cmd) {
case CmdCode::cmd_store_put: # 6401 放入仓库
return StoreProc::AddItemInStore();
case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
return StoreProc::sellItem();
case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
return StoreProc::sellMultiItemFromStore();
case CmdCode::cmd_store_use: # 6404 使用道具
return StoreProc::useItem();
case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
return StoreProc::refreshStore();
case CmdCode::cmd_store_delItem: # 6406 从仓库删除道具
return StoreProc::delItemFromStore();
case CmdCode::cmd_store_Testcmd: # 6407 测试方法
return StoreProc::Test();
// case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
// return StoreProc::ItemUpgrade($req);
// case CmdCode::cmd_store_GemCompose: # 6408 装备合成
// return StoreProc::composeItem($req);
//
case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
return StoreProc::WearEquipToHero();
case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
return StoreProc::UnWieldEquip();
//
case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
return StoreProc::AddPacketNum();
// case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
// Err(ErrCode::err_method_obsoleted);
//// return StoreProc::MeltEquip($req);
// case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
// return StoreProc::composePieces($req);
case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
return StoreProc::WearYanlingToHero();
case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
return StoreProc::UnWieldYanling();
case CmdCode::cmd_store_mergeYanlingbook: # 6418 利用言灵召唤书碎片合成召唤书
return self::MergeYanlingBook();
case CmdCode::cmd_store_callyanling: # 6419 利用言灵召唤书召唤言灵
return self::CallYanlingByBook();
case CmdCode::cmd_store_yanling_upgrade: # 6420 言灵进阶
return self::YanlingUpgrade();
case CmdCode::cmd_store__weapon_upgrade: # 6421武器升级
return self::weaponUpgrade();
case CmdCode::cmd_store__weapon_tupo: # 6422武器突破
return self::weaponTupo();
case CmdCode::cmd_store_weaponReplace: # 6423武器替换
return self::weaponReplace();
case CmdCode::cmd_store_GemCompose: #6424
return StoreProc::GemComposeItem();
case CmdCode::cmd_store_GemResearchLvUp: # 6425
return StoreProc::GemResearchLvUp();
case CmdCode::cmd_store_GemSet: #6426 宝石镶嵌
return StoreProc::GemSetYanLing();
case CmdCode::cmd_store_GemRemove:
return StoreProc::GemRemoveYanLing();
case CmdCode::cmd_store_unlockStore:
return StoreProc::unlockStore();
case CmdCode::cmd_store_buyWeapon: #6429
return self::buyWeapon();
case CmdCode::cmd_store_getShopWeapon: # 6430
return self::getShopWeapon();
case CmdCode::cmd_store_buySupplies: #6431 购买补给品
return self::buySupplies();
case CmdCode::cmd_store_expandStorage: # 6432
return self::expandStorage();
case CmdCode::cmd_store_changeStorage: # 6433
return self::changeStorage();
case CmdCode::cmd_store_changeBettleItem: # 6434
return self::changeBettleItem();
case CmdCode::cmd_store_useBettleItem: # 6435
return self::useBettleItem();
case CmdCode::cmd_store_setBettleItemUseVal: # 6436cmd_store_removeItem
return self::setBettleItemUseVal();
case CmdCode::cmd_store_removeItem: # 6437 删除所有类型道具cmd_store_killMosterAddData
return self::removeItem();
case CmdCode::cmd_store_killMosterAddData: # 6438 击杀怪,唤灵师获得的信息加成,暂时是经验
return self::killMosterAddData();
default:
Err(ErrCode::cmd_err);
}
}
/**
* 6438 击杀怪,唤灵师获得的信息加成,暂时是经验
*/
public static function killMosterAddData() {
$heroUID = req()->paras[0];
$mosterId = req()->paras[1]; # 提取参数
$hero = ctx()->heros(true);
$mo = GameConfig::hero_getItem($mosterId);
my_Assert($mo != null, ErrCode::err_const_no);
//经验修正率=1 + 0.05 × (怪物等级 - 角色(唤灵师)等级)
//角色所得经验 = 怪物经验 * 经验修正率
$lv = substr($mo->heroId,-2);
$n = substr($lv,0,1);
if($n == 0){
$lv = substr($lv,1,1);
}
$collectHeros = $hero->collectHeros;
my_default_Obj($collectHeros);
my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no); # 要升级的英雄不存在
$targetHero = new Ins_UserHero($collectHeros->$heroUID); # 英雄对象
$heroLv = $targetHero->level;
$per = 1 + 0.05*($lv - $heroLv);
$totalExp = intval($mo->exp * $per);
if($totalExp<0){
$totalExp = 0;
}
$targetHero = HeroProc::HeroAddEXP($heroUID,$totalExp);
UserProc::updateUserInfo();
return Resp::ok(array('hero' => $targetHero,'exp'=>$mo->exp,));
}
/**
* 删除所有类型道具
*/
public static function removeItem() {
$str = req()->paras[0]; # 提取参数
$list = explode(';', $str);
foreach ($list as $k => $val) {
$slist = explode('-', $val);
$itemType = $slist[0]; # 提取参数
$uid = $slist[1]; # 提取参数
$typeId = $slist[2];
$num = $slist[3]; # 提取参数
self::removeStoreItem($itemType,$uid,$typeId,$num);
}
UserProc::updateUserInfo();
return Resp::ok(array("store" => ctx()->store(),));
}
public static function removeStoreItem($itemType,$uid,$typeId,$num) {
$store = ctx()->store(true);
switch ($itemType) {//物品大归类 0 系统 1武器,2碎片,3材料, 4 言灵, 5 礼包,6 宝石道具 7任务卡
case 1:
StoreProc::removeEquipFromStore($uid, $typeId);
break;
case 2:
StoreProc::removeSegmetFromStore($store, $typeId, $num);
break;
case 3:
case 7:
case 6:
StoreProc::removeItemFromStore($store, $typeId, $num);
break;
case 4:
StoreProc::removeYanlingFromStore($uid, $typeId);
break;
default:
break;
}
}
/**
* 6436
* @return type
*/
public static function setBettleItemUseVal() {
$index = req()->paras[0]; # 提取参数
$val = req()->paras[1]; # 提取参数
$store = ctx()->store(true);
//my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
$store->battleItem->$index->isAuto = 1;
$store->battleItem->$index->attrVal = $val;
UserProc::updateUserInfo();
return Resp::ok(array("store" => ctx()->store(),));
}
/**
* 6435
* @return type
*/
public static function useBettleItem() {
$index = req()->paras[0]; # 提取参数
$store = ctx()->store(true);
my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
$id = $store->battleItem->$index->id;
$store->battleItem->$index->num -= 1;
StoreProc::removeItemFromStore($store, $id);
// if(StlUtil::dictHasProperty($store->items,$id)){
// $store->items->$id -= 1;
// if($store->items->$id <= 0){
// unset($store->items->$id);
// }
// }
if($store->battleItem->$index->num <= 0){
unset($store->battleItem->$index);
}
UserProc::updateUserInfo();
return Resp::ok(array("store" => ctx()->store(),));
}
/**
* 6434
* @return type
*/
public static function changeBettleItem() {
$type = req()->paras[0]; # 提取参数
$index = req()->paras[1]; # 提取参数
$itemid = req()->paras[2]; # 提取参数
$store = ctx()->store(true);
$str = GameConfig::globalsettings()->YaoPingAttrInitVal;
$slist = explode(';', $str);
$hp = explode(',', $slist[0])[1];
$mp = explode(',', $slist[1])[1];
if($type == 0){//添加
$item = new Ins_battleItem();
$item->index = $index;
$item->id = $itemid;
$item->num = $store->items->$itemid;
$subType = GameConfig::item_base_getItem($itemid)->subType;
if($subType == 341){
$item->attrVal = $hp;
} else {
$item->attrVal = $mp;
}
$store->battleItem->$index = $item;
} else {
unset($store->battleItem->$index);
}
UserProc::updateUserInfo();
return Resp::ok(array("store" => ctx()->store(),));
}
/**
* 6432
* @return type
*/
public static function changeStorage() {
$index = req()->paras[0]; # 选中的第几个格子
$type = req()->paras[1]; # 1:放入 2移除到背包
$itemType = req()->paras[2]; # 道具类型
$uid = req()->paras[3]; # 道具的uid
$store = ctx()->store(true);
my_Assert(StlUtil::dictHasProperty($store->storage, $index), ErrCode::store_NotHaveStorage);
$storage = $store->storage->$index;
$num = 0;
foreach ($storage as $k => $dic) {
$num += count((array) $dic);
}
switch ($itemType) {
case 101://武器
if ($type == 1) {
my_Assert($num < 50, ErrCode::store_StorageEnough);
$equipVo = $store->equipment->$uid;
$storage->equipment->$uid = $equipVo; //添加
StoreProc::removeEquipFromStore($uid, $equipVo->typeId); //移除
} else {
$equipVo = $storage->equipment->$uid;
$store->equipment->$uid = $equipVo;
unset($storage->equipment->$uid);
}
break;
case 401://言灵
if ($type == 1) {
my_Assert($num < 50, ErrCode::store_StorageEnough);
$yanlingVo = $store->yanling->$uid;
$storage->yanling->$uid = $yanlingVo; //添加
StoreProc::removeYanlingFromStore($uid, $yanlingVo->typeId); //移除
} else {
$yanlingVo = $storage->yanling->$uid;
$store->yanling->$uid = $yanlingVo;
unset($storage->yanling->$uid);
}
break;
default://其他道具
if ($type == 1) {
my_Assert($num < 50, ErrCode::store_StorageEnough);
$itemNum = $store->items->$uid;
if (!StlUtil::dictHasProperty($storage->itemDic, $uid)) {
$storage->itemDic->$uid = 0;
}
$storage->itemDic->$uid += $itemNum; //添加
StoreProc::removeItemFromStore($store, $uid, $itemNum);
} else {
$itemNum = $storage->itemDic->$uid;
$goodsStr = $uid . "," . $itemNum;
StoreProc::AddMultiItemInStore($goodsStr);
unset($storage->itemDic->$uid);
}
break;
}
$store->storage->$index = $storage;
//ctx()->store(true) = $store;
UserProc::updateUserInfo();
return Resp::ok(array("store" => $store,));
}
/**
* 储物间扩容
* @return type
*/
public static function expandStorage() {
$cost = GameConfig::globalsettings()->expandStorageCost;
$list = explode(',', $cost);
$key = 3;
my_Assert(!StlUtil::dictHasProperty(ctx()->store(true)->storage, $key), ErrCode::store_expandStorage);
if ($list[0] == 1) {
my_Assert(ctx()->base(true)->gold >= $list[1], ErrCode::notenough_gold_msg);
ctx()->base(true)->Consume_Gold($list[1]);
} elseif ($list[0] == 2) {
my_Assert(ctx()->base(true)->cash >= $list[1], ErrCode::notenough_cash_msg);
ctx()->base(true)->Consume_Cash($list[1]);
}
$str = $list[0] . "," . $list[1];
ctx()->store(true)->storage->$key = new Ins_storage();
UserProc::updateUserInfo();
return Resp::ok(array("storage" => ctx()->store(true)->storage, "cost" => $str,));
}
/**
* 6431 购买补给品
*/
public static function buySupplies() {
$npcid = req()->paras[0]; # 提取参数
$itemid = req()->paras[1]; # 提取参数
$num = req()->paras[2]; # 提取参数
//补充shop_supplies的mo
$mo = GameConfig::shop_supplies_getItem($npcid, $itemid);
my_Assert($mo != null, ErrCode::err_const_no);
$cost = $mo->cost * $num;
my_Assert($num <= $mo->num, ErrCode::err_const_no);
my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
ctx()->base(true)->Consume_Gold($cost);
$goodsStr = $itemid . ',' . $num;
StoreProc::AddMultiItemInStore($goodsStr);
UserProc::updateUserInfo();
return Resp::ok(array("store" => ctx()->store(), "cost" => $cost,));
}
/**
*
*/
public static function getShopWeapon() {
$npcid = req()->paras[0]; # 提取参数
self::DailyRefreshWeapon($npcid);
UserProc::updateUserInfo();
return Resp::ok(array(
"store" => ctx()->store(), #
));
}
/**
*
* @return type
*/
public static function buyWeapon() {
$npcid = req()->paras[0]; # 提取参数
$weaponId = req()->paras[1]; # 提取参数
$store = ctx()->store(true);
$type = 0;
$tag = true;
if (StlUtil::dictHasProperty($store->weaponReward, $npcid)) {
$dic = $store->weaponReward->$npcid;
foreach ($dic as $k => $list) {
if (in_array($weaponId, $list)) {
$tag = false;
break;
}
}
}
my_Assert($tag == true, ErrCode::store_weaponCantBuy);
$list = GameConfig::shop_weapon_getItemArray($npcid);
$cost = 0;
foreach ($list as $item) {
$weaponList = explode(';', $item->weaponlist);
foreach ($weaponList as $value) {
$pList = explode(',', $value);
if (in_array($weaponId, $pList)) {
$type = $item->id;
$cost = $item->cost;
break 2;
}
}
}
my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
ctx()->base(true)->Consume_Gold($cost);
$store->weaponReward->$npcid->$type[] = $weaponId;
self::PutEquipInStore($weaponId);
ctx()->store = $store;
UserProc::updateUserInfo();
return Resp::ok(array(
"store" => $store,
"cost" => $cost,
));
}
/*
* 每日刷新武器
*/
public static function DailyRefreshWeapon($npcid = null) {
//没有数据初始化,有数据不在管
if ($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)) {
$list = GameConfig::shop_weapon_getItemArray($npcid);
foreach ($list as $value) {
$ret = new \stdClass();
$arr = explode(';', $value->weaponlist);
foreach ($arr as $item) {
$itemList = explode(',', $item);
$id = $itemList[0];
$per = $itemList[1];
$ret->$id = $per;
}
$retArr = array();
$type = $value->id;
$pArr = self::randweapon($ret, $value->num);
//数组合并
$retArr = array_merge($retArr, $pArr);
ctx()->store()->weaponPool->$npcid->$type = $retArr;
}
} else if ($npcid == null) {
//每日登录刷新,刷新的时候把已经购买过的武器去掉;
$dic = ctx()->store()->weaponPool;
foreach ($dic as $npcid => $val) {
$list = GameConfig::shop_weapon_getItemArray($npcid);
foreach ($list as $value) {
$ret = new \stdClass();
$arr = explode(';', $value->weaponlist);
foreach ($arr as $item) {
$itemList = explode(',', $item);
$id = $itemList[0];
$per = $itemList[1];
$ret->$id = $per;
}
$ret2 = $ret;
$type = $value->id;
if (StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)) {
$weaponList = ctx()->store()->weaponReward->$npcid->$type;
foreach ($weaponList as $wid) {
if (StlUtil::dictHasProperty($ret, $wid)) {
StlUtil::dictRemove($ret, $wid);
}
}
}
$temp = $ret;
if (count((array) $ret) < $value->num) {//一旦所有的武器或是不够刷新数量了,重置当前档位
$temp = $ret2;
ctx()->store()->weaponReward->$npcid->$type = array();
}
$retArr = array();
$pArr = self::randweapon($temp, $value->num);
$retArr = array_merge($retArr, $pArr);
ctx()->store()->weaponPool->$npcid->$type = $retArr;
}
}
}
}
static function randweapon($temp, $limit) {
$resultArr = array();
$num = 0;
while (true) {
$total = 0;
foreach ($temp as $k => $v) {
$total += $v;
}
$n = rand(1, $total);
$start = 0;
foreach ($temp as $id => $per) {
$start += $per;
if ($n <= $start) {
if (in_array($id, $resultArr)) {
StlUtil::dictRemove($temp, $id);
break;
} else {
$resultArr[] = $id;
$num += 1;
break;
}
}
}
if ($num >= $limit) {
break;
}
}
return $resultArr;
}
/**
* 扩容
* @return type
*/
static function unlockStore() {
//list() = req()->paras;
$user = ctx();
$mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
my_Assert($mo != null, ErrCode::err_const_no);
my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
$user->base(true)->Consume_Gold($mo->cost);
$user->privateState->expandNum += 1;
ctx($user);
UserProc::updateUserInfo(); # 回写玩家数据
return Resp::ok(array(
"gold" => $user->baseInfo->gold,
"expandNum" => $user->privateState->expandNum,
));
}
/**
* 宝石镶嵌
*/
static function GemSetYanLing() {
list($gemId, $yanlingUid) = req()->paras;
$user = ctx();
$yanling = $user->store->yanling;
my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
$yanling->$yanlingUid->gemId = 0;
}
my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
StoreProc::removeItemFromStore($user->store, $gemId);
$yanling->$yanlingUid->gemId = $gemId;
$user->store->yanling = $yanling;
ctx($user);
UserProc::updateUserInfo(); # 回写玩家数据
return Resp::ok(array(
"store" => $user->store, # # 目前来看只涉及到items变化
));
}
/**
* 从严灵上卸下宝石
*/
static function GemRemoveYanLing() {
list($yanlingUid) = req()->paras;
$user = ctx();
my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
$gemId = $user->store->yanling->$yanlingUid->gemId;
my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
$goodsStr = $gemId . ",1";
StoreProc::AddMultiItemInStore($goodsStr);
$user->store->yanling->$yanlingUid->gemId = 0;
ctx($user);
UserProc::updateUserInfo(); # 回写玩家数据
return Resp::ok(array(
"store" => $user->store, # # 目前来看只涉及到items变化
));
}
/**
* 宝石合成
*/
static function GemComposeItem() {
list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
$user = ctx();
//my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
$mo = GameConfig::gem_formula_getItem($gemId);
my_Assert($mo != null, ErrCode::err_const_no); #
my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
$itemId = $mo->drawItem;
if ($itemId != "") {
my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
}
if ($mo->composeMaterial != "") {
$mList = explode(',', $mo->composeMaterial);
$itemId = $mList[0];
$num = $mList[1];
my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
//扣除材料
StoreProc::removeItemFromStore($user->store, $itemId, $num);
}
$gList = explode(',', $mo->composeGem);
$itemId = $gList[0];
my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
//扣除配方金币 宝石
$user->base(true)->Consume_Gold($mo->composeGold);
StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
$goodsStr = $gemId . ',1';
StoreProc::AddMultiItemInStore($goodsStr);
ctx($user);
UserProc::updateUserInfo(); # 回写玩家数据
return Resp::ok(array(
"store" => $user->store, # # 目前来看只涉及到items变化
'gold' => $user->baseInfo->gold,
));
}
/**
* 宝石合成的研究等级提升
*/
static function GemResearchLvUp() {
//list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
$user = ctx();
$researchLevel = $user->Gem->level; //研究等级
$mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
my_Assert($mo != null, ErrCode::err_const_no);
my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
//$list = explode(',',$mo->unlockLevelGoldCost);
my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
$user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
$user->Gem->level += 1;
ctx($user);
UserProc::updateUserInfo(); # 回写玩家数据
return Resp::ok(array(
"lv" => $user->Gem->level, # # 目前来看只涉及到items变化
'gold' => $user->baseInfo->gold,
));
}
/**
* 武器升级
*/
static function weaponUpgrade() {
list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
$user = ctx();
$equipment = $user->store->equipment;
my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
$myPacketItems = $user->store->items;
//消耗材料道具
$total = 0;
$totalGold = 0;
foreach ($items as $costItemId => $costNumber) {
my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
$mo = GameConfig::item_stones_getItem($costItemId);
my_Assert($mo != null, ErrCode::err_const_no);
StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
$total += $mo->baseExp * $costNumber;
$totalGold += $mo->costGold * $costNumber;
}
$wuqiExp = 0;
//消耗武器
foreach ($wuqiList as $wuqiId) {
my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
$mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
$baseExp = $mo->baseExp;
//$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
$wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
$totalGold += $mo->costGold;
StlUtil::dictRemove($user->store->equipment, $wuqiId);
}
my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
$equipVo = new Ins_Weapon($equipment->$uid);
$initLevel = $equipVo->level;
$equipVo->exp += $total + (int) $wuqiExp;
$curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
$curStar = $equipVo->starLevel; #当前星级
$equipVo->level = $curlevel;
if ($curStar < 5) {
$starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
if ($starlimitLv <= $curlevel) {
$equipVo->level = $starlimitLv;
$equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
}
}
$user->store->equipment->$uid = $equipVo;
UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
$user->baseInfo->gold -= $totalGold;
ctx($user);
ctx()->store->items = $myPacketItems; # 更新背包数据
if ($equipVo->level != $initLevel) {
NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
}
UserProc::updateUserInfo(); # 回写玩家数据
return Resp::ok(array(
"store" => $user->store, # # 目前来看只涉及到items变化
'gold' => $user->baseInfo->gold,
));
}
/**
* 武器升级计算
* @param type $xp
* @param type $type
* @return type
*/
static function Upgrade($xp, $qual, $type) {
$curLv = 0;
if ($type == Enum_UpgradeType::Wuqi) {
$heroLvDic = GameConfig::weapon_levelexp()->$qual;
} else {
$heroLvDic = GameConfig::yanlingLevel_type()->$qual;
}
$f = (array) $heroLvDic;
ksort($f);
foreach ($f as $lv => $mo) {
if ($xp < $mo->requiredExp) {
$curLv = $lv - 1;
break;
}
// if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
// $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
// break;
// }
}
return $curLv;
}
/**
* 武器突破
*/
static function weaponTupo() {
list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
$user = ctx();
$equipment = $user->store->equipment;
my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
$typeId = $equipment->$uid->typeId;
$curStar = $equipment->$uid->starLevel;
my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
$mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
my_Assert($mo != null, ErrCode::err_const_no);
my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
// $segID = $mo->segID;
// my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
// my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
$costItemsList = explode(';', $mo->costItems);
foreach ($costItemsList as $value) {
$list = explode(',', $value);
StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
}
UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
$user->baseInfo->gold -= $mo->gold;
$equipment->$uid->starLevel += 1;
NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
$user->store->equipment = $equipment;
ctx($user);
UserProc::updateUserInfo(); # 回写玩家数据
return Resp::ok(array(
"store" => $user->store, # # 目前来看只涉及到items变化
'gold' => $user->baseInfo->gold,
));
}
/**
* 武器替换
* @return type
*/
static function weaponReplace() {
list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
$user = ctx();
$equipment = $user->store->equipment;
my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
$herouid = $equipment->$uid->herouid;
$herouid_replace = $equipment->$replaceId->herouid;
$equipment->$replaceId->herouid = $herouid;
$equipment->$uid->herouid = $herouid_replace;
$user->store->equipment = $equipment;
ctx($user);
UserProc::updateUserInfo(); # 回写玩家数据
return Resp::ok(array(
"store" => $user->store, # # 目前来看只涉及到items变化
));
}
/**
* [6420] 言灵进阶
*/
static function YanlingUpgrade() {
list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
$user = ctx();
my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
$yanlingObj = $user->store->yanling->$yanlingUid;
$yanlingMoId = $yanlingObj->typeId;
$curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
$toGrade = $curGrade + 1; # 下一等阶
my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
$toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
$costs = explode(';', $toGradeCfg->cost_materials);
my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
foreach ($costs as $c) {
list($itemId, $num) = explode(',', $c); # 解析材料
$err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
}
$yanlingObj->grade = $toGrade; # 修改进阶
$user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
UserProc::updateUserInfo(); # 回写玩家数据
return Resp::ok(array(
"store" => $user->store, # # 目前来看只涉及到items变化
));
}
/**
* [6418] 利用言灵召唤书碎片合成召唤书
*/
static function MergeYanlingBook() {
list($bookId) = req()->paras; # 参数 言灵召唤书id
$user = ctx();
$bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
$err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
self::PutOverlyingItemInStore($bookId); # 添加召唤书
UserProc::updateUserInfo(); # 回写数据
return Resp::ok(array(
"store" => $user->store, # # 目前来看只涉及到items变化
));
}
/**
* [6419] 利用言灵召唤书召唤言灵
*/
static function CallYanlingByBook() {
list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
$user = ctx();
$bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
$err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
$costs = explode(';', $bookIdCfg->cost_materials);
my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
foreach ($costs as $c) {
list($itemId, $num) = explode(',', $c); # 解析材料
$err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
}
self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
UserProc::updateUserInfo(); # 回写数据
return Resp::ok(array(
"store" => $user->store, # # 目前来看只涉及到items变化
));
}
/**
* 测试方法
* @return type
*/
static public function Test() {
Err(ErrCode::msg_method_obsoleted, "代码需更新");
}
/**
* [6404] 使用仓库道具
*/
static function useItem() {
list($itemType, $num) = req()->paras; # 提取参数
$mo = GameConfig::item_base_getItem($itemType);
my_Assert(null != $mo, ErrCode::err_const_no);
switch ($mo->subType) {
case 601: # 任务卡
my_Assert($num == 1, "任务卡一次只能使用一张!");
$store = ctx()->store();
$err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
my_Assert(ErrCode::ok == $err, $err);
StoreProc::PutTaskCardInStore($itemType);
ctx()->store = $store;
break;
default :
break;
}
UserProc::updateUserInfo();
return Resp::ok(array(
'priv' => ctx()->privateState,
'store' => ctx()->store));
// Err(ErrCode::msg_method_obsoleted, "代码需更新");
}
/**
* [6405] 刷新仓库列表
*/
static function refreshStore() {
StoreProc::CheckItemNum();
return Resp::ok(array('store' => ctx()->store));
}
/**
* [6406] 从仓库删除道具
*/
static function delItemFromStore() {
list($itemId, $num) = req()->paras;
$err = self::removeItemFromStore(ctx()->store, $itemId, $num);
my_Assert(ErrCode::ok == $err, $err);
UserProc::updateUserInfo();
return Resp::ok(array('store' => ctx()->store));
}
/**
* [6409] 合成道具
*/
static public function composeItem() {
Err(ErrCode::err_method_notimplement);
}
/**
* [6409] 合成碎片(几个碎片合成获得同品质或者更高品质的新碎片)
*/
static public function composePieces() {
Err(ErrCode::err_method_notimplement);
}
//
// --------------- 以下为辅助方法 ------------------
//
//
/**
* 从仓库中移除指定数量的物品
* @param Info_Store $store
* @param type $itemId
* @param type $itemcount
* @return type
*/
static function removeItemFromStore($store, $itemId, $itemcount = 1) {
my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
$store->items->$itemId -= $itemcount;
if ($store->items->$itemId == 0) {
unset($store->items->$itemId);
}
NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
return ErrCode::ok;
}
/**
* 从仓库移出装备
* @param type $itemId uid
* @param Info_Store $store
* @return boolean
*/
static function removeEquipFromStore($uid, $typeId) {
$ok = false;
if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
unset(ctx()->store->equipment->$uid);
$ok = true;
}
return $ok;
}
static function removeYanlingFromStore($uid, $typeId) {
$ok = false;
if (CommUtil::isPropertyExists(ctx()->store->yanling, $uid)) {
my_Assert($typeId == ctx()->store->yanling->$uid->typeId, "typeid检验错误"); // typeid相同;
unset(ctx()->store->yanling->$uid);
$ok = true;
}
return $ok;
}
/**
* 从仓库移除碎片
* @param Info_Store $store
* @param int $segmentId
* @param int $num
* @return bool 成功/失败
*/
static function removeSegmetFromStore($store, $segmentId, $num = 1) {
if (CommUtil::isPropertyExists($store->segement, $segmentId) #
&& $store->segement->$segmentId >= $num) {
$store->segement->$segmentId -= $num;
return TRUE;
}
return false;
}
/**
* 向仓库添加碎片
* @param Info_Store $store
* @param int $segmentId
* @param int $num
*/
static function addSegmentIntoStore($store, $segmentId, $num = 1) {
if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
$store->segement->$segmentId += $num;
} else {
$store->segement->$segmentId = $num;
}
$segMo = GameConfig::item_segment_getItem($segmentId);
my_Assert($segMo != null, ErrCode::err_const_no);
TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
}
//
//
//
/**
* 将其他物品放入仓库
* @param type $itemId
* @param Data_UserGame $game
*/
static function PutItemInStore($itemId, &$game) {
if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
$game->store->items->$itemId += 1;
} else {// 如果仓库中没有这种元素,则其数目置1
$game->store->items->$itemId = 1;
}
}
/**
* 解包多种物品到玩家身上 【警告】此函数的异常处理功能残废,不安全
* 检测如果当前物品格子大于物品总数,则可以获取战利品,否则不可以
* @param string $goodsStr itemid,num;itemid,num;...
* @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
* @deprecated since version 0
* @return type
*/
public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
$user = ctx();
$ary = explode(";", $goodsStr);
//$unlockNum = $user->privateState->expandNum * 5;
//$n = self::countStoreNum();
foreach ($ary as $value) {
$val = explode(",", $value);
$cid = "";
my_Assert(count($val) > 1, "解析奖励字符串出错");
list( $itemId, $num) = $val; # ID, 数量
$smItem = GameConfig::item_base_getItem($itemId); # 道具mo
switch ($smItem->subType) { # 根据类型分别添加到容器中
case META_EXP: # 指挥官经验
// Data_UserGame::Add_Exp($user->baseInfo, $num);
$user->base()->Add_Exp($num); # 加指挥官经验
break;
case META_GOLD_ITEMID: # 金币
// Data_UserGame::Add_Gold($user->baseInfo, $num);
$user->base()->Add_Gold($num, $mask); # 增加金币
break;
case META_CASH_ITEMID: # 钻石
// Data_UserGame::Add_Cash($user->baseInfo, $num);
$user->base()->Add_Cash($num, $mask); # 增加钻石
break;
case META_tili_ITEMID: # 体力
// Data_UserGame::Add_tili($num);
$user->base()->Add_tili($num); # 增加体力
break;
case META_FriendShipPoit_ItemId: # 友情值
// Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
$user->base()->Add_FriendPoint($num); # 加友情点
break;
case META_PVPCOIN_ITEMID: # 竞技币
$user->pvp->pvpCoins += $num;
break;
case META_ActivePoint_ITEMID:
// $user->task->dailyActivePoint += $num; # 每日任务活跃点
break;
case META_RESPOINT_ITEMID:
$user->base()->Add_resPoint($num); # 增加资源点
// Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
break;
case 101: # 武器
for ($n = 0; $n < $num; $n++) {
$cid = StoreProc::PutEquipInStore($itemId);
}
CornerSignEventProc::OnBag_new_Weapon();
CornerSignEventProc::OnRoleWeapon();
break;
case 401: # 言灵
for ($n = 0; $n < $num; $n++) {
$cid = StoreProc::PutYanLingInStore($itemId);
}
CornerSignEventProc::OnBag_new_Yanling();
CornerSignEventProc::OnRoleYanling();
break;
case 501: # 限购礼包
$itemMO = GameConfig::item_package_getItem($itemId);
my_Assert(null != $itemMO, ErrCode::err_const_no);
$err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
my_Assert(ErrCode::ok == $err, $err);
break;
case 601: # 任务卡
$cid = StoreProc::PutTaskCardInStore($itemId);
break;
case 201: # 碎片
$segMo = GameConfig::item_segment_getItem($itemId);
my_Assert($segMo != null, ErrCode::err_const_no);
TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
CornerSignEventProc::OnBag_new_Fragment();
StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
break;
case 202: # 召唤书碎片
case 351: # 言灵召唤书
StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
// $book = GameConfig::item_yanlingbook_getItem($itemId);
// my_Assert(null != $book, ErrCode::err_const_no);
// $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
// my_Assert(null != $ylCfg, ErrCode::err_const_no);
// switch ($ylCfg->career) { # 根据不同职业更新角标系统
// case 1:
// CornerSignEventProc::OnCall_Warrior_new(); # 战士
// break;
// case 2:
// CornerSignEventProc::OnCall_Magician_new(); # 法师
// break;
// case 3:
// CornerSignEventProc::OnCall_Archer_new(); # 射手
// break;
// default :
// break;
// }
break;
case 321: # 进阶材料
case 322: # 进阶材料
case 323: # 锻造材料
case 324: # 魂器
case 332: #普通祈愿券
case 333: #活动祈愿券
case 325: #元素突破材料
case 326: #职业突破材料
case 327: #言灵的突破石
case 328: #言灵的突破材料
case 329: #武器的突破石
case 330: #武器的突破材料
// 补给品
case 341: # 血瓶
case 342: # 能量瓶
case 343: #
case 344: # 回城券 -2022.4.13 海哥
//
case 701: #宝石
case 702: #设计图纸
case 703: #宝石辅助材料
StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
CornerSignEventProc::OnBag_new_Material();
break;
case 311: # 基因(经验丹)
case 312: # 强化道具
case 313:
StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
break;
default :
Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
}
TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
}
return ErrCode::ok; // 返回
}
public static function countStoreNum() {
$user = ctx();
//$num = 0;
$itemDic = $user->store->items;
//$num += count((array)$user->store->items);
$itemNum = 0;
foreach ($itemDic as $key => $num) {
if ($num == 0) {
continue;
}
if ($num > 99999) {
$itemNum += 2;
} else {
$itemNum += 1;
}
}
//var_dump($num);
//var_dump('-----------------');
$itemNum += count((array) $user->store->equipment);
//var_dump($num);
//var_dump('-----------------');
$itemNum += count((array) $user->store->yanling);
//var_dump($itemNum);
return $itemNum;
}
/**
* [6401]向包裹中添加物品
*/
public static function AddItemInStore() {
list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
$user = ctx();
if ($mask == 1) {
$err = self::AddMultiItemInStore($rwdStr, 1, 1);
} else {
$err = self::AddMultiItemInStore($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,
'resPoint' => $user->baseInfo->resPoint,
'store' => $user->store));
}
/**
* 将装备放入背包
* @param type $itemId
*/
static function PutEquipInStore($itemId) {
$privateState = ctx()->privateState;
$unlockNum = $privateState->expandNum * 5;
//var_dump("wuqi==============");
$n = self::countStoreNum();
$initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
ctx()->privateState->currentId = 1;
}
$cid = ctx()->privateState->currentId++;
//$equip = ObjectInit();
$equip = new Ins_Weapon();
$equip->typeId = $itemId;
ctx()->store->equipment->$cid = $equip;
StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
return $cid;
// SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
}
/**
* 将言灵放入背包
* @param type $itemId
*/
static function PutYanLingInStore($itemId) {
//my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
$privateState = ctx()->privateState;
$unlockNum = $privateState->expandNum * 5;
//var_dump("yanling==============");
$n = self::countStoreNum();
$initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
ctx()->privateState->currentId = 1;
}
$cid = ctx()->privateState->currentId++;
//$equip = ObjectInit();
$equip = new Ins_YanLin();
$equip->typeId = $itemId;
ctx()->store->yanling->$cid = $equip;
StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
return $cid;
}
/**
* 将任务卡放入背包
* @param type $itemId
*/
static function PutTaskCardInStore($itemId) {
$privateState = ctx()->privateState;
$unlockNum = $privateState->expandNum * 5;
//var_dump("task==============");
//$n = self::countStoreNum();
//my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
ctx()->privateState->currentId = 1;
}
$cid = ctx()->privateState->currentId++;
$mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
// var_dump($mo);
my_Assert(null != $mo, ErrCode::err_const_no);
$itembaseMo = GameConfig::item_base_getItem($itemId);
my_Assert(null != $itembaseMo, ErrCode::err_const_no);
if ($itembaseMo->pileNum > 0) { # 可叠加
Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
//
// $taskCard = null;
// foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
// $val = new Ins_TaskCard($val);
// if ($val->typeId == $itemId) {
// $taskCard = $val;
// break;
// }
// }
// if (null == $taskCard) { # 原来么有
// $taskCard = new Ins_TaskCard($itemId);
// $taskCard->uid = $cid;
// $req->userInfo->game->store->taskcards->$cid = $taskCard;
// }
// $taskCard->count += 1;
//
} else {
$taskCard = new Ins_TaskCard($itemId);
$taskCard->uid = $cid;
ctx()->store->taskcards->$cid = $taskCard;
}
NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
if (null != $taskCard) {
$t = req()->paras;
req()->paras = array($cid);
TaskProc::OnTaskCard_active(); # 自动激活任务卡
req()->paras = $t;
}
return $cid;
}
/**
* 将可叠加物品放入背包
* @param int $itemId
* @param int $num
*/
static function PutOverlyingItemInStore($itemId, $num = 1) {
//var_dump("item==============".$itemId);
$unlockNum = ctx()->privateState->expandNum * 5;
$n = self::countStoreNum();
$initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
$items = ctx()->store->items; # dic: itemid=>number
if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
$items->$itemId += $num;
} else { # 如果仓库中没有这种元素,则其数目置为num
$items->$itemId = $num;
}
}
/**
* 物品包裹打散成独立道具到仓库
* @param GoodsItemModel $itemModel
* @deprecated since version now
*/
static function addSeprateItem($itemModel) {
Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
}
/**
* [6416] 给英雄装上言灵
*/
static function WearYanlingToHero() {
$user = ctx(); # user引用
list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
$yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
&& $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
Err(ErrCode::store_equipWeared_err);
}
$collectHeros = $user->heros->collectHeros; # 英雄集合
my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
$hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
my_Assert($hero->level >= $yanlingVo->mo()->require_herolvl, "请提升唤灵师等级"); # 可装备的言灵等级受唤灵师等级限制.
$user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
$oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
if ($oldYLid > 0) { # 代表替换操作
$user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
}
$hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
$collectHeros->$herouid = $hero;
TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
UserProc::updateUserInfo(); # 5.回写数据
$ret = array('resp' => "succeed!",
'store' => $user->store);
$resp = Resp::ok($ret); // 返回
HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
return $resp;
}
/**
* [6417] 给英雄卸下言灵
* @deprecated since version 无法卸下,只能更换
*/
static function UnWieldYanling() {
$user = ctx(); # user引用
list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 拥有该装备的英雄的UID
$collectHeros = $user->heros->collectHeros;
my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
$user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
}
// $arr = $collectHeros->$herouid->yanling;
// my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
// StlUtil::arrayRemove($arr, $yanling_uid);
// $collectHeros->$herouid->yanling = $arr;
my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
$collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
UserProc::updateUserInfo(); # 回写数据
$resp = Resp::ok(array('resp' => "succeed!")); // 返回
// StoreProc::CheckItemNum($req);
return $resp;
}
/**
* [6410] 给英雄穿装备
*/
static function WearEquipToHero() {
list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
$user = ctx(); # user引用
my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
$equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
$user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
}
$collectHeros = $user->heros->collectHeros;
my_default_Obj($collectHeros);
my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
$hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
my_Assert($hero->level >= $equipVo->mo()->require_herolvl, "请升级唤灵师."); # 检查武器要求的唤灵师等级, -gwang 2021.4.20
$user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
$oldEquipId = 0;
switch ($itemtype) { # 添加或替换英雄该部位的装备
case 1: # 武器
$oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
$collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
break;
case 2: # 防具
$oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
$collectHeros->$herouid->equip->armor->itemuid = $equipuid;
break;
case 3: # 饰品
$oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
$collectHeros->$herouid->equip->ring->itemuid = $equipuid;
break;
default :
Err(ErrCode::store_equip_type);
break;
}
if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
$user->store->equipment->$oldEquipId->herouid = 0;
}
UserProc::updateUserInfo(); // 5.回写数据
// StoreProc::CheckItemNum($req);
TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
return Resp::ok(array('resp' => "succeed!",
'store' => $user->store)); // 返回
}
/**
* [6411] 给英雄脱装备
* @deprecated since version 不能卸下装备, 只能更换.
*/
static function UnWieldEquip() {
list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 拥有该装备的英雄的UID
$user = ctx(); # user引用
$collectHeros = $user->heros->collectHeros;
my_default_Obj($collectHeros);
my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
$user->store->equipment->$equipuid->herouid = 0;
}
switch ($itemtype) { # 检测该装备是否装备在该英雄身上
case 1: # 武器
if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
Err(ErrCode::store_noequip_err);
}
$collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
break;
case 2: # 防具
if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
Err(ErrCode::store_noequip_err);
}
$collectHeros->$herouid->equip->armor->itemuid = 0;
break;
case 3: # 饰品
if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
Err(ErrCode::store_noequip_err);
}
$collectHeros->$herouid->equip->ring->itemuid = 0;
break;
default :
Err(ErrCode::store_equip_type);
}
UserProc::updateUserInfo(); # 回写数据
return Resp::ok(array('resp' => "succeed!")); // 返回
}
//
//
//
//
/**
* 检查背包中物品的个数
* @return int
*/
public static function CheckItemNum() {
$ItemObj = ctx()->store->items;
$EquipObj = ctx()->store->equipment;
$SegementObj = ctx()->store->segement;
$HeroObj = ctx()->heros->collectHeros;
$ItemNum = 0;
if ($ItemObj) {
foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
$ItemNum++;
}
}
if ($SegementObj) {
foreach ($SegementObj as $value) { # 碎片
$ItemNum++;
}
}
if ($EquipObj) {
foreach ($EquipObj as $value) { // 检测装备类物品格子占用
$ItemNum++;
}
}
if ($HeroObj) {
foreach ($HeroObj as $value) { // 检测英雄装备到身上的情况,装备到英雄身上不占格子,要减去.
$HeroEquipId = $value->equip->weapon->itemuid;
if ($HeroEquipId > 0) {
$ItemNum--;
}
$HeroEquipId = $value->equip->armor->itemuid;
if ($HeroEquipId > 0) {
$ItemNum--;
}
$HeroEquipId = $value->equip->ring->itemuid;
if ($HeroEquipId > 0) {
$ItemNum--;
}
}
}
ctx()->privateState->ItemNum = $ItemNum;
return $ItemNum;
}
/**
* 获取物品格子的上限值---废弃了
* @return int 上限数值
*/
// public static function GetItemMaxNum() {
// $user = ctx();
// if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
// $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
// }
// return $user->privateState->maxItemNum;
// }
/**
* 6412 背包扩容
*/
public static function AddPacketNum() {
$user = ctx(); # user引用
if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
$user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
}
$costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
my_Assert($costCash > 0, ErrCode::paras_err);
my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
$user->privateState->maxItemNum += 10; # 扩容
UserProc::updateUserInfo(); # 保存玩家数据
$resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
StoreProc::CheckItemNum();
return $resp;
}
//
//
//
//
/**
* 出售单一的物品
*/
static function sellItem() {
Err(ErrCode::err_method_obsoleted, "代码需要更新");
}
/**
* 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
*/
static function preSellSingleFromStore($type, $itemId, $count, $uid) {
Err(ErrCode::err_method_obsoleted, "代码需要更新");
}
/**
* 6403 从背包出售多个物品
*/
static function sellMultiItemFromStore() {
Err(ErrCode::err_method_obsoleted, "代码需要更新");
$obj = req()->paras[0]; // 获取物品的结构数组
foreach ($obj as $value) {
$type = $value[0];
$itemId = $value[1];
if ($type > 3) {
$count = intval($value[2]); // 数量
$uid = 0;
} else { ////先判断一下物品类型,如果是可叠加的,就按数量取值,如果是不可叠加的就按uid取值
$count = 1;
$uid = $value[2];
}//物品的uid
$resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
}
if (0 == $resp->err) {
UserProc::updateUserInfo();
}
StoreProc::CheckItemNum();
return $resp;
}
//
//
}