StoreProc.php 43 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. * @param type $req
  15. */
  16. static function procMain($req) {
  17. switch ($req->cmd) {
  18. case CmdCode::cmd_store_put: # 6401 放入仓库
  19. return StoreProc::AddItemInStore($req);
  20. case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
  21. return StoreProc::sellItem($req);
  22. case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
  23. return StoreProc::sellMultiItemFromStore($req);
  24. case CmdCode::cmd_store_use: # 6404 使用道具
  25. return StoreProc::useItem($req);
  26. case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
  27. return StoreProc::refreshStore($req);
  28. // case CmdCode::cmd_store_decomposeItem: # 6406 分解道具
  29. // return StoreProc::decomposeItem($req);
  30. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  31. return StoreProc::Test($req);
  32. // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
  33. // return StoreProc::ItemUpgrade($req);
  34. // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
  35. // return StoreProc::composeItem($req);
  36. //
  37. case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
  38. return StoreProc::WearEquipToHero($req);
  39. case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
  40. return StoreProc::UnWieldEquip($req);
  41. //
  42. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  43. return StoreProc::AddPacketNum($req);
  44. // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  45. // Err(ErrCode::err_method_obsoleted);
  46. //// return StoreProc::MeltEquip($req);
  47. // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  48. // return StoreProc::composePieces($req);
  49. case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
  50. return StoreProc::WearYanlingToHero($req);
  51. case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
  52. return StoreProc::UnWieldYanling($req);
  53. case CmdCode::cmd_store_mergeYanlingbook: # 6418 利用言灵召唤书碎片合成召唤书
  54. return self::MergeYanlingBook($req);
  55. case CmdCode::cmd_store_callyanling: # 6419 利用言灵召唤书召唤言灵
  56. return self::CallYanlingByBook($req);
  57. case CmdCode::cmd_store_yanling_upgrade: # 6420 言灵进阶
  58. return self::YanlingUpgrade($req);
  59. default:
  60. Err(ErrCode::cmd_err);
  61. }
  62. }
  63. /**
  64. * [6420] 言灵进阶
  65. * @param req $req
  66. */
  67. static function YanlingUpgrade($req) {
  68. list($yanlingUid) = $req->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  69. $user = $req->userInfo->game;
  70. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  71. $yanlingObj = $user->store->yanling->$yanlingUid;
  72. $yanlingMoId = $yanlingObj->typeId;
  73. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  74. $toGrade = $curGrade + 1; # 下一等阶
  75. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  76. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  77. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  78. $costs = explode(';', $toGradeCfg->cost_materials);
  79. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  80. foreach ($costs as $c) {
  81. list($itemId, $num) = explode(',', $c); # 解析材料
  82. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  83. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  84. }
  85. $yanlingObj->grade = $toGrade; # 修改进阶
  86. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  87. UserProc::updateUserInfo(); # 回写玩家数据
  88. return Resp::ok(array(
  89. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  90. ));
  91. }
  92. /**
  93. * [6418] 利用言灵召唤书碎片合成召唤书
  94. * @param req $req
  95. */
  96. static function MergeYanlingBook($req) {
  97. list($bookId) = $req->paras; # 参数 言灵召唤书id
  98. $user = $req->userInfo->game;
  99. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  100. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  101. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  102. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  103. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  104. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  105. UserProc::updateUserInfo(); # 回写数据
  106. return Resp::ok(array(
  107. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  108. ));
  109. }
  110. /**
  111. * [6419] 利用言灵召唤书召唤言灵
  112. * @param req $req
  113. */
  114. static function CallYanlingByBook($req) {
  115. list($bookId) = $req->paras; # 参数 利用的言灵召唤书id
  116. $user = $req->userInfo->game;
  117. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  118. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  119. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  120. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  121. $costs = explode(';', $bookIdCfg->cost_materials);
  122. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  123. foreach ($costs as $c) {
  124. list($itemId, $num) = explode(',', $c); # 解析材料
  125. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  126. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  127. }
  128. self::PutYanLingInStore($bookIdCfg->yanling_id, $req); # 添加言灵
  129. UserProc::updateUserInfo(); # 回写数据
  130. return Resp::ok(array(
  131. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  132. ));
  133. }
  134. /**
  135. * 测试方法
  136. * @param Req $req
  137. * @return type
  138. */
  139. static public function Test($req) {
  140. // return StoreProc::MeltEquip($req);
  141. }
  142. /**
  143. * [6404] 使用仓库道具
  144. * @param Req $req
  145. */
  146. static function useItem($req) {
  147. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  148. $itemId = $req->paras[0]; # 道具id
  149. $num = 1; # 数量, 可选参数, 默认为1
  150. if (count($req->paras) > 1) { # 如果传了,
  151. $num = $req->paras[1]; # 提取可选参数: 道具数量
  152. } # end 提取参数
  153. $typeId = substr($itemId, 0, 3); # 道具分类前缀
  154. switch ($typeId) { # 使用道具()
  155. // case '701': # 宝箱
  156. // $resp = Boxes::OpenBox($req); # 调用开宝箱功能
  157. // break;
  158. default : # 其他
  159. Err(ErrCode::store_itemcantuse);
  160. break;
  161. }
  162. return $resp;
  163. }
  164. /**
  165. * [6405] 刷新仓库列表
  166. * @param Req $req
  167. */
  168. static function refreshStore($req) {
  169. StoreProc::CheckItemNum($req);
  170. return Resp::ok(array('store' => $req->userInfo->game->store));
  171. }
  172. /**
  173. * [6409] 合成道具
  174. * @param Req $req
  175. */
  176. static public function composeItem($req) {
  177. Err(ErrCode::err_method_notimplement);
  178. // list($lowitemId, $usenum, $highitemId, $addnum, $gold) = $req->paras; # 提取参数: 消耗道具id, 消耗数量, 合成道具Id, 合成数量, 需要的手续费
  179. // my_Assert($usenum >= 3, "数量非法!");
  180. // $user = $req->userInfo->game; # user引用
  181. // $store = $user->store; # 背包引用
  182. //
  183. // $ok = StoreProc::removeItemFromStore($store, $lowitemId, $usenum); # 从仓库里移除这个道具, 支持移除指定数量
  184. // my_Assert(ErrCode::ok == $ok, $ok); # 如果仓库道具移出时出错,则直接返回错误
  185. // my_Assert(UserGameModel::Consume_Gold($user, $gold), ErrCode::notenough_gold_msg); # 扣除消耗的金币
  186. //
  187. // ActiveProc::ChangeTaskCount($req); # 更新任务计数器
  188. // $store->items->$highitemId += $addnum; # 添加新合成道具
  189. // UserProc::updateUserInfo();
  190. // $ret = array('resp' => "succeed!"); # 准备返回值
  191. // $resp = Resp::ok($ret); # 返回必须是object
  192. //
  193. // StoreProc::CheckItemNum($req);
  194. // return $resp;
  195. }
  196. /**
  197. * [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)
  198. * @param Req $req
  199. */
  200. static public function composePieces($req) {
  201. Err(ErrCode::err_method_notimplement);
  202. }
  203. // </editor-fold>
  204. // --------------- 以下为辅助方法 ------------------
  205. //
  206. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  207. /**
  208. * 从仓库中移除指定数量的物品
  209. * @param UserGameModel $user
  210. * @param type $itemId
  211. * @param type $itemcount
  212. * @return type
  213. */
  214. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  215. if (CommUtil::isPropertyExists($store->items, $itemId)) {
  216. if ($store->items->$itemId >= $itemcount) { # 数量足够
  217. $store->items->$itemId -= $itemcount;
  218. if ($store->items->$itemId == 0) {
  219. unset($store->items->$itemId);
  220. }
  221. return ErrCode::ok;
  222. } else {
  223. return ErrCode::store_itemnotenough; # 道具数量不足
  224. }
  225. } else {
  226. return ErrCode::store_itemno_err; # 没有这个道具
  227. }
  228. }
  229. /**
  230. * 从仓库移出装备
  231. * @param type $itemId uid
  232. * @param StoreModel $store
  233. * @return boolean
  234. */
  235. static function removeEquipFromStore($uid, $typeId, &$req) {
  236. $ok = false;
  237. echo var_export($uid);
  238. if (CommUtil::isPropertyExists($req->userInfo->game->store->equipment, $uid)) {
  239. // $con= ConstProc::getItemConst($req->mem, $req->userInfo->game->store->equipment->$uid->typeId);
  240. echo var_export($req->userInfo->game->store->equipment->$uid->typeId);
  241. if ($typeId == $req->userInfo->game->store->equipment->$uid->typeId) {
  242. echo "typeid相同";
  243. unset($req->userInfo->game->store->equipment->$uid);
  244. $ok = true;
  245. } else {
  246. echo "typeid检验错误";
  247. }
  248. }
  249. return $ok;
  250. }
  251. /**
  252. * 从仓库移除碎片
  253. * @param StoreModel $store
  254. * @param int $segmentId
  255. * @param int $num
  256. * @return bool 成功/失败
  257. */
  258. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  259. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  260. && $store->segement->$segmentId >= $num) {
  261. $store->segement->$segmentId -= $num;
  262. return TRUE;
  263. }
  264. return false;
  265. }
  266. /**
  267. * 向仓库添加碎片
  268. * @param StoreModel $store
  269. * @param int $segmentId
  270. * @param int $num
  271. */
  272. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  273. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  274. $store->segement->$segmentId += $num;
  275. } else {
  276. $store->segement->$segmentId = $num;
  277. }
  278. $segMo = GameConfig::item_segment_getItem($segmentId);
  279. my_Assert($segMo != null, ErrCode::err_const_no);
  280. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  281. }
  282. /**
  283. * 计算玩家仓库中某种符石/道具的数量
  284. * @param type $map
  285. * @param type $stoneid
  286. * @return type
  287. */
  288. static function GetStoneCount($map, $stoneid) {
  289. $ret = 0;
  290. if ($map->store->stones && CommUtil::isPropertyExists($map->store->stones, $stoneid)) {
  291. $ret = $map->store->stones->
  292. $stoneid;
  293. }
  294. return $ret;
  295. }
  296. /**
  297. * 从仓库移除符石(道具)
  298. * @param MapModel $map
  299. * @param int $stoneid
  300. * @param int $num
  301. */
  302. static function RemoveStoneFromStore(&$map, $stoneid, $num = 1) {
  303. if ($num <= 0) {
  304. return $num;
  305. }
  306. $ret = 0;
  307. if ($map->store->stones && CommUtil::isPropertyExists($map->store->stones, $stoneid)) {
  308. $left = $map->store->stones->$stoneid - $num;
  309. if ($ret >= 0) {////这里有bug吗?应该是用$left啊,不过无所谓,反正这个函数暂时用不上,不考虑了.
  310. $map->store->stones->$stoneid -= $num;
  311. $ret = $num;
  312. }
  313. }
  314. return $ret;
  315. }
  316. // </editor-fold>
  317. //
  318. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  319. /**
  320. * 将其他物品放入仓库
  321. * @param type $itemId
  322. * @param UserGameModel $game
  323. */
  324. static function PutItemInStore($itemId, &$game) {
  325. if (CommUtil::isPropertyExists($game->store->items, $itemId)) {// 如果仓库中已经有这种元素,则其数目+1
  326. $game->store->items->$itemId += 1;
  327. } else {// 如果仓库中没有这种元素,则其数目置1
  328. $game->store->items->$itemId = 1;
  329. }
  330. }
  331. /**
  332. * 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
  333. * 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
  334. * @param Req $req
  335. * @param string $goodsStr itemid,num;itemid,num;...
  336. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  337. * @deprecated since version 0
  338. * @return type
  339. */
  340. public static function AddMultiItemInStore($req, $goodsStr, $src = 1) {
  341. // var_dump($goodsStr);
  342. $user = $req->userInfo->game;
  343. $ary = explode(";", $goodsStr);
  344. // var_dump($ary);
  345. foreach ($ary as $value) {
  346. $val = explode(",", $value);
  347. // var_dump($val);
  348. my_Assert(count($val) > 1, "解析奖励字符串出错");
  349. list( $itemId, $num) = $val; # ID, 数量
  350. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  351. switch ($smItem->subType) { # 根据类型分别添加到容器中
  352. case META_EXP: # 指挥官经验
  353. UserGameModel::Add_Exp($user->baseInfo, $num);
  354. break;
  355. case META_GOLD_ITEMID: # 金币
  356. UserGameModel::Add_Gold($user->baseInfo, $num);
  357. break;
  358. case META_CASH_ITEMID: # 钻石
  359. UserGameModel::Add_Cash($user->baseInfo, $num);
  360. break;
  361. case META_tili_ITEMID: # 体力
  362. UserGameModel::Add_tili($req, $num);
  363. break;
  364. case META_FriendShipPoit_ItemId: # 友情值
  365. UserGameModel::Add_FriendPoint($user->baseInfo, $num);
  366. break;
  367. case META_PVPCOIN_ITEMID: # 竞技币
  368. $user->pvp->pvpCoins += $num;
  369. break;
  370. case 101: # 武器
  371. StoreProc::PutEquipInStore($itemId, $req);
  372. break;
  373. case 401: # 言灵
  374. StoreProc::PutYanLingInStore($itemId, $req);
  375. break;
  376. case 201: # 碎片
  377. $segMo = GameConfig::item_segment_getItem($itemId);
  378. my_Assert($segMo != null, ErrCode::err_const_no);
  379. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  380. case 202: # 召唤书碎片
  381. case 312: # 言灵召唤/进阶材料
  382. case 351: # 言灵召唤书
  383. case 321: # 进阶材料
  384. case 322: # 进阶材料
  385. case 323: # 锻造材料
  386. case 311: # 基因(经验丹)
  387. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  388. break;
  389. case 341: # 战场中掉落,不会进入包裹
  390. case 342:
  391. case 343:
  392. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品");
  393. break;
  394. default :
  395. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品");
  396. }
  397. }
  398. return ErrCode::ok; // 返回
  399. }
  400. /**
  401. * 向包裹中添加物品
  402. * @param req $req
  403. * @return type
  404. */
  405. public static function AddItemInStore($req) {
  406. Err(ErrCode::err_innerfault, "功能待开发 -王刚 2020年1月17日14:36:01");
  407. }
  408. /**
  409. * 将装备放入背包
  410. * @param type $itemId
  411. * @param Req $req
  412. */
  413. static function PutEquipInStore($itemId, &$req) {
  414. $privateState = $req->userInfo->game->privateState;
  415. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  416. $req->userInfo->game->privateState->currentId = 1;
  417. }
  418. $cid = $req->userInfo->game->privateState->currentId++;
  419. $equip = ObjectInit();
  420. $equip->typeId = $itemId;
  421. $req->userInfo->game->store->equipment->$cid = $equip;
  422. return $cid;
  423. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  424. }
  425. /**
  426. * 将言灵放入背包
  427. * @param type $itemId
  428. * @param Req $req
  429. */
  430. static function PutYanLingInStore($itemId, &$req) {
  431. $privateState = $req->userInfo->game->privateState;
  432. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  433. $req->userInfo->game->privateState->currentId = 1;
  434. }
  435. $cid = $req->userInfo->game->privateState->currentId++;
  436. $equip = ObjectInit();
  437. $equip->typeId = $itemId;
  438. $req->userInfo->game->store->yanling->$cid = $equip;
  439. return $cid;
  440. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  441. }
  442. /**
  443. * 将可叠加物品放入背包
  444. * @param int $itemId
  445. * @param int $num
  446. */
  447. static function PutOverlyingItemInStore($itemId, $num = 1) {
  448. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  449. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  450. $items->$itemId += $num;
  451. } else { # 如果仓库中没有这种元素,则其数目置为num
  452. $items->$itemId = $num;
  453. }
  454. }
  455. /**
  456. * 物品包裹打散成独立道具到仓库
  457. * @param GoodsItemModel $itemModel
  458. * @param Req $req
  459. * @return type
  460. * @deprecated since version now
  461. */
  462. static function addSeprateItem($itemModel, $req) {
  463. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  464. }
  465. /**
  466. * [6417] 给英雄装上言灵
  467. * @param req $req
  468. * @return type
  469. */
  470. static function WearYanlingToHero($req) {
  471. $user = $req->userInfo->game; # user引用
  472. list($itemtype, $yanling_uid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  473. if (!CommUtil::isPropertyExists($user->store->yanling, $yanling_uid)) { # 检测是否存在该言灵
  474. Err(ErrCode::store_itemno_err);
  475. }
  476. $yanlingVo = $user->store->yanling->$yanling_uid; # 取言灵对象
  477. if ($yanlingVo->herouid > 0 && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  478. Err(ErrCode::store_equipWeared_err);
  479. }
  480. $collectHeros = $user->heros->collectHeros; # 英雄集合
  481. if (!$collectHeros) { # 防御对象为空
  482. Err(ErrCode::err_innerfault);
  483. }
  484. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检查英雄是否存在
  485. Err(ErrCode::hero_no);
  486. }
  487. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  488. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  489. if ($oldYLid > 0) { # 代表替换操作
  490. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  491. }
  492. $collectHeros->$herouid->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  493. UserProc::updateUserInfo(); # 5.回写数据
  494. $ret = array('resp' => "succeed!");
  495. $resp = Resp::ok($ret); // 返回
  496. HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
  497. return $resp;
  498. }
  499. /**
  500. * [6416] 给英雄卸下言灵
  501. * @param req $req
  502. * @return type
  503. * @deprecated since version 无法卸下,只能更换
  504. */
  505. static function UnWieldYanling($req) {
  506. $user = $req->userInfo->game; # user引用
  507. list($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
  508. $collectHeros = $user->heros->collectHeros;
  509. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  510. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  511. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  512. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  513. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  514. }
  515. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  516. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  517. UserProc::updateUserInfo(); # 回写数据
  518. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  519. // StoreProc::CheckItemNum($req);
  520. return $resp;
  521. }
  522. /**
  523. * [6410] 给英雄穿装备
  524. * @param req $req
  525. * @return type
  526. */
  527. static function WearEquipToHero($req) {
  528. list($itemtype, $equipuid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  529. $user = $req->userInfo->game; # user引用
  530. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  531. $equipVo = $user->store->equipment->$equipuid; # 取装备对象
  532. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  533. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  534. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  535. }
  536. $collectHeros = $user->heros->collectHeros;
  537. my_default_Obj($collectHeros);
  538. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  539. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  540. $oldEquipId = 0;
  541. switch ($itemtype) { # 添加或替换英雄该部位的装备
  542. case 1: # 武器
  543. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  544. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  545. break;
  546. case 2: # 防具
  547. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  548. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  549. break;
  550. case 3: # 饰品
  551. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  552. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  553. break;
  554. default :
  555. Err(ErrCode::store_equip_type);
  556. break;
  557. }
  558. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  559. $user->store->equipment->$oldEquipId->herouid = 0;
  560. }
  561. UserProc::updateUserInfo(); // 5.回写数据
  562. // StoreProc::CheckItemNum($req);
  563. HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
  564. return Resp::ok(array('resp' => "succeed!")); // 返回
  565. }
  566. /**
  567. * [6411] 给英雄脱装备
  568. * @deprecated since version 不能卸下装备, 只能更换.
  569. * @param req $req
  570. * @return type
  571. */
  572. static function UnWieldEquip($req) {
  573. 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
  574. $user = $req->userInfo->game; # user引用
  575. $collectHeros = $user->heros->collectHeros;
  576. my_default_Obj($collectHeros);
  577. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  578. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  579. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  580. $user->store->equipment->$equipuid->herouid = 0;
  581. }
  582. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  583. case 1: # 武器
  584. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  585. Err(ErrCode::store_noequip_err);
  586. }
  587. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  588. break;
  589. case 2: # 防具
  590. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  591. Err(ErrCode::store_noequip_err);
  592. }
  593. $collectHeros->$herouid->equip->armor->itemuid = 0;
  594. break;
  595. case 3: # 饰品
  596. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  597. Err(ErrCode::store_noequip_err);
  598. }
  599. $collectHeros->$herouid->equip->ring->itemuid = 0;
  600. break;
  601. default :
  602. Err(ErrCode::store_equip_type);
  603. }
  604. UserProc::updateUserInfo(); # 回写数据
  605. // StoreProc::CheckItemNum($req);
  606. return Resp::ok(array('resp' => "succeed!")); // 返回
  607. }
  608. // </editor-fold>
  609. //
  610. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  611. /**
  612. * 将宝箱放入仓库
  613. * @param StoreModel $store
  614. * @param int $boxId 宝箱类型编号
  615. * @param int $num 数量
  616. */
  617. static function putBoxexInStore($store, $boxId, $num) {
  618. Err(ErrCode::err_method_obsoleted);
  619. if (CommUtil::isPropertyExists($store->boxes, $boxId)) {
  620. $store->boxes->$boxId += $num;
  621. } else {
  622. $store->boxes->$boxId = $num;
  623. }
  624. }
  625. /**
  626. * 检查背包中物品的个数
  627. * @param req $req
  628. * @return int
  629. */
  630. public static function CheckItemNum($req) {
  631. $ItemObj = $req->userInfo->game->store->items;
  632. $EquipObj = $req->userInfo->game->store->equipment;
  633. $SegementObj = $req->userInfo->game->store->segement;
  634. $HeroObj = $req->userInfo->game->heros->collectHeros;
  635. $ItemNum = 0;
  636. ////检查宝石类可叠加物品的格子占用
  637. if ($ItemObj) {
  638. foreach ($ItemObj as $value) {
  639. $ItemNum++;
  640. }
  641. }
  642. if ($SegementObj) {
  643. foreach ($SegementObj as $value) {
  644. $ItemNum++;
  645. }
  646. }
  647. ////检测装备类物品格子占用
  648. if ($EquipObj) {
  649. foreach ($EquipObj as $value) {
  650. $ItemNum++;
  651. }
  652. }
  653. ////检测英雄装备到身上的情况,装备到英雄身上不占格子,要减去.
  654. if ($HeroObj) {
  655. foreach ($HeroObj as $value) {
  656. // echo var_dump($HeroObj);
  657. $HeroEquipId = $value->equip->weapon->itemuid;
  658. if ($HeroEquipId > 0) {
  659. $ItemNum--;
  660. }
  661. $HeroEquipId = $value->equip->armor->itemuid;
  662. if ($HeroEquipId > 0) {
  663. $ItemNum--;
  664. }
  665. $HeroEquipId = $value->equip->ring->itemuid;
  666. if ($HeroEquipId > 0) {
  667. $ItemNum--;
  668. }
  669. }
  670. }
  671. $req->userInfo->game->privateState->ItemNum = $ItemNum;
  672. return $ItemNum;
  673. }
  674. /**
  675. * 获取物品格子的上限值
  676. * @return int 上限数值
  677. */
  678. public static function GetItemMaxNum() {
  679. $user = req()->userInfo->game;
  680. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  681. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  682. }
  683. return $user->privateState->maxItemNum;
  684. }
  685. /**
  686. * 背包扩容
  687. * @param type $req
  688. * @return type
  689. */
  690. public static function AddPacketNum($req) {
  691. $user = $req->userInfo->game; # user引用
  692. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  693. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  694. }
  695. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  696. my_Assert($costCash > 0, ErrCode::paras_err);
  697. my_Assert(UserGameModel::Consume_Cash($user, $costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  698. $user->privateState->maxItemNum += 10; # 扩容
  699. UserProc::updateUserInfo(); # 保存玩家数据
  700. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  701. StoreProc::CheckItemNum($req);
  702. return $resp;
  703. }
  704. // </editor-fold>
  705. //
  706. //
  707. //
  708. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  709. //
  710. /**
  711. * 出售单一的物品
  712. * @param Req $req
  713. * @return type
  714. */
  715. static function sellItem($req) {
  716. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  717. $resp = new Resp();
  718. $mem = $req->mem;
  719. // $user = $req->userInfo->user;
  720. $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  721. //客户端参数解析
  722. $type = $req->paras[0]; //1=神兽 2=建筑 //需要判断是否叠加
  723. $itemId = $req->paras[1]; // 注意:这里不是单体的id,而是物种的id
  724. if ($type > 3) {
  725. $count = intval($req->paras[2]); // 数量
  726. $uid = 0;
  727. } else {
  728. $count = 1;
  729. $uid = $req->paras[2];
  730. }//物品的uid
  731. ////0是type 1是itemid,2是uid或者是数量
  732. if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
  733. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  734. my_Assert($ok == ErrCode::ok, $ok); //1.如果仓库道具移出时出错,则直接返回错误
  735. // echo "弄弄";
  736. $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  737. echo var_export($gem);
  738. //2.检测是否存在该物品的原始物种
  739. if ($gem == null) {
  740. Err(ErrCode::err_godpet_noconst);
  741. }
  742. // 发金币
  743. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $gem->maijia * $count);
  744. $ret = array('resp' => "succeed!");
  745. $resp = Resp::ok($ret);
  746. UserProc::updateUserInfo();
  747. } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
  748. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  749. my_Assert($ok == ErrCode::ok, $ok); //1.如果仓库道具移出时出错,则直接返回错误
  750. // echo "弄弄";
  751. $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
  752. // echo var_export($gem);
  753. //2.检测是否存在该物品的原始物种
  754. if ($gem == null) {
  755. Err(ErrCode::err_godpet_noconst);
  756. }
  757. // 发金币
  758. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $gem->saleGoldPrice * $count);
  759. $ret = array('resp' => "succeed!");
  760. $resp = Resp::ok($ret);
  761. UserProc::updateUserInfo();
  762. } else if ($type < 4 && $type > 0) { # 这里是装备
  763. if ($count > 1) {
  764. Err(ErrCode::paras_err);
  765. }
  766. if ($uid < 1) {
  767. Err(ErrCode::paras_err);
  768. }
  769. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  770. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  771. Err(ErrCode::store_removefail);
  772. }
  773. $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  774. if ($item == null) { //2.检测是否存在装备的原始数据
  775. Err(ErrCode::err_const_no);
  776. }
  777. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $item->maijia);
  778. $ret = array('resp' => "succeed!");
  779. $resp = Resp::ok($ret); //返回必须是object
  780. UserProc::updateUserInfo();
  781. } else {
  782. Err(ErrCode::paras_err);
  783. }
  784. StoreProc::CheckItemNum($req);
  785. return $resp;
  786. }
  787. /**
  788. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  789. * @param Req $req
  790. * @return type
  791. */
  792. static function preSellSingleFromStore(&$req, $type, $itemId, $count, $uid) {
  793. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  794. $resp = new Resp();
  795. $mem = $req->mem;
  796. // $user = $req->userInfo->user;
  797. $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  798. //客户端参数解析
  799. ////0是type 1是itemid,2是uid或者是数量
  800. if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
  801. echoLine(":fs::");
  802. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  803. //1.如果仓库道具移出时出错,则直接返回错误
  804. my_Assert($ok == ErrCode::ok, $ok);
  805. echo "弄弄";
  806. $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  807. echo var_export($gem);
  808. //2.检测是否存在该物品的原始物种
  809. if ($gem == null) {
  810. Err(ErrCode::err_godpet_noconst);
  811. }
  812. // 发金币
  813. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $gem->maijia * $count);
  814. $ret = array('resp' => "succeed!");
  815. $resp = Resp::ok($ret);
  816. } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
  817. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  818. //1.如果仓库道具移出时出错,则直接返回错误
  819. my_Assert($ok == ErrCode::ok, $ok);
  820. // echo "弄弄";
  821. $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
  822. // echo var_export($gem);
  823. //2.检测是否存在该物品的原始物种
  824. if ($gem == null) {
  825. Err(ErrCode::err_godpet_noconst);
  826. }
  827. // 发金币
  828. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $gem->saleGoldPrice * $count);
  829. $ret = array('resp' => "succeed!");
  830. $resp = Resp::ok($ret);
  831. } else if ($type < 4 && $type > 0) { # 这里是装备
  832. if ($count > 1) {
  833. Err(ErrCode::paras_err);
  834. }
  835. if ($uid < 1) {
  836. Err(ErrCode::paras_err);
  837. }
  838. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  839. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  840. Err(ErrCode::store_removefail);
  841. }
  842. $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  843. if ($item == null) { //2.检测是否存在装备的原始数据
  844. Err(ErrCode::err_const_no);
  845. }
  846. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $item->maijia);
  847. $ret = array('resp' => "succeed!");
  848. $resp = Resp::ok($ret); //返回必须是object
  849. } else {
  850. Err(ErrCode::paras_err);
  851. }
  852. return $resp;
  853. }
  854. /**
  855. * 从背包出售多个物品
  856. * @param Req $req
  857. * @return type
  858. */
  859. static function sellMultiItemFromStore($req) {
  860. $resp = new Resp();
  861. $obj = $req->paras[0]; // 获取物品的结构数组
  862. foreach ($obj as $value) {
  863. $type = $value[0];
  864. $itemId = $value[1];
  865. ////先判断一下物品类型,如果是可叠加的,就按数量取值,如果是不可叠加的就按uid取值
  866. if ($type > 3) {
  867. $count = intval($value[2]); // 数量
  868. $uid = 0;
  869. } else {
  870. $count = 1;
  871. $uid = $value[2];
  872. }//物品的uid
  873. $resp = StoreProc:: preSellSingleFromStore($req, $type, $itemId, $count, $uid);
  874. }
  875. if (0 == $resp->err) {
  876. UserProc::updateUserInfo();
  877. }
  878. StoreProc::CheckItemNum($req);
  879. return $resp;
  880. }
  881. // </editor-fold>
  882. //
  883. }