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