StoreProc.php 49 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * Description of StoreProc
  5. * 仓库/背包 处理流程
  6. * ===========================
  7. * 尚待处理的流程:道具售出时貌似存在多种格式....
  8. * @author
  9. */
  10. class StoreProc {
  11. /**
  12. * 逻辑分发
  13. * 所有的Proc中必须有这样一个方法
  14. */
  15. static function procMain() {
  16. switch (req()->cmd) {
  17. case CmdCode::cmd_store_put: # 6401 放入仓库
  18. return StoreProc::AddItemInStore();
  19. case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
  20. return StoreProc::sellItem();
  21. case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
  22. return StoreProc::sellMultiItemFromStore();
  23. case CmdCode::cmd_store_use: # 6404 使用道具
  24. return StoreProc::useItem();
  25. case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
  26. return StoreProc::refreshStore();
  27. case CmdCode::cmd_store_delItem: # 6406 从仓库删除道具
  28. return StoreProc::delItemFromStore();
  29. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  30. return StoreProc::Test();
  31. // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
  32. // return StoreProc::ItemUpgrade($req);
  33. // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
  34. // return StoreProc::composeItem($req);
  35. //
  36. case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
  37. return StoreProc::WearEquipToHero();
  38. case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
  39. return StoreProc::UnWieldEquip();
  40. //
  41. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  42. return StoreProc::AddPacketNum();
  43. // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  44. // Err(ErrCode::err_method_obsoleted);
  45. //// return StoreProc::MeltEquip($req);
  46. // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  47. // return StoreProc::composePieces($req);
  48. case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
  49. return StoreProc::WearYanlingToHero();
  50. case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
  51. return StoreProc::UnWieldYanling();
  52. case CmdCode::cmd_store_mergeYanlingbook: # 6418 利用言灵召唤书碎片合成召唤书
  53. return self::MergeYanlingBook();
  54. case CmdCode::cmd_store_callyanling: # 6419 利用言灵召唤书召唤言灵
  55. return self::CallYanlingByBook();
  56. case CmdCode::cmd_store_yanling_upgrade: # 6420 言灵进阶
  57. return self::YanlingUpgrade();
  58. case CmdCode::cmd_store__weapon_upgrade: # 6421武器升级
  59. return self::weaponUpgrade();
  60. case CmdCode::cmd_store__weapon_tupo: # 6422武器突破
  61. return self::weaponTupo();
  62. case CmdCode::cmd_store__weaponReplace: # 6423武器替换
  63. return self::weaponReplace();
  64. default:
  65. Err(ErrCode::cmd_err);
  66. }
  67. }
  68. /**
  69. * 武器升级
  70. */
  71. static function weaponUpgrade() {
  72. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  73. $user = req()->userInfo->game;
  74. $equipment = $user->store->equipment;
  75. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  76. $myPacketItems = $user->store->items;
  77. //消耗材料道具
  78. $total = 0;
  79. $totalGold = 0;
  80. foreach ($items as $costItemId => $costNumber) {
  81. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  82. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  83. $mo = GameConfig::item_stones_getItem($costItemId);
  84. my_Assert($mo != null, ErrCode::err_const_no);
  85. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  86. $total += $mo->baseExp * $costNumber;
  87. $totalGold += $mo->costGold * $costNumber;
  88. }
  89. $wuqiExp = 0;
  90. //消耗武器
  91. foreach ($wuqiList as $wuqiId) {
  92. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  93. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  94. $baseExp = $mo->baseExp;
  95. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  96. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  97. $totalGold += $mo->costGold;
  98. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  99. }
  100. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  101. $equipVo = new Ins_Weapon($equipment->$uid);
  102. $initLevel = $equipVo->level;
  103. $equipVo->exp += $total + (int) $wuqiExp;
  104. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  105. $curStar = $equipVo->starLevel; #当前星级
  106. $equipVo->level = $curlevel;
  107. if ($curStar < 5) {
  108. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  109. if ($starlimitLv < $curlevel) {
  110. $equipVo->level = $starlimitLv;
  111. $equipVo->xp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  112. }
  113. }
  114. $user->store->equipment->$uid = $equipVo;
  115. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  116. $user->baseInfo->gold -= $totalGold;
  117. req()->userInfo->game = $user;
  118. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  119. if ($equipVo->level != $initLevel) {
  120. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  121. }
  122. UserProc::updateUserInfo(); # 回写玩家数据
  123. return Resp::ok(array(
  124. "store" => $user->store, # # 目前来看只涉及到items变化
  125. 'gold' => $user->baseInfo->gold,
  126. ));
  127. }
  128. /**
  129. * 武器升级计算
  130. * @param type $xp
  131. * @param type $type
  132. * @return type
  133. */
  134. static function Upgrade($xp, $qual, $type) {
  135. $curLv = 0;
  136. if ($type == Enum_UpgradeType::Wuqi) {
  137. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  138. } else {
  139. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  140. }
  141. $f = (array) $heroLvDic;
  142. ksort($f);
  143. foreach ($f as $lv => $mo) {
  144. if ($xp < $mo->requiredExp) {
  145. $curLv = $lv - 1;
  146. break;
  147. }
  148. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  149. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  150. // break;
  151. // }
  152. }
  153. return $curLv;
  154. }
  155. /**
  156. * 武器突破
  157. */
  158. static function weaponTupo() {
  159. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  160. $user = req()->userInfo->game;
  161. $equipment = $user->store->equipment;
  162. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  163. $typeId = $equipment->$uid->typeId;
  164. $curStar = $equipment->$uid->starLevel;
  165. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  166. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  167. my_Assert($mo != null, ErrCode::err_const_no);
  168. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  169. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  170. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  171. // $segID = $mo->segID;
  172. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  173. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  174. $costItemsList = explode(';', $mo->costItems);
  175. foreach ($costItemsList as $value) {
  176. $list = explode(',', $value);
  177. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  178. }
  179. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  180. $user->baseInfo->gold -= $mo->gold;
  181. $equipment->$uid->starLevel += 1;
  182. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  183. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  184. $user->store->equipment = $equipment;
  185. req()->userInfo->game = $user;
  186. UserProc::updateUserInfo(); # 回写玩家数据
  187. return Resp::ok(array(
  188. "store" => $user->store, # # 目前来看只涉及到items变化
  189. 'gold' => $user->baseInfo->gold,
  190. ));
  191. }
  192. /**
  193. * 武器替换
  194. * @return type
  195. */
  196. static function weaponReplace() {
  197. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  198. $user = req()->userInfo->game;
  199. $equipment = $user->store->equipment;
  200. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  201. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  202. $herouid = $equipment->$uid->herouid;
  203. $herouid_replace = $equipment->$replaceId->herouid;
  204. $equipment->$replaceId->herouid = $herouid;
  205. $equipment->$uid->herouid = $herouid_replace;
  206. $user->store->equipment = $equipment;
  207. req()->userInfo->game = $user;
  208. UserProc::updateUserInfo(); # 回写玩家数据
  209. return Resp::ok(array(
  210. "store" => $user->store, # # 目前来看只涉及到items变化
  211. ));
  212. }
  213. /**
  214. * [6420] 言灵进阶
  215. */
  216. static function YanlingUpgrade() {
  217. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  218. $user = req()->userInfo->game;
  219. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  220. $yanlingObj = $user->store->yanling->$yanlingUid;
  221. $yanlingMoId = $yanlingObj->typeId;
  222. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  223. $toGrade = $curGrade + 1; # 下一等阶
  224. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  225. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  226. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  227. $costs = explode(';', $toGradeCfg->cost_materials);
  228. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  229. foreach ($costs as $c) {
  230. list($itemId, $num) = explode(',', $c); # 解析材料
  231. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  232. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  233. }
  234. $yanlingObj->grade = $toGrade; # 修改进阶
  235. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  236. UserProc::updateUserInfo(); # 回写玩家数据
  237. return Resp::ok(array(
  238. "store" => $user->store, # # 目前来看只涉及到items变化
  239. ));
  240. }
  241. /**
  242. * [6418] 利用言灵召唤书碎片合成召唤书
  243. */
  244. static function MergeYanlingBook() {
  245. list($bookId) = req()->paras; # 参数 言灵召唤书id
  246. $user = req()->userInfo->game;
  247. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  248. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  249. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  250. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  251. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  252. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  253. UserProc::updateUserInfo(); # 回写数据
  254. return Resp::ok(array(
  255. "store" => $user->store, # # 目前来看只涉及到items变化
  256. ));
  257. }
  258. /**
  259. * [6419] 利用言灵召唤书召唤言灵
  260. */
  261. static function CallYanlingByBook() {
  262. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  263. $user = req()->userInfo->game;
  264. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  265. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  266. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  267. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  268. $costs = explode(';', $bookIdCfg->cost_materials);
  269. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  270. foreach ($costs as $c) {
  271. list($itemId, $num) = explode(',', $c); # 解析材料
  272. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  273. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  274. }
  275. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  276. UserProc::updateUserInfo(); # 回写数据
  277. return Resp::ok(array(
  278. "store" => $user->store, # # 目前来看只涉及到items变化
  279. ));
  280. }
  281. /**
  282. * 测试方法
  283. * @return type
  284. */
  285. static public function Test() {
  286. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  287. }
  288. /**
  289. * [6404] 使用仓库道具
  290. */
  291. static function useItem() {
  292. list($itemType, $num) = req()->paras; # 提取参数
  293. $mo = GameConfig::item_base_getItem($itemType);
  294. my_Assert(null != $mo, ErrCode::err_const_no);
  295. switch ($mo->subType) {
  296. case 601: # 任务卡
  297. my_Assert($num == 1, "任务卡一次只能使用一张!");
  298. $store = req()->userInfo->game->store();
  299. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  300. my_Assert(ErrCode::ok == $err, $err);
  301. StoreProc::PutTaskCardInStore($itemType);
  302. req()->userInfo->game->store = $store;
  303. break;
  304. default :
  305. break;
  306. }
  307. UserProc::updateUserInfo();
  308. return Resp::ok(array(
  309. 'priv' => req()->userInfo->game->privateState,
  310. 'store' => req()->userInfo->game->store));
  311. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  312. }
  313. /**
  314. * [6405] 刷新仓库列表
  315. */
  316. static function refreshStore() {
  317. StoreProc::CheckItemNum();
  318. return Resp::ok(array('store' => req()->userInfo->game->store));
  319. }
  320. /**
  321. * [6406] 从仓库删除道具
  322. */
  323. static function delItemFromStore() {
  324. list($itemId, $num) = req()->paras;
  325. $err = self::removeItemFromStore(req()->userInfo->game->store, $itemId, $num);
  326. my_Assert(ErrCode::ok == $err, $err);
  327. UserProc::updateUserInfo();
  328. return Resp::ok(array('store' => req()->userInfo->game->store));
  329. }
  330. /**
  331. * [6409] 合成道具
  332. */
  333. static public function composeItem() {
  334. Err(ErrCode::err_method_notimplement);
  335. }
  336. /**
  337. * [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)
  338. */
  339. static public function composePieces() {
  340. Err(ErrCode::err_method_notimplement);
  341. }
  342. // </editor-fold>
  343. // --------------- 以下为辅助方法 ------------------
  344. //
  345. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  346. /**
  347. * 从仓库中移除指定数量的物品
  348. * @param Info_Store $store
  349. * @param type $itemId
  350. * @param type $itemcount
  351. * @return type
  352. */
  353. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  354. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  355. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  356. $store->items->$itemId -= $itemcount;
  357. if ($store->items->$itemId == 0) {
  358. unset($store->items->$itemId);
  359. }
  360. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  361. return ErrCode::ok;
  362. }
  363. /**
  364. * 从仓库移出装备
  365. * @param type $itemId uid
  366. * @param Info_Store $store
  367. * @return boolean
  368. */
  369. static function removeEquipFromStore($uid, $typeId) {
  370. $ok = false;
  371. if (CommUtil::isPropertyExists(req()->userInfo->game->store->equipment, $uid)) {
  372. my_Assert($typeId == req()->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  373. unset(req()->userInfo->game->store->equipment->$uid);
  374. $ok = true;
  375. }
  376. return $ok;
  377. }
  378. /**
  379. * 从仓库移除碎片
  380. * @param Info_Store $store
  381. * @param int $segmentId
  382. * @param int $num
  383. * @return bool 成功/失败
  384. */
  385. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  386. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  387. && $store->segement->$segmentId >= $num) {
  388. $store->segement->$segmentId -= $num;
  389. return TRUE;
  390. }
  391. return false;
  392. }
  393. /**
  394. * 向仓库添加碎片
  395. * @param Info_Store $store
  396. * @param int $segmentId
  397. * @param int $num
  398. */
  399. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  400. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  401. $store->segement->$segmentId += $num;
  402. } else {
  403. $store->segement->$segmentId = $num;
  404. }
  405. $segMo = GameConfig::item_segment_getItem($segmentId);
  406. my_Assert($segMo != null, ErrCode::err_const_no);
  407. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  408. }
  409. // </editor-fold>
  410. //
  411. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  412. /**
  413. * 将其他物品放入仓库
  414. * @param type $itemId
  415. * @param Data_UserGame $game
  416. */
  417. static function PutItemInStore($itemId, &$game) {
  418. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  419. $game->store->items->$itemId += 1;
  420. } else {// 如果仓库中没有这种元素,则其数目置1
  421. $game->store->items->$itemId = 1;
  422. }
  423. }
  424. /**
  425. * 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
  426. * 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
  427. * @param string $goodsStr itemid,num;itemid,num;...
  428. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  429. * @deprecated since version 0
  430. * @return type
  431. */
  432. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  433. $user = req()->userInfo->game;
  434. $ary = explode(";", $goodsStr);
  435. foreach ($ary as $value) {
  436. $val = explode(",", $value);
  437. $cid = "";
  438. my_Assert(count($val) > 1, "解析奖励字符串出错");
  439. list( $itemId, $num) = $val; # ID, 数量
  440. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  441. switch ($smItem->subType) { # 根据类型分别添加到容器中
  442. case META_EXP: # 指挥官经验
  443. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  444. $user->base()->Add_Exp($num); # 加指挥官经验
  445. break;
  446. case META_GOLD_ITEMID: # 金币
  447. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  448. $user->base()->Add_Gold($num, $mask); # 增加金币
  449. break;
  450. case META_CASH_ITEMID: # 钻石
  451. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  452. $user->base()->Add_Cash($num, $mask); # 增加钻石
  453. break;
  454. case META_tili_ITEMID: # 体力
  455. // Data_UserGame::Add_tili($num);
  456. $user->base()->Add_tili($num); # 增加体力
  457. break;
  458. case META_FriendShipPoit_ItemId: # 友情值
  459. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  460. $user->base()->Add_FriendPoint($num); # 加友情点
  461. break;
  462. case META_PVPCOIN_ITEMID: # 竞技币
  463. $user->pvp->pvpCoins += $num;
  464. break;
  465. case META_ActivePoint_ITEMID:
  466. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  467. break;
  468. case META_RESPOINT_ITEMID:
  469. $user->base()->Add_resPoint($num); # 增加资源点
  470. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  471. break;
  472. case 101: # 武器
  473. for ($n = 0; $n < $num; $n++) {
  474. $cid = StoreProc::PutEquipInStore($itemId);
  475. }
  476. CornerSignEventProc::OnBag_new_Weapon();
  477. break;
  478. case 401: # 言灵
  479. for ($n = 0; $n < $num; $n++) {
  480. $cid = StoreProc::PutYanLingInStore($itemId);
  481. }
  482. CornerSignEventProc::OnBag_new_Yanling();
  483. break;
  484. case 501: # 限购礼包
  485. $itemMO = GameConfig::item_package_getItem($itemId);
  486. my_Assert(null != $itemMO, ErrCode::err_const_no);
  487. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  488. my_Assert(ErrCode::ok == $err, $err);
  489. break;
  490. case 601: # 任务卡
  491. $cid = StoreProc::PutTaskCardInStore($itemId);
  492. break;
  493. case 201: # 碎片
  494. $segMo = GameConfig::item_segment_getItem($itemId);
  495. my_Assert($segMo != null, ErrCode::err_const_no);
  496. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  497. CornerSignEventProc::OnBag_new_Fragment();
  498. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  499. break;
  500. case 202: # 召唤书碎片
  501. case 351: # 言灵召唤书
  502. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  503. $book = GameConfig::item_yanlingbook_getItem($itemId);
  504. my_Assert(null != $book, ErrCode::err_const_no);
  505. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  506. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  507. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  508. case 1:
  509. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  510. break;
  511. case 2:
  512. CornerSignEventProc::OnCall_Magician_new(); # 法师
  513. break;
  514. case 3:
  515. CornerSignEventProc::OnCall_Archer_new(); # 射手
  516. break;
  517. default :
  518. break;
  519. }
  520. break;
  521. case 321: # 进阶材料
  522. case 322: # 进阶材料
  523. case 323: # 锻造材料
  524. case 324: # 魂器
  525. case 332: #普通祈愿券
  526. case 333: #活动祈愿券
  527. case 325: #元素突破材料
  528. case 326: #职业突破材料
  529. case 327: #言灵的突破石
  530. case 328: #言灵的突破材料
  531. case 329: #武器的突破石
  532. case 330: #武器的突破材料
  533. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  534. CornerSignEventProc::OnBag_new_Material();
  535. break;
  536. case 311: # 基因(经验丹)
  537. case 312: # 强化道具
  538. case 313:
  539. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  540. break;
  541. case 341: # 战场中掉落,不会进入包裹
  542. case 342:
  543. case 343:
  544. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  545. break;
  546. default :
  547. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  548. }
  549. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  550. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  551. }
  552. return ErrCode::ok; // 返回
  553. }
  554. /**
  555. * [6401]向包裹中添加物品
  556. */
  557. public static function AddItemInStore() {
  558. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  559. $user = req()->userInfo->game;
  560. if ($mask == 1) {
  561. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  562. } else {
  563. $err = self::AddMultiItemInStore($rwdStr);
  564. }
  565. my_Assert(ErrCode::ok == $err, $err);
  566. UserProc::updateUserInfo();
  567. return Resp::ok(array(
  568. 'gold' => $user->baseInfo->gold,
  569. 'tili' => $user->baseInfo->tili,
  570. 'cash' => $user->baseInfo->cash,
  571. 'resPoint' => $user->baseInfo->resPoint,
  572. 'store' => $user->store));
  573. }
  574. /**
  575. * 将装备放入背包
  576. * @param type $itemId
  577. */
  578. static function PutEquipInStore($itemId) {
  579. $privateState = req()->userInfo->game->privateState;
  580. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  581. req()->userInfo->game->privateState->currentId = 1;
  582. }
  583. $cid = req()->userInfo->game->privateState->currentId++;
  584. //$equip = ObjectInit();
  585. $equip = new Ins_Weapon();
  586. $equip->typeId = $itemId;
  587. req()->userInfo->game->store->equipment->$cid = $equip;
  588. return $cid;
  589. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  590. }
  591. /**
  592. * 将言灵放入背包
  593. * @param type $itemId
  594. */
  595. static function PutYanLingInStore($itemId) {
  596. my_Assert(count((array) req()->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  597. $privateState = req()->userInfo->game->privateState;
  598. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  599. req()->userInfo->game->privateState->currentId = 1;
  600. }
  601. $cid = req()->userInfo->game->privateState->currentId++;
  602. //$equip = ObjectInit();
  603. $equip = new Ins_YanLin();
  604. $equip->typeId = $itemId;
  605. req()->userInfo->game->store->yanling->$cid = $equip;
  606. return $cid;
  607. }
  608. /**
  609. * 将任务卡放入背包
  610. * @param type $itemId
  611. */
  612. static function PutTaskCardInStore($itemId) {
  613. $privateState = req()->userInfo->game->privateState;
  614. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  615. req()->userInfo->game->privateState->currentId = 1;
  616. }
  617. $cid = req()->userInfo->game->privateState->currentId++;
  618. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  619. my_Assert(null != $mo, ErrCode::err_const_no);
  620. $itembaseMo = GameConfig::item_base_getItem($itemId);
  621. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  622. if ($itembaseMo->pileNum > 0) { # 可叠加
  623. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  624. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  625. // $taskCard = null;
  626. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  627. // $val = new Ins_TaskCard($val);
  628. // if ($val->typeId == $itemId) {
  629. // $taskCard = $val;
  630. // break;
  631. // }
  632. // }
  633. // if (null == $taskCard) { # 原来么有
  634. // $taskCard = new Ins_TaskCard($itemId);
  635. // $taskCard->uid = $cid;
  636. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  637. // }
  638. // $taskCard->count += 1;
  639. // </editor-fold>
  640. } else {
  641. $taskCard = new Ins_TaskCard($itemId);
  642. $taskCard->uid = $cid;
  643. req()->userInfo->game->store->taskcards->$cid = $taskCard;
  644. }
  645. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  646. if (null != $taskCard) {
  647. req()->paras = array($cid);
  648. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  649. }
  650. return $cid;
  651. }
  652. /**
  653. * 将可叠加物品放入背包
  654. * @param int $itemId
  655. * @param int $num
  656. */
  657. static function PutOverlyingItemInStore($itemId, $num = 1) {
  658. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  659. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  660. $items->$itemId += $num;
  661. } else { # 如果仓库中没有这种元素,则其数目置为num
  662. $items->$itemId = $num;
  663. }
  664. }
  665. /**
  666. * 物品包裹打散成独立道具到仓库
  667. * @param GoodsItemModel $itemModel
  668. * @deprecated since version now
  669. */
  670. static function addSeprateItem($itemModel) {
  671. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  672. }
  673. /**
  674. * [6416] 给英雄装上言灵
  675. */
  676. static function WearYanlingToHero() {
  677. $user = req()->userInfo->game; # user引用
  678. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  679. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  680. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  681. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  682. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  683. Err(ErrCode::store_equipWeared_err);
  684. }
  685. $collectHeros = $user->heros->collectHeros; # 英雄集合
  686. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  687. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  688. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  689. my_Assert($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.
  690. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  691. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  692. if ($oldYLid > 0) { # 代表替换操作
  693. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  694. }
  695. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  696. $collectHeros->$herouid = $hero;
  697. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  698. UserProc::updateUserInfo(); # 5.回写数据
  699. $ret = array('resp' => "succeed!",
  700. 'store' => $user->store);
  701. $resp = Resp::ok($ret); // 返回
  702. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  703. return $resp;
  704. }
  705. /**
  706. * [6417] 给英雄卸下言灵
  707. * @deprecated since version 无法卸下,只能更换
  708. */
  709. static function UnWieldYanling() {
  710. $user = req()->userInfo->game; # user引用
  711. list($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
  712. $collectHeros = $user->heros->collectHeros;
  713. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  714. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  715. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  716. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  717. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  718. }
  719. // $arr = $collectHeros->$herouid->yanling;
  720. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  721. // StlUtil::arrayRemove($arr, $yanling_uid);
  722. // $collectHeros->$herouid->yanling = $arr;
  723. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  724. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  725. UserProc::updateUserInfo(); # 回写数据
  726. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  727. // StoreProc::CheckItemNum($req);
  728. return $resp;
  729. }
  730. /**
  731. * [6410] 给英雄穿装备
  732. */
  733. static function WearEquipToHero() {
  734. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  735. $user = req()->userInfo->game; # user引用
  736. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  737. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  738. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  739. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  740. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  741. }
  742. $collectHeros = $user->heros->collectHeros;
  743. my_default_Obj($collectHeros);
  744. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  745. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  746. my_Assert($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
  747. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  748. $oldEquipId = 0;
  749. switch ($itemtype) { # 添加或替换英雄该部位的装备
  750. case 1: # 武器
  751. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  752. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  753. break;
  754. case 2: # 防具
  755. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  756. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  757. break;
  758. case 3: # 饰品
  759. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  760. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  761. break;
  762. default :
  763. Err(ErrCode::store_equip_type);
  764. break;
  765. }
  766. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  767. $user->store->equipment->$oldEquipId->herouid = 0;
  768. }
  769. UserProc::updateUserInfo(); // 5.回写数据
  770. // StoreProc::CheckItemNum($req);
  771. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  772. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  773. return Resp::ok(array('resp' => "succeed!",
  774. 'store' => $user->store)); // 返回
  775. }
  776. /**
  777. * [6411] 给英雄脱装备
  778. * @deprecated since version 不能卸下装备, 只能更换.
  779. */
  780. static function UnWieldEquip() {
  781. list($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
  782. $user = req()->userInfo->game; # user引用
  783. $collectHeros = $user->heros->collectHeros;
  784. my_default_Obj($collectHeros);
  785. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  786. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  787. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  788. $user->store->equipment->$equipuid->herouid = 0;
  789. }
  790. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  791. case 1: # 武器
  792. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  793. Err(ErrCode::store_noequip_err);
  794. }
  795. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  796. break;
  797. case 2: # 防具
  798. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  799. Err(ErrCode::store_noequip_err);
  800. }
  801. $collectHeros->$herouid->equip->armor->itemuid = 0;
  802. break;
  803. case 3: # 饰品
  804. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  805. Err(ErrCode::store_noequip_err);
  806. }
  807. $collectHeros->$herouid->equip->ring->itemuid = 0;
  808. break;
  809. default :
  810. Err(ErrCode::store_equip_type);
  811. }
  812. UserProc::updateUserInfo(); # 回写数据
  813. return Resp::ok(array('resp' => "succeed!")); // 返回
  814. }
  815. // </editor-fold>
  816. //
  817. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  818. //
  819. /**
  820. * 检查背包中物品的个数
  821. * @return int
  822. */
  823. public static function CheckItemNum() {
  824. $ItemObj = req()->userInfo->game->store->items;
  825. $EquipObj = req()->userInfo->game->store->equipment;
  826. $SegementObj = req()->userInfo->game->store->segement;
  827. $HeroObj = req()->userInfo->game->heros->collectHeros;
  828. $ItemNum = 0;
  829. if ($ItemObj) {
  830. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  831. $ItemNum++;
  832. }
  833. }
  834. if ($SegementObj) {
  835. foreach ($SegementObj as $value) { # 碎片
  836. $ItemNum++;
  837. }
  838. }
  839. if ($EquipObj) {
  840. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  841. $ItemNum++;
  842. }
  843. }
  844. if ($HeroObj) {
  845. 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.
  846. $HeroEquipId = $value->equip->weapon->itemuid;
  847. if ($HeroEquipId > 0) {
  848. $ItemNum--;
  849. }
  850. $HeroEquipId = $value->equip->armor->itemuid;
  851. if ($HeroEquipId > 0) {
  852. $ItemNum--;
  853. }
  854. $HeroEquipId = $value->equip->ring->itemuid;
  855. if ($HeroEquipId > 0) {
  856. $ItemNum--;
  857. }
  858. }
  859. }
  860. req()->userInfo->game->privateState->ItemNum = $ItemNum;
  861. return $ItemNum;
  862. }
  863. /**
  864. * 获取物品格子的上限值
  865. * @return int 上限数值
  866. */
  867. public static function GetItemMaxNum() {
  868. $user = req()->userInfo->game;
  869. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  870. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  871. }
  872. return $user->privateState->maxItemNum;
  873. }
  874. /**
  875. * 6412 背包扩容
  876. */
  877. public static function AddPacketNum() {
  878. $user = req()->userInfo->game; # user引用
  879. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  880. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  881. }
  882. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  883. my_Assert($costCash > 0, ErrCode::paras_err);
  884. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  885. $user->privateState->maxItemNum += 10; # 扩容
  886. UserProc::updateUserInfo(); # 保存玩家数据
  887. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  888. StoreProc::CheckItemNum();
  889. return $resp;
  890. }
  891. // </editor-fold>
  892. //
  893. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  894. //
  895. /**
  896. * 出售单一的物品
  897. */
  898. static function sellItem() {
  899. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  900. }
  901. /**
  902. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  903. */
  904. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  905. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  906. }
  907. /**
  908. * 6403 从背包出售多个物品
  909. */
  910. static function sellMultiItemFromStore() {
  911. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  912. $obj = req()->paras[0]; // 获取物品的结构数组
  913. foreach ($obj as $value) {
  914. $type = $value[0];
  915. $itemId = $value[1];
  916. if ($type > 3) {
  917. $count = intval($value[2]); // 数量
  918. $uid = 0;
  919. } 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
  920. $count = 1;
  921. $uid = $value[2];
  922. }//物品的uid
  923. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  924. }
  925. if (0 == $resp->err) {
  926. UserProc::updateUserInfo();
  927. }
  928. StoreProc::CheckItemNum();
  929. return $resp;
  930. }
  931. // </editor-fold>
  932. //
  933. }