- TaskProc::OnEquipLevelUpNum();
- FightProc::Ranking_FightPower();
- UserProc::updateUserInfo();
- return Resp::ok(array(
- 'gold' => ctx()->baseInfo->gold,
- 'store' => ctx()->store,
- 'task' => ctx()->task,
- ));
- }
- public static function AddItemInStore() {
- list($rwdStr) = req()->paras; //mask = 1:表示战斗中掉落
- $user = ctx();
- $err = self::AddMultiItemInStore($rwdStr);
- my_Assert(ErrCode::ok == $err, $err);
- UserProc::updateUserInfo();
- return Resp::ok(array(
- //'gold' => $user->baseInfo->gold,
- //'tili' => $user->baseInfo->tili,
- //'cash' => $user->baseInfo->cash,
- 'store' => $user->store));
- }
- static $reward = array();
- static $reward_Gem = array();
- static $reward_equip = array();
- //static $reward_hero = array();
- /**
- * 具体奖励存入背包
- * @param type $goodsStr
- * @param type $src
- */
- public static function AddMultiItemInStore($goodsStr, $src = 0) {
- if ($goodsStr == null) {
- return;
- }
- $ary = explode(";", $goodsStr);
- foreach ($ary as $value) {
- $val = explode(",", $value);
- my_Assert(count($val) > 1, "解析奖励字符串出错");
- list($itemId, $num) = $val; # ID, 数量
- $itemMo = GameConfig::item_getItem($itemId);
- if ($itemMo->itemType != 701 && $itemMo->itemType != 201 && $itemMo->itemType != 502 && $itemMo->itemType != 101 && $src != 1) {
- self::$reward[] = $value;
- }
- switch ($itemMo->itemType) {
- case 1:
- ctx()->baseInfo->Add_Gold($num);
- //self::checkEquipUpgradeTip();//废弃
- break;
- case 2:
- ctx()->baseInfo->Add_Cash($num);
- break;
- case 3:
- ctx()->baseInfo->Add_tili($num);
- break;
- case 4:
- ctx()->baseInfo->Add_Exp($num);
- break;
- case 100://图纸
- case 103://钥匙
- case 401://启灵石
- case 301://洗练石
- case 501://人物碎片
- case 601://人身果
- case 801://寻宝券
- case 901:
- self::PutItemsInStore($itemId, $num);
- // if ($itemMo->itemType == 100) {//图纸
- // self::checkEquipUpgradeTip();//废弃
- // }
- break;
- case 502://角色卡
- HeroProc::RoleCardUnlockHero($itemId, $num);
- break;
- case 201://宝石
- for ($i = 0; $i < $num; $i++) {
- $gem = self::initGem($itemId);
- if ($src != 1) {
- self::$reward_Gem[] = $gem->uid;
- }
- self::PutGemInStore($gem);
- if ($src == Enum_StoreSourceType::ShopBox) {
- SystemProc::GetGem_GreaterOrangeQual_ShopBox(req()->zoneid, ctx()->baseInfo->name, $gem->typeId);
- }
- }
- break;
- case 101:
- //self::PutEquipInStore($itemId, $num);
- for ($i = 0; $i < $num; $i++) {
- $equip = self::initEquip($itemId);
- $uid = $equip->uid;
- ctx()->store(true)->equip->$uid = $equip;
- self::$reward_equip[] = $uid;
- }
- break;
- case 701://道具宝箱
- for ($i = 0; $i < $num; $i++) {
- self::DistributeItemsBox($itemId);
- }
- break;
- default:
- break;
- }
- }
- }
- /**
- * 装备回存
- * @param type $itemId
- * @param type $num
- */
- public static function PutEquipInStore($itemId, $num) {
- for ($i = 0; $i < $num; $i++) {
- $equip = self::initEquip($itemId);
- $uid = $equip->uid;
- ctx()->store(true)->equip->$uid = $equip;
- }
- }
- public static function initEquip($typeId, $uid = 0) {
- if ($uid == 0) {
- $uid = count((array) ctx()->store->equip) + 1;
- }
- $ins_equip = new Ins_Equip();
- $ins_equip->uid = $uid;
- $ins_equip->typeId = $typeId;
- $ins_equip->qual = GameConfig::equip_getItem($typeId)->qual;
- return $ins_equip;
- }
- public static function PutItemsInStore($itemId, $num) {
- $items = ctx()->store->items;
- if (StlUtil::dictHasProperty($items, $itemId)) {
- $items->$itemId += $num;
- } else {
- $items->$itemId = $num;
- }
- ctx()->store->items = $items;
- }
- /**
- * 拆分宝箱盒子
- * @param type $reward
- */
- public static function DistributeItemsBox($itemId) {
- $itemBoxMo = GameConfig::item_2023_box_getItem($itemId);
- my_Assert($itemBoxMo != null, ErrCode::err_const_no);
- if ($itemBoxMo->type == 1) {
- $strList = explode(';', $itemBoxMo->contents);
- $numList = explode('-', $strList[0]);
- $randNum = rand($numList[0], $numList[1]);
- $ctxList = explode(',', $strList[1]);
- $per = 0;
- foreach ($ctxList as $value) {
- $ctx = explode(':', $value);
- $per += $ctx[1];
- }
- $reward = "";
- for ($i = 0; $i < $randNum; $i++) {
- $ctxPer = rand(1, $per);
- $start = 0;
- $end = 0;
- $id = 0;
- foreach ($ctxList as $value) {
- $ctx = explode(':', $value);
- $end += $ctx[1];
- if ($ctxPer > $start && $ctxPer <= $end) {
- $id = $ctx[0];
- break;
- }
- $start = $end;
- }
- if ($id != 0) {
- $str = $id . ',1';
- if ($reward == "") {
- $reward = $str;
- } else {
- $reward = $reward . ';' . $str;
- }
- }
- }
- self::AddMultiItemInStore($reward);
- } else {
- self::AddMultiItemInStore($itemBoxMo->contents);
- }
- }
- // public static function PutEquipInStore($equipId, $num) {
- // if ($equipId == 0) {
- // return;
- // }
- // $n = count((array) ctx()->store->equip) + 1;
- //
- // for ($index = 0; $index < $num; $index++) {
- // $Equip = new Ins_Equip();
- // $Equip->uid = $n;
- // $Equip->typeId = $equipId;
- // $Equip->qual = GameConfig::equip_getItem($equipId)->qual;
- // ctx()->store->equip->$n = $Equip;
- // $n += 1;
- // }
- // }
- /**
- * 得到金币或是图纸的时候校验下,是否满足装备升级条件,满足则tip字段设置为1 废弃
- */
- // public static function checkEquipUpgradeTip() {
- // $equipDic = ctx()->store->equipPosition;
- // if ($equipDic != null) {
- // foreach ($equipDic as $k => &$equip) {
- // $equip = new Ins_EquipPosition($equip);
- // $lvMo = GameConfig::equip_levelupgrade_getItem($equip->level);
- // $needGold = $lvMo->needGold;
- // $needItemNum = $lvMo->needItemNum;
- // $neeItemId = $equip->mo()->costTuzhiId;
- //
- // if (ctx()->baseInfo->gold >= $needGold && StlUtil::dictHasProperty(ctx()->store->items, $neeItemId) && ctx()->store->items->$neeItemId >= $needItemNum) {
- // $equipDic->$k->tip = 1; //绿点是每次得到金币或是图纸了,只要满足升级条件都变绿
- // }
- // }
- // }
- // ctx()->store->equipPosition = $equipDic;
- // }
- /**
- * 新宝石入库
- */
- public static function PutGemIdInStore($id, $num = 1) {
- for ($i = 0; $i < $num; $i++) {
- $gem = self::initGem($id);
- $length = $gem->uid;
- ctx()->store->gemStore->$length = $gem;
- }
- }
- public static function PutGemInStore($gem, $num = 1) {
- for ($i = 0; $i < $num; $i++) {
- $length = $gem->uid;
- ctx()->store->gemStore->$length = $gem;
- }
- }
- public static function initGem($id) {
- $length = ctx()->store->gemLength;
- $length += 1;
- $gem = new Ins_Gem();
- $gem->uid = $length;
- $gem->typeId = $id;
- $gem->predicateId = self::RandomGemPredicateId($id);
- $tag = self::CheckNewGemTip($gem);
- $gem->isNew = $tag;
- ctx()->store->gemLength = $length;
- return $gem;
- }
- /**
- * 从仓库移除宝石
- */
- public static function RemoveGemInStore($uid) {
- if (StlUtil::dictHasProperty(ctx()->store->gemStore, $uid)) {
- StlUtil::dictRemove(ctx()->store->gemStore, $uid);
- }
- return 0;
- }
- /**
- * 新宝石随机词条 临时等刚哥
- */
- public static function RandomGemPredicateId($id) {
- $mo = GameConfig::gem_getItem($id);
- my_Assert(null != $mo, "找不到宝石{$id}的配置数据");
- if ($mo->isfixed_predicateId == 1) {
- return $mo->predicateId;
- }
- $posId = $mo->position;
- $qual = $mo->qual;
- $arr = array();
- $predicateMo = GameConfig::predicate();
- foreach ($predicateMo as $key => $value) {
- if ($value->positions != null) {
- $list = explode(',', $value->positions);
- if ($value->qual == $qual && in_array($posId, $list) && $value->attachTarget == "gem") {
- $arr[] = $value->id;
- }
- }
- }
- if (count($arr) <= 0) {
- return 40;
- }
- my_Assert(count($arr) > 0, "宝石没有对应词条信息");
- $n = mt_rand(0, count($arr) - 1);
- return $arr[$n];
- //return 40;
- }
- /**
- * 新宝石提示
- */
- public static function CheckNewGemTip($gem) {
- $gemStore = ctx()->store->gemStore;
- $tag = false;
- foreach ($gemStore as $k => $ins_gem) {
- if ($ins_gem->typeId == $gem->typeId && $ins_gem->predicateId == $gem->predicateId) {
- $tag = true;
- break;
- }
- }
- return $tag == true ? 0 : 1;
- }
- //临时代码
- // public static function InitGemInfo() {
- // if(count((array)ctx()->store->gemStore) > 0){
- // return;
- // }
- //
- // $index = 0;
- // $gem = GameConfig::gem();
- //
- // for ($i = 1; $i <=21; $i++) {
- // foreach ($gem as $key => $value) {
- // if($value->id == $i){
- // self::PutGemInStore($value->typeId);
- // }
- //
- // }
- // }
- //
- //
- //
- //
- // }
- }
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