StoreProc.php 66 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. case CmdCode::cmd_store_GemCompose: #6424
  65. return StoreProc::GemComposeItem();
  66. case CmdCode::cmd_store_GemResearchLvUp: # 6425
  67. return StoreProc::GemResearchLvUp();
  68. case CmdCode::cmd_store_GemSet:
  69. return StoreProc::GemSetYanLing();
  70. case CmdCode::cmd_store_GemRemove:
  71. return StoreProc::GemRemoveYanLing();
  72. case CmdCode::cmd_store_unlockStore:
  73. return StoreProc::unlockStore();
  74. case CmdCode::cmd_store_buyWeapon: #6429
  75. return self::buyWeapon();
  76. case CmdCode::cmd_store_getShopWeapon: # 6430
  77. return self::getShopWeapon();
  78. case CmdCode::cmd_store_buySupplies: #6431 购买补给品
  79. return self::buySupplies();
  80. case CmdCode::cmd_store_expandStorage: # 6432
  81. return self::expandStorage();
  82. case CmdCode::cmd_store_changeStorage: # 6433
  83. return self::changeStorage();
  84. default:
  85. Err(ErrCode::cmd_err);
  86. }
  87. }
  88. /**
  89. * 6432
  90. * @return type
  91. */
  92. public static function changeStorage() {
  93. $type = req()->paras[0]; # 1:放入 2移除到背包
  94. $index = req()->paras[1]; #放入第几个格子
  95. $itemid = req()->paras[2]; # itemid
  96. $store = ctx()->store(true);
  97. StoreProc::removeEquipFromStore($uid, $typeId);
  98. ctx()->store(true)->storage->$key = array();
  99. UserProc::updateUserInfo();
  100. return Resp::ok(array("store"=>$store,));
  101. }
  102. public static function expandStorage() {
  103. $cost = GameConfig::globalsettings()->expandStorageCost;
  104. $list = explode(',', $cost);
  105. $key = 3;
  106. my_Assert(StlUtil::dictHasProperty(!ctx()->store(true)->storage, $key), ErrCode::store_expandStorage);
  107. if($list[0] == 1){
  108. my_Assert(ctx()->base(true)->gold >= $list[1], ErrCode::notenough_gold_msg);
  109. ctx()->base(true)->Consume_Gold($list[1]);
  110. } elseif ($list[0] == 2) {
  111. my_Assert(ctx()->base(true)->cash >= $list[1], ErrCode::notenough_cash_msg);
  112. ctx()->base(true)->Consume_Cash($list[1]);
  113. }
  114. $str = $list[0].",". $list[1];
  115. ctx()->store(true)->storage->$key = array();
  116. UserProc::updateUserInfo();
  117. return Resp::ok(array("storage"=>ctx()->store(true)->storage,"cost"=>$str,));
  118. }
  119. /**
  120. * 6431 购买补给品
  121. */
  122. public static function buySupplies() {
  123. $npcid = req()->paras[0]; # 提取参数
  124. $itemid = req()->paras[1]; # 提取参数
  125. $num = req()->paras[2]; # 提取参数
  126. //补充shop_supplies的mo
  127. $mo = GameConfig::shop_supplies_getItem($npcid, $itemid);
  128. my_Assert($mo != null, ErrCode::err_const_no);
  129. $cost = $mo->cost * $num;
  130. my_Assert($num <= $mo->num, ErrCode::err_const_no);
  131. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  132. ctx()->base(true)->Consume_Gold($cost);
  133. $goodsStr = $itemid.','.$num;
  134. StoreProc::AddMultiItemInStore($goodsStr);
  135. UserProc::updateUserInfo();
  136. return Resp::ok(array("store"=>ctx()->store(),"cost"=>$cost,));
  137. }
  138. /**
  139. *
  140. */
  141. public static function getShopWeapon() {
  142. $npcid = req()->paras[0]; # 提取参数
  143. self::DailyRefreshWeapon($npcid);
  144. UserProc::updateUserInfo();
  145. return Resp::ok(array(
  146. "store" => ctx()->store(), #
  147. ));
  148. }
  149. /**
  150. *
  151. * @return type
  152. */
  153. public static function buyWeapon() {
  154. $npcid = req()->paras[0]; # 提取参数
  155. $weaponId = req()->paras[1]; # 提取参数
  156. $store = ctx()->store(true);
  157. $type = 0;
  158. $tag = true;
  159. if (StlUtil::dictHasProperty($store->weaponReward, $npcid)) {
  160. $dic = $store->weaponReward->$npcid;
  161. foreach ($dic as $k => $list) {
  162. if (in_array($weaponId, $list)) {
  163. $tag = false;
  164. break;
  165. }
  166. }
  167. }
  168. my_Assert($tag == true, ErrCode::store_weaponCantBuy);
  169. $list = GameConfig::shop_weapon_getItemArray($npcid);
  170. $cost = 0;
  171. foreach ($list as $item) {
  172. $weaponList = explode(';', $item->weaponlist);
  173. foreach ($weaponList as $value) {
  174. $pList = explode(',', $value);
  175. if (in_array($weaponId, $pList)) {
  176. $type = $item->id;
  177. $cost = $item->cost;
  178. break 2;
  179. }
  180. }
  181. }
  182. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  183. ctx()->base(true)->Consume_Gold($cost);
  184. $store->weaponReward->$npcid->$type[] = $weaponId;
  185. ctx()->store = $store;
  186. UserProc::updateUserInfo();
  187. return Resp::ok(array(
  188. "store" => $store,
  189. "cost"=> $cost,
  190. ));
  191. }
  192. /*
  193. * 每日刷新武器
  194. */
  195. public static function DailyRefreshWeapon($npcid = null) {
  196. //没有数据初始化,有数据不在管
  197. if ($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)) {
  198. $list = GameConfig::shop_weapon_getItemArray($npcid);
  199. foreach ($list as $value) {
  200. $ret = new \stdClass();
  201. $arr = explode(';', $value->weaponlist);
  202. foreach ($arr as $item) {
  203. $itemList = explode(',', $item);
  204. $id = $itemList[0];
  205. $per = $itemList[1];
  206. $ret->$id = $per;
  207. }
  208. $retArr = array();
  209. $type = $value->id;
  210. $pArr = self::randweapon($ret, $value->num);
  211. //数组合并
  212. $retArr = array_merge($retArr, $pArr);
  213. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  214. }
  215. } else if($npcid == null){
  216. //每日登录刷新,刷新的时候把已经购买过的武器去掉;
  217. $dic = ctx()->store()->weaponPool;
  218. foreach ($dic as $npcid => $val) {
  219. $list = GameConfig::shop_weapon_getItemArray($npcid);
  220. foreach ($list as $value) {
  221. $ret = new \stdClass();
  222. $arr = explode(';', $value->weaponlist);
  223. foreach ($arr as $item) {
  224. $itemList = explode(',', $item);
  225. $id = $itemList[0];
  226. $per = $itemList[1];
  227. $ret->$id = $per;
  228. }
  229. $ret2 = $ret;
  230. $type = $value->id;
  231. if (StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)) {
  232. $weaponList = ctx()->store()->weaponReward->$npcid->$type;
  233. foreach ($weaponList as $wid) {
  234. if (StlUtil::dictHasProperty($ret, $wid)) {
  235. StlUtil::dictRemove($ret, $wid);
  236. }
  237. }
  238. }
  239. $temp = $ret;
  240. 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
  241. $temp = $ret2;
  242. ctx()->store()->weaponReward->$npcid->$type = array();
  243. }
  244. $retArr = array();
  245. $pArr = self::randweapon($temp, $value->num);
  246. $retArr = array_merge($retArr, $pArr);
  247. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  248. }
  249. }
  250. }
  251. }
  252. static function randweapon($temp, $limit) {
  253. $resultArr = array();
  254. $num = 0;
  255. while (true) {
  256. $total = 0;
  257. foreach ($temp as $k => $v) {
  258. $total += $v;
  259. }
  260. $n = rand(1, $total);
  261. $start = 0;
  262. foreach ($temp as $id => $per) {
  263. $start += $per;
  264. if ($n <= $start) {
  265. if (in_array($id, $resultArr)) {
  266. StlUtil::dictRemove($temp, $id);
  267. break;
  268. } else {
  269. $resultArr[] = $id;
  270. $num += 1;
  271. break;
  272. }
  273. }
  274. }
  275. if ($num >= $limit) {
  276. break;
  277. }
  278. }
  279. return $resultArr;
  280. }
  281. /**
  282. * 扩容
  283. * @return type
  284. */
  285. static function unlockStore() {
  286. //list() = req()->paras;
  287. $user = ctx();
  288. $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
  289. my_Assert($mo != null, ErrCode::err_const_no);
  290. my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
  291. $user->base(true)->Consume_Gold($mo->cost);
  292. $user->privateState->expandNum += 1;
  293. ctx($user);
  294. UserProc::updateUserInfo(); # 回写玩家数据
  295. return Resp::ok(array(
  296. "gold" => $user->baseInfo->gold,
  297. "expandNum" => $user->privateState->expandNum,
  298. ));
  299. }
  300. /**
  301. * 宝石镶嵌
  302. */
  303. static function GemSetYanLing() {
  304. list($gemId, $yanlingUid) = req()->paras;
  305. $user = ctx();
  306. $yanling = $user->store->yanling;
  307. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  308. my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
  309. if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
  310. $yanling->$yanlingUid->gemId = 0;
  311. }
  312. my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
  313. StoreProc::removeItemFromStore($user->store, $gemId);
  314. $yanling->$yanlingUid->gemId = $gemId;
  315. $user->store->yanling = $yanling;
  316. ctx($user);
  317. UserProc::updateUserInfo(); # 回写玩家数据
  318. return Resp::ok(array(
  319. "store" => $user->store, # # 目前来看只涉及到items变化
  320. ));
  321. }
  322. /**
  323. * 从严灵上卸下宝石
  324. */
  325. static function GemRemoveYanLing() {
  326. list($yanlingUid) = req()->paras;
  327. $user = ctx();
  328. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  329. $gemId = $user->store->yanling->$yanlingUid->gemId;
  330. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  331. $goodsStr = $gemId . ",1";
  332. StoreProc::AddMultiItemInStore($goodsStr);
  333. $user->store->yanling->$yanlingUid->gemId = 0;
  334. ctx($user);
  335. UserProc::updateUserInfo(); # 回写玩家数据
  336. return Resp::ok(array(
  337. "store" => $user->store, # # 目前来看只涉及到items变化
  338. ));
  339. }
  340. /**
  341. * 宝石合成
  342. */
  343. static function GemComposeItem() {
  344. list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  345. $user = ctx();
  346. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  347. $mo = GameConfig::gem_formula_getItem($gemId);
  348. my_Assert($mo != null, ErrCode::err_const_no); #
  349. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  350. $itemId = $mo->drawItem;
  351. if ($itemId != "") {
  352. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
  353. }
  354. if ($mo->composeMaterial != "") {
  355. $mList = explode(',', $mo->composeMaterial);
  356. $itemId = $mList[0];
  357. $num = $mList[1];
  358. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
  359. //扣除材料
  360. StoreProc::removeItemFromStore($user->store, $itemId, $num);
  361. }
  362. $gList = explode(',', $mo->composeGem);
  363. $itemId = $gList[0];
  364. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
  365. my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
  366. //扣除配方金币 宝石
  367. $user->base(true)->Consume_Gold($mo->composeGold);
  368. StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
  369. $goodsStr = $gemId . ',1';
  370. StoreProc::AddMultiItemInStore($goodsStr);
  371. ctx($user);
  372. UserProc::updateUserInfo(); # 回写玩家数据
  373. return Resp::ok(array(
  374. "store" => $user->store, # # 目前来看只涉及到items变化
  375. 'gold' => $user->baseInfo->gold,
  376. ));
  377. }
  378. /**
  379. * 宝石合成的研究等级提升
  380. */
  381. static function GemResearchLvUp() {
  382. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  383. $user = ctx();
  384. $researchLevel = $user->Gem->level; //研究等级
  385. $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
  386. my_Assert($mo != null, ErrCode::err_const_no);
  387. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  388. //$list = explode(',',$mo->unlockLevelGoldCost);
  389. my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  390. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  391. $user->Gem->level += 1;
  392. ctx($user);
  393. UserProc::updateUserInfo(); # 回写玩家数据
  394. return Resp::ok(array(
  395. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  396. 'gold' => $user->baseInfo->gold,
  397. ));
  398. }
  399. /**
  400. * 武器升级
  401. */
  402. static function weaponUpgrade() {
  403. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  404. $user = ctx();
  405. $equipment = $user->store->equipment;
  406. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  407. $myPacketItems = $user->store->items;
  408. //消耗材料道具
  409. $total = 0;
  410. $totalGold = 0;
  411. foreach ($items as $costItemId => $costNumber) {
  412. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  413. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  414. $mo = GameConfig::item_stones_getItem($costItemId);
  415. my_Assert($mo != null, ErrCode::err_const_no);
  416. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  417. $total += $mo->baseExp * $costNumber;
  418. $totalGold += $mo->costGold * $costNumber;
  419. }
  420. $wuqiExp = 0;
  421. //消耗武器
  422. foreach ($wuqiList as $wuqiId) {
  423. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  424. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  425. $baseExp = $mo->baseExp;
  426. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  427. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  428. $totalGold += $mo->costGold;
  429. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  430. }
  431. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  432. $equipVo = new Ins_Weapon($equipment->$uid);
  433. $initLevel = $equipVo->level;
  434. $equipVo->exp += $total + (int) $wuqiExp;
  435. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  436. $curStar = $equipVo->starLevel; #当前星级
  437. $equipVo->level = $curlevel;
  438. if ($curStar < 5) {
  439. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  440. if ($starlimitLv <= $curlevel) {
  441. $equipVo->level = $starlimitLv;
  442. $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  443. }
  444. }
  445. $user->store->equipment->$uid = $equipVo;
  446. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  447. $user->baseInfo->gold -= $totalGold;
  448. ctx($user);
  449. ctx()->store->items = $myPacketItems; # 更新背包数据
  450. if ($equipVo->level != $initLevel) {
  451. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  452. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
  453. }
  454. UserProc::updateUserInfo(); # 回写玩家数据
  455. return Resp::ok(array(
  456. "store" => $user->store, # # 目前来看只涉及到items变化
  457. 'gold' => $user->baseInfo->gold,
  458. ));
  459. }
  460. /**
  461. * 武器升级计算
  462. * @param type $xp
  463. * @param type $type
  464. * @return type
  465. */
  466. static function Upgrade($xp, $qual, $type) {
  467. $curLv = 0;
  468. if ($type == Enum_UpgradeType::Wuqi) {
  469. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  470. } else {
  471. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  472. }
  473. $f = (array) $heroLvDic;
  474. ksort($f);
  475. foreach ($f as $lv => $mo) {
  476. if ($xp < $mo->requiredExp) {
  477. $curLv = $lv - 1;
  478. break;
  479. }
  480. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  481. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  482. // break;
  483. // }
  484. }
  485. return $curLv;
  486. }
  487. /**
  488. * 武器突破
  489. */
  490. static function weaponTupo() {
  491. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  492. $user = ctx();
  493. $equipment = $user->store->equipment;
  494. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  495. $typeId = $equipment->$uid->typeId;
  496. $curStar = $equipment->$uid->starLevel;
  497. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  498. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  499. my_Assert($mo != null, ErrCode::err_const_no);
  500. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  501. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  502. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  503. // $segID = $mo->segID;
  504. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  505. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  506. $costItemsList = explode(';', $mo->costItems);
  507. foreach ($costItemsList as $value) {
  508. $list = explode(',', $value);
  509. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  510. }
  511. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  512. $user->baseInfo->gold -= $mo->gold;
  513. $equipment->$uid->starLevel += 1;
  514. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  515. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  516. $user->store->equipment = $equipment;
  517. ctx($user);
  518. UserProc::updateUserInfo(); # 回写玩家数据
  519. return Resp::ok(array(
  520. "store" => $user->store, # # 目前来看只涉及到items变化
  521. 'gold' => $user->baseInfo->gold,
  522. ));
  523. }
  524. /**
  525. * 武器替换
  526. * @return type
  527. */
  528. static function weaponReplace() {
  529. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  530. $user = ctx();
  531. $equipment = $user->store->equipment;
  532. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  533. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  534. $herouid = $equipment->$uid->herouid;
  535. $herouid_replace = $equipment->$replaceId->herouid;
  536. $equipment->$replaceId->herouid = $herouid;
  537. $equipment->$uid->herouid = $herouid_replace;
  538. $user->store->equipment = $equipment;
  539. ctx($user);
  540. UserProc::updateUserInfo(); # 回写玩家数据
  541. return Resp::ok(array(
  542. "store" => $user->store, # # 目前来看只涉及到items变化
  543. ));
  544. }
  545. /**
  546. * [6420] 言灵进阶
  547. */
  548. static function YanlingUpgrade() {
  549. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  550. $user = ctx();
  551. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  552. $yanlingObj = $user->store->yanling->$yanlingUid;
  553. $yanlingMoId = $yanlingObj->typeId;
  554. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  555. $toGrade = $curGrade + 1; # 下一等阶
  556. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  557. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  558. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  559. $costs = explode(';', $toGradeCfg->cost_materials);
  560. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  561. foreach ($costs as $c) {
  562. list($itemId, $num) = explode(',', $c); # 解析材料
  563. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  564. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  565. }
  566. $yanlingObj->grade = $toGrade; # 修改进阶
  567. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  568. UserProc::updateUserInfo(); # 回写玩家数据
  569. return Resp::ok(array(
  570. "store" => $user->store, # # 目前来看只涉及到items变化
  571. ));
  572. }
  573. /**
  574. * [6418] 利用言灵召唤书碎片合成召唤书
  575. */
  576. static function MergeYanlingBook() {
  577. list($bookId) = req()->paras; # 参数 言灵召唤书id
  578. $user = ctx();
  579. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  580. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  581. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  582. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  583. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  584. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  585. UserProc::updateUserInfo(); # 回写数据
  586. return Resp::ok(array(
  587. "store" => $user->store, # # 目前来看只涉及到items变化
  588. ));
  589. }
  590. /**
  591. * [6419] 利用言灵召唤书召唤言灵
  592. */
  593. static function CallYanlingByBook() {
  594. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  595. $user = ctx();
  596. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  597. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  598. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  599. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  600. $costs = explode(';', $bookIdCfg->cost_materials);
  601. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  602. foreach ($costs as $c) {
  603. list($itemId, $num) = explode(',', $c); # 解析材料
  604. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  605. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  606. }
  607. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  608. UserProc::updateUserInfo(); # 回写数据
  609. return Resp::ok(array(
  610. "store" => $user->store, # # 目前来看只涉及到items变化
  611. ));
  612. }
  613. /**
  614. * 测试方法
  615. * @return type
  616. */
  617. static public function Test() {
  618. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  619. }
  620. /**
  621. * [6404] 使用仓库道具
  622. */
  623. static function useItem() {
  624. list($itemType, $num) = req()->paras; # 提取参数
  625. $mo = GameConfig::item_base_getItem($itemType);
  626. my_Assert(null != $mo, ErrCode::err_const_no);
  627. switch ($mo->subType) {
  628. case 601: # 任务卡
  629. my_Assert($num == 1, "任务卡一次只能使用一张!");
  630. $store = ctx()->store();
  631. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  632. my_Assert(ErrCode::ok == $err, $err);
  633. StoreProc::PutTaskCardInStore($itemType);
  634. ctx()->store = $store;
  635. break;
  636. default :
  637. break;
  638. }
  639. UserProc::updateUserInfo();
  640. return Resp::ok(array(
  641. 'priv' => ctx()->privateState,
  642. 'store' => ctx()->store));
  643. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  644. }
  645. /**
  646. * [6405] 刷新仓库列表
  647. */
  648. static function refreshStore() {
  649. StoreProc::CheckItemNum();
  650. return Resp::ok(array('store' => ctx()->store));
  651. }
  652. /**
  653. * [6406] 从仓库删除道具
  654. */
  655. static function delItemFromStore() {
  656. list($itemId, $num) = req()->paras;
  657. $err = self::removeItemFromStore(ctx()->store, $itemId, $num);
  658. my_Assert(ErrCode::ok == $err, $err);
  659. UserProc::updateUserInfo();
  660. return Resp::ok(array('store' => ctx()->store));
  661. }
  662. /**
  663. * [6409] 合成道具
  664. */
  665. static public function composeItem() {
  666. Err(ErrCode::err_method_notimplement);
  667. }
  668. /**
  669. * [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)
  670. */
  671. static public function composePieces() {
  672. Err(ErrCode::err_method_notimplement);
  673. }
  674. // </editor-fold>
  675. // --------------- 以下为辅助方法 ------------------
  676. //
  677. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  678. /**
  679. * 从仓库中移除指定数量的物品
  680. * @param Info_Store $store
  681. * @param type $itemId
  682. * @param type $itemcount
  683. * @return type
  684. */
  685. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  686. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  687. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  688. $store->items->$itemId -= $itemcount;
  689. if ($store->items->$itemId == 0) {
  690. unset($store->items->$itemId);
  691. }
  692. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  693. return ErrCode::ok;
  694. }
  695. /**
  696. * 从仓库移出装备
  697. * @param type $itemId uid
  698. * @param Info_Store $store
  699. * @return boolean
  700. */
  701. static function removeEquipFromStore($uid, $typeId) {
  702. $ok = false;
  703. if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
  704. my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  705. unset(ctx()->store->equipment->$uid);
  706. $ok = true;
  707. }
  708. return $ok;
  709. }
  710. /**
  711. * 从仓库移除碎片
  712. * @param Info_Store $store
  713. * @param int $segmentId
  714. * @param int $num
  715. * @return bool 成功/失败
  716. */
  717. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  718. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  719. && $store->segement->$segmentId >= $num) {
  720. $store->segement->$segmentId -= $num;
  721. return TRUE;
  722. }
  723. return false;
  724. }
  725. /**
  726. * 向仓库添加碎片
  727. * @param Info_Store $store
  728. * @param int $segmentId
  729. * @param int $num
  730. */
  731. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  732. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  733. $store->segement->$segmentId += $num;
  734. } else {
  735. $store->segement->$segmentId = $num;
  736. }
  737. $segMo = GameConfig::item_segment_getItem($segmentId);
  738. my_Assert($segMo != null, ErrCode::err_const_no);
  739. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  740. }
  741. // </editor-fold>
  742. //
  743. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  744. /**
  745. * 将其他物品放入仓库
  746. * @param type $itemId
  747. * @param Data_UserGame $game
  748. */
  749. static function PutItemInStore($itemId, &$game) {
  750. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  751. $game->store->items->$itemId += 1;
  752. } else {// 如果仓库中没有这种元素,则其数目置1
  753. $game->store->items->$itemId = 1;
  754. }
  755. }
  756. /**
  757. * 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
  758. * 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
  759. * @param string $goodsStr itemid,num;itemid,num;...
  760. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  761. * @deprecated since version 0
  762. * @return type
  763. */
  764. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  765. $user = ctx();
  766. $ary = explode(";", $goodsStr);
  767. //$unlockNum = $user->privateState->expandNum * 5;
  768. //$n = self::countStoreNum();
  769. foreach ($ary as $value) {
  770. $val = explode(",", $value);
  771. $cid = "";
  772. my_Assert(count($val) > 1, "解析奖励字符串出错");
  773. list( $itemId, $num) = $val; # ID, 数量
  774. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  775. switch ($smItem->subType) { # 根据类型分别添加到容器中
  776. case META_EXP: # 指挥官经验
  777. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  778. $user->base()->Add_Exp($num); # 加指挥官经验
  779. break;
  780. case META_GOLD_ITEMID: # 金币
  781. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  782. $user->base()->Add_Gold($num, $mask); # 增加金币
  783. break;
  784. case META_CASH_ITEMID: # 钻石
  785. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  786. $user->base()->Add_Cash($num, $mask); # 增加钻石
  787. break;
  788. case META_tili_ITEMID: # 体力
  789. // Data_UserGame::Add_tili($num);
  790. $user->base()->Add_tili($num); # 增加体力
  791. break;
  792. case META_FriendShipPoit_ItemId: # 友情值
  793. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  794. $user->base()->Add_FriendPoint($num); # 加友情点
  795. break;
  796. case META_PVPCOIN_ITEMID: # 竞技币
  797. $user->pvp->pvpCoins += $num;
  798. break;
  799. case META_ActivePoint_ITEMID:
  800. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  801. break;
  802. case META_RESPOINT_ITEMID:
  803. $user->base()->Add_resPoint($num); # 增加资源点
  804. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  805. break;
  806. case 101: # 武器
  807. for ($n = 0; $n < $num; $n++) {
  808. $cid = StoreProc::PutEquipInStore($itemId);
  809. }
  810. CornerSignEventProc::OnBag_new_Weapon();
  811. CornerSignEventProc::OnRoleWeapon();
  812. break;
  813. case 401: # 言灵
  814. for ($n = 0; $n < $num; $n++) {
  815. $cid = StoreProc::PutYanLingInStore($itemId);
  816. }
  817. CornerSignEventProc::OnBag_new_Yanling();
  818. CornerSignEventProc::OnRoleYanling();
  819. break;
  820. case 501: # 限购礼包
  821. $itemMO = GameConfig::item_package_getItem($itemId);
  822. my_Assert(null != $itemMO, ErrCode::err_const_no);
  823. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  824. my_Assert(ErrCode::ok == $err, $err);
  825. break;
  826. case 601: # 任务卡
  827. $cid = StoreProc::PutTaskCardInStore($itemId);
  828. break;
  829. case 201: # 碎片
  830. $segMo = GameConfig::item_segment_getItem($itemId);
  831. my_Assert($segMo != null, ErrCode::err_const_no);
  832. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  833. CornerSignEventProc::OnBag_new_Fragment();
  834. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  835. break;
  836. case 202: # 召唤书碎片
  837. case 351: # 言灵召唤书
  838. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  839. $book = GameConfig::item_yanlingbook_getItem($itemId);
  840. my_Assert(null != $book, ErrCode::err_const_no);
  841. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  842. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  843. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  844. case 1:
  845. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  846. break;
  847. case 2:
  848. CornerSignEventProc::OnCall_Magician_new(); # 法师
  849. break;
  850. case 3:
  851. CornerSignEventProc::OnCall_Archer_new(); # 射手
  852. break;
  853. default :
  854. break;
  855. }
  856. break;
  857. case 321: # 进阶材料
  858. case 322: # 进阶材料
  859. case 323: # 锻造材料
  860. case 324: # 魂器
  861. case 332: #普通祈愿券
  862. case 333: #活动祈愿券
  863. case 325: #元素突破材料
  864. case 326: #职业突破材料
  865. case 327: #言灵的突破石
  866. case 328: #言灵的突破材料
  867. case 329: #武器的突破石
  868. case 330: #武器的突破材料
  869. // 补给品
  870. case 341: # 血瓶
  871. case 342: # 能量瓶
  872. case 343: #
  873. case 344: # 回城券 -2022.4.13 海哥
  874. //
  875. case 701: #宝石
  876. case 702: #设计图纸
  877. case 703: #宝石辅助材料
  878. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  879. CornerSignEventProc::OnBag_new_Material();
  880. break;
  881. case 311: # 基因(经验丹)
  882. case 312: # 强化道具
  883. case 313:
  884. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  885. break;
  886. default :
  887. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  888. }
  889. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  890. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  891. }
  892. return ErrCode::ok; // 返回
  893. }
  894. public static function countStoreNum() {
  895. $user = ctx();
  896. //$num = 0;
  897. $itemDic = $user->store->items;
  898. //$num += count((array)$user->store->items);
  899. $itemNum = 0;
  900. foreach ($itemDic as $key => $num) {
  901. if ($num == 0) {
  902. continue;
  903. }
  904. if ($num > 99999) {
  905. $itemNum += 2;
  906. } else {
  907. $itemNum += 1;
  908. }
  909. }
  910. //var_dump($num);
  911. //var_dump('-----------------');
  912. $itemNum += count((array) $user->store->equipment);
  913. //var_dump($num);
  914. //var_dump('-----------------');
  915. $itemNum += count((array) $user->store->yanling);
  916. //var_dump($itemNum);
  917. return $itemNum;
  918. }
  919. /**
  920. * [6401]向包裹中添加物品
  921. */
  922. public static function AddItemInStore() {
  923. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  924. $user = ctx();
  925. if ($mask == 1) {
  926. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  927. } else {
  928. $err = self::AddMultiItemInStore($rwdStr);
  929. }
  930. my_Assert(ErrCode::ok == $err, $err);
  931. UserProc::updateUserInfo();
  932. return Resp::ok(array(
  933. 'gold' => $user->baseInfo->gold,
  934. 'tili' => $user->baseInfo->tili,
  935. 'cash' => $user->baseInfo->cash,
  936. 'resPoint' => $user->baseInfo->resPoint,
  937. 'store' => $user->store));
  938. }
  939. /**
  940. * 将装备放入背包
  941. * @param type $itemId
  942. */
  943. static function PutEquipInStore($itemId) {
  944. $privateState = ctx()->privateState;
  945. $unlockNum = $privateState->expandNum * 5;
  946. //var_dump("wuqi==============");
  947. $n = self::countStoreNum();
  948. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  949. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  950. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  951. ctx()->privateState->currentId = 1;
  952. }
  953. $cid = ctx()->privateState->currentId++;
  954. //$equip = ObjectInit();
  955. $equip = new Ins_Weapon();
  956. $equip->typeId = $itemId;
  957. ctx()->store->equipment->$cid = $equip;
  958. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  959. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
  960. return $cid;
  961. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  962. }
  963. /**
  964. * 将言灵放入背包
  965. * @param type $itemId
  966. */
  967. static function PutYanLingInStore($itemId) {
  968. //my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  969. $privateState = ctx()->privateState;
  970. $unlockNum = $privateState->expandNum * 5;
  971. //var_dump("yanling==============");
  972. $n = self::countStoreNum();
  973. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  974. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  975. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  976. ctx()->privateState->currentId = 1;
  977. }
  978. $cid = ctx()->privateState->currentId++;
  979. //$equip = ObjectInit();
  980. $equip = new Ins_YanLin();
  981. $equip->typeId = $itemId;
  982. ctx()->store->yanling->$cid = $equip;
  983. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  984. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
  985. return $cid;
  986. }
  987. /**
  988. * 将任务卡放入背包
  989. * @param type $itemId
  990. */
  991. static function PutTaskCardInStore($itemId) {
  992. $privateState = ctx()->privateState;
  993. $unlockNum = $privateState->expandNum * 5;
  994. //var_dump("task==============");
  995. //$n = self::countStoreNum();
  996. //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
  997. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  998. ctx()->privateState->currentId = 1;
  999. }
  1000. $cid = ctx()->privateState->currentId++;
  1001. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  1002. // var_dump($mo);
  1003. my_Assert(null != $mo, ErrCode::err_const_no);
  1004. $itembaseMo = GameConfig::item_base_getItem($itemId);
  1005. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  1006. if ($itembaseMo->pileNum > 0) { # 可叠加
  1007. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  1008. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  1009. // $taskCard = null;
  1010. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  1011. // $val = new Ins_TaskCard($val);
  1012. // if ($val->typeId == $itemId) {
  1013. // $taskCard = $val;
  1014. // break;
  1015. // }
  1016. // }
  1017. // if (null == $taskCard) { # 原来么有
  1018. // $taskCard = new Ins_TaskCard($itemId);
  1019. // $taskCard->uid = $cid;
  1020. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  1021. // }
  1022. // $taskCard->count += 1;
  1023. // </editor-fold>
  1024. } else {
  1025. $taskCard = new Ins_TaskCard($itemId);
  1026. $taskCard->uid = $cid;
  1027. ctx()->store->taskcards->$cid = $taskCard;
  1028. }
  1029. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  1030. if (null != $taskCard) {
  1031. req()->paras = array($cid);
  1032. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  1033. }
  1034. return $cid;
  1035. }
  1036. /**
  1037. * 将可叠加物品放入背包
  1038. * @param int $itemId
  1039. * @param int $num
  1040. */
  1041. static function PutOverlyingItemInStore($itemId, $num = 1) {
  1042. //var_dump("item==============".$itemId);
  1043. $unlockNum = ctx()->privateState->expandNum * 5;
  1044. $n = self::countStoreNum();
  1045. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1046. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1047. $items = ctx()->store->items; # dic: itemid=>number
  1048. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  1049. $items->$itemId += $num;
  1050. } else { # 如果仓库中没有这种元素,则其数目置为num
  1051. $items->$itemId = $num;
  1052. }
  1053. }
  1054. /**
  1055. * 物品包裹打散成独立道具到仓库
  1056. * @param GoodsItemModel $itemModel
  1057. * @deprecated since version now
  1058. */
  1059. static function addSeprateItem($itemModel) {
  1060. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  1061. }
  1062. /**
  1063. * [6416] 给英雄装上言灵
  1064. */
  1065. static function WearYanlingToHero() {
  1066. $user = ctx(); # user引用
  1067. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1068. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  1069. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  1070. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  1071. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  1072. Err(ErrCode::store_equipWeared_err);
  1073. }
  1074. $collectHeros = $user->heros->collectHeros; # 英雄集合
  1075. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  1076. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  1077. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1078. my_Assert($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.
  1079. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  1080. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  1081. if ($oldYLid > 0) { # 代表替换操作
  1082. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  1083. }
  1084. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  1085. $collectHeros->$herouid = $hero;
  1086. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  1087. UserProc::updateUserInfo(); # 5.回写数据
  1088. $ret = array('resp' => "succeed!",
  1089. 'store' => $user->store);
  1090. $resp = Resp::ok($ret); // 返回
  1091. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1092. return $resp;
  1093. }
  1094. /**
  1095. * [6417] 给英雄卸下言灵
  1096. * @deprecated since version 无法卸下,只能更换
  1097. */
  1098. static function UnWieldYanling() {
  1099. $user = ctx(); # user引用
  1100. list($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
  1101. $collectHeros = $user->heros->collectHeros;
  1102. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  1103. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1104. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1105. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  1106. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  1107. }
  1108. // $arr = $collectHeros->$herouid->yanling;
  1109. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  1110. // StlUtil::arrayRemove($arr, $yanling_uid);
  1111. // $collectHeros->$herouid->yanling = $arr;
  1112. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  1113. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  1114. UserProc::updateUserInfo(); # 回写数据
  1115. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  1116. // StoreProc::CheckItemNum($req);
  1117. return $resp;
  1118. }
  1119. /**
  1120. * [6410] 给英雄穿装备
  1121. */
  1122. static function WearEquipToHero() {
  1123. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1124. $user = ctx(); # user引用
  1125. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1126. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  1127. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  1128. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  1129. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  1130. }
  1131. $collectHeros = $user->heros->collectHeros;
  1132. my_default_Obj($collectHeros);
  1133. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  1134. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1135. my_Assert($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
  1136. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  1137. $oldEquipId = 0;
  1138. switch ($itemtype) { # 添加或替换英雄该部位的装备
  1139. case 1: # 武器
  1140. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  1141. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  1142. break;
  1143. case 2: # 防具
  1144. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  1145. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  1146. break;
  1147. case 3: # 饰品
  1148. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  1149. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  1150. break;
  1151. default :
  1152. Err(ErrCode::store_equip_type);
  1153. break;
  1154. }
  1155. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  1156. $user->store->equipment->$oldEquipId->herouid = 0;
  1157. }
  1158. UserProc::updateUserInfo(); // 5.回写数据
  1159. // StoreProc::CheckItemNum($req);
  1160. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  1161. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1162. return Resp::ok(array('resp' => "succeed!",
  1163. 'store' => $user->store)); // 返回
  1164. }
  1165. /**
  1166. * [6411] 给英雄脱装备
  1167. * @deprecated since version 不能卸下装备, 只能更换.
  1168. */
  1169. static function UnWieldEquip() {
  1170. list($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
  1171. $user = ctx(); # user引用
  1172. $collectHeros = $user->heros->collectHeros;
  1173. my_default_Obj($collectHeros);
  1174. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1175. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1176. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  1177. $user->store->equipment->$equipuid->herouid = 0;
  1178. }
  1179. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  1180. case 1: # 武器
  1181. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  1182. Err(ErrCode::store_noequip_err);
  1183. }
  1184. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  1185. break;
  1186. case 2: # 防具
  1187. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  1188. Err(ErrCode::store_noequip_err);
  1189. }
  1190. $collectHeros->$herouid->equip->armor->itemuid = 0;
  1191. break;
  1192. case 3: # 饰品
  1193. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  1194. Err(ErrCode::store_noequip_err);
  1195. }
  1196. $collectHeros->$herouid->equip->ring->itemuid = 0;
  1197. break;
  1198. default :
  1199. Err(ErrCode::store_equip_type);
  1200. }
  1201. UserProc::updateUserInfo(); # 回写数据
  1202. return Resp::ok(array('resp' => "succeed!")); // 返回
  1203. }
  1204. // </editor-fold>
  1205. //
  1206. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1207. //
  1208. /**
  1209. * 检查背包中物品的个数
  1210. * @return int
  1211. */
  1212. public static function CheckItemNum() {
  1213. $ItemObj = ctx()->store->items;
  1214. $EquipObj = ctx()->store->equipment;
  1215. $SegementObj = ctx()->store->segement;
  1216. $HeroObj = ctx()->heros->collectHeros;
  1217. $ItemNum = 0;
  1218. if ($ItemObj) {
  1219. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  1220. $ItemNum++;
  1221. }
  1222. }
  1223. if ($SegementObj) {
  1224. foreach ($SegementObj as $value) { # 碎片
  1225. $ItemNum++;
  1226. }
  1227. }
  1228. if ($EquipObj) {
  1229. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  1230. $ItemNum++;
  1231. }
  1232. }
  1233. if ($HeroObj) {
  1234. 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.
  1235. $HeroEquipId = $value->equip->weapon->itemuid;
  1236. if ($HeroEquipId > 0) {
  1237. $ItemNum--;
  1238. }
  1239. $HeroEquipId = $value->equip->armor->itemuid;
  1240. if ($HeroEquipId > 0) {
  1241. $ItemNum--;
  1242. }
  1243. $HeroEquipId = $value->equip->ring->itemuid;
  1244. if ($HeroEquipId > 0) {
  1245. $ItemNum--;
  1246. }
  1247. }
  1248. }
  1249. ctx()->privateState->ItemNum = $ItemNum;
  1250. return $ItemNum;
  1251. }
  1252. /**
  1253. * 获取物品格子的上限值---废弃了
  1254. * @return int 上限数值
  1255. */
  1256. // public static function GetItemMaxNum() {
  1257. // $user = ctx();
  1258. // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1259. // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1260. // }
  1261. // return $user->privateState->maxItemNum;
  1262. // }
  1263. /**
  1264. * 6412 背包扩容
  1265. */
  1266. public static function AddPacketNum() {
  1267. $user = ctx(); # user引用
  1268. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1269. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1270. }
  1271. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1272. my_Assert($costCash > 0, ErrCode::paras_err);
  1273. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1274. $user->privateState->maxItemNum += 10; # 扩容
  1275. UserProc::updateUserInfo(); # 保存玩家数据
  1276. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1277. StoreProc::CheckItemNum();
  1278. return $resp;
  1279. }
  1280. // </editor-fold>
  1281. //
  1282. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1283. //
  1284. /**
  1285. * 出售单一的物品
  1286. */
  1287. static function sellItem() {
  1288. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1289. }
  1290. /**
  1291. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1292. */
  1293. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1294. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1295. }
  1296. /**
  1297. * 6403 从背包出售多个物品
  1298. */
  1299. static function sellMultiItemFromStore() {
  1300. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1301. $obj = req()->paras[0]; // 获取物品的结构数组
  1302. foreach ($obj as $value) {
  1303. $type = $value[0];
  1304. $itemId = $value[1];
  1305. if ($type > 3) {
  1306. $count = intval($value[2]); // 数量
  1307. $uid = 0;
  1308. } 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
  1309. $count = 1;
  1310. $uid = $value[2];
  1311. }//物品的uid
  1312. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1313. }
  1314. if (0 == $resp->err) {
  1315. UserProc::updateUserInfo();
  1316. }
  1317. StoreProc::CheckItemNum();
  1318. return $resp;
  1319. }
  1320. // </editor-fold>
  1321. //
  1322. }