StoreProc.php 72 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646
  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:
  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: # 6436
  89. return self::setBettleItemUseVal();
  90. default:
  91. Err(ErrCode::cmd_err);
  92. }
  93. }
  94. /**
  95. * 6436
  96. * @return type
  97. */
  98. public static function setBettleItemUseVal() {
  99. $index = req()->paras[0]; # 提取参数
  100. $val = req()->paras[1]; # 提取参数
  101. $store = ctx()->store(true);
  102. //my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  103. $store->battleItem->$index->isAuto = 1;
  104. $store->battleItem->$index->attrVal = $val;
  105. UserProc::updateUserInfo();
  106. return Resp::ok(array("store" => ctx()->store(),));
  107. }
  108. /**
  109. * 6435
  110. * @return type
  111. */
  112. public static function useBettleItem() {
  113. $index = req()->paras[0]; # 提取参数
  114. $store = ctx()->store(true);
  115. my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  116. $id = $store->battleItem->$index->id;
  117. $store->battleItem->$index->num -= 1;
  118. if(StlUtil::dictHasProperty($store->items,$id)){
  119. $store->items->$id -= 1;
  120. if($store->items->$id <= 0){
  121. unset($store->items->$id);
  122. }
  123. }
  124. if($store->battleItem->$index->num <= 0){
  125. unset($store->battleItem->$index);
  126. }
  127. UserProc::updateUserInfo();
  128. return Resp::ok(array("store" => ctx()->store(),));
  129. }
  130. /**
  131. * 6434
  132. * @return type
  133. */
  134. public static function changeBettleItem() {
  135. $type = req()->paras[0]; # 提取参数
  136. $index = req()->paras[1]; # 提取参数
  137. $itemid = req()->paras[2]; # 提取参数
  138. $store = ctx()->store(true);
  139. $str = GameConfig::globalsettings()->YaoPingAttrInitVal;
  140. $slist = explode(';', $str);
  141. $hp = explode(',', $slist[0])[0];
  142. $mp = explode(',', $slist[1])[0];
  143. if($type == 0){//添加
  144. $item = new Ins_battleItem();
  145. $item->index = $index;
  146. $item->id = $itemid;
  147. $item->num = $store->items->$itemid;
  148. $subType = GameConfig::item_base_getItem($itemid)->subType;
  149. if($subType == 341){
  150. $item->attrVal = $hp;
  151. } else {
  152. $item->attrVal = $mp;
  153. }
  154. $store->battleItem->$index = $item;
  155. } else {
  156. unset($store->battleItem->$index);
  157. }
  158. UserProc::updateUserInfo();
  159. return Resp::ok(array("store" => ctx()->store(),));
  160. }
  161. /**
  162. * 6432
  163. * @return type
  164. */
  165. public static function changeStorage() {
  166. $index = req()->paras[0]; # 选中的第几个格子
  167. $type = req()->paras[1]; # 1:放入 2移除到背包
  168. $itemType = req()->paras[2]; # 道具类型
  169. $uid = req()->paras[3]; # 道具的uid
  170. $store = ctx()->store(true);
  171. my_Assert(StlUtil::dictHasProperty($store->storage, $index), ErrCode::store_NotHaveStorage);
  172. $storage = $store->storage->$index;
  173. $num = 0;
  174. foreach ($storage as $k => $dic) {
  175. $num += count((array) $dic);
  176. }
  177. switch ($itemType) {
  178. case 101://武器
  179. if ($type == 1) {
  180. my_Assert($num < 50, ErrCode::store_StorageEnough);
  181. $equipVo = $store->equipment->$uid;
  182. $storage->equipment->$uid = $equipVo; //添加
  183. StoreProc::removeEquipFromStore($uid, $equipVo->typeId); //移除
  184. } else {
  185. $equipVo = $storage->equipment->$uid;
  186. $store->equipment->$uid = $equipVo;
  187. unset($storage->equipment->$uid);
  188. }
  189. break;
  190. case 401://言灵
  191. if ($type == 1) {
  192. my_Assert($num < 50, ErrCode::store_StorageEnough);
  193. $yanlingVo = $store->yanling->$uid;
  194. $storage->yanling->$uid = $yanlingVo; //添加
  195. StoreProc::removeYanlingFromStore($uid, $yanlingVo->typeId); //移除
  196. } else {
  197. $yanlingVo = $storage->yanling->$uid;
  198. $store->yanling->$uid = $yanlingVo;
  199. unset($storage->yanling->$uid);
  200. }
  201. break;
  202. default://其他道具
  203. if ($type == 1) {
  204. my_Assert($num < 50, ErrCode::store_StorageEnough);
  205. $itemNum = $store->items->$uid;
  206. if (!StlUtil::dictHasProperty($storage->itemDic, $uid)) {
  207. $storage->itemDic->$uid = 0;
  208. }
  209. $storage->itemDic->$uid += $itemNum; //添加
  210. StoreProc::removeItemFromStore($store, $uid, $itemNum);
  211. } else {
  212. $itemNum = $storage->itemDic->$uid;
  213. $goodsStr = $uid . "," . $itemNum;
  214. StoreProc::AddMultiItemInStore($goodsStr);
  215. unset($storage->itemDic->$uid);
  216. }
  217. break;
  218. }
  219. $store->storage->$index = $storage;
  220. //ctx()->store(true) = $store;
  221. UserProc::updateUserInfo();
  222. return Resp::ok(array("store" => $store,));
  223. }
  224. /**
  225. * 储物间扩容
  226. * @return type
  227. */
  228. public static function expandStorage() {
  229. $cost = GameConfig::globalsettings()->expandStorageCost;
  230. $list = explode(',', $cost);
  231. $key = 3;
  232. my_Assert(!StlUtil::dictHasProperty(ctx()->store(true)->storage, $key), ErrCode::store_expandStorage);
  233. if ($list[0] == 1) {
  234. my_Assert(ctx()->base(true)->gold >= $list[1], ErrCode::notenough_gold_msg);
  235. ctx()->base(true)->Consume_Gold($list[1]);
  236. } elseif ($list[0] == 2) {
  237. my_Assert(ctx()->base(true)->cash >= $list[1], ErrCode::notenough_cash_msg);
  238. ctx()->base(true)->Consume_Cash($list[1]);
  239. }
  240. $str = $list[0] . "," . $list[1];
  241. ctx()->store(true)->storage->$key = new Ins_storage();
  242. UserProc::updateUserInfo();
  243. return Resp::ok(array("storage" => ctx()->store(true)->storage, "cost" => $str,));
  244. }
  245. /**
  246. * 6431 购买补给品
  247. */
  248. public static function buySupplies() {
  249. $npcid = req()->paras[0]; # 提取参数
  250. $itemid = req()->paras[1]; # 提取参数
  251. $num = req()->paras[2]; # 提取参数
  252. //补充shop_supplies的mo
  253. $mo = GameConfig::shop_supplies_getItem($npcid, $itemid);
  254. my_Assert($mo != null, ErrCode::err_const_no);
  255. $cost = $mo->cost * $num;
  256. my_Assert($num <= $mo->num, ErrCode::err_const_no);
  257. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  258. ctx()->base(true)->Consume_Gold($cost);
  259. $goodsStr = $itemid . ',' . $num;
  260. StoreProc::AddMultiItemInStore($goodsStr);
  261. UserProc::updateUserInfo();
  262. return Resp::ok(array("store" => ctx()->store(), "cost" => $cost,));
  263. }
  264. /**
  265. *
  266. */
  267. public static function getShopWeapon() {
  268. $npcid = req()->paras[0]; # 提取参数
  269. self::DailyRefreshWeapon($npcid);
  270. UserProc::updateUserInfo();
  271. return Resp::ok(array(
  272. "store" => ctx()->store(), #
  273. ));
  274. }
  275. /**
  276. *
  277. * @return type
  278. */
  279. public static function buyWeapon() {
  280. $npcid = req()->paras[0]; # 提取参数
  281. $weaponId = req()->paras[1]; # 提取参数
  282. $store = ctx()->store(true);
  283. $type = 0;
  284. $tag = true;
  285. if (StlUtil::dictHasProperty($store->weaponReward, $npcid)) {
  286. $dic = $store->weaponReward->$npcid;
  287. foreach ($dic as $k => $list) {
  288. if (in_array($weaponId, $list)) {
  289. $tag = false;
  290. break;
  291. }
  292. }
  293. }
  294. my_Assert($tag == true, ErrCode::store_weaponCantBuy);
  295. $list = GameConfig::shop_weapon_getItemArray($npcid);
  296. $cost = 0;
  297. foreach ($list as $item) {
  298. $weaponList = explode(';', $item->weaponlist);
  299. foreach ($weaponList as $value) {
  300. $pList = explode(',', $value);
  301. if (in_array($weaponId, $pList)) {
  302. $type = $item->id;
  303. $cost = $item->cost;
  304. break 2;
  305. }
  306. }
  307. }
  308. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  309. ctx()->base(true)->Consume_Gold($cost);
  310. $store->weaponReward->$npcid->$type[] = $weaponId;
  311. ctx()->store = $store;
  312. UserProc::updateUserInfo();
  313. return Resp::ok(array(
  314. "store" => $store,
  315. "cost" => $cost,
  316. ));
  317. }
  318. /*
  319. * 每日刷新武器
  320. */
  321. public static function DailyRefreshWeapon($npcid = null) {
  322. //没有数据初始化,有数据不在管
  323. if ($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)) {
  324. $list = GameConfig::shop_weapon_getItemArray($npcid);
  325. foreach ($list as $value) {
  326. $ret = new \stdClass();
  327. $arr = explode(';', $value->weaponlist);
  328. foreach ($arr as $item) {
  329. $itemList = explode(',', $item);
  330. $id = $itemList[0];
  331. $per = $itemList[1];
  332. $ret->$id = $per;
  333. }
  334. $retArr = array();
  335. $type = $value->id;
  336. $pArr = self::randweapon($ret, $value->num);
  337. //数组合并
  338. $retArr = array_merge($retArr, $pArr);
  339. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  340. }
  341. } else if ($npcid == null) {
  342. //每日登录刷新,刷新的时候把已经购买过的武器去掉;
  343. $dic = ctx()->store()->weaponPool;
  344. foreach ($dic as $npcid => $val) {
  345. $list = GameConfig::shop_weapon_getItemArray($npcid);
  346. foreach ($list as $value) {
  347. $ret = new \stdClass();
  348. $arr = explode(';', $value->weaponlist);
  349. foreach ($arr as $item) {
  350. $itemList = explode(',', $item);
  351. $id = $itemList[0];
  352. $per = $itemList[1];
  353. $ret->$id = $per;
  354. }
  355. $ret2 = $ret;
  356. $type = $value->id;
  357. if (StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)) {
  358. $weaponList = ctx()->store()->weaponReward->$npcid->$type;
  359. foreach ($weaponList as $wid) {
  360. if (StlUtil::dictHasProperty($ret, $wid)) {
  361. StlUtil::dictRemove($ret, $wid);
  362. }
  363. }
  364. }
  365. $temp = $ret;
  366. 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
  367. $temp = $ret2;
  368. ctx()->store()->weaponReward->$npcid->$type = array();
  369. }
  370. $retArr = array();
  371. $pArr = self::randweapon($temp, $value->num);
  372. $retArr = array_merge($retArr, $pArr);
  373. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  374. }
  375. }
  376. }
  377. }
  378. static function randweapon($temp, $limit) {
  379. $resultArr = array();
  380. $num = 0;
  381. while (true) {
  382. $total = 0;
  383. foreach ($temp as $k => $v) {
  384. $total += $v;
  385. }
  386. $n = rand(1, $total);
  387. $start = 0;
  388. foreach ($temp as $id => $per) {
  389. $start += $per;
  390. if ($n <= $start) {
  391. if (in_array($id, $resultArr)) {
  392. StlUtil::dictRemove($temp, $id);
  393. break;
  394. } else {
  395. $resultArr[] = $id;
  396. $num += 1;
  397. break;
  398. }
  399. }
  400. }
  401. if ($num >= $limit) {
  402. break;
  403. }
  404. }
  405. return $resultArr;
  406. }
  407. /**
  408. * 扩容
  409. * @return type
  410. */
  411. static function unlockStore() {
  412. //list() = req()->paras;
  413. $user = ctx();
  414. $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
  415. my_Assert($mo != null, ErrCode::err_const_no);
  416. my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
  417. $user->base(true)->Consume_Gold($mo->cost);
  418. $user->privateState->expandNum += 1;
  419. ctx($user);
  420. UserProc::updateUserInfo(); # 回写玩家数据
  421. return Resp::ok(array(
  422. "gold" => $user->baseInfo->gold,
  423. "expandNum" => $user->privateState->expandNum,
  424. ));
  425. }
  426. /**
  427. * 宝石镶嵌
  428. */
  429. static function GemSetYanLing() {
  430. list($gemId, $yanlingUid) = req()->paras;
  431. $user = ctx();
  432. $yanling = $user->store->yanling;
  433. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  434. my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
  435. if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
  436. $yanling->$yanlingUid->gemId = 0;
  437. }
  438. my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
  439. StoreProc::removeItemFromStore($user->store, $gemId);
  440. $yanling->$yanlingUid->gemId = $gemId;
  441. $user->store->yanling = $yanling;
  442. ctx($user);
  443. UserProc::updateUserInfo(); # 回写玩家数据
  444. return Resp::ok(array(
  445. "store" => $user->store, # # 目前来看只涉及到items变化
  446. ));
  447. }
  448. /**
  449. * 从严灵上卸下宝石
  450. */
  451. static function GemRemoveYanLing() {
  452. list($yanlingUid) = req()->paras;
  453. $user = ctx();
  454. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  455. $gemId = $user->store->yanling->$yanlingUid->gemId;
  456. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  457. $goodsStr = $gemId . ",1";
  458. StoreProc::AddMultiItemInStore($goodsStr);
  459. $user->store->yanling->$yanlingUid->gemId = 0;
  460. ctx($user);
  461. UserProc::updateUserInfo(); # 回写玩家数据
  462. return Resp::ok(array(
  463. "store" => $user->store, # # 目前来看只涉及到items变化
  464. ));
  465. }
  466. /**
  467. * 宝石合成
  468. */
  469. static function GemComposeItem() {
  470. list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  471. $user = ctx();
  472. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  473. $mo = GameConfig::gem_formula_getItem($gemId);
  474. my_Assert($mo != null, ErrCode::err_const_no); #
  475. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  476. $itemId = $mo->drawItem;
  477. if ($itemId != "") {
  478. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
  479. }
  480. if ($mo->composeMaterial != "") {
  481. $mList = explode(',', $mo->composeMaterial);
  482. $itemId = $mList[0];
  483. $num = $mList[1];
  484. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
  485. //扣除材料
  486. StoreProc::removeItemFromStore($user->store, $itemId, $num);
  487. }
  488. $gList = explode(',', $mo->composeGem);
  489. $itemId = $gList[0];
  490. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
  491. my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
  492. //扣除配方金币 宝石
  493. $user->base(true)->Consume_Gold($mo->composeGold);
  494. StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
  495. $goodsStr = $gemId . ',1';
  496. StoreProc::AddMultiItemInStore($goodsStr);
  497. ctx($user);
  498. UserProc::updateUserInfo(); # 回写玩家数据
  499. return Resp::ok(array(
  500. "store" => $user->store, # # 目前来看只涉及到items变化
  501. 'gold' => $user->baseInfo->gold,
  502. ));
  503. }
  504. /**
  505. * 宝石合成的研究等级提升
  506. */
  507. static function GemResearchLvUp() {
  508. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  509. $user = ctx();
  510. $researchLevel = $user->Gem->level; //研究等级
  511. $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
  512. my_Assert($mo != null, ErrCode::err_const_no);
  513. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  514. //$list = explode(',',$mo->unlockLevelGoldCost);
  515. my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  516. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  517. $user->Gem->level += 1;
  518. ctx($user);
  519. UserProc::updateUserInfo(); # 回写玩家数据
  520. return Resp::ok(array(
  521. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  522. 'gold' => $user->baseInfo->gold,
  523. ));
  524. }
  525. /**
  526. * 武器升级
  527. */
  528. static function weaponUpgrade() {
  529. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  530. $user = ctx();
  531. $equipment = $user->store->equipment;
  532. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  533. $myPacketItems = $user->store->items;
  534. //消耗材料道具
  535. $total = 0;
  536. $totalGold = 0;
  537. foreach ($items as $costItemId => $costNumber) {
  538. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  539. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  540. $mo = GameConfig::item_stones_getItem($costItemId);
  541. my_Assert($mo != null, ErrCode::err_const_no);
  542. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  543. $total += $mo->baseExp * $costNumber;
  544. $totalGold += $mo->costGold * $costNumber;
  545. }
  546. $wuqiExp = 0;
  547. //消耗武器
  548. foreach ($wuqiList as $wuqiId) {
  549. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  550. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  551. $baseExp = $mo->baseExp;
  552. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  553. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  554. $totalGold += $mo->costGold;
  555. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  556. }
  557. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  558. $equipVo = new Ins_Weapon($equipment->$uid);
  559. $initLevel = $equipVo->level;
  560. $equipVo->exp += $total + (int) $wuqiExp;
  561. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  562. $curStar = $equipVo->starLevel; #当前星级
  563. $equipVo->level = $curlevel;
  564. if ($curStar < 5) {
  565. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  566. if ($starlimitLv <= $curlevel) {
  567. $equipVo->level = $starlimitLv;
  568. $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  569. }
  570. }
  571. $user->store->equipment->$uid = $equipVo;
  572. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  573. $user->baseInfo->gold -= $totalGold;
  574. ctx($user);
  575. ctx()->store->items = $myPacketItems; # 更新背包数据
  576. if ($equipVo->level != $initLevel) {
  577. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  578. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
  579. }
  580. UserProc::updateUserInfo(); # 回写玩家数据
  581. return Resp::ok(array(
  582. "store" => $user->store, # # 目前来看只涉及到items变化
  583. 'gold' => $user->baseInfo->gold,
  584. ));
  585. }
  586. /**
  587. * 武器升级计算
  588. * @param type $xp
  589. * @param type $type
  590. * @return type
  591. */
  592. static function Upgrade($xp, $qual, $type) {
  593. $curLv = 0;
  594. if ($type == Enum_UpgradeType::Wuqi) {
  595. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  596. } else {
  597. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  598. }
  599. $f = (array) $heroLvDic;
  600. ksort($f);
  601. foreach ($f as $lv => $mo) {
  602. if ($xp < $mo->requiredExp) {
  603. $curLv = $lv - 1;
  604. break;
  605. }
  606. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  607. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  608. // break;
  609. // }
  610. }
  611. return $curLv;
  612. }
  613. /**
  614. * 武器突破
  615. */
  616. static function weaponTupo() {
  617. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  618. $user = ctx();
  619. $equipment = $user->store->equipment;
  620. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  621. $typeId = $equipment->$uid->typeId;
  622. $curStar = $equipment->$uid->starLevel;
  623. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  624. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  625. my_Assert($mo != null, ErrCode::err_const_no);
  626. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  627. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  628. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  629. // $segID = $mo->segID;
  630. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  631. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  632. $costItemsList = explode(';', $mo->costItems);
  633. foreach ($costItemsList as $value) {
  634. $list = explode(',', $value);
  635. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  636. }
  637. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  638. $user->baseInfo->gold -= $mo->gold;
  639. $equipment->$uid->starLevel += 1;
  640. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  641. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  642. $user->store->equipment = $equipment;
  643. ctx($user);
  644. UserProc::updateUserInfo(); # 回写玩家数据
  645. return Resp::ok(array(
  646. "store" => $user->store, # # 目前来看只涉及到items变化
  647. 'gold' => $user->baseInfo->gold,
  648. ));
  649. }
  650. /**
  651. * 武器替换
  652. * @return type
  653. */
  654. static function weaponReplace() {
  655. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  656. $user = ctx();
  657. $equipment = $user->store->equipment;
  658. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  659. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  660. $herouid = $equipment->$uid->herouid;
  661. $herouid_replace = $equipment->$replaceId->herouid;
  662. $equipment->$replaceId->herouid = $herouid;
  663. $equipment->$uid->herouid = $herouid_replace;
  664. $user->store->equipment = $equipment;
  665. ctx($user);
  666. UserProc::updateUserInfo(); # 回写玩家数据
  667. return Resp::ok(array(
  668. "store" => $user->store, # # 目前来看只涉及到items变化
  669. ));
  670. }
  671. /**
  672. * [6420] 言灵进阶
  673. */
  674. static function YanlingUpgrade() {
  675. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  676. $user = ctx();
  677. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  678. $yanlingObj = $user->store->yanling->$yanlingUid;
  679. $yanlingMoId = $yanlingObj->typeId;
  680. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  681. $toGrade = $curGrade + 1; # 下一等阶
  682. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  683. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  684. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  685. $costs = explode(';', $toGradeCfg->cost_materials);
  686. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  687. foreach ($costs as $c) {
  688. list($itemId, $num) = explode(',', $c); # 解析材料
  689. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  690. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  691. }
  692. $yanlingObj->grade = $toGrade; # 修改进阶
  693. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  694. UserProc::updateUserInfo(); # 回写玩家数据
  695. return Resp::ok(array(
  696. "store" => $user->store, # # 目前来看只涉及到items变化
  697. ));
  698. }
  699. /**
  700. * [6418] 利用言灵召唤书碎片合成召唤书
  701. */
  702. static function MergeYanlingBook() {
  703. list($bookId) = req()->paras; # 参数 言灵召唤书id
  704. $user = ctx();
  705. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  706. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  707. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  708. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  709. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  710. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  711. UserProc::updateUserInfo(); # 回写数据
  712. return Resp::ok(array(
  713. "store" => $user->store, # # 目前来看只涉及到items变化
  714. ));
  715. }
  716. /**
  717. * [6419] 利用言灵召唤书召唤言灵
  718. */
  719. static function CallYanlingByBook() {
  720. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  721. $user = ctx();
  722. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  723. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  724. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  725. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  726. $costs = explode(';', $bookIdCfg->cost_materials);
  727. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  728. foreach ($costs as $c) {
  729. list($itemId, $num) = explode(',', $c); # 解析材料
  730. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  731. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  732. }
  733. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  734. UserProc::updateUserInfo(); # 回写数据
  735. return Resp::ok(array(
  736. "store" => $user->store, # # 目前来看只涉及到items变化
  737. ));
  738. }
  739. /**
  740. * 测试方法
  741. * @return type
  742. */
  743. static public function Test() {
  744. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  745. }
  746. /**
  747. * [6404] 使用仓库道具
  748. */
  749. static function useItem() {
  750. list($itemType, $num) = req()->paras; # 提取参数
  751. $mo = GameConfig::item_base_getItem($itemType);
  752. my_Assert(null != $mo, ErrCode::err_const_no);
  753. switch ($mo->subType) {
  754. case 601: # 任务卡
  755. my_Assert($num == 1, "任务卡一次只能使用一张!");
  756. $store = ctx()->store();
  757. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  758. my_Assert(ErrCode::ok == $err, $err);
  759. StoreProc::PutTaskCardInStore($itemType);
  760. ctx()->store = $store;
  761. break;
  762. default :
  763. break;
  764. }
  765. UserProc::updateUserInfo();
  766. return Resp::ok(array(
  767. 'priv' => ctx()->privateState,
  768. 'store' => ctx()->store));
  769. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  770. }
  771. /**
  772. * [6405] 刷新仓库列表
  773. */
  774. static function refreshStore() {
  775. StoreProc::CheckItemNum();
  776. return Resp::ok(array('store' => ctx()->store));
  777. }
  778. /**
  779. * [6406] 从仓库删除道具
  780. */
  781. static function delItemFromStore() {
  782. list($itemId, $num) = req()->paras;
  783. $err = self::removeItemFromStore(ctx()->store, $itemId, $num);
  784. my_Assert(ErrCode::ok == $err, $err);
  785. UserProc::updateUserInfo();
  786. return Resp::ok(array('store' => ctx()->store));
  787. }
  788. /**
  789. * [6409] 合成道具
  790. */
  791. static public function composeItem() {
  792. Err(ErrCode::err_method_notimplement);
  793. }
  794. /**
  795. * [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)
  796. */
  797. static public function composePieces() {
  798. Err(ErrCode::err_method_notimplement);
  799. }
  800. // </editor-fold>
  801. // --------------- 以下为辅助方法 ------------------
  802. //
  803. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  804. /**
  805. * 从仓库中移除指定数量的物品
  806. * @param Info_Store $store
  807. * @param type $itemId
  808. * @param type $itemcount
  809. * @return type
  810. */
  811. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  812. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  813. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  814. $store->items->$itemId -= $itemcount;
  815. if ($store->items->$itemId == 0) {
  816. unset($store->items->$itemId);
  817. }
  818. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  819. return ErrCode::ok;
  820. }
  821. /**
  822. * 从仓库移出装备
  823. * @param type $itemId uid
  824. * @param Info_Store $store
  825. * @return boolean
  826. */
  827. static function removeEquipFromStore($uid, $typeId) {
  828. $ok = false;
  829. if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
  830. my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  831. unset(ctx()->store->equipment->$uid);
  832. $ok = true;
  833. }
  834. return $ok;
  835. }
  836. static function removeYanlingFromStore($uid, $typeId) {
  837. $ok = false;
  838. if (CommUtil::isPropertyExists(ctx()->store->yanling, $uid)) {
  839. my_Assert($typeId == ctx()->store->yanling->$uid->typeId, "typeid检验错误"); // typeid相同;
  840. unset(ctx()->store->yanling->$uid);
  841. $ok = true;
  842. }
  843. return $ok;
  844. }
  845. /**
  846. * 从仓库移除碎片
  847. * @param Info_Store $store
  848. * @param int $segmentId
  849. * @param int $num
  850. * @return bool 成功/失败
  851. */
  852. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  853. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  854. && $store->segement->$segmentId >= $num) {
  855. $store->segement->$segmentId -= $num;
  856. return TRUE;
  857. }
  858. return false;
  859. }
  860. /**
  861. * 向仓库添加碎片
  862. * @param Info_Store $store
  863. * @param int $segmentId
  864. * @param int $num
  865. */
  866. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  867. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  868. $store->segement->$segmentId += $num;
  869. } else {
  870. $store->segement->$segmentId = $num;
  871. }
  872. $segMo = GameConfig::item_segment_getItem($segmentId);
  873. my_Assert($segMo != null, ErrCode::err_const_no);
  874. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  875. }
  876. // </editor-fold>
  877. //
  878. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  879. /**
  880. * 将其他物品放入仓库
  881. * @param type $itemId
  882. * @param Data_UserGame $game
  883. */
  884. static function PutItemInStore($itemId, &$game) {
  885. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  886. $game->store->items->$itemId += 1;
  887. } else {// 如果仓库中没有这种元素,则其数目置1
  888. $game->store->items->$itemId = 1;
  889. }
  890. }
  891. /**
  892. * 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
  893. * 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
  894. * @param string $goodsStr itemid,num;itemid,num;...
  895. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  896. * @deprecated since version 0
  897. * @return type
  898. */
  899. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  900. $user = ctx();
  901. $ary = explode(";", $goodsStr);
  902. //$unlockNum = $user->privateState->expandNum * 5;
  903. //$n = self::countStoreNum();
  904. foreach ($ary as $value) {
  905. $val = explode(",", $value);
  906. $cid = "";
  907. my_Assert(count($val) > 1, "解析奖励字符串出错");
  908. list( $itemId, $num) = $val; # ID, 数量
  909. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  910. switch ($smItem->subType) { # 根据类型分别添加到容器中
  911. case META_EXP: # 指挥官经验
  912. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  913. $user->base()->Add_Exp($num); # 加指挥官经验
  914. break;
  915. case META_GOLD_ITEMID: # 金币
  916. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  917. $user->base()->Add_Gold($num, $mask); # 增加金币
  918. break;
  919. case META_CASH_ITEMID: # 钻石
  920. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  921. $user->base()->Add_Cash($num, $mask); # 增加钻石
  922. break;
  923. case META_tili_ITEMID: # 体力
  924. // Data_UserGame::Add_tili($num);
  925. $user->base()->Add_tili($num); # 增加体力
  926. break;
  927. case META_FriendShipPoit_ItemId: # 友情值
  928. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  929. $user->base()->Add_FriendPoint($num); # 加友情点
  930. break;
  931. case META_PVPCOIN_ITEMID: # 竞技币
  932. $user->pvp->pvpCoins += $num;
  933. break;
  934. case META_ActivePoint_ITEMID:
  935. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  936. break;
  937. case META_RESPOINT_ITEMID:
  938. $user->base()->Add_resPoint($num); # 增加资源点
  939. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  940. break;
  941. case 101: # 武器
  942. for ($n = 0; $n < $num; $n++) {
  943. $cid = StoreProc::PutEquipInStore($itemId);
  944. }
  945. CornerSignEventProc::OnBag_new_Weapon();
  946. CornerSignEventProc::OnRoleWeapon();
  947. break;
  948. case 401: # 言灵
  949. for ($n = 0; $n < $num; $n++) {
  950. $cid = StoreProc::PutYanLingInStore($itemId);
  951. }
  952. CornerSignEventProc::OnBag_new_Yanling();
  953. CornerSignEventProc::OnRoleYanling();
  954. break;
  955. case 501: # 限购礼包
  956. $itemMO = GameConfig::item_package_getItem($itemId);
  957. my_Assert(null != $itemMO, ErrCode::err_const_no);
  958. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  959. my_Assert(ErrCode::ok == $err, $err);
  960. break;
  961. case 601: # 任务卡
  962. $cid = StoreProc::PutTaskCardInStore($itemId);
  963. break;
  964. case 201: # 碎片
  965. $segMo = GameConfig::item_segment_getItem($itemId);
  966. my_Assert($segMo != null, ErrCode::err_const_no);
  967. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  968. CornerSignEventProc::OnBag_new_Fragment();
  969. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  970. break;
  971. case 202: # 召唤书碎片
  972. case 351: # 言灵召唤书
  973. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  974. $book = GameConfig::item_yanlingbook_getItem($itemId);
  975. my_Assert(null != $book, ErrCode::err_const_no);
  976. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  977. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  978. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  979. case 1:
  980. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  981. break;
  982. case 2:
  983. CornerSignEventProc::OnCall_Magician_new(); # 法师
  984. break;
  985. case 3:
  986. CornerSignEventProc::OnCall_Archer_new(); # 射手
  987. break;
  988. default :
  989. break;
  990. }
  991. break;
  992. case 321: # 进阶材料
  993. case 322: # 进阶材料
  994. case 323: # 锻造材料
  995. case 324: # 魂器
  996. case 332: #普通祈愿券
  997. case 333: #活动祈愿券
  998. case 325: #元素突破材料
  999. case 326: #职业突破材料
  1000. case 327: #言灵的突破石
  1001. case 328: #言灵的突破材料
  1002. case 329: #武器的突破石
  1003. case 330: #武器的突破材料
  1004. // 补给品
  1005. case 341: # 血瓶
  1006. case 342: # 能量瓶
  1007. case 343: #
  1008. case 344: # 回城券 -2022.4.13 海哥
  1009. //
  1010. case 701: #宝石
  1011. case 702: #设计图纸
  1012. case 703: #宝石辅助材料
  1013. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1014. CornerSignEventProc::OnBag_new_Material();
  1015. break;
  1016. case 311: # 基因(经验丹)
  1017. case 312: # 强化道具
  1018. case 313:
  1019. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1020. break;
  1021. default :
  1022. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  1023. }
  1024. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  1025. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  1026. }
  1027. return ErrCode::ok; // 返回
  1028. }
  1029. public static function countStoreNum() {
  1030. $user = ctx();
  1031. //$num = 0;
  1032. $itemDic = $user->store->items;
  1033. //$num += count((array)$user->store->items);
  1034. $itemNum = 0;
  1035. foreach ($itemDic as $key => $num) {
  1036. if ($num == 0) {
  1037. continue;
  1038. }
  1039. if ($num > 99999) {
  1040. $itemNum += 2;
  1041. } else {
  1042. $itemNum += 1;
  1043. }
  1044. }
  1045. //var_dump($num);
  1046. //var_dump('-----------------');
  1047. $itemNum += count((array) $user->store->equipment);
  1048. //var_dump($num);
  1049. //var_dump('-----------------');
  1050. $itemNum += count((array) $user->store->yanling);
  1051. //var_dump($itemNum);
  1052. return $itemNum;
  1053. }
  1054. /**
  1055. * [6401]向包裹中添加物品
  1056. */
  1057. public static function AddItemInStore() {
  1058. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  1059. $user = ctx();
  1060. if ($mask == 1) {
  1061. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  1062. } else {
  1063. $err = self::AddMultiItemInStore($rwdStr);
  1064. }
  1065. my_Assert(ErrCode::ok == $err, $err);
  1066. UserProc::updateUserInfo();
  1067. return Resp::ok(array(
  1068. 'gold' => $user->baseInfo->gold,
  1069. 'tili' => $user->baseInfo->tili,
  1070. 'cash' => $user->baseInfo->cash,
  1071. 'resPoint' => $user->baseInfo->resPoint,
  1072. 'store' => $user->store));
  1073. }
  1074. /**
  1075. * 将装备放入背包
  1076. * @param type $itemId
  1077. */
  1078. static function PutEquipInStore($itemId) {
  1079. $privateState = ctx()->privateState;
  1080. $unlockNum = $privateState->expandNum * 5;
  1081. //var_dump("wuqi==============");
  1082. $n = self::countStoreNum();
  1083. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1084. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1085. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  1086. ctx()->privateState->currentId = 1;
  1087. }
  1088. $cid = ctx()->privateState->currentId++;
  1089. //$equip = ObjectInit();
  1090. $equip = new Ins_Weapon();
  1091. $equip->typeId = $itemId;
  1092. ctx()->store->equipment->$cid = $equip;
  1093. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  1094. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
  1095. return $cid;
  1096. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  1097. }
  1098. /**
  1099. * 将言灵放入背包
  1100. * @param type $itemId
  1101. */
  1102. static function PutYanLingInStore($itemId) {
  1103. //my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  1104. $privateState = ctx()->privateState;
  1105. $unlockNum = $privateState->expandNum * 5;
  1106. //var_dump("yanling==============");
  1107. $n = self::countStoreNum();
  1108. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1109. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1110. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1111. ctx()->privateState->currentId = 1;
  1112. }
  1113. $cid = ctx()->privateState->currentId++;
  1114. //$equip = ObjectInit();
  1115. $equip = new Ins_YanLin();
  1116. $equip->typeId = $itemId;
  1117. ctx()->store->yanling->$cid = $equip;
  1118. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  1119. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
  1120. return $cid;
  1121. }
  1122. /**
  1123. * 将任务卡放入背包
  1124. * @param type $itemId
  1125. */
  1126. static function PutTaskCardInStore($itemId) {
  1127. $privateState = ctx()->privateState;
  1128. $unlockNum = $privateState->expandNum * 5;
  1129. //var_dump("task==============");
  1130. //$n = self::countStoreNum();
  1131. //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
  1132. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1133. ctx()->privateState->currentId = 1;
  1134. }
  1135. $cid = ctx()->privateState->currentId++;
  1136. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  1137. // var_dump($mo);
  1138. my_Assert(null != $mo, ErrCode::err_const_no);
  1139. $itembaseMo = GameConfig::item_base_getItem($itemId);
  1140. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  1141. if ($itembaseMo->pileNum > 0) { # 可叠加
  1142. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  1143. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  1144. // $taskCard = null;
  1145. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  1146. // $val = new Ins_TaskCard($val);
  1147. // if ($val->typeId == $itemId) {
  1148. // $taskCard = $val;
  1149. // break;
  1150. // }
  1151. // }
  1152. // if (null == $taskCard) { # 原来么有
  1153. // $taskCard = new Ins_TaskCard($itemId);
  1154. // $taskCard->uid = $cid;
  1155. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  1156. // }
  1157. // $taskCard->count += 1;
  1158. // </editor-fold>
  1159. } else {
  1160. $taskCard = new Ins_TaskCard($itemId);
  1161. $taskCard->uid = $cid;
  1162. ctx()->store->taskcards->$cid = $taskCard;
  1163. }
  1164. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  1165. if (null != $taskCard) {
  1166. $t = req()->paras;
  1167. req()->paras = array($cid);
  1168. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  1169. req()->paras = $t;
  1170. }
  1171. return $cid;
  1172. }
  1173. /**
  1174. * 将可叠加物品放入背包
  1175. * @param int $itemId
  1176. * @param int $num
  1177. */
  1178. static function PutOverlyingItemInStore($itemId, $num = 1) {
  1179. //var_dump("item==============".$itemId);
  1180. $unlockNum = ctx()->privateState->expandNum * 5;
  1181. $n = self::countStoreNum();
  1182. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1183. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1184. $items = ctx()->store->items; # dic: itemid=>number
  1185. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  1186. $items->$itemId += $num;
  1187. } else { # 如果仓库中没有这种元素,则其数目置为num
  1188. $items->$itemId = $num;
  1189. }
  1190. }
  1191. /**
  1192. * 物品包裹打散成独立道具到仓库
  1193. * @param GoodsItemModel $itemModel
  1194. * @deprecated since version now
  1195. */
  1196. static function addSeprateItem($itemModel) {
  1197. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  1198. }
  1199. /**
  1200. * [6416] 给英雄装上言灵
  1201. */
  1202. static function WearYanlingToHero() {
  1203. $user = ctx(); # user引用
  1204. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1205. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  1206. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  1207. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  1208. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  1209. Err(ErrCode::store_equipWeared_err);
  1210. }
  1211. $collectHeros = $user->heros->collectHeros; # 英雄集合
  1212. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  1213. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  1214. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1215. my_Assert($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.
  1216. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  1217. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  1218. if ($oldYLid > 0) { # 代表替换操作
  1219. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  1220. }
  1221. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  1222. $collectHeros->$herouid = $hero;
  1223. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  1224. UserProc::updateUserInfo(); # 5.回写数据
  1225. $ret = array('resp' => "succeed!",
  1226. 'store' => $user->store);
  1227. $resp = Resp::ok($ret); // 返回
  1228. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1229. return $resp;
  1230. }
  1231. /**
  1232. * [6417] 给英雄卸下言灵
  1233. * @deprecated since version 无法卸下,只能更换
  1234. */
  1235. static function UnWieldYanling() {
  1236. $user = ctx(); # user引用
  1237. list($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
  1238. $collectHeros = $user->heros->collectHeros;
  1239. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  1240. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1241. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1242. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  1243. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  1244. }
  1245. // $arr = $collectHeros->$herouid->yanling;
  1246. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  1247. // StlUtil::arrayRemove($arr, $yanling_uid);
  1248. // $collectHeros->$herouid->yanling = $arr;
  1249. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  1250. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  1251. UserProc::updateUserInfo(); # 回写数据
  1252. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  1253. // StoreProc::CheckItemNum($req);
  1254. return $resp;
  1255. }
  1256. /**
  1257. * [6410] 给英雄穿装备
  1258. */
  1259. static function WearEquipToHero() {
  1260. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1261. $user = ctx(); # user引用
  1262. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1263. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  1264. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  1265. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  1266. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  1267. }
  1268. $collectHeros = $user->heros->collectHeros;
  1269. my_default_Obj($collectHeros);
  1270. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  1271. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1272. my_Assert($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
  1273. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  1274. $oldEquipId = 0;
  1275. switch ($itemtype) { # 添加或替换英雄该部位的装备
  1276. case 1: # 武器
  1277. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  1278. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  1279. break;
  1280. case 2: # 防具
  1281. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  1282. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  1283. break;
  1284. case 3: # 饰品
  1285. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  1286. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  1287. break;
  1288. default :
  1289. Err(ErrCode::store_equip_type);
  1290. break;
  1291. }
  1292. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  1293. $user->store->equipment->$oldEquipId->herouid = 0;
  1294. }
  1295. UserProc::updateUserInfo(); // 5.回写数据
  1296. // StoreProc::CheckItemNum($req);
  1297. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  1298. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1299. return Resp::ok(array('resp' => "succeed!",
  1300. 'store' => $user->store)); // 返回
  1301. }
  1302. /**
  1303. * [6411] 给英雄脱装备
  1304. * @deprecated since version 不能卸下装备, 只能更换.
  1305. */
  1306. static function UnWieldEquip() {
  1307. list($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
  1308. $user = ctx(); # user引用
  1309. $collectHeros = $user->heros->collectHeros;
  1310. my_default_Obj($collectHeros);
  1311. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1312. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1313. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  1314. $user->store->equipment->$equipuid->herouid = 0;
  1315. }
  1316. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  1317. case 1: # 武器
  1318. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  1319. Err(ErrCode::store_noequip_err);
  1320. }
  1321. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  1322. break;
  1323. case 2: # 防具
  1324. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  1325. Err(ErrCode::store_noequip_err);
  1326. }
  1327. $collectHeros->$herouid->equip->armor->itemuid = 0;
  1328. break;
  1329. case 3: # 饰品
  1330. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  1331. Err(ErrCode::store_noequip_err);
  1332. }
  1333. $collectHeros->$herouid->equip->ring->itemuid = 0;
  1334. break;
  1335. default :
  1336. Err(ErrCode::store_equip_type);
  1337. }
  1338. UserProc::updateUserInfo(); # 回写数据
  1339. return Resp::ok(array('resp' => "succeed!")); // 返回
  1340. }
  1341. // </editor-fold>
  1342. //
  1343. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1344. //
  1345. /**
  1346. * 检查背包中物品的个数
  1347. * @return int
  1348. */
  1349. public static function CheckItemNum() {
  1350. $ItemObj = ctx()->store->items;
  1351. $EquipObj = ctx()->store->equipment;
  1352. $SegementObj = ctx()->store->segement;
  1353. $HeroObj = ctx()->heros->collectHeros;
  1354. $ItemNum = 0;
  1355. if ($ItemObj) {
  1356. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  1357. $ItemNum++;
  1358. }
  1359. }
  1360. if ($SegementObj) {
  1361. foreach ($SegementObj as $value) { # 碎片
  1362. $ItemNum++;
  1363. }
  1364. }
  1365. if ($EquipObj) {
  1366. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  1367. $ItemNum++;
  1368. }
  1369. }
  1370. if ($HeroObj) {
  1371. 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.
  1372. $HeroEquipId = $value->equip->weapon->itemuid;
  1373. if ($HeroEquipId > 0) {
  1374. $ItemNum--;
  1375. }
  1376. $HeroEquipId = $value->equip->armor->itemuid;
  1377. if ($HeroEquipId > 0) {
  1378. $ItemNum--;
  1379. }
  1380. $HeroEquipId = $value->equip->ring->itemuid;
  1381. if ($HeroEquipId > 0) {
  1382. $ItemNum--;
  1383. }
  1384. }
  1385. }
  1386. ctx()->privateState->ItemNum = $ItemNum;
  1387. return $ItemNum;
  1388. }
  1389. /**
  1390. * 获取物品格子的上限值---废弃了
  1391. * @return int 上限数值
  1392. */
  1393. // public static function GetItemMaxNum() {
  1394. // $user = ctx();
  1395. // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1396. // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1397. // }
  1398. // return $user->privateState->maxItemNum;
  1399. // }
  1400. /**
  1401. * 6412 背包扩容
  1402. */
  1403. public static function AddPacketNum() {
  1404. $user = ctx(); # user引用
  1405. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1406. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1407. }
  1408. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1409. my_Assert($costCash > 0, ErrCode::paras_err);
  1410. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1411. $user->privateState->maxItemNum += 10; # 扩容
  1412. UserProc::updateUserInfo(); # 保存玩家数据
  1413. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1414. StoreProc::CheckItemNum();
  1415. return $resp;
  1416. }
  1417. // </editor-fold>
  1418. //
  1419. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1420. //
  1421. /**
  1422. * 出售单一的物品
  1423. */
  1424. static function sellItem() {
  1425. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1426. }
  1427. /**
  1428. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1429. */
  1430. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1431. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1432. }
  1433. /**
  1434. * 6403 从背包出售多个物品
  1435. */
  1436. static function sellMultiItemFromStore() {
  1437. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1438. $obj = req()->paras[0]; // 获取物品的结构数组
  1439. foreach ($obj as $value) {
  1440. $type = $value[0];
  1441. $itemId = $value[1];
  1442. if ($type > 3) {
  1443. $count = intval($value[2]); // 数量
  1444. $uid = 0;
  1445. } 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
  1446. $count = 1;
  1447. $uid = $value[2];
  1448. }//物品的uid
  1449. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1450. }
  1451. if (0 == $resp->err) {
  1452. UserProc::updateUserInfo();
  1453. }
  1454. StoreProc::CheckItemNum();
  1455. return $resp;
  1456. }
  1457. // </editor-fold>
  1458. //
  1459. }