StoreProc.php 74 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: #6426 宝石镶嵌
  69. return StoreProc::GemSetYanLing();
  70. case CmdCode::cmd_store_GemRemove:
  71. return StoreProc::GemRemoveYanLing();
  72. case CmdCode::cmd_store_unlockStore:
  73. return StoreProc::unlockStore();
  74. case CmdCode::cmd_store_buyWeapon: #6429
  75. return self::buyWeapon();
  76. case CmdCode::cmd_store_getShopWeapon: # 6430
  77. return self::getShopWeapon();
  78. case CmdCode::cmd_store_buySupplies: #6431 购买补给品
  79. return self::buySupplies();
  80. case CmdCode::cmd_store_expandStorage: # 6432
  81. return self::expandStorage();
  82. case CmdCode::cmd_store_changeStorage: # 6433
  83. return self::changeStorage();
  84. case CmdCode::cmd_store_changeBettleItem: # 6434
  85. return self::changeBettleItem();
  86. case CmdCode::cmd_store_useBettleItem: # 6435
  87. return self::useBettleItem();
  88. case CmdCode::cmd_store_setBettleItemUseVal: # 6436cmd_store_removeItem
  89. return self::setBettleItemUseVal();
  90. case CmdCode::cmd_store_removeItem: # 6437 删除所有类型道具cmd_store_killMosterAddData
  91. return self::removeItem();
  92. case CmdCode::cmd_store_killMosterAddData: # 6438 击杀怪,唤灵师获得的信息加成,暂时是经验
  93. return self::killMosterAddData();
  94. default:
  95. Err(ErrCode::cmd_err);
  96. }
  97. }
  98. /**
  99. * 6438 击杀怪,唤灵师获得的信息加成,暂时是经验
  100. */
  101. public static function killMosterAddData() {
  102. $heroUID = req()->paras[0];
  103. $mosterId = req()->paras[1]; # 提取参数
  104. $hero = ctx()->heros(true);
  105. $mo = GameConfig::hero_getItem($mosterId);
  106. my_Assert($mo != null, ErrCode::err_const_no);
  107. $targetHero = HeroProc::HeroAddEXP($heroUID, $mo->exp);
  108. UserProc::updateUserInfo();
  109. return Resp::ok(array('hero' => $targetHero,));
  110. }
  111. /**
  112. * 删除所有类型道具
  113. */
  114. public static function removeItem() {
  115. $str = req()->paras[0]; # 提取参数
  116. $list = explode(';', $str);
  117. foreach ($list as $k => $val) {
  118. $slist = explode('-', $val);
  119. $itemType = $slist[0]; # 提取参数
  120. $uid = $slist[1]; # 提取参数
  121. $typeId = $slist[2];
  122. $num = $slist[3]; # 提取参数
  123. self::removeStoreItem($itemType,$uid,$typeId,$num);
  124. }
  125. UserProc::updateUserInfo();
  126. return Resp::ok(array("store" => ctx()->store(),));
  127. }
  128. public static function removeStoreItem($itemType,$uid,$typeId,$num) {
  129. $store = ctx()->store(true);
  130. switch ($itemType) {//物品大归类 0 系统 1武器,2碎片,3材料, 4 言灵, 5 礼包,6 宝石道具 7任务卡
  131. case 1:
  132. StoreProc::removeEquipFromStore($uid, $typeId);
  133. break;
  134. case 2:
  135. StoreProc::removeSegmetFromStore($store, $typeId, $num);
  136. break;
  137. case 3:
  138. case 7:
  139. case 6:
  140. StoreProc::removeItemFromStore($store, $typeId, $num);
  141. break;
  142. case 4:
  143. StoreProc::removeYanlingFromStore($uid, $typeId);
  144. break;
  145. default:
  146. break;
  147. }
  148. }
  149. /**
  150. * 6436
  151. * @return type
  152. */
  153. public static function setBettleItemUseVal() {
  154. $index = req()->paras[0]; # 提取参数
  155. $val = req()->paras[1]; # 提取参数
  156. $store = ctx()->store(true);
  157. //my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  158. $store->battleItem->$index->isAuto = 1;
  159. $store->battleItem->$index->attrVal = $val;
  160. UserProc::updateUserInfo();
  161. return Resp::ok(array("store" => ctx()->store(),));
  162. }
  163. /**
  164. * 6435
  165. * @return type
  166. */
  167. public static function useBettleItem() {
  168. $index = req()->paras[0]; # 提取参数
  169. $store = ctx()->store(true);
  170. my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  171. $id = $store->battleItem->$index->id;
  172. $store->battleItem->$index->num -= 1;
  173. StoreProc::removeItemFromStore($store, $id);
  174. // if(StlUtil::dictHasProperty($store->items,$id)){
  175. // $store->items->$id -= 1;
  176. // if($store->items->$id <= 0){
  177. // unset($store->items->$id);
  178. // }
  179. // }
  180. if($store->battleItem->$index->num <= 0){
  181. unset($store->battleItem->$index);
  182. }
  183. UserProc::updateUserInfo();
  184. return Resp::ok(array("store" => ctx()->store(),));
  185. }
  186. /**
  187. * 6434
  188. * @return type
  189. */
  190. public static function changeBettleItem() {
  191. $type = req()->paras[0]; # 提取参数
  192. $index = req()->paras[1]; # 提取参数
  193. $itemid = req()->paras[2]; # 提取参数
  194. $store = ctx()->store(true);
  195. $str = GameConfig::globalsettings()->YaoPingAttrInitVal;
  196. $slist = explode(';', $str);
  197. $hp = explode(',', $slist[0])[1];
  198. $mp = explode(',', $slist[1])[1];
  199. if($type == 0){//添加
  200. $item = new Ins_battleItem();
  201. $item->index = $index;
  202. $item->id = $itemid;
  203. $item->num = $store->items->$itemid;
  204. $subType = GameConfig::item_base_getItem($itemid)->subType;
  205. if($subType == 341){
  206. $item->attrVal = $hp;
  207. } else {
  208. $item->attrVal = $mp;
  209. }
  210. $store->battleItem->$index = $item;
  211. } else {
  212. unset($store->battleItem->$index);
  213. }
  214. UserProc::updateUserInfo();
  215. return Resp::ok(array("store" => ctx()->store(),));
  216. }
  217. /**
  218. * 6432
  219. * @return type
  220. */
  221. public static function changeStorage() {
  222. $index = req()->paras[0]; # 选中的第几个格子
  223. $type = req()->paras[1]; # 1:放入 2移除到背包
  224. $itemType = req()->paras[2]; # 道具类型
  225. $uid = req()->paras[3]; # 道具的uid
  226. $store = ctx()->store(true);
  227. my_Assert(StlUtil::dictHasProperty($store->storage, $index), ErrCode::store_NotHaveStorage);
  228. $storage = $store->storage->$index;
  229. $num = 0;
  230. foreach ($storage as $k => $dic) {
  231. $num += count((array) $dic);
  232. }
  233. switch ($itemType) {
  234. case 101://武器
  235. if ($type == 1) {
  236. my_Assert($num < 50, ErrCode::store_StorageEnough);
  237. $equipVo = $store->equipment->$uid;
  238. $storage->equipment->$uid = $equipVo; //添加
  239. StoreProc::removeEquipFromStore($uid, $equipVo->typeId); //移除
  240. } else {
  241. $equipVo = $storage->equipment->$uid;
  242. $store->equipment->$uid = $equipVo;
  243. unset($storage->equipment->$uid);
  244. }
  245. break;
  246. case 401://言灵
  247. if ($type == 1) {
  248. my_Assert($num < 50, ErrCode::store_StorageEnough);
  249. $yanlingVo = $store->yanling->$uid;
  250. $storage->yanling->$uid = $yanlingVo; //添加
  251. StoreProc::removeYanlingFromStore($uid, $yanlingVo->typeId); //移除
  252. } else {
  253. $yanlingVo = $storage->yanling->$uid;
  254. $store->yanling->$uid = $yanlingVo;
  255. unset($storage->yanling->$uid);
  256. }
  257. break;
  258. default://其他道具
  259. if ($type == 1) {
  260. my_Assert($num < 50, ErrCode::store_StorageEnough);
  261. $itemNum = $store->items->$uid;
  262. if (!StlUtil::dictHasProperty($storage->itemDic, $uid)) {
  263. $storage->itemDic->$uid = 0;
  264. }
  265. $storage->itemDic->$uid += $itemNum; //添加
  266. StoreProc::removeItemFromStore($store, $uid, $itemNum);
  267. } else {
  268. $itemNum = $storage->itemDic->$uid;
  269. $goodsStr = $uid . "," . $itemNum;
  270. StoreProc::AddMultiItemInStore($goodsStr);
  271. unset($storage->itemDic->$uid);
  272. }
  273. break;
  274. }
  275. $store->storage->$index = $storage;
  276. //ctx()->store(true) = $store;
  277. UserProc::updateUserInfo();
  278. return Resp::ok(array("store" => $store,));
  279. }
  280. /**
  281. * 储物间扩容
  282. * @return type
  283. */
  284. public static function expandStorage() {
  285. $cost = GameConfig::globalsettings()->expandStorageCost;
  286. $list = explode(',', $cost);
  287. $key = 3;
  288. my_Assert(!StlUtil::dictHasProperty(ctx()->store(true)->storage, $key), ErrCode::store_expandStorage);
  289. if ($list[0] == 1) {
  290. my_Assert(ctx()->base(true)->gold >= $list[1], ErrCode::notenough_gold_msg);
  291. ctx()->base(true)->Consume_Gold($list[1]);
  292. } elseif ($list[0] == 2) {
  293. my_Assert(ctx()->base(true)->cash >= $list[1], ErrCode::notenough_cash_msg);
  294. ctx()->base(true)->Consume_Cash($list[1]);
  295. }
  296. $str = $list[0] . "," . $list[1];
  297. ctx()->store(true)->storage->$key = new Ins_storage();
  298. UserProc::updateUserInfo();
  299. return Resp::ok(array("storage" => ctx()->store(true)->storage, "cost" => $str,));
  300. }
  301. /**
  302. * 6431 购买补给品
  303. */
  304. public static function buySupplies() {
  305. $npcid = req()->paras[0]; # 提取参数
  306. $itemid = req()->paras[1]; # 提取参数
  307. $num = req()->paras[2]; # 提取参数
  308. //补充shop_supplies的mo
  309. $mo = GameConfig::shop_supplies_getItem($npcid, $itemid);
  310. my_Assert($mo != null, ErrCode::err_const_no);
  311. $cost = $mo->cost * $num;
  312. my_Assert($num <= $mo->num, ErrCode::err_const_no);
  313. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  314. ctx()->base(true)->Consume_Gold($cost);
  315. $goodsStr = $itemid . ',' . $num;
  316. StoreProc::AddMultiItemInStore($goodsStr);
  317. UserProc::updateUserInfo();
  318. return Resp::ok(array("store" => ctx()->store(), "cost" => $cost,));
  319. }
  320. /**
  321. *
  322. */
  323. public static function getShopWeapon() {
  324. $npcid = req()->paras[0]; # 提取参数
  325. self::DailyRefreshWeapon($npcid);
  326. UserProc::updateUserInfo();
  327. return Resp::ok(array(
  328. "store" => ctx()->store(), #
  329. ));
  330. }
  331. /**
  332. *
  333. * @return type
  334. */
  335. public static function buyWeapon() {
  336. $npcid = req()->paras[0]; # 提取参数
  337. $weaponId = req()->paras[1]; # 提取参数
  338. $store = ctx()->store(true);
  339. $type = 0;
  340. $tag = true;
  341. if (StlUtil::dictHasProperty($store->weaponReward, $npcid)) {
  342. $dic = $store->weaponReward->$npcid;
  343. foreach ($dic as $k => $list) {
  344. if (in_array($weaponId, $list)) {
  345. $tag = false;
  346. break;
  347. }
  348. }
  349. }
  350. my_Assert($tag == true, ErrCode::store_weaponCantBuy);
  351. $list = GameConfig::shop_weapon_getItemArray($npcid);
  352. $cost = 0;
  353. foreach ($list as $item) {
  354. $weaponList = explode(';', $item->weaponlist);
  355. foreach ($weaponList as $value) {
  356. $pList = explode(',', $value);
  357. if (in_array($weaponId, $pList)) {
  358. $type = $item->id;
  359. $cost = $item->cost;
  360. break 2;
  361. }
  362. }
  363. }
  364. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  365. ctx()->base(true)->Consume_Gold($cost);
  366. $store->weaponReward->$npcid->$type[] = $weaponId;
  367. ctx()->store = $store;
  368. UserProc::updateUserInfo();
  369. return Resp::ok(array(
  370. "store" => $store,
  371. "cost" => $cost,
  372. ));
  373. }
  374. /*
  375. * 每日刷新武器
  376. */
  377. public static function DailyRefreshWeapon($npcid = null) {
  378. //没有数据初始化,有数据不在管
  379. if ($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)) {
  380. $list = GameConfig::shop_weapon_getItemArray($npcid);
  381. foreach ($list as $value) {
  382. $ret = new \stdClass();
  383. $arr = explode(';', $value->weaponlist);
  384. foreach ($arr as $item) {
  385. $itemList = explode(',', $item);
  386. $id = $itemList[0];
  387. $per = $itemList[1];
  388. $ret->$id = $per;
  389. }
  390. $retArr = array();
  391. $type = $value->id;
  392. $pArr = self::randweapon($ret, $value->num);
  393. //数组合并
  394. $retArr = array_merge($retArr, $pArr);
  395. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  396. }
  397. } else if ($npcid == null) {
  398. //每日登录刷新,刷新的时候把已经购买过的武器去掉;
  399. $dic = ctx()->store()->weaponPool;
  400. foreach ($dic as $npcid => $val) {
  401. $list = GameConfig::shop_weapon_getItemArray($npcid);
  402. foreach ($list as $value) {
  403. $ret = new \stdClass();
  404. $arr = explode(';', $value->weaponlist);
  405. foreach ($arr as $item) {
  406. $itemList = explode(',', $item);
  407. $id = $itemList[0];
  408. $per = $itemList[1];
  409. $ret->$id = $per;
  410. }
  411. $ret2 = $ret;
  412. $type = $value->id;
  413. if (StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)) {
  414. $weaponList = ctx()->store()->weaponReward->$npcid->$type;
  415. foreach ($weaponList as $wid) {
  416. if (StlUtil::dictHasProperty($ret, $wid)) {
  417. StlUtil::dictRemove($ret, $wid);
  418. }
  419. }
  420. }
  421. $temp = $ret;
  422. 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
  423. $temp = $ret2;
  424. ctx()->store()->weaponReward->$npcid->$type = array();
  425. }
  426. $retArr = array();
  427. $pArr = self::randweapon($temp, $value->num);
  428. $retArr = array_merge($retArr, $pArr);
  429. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  430. }
  431. }
  432. }
  433. }
  434. static function randweapon($temp, $limit) {
  435. $resultArr = array();
  436. $num = 0;
  437. while (true) {
  438. $total = 0;
  439. foreach ($temp as $k => $v) {
  440. $total += $v;
  441. }
  442. $n = rand(1, $total);
  443. $start = 0;
  444. foreach ($temp as $id => $per) {
  445. $start += $per;
  446. if ($n <= $start) {
  447. if (in_array($id, $resultArr)) {
  448. StlUtil::dictRemove($temp, $id);
  449. break;
  450. } else {
  451. $resultArr[] = $id;
  452. $num += 1;
  453. break;
  454. }
  455. }
  456. }
  457. if ($num >= $limit) {
  458. break;
  459. }
  460. }
  461. return $resultArr;
  462. }
  463. /**
  464. * 扩容
  465. * @return type
  466. */
  467. static function unlockStore() {
  468. //list() = req()->paras;
  469. $user = ctx();
  470. $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
  471. my_Assert($mo != null, ErrCode::err_const_no);
  472. my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
  473. $user->base(true)->Consume_Gold($mo->cost);
  474. $user->privateState->expandNum += 1;
  475. ctx($user);
  476. UserProc::updateUserInfo(); # 回写玩家数据
  477. return Resp::ok(array(
  478. "gold" => $user->baseInfo->gold,
  479. "expandNum" => $user->privateState->expandNum,
  480. ));
  481. }
  482. /**
  483. * 宝石镶嵌
  484. */
  485. static function GemSetYanLing() {
  486. list($gemId, $yanlingUid) = req()->paras;
  487. $user = ctx();
  488. $yanling = $user->store->yanling;
  489. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  490. my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
  491. if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
  492. $yanling->$yanlingUid->gemId = 0;
  493. }
  494. my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
  495. StoreProc::removeItemFromStore($user->store, $gemId);
  496. $yanling->$yanlingUid->gemId = $gemId;
  497. $user->store->yanling = $yanling;
  498. ctx($user);
  499. UserProc::updateUserInfo(); # 回写玩家数据
  500. return Resp::ok(array(
  501. "store" => $user->store, # # 目前来看只涉及到items变化
  502. ));
  503. }
  504. /**
  505. * 从严灵上卸下宝石
  506. */
  507. static function GemRemoveYanLing() {
  508. list($yanlingUid) = req()->paras;
  509. $user = ctx();
  510. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  511. $gemId = $user->store->yanling->$yanlingUid->gemId;
  512. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  513. $goodsStr = $gemId . ",1";
  514. StoreProc::AddMultiItemInStore($goodsStr);
  515. $user->store->yanling->$yanlingUid->gemId = 0;
  516. ctx($user);
  517. UserProc::updateUserInfo(); # 回写玩家数据
  518. return Resp::ok(array(
  519. "store" => $user->store, # # 目前来看只涉及到items变化
  520. ));
  521. }
  522. /**
  523. * 宝石合成
  524. */
  525. static function GemComposeItem() {
  526. list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  527. $user = ctx();
  528. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  529. $mo = GameConfig::gem_formula_getItem($gemId);
  530. my_Assert($mo != null, ErrCode::err_const_no); #
  531. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  532. $itemId = $mo->drawItem;
  533. if ($itemId != "") {
  534. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
  535. }
  536. if ($mo->composeMaterial != "") {
  537. $mList = explode(',', $mo->composeMaterial);
  538. $itemId = $mList[0];
  539. $num = $mList[1];
  540. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
  541. //扣除材料
  542. StoreProc::removeItemFromStore($user->store, $itemId, $num);
  543. }
  544. $gList = explode(',', $mo->composeGem);
  545. $itemId = $gList[0];
  546. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
  547. my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
  548. //扣除配方金币 宝石
  549. $user->base(true)->Consume_Gold($mo->composeGold);
  550. StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
  551. $goodsStr = $gemId . ',1';
  552. StoreProc::AddMultiItemInStore($goodsStr);
  553. ctx($user);
  554. UserProc::updateUserInfo(); # 回写玩家数据
  555. return Resp::ok(array(
  556. "store" => $user->store, # # 目前来看只涉及到items变化
  557. 'gold' => $user->baseInfo->gold,
  558. ));
  559. }
  560. /**
  561. * 宝石合成的研究等级提升
  562. */
  563. static function GemResearchLvUp() {
  564. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  565. $user = ctx();
  566. $researchLevel = $user->Gem->level; //研究等级
  567. $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
  568. my_Assert($mo != null, ErrCode::err_const_no);
  569. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  570. //$list = explode(',',$mo->unlockLevelGoldCost);
  571. my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  572. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  573. $user->Gem->level += 1;
  574. ctx($user);
  575. UserProc::updateUserInfo(); # 回写玩家数据
  576. return Resp::ok(array(
  577. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  578. 'gold' => $user->baseInfo->gold,
  579. ));
  580. }
  581. /**
  582. * 武器升级
  583. */
  584. static function weaponUpgrade() {
  585. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  586. $user = ctx();
  587. $equipment = $user->store->equipment;
  588. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  589. $myPacketItems = $user->store->items;
  590. //消耗材料道具
  591. $total = 0;
  592. $totalGold = 0;
  593. foreach ($items as $costItemId => $costNumber) {
  594. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  595. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  596. $mo = GameConfig::item_stones_getItem($costItemId);
  597. my_Assert($mo != null, ErrCode::err_const_no);
  598. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  599. $total += $mo->baseExp * $costNumber;
  600. $totalGold += $mo->costGold * $costNumber;
  601. }
  602. $wuqiExp = 0;
  603. //消耗武器
  604. foreach ($wuqiList as $wuqiId) {
  605. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  606. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  607. $baseExp = $mo->baseExp;
  608. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  609. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  610. $totalGold += $mo->costGold;
  611. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  612. }
  613. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  614. $equipVo = new Ins_Weapon($equipment->$uid);
  615. $initLevel = $equipVo->level;
  616. $equipVo->exp += $total + (int) $wuqiExp;
  617. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  618. $curStar = $equipVo->starLevel; #当前星级
  619. $equipVo->level = $curlevel;
  620. if ($curStar < 5) {
  621. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  622. if ($starlimitLv <= $curlevel) {
  623. $equipVo->level = $starlimitLv;
  624. $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  625. }
  626. }
  627. $user->store->equipment->$uid = $equipVo;
  628. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  629. $user->baseInfo->gold -= $totalGold;
  630. ctx($user);
  631. ctx()->store->items = $myPacketItems; # 更新背包数据
  632. if ($equipVo->level != $initLevel) {
  633. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  634. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
  635. }
  636. UserProc::updateUserInfo(); # 回写玩家数据
  637. return Resp::ok(array(
  638. "store" => $user->store, # # 目前来看只涉及到items变化
  639. 'gold' => $user->baseInfo->gold,
  640. ));
  641. }
  642. /**
  643. * 武器升级计算
  644. * @param type $xp
  645. * @param type $type
  646. * @return type
  647. */
  648. static function Upgrade($xp, $qual, $type) {
  649. $curLv = 0;
  650. if ($type == Enum_UpgradeType::Wuqi) {
  651. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  652. } else {
  653. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  654. }
  655. $f = (array) $heroLvDic;
  656. ksort($f);
  657. foreach ($f as $lv => $mo) {
  658. if ($xp < $mo->requiredExp) {
  659. $curLv = $lv - 1;
  660. break;
  661. }
  662. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  663. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  664. // break;
  665. // }
  666. }
  667. return $curLv;
  668. }
  669. /**
  670. * 武器突破
  671. */
  672. static function weaponTupo() {
  673. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  674. $user = ctx();
  675. $equipment = $user->store->equipment;
  676. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  677. $typeId = $equipment->$uid->typeId;
  678. $curStar = $equipment->$uid->starLevel;
  679. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  680. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  681. my_Assert($mo != null, ErrCode::err_const_no);
  682. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  683. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  684. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  685. // $segID = $mo->segID;
  686. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  687. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  688. $costItemsList = explode(';', $mo->costItems);
  689. foreach ($costItemsList as $value) {
  690. $list = explode(',', $value);
  691. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  692. }
  693. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  694. $user->baseInfo->gold -= $mo->gold;
  695. $equipment->$uid->starLevel += 1;
  696. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  697. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  698. $user->store->equipment = $equipment;
  699. ctx($user);
  700. UserProc::updateUserInfo(); # 回写玩家数据
  701. return Resp::ok(array(
  702. "store" => $user->store, # # 目前来看只涉及到items变化
  703. 'gold' => $user->baseInfo->gold,
  704. ));
  705. }
  706. /**
  707. * 武器替换
  708. * @return type
  709. */
  710. static function weaponReplace() {
  711. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  712. $user = ctx();
  713. $equipment = $user->store->equipment;
  714. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  715. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  716. $herouid = $equipment->$uid->herouid;
  717. $herouid_replace = $equipment->$replaceId->herouid;
  718. $equipment->$replaceId->herouid = $herouid;
  719. $equipment->$uid->herouid = $herouid_replace;
  720. $user->store->equipment = $equipment;
  721. ctx($user);
  722. UserProc::updateUserInfo(); # 回写玩家数据
  723. return Resp::ok(array(
  724. "store" => $user->store, # # 目前来看只涉及到items变化
  725. ));
  726. }
  727. /**
  728. * [6420] 言灵进阶
  729. */
  730. static function YanlingUpgrade() {
  731. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  732. $user = ctx();
  733. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  734. $yanlingObj = $user->store->yanling->$yanlingUid;
  735. $yanlingMoId = $yanlingObj->typeId;
  736. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  737. $toGrade = $curGrade + 1; # 下一等阶
  738. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  739. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  740. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  741. $costs = explode(';', $toGradeCfg->cost_materials);
  742. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  743. foreach ($costs as $c) {
  744. list($itemId, $num) = explode(',', $c); # 解析材料
  745. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  746. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  747. }
  748. $yanlingObj->grade = $toGrade; # 修改进阶
  749. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  750. UserProc::updateUserInfo(); # 回写玩家数据
  751. return Resp::ok(array(
  752. "store" => $user->store, # # 目前来看只涉及到items变化
  753. ));
  754. }
  755. /**
  756. * [6418] 利用言灵召唤书碎片合成召唤书
  757. */
  758. static function MergeYanlingBook() {
  759. list($bookId) = req()->paras; # 参数 言灵召唤书id
  760. $user = ctx();
  761. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  762. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  763. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  764. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  765. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  766. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  767. UserProc::updateUserInfo(); # 回写数据
  768. return Resp::ok(array(
  769. "store" => $user->store, # # 目前来看只涉及到items变化
  770. ));
  771. }
  772. /**
  773. * [6419] 利用言灵召唤书召唤言灵
  774. */
  775. static function CallYanlingByBook() {
  776. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  777. $user = ctx();
  778. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  779. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  780. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  781. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  782. $costs = explode(';', $bookIdCfg->cost_materials);
  783. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  784. foreach ($costs as $c) {
  785. list($itemId, $num) = explode(',', $c); # 解析材料
  786. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  787. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  788. }
  789. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  790. UserProc::updateUserInfo(); # 回写数据
  791. return Resp::ok(array(
  792. "store" => $user->store, # # 目前来看只涉及到items变化
  793. ));
  794. }
  795. /**
  796. * 测试方法
  797. * @return type
  798. */
  799. static public function Test() {
  800. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  801. }
  802. /**
  803. * [6404] 使用仓库道具
  804. */
  805. static function useItem() {
  806. list($itemType, $num) = req()->paras; # 提取参数
  807. $mo = GameConfig::item_base_getItem($itemType);
  808. my_Assert(null != $mo, ErrCode::err_const_no);
  809. switch ($mo->subType) {
  810. case 601: # 任务卡
  811. my_Assert($num == 1, "任务卡一次只能使用一张!");
  812. $store = ctx()->store();
  813. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  814. my_Assert(ErrCode::ok == $err, $err);
  815. StoreProc::PutTaskCardInStore($itemType);
  816. ctx()->store = $store;
  817. break;
  818. default :
  819. break;
  820. }
  821. UserProc::updateUserInfo();
  822. return Resp::ok(array(
  823. 'priv' => ctx()->privateState,
  824. 'store' => ctx()->store));
  825. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  826. }
  827. /**
  828. * [6405] 刷新仓库列表
  829. */
  830. static function refreshStore() {
  831. StoreProc::CheckItemNum();
  832. return Resp::ok(array('store' => ctx()->store));
  833. }
  834. /**
  835. * [6406] 从仓库删除道具
  836. */
  837. static function delItemFromStore() {
  838. list($itemId, $num) = req()->paras;
  839. $err = self::removeItemFromStore(ctx()->store, $itemId, $num);
  840. my_Assert(ErrCode::ok == $err, $err);
  841. UserProc::updateUserInfo();
  842. return Resp::ok(array('store' => ctx()->store));
  843. }
  844. /**
  845. * [6409] 合成道具
  846. */
  847. static public function composeItem() {
  848. Err(ErrCode::err_method_notimplement);
  849. }
  850. /**
  851. * [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)
  852. */
  853. static public function composePieces() {
  854. Err(ErrCode::err_method_notimplement);
  855. }
  856. // </editor-fold>
  857. // --------------- 以下为辅助方法 ------------------
  858. //
  859. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  860. /**
  861. * 从仓库中移除指定数量的物品
  862. * @param Info_Store $store
  863. * @param type $itemId
  864. * @param type $itemcount
  865. * @return type
  866. */
  867. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  868. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  869. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  870. $store->items->$itemId -= $itemcount;
  871. if ($store->items->$itemId == 0) {
  872. unset($store->items->$itemId);
  873. }
  874. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  875. return ErrCode::ok;
  876. }
  877. /**
  878. * 从仓库移出装备
  879. * @param type $itemId uid
  880. * @param Info_Store $store
  881. * @return boolean
  882. */
  883. static function removeEquipFromStore($uid, $typeId) {
  884. $ok = false;
  885. if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
  886. my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  887. unset(ctx()->store->equipment->$uid);
  888. $ok = true;
  889. }
  890. return $ok;
  891. }
  892. static function removeYanlingFromStore($uid, $typeId) {
  893. $ok = false;
  894. if (CommUtil::isPropertyExists(ctx()->store->yanling, $uid)) {
  895. my_Assert($typeId == ctx()->store->yanling->$uid->typeId, "typeid检验错误"); // typeid相同;
  896. unset(ctx()->store->yanling->$uid);
  897. $ok = true;
  898. }
  899. return $ok;
  900. }
  901. /**
  902. * 从仓库移除碎片
  903. * @param Info_Store $store
  904. * @param int $segmentId
  905. * @param int $num
  906. * @return bool 成功/失败
  907. */
  908. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  909. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  910. && $store->segement->$segmentId >= $num) {
  911. $store->segement->$segmentId -= $num;
  912. return TRUE;
  913. }
  914. return false;
  915. }
  916. /**
  917. * 向仓库添加碎片
  918. * @param Info_Store $store
  919. * @param int $segmentId
  920. * @param int $num
  921. */
  922. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  923. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  924. $store->segement->$segmentId += $num;
  925. } else {
  926. $store->segement->$segmentId = $num;
  927. }
  928. $segMo = GameConfig::item_segment_getItem($segmentId);
  929. my_Assert($segMo != null, ErrCode::err_const_no);
  930. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  931. }
  932. // </editor-fold>
  933. //
  934. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  935. /**
  936. * 将其他物品放入仓库
  937. * @param type $itemId
  938. * @param Data_UserGame $game
  939. */
  940. static function PutItemInStore($itemId, &$game) {
  941. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  942. $game->store->items->$itemId += 1;
  943. } else {// 如果仓库中没有这种元素,则其数目置1
  944. $game->store->items->$itemId = 1;
  945. }
  946. }
  947. /**
  948. * 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
  949. * 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
  950. * @param string $goodsStr itemid,num;itemid,num;...
  951. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  952. * @deprecated since version 0
  953. * @return type
  954. */
  955. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  956. $user = ctx();
  957. $ary = explode(";", $goodsStr);
  958. //$unlockNum = $user->privateState->expandNum * 5;
  959. //$n = self::countStoreNum();
  960. foreach ($ary as $value) {
  961. $val = explode(",", $value);
  962. $cid = "";
  963. my_Assert(count($val) > 1, "解析奖励字符串出错");
  964. list( $itemId, $num) = $val; # ID, 数量
  965. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  966. switch ($smItem->subType) { # 根据类型分别添加到容器中
  967. case META_EXP: # 指挥官经验
  968. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  969. $user->base()->Add_Exp($num); # 加指挥官经验
  970. break;
  971. case META_GOLD_ITEMID: # 金币
  972. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  973. $user->base()->Add_Gold($num, $mask); # 增加金币
  974. break;
  975. case META_CASH_ITEMID: # 钻石
  976. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  977. $user->base()->Add_Cash($num, $mask); # 增加钻石
  978. break;
  979. case META_tili_ITEMID: # 体力
  980. // Data_UserGame::Add_tili($num);
  981. $user->base()->Add_tili($num); # 增加体力
  982. break;
  983. case META_FriendShipPoit_ItemId: # 友情值
  984. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  985. $user->base()->Add_FriendPoint($num); # 加友情点
  986. break;
  987. case META_PVPCOIN_ITEMID: # 竞技币
  988. $user->pvp->pvpCoins += $num;
  989. break;
  990. case META_ActivePoint_ITEMID:
  991. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  992. break;
  993. case META_RESPOINT_ITEMID:
  994. $user->base()->Add_resPoint($num); # 增加资源点
  995. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  996. break;
  997. case 101: # 武器
  998. for ($n = 0; $n < $num; $n++) {
  999. $cid = StoreProc::PutEquipInStore($itemId);
  1000. }
  1001. CornerSignEventProc::OnBag_new_Weapon();
  1002. CornerSignEventProc::OnRoleWeapon();
  1003. break;
  1004. case 401: # 言灵
  1005. for ($n = 0; $n < $num; $n++) {
  1006. $cid = StoreProc::PutYanLingInStore($itemId);
  1007. }
  1008. CornerSignEventProc::OnBag_new_Yanling();
  1009. CornerSignEventProc::OnRoleYanling();
  1010. break;
  1011. case 501: # 限购礼包
  1012. $itemMO = GameConfig::item_package_getItem($itemId);
  1013. my_Assert(null != $itemMO, ErrCode::err_const_no);
  1014. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  1015. my_Assert(ErrCode::ok == $err, $err);
  1016. break;
  1017. case 601: # 任务卡
  1018. $cid = StoreProc::PutTaskCardInStore($itemId);
  1019. break;
  1020. case 201: # 碎片
  1021. $segMo = GameConfig::item_segment_getItem($itemId);
  1022. my_Assert($segMo != null, ErrCode::err_const_no);
  1023. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  1024. CornerSignEventProc::OnBag_new_Fragment();
  1025. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1026. break;
  1027. case 202: # 召唤书碎片
  1028. case 351: # 言灵召唤书
  1029. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1030. $book = GameConfig::item_yanlingbook_getItem($itemId);
  1031. my_Assert(null != $book, ErrCode::err_const_no);
  1032. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  1033. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  1034. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  1035. case 1:
  1036. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  1037. break;
  1038. case 2:
  1039. CornerSignEventProc::OnCall_Magician_new(); # 法师
  1040. break;
  1041. case 3:
  1042. CornerSignEventProc::OnCall_Archer_new(); # 射手
  1043. break;
  1044. default :
  1045. break;
  1046. }
  1047. break;
  1048. case 321: # 进阶材料
  1049. case 322: # 进阶材料
  1050. case 323: # 锻造材料
  1051. case 324: # 魂器
  1052. case 332: #普通祈愿券
  1053. case 333: #活动祈愿券
  1054. case 325: #元素突破材料
  1055. case 326: #职业突破材料
  1056. case 327: #言灵的突破石
  1057. case 328: #言灵的突破材料
  1058. case 329: #武器的突破石
  1059. case 330: #武器的突破材料
  1060. // 补给品
  1061. case 341: # 血瓶
  1062. case 342: # 能量瓶
  1063. case 343: #
  1064. case 344: # 回城券 -2022.4.13 海哥
  1065. //
  1066. case 701: #宝石
  1067. case 702: #设计图纸
  1068. case 703: #宝石辅助材料
  1069. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1070. CornerSignEventProc::OnBag_new_Material();
  1071. break;
  1072. case 311: # 基因(经验丹)
  1073. case 312: # 强化道具
  1074. case 313:
  1075. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1076. break;
  1077. default :
  1078. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  1079. }
  1080. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  1081. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  1082. }
  1083. return ErrCode::ok; // 返回
  1084. }
  1085. public static function countStoreNum() {
  1086. $user = ctx();
  1087. //$num = 0;
  1088. $itemDic = $user->store->items;
  1089. //$num += count((array)$user->store->items);
  1090. $itemNum = 0;
  1091. foreach ($itemDic as $key => $num) {
  1092. if ($num == 0) {
  1093. continue;
  1094. }
  1095. if ($num > 99999) {
  1096. $itemNum += 2;
  1097. } else {
  1098. $itemNum += 1;
  1099. }
  1100. }
  1101. //var_dump($num);
  1102. //var_dump('-----------------');
  1103. $itemNum += count((array) $user->store->equipment);
  1104. //var_dump($num);
  1105. //var_dump('-----------------');
  1106. $itemNum += count((array) $user->store->yanling);
  1107. //var_dump($itemNum);
  1108. return $itemNum;
  1109. }
  1110. /**
  1111. * [6401]向包裹中添加物品
  1112. */
  1113. public static function AddItemInStore() {
  1114. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  1115. $user = ctx();
  1116. if ($mask == 1) {
  1117. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  1118. } else {
  1119. $err = self::AddMultiItemInStore($rwdStr);
  1120. }
  1121. my_Assert(ErrCode::ok == $err, $err);
  1122. UserProc::updateUserInfo();
  1123. return Resp::ok(array(
  1124. 'gold' => $user->baseInfo->gold,
  1125. 'tili' => $user->baseInfo->tili,
  1126. 'cash' => $user->baseInfo->cash,
  1127. 'resPoint' => $user->baseInfo->resPoint,
  1128. 'store' => $user->store));
  1129. }
  1130. /**
  1131. * 将装备放入背包
  1132. * @param type $itemId
  1133. */
  1134. static function PutEquipInStore($itemId) {
  1135. $privateState = ctx()->privateState;
  1136. $unlockNum = $privateState->expandNum * 5;
  1137. //var_dump("wuqi==============");
  1138. $n = self::countStoreNum();
  1139. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1140. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1141. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  1142. ctx()->privateState->currentId = 1;
  1143. }
  1144. $cid = ctx()->privateState->currentId++;
  1145. //$equip = ObjectInit();
  1146. $equip = new Ins_Weapon();
  1147. $equip->typeId = $itemId;
  1148. ctx()->store->equipment->$cid = $equip;
  1149. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  1150. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
  1151. return $cid;
  1152. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  1153. }
  1154. /**
  1155. * 将言灵放入背包
  1156. * @param type $itemId
  1157. */
  1158. static function PutYanLingInStore($itemId) {
  1159. //my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  1160. $privateState = ctx()->privateState;
  1161. $unlockNum = $privateState->expandNum * 5;
  1162. //var_dump("yanling==============");
  1163. $n = self::countStoreNum();
  1164. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1165. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1166. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1167. ctx()->privateState->currentId = 1;
  1168. }
  1169. $cid = ctx()->privateState->currentId++;
  1170. //$equip = ObjectInit();
  1171. $equip = new Ins_YanLin();
  1172. $equip->typeId = $itemId;
  1173. ctx()->store->yanling->$cid = $equip;
  1174. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  1175. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
  1176. return $cid;
  1177. }
  1178. /**
  1179. * 将任务卡放入背包
  1180. * @param type $itemId
  1181. */
  1182. static function PutTaskCardInStore($itemId) {
  1183. $privateState = ctx()->privateState;
  1184. $unlockNum = $privateState->expandNum * 5;
  1185. //var_dump("task==============");
  1186. //$n = self::countStoreNum();
  1187. //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
  1188. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1189. ctx()->privateState->currentId = 1;
  1190. }
  1191. $cid = ctx()->privateState->currentId++;
  1192. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  1193. // var_dump($mo);
  1194. my_Assert(null != $mo, ErrCode::err_const_no);
  1195. $itembaseMo = GameConfig::item_base_getItem($itemId);
  1196. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  1197. if ($itembaseMo->pileNum > 0) { # 可叠加
  1198. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  1199. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  1200. // $taskCard = null;
  1201. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  1202. // $val = new Ins_TaskCard($val);
  1203. // if ($val->typeId == $itemId) {
  1204. // $taskCard = $val;
  1205. // break;
  1206. // }
  1207. // }
  1208. // if (null == $taskCard) { # 原来么有
  1209. // $taskCard = new Ins_TaskCard($itemId);
  1210. // $taskCard->uid = $cid;
  1211. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  1212. // }
  1213. // $taskCard->count += 1;
  1214. // </editor-fold>
  1215. } else {
  1216. $taskCard = new Ins_TaskCard($itemId);
  1217. $taskCard->uid = $cid;
  1218. ctx()->store->taskcards->$cid = $taskCard;
  1219. }
  1220. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  1221. if (null != $taskCard) {
  1222. $t = req()->paras;
  1223. req()->paras = array($cid);
  1224. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  1225. req()->paras = $t;
  1226. }
  1227. return $cid;
  1228. }
  1229. /**
  1230. * 将可叠加物品放入背包
  1231. * @param int $itemId
  1232. * @param int $num
  1233. */
  1234. static function PutOverlyingItemInStore($itemId, $num = 1) {
  1235. //var_dump("item==============".$itemId);
  1236. $unlockNum = ctx()->privateState->expandNum * 5;
  1237. $n = self::countStoreNum();
  1238. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1239. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1240. $items = ctx()->store->items; # dic: itemid=>number
  1241. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  1242. $items->$itemId += $num;
  1243. } else { # 如果仓库中没有这种元素,则其数目置为num
  1244. $items->$itemId = $num;
  1245. }
  1246. }
  1247. /**
  1248. * 物品包裹打散成独立道具到仓库
  1249. * @param GoodsItemModel $itemModel
  1250. * @deprecated since version now
  1251. */
  1252. static function addSeprateItem($itemModel) {
  1253. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  1254. }
  1255. /**
  1256. * [6416] 给英雄装上言灵
  1257. */
  1258. static function WearYanlingToHero() {
  1259. $user = ctx(); # user引用
  1260. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1261. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  1262. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  1263. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  1264. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  1265. Err(ErrCode::store_equipWeared_err);
  1266. }
  1267. $collectHeros = $user->heros->collectHeros; # 英雄集合
  1268. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  1269. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  1270. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1271. my_Assert($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.
  1272. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  1273. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  1274. if ($oldYLid > 0) { # 代表替换操作
  1275. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  1276. }
  1277. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  1278. $collectHeros->$herouid = $hero;
  1279. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  1280. UserProc::updateUserInfo(); # 5.回写数据
  1281. $ret = array('resp' => "succeed!",
  1282. 'store' => $user->store);
  1283. $resp = Resp::ok($ret); // 返回
  1284. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1285. return $resp;
  1286. }
  1287. /**
  1288. * [6417] 给英雄卸下言灵
  1289. * @deprecated since version 无法卸下,只能更换
  1290. */
  1291. static function UnWieldYanling() {
  1292. $user = ctx(); # user引用
  1293. list($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
  1294. $collectHeros = $user->heros->collectHeros;
  1295. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  1296. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1297. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1298. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  1299. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  1300. }
  1301. // $arr = $collectHeros->$herouid->yanling;
  1302. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  1303. // StlUtil::arrayRemove($arr, $yanling_uid);
  1304. // $collectHeros->$herouid->yanling = $arr;
  1305. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  1306. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  1307. UserProc::updateUserInfo(); # 回写数据
  1308. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  1309. // StoreProc::CheckItemNum($req);
  1310. return $resp;
  1311. }
  1312. /**
  1313. * [6410] 给英雄穿装备
  1314. */
  1315. static function WearEquipToHero() {
  1316. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1317. $user = ctx(); # user引用
  1318. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1319. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  1320. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  1321. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  1322. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  1323. }
  1324. $collectHeros = $user->heros->collectHeros;
  1325. my_default_Obj($collectHeros);
  1326. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  1327. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1328. my_Assert($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
  1329. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  1330. $oldEquipId = 0;
  1331. switch ($itemtype) { # 添加或替换英雄该部位的装备
  1332. case 1: # 武器
  1333. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  1334. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  1335. break;
  1336. case 2: # 防具
  1337. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  1338. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  1339. break;
  1340. case 3: # 饰品
  1341. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  1342. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  1343. break;
  1344. default :
  1345. Err(ErrCode::store_equip_type);
  1346. break;
  1347. }
  1348. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  1349. $user->store->equipment->$oldEquipId->herouid = 0;
  1350. }
  1351. UserProc::updateUserInfo(); // 5.回写数据
  1352. // StoreProc::CheckItemNum($req);
  1353. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  1354. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1355. return Resp::ok(array('resp' => "succeed!",
  1356. 'store' => $user->store)); // 返回
  1357. }
  1358. /**
  1359. * [6411] 给英雄脱装备
  1360. * @deprecated since version 不能卸下装备, 只能更换.
  1361. */
  1362. static function UnWieldEquip() {
  1363. list($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
  1364. $user = ctx(); # user引用
  1365. $collectHeros = $user->heros->collectHeros;
  1366. my_default_Obj($collectHeros);
  1367. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1368. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1369. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  1370. $user->store->equipment->$equipuid->herouid = 0;
  1371. }
  1372. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  1373. case 1: # 武器
  1374. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  1375. Err(ErrCode::store_noequip_err);
  1376. }
  1377. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  1378. break;
  1379. case 2: # 防具
  1380. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  1381. Err(ErrCode::store_noequip_err);
  1382. }
  1383. $collectHeros->$herouid->equip->armor->itemuid = 0;
  1384. break;
  1385. case 3: # 饰品
  1386. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  1387. Err(ErrCode::store_noequip_err);
  1388. }
  1389. $collectHeros->$herouid->equip->ring->itemuid = 0;
  1390. break;
  1391. default :
  1392. Err(ErrCode::store_equip_type);
  1393. }
  1394. UserProc::updateUserInfo(); # 回写数据
  1395. return Resp::ok(array('resp' => "succeed!")); // 返回
  1396. }
  1397. // </editor-fold>
  1398. //
  1399. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1400. //
  1401. /**
  1402. * 检查背包中物品的个数
  1403. * @return int
  1404. */
  1405. public static function CheckItemNum() {
  1406. $ItemObj = ctx()->store->items;
  1407. $EquipObj = ctx()->store->equipment;
  1408. $SegementObj = ctx()->store->segement;
  1409. $HeroObj = ctx()->heros->collectHeros;
  1410. $ItemNum = 0;
  1411. if ($ItemObj) {
  1412. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  1413. $ItemNum++;
  1414. }
  1415. }
  1416. if ($SegementObj) {
  1417. foreach ($SegementObj as $value) { # 碎片
  1418. $ItemNum++;
  1419. }
  1420. }
  1421. if ($EquipObj) {
  1422. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  1423. $ItemNum++;
  1424. }
  1425. }
  1426. if ($HeroObj) {
  1427. 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.
  1428. $HeroEquipId = $value->equip->weapon->itemuid;
  1429. if ($HeroEquipId > 0) {
  1430. $ItemNum--;
  1431. }
  1432. $HeroEquipId = $value->equip->armor->itemuid;
  1433. if ($HeroEquipId > 0) {
  1434. $ItemNum--;
  1435. }
  1436. $HeroEquipId = $value->equip->ring->itemuid;
  1437. if ($HeroEquipId > 0) {
  1438. $ItemNum--;
  1439. }
  1440. }
  1441. }
  1442. ctx()->privateState->ItemNum = $ItemNum;
  1443. return $ItemNum;
  1444. }
  1445. /**
  1446. * 获取物品格子的上限值---废弃了
  1447. * @return int 上限数值
  1448. */
  1449. // public static function GetItemMaxNum() {
  1450. // $user = ctx();
  1451. // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1452. // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1453. // }
  1454. // return $user->privateState->maxItemNum;
  1455. // }
  1456. /**
  1457. * 6412 背包扩容
  1458. */
  1459. public static function AddPacketNum() {
  1460. $user = ctx(); # user引用
  1461. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1462. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1463. }
  1464. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1465. my_Assert($costCash > 0, ErrCode::paras_err);
  1466. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1467. $user->privateState->maxItemNum += 10; # 扩容
  1468. UserProc::updateUserInfo(); # 保存玩家数据
  1469. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1470. StoreProc::CheckItemNum();
  1471. return $resp;
  1472. }
  1473. // </editor-fold>
  1474. //
  1475. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1476. //
  1477. /**
  1478. * 出售单一的物品
  1479. */
  1480. static function sellItem() {
  1481. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1482. }
  1483. /**
  1484. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1485. */
  1486. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1487. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1488. }
  1489. /**
  1490. * 6403 从背包出售多个物品
  1491. */
  1492. static function sellMultiItemFromStore() {
  1493. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1494. $obj = req()->paras[0]; // 获取物品的结构数组
  1495. foreach ($obj as $value) {
  1496. $type = $value[0];
  1497. $itemId = $value[1];
  1498. if ($type > 3) {
  1499. $count = intval($value[2]); // 数量
  1500. $uid = 0;
  1501. } 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
  1502. $count = 1;
  1503. $uid = $value[2];
  1504. }//物品的uid
  1505. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1506. }
  1507. if (0 == $resp->err) {
  1508. UserProc::updateUserInfo();
  1509. }
  1510. StoreProc::CheckItemNum();
  1511. return $resp;
  1512. }
  1513. // </editor-fold>
  1514. //
  1515. }