StoreProc.php 47 KB

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