StoreProc.php 42 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, $num);
  380. case 311: # 基因(经验丹)
  381. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  382. break;
  383. case 341: # 战场中掉落,不会进入包裹
  384. case 342:
  385. case 343:
  386. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品");
  387. break;
  388. default :
  389. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品");
  390. }
  391. }
  392. return ErrCode::ok; // 返回
  393. }
  394. /**
  395. * 向包裹中添加物品
  396. * @param req $req
  397. * @return type
  398. */
  399. public static function AddItemInStore($req) {
  400. Err(ErrCode::err_innerfault, "功能待开发 -王刚 2020年1月17日14:36:01");
  401. }
  402. /**
  403. * 将装备放入背包
  404. * @param type $itemId
  405. * @param Req $req
  406. */
  407. static function PutEquipInStore($itemId, &$req) {
  408. $privateState = $req->userInfo->game->privateState;
  409. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  410. $req->userInfo->game->privateState->currentId = 1;
  411. }
  412. $cid = $req->userInfo->game->privateState->currentId++;
  413. $equip = ObjectInit();
  414. $equip->typeId = $itemId;
  415. $req->userInfo->game->store->equipment->$cid = $equip;
  416. return $cid;
  417. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  418. }
  419. /**
  420. * 将言灵放入背包
  421. * @param type $itemId
  422. * @param Req $req
  423. */
  424. static function PutYanLingInStore($itemId, &$req) {
  425. $privateState = $req->userInfo->game->privateState;
  426. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  427. $req->userInfo->game->privateState->currentId = 1;
  428. }
  429. $cid = $req->userInfo->game->privateState->currentId++;
  430. $equip = ObjectInit();
  431. $equip->typeId = $itemId;
  432. $req->userInfo->game->store->yanling->$cid = $equip;
  433. return $cid;
  434. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  435. }
  436. /**
  437. * 将可叠加物品放入背包
  438. * @param int $itemId
  439. * @param int $num
  440. */
  441. static function PutOverlyingItemInStore($itemId, $num = 1) {
  442. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  443. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  444. $items->$itemId += $num;
  445. } else { # 如果仓库中没有这种元素,则其数目置为num
  446. $items->$itemId = $num;
  447. }
  448. }
  449. /**
  450. * 物品包裹打散成独立道具到仓库
  451. * @param GoodsItemModel $itemModel
  452. * @param Req $req
  453. * @return type
  454. * @deprecated since version now
  455. */
  456. static function addSeprateItem($itemModel, $req) {
  457. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  458. }
  459. /**
  460. * [6417] 给英雄装上言灵
  461. * @param req $req
  462. * @return type
  463. */
  464. static function WearYanlingToHero($req) {
  465. $user = $req->userInfo->game; # user引用
  466. list($itemtype, $yanling_uid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  467. if (!CommUtil::isPropertyExists($user->store->yanling, $yanling_uid)) { # 检测是否存在该言灵
  468. Err(ErrCode::store_itemno_err);
  469. }
  470. $yanlingVo = $user->store->yanling->$yanling_uid; # 取言灵对象
  471. if ($yanlingVo->herouid > 0 && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  472. Err(ErrCode::store_equipWeared_err);
  473. }
  474. $collectHeros = $user->heros->collectHeros; # 英雄集合
  475. if (!$collectHeros) { # 防御对象为空
  476. Err(ErrCode::err_innerfault);
  477. }
  478. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检查英雄是否存在
  479. Err(ErrCode::hero_no);
  480. }
  481. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  482. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  483. if ($oldYLid > 0) { # 代表替换操作
  484. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  485. }
  486. $collectHeros->$herouid->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  487. UserProc::updateUserInfo(); # 5.回写数据
  488. $ret = array('resp' => "succeed!");
  489. $resp = Resp::ok($ret); // 返回
  490. HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
  491. return $resp;
  492. }
  493. /**
  494. * [6416] 给英雄卸下言灵
  495. * @param req $req
  496. * @return type
  497. * @deprecated since version 无法卸下,只能更换
  498. */
  499. static function UnWieldYanling($req) {
  500. $user = $req->userInfo->game; # user引用
  501. list($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
  502. $collectHeros = $user->heros->collectHeros;
  503. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  504. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  505. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  506. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  507. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  508. }
  509. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  510. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  511. UserProc::updateUserInfo(); # 回写数据
  512. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  513. // StoreProc::CheckItemNum($req);
  514. return $resp;
  515. }
  516. /**
  517. * [6410] 给英雄穿装备
  518. * @param req $req
  519. * @return type
  520. */
  521. static function WearEquipToHero($req) {
  522. list($itemtype, $equipuid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  523. $user = $req->userInfo->game; # user引用
  524. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  525. $equipVo = $user->store->equipment->$equipuid; # 取装备对象
  526. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  527. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  528. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  529. }
  530. $collectHeros = $user->heros->collectHeros;
  531. my_default_Obj($collectHeros);
  532. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  533. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  534. $oldEquipId = 0;
  535. switch ($itemtype) { # 添加或替换英雄该部位的装备
  536. case 1: # 武器
  537. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  538. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  539. break;
  540. case 2: # 防具
  541. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  542. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  543. break;
  544. case 3: # 饰品
  545. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  546. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  547. break;
  548. default :
  549. Err(ErrCode::store_equip_type);
  550. break;
  551. }
  552. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  553. $user->store->equipment->$oldEquipId->herouid = 0;
  554. }
  555. UserProc::updateUserInfo(); // 5.回写数据
  556. // StoreProc::CheckItemNum($req);
  557. HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
  558. return Resp::ok(array('resp' => "succeed!")); // 返回
  559. }
  560. /**
  561. * [6411] 给英雄脱装备
  562. * @deprecated since version 不能卸下装备, 只能更换.
  563. * @param req $req
  564. * @return type
  565. */
  566. static function UnWieldEquip($req) {
  567. 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
  568. $user = $req->userInfo->game; # user引用
  569. $collectHeros = $user->heros->collectHeros;
  570. my_default_Obj($collectHeros);
  571. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  572. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  573. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  574. $user->store->equipment->$equipuid->herouid = 0;
  575. }
  576. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  577. case 1: # 武器
  578. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  579. Err(ErrCode::store_noequip_err);
  580. }
  581. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  582. break;
  583. case 2: # 防具
  584. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  585. Err(ErrCode::store_noequip_err);
  586. }
  587. $collectHeros->$herouid->equip->armor->itemuid = 0;
  588. break;
  589. case 3: # 饰品
  590. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  591. Err(ErrCode::store_noequip_err);
  592. }
  593. $collectHeros->$herouid->equip->ring->itemuid = 0;
  594. break;
  595. default :
  596. Err(ErrCode::store_equip_type);
  597. }
  598. UserProc::updateUserInfo(); # 回写数据
  599. // StoreProc::CheckItemNum($req);
  600. return Resp::ok(array('resp' => "succeed!")); // 返回
  601. }
  602. // </editor-fold>
  603. //
  604. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  605. /**
  606. * 将宝箱放入仓库
  607. * @param StoreModel $store
  608. * @param int $boxId 宝箱类型编号
  609. * @param int $num 数量
  610. */
  611. static function putBoxexInStore($store, $boxId, $num) {
  612. Err(ErrCode::err_method_obsoleted);
  613. if (CommUtil::isPropertyExists($store->boxes, $boxId)) {
  614. $store->boxes->$boxId += $num;
  615. } else {
  616. $store->boxes->$boxId = $num;
  617. }
  618. }
  619. /**
  620. * 检查背包中物品的个数
  621. * @param req $req
  622. * @return int
  623. */
  624. public static function CheckItemNum($req) {
  625. $ItemObj = $req->userInfo->game->store->items;
  626. $EquipObj = $req->userInfo->game->store->equipment;
  627. $SegementObj = $req->userInfo->game->store->segement;
  628. $HeroObj = $req->userInfo->game->heros->collectHeros;
  629. $ItemNum = 0;
  630. ////检查宝石类可叠加物品的格子占用
  631. if ($ItemObj) {
  632. foreach ($ItemObj as $value) {
  633. $ItemNum++;
  634. }
  635. }
  636. if ($SegementObj) {
  637. foreach ($SegementObj as $value) {
  638. $ItemNum++;
  639. }
  640. }
  641. ////检测装备类物品格子占用
  642. if ($EquipObj) {
  643. foreach ($EquipObj as $value) {
  644. $ItemNum++;
  645. }
  646. }
  647. ////检测英雄装备到身上的情况,装备到英雄身上不占格子,要减去.
  648. if ($HeroObj) {
  649. foreach ($HeroObj as $value) {
  650. // echo var_dump($HeroObj);
  651. $HeroEquipId = $value->equip->weapon->itemuid;
  652. if ($HeroEquipId > 0) {
  653. $ItemNum--;
  654. }
  655. $HeroEquipId = $value->equip->armor->itemuid;
  656. if ($HeroEquipId > 0) {
  657. $ItemNum--;
  658. }
  659. $HeroEquipId = $value->equip->ring->itemuid;
  660. if ($HeroEquipId > 0) {
  661. $ItemNum--;
  662. }
  663. }
  664. }
  665. $req->userInfo->game->privateState->ItemNum = $ItemNum;
  666. return $ItemNum;
  667. }
  668. /**
  669. * 获取物品格子的上限值
  670. * @return int 上限数值
  671. */
  672. public static function GetItemMaxNum() {
  673. $user = req()->userInfo->game;
  674. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  675. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  676. }
  677. return $user->privateState->maxItemNum;
  678. }
  679. /**
  680. * 背包扩容
  681. * @param type $req
  682. * @return type
  683. */
  684. public static function AddPacketNum($req) {
  685. $user = $req->userInfo->game; # user引用
  686. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  687. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  688. }
  689. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  690. my_Assert($costCash > 0, ErrCode::paras_err);
  691. my_Assert(UserGameModel::Consume_Cash($user, $costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  692. $user->privateState->maxItemNum += 10; # 扩容
  693. UserProc::updateUserInfo(); # 保存玩家数据
  694. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  695. StoreProc::CheckItemNum($req);
  696. return $resp;
  697. }
  698. // </editor-fold>
  699. //
  700. //
  701. //
  702. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  703. //
  704. /**
  705. * 出售单一的物品
  706. * @param Req $req
  707. * @return type
  708. */
  709. static function sellItem($req) {
  710. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  711. $resp = new Resp();
  712. $mem = $req->mem;
  713. // $user = $req->userInfo->user;
  714. $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  715. //客户端参数解析
  716. $type = $req->paras[0]; //1=神兽 2=建筑 //需要判断是否叠加
  717. $itemId = $req->paras[1]; // 注意:这里不是单体的id,而是物种的id
  718. if ($type > 3) {
  719. $count = intval($req->paras[2]); // 数量
  720. $uid = 0;
  721. } else {
  722. $count = 1;
  723. $uid = $req->paras[2];
  724. }//物品的uid
  725. ////0是type 1是itemid,2是uid或者是数量
  726. if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
  727. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  728. my_Assert($ok == ErrCode::ok, $ok); //1.如果仓库道具移出时出错,则直接返回错误
  729. // echo "弄弄";
  730. $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  731. echo var_export($gem);
  732. //2.检测是否存在该物品的原始物种
  733. if ($gem == null) {
  734. Err(ErrCode::err_godpet_noconst);
  735. }
  736. // 发金币
  737. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $gem->maijia * $count);
  738. $ret = array('resp' => "succeed!");
  739. $resp = Resp::ok($ret);
  740. UserProc::updateUserInfo();
  741. } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
  742. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  743. my_Assert($ok == ErrCode::ok, $ok); //1.如果仓库道具移出时出错,则直接返回错误
  744. // echo "弄弄";
  745. $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
  746. // echo var_export($gem);
  747. //2.检测是否存在该物品的原始物种
  748. if ($gem == null) {
  749. Err(ErrCode::err_godpet_noconst);
  750. }
  751. // 发金币
  752. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $gem->saleGoldPrice * $count);
  753. $ret = array('resp' => "succeed!");
  754. $resp = Resp::ok($ret);
  755. UserProc::updateUserInfo();
  756. } else if ($type < 4 && $type > 0) { # 这里是装备
  757. if ($count > 1) {
  758. Err(ErrCode::paras_err);
  759. }
  760. if ($uid < 1) {
  761. Err(ErrCode::paras_err);
  762. }
  763. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  764. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  765. Err(ErrCode::store_removefail);
  766. }
  767. $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  768. if ($item == null) { //2.检测是否存在装备的原始数据
  769. Err(ErrCode::err_const_no);
  770. }
  771. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $item->maijia);
  772. $ret = array('resp' => "succeed!");
  773. $resp = Resp::ok($ret); //返回必须是object
  774. UserProc::updateUserInfo();
  775. } else {
  776. Err(ErrCode::paras_err);
  777. }
  778. StoreProc::CheckItemNum($req);
  779. return $resp;
  780. }
  781. /**
  782. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  783. * @param Req $req
  784. * @return type
  785. */
  786. static function preSellSingleFromStore(&$req, $type, $itemId, $count, $uid) {
  787. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  788. $resp = new Resp();
  789. $mem = $req->mem;
  790. // $user = $req->userInfo->user;
  791. $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  792. //客户端参数解析
  793. ////0是type 1是itemid,2是uid或者是数量
  794. if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
  795. echoLine(":fs::");
  796. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  797. //1.如果仓库道具移出时出错,则直接返回错误
  798. my_Assert($ok == ErrCode::ok, $ok);
  799. echo "弄弄";
  800. $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  801. echo var_export($gem);
  802. //2.检测是否存在该物品的原始物种
  803. if ($gem == null) {
  804. Err(ErrCode::err_godpet_noconst);
  805. }
  806. // 发金币
  807. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $gem->maijia * $count);
  808. $ret = array('resp' => "succeed!");
  809. $resp = Resp::ok($ret);
  810. } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
  811. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  812. //1.如果仓库道具移出时出错,则直接返回错误
  813. my_Assert($ok == ErrCode::ok, $ok);
  814. // echo "弄弄";
  815. $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
  816. // echo var_export($gem);
  817. //2.检测是否存在该物品的原始物种
  818. if ($gem == null) {
  819. Err(ErrCode::err_godpet_noconst);
  820. }
  821. // 发金币
  822. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $gem->saleGoldPrice * $count);
  823. $ret = array('resp' => "succeed!");
  824. $resp = Resp::ok($ret);
  825. } else if ($type < 4 && $type > 0) { # 这里是装备
  826. if ($count > 1) {
  827. Err(ErrCode::paras_err);
  828. }
  829. if ($uid < 1) {
  830. Err(ErrCode::paras_err);
  831. }
  832. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  833. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  834. Err(ErrCode::store_removefail);
  835. }
  836. $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  837. if ($item == null) { //2.检测是否存在装备的原始数据
  838. Err(ErrCode::err_const_no);
  839. }
  840. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $item->maijia);
  841. $ret = array('resp' => "succeed!");
  842. $resp = Resp::ok($ret); //返回必须是object
  843. } else {
  844. Err(ErrCode::paras_err);
  845. }
  846. return $resp;
  847. }
  848. /**
  849. * 从背包出售多个物品
  850. * @param Req $req
  851. * @return type
  852. */
  853. static function sellMultiItemFromStore($req) {
  854. $resp = new Resp();
  855. $obj = $req->paras[0]; // 获取物品的结构数组
  856. foreach ($obj as $value) {
  857. $type = $value[0];
  858. $itemId = $value[1];
  859. ////先判断一下物品类型,如果是可叠加的,就按数量取值,如果是不可叠加的就按uid取值
  860. if ($type > 3) {
  861. $count = intval($value[2]); // 数量
  862. $uid = 0;
  863. } else {
  864. $count = 1;
  865. $uid = $value[2];
  866. }//物品的uid
  867. $resp = StoreProc:: preSellSingleFromStore($req, $type, $itemId, $count, $uid);
  868. }
  869. if (0 == $resp->err) {
  870. UserProc::updateUserInfo();
  871. }
  872. StoreProc::CheckItemNum($req);
  873. return $resp;
  874. }
  875. // </editor-fold>
  876. //
  877. }