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; } // // }