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