StoreProc.php 46 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945
  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. $totalGold = 0;
  78. foreach ($items as $costItemId => $costNumber) {
  79. my_Assert(CommUtil::isPropertyExists($myPacketItems,$costItemId), ErrCode::store_itemnotenough); #
  80. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);# 检查道具的数量,在背包中是否充足
  81. $mo = GameConfig::item_stones_getItem($costItemId);
  82. my_Assert($mo != null, ErrCode::err_const_no);
  83. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  84. $total += $mo->baseExp*$costNumber;
  85. $totalGold += $mo->costGold*$costNumber;
  86. }
  87. $wuqiExp = 0;
  88. //消耗武器
  89. foreach ($wuqiList as $wuqiId) {
  90. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  91. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  92. $baseExp = $mo->baseExp;
  93. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  94. $wuqiExp += $baseExp + $equipment->$wuqiId->exp*0.75;
  95. $totalGold += $mo->costGold;
  96. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  97. }
  98. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  99. $equipVo = new Ins_Weapon($equipment->$uid);
  100. $initLevel = $equipVo->level;
  101. $equipVo->exp += $total+(int)$wuqiExp;
  102. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality);
  103. $curStar = $equipVo->starLevel ; #当前星级
  104. $equipVo->level = $curlevel;
  105. if ($curStar < 5) {
  106. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  107. if ($starlimitLv < $curlevel) {
  108. $equipVo->level = $starlimitLv;
  109. $equipVo->xp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality,$starlimitLv)->requiredExp;
  110. }
  111. }
  112. $user->store->equipment->$uid = $equipVo;
  113. $user->baseInfo->gold -= $totalGold;
  114. req()->userInfo->game = $user;
  115. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  116. if ($equipVo->level != $initLevel) {
  117. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  118. }
  119. UserProc::updateUserInfo(); # 回写玩家数据
  120. return Resp::ok(array(
  121. "store" => $user->store, # # 目前来看只涉及到items变化
  122. 'gold' => $user->baseInfo->gold,
  123. ));
  124. }
  125. /**
  126. * 武器升级计算
  127. * @param type $xp
  128. * @param type $type
  129. * @return type
  130. */
  131. static function Upgrade($xp,$qual) {
  132. $curLv = 0;
  133. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  134. $f = (array) $heroLvDic;
  135. ksort($f);
  136. foreach ($f as $lv => $mo) {
  137. if($xp < $mo->requiredExp){
  138. $curLv = $lv-1;
  139. break;
  140. }
  141. if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  142. $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  143. break;
  144. }
  145. }
  146. return $curLv;
  147. }
  148. /**
  149. * 武器突破
  150. */
  151. static function weaponTupo() {
  152. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  153. $user = req()->userInfo->game;
  154. $equipment = $user->store->equipment;
  155. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  156. $typeId = $equipment->$uid->typeId;
  157. $curStar = $equipment->$uid->starLevel;
  158. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  159. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar+1);
  160. my_Assert($mo != null, ErrCode::err_const_no);
  161. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  162. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  163. my_Assert($user->baseInfo->gold >= $mo->gold , ErrCode::notenough_gold_msg);
  164. // $segID = $mo->segID;
  165. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  166. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  167. $costItemsList = explode(';',$mo->costItems);
  168. foreach ($costItemsList as $value) {
  169. $list = explode(',', $value);
  170. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  171. }
  172. $user->baseInfo->gold -= $mo->gold;
  173. $equipment->$uid->starLevel += 1;
  174. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  175. $user->store->equipment = $equipment;
  176. req()->userInfo->game = $user;
  177. UserProc::updateUserInfo(); # 回写玩家数据
  178. return Resp::ok(array(
  179. "store" => $user->store, # # 目前来看只涉及到items变化
  180. 'gold' => $user->baseInfo->gold,
  181. ));
  182. }
  183. /**
  184. * [6420] 言灵进阶
  185. */
  186. static function YanlingUpgrade() {
  187. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  188. $user = req()->userInfo->game;
  189. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  190. $yanlingObj = $user->store->yanling->$yanlingUid;
  191. $yanlingMoId = $yanlingObj->typeId;
  192. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  193. $toGrade = $curGrade + 1; # 下一等阶
  194. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  195. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  196. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  197. $costs = explode(';', $toGradeCfg->cost_materials);
  198. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  199. foreach ($costs as $c) {
  200. list($itemId, $num) = explode(',', $c); # 解析材料
  201. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  202. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  203. }
  204. $yanlingObj->grade = $toGrade; # 修改进阶
  205. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  206. UserProc::updateUserInfo(); # 回写玩家数据
  207. return Resp::ok(array(
  208. "store" => $user->store, # # 目前来看只涉及到items变化
  209. ));
  210. }
  211. /**
  212. * [6418] 利用言灵召唤书碎片合成召唤书
  213. */
  214. static function MergeYanlingBook() {
  215. list($bookId) = req()->paras; # 参数 言灵召唤书id
  216. $user = req()->userInfo->game;
  217. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  218. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  219. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  220. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  221. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  222. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  223. UserProc::updateUserInfo(); # 回写数据
  224. return Resp::ok(array(
  225. "store" => $user->store, # # 目前来看只涉及到items变化
  226. ));
  227. }
  228. /**
  229. * [6419] 利用言灵召唤书召唤言灵
  230. */
  231. static function CallYanlingByBook() {
  232. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  233. $user = req()->userInfo->game;
  234. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  235. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  236. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  237. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  238. $costs = explode(';', $bookIdCfg->cost_materials);
  239. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  240. foreach ($costs as $c) {
  241. list($itemId, $num) = explode(',', $c); # 解析材料
  242. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  243. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  244. }
  245. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  246. UserProc::updateUserInfo(); # 回写数据
  247. return Resp::ok(array(
  248. "store" => $user->store, # # 目前来看只涉及到items变化
  249. ));
  250. }
  251. /**
  252. * 测试方法
  253. * @return type
  254. */
  255. static public function Test() {
  256. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  257. }
  258. /**
  259. * [6404] 使用仓库道具
  260. */
  261. static function useItem() {
  262. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  263. }
  264. /**
  265. * [6405] 刷新仓库列表
  266. */
  267. static function refreshStore() {
  268. StoreProc::CheckItemNum();
  269. return Resp::ok(array('store' => req()->userInfo->game->store));
  270. }
  271. /**
  272. * [6406] 从仓库删除道具
  273. */
  274. static function delItemFromStore() {
  275. list($itemId, $num) = req()->paras;
  276. $err = self::removeItemFromStore(req()->userInfo->game->store, $itemId, $num);
  277. my_Assert(ErrCode::ok == $err, $err);
  278. UserProc::updateUserInfo();
  279. return Resp::ok(array('store' => req()->userInfo->game->store));
  280. }
  281. /**
  282. * [6409] 合成道具
  283. */
  284. static public function composeItem() {
  285. Err(ErrCode::err_method_notimplement);
  286. }
  287. /**
  288. * [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)
  289. */
  290. static public function composePieces() {
  291. Err(ErrCode::err_method_notimplement);
  292. }
  293. // </editor-fold>
  294. // --------------- 以下为辅助方法 ------------------
  295. //
  296. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  297. /**
  298. * 从仓库中移除指定数量的物品
  299. * @param Info_Store $store
  300. * @param type $itemId
  301. * @param type $itemcount
  302. * @return type
  303. */
  304. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  305. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  306. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  307. $store->items->$itemId -= $itemcount;
  308. if ($store->items->$itemId == 0) {
  309. unset($store->items->$itemId);
  310. }
  311. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  312. return ErrCode::ok;
  313. }
  314. /**
  315. * 从仓库移出装备
  316. * @param type $itemId uid
  317. * @param Info_Store $store
  318. * @return boolean
  319. */
  320. static function removeEquipFromStore($uid, $typeId) {
  321. $ok = false;
  322. if (CommUtil::isPropertyExists(req()->userInfo->game->store->equipment, $uid)) {
  323. my_Assert($typeId == req()->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  324. unset(req()->userInfo->game->store->equipment->$uid);
  325. $ok = true;
  326. }
  327. return $ok;
  328. }
  329. /**
  330. * 从仓库移除碎片
  331. * @param Info_Store $store
  332. * @param int $segmentId
  333. * @param int $num
  334. * @return bool 成功/失败
  335. */
  336. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  337. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  338. && $store->segement->$segmentId >= $num) {
  339. $store->segement->$segmentId -= $num;
  340. return TRUE;
  341. }
  342. return false;
  343. }
  344. /**
  345. * 向仓库添加碎片
  346. * @param Info_Store $store
  347. * @param int $segmentId
  348. * @param int $num
  349. */
  350. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  351. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  352. $store->segement->$segmentId += $num;
  353. } else {
  354. $store->segement->$segmentId = $num;
  355. }
  356. $segMo = GameConfig::item_segment_getItem($segmentId);
  357. my_Assert($segMo != null, ErrCode::err_const_no);
  358. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  359. }
  360. // </editor-fold>
  361. //
  362. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  363. /**
  364. * 将其他物品放入仓库
  365. * @param type $itemId
  366. * @param Data_UserGame $game
  367. */
  368. static function PutItemInStore($itemId, &$game) {
  369. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  370. $game->store->items->$itemId += 1;
  371. } else {// 如果仓库中没有这种元素,则其数目置1
  372. $game->store->items->$itemId = 1;
  373. }
  374. }
  375. /**
  376. * 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
  377. * 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
  378. * @param string $goodsStr itemid,num;itemid,num;...
  379. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  380. * @deprecated since version 0
  381. * @return type
  382. */
  383. public static function AddMultiItemInStore($goodsStr, $src = 1) {
  384. $user = req()->userInfo->game;
  385. $ary = explode(";", $goodsStr);
  386. foreach ($ary as $value) {
  387. $val = explode(",", $value);
  388. $cid = "";
  389. my_Assert(count($val) > 1, "解析奖励字符串出错");
  390. list( $itemId, $num) = $val; # ID, 数量
  391. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  392. switch ($smItem->subType) { # 根据类型分别添加到容器中
  393. case META_EXP: # 指挥官经验
  394. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  395. $user->base()->Add_Exp($num); # 加指挥官经验
  396. break;
  397. case META_GOLD_ITEMID: # 金币
  398. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  399. $user->base()->Add_Gold($num); # 增加金币
  400. break;
  401. case META_CASH_ITEMID: # 钻石
  402. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  403. $user->base()->Add_Cash($num); # 增加钻石
  404. break;
  405. case META_tili_ITEMID: # 体力
  406. // Data_UserGame::Add_tili($num);
  407. $user->base()->Add_tili($num); # 增加体力
  408. break;
  409. case META_FriendShipPoit_ItemId: # 友情值
  410. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  411. $user->base()->Add_FriendPoint($num); # 加友情点
  412. break;
  413. case META_PVPCOIN_ITEMID: # 竞技币
  414. $user->pvp->pvpCoins += $num;
  415. break;
  416. case META_ActivePoint_ITEMID:
  417. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  418. break;
  419. case META_RESPOINT_ITEMID:
  420. $user->base()->Add_resPoint($num); # 增加资源点
  421. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  422. break;
  423. case 101: # 武器
  424. for ($n = 0; $n < $num; $n++) {
  425. $cid = StoreProc::PutEquipInStore($itemId);
  426. }
  427. CornerSignEventProc::OnBag_new_Weapon();
  428. break;
  429. case 401: # 言灵
  430. for ($n = 0; $n < $num; $n++) {
  431. $cid = StoreProc::PutYanLingInStore($itemId);
  432. }
  433. CornerSignEventProc::OnBag_new_Yanling();
  434. break;
  435. case 501: # 限购礼包
  436. $itemMO = GameConfig::item_package_getItem($itemId);
  437. my_Assert(null != $itemMO, ErrCode::err_const_no);
  438. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  439. my_Assert(ErrCode::ok == $err, $err);
  440. break;
  441. case 601: # 任务卡
  442. $cid = StoreProc::PutTaskCardInStore($itemId);
  443. break;
  444. case 201: # 碎片
  445. $segMo = GameConfig::item_segment_getItem($itemId);
  446. my_Assert($segMo != null, ErrCode::err_const_no);
  447. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  448. CornerSignEventProc::OnBag_new_Fragment();
  449. case 202: # 召唤书碎片
  450. case 312: # 言灵召唤/进阶材料
  451. case 351: # 言灵召唤书
  452. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  453. $book = GameConfig::item_yanlingbook_getItem($itemId);
  454. my_Assert(null != $book, ErrCode::err_const_no);
  455. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  456. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  457. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  458. case 1:
  459. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  460. break;
  461. case 2:
  462. CornerSignEventProc::OnCall_Magician_new(); # 法师
  463. break;
  464. case 3:
  465. CornerSignEventProc::OnCall_Archer_new(); # 射手
  466. break;
  467. default :
  468. break;
  469. }
  470. break;
  471. case 321: # 进阶材料
  472. case 322: # 进阶材料
  473. case 323: # 锻造材料
  474. case 324: # 魂器
  475. case 332:
  476. case 333:
  477. case 325:
  478. case 326:
  479. case 327:
  480. case 328:
  481. case 329:
  482. case 330:
  483. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  484. CornerSignEventProc::OnBag_new_Material();
  485. break;
  486. case 311: # 基因(经验丹)
  487. case 313:
  488. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  489. break;
  490. case 341: # 战场中掉落,不会进入包裹
  491. case 342:
  492. case 343:
  493. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  494. break;
  495. default :
  496. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  497. }
  498. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  499. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  500. }
  501. return ErrCode::ok; // 返回
  502. }
  503. /**
  504. * [6401]向包裹中添加物品
  505. */
  506. public static function AddItemInStore() {
  507. list($rwdStr) = req()->paras;
  508. $user = req()->userInfo->game;
  509. $err = self::AddMultiItemInStore($rwdStr);
  510. my_Assert(ErrCode::ok == $err, $err);
  511. UserProc::updateUserInfo();
  512. return Resp::ok(array(
  513. 'gold' => $user->baseInfo->gold,
  514. 'tili' => $user->baseInfo->tili,
  515. 'cash' => $user->baseInfo->cash,
  516. 'resPoint' => $user->baseInfo->resPoint,
  517. 'store' => $user->store));
  518. }
  519. /**
  520. * 将装备放入背包
  521. * @param type $itemId
  522. */
  523. static function PutEquipInStore($itemId) {
  524. $privateState = req()->userInfo->game->privateState;
  525. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  526. req()->userInfo->game->privateState->currentId = 1;
  527. }
  528. $cid = req()->userInfo->game->privateState->currentId++;
  529. //$equip = ObjectInit();
  530. $equip = new Ins_Weapon();
  531. $equip->typeId = $itemId;
  532. req()->userInfo->game->store->equipment->$cid = $equip;
  533. return $cid;
  534. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  535. }
  536. /**
  537. * 将言灵放入背包
  538. * @param type $itemId
  539. */
  540. static function PutYanLingInStore($itemId) {
  541. my_Assert(count((array) req()->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  542. $privateState = req()->userInfo->game->privateState;
  543. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  544. req()->userInfo->game->privateState->currentId = 1;
  545. }
  546. $cid = req()->userInfo->game->privateState->currentId++;
  547. //$equip = ObjectInit();
  548. $equip = new Ins_YanLin();
  549. $equip->typeId = $itemId;
  550. req()->userInfo->game->store->yanling->$cid = $equip;
  551. return $cid;
  552. }
  553. /**
  554. * 将任务卡放入背包
  555. * @param type $itemId
  556. */
  557. static function PutTaskCardInStore($itemId) {
  558. $privateState = req()->userInfo->game->privateState;
  559. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  560. req()->userInfo->game->privateState->currentId = 1;
  561. }
  562. $cid = req()->userInfo->game->privateState->currentId++;
  563. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  564. my_Assert(null != $mo, ErrCode::err_const_no);
  565. $itembaseMo = GameConfig::item_base_getItem($itemId);
  566. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  567. if ($itembaseMo->pileNum > 0) { # 可叠加
  568. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  569. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  570. // $taskCard = null;
  571. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  572. // $val = new Ins_TaskCard($val);
  573. // if ($val->typeId == $itemId) {
  574. // $taskCard = $val;
  575. // break;
  576. // }
  577. // }
  578. // if (null == $taskCard) { # 原来么有
  579. // $taskCard = new Ins_TaskCard($itemId);
  580. // $taskCard->uid = $cid;
  581. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  582. // }
  583. // $taskCard->count += 1;
  584. // </editor-fold>
  585. } else {
  586. $taskCard = new Ins_TaskCard($itemId);
  587. $taskCard->uid = $cid;
  588. req()->userInfo->game->store->taskcards->$cid = $taskCard;
  589. }
  590. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  591. if (null != $taskCard) {
  592. req()->paras = array($cid);
  593. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  594. }
  595. return $cid;
  596. }
  597. /**
  598. * 将可叠加物品放入背包
  599. * @param int $itemId
  600. * @param int $num
  601. */
  602. static function PutOverlyingItemInStore($itemId, $num = 1) {
  603. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  604. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  605. $items->$itemId += $num;
  606. } else { # 如果仓库中没有这种元素,则其数目置为num
  607. $items->$itemId = $num;
  608. }
  609. }
  610. /**
  611. * 物品包裹打散成独立道具到仓库
  612. * @param GoodsItemModel $itemModel
  613. * @deprecated since version now
  614. */
  615. static function addSeprateItem($itemModel) {
  616. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  617. }
  618. /**
  619. * [6416] 给英雄装上言灵
  620. */
  621. static function WearYanlingToHero() {
  622. $user = req()->userInfo->game; # user引用
  623. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  624. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  625. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  626. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  627. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  628. Err(ErrCode::store_equipWeared_err);
  629. }
  630. $collectHeros = $user->heros->collectHeros; # 英雄集合
  631. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  632. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  633. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  634. my_Assert($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.
  635. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  636. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  637. if ($oldYLid > 0) { # 代表替换操作
  638. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  639. }
  640. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  641. $collectHeros->$herouid = $hero;
  642. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  643. UserProc::updateUserInfo(); # 5.回写数据
  644. $ret = array('resp' => "succeed!",
  645. 'store' => $user->store);
  646. $resp = Resp::ok($ret); // 返回
  647. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  648. return $resp;
  649. }
  650. /**
  651. * [6417] 给英雄卸下言灵
  652. * @deprecated since version 无法卸下,只能更换
  653. */
  654. static function UnWieldYanling() {
  655. $user = req()->userInfo->game; # user引用
  656. list($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
  657. $collectHeros = $user->heros->collectHeros;
  658. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  659. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  660. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  661. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  662. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  663. }
  664. // $arr = $collectHeros->$herouid->yanling;
  665. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  666. // StlUtil::arrayRemove($arr, $yanling_uid);
  667. // $collectHeros->$herouid->yanling = $arr;
  668. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  669. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  670. UserProc::updateUserInfo(); # 回写数据
  671. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  672. // StoreProc::CheckItemNum($req);
  673. return $resp;
  674. }
  675. /**
  676. * [6410] 给英雄穿装备
  677. */
  678. static function WearEquipToHero() {
  679. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  680. $user = req()->userInfo->game; # user引用
  681. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  682. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  683. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  684. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  685. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  686. }
  687. $collectHeros = $user->heros->collectHeros;
  688. my_default_Obj($collectHeros);
  689. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  690. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  691. my_Assert($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
  692. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  693. $oldEquipId = 0;
  694. switch ($itemtype) { # 添加或替换英雄该部位的装备
  695. case 1: # 武器
  696. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  697. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  698. break;
  699. case 2: # 防具
  700. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  701. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  702. break;
  703. case 3: # 饰品
  704. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  705. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  706. break;
  707. default :
  708. Err(ErrCode::store_equip_type);
  709. break;
  710. }
  711. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  712. $user->store->equipment->$oldEquipId->herouid = 0;
  713. }
  714. UserProc::updateUserInfo(); // 5.回写数据
  715. // StoreProc::CheckItemNum($req);
  716. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  717. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  718. return Resp::ok(array('resp' => "succeed!",
  719. 'store' => $user->store)); // 返回
  720. }
  721. /**
  722. * [6411] 给英雄脱装备
  723. * @deprecated since version 不能卸下装备, 只能更换.
  724. */
  725. static function UnWieldEquip() {
  726. list($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
  727. $user = req()->userInfo->game; # user引用
  728. $collectHeros = $user->heros->collectHeros;
  729. my_default_Obj($collectHeros);
  730. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  731. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  732. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  733. $user->store->equipment->$equipuid->herouid = 0;
  734. }
  735. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  736. case 1: # 武器
  737. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  738. Err(ErrCode::store_noequip_err);
  739. }
  740. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  741. break;
  742. case 2: # 防具
  743. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  744. Err(ErrCode::store_noequip_err);
  745. }
  746. $collectHeros->$herouid->equip->armor->itemuid = 0;
  747. break;
  748. case 3: # 饰品
  749. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  750. Err(ErrCode::store_noequip_err);
  751. }
  752. $collectHeros->$herouid->equip->ring->itemuid = 0;
  753. break;
  754. default :
  755. Err(ErrCode::store_equip_type);
  756. }
  757. UserProc::updateUserInfo(); # 回写数据
  758. return Resp::ok(array('resp' => "succeed!")); // 返回
  759. }
  760. // </editor-fold>
  761. //
  762. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  763. //
  764. /**
  765. * 检查背包中物品的个数
  766. * @return int
  767. */
  768. public static function CheckItemNum() {
  769. $ItemObj = req()->userInfo->game->store->items;
  770. $EquipObj = req()->userInfo->game->store->equipment;
  771. $SegementObj = req()->userInfo->game->store->segement;
  772. $HeroObj = req()->userInfo->game->heros->collectHeros;
  773. $ItemNum = 0;
  774. if ($ItemObj) {
  775. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  776. $ItemNum++;
  777. }
  778. }
  779. if ($SegementObj) {
  780. foreach ($SegementObj as $value) { # 碎片
  781. $ItemNum++;
  782. }
  783. }
  784. if ($EquipObj) {
  785. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  786. $ItemNum++;
  787. }
  788. }
  789. if ($HeroObj) {
  790. 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.
  791. $HeroEquipId = $value->equip->weapon->itemuid;
  792. if ($HeroEquipId > 0) {
  793. $ItemNum--;
  794. }
  795. $HeroEquipId = $value->equip->armor->itemuid;
  796. if ($HeroEquipId > 0) {
  797. $ItemNum--;
  798. }
  799. $HeroEquipId = $value->equip->ring->itemuid;
  800. if ($HeroEquipId > 0) {
  801. $ItemNum--;
  802. }
  803. }
  804. }
  805. req()->userInfo->game->privateState->ItemNum = $ItemNum;
  806. return $ItemNum;
  807. }
  808. /**
  809. * 获取物品格子的上限值
  810. * @return int 上限数值
  811. */
  812. public static function GetItemMaxNum() {
  813. $user = req()->userInfo->game;
  814. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  815. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  816. }
  817. return $user->privateState->maxItemNum;
  818. }
  819. /**
  820. * 6412 背包扩容
  821. */
  822. public static function AddPacketNum() {
  823. $user = req()->userInfo->game; # user引用
  824. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  825. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  826. }
  827. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  828. my_Assert($costCash > 0, ErrCode::paras_err);
  829. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  830. $user->privateState->maxItemNum += 10; # 扩容
  831. UserProc::updateUserInfo(); # 保存玩家数据
  832. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  833. StoreProc::CheckItemNum();
  834. return $resp;
  835. }
  836. // </editor-fold>
  837. //
  838. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  839. //
  840. /**
  841. * 出售单一的物品
  842. */
  843. static function sellItem() {
  844. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  845. }
  846. /**
  847. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  848. */
  849. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  850. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  851. }
  852. /**
  853. * 6403 从背包出售多个物品
  854. */
  855. static function sellMultiItemFromStore() {
  856. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  857. $obj = req()->paras[0]; // 获取物品的结构数组
  858. foreach ($obj as $value) {
  859. $type = $value[0];
  860. $itemId = $value[1];
  861. if ($type > 3) {
  862. $count = intval($value[2]); // 数量
  863. $uid = 0;
  864. } 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
  865. $count = 1;
  866. $uid = $value[2];
  867. }//物品的uid
  868. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  869. }
  870. if (0 == $resp->err) {
  871. UserProc::updateUserInfo();
  872. }
  873. StoreProc::CheckItemNum();
  874. return $resp;
  875. }
  876. // </editor-fold>
  877. //
  878. }