StoreProc.php 47 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * Description of StoreProc
  5. * 仓库/背包 处理流程
  6. * ===========================
  7. * 尚待处理的流程:道具售出时貌似存在多种格式....
  8. * @author
  9. */
  10. class StoreProc {
  11. /**
  12. * 逻辑分发
  13. * 所有的Proc中必须有这样一个方法
  14. */
  15. static function procMain() {
  16. switch (req()->cmd) {
  17. case CmdCode::cmd_store_put: # 6401 放入仓库
  18. return StoreProc::AddItemInStore();
  19. case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
  20. return StoreProc::sellItem();
  21. case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
  22. return StoreProc::sellMultiItemFromStore();
  23. case CmdCode::cmd_store_use: # 6404 使用道具
  24. return StoreProc::useItem();
  25. case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
  26. return StoreProc::refreshStore();
  27. case CmdCode::cmd_store_delItem: # 6406 从仓库删除道具
  28. return StoreProc::delItemFromStore();
  29. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  30. return StoreProc::Test();
  31. // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
  32. // return StoreProc::ItemUpgrade($req);
  33. // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
  34. // return StoreProc::composeItem($req);
  35. //
  36. case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
  37. return StoreProc::WearEquipToHero();
  38. case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
  39. return StoreProc::UnWieldEquip();
  40. //
  41. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  42. return StoreProc::AddPacketNum();
  43. // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  44. // Err(ErrCode::err_method_obsoleted);
  45. //// return StoreProc::MeltEquip($req);
  46. // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  47. // return StoreProc::composePieces($req);
  48. case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
  49. return StoreProc::WearYanlingToHero();
  50. case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
  51. return StoreProc::UnWieldYanling();
  52. case CmdCode::cmd_store_mergeYanlingbook: # 6418 利用言灵召唤书碎片合成召唤书
  53. return self::MergeYanlingBook();
  54. case CmdCode::cmd_store_callyanling: # 6419 利用言灵召唤书召唤言灵
  55. return self::CallYanlingByBook();
  56. case CmdCode::cmd_store_yanling_upgrade: # 6420 言灵进阶
  57. return self::YanlingUpgrade();
  58. case CmdCode::cmd_store__weapon_upgrade: # 6421武器升级
  59. return self::weaponUpgrade();
  60. case CmdCode::cmd_store__weapon_tupo: # 6422武器突破
  61. return self::weaponTupo();
  62. case CmdCode::cmd_store__weaponReplace: # 6423武器替换
  63. return self::weaponReplace();
  64. default:
  65. Err(ErrCode::cmd_err);
  66. }
  67. }
  68. /**
  69. * 武器升级
  70. */
  71. static function weaponUpgrade() {
  72. list($uid,$wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  73. $user = req()->userInfo->game;
  74. $equipment = $user->store->equipment;
  75. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  76. $myPacketItems = $user->store->items;
  77. //消耗材料道具
  78. $total = 0;
  79. $totalGold = 0;
  80. foreach ($items as $costItemId => $costNumber) {
  81. my_Assert(CommUtil::isPropertyExists($myPacketItems,$costItemId), ErrCode::store_itemnotenough); #
  82. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);# 检查道具的数量,在背包中是否充足
  83. $mo = GameConfig::item_stones_getItem($costItemId);
  84. my_Assert($mo != null, ErrCode::err_const_no);
  85. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  86. $total += $mo->baseExp*$costNumber;
  87. $totalGold += $mo->costGold*$costNumber;
  88. }
  89. $wuqiExp = 0;
  90. //消耗武器
  91. foreach ($wuqiList as $wuqiId) {
  92. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  93. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  94. $baseExp = $mo->baseExp;
  95. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  96. $wuqiExp += $baseExp + $equipment->$wuqiId->exp*0.75;
  97. $totalGold += $mo->costGold;
  98. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  99. }
  100. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  101. $equipVo = new Ins_Weapon($equipment->$uid);
  102. $initLevel = $equipVo->level;
  103. $equipVo->exp += $total+(int)$wuqiExp;
  104. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  105. $curStar = $equipVo->starLevel ; #当前星级
  106. $equipVo->level = $curlevel;
  107. if ($curStar < 5) {
  108. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  109. if ($starlimitLv < $curlevel) {
  110. $equipVo->level = $starlimitLv;
  111. $equipVo->xp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality,$starlimitLv)->requiredExp;
  112. }
  113. }
  114. $user->store->equipment->$uid = $equipVo;
  115. $user->baseInfo->gold -= $totalGold;
  116. req()->userInfo->game = $user;
  117. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  118. if ($equipVo->level != $initLevel) {
  119. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  120. }
  121. UserProc::updateUserInfo(); # 回写玩家数据
  122. return Resp::ok(array(
  123. "store" => $user->store, # # 目前来看只涉及到items变化
  124. 'gold' => $user->baseInfo->gold,
  125. ));
  126. }
  127. /**
  128. * 武器升级计算
  129. * @param type $xp
  130. * @param type $type
  131. * @return type
  132. */
  133. static function Upgrade($xp,$qual,$type) {
  134. $curLv = 0;
  135. if($type==Enum_UpgradeType::Wuqi){
  136. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  137. } else {
  138. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  139. }
  140. $f = (array) $heroLvDic;
  141. ksort($f);
  142. foreach ($f as $lv => $mo) {
  143. if($xp < $mo->requiredExp){
  144. $curLv = $lv-1;
  145. break;
  146. }
  147. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  148. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  149. // break;
  150. // }
  151. }
  152. return $curLv;
  153. }
  154. /**
  155. * 武器突破
  156. */
  157. static function weaponTupo() {
  158. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  159. $user = req()->userInfo->game;
  160. $equipment = $user->store->equipment;
  161. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  162. $typeId = $equipment->$uid->typeId;
  163. $curStar = $equipment->$uid->starLevel;
  164. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  165. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar+1);
  166. my_Assert($mo != null, ErrCode::err_const_no);
  167. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  168. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  169. my_Assert($user->baseInfo->gold >= $mo->gold , ErrCode::notenough_gold_msg);
  170. // $segID = $mo->segID;
  171. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  172. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  173. $costItemsList = explode(';',$mo->costItems);
  174. foreach ($costItemsList as $value) {
  175. $list = explode(',', $value);
  176. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  177. }
  178. $user->baseInfo->gold -= $mo->gold;
  179. $equipment->$uid->starLevel += 1;
  180. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  181. $user->store->equipment = $equipment;
  182. req()->userInfo->game = $user;
  183. UserProc::updateUserInfo(); # 回写玩家数据
  184. return Resp::ok(array(
  185. "store" => $user->store, # # 目前来看只涉及到items变化
  186. 'gold' => $user->baseInfo->gold,
  187. ));
  188. }
  189. /**
  190. * 武器替换
  191. * @return type
  192. */
  193. static function weaponReplace() {
  194. list($uid ,$replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  195. $user = req()->userInfo->game;
  196. $equipment = $user->store->equipment;
  197. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  198. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  199. $herouid = $equipment->$uid->herouid;
  200. $herouid_replace = $equipment->$replaceId->herouid;
  201. $equipment->$replaceId->herouid = $herouid;
  202. $equipment->$uid->herouid = $herouid_replace;
  203. $user->store->equipment = $equipment;
  204. req()->userInfo->game = $user;
  205. UserProc::updateUserInfo(); # 回写玩家数据
  206. return Resp::ok(array(
  207. "store" => $user->store, # # 目前来看只涉及到items变化
  208. ));
  209. }
  210. /**
  211. * [6420] 言灵进阶
  212. */
  213. static function YanlingUpgrade() {
  214. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  215. $user = req()->userInfo->game;
  216. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  217. $yanlingObj = $user->store->yanling->$yanlingUid;
  218. $yanlingMoId = $yanlingObj->typeId;
  219. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  220. $toGrade = $curGrade + 1; # 下一等阶
  221. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  222. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  223. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  224. $costs = explode(';', $toGradeCfg->cost_materials);
  225. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  226. foreach ($costs as $c) {
  227. list($itemId, $num) = explode(',', $c); # 解析材料
  228. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  229. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  230. }
  231. $yanlingObj->grade = $toGrade; # 修改进阶
  232. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  233. UserProc::updateUserInfo(); # 回写玩家数据
  234. return Resp::ok(array(
  235. "store" => $user->store, # # 目前来看只涉及到items变化
  236. ));
  237. }
  238. /**
  239. * [6418] 利用言灵召唤书碎片合成召唤书
  240. */
  241. static function MergeYanlingBook() {
  242. list($bookId) = req()->paras; # 参数 言灵召唤书id
  243. $user = req()->userInfo->game;
  244. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  245. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  246. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  247. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  248. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  249. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  250. UserProc::updateUserInfo(); # 回写数据
  251. return Resp::ok(array(
  252. "store" => $user->store, # # 目前来看只涉及到items变化
  253. ));
  254. }
  255. /**
  256. * [6419] 利用言灵召唤书召唤言灵
  257. */
  258. static function CallYanlingByBook() {
  259. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  260. $user = req()->userInfo->game;
  261. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  262. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  263. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  264. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  265. $costs = explode(';', $bookIdCfg->cost_materials);
  266. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  267. foreach ($costs as $c) {
  268. list($itemId, $num) = explode(',', $c); # 解析材料
  269. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  270. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  271. }
  272. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  273. UserProc::updateUserInfo(); # 回写数据
  274. return Resp::ok(array(
  275. "store" => $user->store, # # 目前来看只涉及到items变化
  276. ));
  277. }
  278. /**
  279. * 测试方法
  280. * @return type
  281. */
  282. static public function Test() {
  283. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  284. }
  285. /**
  286. * [6404] 使用仓库道具
  287. */
  288. static function useItem() {
  289. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  290. }
  291. /**
  292. * [6405] 刷新仓库列表
  293. */
  294. static function refreshStore() {
  295. StoreProc::CheckItemNum();
  296. return Resp::ok(array('store' => req()->userInfo->game->store));
  297. }
  298. /**
  299. * [6406] 从仓库删除道具
  300. */
  301. static function delItemFromStore() {
  302. list($itemId, $num) = req()->paras;
  303. $err = self::removeItemFromStore(req()->userInfo->game->store, $itemId, $num);
  304. my_Assert(ErrCode::ok == $err, $err);
  305. UserProc::updateUserInfo();
  306. return Resp::ok(array('store' => req()->userInfo->game->store));
  307. }
  308. /**
  309. * [6409] 合成道具
  310. */
  311. static public function composeItem() {
  312. Err(ErrCode::err_method_notimplement);
  313. }
  314. /**
  315. * [6409] 合成碎片(几个碎片合成获得同品质或者更高品质的新碎片)
  316. */
  317. static public function composePieces() {
  318. Err(ErrCode::err_method_notimplement);
  319. }
  320. // </editor-fold>
  321. // --------------- 以下为辅助方法 ------------------
  322. //
  323. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  324. /**
  325. * 从仓库中移除指定数量的物品
  326. * @param Info_Store $store
  327. * @param type $itemId
  328. * @param type $itemcount
  329. * @return type
  330. */
  331. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  332. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  333. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  334. $store->items->$itemId -= $itemcount;
  335. if ($store->items->$itemId == 0) {
  336. unset($store->items->$itemId);
  337. }
  338. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  339. return ErrCode::ok;
  340. }
  341. /**
  342. * 从仓库移出装备
  343. * @param type $itemId uid
  344. * @param Info_Store $store
  345. * @return boolean
  346. */
  347. static function removeEquipFromStore($uid, $typeId) {
  348. $ok = false;
  349. if (CommUtil::isPropertyExists(req()->userInfo->game->store->equipment, $uid)) {
  350. my_Assert($typeId == req()->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  351. unset(req()->userInfo->game->store->equipment->$uid);
  352. $ok = true;
  353. }
  354. return $ok;
  355. }
  356. /**
  357. * 从仓库移除碎片
  358. * @param Info_Store $store
  359. * @param int $segmentId
  360. * @param int $num
  361. * @return bool 成功/失败
  362. */
  363. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  364. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  365. && $store->segement->$segmentId >= $num) {
  366. $store->segement->$segmentId -= $num;
  367. return TRUE;
  368. }
  369. return false;
  370. }
  371. /**
  372. * 向仓库添加碎片
  373. * @param Info_Store $store
  374. * @param int $segmentId
  375. * @param int $num
  376. */
  377. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  378. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  379. $store->segement->$segmentId += $num;
  380. } else {
  381. $store->segement->$segmentId = $num;
  382. }
  383. $segMo = GameConfig::item_segment_getItem($segmentId);
  384. my_Assert($segMo != null, ErrCode::err_const_no);
  385. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  386. }
  387. // </editor-fold>
  388. //
  389. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  390. /**
  391. * 将其他物品放入仓库
  392. * @param type $itemId
  393. * @param Data_UserGame $game
  394. */
  395. static function PutItemInStore($itemId, &$game) {
  396. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  397. $game->store->items->$itemId += 1;
  398. } else {// 如果仓库中没有这种元素,则其数目置1
  399. $game->store->items->$itemId = 1;
  400. }
  401. }
  402. /**
  403. * 解包多种物品到玩家身上 【警告】此函数的异常处理功能残废,不安全
  404. * 检测如果当前物品格子大于物品总数,则可以获取战利品,否则不可以
  405. * @param string $goodsStr itemid,num;itemid,num;...
  406. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  407. * @deprecated since version 0
  408. * @return type
  409. */
  410. public static function AddMultiItemInStore($goodsStr, $src = 1) {
  411. $user = req()->userInfo->game;
  412. $ary = explode(";", $goodsStr);
  413. foreach ($ary as $value) {
  414. $val = explode(",", $value);
  415. $cid = "";
  416. my_Assert(count($val) > 1, "解析奖励字符串出错");
  417. list( $itemId, $num) = $val; # ID, 数量
  418. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  419. switch ($smItem->subType) { # 根据类型分别添加到容器中
  420. case META_EXP: # 指挥官经验
  421. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  422. $user->base()->Add_Exp($num); # 加指挥官经验
  423. break;
  424. case META_GOLD_ITEMID: # 金币
  425. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  426. $user->base()->Add_Gold($num); # 增加金币
  427. break;
  428. case META_CASH_ITEMID: # 钻石
  429. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  430. $user->base()->Add_Cash($num); # 增加钻石
  431. break;
  432. case META_tili_ITEMID: # 体力
  433. // Data_UserGame::Add_tili($num);
  434. $user->base()->Add_tili($num); # 增加体力
  435. break;
  436. case META_FriendShipPoit_ItemId: # 友情值
  437. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  438. $user->base()->Add_FriendPoint($num); # 加友情点
  439. break;
  440. case META_PVPCOIN_ITEMID: # 竞技币
  441. $user->pvp->pvpCoins += $num;
  442. break;
  443. case META_ActivePoint_ITEMID:
  444. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  445. break;
  446. case META_RESPOINT_ITEMID:
  447. $user->base()->Add_resPoint($num); # 增加资源点
  448. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  449. break;
  450. case 101: # 武器
  451. for ($n = 0; $n < $num; $n++) {
  452. $cid = StoreProc::PutEquipInStore($itemId);
  453. }
  454. CornerSignEventProc::OnBag_new_Weapon();
  455. break;
  456. case 401: # 言灵
  457. for ($n = 0; $n < $num; $n++) {
  458. $cid = StoreProc::PutYanLingInStore($itemId);
  459. }
  460. CornerSignEventProc::OnBag_new_Yanling();
  461. break;
  462. case 501: # 限购礼包
  463. $itemMO = GameConfig::item_package_getItem($itemId);
  464. my_Assert(null != $itemMO, ErrCode::err_const_no);
  465. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  466. my_Assert(ErrCode::ok == $err, $err);
  467. break;
  468. case 601: # 任务卡
  469. $cid = StoreProc::PutTaskCardInStore($itemId);
  470. break;
  471. case 201: # 碎片
  472. $segMo = GameConfig::item_segment_getItem($itemId);
  473. my_Assert($segMo != null, ErrCode::err_const_no);
  474. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  475. CornerSignEventProc::OnBag_new_Fragment();
  476. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  477. break;
  478. case 202: # 召唤书碎片
  479. case 351: # 言灵召唤书
  480. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  481. $book = GameConfig::item_yanlingbook_getItem($itemId);
  482. my_Assert(null != $book, ErrCode::err_const_no);
  483. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  484. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  485. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  486. case 1:
  487. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  488. break;
  489. case 2:
  490. CornerSignEventProc::OnCall_Magician_new(); # 法师
  491. break;
  492. case 3:
  493. CornerSignEventProc::OnCall_Archer_new(); # 射手
  494. break;
  495. default :
  496. break;
  497. }
  498. break;
  499. case 321: # 进阶材料
  500. case 322: # 进阶材料
  501. case 323: # 锻造材料
  502. case 324: # 魂器
  503. case 332:
  504. case 333:
  505. case 325:
  506. case 326:
  507. case 327:
  508. case 328:
  509. case 329:
  510. case 330:
  511. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  512. CornerSignEventProc::OnBag_new_Material();
  513. break;
  514. case 311: # 基因(经验丹)
  515. case 312: # 强化道具
  516. case 313:
  517. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  518. break;
  519. case 341: # 战场中掉落,不会进入包裹
  520. case 342:
  521. case 343:
  522. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  523. break;
  524. default :
  525. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  526. }
  527. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  528. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  529. }
  530. return ErrCode::ok; // 返回
  531. }
  532. /**
  533. * [6401]向包裹中添加物品
  534. */
  535. public static function AddItemInStore() {
  536. list($rwdStr) = req()->paras;
  537. $user = req()->userInfo->game;
  538. $err = self::AddMultiItemInStore($rwdStr);
  539. my_Assert(ErrCode::ok == $err, $err);
  540. UserProc::updateUserInfo();
  541. return Resp::ok(array(
  542. 'gold' => $user->baseInfo->gold,
  543. 'tili' => $user->baseInfo->tili,
  544. 'cash' => $user->baseInfo->cash,
  545. 'resPoint' => $user->baseInfo->resPoint,
  546. 'store' => $user->store));
  547. }
  548. /**
  549. * 将装备放入背包
  550. * @param type $itemId
  551. */
  552. static function PutEquipInStore($itemId) {
  553. $privateState = req()->userInfo->game->privateState;
  554. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  555. req()->userInfo->game->privateState->currentId = 1;
  556. }
  557. $cid = req()->userInfo->game->privateState->currentId++;
  558. //$equip = ObjectInit();
  559. $equip = new Ins_Weapon();
  560. $equip->typeId = $itemId;
  561. req()->userInfo->game->store->equipment->$cid = $equip;
  562. return $cid;
  563. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  564. }
  565. /**
  566. * 将言灵放入背包
  567. * @param type $itemId
  568. */
  569. static function PutYanLingInStore($itemId) {
  570. my_Assert(count((array) req()->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  571. $privateState = req()->userInfo->game->privateState;
  572. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  573. req()->userInfo->game->privateState->currentId = 1;
  574. }
  575. $cid = req()->userInfo->game->privateState->currentId++;
  576. //$equip = ObjectInit();
  577. $equip = new Ins_YanLin();
  578. $equip->typeId = $itemId;
  579. req()->userInfo->game->store->yanling->$cid = $equip;
  580. return $cid;
  581. }
  582. /**
  583. * 将任务卡放入背包
  584. * @param type $itemId
  585. */
  586. static function PutTaskCardInStore($itemId) {
  587. $privateState = req()->userInfo->game->privateState;
  588. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  589. req()->userInfo->game->privateState->currentId = 1;
  590. }
  591. $cid = req()->userInfo->game->privateState->currentId++;
  592. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  593. my_Assert(null != $mo, ErrCode::err_const_no);
  594. $itembaseMo = GameConfig::item_base_getItem($itemId);
  595. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  596. if ($itembaseMo->pileNum > 0) { # 可叠加
  597. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  598. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  599. // $taskCard = null;
  600. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  601. // $val = new Ins_TaskCard($val);
  602. // if ($val->typeId == $itemId) {
  603. // $taskCard = $val;
  604. // break;
  605. // }
  606. // }
  607. // if (null == $taskCard) { # 原来么有
  608. // $taskCard = new Ins_TaskCard($itemId);
  609. // $taskCard->uid = $cid;
  610. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  611. // }
  612. // $taskCard->count += 1;
  613. // </editor-fold>
  614. } else {
  615. $taskCard = new Ins_TaskCard($itemId);
  616. $taskCard->uid = $cid;
  617. req()->userInfo->game->store->taskcards->$cid = $taskCard;
  618. }
  619. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  620. if (null != $taskCard) {
  621. req()->paras = array($cid);
  622. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  623. }
  624. return $cid;
  625. }
  626. /**
  627. * 将可叠加物品放入背包
  628. * @param int $itemId
  629. * @param int $num
  630. */
  631. static function PutOverlyingItemInStore($itemId, $num = 1) {
  632. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  633. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  634. $items->$itemId += $num;
  635. } else { # 如果仓库中没有这种元素,则其数目置为num
  636. $items->$itemId = $num;
  637. }
  638. }
  639. /**
  640. * 物品包裹打散成独立道具到仓库
  641. * @param GoodsItemModel $itemModel
  642. * @deprecated since version now
  643. */
  644. static function addSeprateItem($itemModel) {
  645. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  646. }
  647. /**
  648. * [6416] 给英雄装上言灵
  649. */
  650. static function WearYanlingToHero() {
  651. $user = req()->userInfo->game; # user引用
  652. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  653. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  654. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  655. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  656. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  657. Err(ErrCode::store_equipWeared_err);
  658. }
  659. $collectHeros = $user->heros->collectHeros; # 英雄集合
  660. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  661. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  662. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  663. my_Assert($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.
  664. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  665. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  666. if ($oldYLid > 0) { # 代表替换操作
  667. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  668. }
  669. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  670. $collectHeros->$herouid = $hero;
  671. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  672. UserProc::updateUserInfo(); # 5.回写数据
  673. $ret = array('resp' => "succeed!",
  674. 'store' => $user->store);
  675. $resp = Resp::ok($ret); // 返回
  676. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  677. return $resp;
  678. }
  679. /**
  680. * [6417] 给英雄卸下言灵
  681. * @deprecated since version 无法卸下,只能更换
  682. */
  683. static function UnWieldYanling() {
  684. $user = req()->userInfo->game; # user引用
  685. list($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
  686. $collectHeros = $user->heros->collectHeros;
  687. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  688. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  689. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  690. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  691. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  692. }
  693. // $arr = $collectHeros->$herouid->yanling;
  694. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  695. // StlUtil::arrayRemove($arr, $yanling_uid);
  696. // $collectHeros->$herouid->yanling = $arr;
  697. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  698. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  699. UserProc::updateUserInfo(); # 回写数据
  700. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  701. // StoreProc::CheckItemNum($req);
  702. return $resp;
  703. }
  704. /**
  705. * [6410] 给英雄穿装备
  706. */
  707. static function WearEquipToHero() {
  708. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  709. $user = req()->userInfo->game; # user引用
  710. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  711. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  712. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  713. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  714. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  715. }
  716. $collectHeros = $user->heros->collectHeros;
  717. my_default_Obj($collectHeros);
  718. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  719. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  720. my_Assert($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
  721. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  722. $oldEquipId = 0;
  723. switch ($itemtype) { # 添加或替换英雄该部位的装备
  724. case 1: # 武器
  725. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  726. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  727. break;
  728. case 2: # 防具
  729. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  730. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  731. break;
  732. case 3: # 饰品
  733. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  734. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  735. break;
  736. default :
  737. Err(ErrCode::store_equip_type);
  738. break;
  739. }
  740. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  741. $user->store->equipment->$oldEquipId->herouid = 0;
  742. }
  743. UserProc::updateUserInfo(); // 5.回写数据
  744. // StoreProc::CheckItemNum($req);
  745. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  746. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  747. return Resp::ok(array('resp' => "succeed!",
  748. 'store' => $user->store)); // 返回
  749. }
  750. /**
  751. * [6411] 给英雄脱装备
  752. * @deprecated since version 不能卸下装备, 只能更换.
  753. */
  754. static function UnWieldEquip() {
  755. list($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
  756. $user = req()->userInfo->game; # user引用
  757. $collectHeros = $user->heros->collectHeros;
  758. my_default_Obj($collectHeros);
  759. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  760. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  761. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  762. $user->store->equipment->$equipuid->herouid = 0;
  763. }
  764. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  765. case 1: # 武器
  766. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  767. Err(ErrCode::store_noequip_err);
  768. }
  769. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  770. break;
  771. case 2: # 防具
  772. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  773. Err(ErrCode::store_noequip_err);
  774. }
  775. $collectHeros->$herouid->equip->armor->itemuid = 0;
  776. break;
  777. case 3: # 饰品
  778. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  779. Err(ErrCode::store_noequip_err);
  780. }
  781. $collectHeros->$herouid->equip->ring->itemuid = 0;
  782. break;
  783. default :
  784. Err(ErrCode::store_equip_type);
  785. }
  786. UserProc::updateUserInfo(); # 回写数据
  787. return Resp::ok(array('resp' => "succeed!")); // 返回
  788. }
  789. // </editor-fold>
  790. //
  791. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  792. //
  793. /**
  794. * 检查背包中物品的个数
  795. * @return int
  796. */
  797. public static function CheckItemNum() {
  798. $ItemObj = req()->userInfo->game->store->items;
  799. $EquipObj = req()->userInfo->game->store->equipment;
  800. $SegementObj = req()->userInfo->game->store->segement;
  801. $HeroObj = req()->userInfo->game->heros->collectHeros;
  802. $ItemNum = 0;
  803. if ($ItemObj) {
  804. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  805. $ItemNum++;
  806. }
  807. }
  808. if ($SegementObj) {
  809. foreach ($SegementObj as $value) { # 碎片
  810. $ItemNum++;
  811. }
  812. }
  813. if ($EquipObj) {
  814. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  815. $ItemNum++;
  816. }
  817. }
  818. if ($HeroObj) {
  819. 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.
  820. $HeroEquipId = $value->equip->weapon->itemuid;
  821. if ($HeroEquipId > 0) {
  822. $ItemNum--;
  823. }
  824. $HeroEquipId = $value->equip->armor->itemuid;
  825. if ($HeroEquipId > 0) {
  826. $ItemNum--;
  827. }
  828. $HeroEquipId = $value->equip->ring->itemuid;
  829. if ($HeroEquipId > 0) {
  830. $ItemNum--;
  831. }
  832. }
  833. }
  834. req()->userInfo->game->privateState->ItemNum = $ItemNum;
  835. return $ItemNum;
  836. }
  837. /**
  838. * 获取物品格子的上限值
  839. * @return int 上限数值
  840. */
  841. public static function GetItemMaxNum() {
  842. $user = req()->userInfo->game;
  843. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  844. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  845. }
  846. return $user->privateState->maxItemNum;
  847. }
  848. /**
  849. * 6412 背包扩容
  850. */
  851. public static function AddPacketNum() {
  852. $user = req()->userInfo->game; # user引用
  853. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  854. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  855. }
  856. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  857. my_Assert($costCash > 0, ErrCode::paras_err);
  858. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  859. $user->privateState->maxItemNum += 10; # 扩容
  860. UserProc::updateUserInfo(); # 保存玩家数据
  861. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  862. StoreProc::CheckItemNum();
  863. return $resp;
  864. }
  865. // </editor-fold>
  866. //
  867. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  868. //
  869. /**
  870. * 出售单一的物品
  871. */
  872. static function sellItem() {
  873. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  874. }
  875. /**
  876. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  877. */
  878. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  879. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  880. }
  881. /**
  882. * 6403 从背包出售多个物品
  883. */
  884. static function sellMultiItemFromStore() {
  885. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  886. $obj = req()->paras[0]; // 获取物品的结构数组
  887. foreach ($obj as $value) {
  888. $type = $value[0];
  889. $itemId = $value[1];
  890. if ($type > 3) {
  891. $count = intval($value[2]); // 数量
  892. $uid = 0;
  893. } 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
  894. $count = 1;
  895. $uid = $value[2];
  896. }//物品的uid
  897. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  898. }
  899. if (0 == $resp->err) {
  900. UserProc::updateUserInfo();
  901. }
  902. StoreProc::CheckItemNum();
  903. return $resp;
  904. }
  905. // </editor-fold>
  906. //
  907. }