StoreProc.php 44 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914
  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. default:
  63. Err(ErrCode::cmd_err);
  64. }
  65. }
  66. /**
  67. * 武器升级
  68. */
  69. static function weaponUpgrade() {
  70. list($uid,$wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  71. $user = req()->userInfo->game;
  72. $equipment = $user->store->equipment;
  73. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  74. $myPacketItems = $user->store->items;
  75. //消耗材料道具
  76. $total = 0;
  77. foreach ($items as $costItemId => $costNumber) {
  78. my_Assert(CommUtil::isPropertyExists($myPacketItems,$costItemId), ErrCode::store_itemnotenough); #
  79. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);# 检查道具的数量,在背包中是否充足
  80. $mo = GameConfig::item_stones_getItem($costItemId);
  81. my_Assert($mo != null, ErrCode::err_const_no);
  82. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  83. $total += $mo->baseExp*$costNumber;
  84. }
  85. //消耗武器
  86. foreach ($wuqiList as $wuqiId) {
  87. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  88. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  89. $total += GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId)->baseExp;
  90. }
  91. $equipVo = new Ins_Weapon($equipment->$uid);
  92. $equipVo->exp += $total;
  93. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality);
  94. $equipVo->level = $curlevel;
  95. $user->store->equipment->$uid = $equipVo;
  96. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  97. UserProc::updateUserInfo(); # 回写玩家数据
  98. return Resp::ok(array(
  99. "store" => $user->store, # # 目前来看只涉及到items变化
  100. ));
  101. }
  102. /**
  103. * 武器升级计算
  104. * @param type $xp
  105. * @param type $type
  106. * @return type
  107. */
  108. static function Upgrade($xp,$qual) {
  109. $curLv = 0;
  110. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  111. $f = (array) $heroLvDic;
  112. ksort($f);
  113. foreach ($f as $lv => $mo) {
  114. if($xp < $mo->needExp){
  115. $curLv = $lv-1;
  116. break;
  117. }
  118. if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  119. $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  120. break;
  121. }
  122. }
  123. return $curLv;
  124. }
  125. /**
  126. * 武器突破
  127. */
  128. static function weaponTupo() {
  129. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  130. $user = req()->userInfo->game;
  131. $equipment = $user->store->equipment;
  132. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  133. $typeId = $equipment->$uid->typeId;
  134. $curStar = $equipment->$uid->starLevel;
  135. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  136. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar+1);
  137. my_Assert($mo != null, ErrCode::err_const_no);
  138. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  139. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  140. my_Assert($user->baseInfo->gold >= $mo->gold , ErrCode::notenough_gold_msg);
  141. // $segID = $mo->segID;
  142. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  143. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  144. $costItemsList = explode(';',$mo->costItems);
  145. foreach ($costItemsList as $value) {
  146. $list = explode(',', $value);
  147. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  148. }
  149. $user->baseInfo->gold -= $mo->gold;
  150. $equipment->$uid->starLevel += 1;
  151. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  152. $user->store->equipment = $equipment;
  153. req()->userInfo->game = $user;
  154. UserProc::updateUserInfo(); # 回写玩家数据
  155. return Resp::ok(array(
  156. "store" => $user->store, # # 目前来看只涉及到items变化
  157. ));
  158. }
  159. /**
  160. * [6420] 言灵进阶
  161. */
  162. static function YanlingUpgrade() {
  163. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  164. $user = req()->userInfo->game;
  165. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  166. $yanlingObj = $user->store->yanling->$yanlingUid;
  167. $yanlingMoId = $yanlingObj->typeId;
  168. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  169. $toGrade = $curGrade + 1; # 下一等阶
  170. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  171. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  172. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  173. $costs = explode(';', $toGradeCfg->cost_materials);
  174. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  175. foreach ($costs as $c) {
  176. list($itemId, $num) = explode(',', $c); # 解析材料
  177. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  178. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  179. }
  180. $yanlingObj->grade = $toGrade; # 修改进阶
  181. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  182. UserProc::updateUserInfo(); # 回写玩家数据
  183. return Resp::ok(array(
  184. "store" => $user->store, # # 目前来看只涉及到items变化
  185. ));
  186. }
  187. /**
  188. * [6418] 利用言灵召唤书碎片合成召唤书
  189. */
  190. static function MergeYanlingBook() {
  191. list($bookId) = req()->paras; # 参数 言灵召唤书id
  192. $user = req()->userInfo->game;
  193. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  194. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  195. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  196. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  197. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  198. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  199. UserProc::updateUserInfo(); # 回写数据
  200. return Resp::ok(array(
  201. "store" => $user->store, # # 目前来看只涉及到items变化
  202. ));
  203. }
  204. /**
  205. * [6419] 利用言灵召唤书召唤言灵
  206. */
  207. static function CallYanlingByBook() {
  208. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  209. $user = req()->userInfo->game;
  210. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  211. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  212. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  213. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  214. $costs = explode(';', $bookIdCfg->cost_materials);
  215. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  216. foreach ($costs as $c) {
  217. list($itemId, $num) = explode(',', $c); # 解析材料
  218. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  219. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  220. }
  221. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  222. UserProc::updateUserInfo(); # 回写数据
  223. return Resp::ok(array(
  224. "store" => $user->store, # # 目前来看只涉及到items变化
  225. ));
  226. }
  227. /**
  228. * 测试方法
  229. * @return type
  230. */
  231. static public function Test() {
  232. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  233. }
  234. /**
  235. * [6404] 使用仓库道具
  236. */
  237. static function useItem() {
  238. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  239. }
  240. /**
  241. * [6405] 刷新仓库列表
  242. */
  243. static function refreshStore() {
  244. StoreProc::CheckItemNum();
  245. return Resp::ok(array('store' => req()->userInfo->game->store));
  246. }
  247. /**
  248. * [6406] 从仓库删除道具
  249. */
  250. static function delItemFromStore() {
  251. list($itemId, $num) = req()->paras;
  252. $err = self::removeItemFromStore(req()->userInfo->game->store, $itemId, $num);
  253. my_Assert(ErrCode::ok == $err, $err);
  254. UserProc::updateUserInfo();
  255. return Resp::ok(array('store' => req()->userInfo->game->store));
  256. }
  257. /**
  258. * [6409] 合成道具
  259. */
  260. static public function composeItem() {
  261. Err(ErrCode::err_method_notimplement);
  262. }
  263. /**
  264. * [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)
  265. */
  266. static public function composePieces() {
  267. Err(ErrCode::err_method_notimplement);
  268. }
  269. // </editor-fold>
  270. // --------------- 以下为辅助方法 ------------------
  271. //
  272. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  273. /**
  274. * 从仓库中移除指定数量的物品
  275. * @param Info_Store $store
  276. * @param type $itemId
  277. * @param type $itemcount
  278. * @return type
  279. */
  280. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  281. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  282. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  283. $store->items->$itemId -= $itemcount;
  284. if ($store->items->$itemId == 0) {
  285. unset($store->items->$itemId);
  286. }
  287. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  288. return ErrCode::ok;
  289. }
  290. /**
  291. * 从仓库移出装备
  292. * @param type $itemId uid
  293. * @param Info_Store $store
  294. * @return boolean
  295. */
  296. static function removeEquipFromStore($uid, $typeId) {
  297. $ok = false;
  298. if (CommUtil::isPropertyExists(req()->userInfo->game->store->equipment, $uid)) {
  299. my_Assert($typeId == req()->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  300. unset(req()->userInfo->game->store->equipment->$uid);
  301. $ok = true;
  302. }
  303. return $ok;
  304. }
  305. /**
  306. * 从仓库移除碎片
  307. * @param Info_Store $store
  308. * @param int $segmentId
  309. * @param int $num
  310. * @return bool 成功/失败
  311. */
  312. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  313. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  314. && $store->segement->$segmentId >= $num) {
  315. $store->segement->$segmentId -= $num;
  316. return TRUE;
  317. }
  318. return false;
  319. }
  320. /**
  321. * 向仓库添加碎片
  322. * @param Info_Store $store
  323. * @param int $segmentId
  324. * @param int $num
  325. */
  326. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  327. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  328. $store->segement->$segmentId += $num;
  329. } else {
  330. $store->segement->$segmentId = $num;
  331. }
  332. $segMo = GameConfig::item_segment_getItem($segmentId);
  333. my_Assert($segMo != null, ErrCode::err_const_no);
  334. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  335. }
  336. // </editor-fold>
  337. //
  338. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  339. /**
  340. * 将其他物品放入仓库
  341. * @param type $itemId
  342. * @param Data_UserGame $game
  343. */
  344. static function PutItemInStore($itemId, &$game) {
  345. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  346. $game->store->items->$itemId += 1;
  347. } else {// 如果仓库中没有这种元素,则其数目置1
  348. $game->store->items->$itemId = 1;
  349. }
  350. }
  351. /**
  352. * 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
  353. * 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
  354. * @param string $goodsStr itemid,num;itemid,num;...
  355. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  356. * @deprecated since version 0
  357. * @return type
  358. */
  359. public static function AddMultiItemInStore($goodsStr, $src = 1) {
  360. $user = req()->userInfo->game;
  361. $ary = explode(";", $goodsStr);
  362. foreach ($ary as $value) {
  363. $val = explode(",", $value);
  364. $cid = "";
  365. my_Assert(count($val) > 1, "解析奖励字符串出错");
  366. list( $itemId, $num) = $val; # ID, 数量
  367. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  368. switch ($smItem->subType) { # 根据类型分别添加到容器中
  369. case META_EXP: # 指挥官经验
  370. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  371. $user->base()->Add_Exp($num); # 加指挥官经验
  372. break;
  373. case META_GOLD_ITEMID: # 金币
  374. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  375. $user->base()->Add_Gold($num); # 增加金币
  376. break;
  377. case META_CASH_ITEMID: # 钻石
  378. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  379. $user->base()->Add_Cash($num); # 增加钻石
  380. break;
  381. case META_tili_ITEMID: # 体力
  382. // Data_UserGame::Add_tili($num);
  383. $user->base()->Add_tili($num); # 增加体力
  384. break;
  385. case META_FriendShipPoit_ItemId: # 友情值
  386. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  387. $user->base()->Add_FriendPoint($num); # 加友情点
  388. break;
  389. case META_PVPCOIN_ITEMID: # 竞技币
  390. $user->pvp->pvpCoins += $num;
  391. break;
  392. case META_ActivePoint_ITEMID:
  393. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  394. break;
  395. case META_RESPOINT_ITEMID:
  396. $user->base()->Add_resPoint($num); # 增加资源点
  397. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  398. break;
  399. case 101: # 武器
  400. for ($n = 0; $n < $num; $n++) {
  401. $cid = StoreProc::PutEquipInStore($itemId);
  402. }
  403. CornerSignEventProc::OnBag_new_Weapon();
  404. break;
  405. case 401: # 言灵
  406. for ($n = 0; $n < $num; $n++) {
  407. $cid = StoreProc::PutYanLingInStore($itemId);
  408. }
  409. CornerSignEventProc::OnBag_new_Yanling();
  410. break;
  411. case 501: # 限购礼包
  412. $itemMO = GameConfig::item_package_getItem($itemId);
  413. my_Assert(null != $itemMO, ErrCode::err_const_no);
  414. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  415. my_Assert(ErrCode::ok == $err, $err);
  416. break;
  417. case 601: # 任务卡
  418. $cid = StoreProc::PutTaskCardInStore($itemId);
  419. break;
  420. case 201: # 碎片
  421. $segMo = GameConfig::item_segment_getItem($itemId);
  422. my_Assert($segMo != null, ErrCode::err_const_no);
  423. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  424. CornerSignEventProc::OnBag_new_Fragment();
  425. case 202: # 召唤书碎片
  426. case 312: # 言灵召唤/进阶材料
  427. case 351: # 言灵召唤书
  428. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  429. $book = GameConfig::item_yanlingbook_getItem($itemId);
  430. my_Assert(null != $book, ErrCode::err_const_no);
  431. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  432. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  433. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  434. case 1:
  435. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  436. break;
  437. case 2:
  438. CornerSignEventProc::OnCall_Magician_new(); # 法师
  439. break;
  440. case 3:
  441. CornerSignEventProc::OnCall_Archer_new(); # 射手
  442. break;
  443. default :
  444. break;
  445. }
  446. break;
  447. case 321: # 进阶材料
  448. case 322: # 进阶材料
  449. case 323: # 锻造材料
  450. case 324: # 魂器
  451. case 332:
  452. case 333:
  453. case 325:
  454. case 326:
  455. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  456. CornerSignEventProc::OnBag_new_Material();
  457. break;
  458. case 311: # 基因(经验丹)
  459. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  460. break;
  461. case 341: # 战场中掉落,不会进入包裹
  462. case 342:
  463. case 343:
  464. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  465. break;
  466. default :
  467. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  468. }
  469. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  470. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  471. }
  472. return ErrCode::ok; // 返回
  473. }
  474. /**
  475. * [6401]向包裹中添加物品
  476. */
  477. public static function AddItemInStore() {
  478. list($rwdStr) = req()->paras;
  479. $user = req()->userInfo->game;
  480. $err = self::AddMultiItemInStore($rwdStr);
  481. my_Assert(ErrCode::ok == $err, $err);
  482. UserProc::updateUserInfo();
  483. return Resp::ok(array(
  484. 'gold' => $user->baseInfo->gold,
  485. 'tili' => $user->baseInfo->tili,
  486. 'cash' => $user->baseInfo->cash,
  487. 'resPoint' => $user->baseInfo->resPoint,
  488. 'store' => $user->store));
  489. }
  490. /**
  491. * 将装备放入背包
  492. * @param type $itemId
  493. */
  494. static function PutEquipInStore($itemId) {
  495. $privateState = req()->userInfo->game->privateState;
  496. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  497. req()->userInfo->game->privateState->currentId = 1;
  498. }
  499. $cid = req()->userInfo->game->privateState->currentId++;
  500. //$equip = ObjectInit();
  501. $equip = new Ins_Weapon();
  502. $equip->typeId = $itemId;
  503. req()->userInfo->game->store->equipment->$cid = $equip;
  504. return $cid;
  505. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  506. }
  507. /**
  508. * 将言灵放入背包
  509. * @param type $itemId
  510. */
  511. static function PutYanLingInStore($itemId) {
  512. my_Assert(count((array) req()->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  513. $privateState = req()->userInfo->game->privateState;
  514. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  515. req()->userInfo->game->privateState->currentId = 1;
  516. }
  517. $cid = req()->userInfo->game->privateState->currentId++;
  518. //$equip = ObjectInit();
  519. $equip = new Ins_YanLin();
  520. $equip->typeId = $itemId;
  521. req()->userInfo->game->store->yanling->$cid = $equip;
  522. return $cid;
  523. }
  524. /**
  525. * 将任务卡放入背包
  526. * @param type $itemId
  527. */
  528. static function PutTaskCardInStore($itemId) {
  529. $privateState = req()->userInfo->game->privateState;
  530. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  531. req()->userInfo->game->privateState->currentId = 1;
  532. }
  533. $cid = req()->userInfo->game->privateState->currentId++;
  534. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  535. my_Assert(null != $mo, ErrCode::err_const_no);
  536. $itembaseMo = GameConfig::item_base_getItem($itemId);
  537. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  538. if ($itembaseMo->pileNum > 0) { # 可叠加
  539. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  540. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  541. // $taskCard = null;
  542. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  543. // $val = new Ins_TaskCard($val);
  544. // if ($val->typeId == $itemId) {
  545. // $taskCard = $val;
  546. // break;
  547. // }
  548. // }
  549. // if (null == $taskCard) { # 原来么有
  550. // $taskCard = new Ins_TaskCard($itemId);
  551. // $taskCard->uid = $cid;
  552. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  553. // }
  554. // $taskCard->count += 1;
  555. // </editor-fold>
  556. } else {
  557. $taskCard = new Ins_TaskCard($itemId);
  558. $taskCard->uid = $cid;
  559. req()->userInfo->game->store->taskcards->$cid = $taskCard;
  560. }
  561. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  562. if (null != $taskCard) {
  563. req()->paras = array($cid);
  564. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  565. }
  566. return $cid;
  567. }
  568. /**
  569. * 将可叠加物品放入背包
  570. * @param int $itemId
  571. * @param int $num
  572. */
  573. static function PutOverlyingItemInStore($itemId, $num = 1) {
  574. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  575. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  576. $items->$itemId += $num;
  577. } else { # 如果仓库中没有这种元素,则其数目置为num
  578. $items->$itemId = $num;
  579. }
  580. }
  581. /**
  582. * 物品包裹打散成独立道具到仓库
  583. * @param GoodsItemModel $itemModel
  584. * @deprecated since version now
  585. */
  586. static function addSeprateItem($itemModel) {
  587. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  588. }
  589. /**
  590. * [6416] 给英雄装上言灵
  591. */
  592. static function WearYanlingToHero() {
  593. $user = req()->userInfo->game; # user引用
  594. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  595. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  596. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  597. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  598. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  599. Err(ErrCode::store_equipWeared_err);
  600. }
  601. $collectHeros = $user->heros->collectHeros; # 英雄集合
  602. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  603. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  604. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  605. my_Assert($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.
  606. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  607. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  608. if ($oldYLid > 0) { # 代表替换操作
  609. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  610. }
  611. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  612. $collectHeros->$herouid = $hero;
  613. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  614. UserProc::updateUserInfo(); # 5.回写数据
  615. $ret = array('resp' => "succeed!",
  616. 'store' => $user->store);
  617. $resp = Resp::ok($ret); // 返回
  618. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  619. return $resp;
  620. }
  621. /**
  622. * [6417] 给英雄卸下言灵
  623. * @deprecated since version 无法卸下,只能更换
  624. */
  625. static function UnWieldYanling() {
  626. $user = req()->userInfo->game; # user引用
  627. list($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
  628. $collectHeros = $user->heros->collectHeros;
  629. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  630. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  631. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  632. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  633. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  634. }
  635. // $arr = $collectHeros->$herouid->yanling;
  636. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  637. // StlUtil::arrayRemove($arr, $yanling_uid);
  638. // $collectHeros->$herouid->yanling = $arr;
  639. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  640. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  641. UserProc::updateUserInfo(); # 回写数据
  642. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  643. // StoreProc::CheckItemNum($req);
  644. return $resp;
  645. }
  646. /**
  647. * [6410] 给英雄穿装备
  648. */
  649. static function WearEquipToHero() {
  650. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  651. $user = req()->userInfo->game; # user引用
  652. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  653. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  654. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  655. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  656. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  657. }
  658. $collectHeros = $user->heros->collectHeros;
  659. my_default_Obj($collectHeros);
  660. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  661. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  662. my_Assert($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
  663. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  664. $oldEquipId = 0;
  665. switch ($itemtype) { # 添加或替换英雄该部位的装备
  666. case 1: # 武器
  667. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  668. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  669. break;
  670. case 2: # 防具
  671. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  672. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  673. break;
  674. case 3: # 饰品
  675. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  676. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  677. break;
  678. default :
  679. Err(ErrCode::store_equip_type);
  680. break;
  681. }
  682. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  683. $user->store->equipment->$oldEquipId->herouid = 0;
  684. }
  685. UserProc::updateUserInfo(); // 5.回写数据
  686. // StoreProc::CheckItemNum($req);
  687. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  688. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  689. return Resp::ok(array('resp' => "succeed!",
  690. 'store' => $user->store)); // 返回
  691. }
  692. /**
  693. * [6411] 给英雄脱装备
  694. * @deprecated since version 不能卸下装备, 只能更换.
  695. */
  696. static function UnWieldEquip() {
  697. list($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
  698. $user = req()->userInfo->game; # user引用
  699. $collectHeros = $user->heros->collectHeros;
  700. my_default_Obj($collectHeros);
  701. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  702. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  703. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  704. $user->store->equipment->$equipuid->herouid = 0;
  705. }
  706. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  707. case 1: # 武器
  708. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  709. Err(ErrCode::store_noequip_err);
  710. }
  711. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  712. break;
  713. case 2: # 防具
  714. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  715. Err(ErrCode::store_noequip_err);
  716. }
  717. $collectHeros->$herouid->equip->armor->itemuid = 0;
  718. break;
  719. case 3: # 饰品
  720. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  721. Err(ErrCode::store_noequip_err);
  722. }
  723. $collectHeros->$herouid->equip->ring->itemuid = 0;
  724. break;
  725. default :
  726. Err(ErrCode::store_equip_type);
  727. }
  728. UserProc::updateUserInfo(); # 回写数据
  729. return Resp::ok(array('resp' => "succeed!")); // 返回
  730. }
  731. // </editor-fold>
  732. //
  733. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  734. //
  735. /**
  736. * 检查背包中物品的个数
  737. * @return int
  738. */
  739. public static function CheckItemNum() {
  740. $ItemObj = req()->userInfo->game->store->items;
  741. $EquipObj = req()->userInfo->game->store->equipment;
  742. $SegementObj = req()->userInfo->game->store->segement;
  743. $HeroObj = req()->userInfo->game->heros->collectHeros;
  744. $ItemNum = 0;
  745. if ($ItemObj) {
  746. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  747. $ItemNum++;
  748. }
  749. }
  750. if ($SegementObj) {
  751. foreach ($SegementObj as $value) { # 碎片
  752. $ItemNum++;
  753. }
  754. }
  755. if ($EquipObj) {
  756. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  757. $ItemNum++;
  758. }
  759. }
  760. if ($HeroObj) {
  761. 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.
  762. $HeroEquipId = $value->equip->weapon->itemuid;
  763. if ($HeroEquipId > 0) {
  764. $ItemNum--;
  765. }
  766. $HeroEquipId = $value->equip->armor->itemuid;
  767. if ($HeroEquipId > 0) {
  768. $ItemNum--;
  769. }
  770. $HeroEquipId = $value->equip->ring->itemuid;
  771. if ($HeroEquipId > 0) {
  772. $ItemNum--;
  773. }
  774. }
  775. }
  776. req()->userInfo->game->privateState->ItemNum = $ItemNum;
  777. return $ItemNum;
  778. }
  779. /**
  780. * 获取物品格子的上限值
  781. * @return int 上限数值
  782. */
  783. public static function GetItemMaxNum() {
  784. $user = req()->userInfo->game;
  785. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  786. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  787. }
  788. return $user->privateState->maxItemNum;
  789. }
  790. /**
  791. * 6412 背包扩容
  792. */
  793. public static function AddPacketNum() {
  794. $user = req()->userInfo->game; # user引用
  795. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  796. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  797. }
  798. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  799. my_Assert($costCash > 0, ErrCode::paras_err);
  800. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  801. $user->privateState->maxItemNum += 10; # 扩容
  802. UserProc::updateUserInfo(); # 保存玩家数据
  803. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  804. StoreProc::CheckItemNum();
  805. return $resp;
  806. }
  807. // </editor-fold>
  808. //
  809. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  810. //
  811. /**
  812. * 出售单一的物品
  813. */
  814. static function sellItem() {
  815. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  816. }
  817. /**
  818. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  819. */
  820. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  821. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  822. }
  823. /**
  824. * 6403 从背包出售多个物品
  825. */
  826. static function sellMultiItemFromStore() {
  827. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  828. $obj = req()->paras[0]; // 获取物品的结构数组
  829. foreach ($obj as $value) {
  830. $type = $value[0];
  831. $itemId = $value[1];
  832. if ($type > 3) {
  833. $count = intval($value[2]); // 数量
  834. $uid = 0;
  835. } 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
  836. $count = 1;
  837. $uid = $value[2];
  838. }//物品的uid
  839. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  840. }
  841. if (0 == $resp->err) {
  842. UserProc::updateUserInfo();
  843. }
  844. StoreProc::CheckItemNum();
  845. return $resp;
  846. }
  847. // </editor-fold>
  848. //
  849. }