StoreProc.php 56 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * Description of StoreProc
  5. * 仓库/背包 处理流程
  6. * ===========================
  7. * 尚待处理的流程:道具售出时貌似存在多种格式....
  8. * @author
  9. */
  10. class StoreProc {
  11. /**
  12. * 逻辑分发
  13. * 所有的Proc中必须有这样一个方法
  14. */
  15. static function procMain() {
  16. switch (req()->cmd) {
  17. case CmdCode::cmd_store_put: # 6401 放入仓库
  18. return StoreProc::AddItemInStore();
  19. case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
  20. return StoreProc::sellItem();
  21. case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
  22. return StoreProc::sellMultiItemFromStore();
  23. case CmdCode::cmd_store_use: # 6404 使用道具
  24. return StoreProc::useItem();
  25. case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
  26. return StoreProc::refreshStore();
  27. case CmdCode::cmd_store_delItem: # 6406 从仓库删除道具
  28. return StoreProc::delItemFromStore();
  29. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  30. return StoreProc::Test();
  31. // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
  32. // return StoreProc::ItemUpgrade($req);
  33. // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
  34. // return StoreProc::composeItem($req);
  35. //
  36. case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
  37. return StoreProc::WearEquipToHero();
  38. case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
  39. return StoreProc::UnWieldEquip();
  40. //
  41. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  42. return StoreProc::AddPacketNum();
  43. // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  44. // Err(ErrCode::err_method_obsoleted);
  45. //// return StoreProc::MeltEquip($req);
  46. // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  47. // return StoreProc::composePieces($req);
  48. case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
  49. return StoreProc::WearYanlingToHero();
  50. case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
  51. return StoreProc::UnWieldYanling();
  52. case CmdCode::cmd_store_mergeYanlingbook: # 6418 利用言灵召唤书碎片合成召唤书
  53. return self::MergeYanlingBook();
  54. case CmdCode::cmd_store_callyanling: # 6419 利用言灵召唤书召唤言灵
  55. return self::CallYanlingByBook();
  56. case CmdCode::cmd_store_yanling_upgrade: # 6420 言灵进阶
  57. return self::YanlingUpgrade();
  58. case CmdCode::cmd_store__weapon_upgrade: # 6421武器升级
  59. return self::weaponUpgrade();
  60. case CmdCode::cmd_store__weapon_tupo: # 6422武器突破
  61. return self::weaponTupo();
  62. case CmdCode::cmd_store_weaponReplace: # 6423武器替换
  63. return self::weaponReplace();
  64. case CmdCode::cmd_store_GemCompose: #6424
  65. return StoreProc::GemComposeItem();
  66. case CmdCode::cmd_store_GemResearchLvUp: # 6425
  67. return StoreProc::GemResearchLvUp();
  68. case CmdCode::cmd_store_GemSet:
  69. return StoreProc::GemSetYanLing();
  70. case CmdCode::cmd_store_GemRemove:
  71. return StoreProc::GemRemoveYanLing();
  72. default:
  73. Err(ErrCode::cmd_err);
  74. }
  75. }
  76. /**
  77. * 宝石镶嵌
  78. */
  79. static function GemSetYanLing() {
  80. list($gemId,$yanlingUid) = req()->paras;
  81. $user = req()->userInfo->game;
  82. $yanling = $user->store->yanling;
  83. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  84. my_Assert(CommUtil::isPropertyExists($user->store->items,$gemId) && $user->store->items->$gemId >0, ErrCode::store_itemno_err);
  85. if(!StlUtil::dictHasProperty($yanling->$yanlingUid,"gemId")){//临时
  86. $yanling->$yanlingUid->gemId = 0;
  87. }
  88. my_Assert($yanling->$yanlingUid->gemId==0, ErrCode::store_YanLingHaveGem);
  89. StoreProc::removeItemFromStore($user->store, $gemId);
  90. $yanling->$yanlingUid->gemId = $gemId;
  91. $user->store->yanling = $yanling;
  92. req()->userInfo->game = $user;
  93. UserProc::updateUserInfo(); # 回写玩家数据
  94. return Resp::ok(array(
  95. "store" => $user->store, # # 目前来看只涉及到items变化
  96. ));
  97. }
  98. /**
  99. * 从严灵上卸下宝石
  100. */
  101. static function GemRemoveYanLing() {
  102. list($yanlingUid) = req()->paras;
  103. $user = req()->userInfo->game;
  104. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  105. $gemId = $user->store->yanling->$yanlingUid->gemId;
  106. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  107. $goodsStr = $gemId.",1";
  108. StoreProc::AddMultiItemInStore($goodsStr);
  109. $user->store->yanling->$yanlingUid->gemId = 0;
  110. req()->userInfo->game = $user;
  111. UserProc::updateUserInfo(); # 回写玩家数据
  112. return Resp::ok(array(
  113. "store" => $user->store, # # 目前来看只涉及到items变化
  114. ));
  115. }
  116. /**
  117. * 宝石合成
  118. */
  119. static function GemComposeItem() {
  120. list($gemId,$num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  121. $user = req()->userInfo->game;
  122. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  123. $mo = GameConfig::gem_formula_getItem($gemId);
  124. my_Assert($mo != null, ErrCode::err_const_no); #
  125. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  126. $itemId = $mo->drawItem;
  127. if($itemId != ""){
  128. my_Assert(StlUtil::dictHasProperty($user->store->items,$itemId) && $user->store->items->$itemId>0 , ErrCode::store_GemComploseTuZhiNotEnough); #
  129. }
  130. if($mo->composeMaterial != ""){
  131. $mList = explode(',', $mo->composeMaterial);
  132. $itemId = $mList[0];
  133. $num = $mList[1];
  134. my_Assert(StlUtil::dictHasProperty($user->store->items,$itemId) && $user->store->items->$itemId> $num , ErrCode::store_GemComploseMaterialNotEnough);
  135. //扣除材料
  136. StoreProc::removeItemFromStore($user->store, $itemId,$num);
  137. }
  138. $gList = explode(',', $mo->composeGem);
  139. $itemId = $gList[0];
  140. my_Assert(StlUtil::dictHasProperty($user->store->items,$itemId) && $user->store->items->$itemId>$gList[1] , ErrCode::store_ComploseGemNotEnough);
  141. my_Assert($user->baseInfo->gold>=$mo->composeGold, ErrCode::notenough_gold_msg);
  142. //扣除配方金币 宝石
  143. $user->base(true)->Consume_Gold($mo->composeGold);
  144. StoreProc::removeItemFromStore($user->store, $gList[0],$gList[1]);
  145. $goodsStr = $gemId.',1';
  146. StoreProc::AddMultiItemInStore($goodsStr);
  147. req()->userInfo->game = $user;
  148. UserProc::updateUserInfo(); # 回写玩家数据
  149. return Resp::ok(array(
  150. "store" => $user->store, # # 目前来看只涉及到items变化
  151. 'gold' => $user->baseInfo->gold,
  152. ));
  153. }
  154. /**
  155. * 宝石合成的研究等级提升
  156. */
  157. static function GemResearchLvUp() {
  158. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  159. $user = req()->userInfo->game;
  160. $researchLevel = $user->Gem->level;//研究等级
  161. $mo = GameConfig::gem_researchlevel_getItem($researchLevel+1);
  162. my_Assert($mo != null, ErrCode::err_const_no);
  163. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  164. //$list = explode(',',$mo->unlockLevelGoldCost);
  165. my_Assert($mo->unlockLevelGoldCost<= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  166. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  167. $user->Gem->level += 1;
  168. req()->userInfo->game = $user;
  169. UserProc::updateUserInfo(); # 回写玩家数据
  170. return Resp::ok(array(
  171. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  172. 'gold' => $user->baseInfo->gold,
  173. ));
  174. }
  175. /**
  176. * 武器升级
  177. */
  178. static function weaponUpgrade() {
  179. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  180. $user = req()->userInfo->game;
  181. $equipment = $user->store->equipment;
  182. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  183. $myPacketItems = $user->store->items;
  184. //消耗材料道具
  185. $total = 0;
  186. $totalGold = 0;
  187. foreach ($items as $costItemId => $costNumber) {
  188. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  189. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  190. $mo = GameConfig::item_stones_getItem($costItemId);
  191. my_Assert($mo != null, ErrCode::err_const_no);
  192. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  193. $total += $mo->baseExp * $costNumber;
  194. $totalGold += $mo->costGold * $costNumber;
  195. }
  196. $wuqiExp = 0;
  197. //消耗武器
  198. foreach ($wuqiList as $wuqiId) {
  199. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  200. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  201. $baseExp = $mo->baseExp;
  202. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  203. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  204. $totalGold += $mo->costGold;
  205. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  206. }
  207. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  208. $equipVo = new Ins_Weapon($equipment->$uid);
  209. $initLevel = $equipVo->level;
  210. $equipVo->exp += $total + (int) $wuqiExp;
  211. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  212. $curStar = $equipVo->starLevel; #当前星级
  213. $equipVo->level = $curlevel;
  214. if ($curStar < 5) {
  215. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  216. if ($starlimitLv < $curlevel) {
  217. $equipVo->level = $starlimitLv;
  218. $equipVo->xp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  219. }
  220. }
  221. $user->store->equipment->$uid = $equipVo;
  222. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  223. $user->baseInfo->gold -= $totalGold;
  224. req()->userInfo->game = $user;
  225. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  226. if ($equipVo->level != $initLevel) {
  227. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  228. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId,"$equipVo->level",$initLevel);
  229. }
  230. UserProc::updateUserInfo(); # 回写玩家数据
  231. return Resp::ok(array(
  232. "store" => $user->store, # # 目前来看只涉及到items变化
  233. 'gold' => $user->baseInfo->gold,
  234. ));
  235. }
  236. /**
  237. * 武器升级计算
  238. * @param type $xp
  239. * @param type $type
  240. * @return type
  241. */
  242. static function Upgrade($xp, $qual, $type) {
  243. $curLv = 0;
  244. if ($type == Enum_UpgradeType::Wuqi) {
  245. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  246. } else {
  247. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  248. }
  249. $f = (array) $heroLvDic;
  250. ksort($f);
  251. foreach ($f as $lv => $mo) {
  252. if ($xp < $mo->requiredExp) {
  253. $curLv = $lv - 1;
  254. break;
  255. }
  256. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  257. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  258. // break;
  259. // }
  260. }
  261. return $curLv;
  262. }
  263. /**
  264. * 武器突破
  265. */
  266. static function weaponTupo() {
  267. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  268. $user = req()->userInfo->game;
  269. $equipment = $user->store->equipment;
  270. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  271. $typeId = $equipment->$uid->typeId;
  272. $curStar = $equipment->$uid->starLevel;
  273. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  274. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  275. my_Assert($mo != null, ErrCode::err_const_no);
  276. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  277. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  278. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  279. // $segID = $mo->segID;
  280. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  281. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  282. $costItemsList = explode(';', $mo->costItems);
  283. foreach ($costItemsList as $value) {
  284. $list = explode(',', $value);
  285. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  286. }
  287. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  288. $user->baseInfo->gold -= $mo->gold;
  289. $equipment->$uid->starLevel += 1;
  290. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  291. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  292. $user->store->equipment = $equipment;
  293. req()->userInfo->game = $user;
  294. UserProc::updateUserInfo(); # 回写玩家数据
  295. return Resp::ok(array(
  296. "store" => $user->store, # # 目前来看只涉及到items变化
  297. 'gold' => $user->baseInfo->gold,
  298. ));
  299. }
  300. /**
  301. * 武器替换
  302. * @return type
  303. */
  304. static function weaponReplace() {
  305. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  306. $user = req()->userInfo->game;
  307. $equipment = $user->store->equipment;
  308. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  309. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  310. $herouid = $equipment->$uid->herouid;
  311. $herouid_replace = $equipment->$replaceId->herouid;
  312. $equipment->$replaceId->herouid = $herouid;
  313. $equipment->$uid->herouid = $herouid_replace;
  314. $user->store->equipment = $equipment;
  315. req()->userInfo->game = $user;
  316. UserProc::updateUserInfo(); # 回写玩家数据
  317. return Resp::ok(array(
  318. "store" => $user->store, # # 目前来看只涉及到items变化
  319. ));
  320. }
  321. /**
  322. * [6420] 言灵进阶
  323. */
  324. static function YanlingUpgrade() {
  325. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  326. $user = req()->userInfo->game;
  327. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  328. $yanlingObj = $user->store->yanling->$yanlingUid;
  329. $yanlingMoId = $yanlingObj->typeId;
  330. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  331. $toGrade = $curGrade + 1; # 下一等阶
  332. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  333. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  334. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  335. $costs = explode(';', $toGradeCfg->cost_materials);
  336. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  337. foreach ($costs as $c) {
  338. list($itemId, $num) = explode(',', $c); # 解析材料
  339. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  340. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  341. }
  342. $yanlingObj->grade = $toGrade; # 修改进阶
  343. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  344. UserProc::updateUserInfo(); # 回写玩家数据
  345. return Resp::ok(array(
  346. "store" => $user->store, # # 目前来看只涉及到items变化
  347. ));
  348. }
  349. /**
  350. * [6418] 利用言灵召唤书碎片合成召唤书
  351. */
  352. static function MergeYanlingBook() {
  353. list($bookId) = req()->paras; # 参数 言灵召唤书id
  354. $user = req()->userInfo->game;
  355. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  356. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  357. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  358. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  359. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  360. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  361. UserProc::updateUserInfo(); # 回写数据
  362. return Resp::ok(array(
  363. "store" => $user->store, # # 目前来看只涉及到items变化
  364. ));
  365. }
  366. /**
  367. * [6419] 利用言灵召唤书召唤言灵
  368. */
  369. static function CallYanlingByBook() {
  370. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  371. $user = req()->userInfo->game;
  372. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  373. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  374. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  375. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  376. $costs = explode(';', $bookIdCfg->cost_materials);
  377. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  378. foreach ($costs as $c) {
  379. list($itemId, $num) = explode(',', $c); # 解析材料
  380. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  381. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  382. }
  383. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  384. UserProc::updateUserInfo(); # 回写数据
  385. return Resp::ok(array(
  386. "store" => $user->store, # # 目前来看只涉及到items变化
  387. ));
  388. }
  389. /**
  390. * 测试方法
  391. * @return type
  392. */
  393. static public function Test() {
  394. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  395. }
  396. /**
  397. * [6404] 使用仓库道具
  398. */
  399. static function useItem() {
  400. list($itemType, $num) = req()->paras; # 提取参数
  401. $mo = GameConfig::item_base_getItem($itemType);
  402. my_Assert(null != $mo, ErrCode::err_const_no);
  403. switch ($mo->subType) {
  404. case 601: # 任务卡
  405. my_Assert($num == 1, "任务卡一次只能使用一张!");
  406. $store = req()->userInfo->game->store();
  407. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  408. my_Assert(ErrCode::ok == $err, $err);
  409. StoreProc::PutTaskCardInStore($itemType);
  410. req()->userInfo->game->store = $store;
  411. break;
  412. default :
  413. break;
  414. }
  415. UserProc::updateUserInfo();
  416. return Resp::ok(array(
  417. 'priv' => req()->userInfo->game->privateState,
  418. 'store' => req()->userInfo->game->store));
  419. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  420. }
  421. /**
  422. * [6405] 刷新仓库列表
  423. */
  424. static function refreshStore() {
  425. StoreProc::CheckItemNum();
  426. return Resp::ok(array('store' => req()->userInfo->game->store));
  427. }
  428. /**
  429. * [6406] 从仓库删除道具
  430. */
  431. static function delItemFromStore() {
  432. list($itemId, $num) = req()->paras;
  433. $err = self::removeItemFromStore(req()->userInfo->game->store, $itemId, $num);
  434. my_Assert(ErrCode::ok == $err, $err);
  435. UserProc::updateUserInfo();
  436. return Resp::ok(array('store' => req()->userInfo->game->store));
  437. }
  438. /**
  439. * [6409] 合成道具
  440. */
  441. static public function composeItem() {
  442. Err(ErrCode::err_method_notimplement);
  443. }
  444. /**
  445. * [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)
  446. */
  447. static public function composePieces() {
  448. Err(ErrCode::err_method_notimplement);
  449. }
  450. // </editor-fold>
  451. // --------------- 以下为辅助方法 ------------------
  452. //
  453. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  454. /**
  455. * 从仓库中移除指定数量的物品
  456. * @param Info_Store $store
  457. * @param type $itemId
  458. * @param type $itemcount
  459. * @return type
  460. */
  461. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  462. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  463. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  464. $store->items->$itemId -= $itemcount;
  465. if ($store->items->$itemId == 0) {
  466. unset($store->items->$itemId);
  467. }
  468. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  469. return ErrCode::ok;
  470. }
  471. /**
  472. * 从仓库移出装备
  473. * @param type $itemId uid
  474. * @param Info_Store $store
  475. * @return boolean
  476. */
  477. static function removeEquipFromStore($uid, $typeId) {
  478. $ok = false;
  479. if (CommUtil::isPropertyExists(req()->userInfo->game->store->equipment, $uid)) {
  480. my_Assert($typeId == req()->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  481. unset(req()->userInfo->game->store->equipment->$uid);
  482. $ok = true;
  483. }
  484. return $ok;
  485. }
  486. /**
  487. * 从仓库移除碎片
  488. * @param Info_Store $store
  489. * @param int $segmentId
  490. * @param int $num
  491. * @return bool 成功/失败
  492. */
  493. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  494. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  495. && $store->segement->$segmentId >= $num) {
  496. $store->segement->$segmentId -= $num;
  497. return TRUE;
  498. }
  499. return false;
  500. }
  501. /**
  502. * 向仓库添加碎片
  503. * @param Info_Store $store
  504. * @param int $segmentId
  505. * @param int $num
  506. */
  507. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  508. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  509. $store->segement->$segmentId += $num;
  510. } else {
  511. $store->segement->$segmentId = $num;
  512. }
  513. $segMo = GameConfig::item_segment_getItem($segmentId);
  514. my_Assert($segMo != null, ErrCode::err_const_no);
  515. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  516. }
  517. // </editor-fold>
  518. //
  519. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  520. /**
  521. * 将其他物品放入仓库
  522. * @param type $itemId
  523. * @param Data_UserGame $game
  524. */
  525. static function PutItemInStore($itemId, &$game) {
  526. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  527. $game->store->items->$itemId += 1;
  528. } else {// 如果仓库中没有这种元素,则其数目置1
  529. $game->store->items->$itemId = 1;
  530. }
  531. }
  532. /**
  533. * 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
  534. * 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
  535. * @param string $goodsStr itemid,num;itemid,num;...
  536. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  537. * @deprecated since version 0
  538. * @return type
  539. */
  540. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  541. $user = req()->userInfo->game;
  542. $ary = explode(";", $goodsStr);
  543. foreach ($ary as $value) {
  544. $val = explode(",", $value);
  545. $cid = "";
  546. my_Assert(count($val) > 1, "解析奖励字符串出错");
  547. list( $itemId, $num) = $val; # ID, 数量
  548. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  549. switch ($smItem->subType) { # 根据类型分别添加到容器中
  550. case META_EXP: # 指挥官经验
  551. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  552. $user->base()->Add_Exp($num); # 加指挥官经验
  553. break;
  554. case META_GOLD_ITEMID: # 金币
  555. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  556. $user->base()->Add_Gold($num, $mask); # 增加金币
  557. break;
  558. case META_CASH_ITEMID: # 钻石
  559. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  560. $user->base()->Add_Cash($num, $mask); # 增加钻石
  561. break;
  562. case META_tili_ITEMID: # 体力
  563. // Data_UserGame::Add_tili($num);
  564. $user->base()->Add_tili($num); # 增加体力
  565. break;
  566. case META_FriendShipPoit_ItemId: # 友情值
  567. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  568. $user->base()->Add_FriendPoint($num); # 加友情点
  569. break;
  570. case META_PVPCOIN_ITEMID: # 竞技币
  571. $user->pvp->pvpCoins += $num;
  572. break;
  573. case META_ActivePoint_ITEMID:
  574. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  575. break;
  576. case META_RESPOINT_ITEMID:
  577. $user->base()->Add_resPoint($num); # 增加资源点
  578. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  579. break;
  580. case 101: # 武器
  581. for ($n = 0; $n < $num; $n++) {
  582. $cid = StoreProc::PutEquipInStore($itemId);
  583. }
  584. CornerSignEventProc::OnBag_new_Weapon();
  585. break;
  586. case 401: # 言灵
  587. for ($n = 0; $n < $num; $n++) {
  588. $cid = StoreProc::PutYanLingInStore($itemId);
  589. }
  590. CornerSignEventProc::OnBag_new_Yanling();
  591. break;
  592. case 501: # 限购礼包
  593. $itemMO = GameConfig::item_package_getItem($itemId);
  594. my_Assert(null != $itemMO, ErrCode::err_const_no);
  595. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  596. my_Assert(ErrCode::ok == $err, $err);
  597. break;
  598. case 601: # 任务卡
  599. $cid = StoreProc::PutTaskCardInStore($itemId);
  600. break;
  601. case 201: # 碎片
  602. $segMo = GameConfig::item_segment_getItem($itemId);
  603. my_Assert($segMo != null, ErrCode::err_const_no);
  604. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  605. CornerSignEventProc::OnBag_new_Fragment();
  606. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  607. break;
  608. case 202: # 召唤书碎片
  609. case 351: # 言灵召唤书
  610. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  611. $book = GameConfig::item_yanlingbook_getItem($itemId);
  612. my_Assert(null != $book, ErrCode::err_const_no);
  613. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  614. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  615. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  616. case 1:
  617. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  618. break;
  619. case 2:
  620. CornerSignEventProc::OnCall_Magician_new(); # 法师
  621. break;
  622. case 3:
  623. CornerSignEventProc::OnCall_Archer_new(); # 射手
  624. break;
  625. default :
  626. break;
  627. }
  628. break;
  629. case 321: # 进阶材料
  630. case 322: # 进阶材料
  631. case 323: # 锻造材料
  632. case 324: # 魂器
  633. case 332: #普通祈愿券
  634. case 333: #活动祈愿券
  635. case 325: #元素突破材料
  636. case 326: #职业突破材料
  637. case 327: #言灵的突破石
  638. case 328: #言灵的突破材料
  639. case 329: #武器的突破石
  640. case 330: #武器的突破材料
  641. case 701: #宝石
  642. case 702: #设计图纸
  643. case 703: #宝石辅助材料
  644. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  645. CornerSignEventProc::OnBag_new_Material();
  646. break;
  647. case 311: # 基因(经验丹)
  648. case 312: # 强化道具
  649. case 313:
  650. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  651. break;
  652. case 341: # 战场中掉落,不会进入包裹
  653. case 342:
  654. case 343:
  655. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  656. break;
  657. default :
  658. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  659. }
  660. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  661. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  662. }
  663. return ErrCode::ok; // 返回
  664. }
  665. /**
  666. * [6401]向包裹中添加物品
  667. */
  668. public static function AddItemInStore() {
  669. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  670. $user = req()->userInfo->game;
  671. if ($mask == 1) {
  672. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  673. } else {
  674. $err = self::AddMultiItemInStore($rwdStr);
  675. }
  676. my_Assert(ErrCode::ok == $err, $err);
  677. UserProc::updateUserInfo();
  678. return Resp::ok(array(
  679. 'gold' => $user->baseInfo->gold,
  680. 'tili' => $user->baseInfo->tili,
  681. 'cash' => $user->baseInfo->cash,
  682. 'resPoint' => $user->baseInfo->resPoint,
  683. 'store' => $user->store));
  684. }
  685. /**
  686. * 将装备放入背包
  687. * @param type $itemId
  688. */
  689. static function PutEquipInStore($itemId) {
  690. $privateState = req()->userInfo->game->privateState;
  691. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  692. req()->userInfo->game->privateState->currentId = 1;
  693. }
  694. $cid = req()->userInfo->game->privateState->currentId++;
  695. //$equip = ObjectInit();
  696. $equip = new Ins_Weapon();
  697. $equip->typeId = $itemId;
  698. req()->userInfo->game->store->equipment->$cid = $equip;
  699. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  700. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId,"1");
  701. return $cid;
  702. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  703. }
  704. /**
  705. * 将言灵放入背包
  706. * @param type $itemId
  707. */
  708. static function PutYanLingInStore($itemId) {
  709. my_Assert(count((array) req()->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  710. $privateState = req()->userInfo->game->privateState;
  711. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  712. req()->userInfo->game->privateState->currentId = 1;
  713. }
  714. $cid = req()->userInfo->game->privateState->currentId++;
  715. //$equip = ObjectInit();
  716. $equip = new Ins_YanLin();
  717. $equip->typeId = $itemId;
  718. req()->userInfo->game->store->yanling->$cid = $equip;
  719. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  720. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId,"1");
  721. return $cid;
  722. }
  723. /**
  724. * 将任务卡放入背包
  725. * @param type $itemId
  726. */
  727. static function PutTaskCardInStore($itemId) {
  728. $privateState = req()->userInfo->game->privateState;
  729. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  730. req()->userInfo->game->privateState->currentId = 1;
  731. }
  732. $cid = req()->userInfo->game->privateState->currentId++;
  733. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  734. my_Assert(null != $mo, ErrCode::err_const_no);
  735. $itembaseMo = GameConfig::item_base_getItem($itemId);
  736. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  737. if ($itembaseMo->pileNum > 0) { # 可叠加
  738. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  739. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  740. // $taskCard = null;
  741. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  742. // $val = new Ins_TaskCard($val);
  743. // if ($val->typeId == $itemId) {
  744. // $taskCard = $val;
  745. // break;
  746. // }
  747. // }
  748. // if (null == $taskCard) { # 原来么有
  749. // $taskCard = new Ins_TaskCard($itemId);
  750. // $taskCard->uid = $cid;
  751. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  752. // }
  753. // $taskCard->count += 1;
  754. // </editor-fold>
  755. } else {
  756. $taskCard = new Ins_TaskCard($itemId);
  757. $taskCard->uid = $cid;
  758. req()->userInfo->game->store->taskcards->$cid = $taskCard;
  759. }
  760. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  761. if (null != $taskCard) {
  762. req()->paras = array($cid);
  763. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  764. }
  765. return $cid;
  766. }
  767. /**
  768. * 将可叠加物品放入背包
  769. * @param int $itemId
  770. * @param int $num
  771. */
  772. static function PutOverlyingItemInStore($itemId, $num = 1) {
  773. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  774. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  775. $items->$itemId += $num;
  776. } else { # 如果仓库中没有这种元素,则其数目置为num
  777. $items->$itemId = $num;
  778. }
  779. }
  780. /**
  781. * 物品包裹打散成独立道具到仓库
  782. * @param GoodsItemModel $itemModel
  783. * @deprecated since version now
  784. */
  785. static function addSeprateItem($itemModel) {
  786. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  787. }
  788. /**
  789. * [6416] 给英雄装上言灵
  790. */
  791. static function WearYanlingToHero() {
  792. $user = req()->userInfo->game; # user引用
  793. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  794. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  795. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  796. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  797. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  798. Err(ErrCode::store_equipWeared_err);
  799. }
  800. $collectHeros = $user->heros->collectHeros; # 英雄集合
  801. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  802. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  803. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  804. my_Assert($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.
  805. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  806. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  807. if ($oldYLid > 0) { # 代表替换操作
  808. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  809. }
  810. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  811. $collectHeros->$herouid = $hero;
  812. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  813. UserProc::updateUserInfo(); # 5.回写数据
  814. $ret = array('resp' => "succeed!",
  815. 'store' => $user->store);
  816. $resp = Resp::ok($ret); // 返回
  817. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  818. return $resp;
  819. }
  820. /**
  821. * [6417] 给英雄卸下言灵
  822. * @deprecated since version 无法卸下,只能更换
  823. */
  824. static function UnWieldYanling() {
  825. $user = req()->userInfo->game; # user引用
  826. list($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
  827. $collectHeros = $user->heros->collectHeros;
  828. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  829. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  830. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  831. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  832. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  833. }
  834. // $arr = $collectHeros->$herouid->yanling;
  835. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  836. // StlUtil::arrayRemove($arr, $yanling_uid);
  837. // $collectHeros->$herouid->yanling = $arr;
  838. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  839. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  840. UserProc::updateUserInfo(); # 回写数据
  841. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  842. // StoreProc::CheckItemNum($req);
  843. return $resp;
  844. }
  845. /**
  846. * [6410] 给英雄穿装备
  847. */
  848. static function WearEquipToHero() {
  849. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  850. $user = req()->userInfo->game; # user引用
  851. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  852. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  853. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  854. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  855. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  856. }
  857. $collectHeros = $user->heros->collectHeros;
  858. my_default_Obj($collectHeros);
  859. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  860. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  861. my_Assert($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
  862. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  863. $oldEquipId = 0;
  864. switch ($itemtype) { # 添加或替换英雄该部位的装备
  865. case 1: # 武器
  866. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  867. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  868. break;
  869. case 2: # 防具
  870. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  871. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  872. break;
  873. case 3: # 饰品
  874. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  875. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  876. break;
  877. default :
  878. Err(ErrCode::store_equip_type);
  879. break;
  880. }
  881. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  882. $user->store->equipment->$oldEquipId->herouid = 0;
  883. }
  884. UserProc::updateUserInfo(); // 5.回写数据
  885. // StoreProc::CheckItemNum($req);
  886. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  887. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  888. return Resp::ok(array('resp' => "succeed!",
  889. 'store' => $user->store)); // 返回
  890. }
  891. /**
  892. * [6411] 给英雄脱装备
  893. * @deprecated since version 不能卸下装备, 只能更换.
  894. */
  895. static function UnWieldEquip() {
  896. list($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
  897. $user = req()->userInfo->game; # user引用
  898. $collectHeros = $user->heros->collectHeros;
  899. my_default_Obj($collectHeros);
  900. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  901. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  902. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  903. $user->store->equipment->$equipuid->herouid = 0;
  904. }
  905. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  906. case 1: # 武器
  907. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  908. Err(ErrCode::store_noequip_err);
  909. }
  910. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  911. break;
  912. case 2: # 防具
  913. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  914. Err(ErrCode::store_noequip_err);
  915. }
  916. $collectHeros->$herouid->equip->armor->itemuid = 0;
  917. break;
  918. case 3: # 饰品
  919. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  920. Err(ErrCode::store_noequip_err);
  921. }
  922. $collectHeros->$herouid->equip->ring->itemuid = 0;
  923. break;
  924. default :
  925. Err(ErrCode::store_equip_type);
  926. }
  927. UserProc::updateUserInfo(); # 回写数据
  928. return Resp::ok(array('resp' => "succeed!")); // 返回
  929. }
  930. // </editor-fold>
  931. //
  932. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  933. //
  934. /**
  935. * 检查背包中物品的个数
  936. * @return int
  937. */
  938. public static function CheckItemNum() {
  939. $ItemObj = req()->userInfo->game->store->items;
  940. $EquipObj = req()->userInfo->game->store->equipment;
  941. $SegementObj = req()->userInfo->game->store->segement;
  942. $HeroObj = req()->userInfo->game->heros->collectHeros;
  943. $ItemNum = 0;
  944. if ($ItemObj) {
  945. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  946. $ItemNum++;
  947. }
  948. }
  949. if ($SegementObj) {
  950. foreach ($SegementObj as $value) { # 碎片
  951. $ItemNum++;
  952. }
  953. }
  954. if ($EquipObj) {
  955. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  956. $ItemNum++;
  957. }
  958. }
  959. if ($HeroObj) {
  960. 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.
  961. $HeroEquipId = $value->equip->weapon->itemuid;
  962. if ($HeroEquipId > 0) {
  963. $ItemNum--;
  964. }
  965. $HeroEquipId = $value->equip->armor->itemuid;
  966. if ($HeroEquipId > 0) {
  967. $ItemNum--;
  968. }
  969. $HeroEquipId = $value->equip->ring->itemuid;
  970. if ($HeroEquipId > 0) {
  971. $ItemNum--;
  972. }
  973. }
  974. }
  975. req()->userInfo->game->privateState->ItemNum = $ItemNum;
  976. return $ItemNum;
  977. }
  978. /**
  979. * 获取物品格子的上限值
  980. * @return int 上限数值
  981. */
  982. public static function GetItemMaxNum() {
  983. $user = req()->userInfo->game;
  984. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  985. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  986. }
  987. return $user->privateState->maxItemNum;
  988. }
  989. /**
  990. * 6412 背包扩容
  991. */
  992. public static function AddPacketNum() {
  993. $user = req()->userInfo->game; # user引用
  994. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  995. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  996. }
  997. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  998. my_Assert($costCash > 0, ErrCode::paras_err);
  999. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1000. $user->privateState->maxItemNum += 10; # 扩容
  1001. UserProc::updateUserInfo(); # 保存玩家数据
  1002. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1003. StoreProc::CheckItemNum();
  1004. return $resp;
  1005. }
  1006. // </editor-fold>
  1007. //
  1008. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1009. //
  1010. /**
  1011. * 出售单一的物品
  1012. */
  1013. static function sellItem() {
  1014. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1015. }
  1016. /**
  1017. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1018. */
  1019. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1020. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1021. }
  1022. /**
  1023. * 6403 从背包出售多个物品
  1024. */
  1025. static function sellMultiItemFromStore() {
  1026. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1027. $obj = req()->paras[0]; // 获取物品的结构数组
  1028. foreach ($obj as $value) {
  1029. $type = $value[0];
  1030. $itemId = $value[1];
  1031. if ($type > 3) {
  1032. $count = intval($value[2]); // 数量
  1033. $uid = 0;
  1034. } 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
  1035. $count = 1;
  1036. $uid = $value[2];
  1037. }//物品的uid
  1038. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1039. }
  1040. if (0 == $resp->err) {
  1041. UserProc::updateUserInfo();
  1042. }
  1043. StoreProc::CheckItemNum();
  1044. return $resp;
  1045. }
  1046. // </editor-fold>
  1047. //
  1048. }