StoreProc.php 45 KB

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