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