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