StoreProc.php 42 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * Description of StoreProc
  5. * 仓库/背包 处理流程
  6. * ===========================
  7. * 尚待处理的流程:道具售出时貌似存在多种格式....
  8. * @author
  9. */
  10. class StoreProc {
  11. /**
  12. * 逻辑分发
  13. * 所有的Proc中必须有这样一个方法
  14. */
  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: # 6421武器升级
  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($uid,$prizeCtx) = 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::hero_no); # 玩家拥有此英雄
  74. $myPacketItems = $user->store->items;
  75. $list = explode(';', $prizeCtx);
  76. $total = 0;
  77. foreach ($list as $key => $val) {
  78. $ctxList = explode(',', $val);
  79. $costItemId = $ctxList[0];
  80. $costNumber = $ctxList[1];
  81. my_Assert(CommUtil::isPropertyExists($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. }
  88. $equipVo = new Ins_Weapon($equipment->$uid);
  89. $equipVo->exp += $total;
  90. $curlevel = self::Upgrade($equipVo->exp);
  91. $equipVo->level = $curlevel;
  92. $user->store->equipment->$uid = $equipVo;
  93. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  94. UserProc::updateUserInfo(); # 回写玩家数据
  95. return Resp::ok(array(
  96. "store" => $user->store, # # 目前来看只涉及到items变化
  97. ));
  98. }
  99. /**
  100. *
  101. * @param type $xp
  102. * @param type $type
  103. * @return type
  104. */
  105. static function Upgrade($xp,$type = 3) {
  106. $curLv = 0;
  107. $heroLvDic = GameConfig::weapon_levelexp();
  108. $f = (array) $heroLvDic;
  109. ksort($f);
  110. foreach ($f as $lv => $mo) {
  111. if($xp < $mo->needExp){
  112. $curLv = $lv-1;
  113. break;
  114. }
  115. if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  116. $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  117. break;
  118. }
  119. }
  120. return $curLv;
  121. }
  122. /**
  123. * 武器突破
  124. */
  125. static function weaponTupo() {
  126. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  127. $user = req()->userInfo->game;
  128. UserProc::updateUserInfo(); # 回写玩家数据
  129. return Resp::ok(array(
  130. "store" => $user->store, # # 目前来看只涉及到items变化
  131. ));
  132. }
  133. /**
  134. * [6420] 言灵进阶
  135. */
  136. static function YanlingUpgrade() {
  137. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  138. $user = req()->userInfo->game;
  139. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  140. $yanlingObj = $user->store->yanling->$yanlingUid;
  141. $yanlingMoId = $yanlingObj->typeId;
  142. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  143. $toGrade = $curGrade + 1; # 下一等阶
  144. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  145. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  146. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  147. $costs = explode(';', $toGradeCfg->cost_materials);
  148. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  149. foreach ($costs as $c) {
  150. list($itemId, $num) = explode(',', $c); # 解析材料
  151. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  152. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  153. }
  154. $yanlingObj->grade = $toGrade; # 修改进阶
  155. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  156. UserProc::updateUserInfo(); # 回写玩家数据
  157. return Resp::ok(array(
  158. "store" => $user->store, # # 目前来看只涉及到items变化
  159. ));
  160. }
  161. /**
  162. * [6418] 利用言灵召唤书碎片合成召唤书
  163. */
  164. static function MergeYanlingBook() {
  165. list($bookId) = req()->paras; # 参数 言灵召唤书id
  166. $user = req()->userInfo->game;
  167. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  168. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  169. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  170. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  171. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  172. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  173. UserProc::updateUserInfo(); # 回写数据
  174. return Resp::ok(array(
  175. "store" => $user->store, # # 目前来看只涉及到items变化
  176. ));
  177. }
  178. /**
  179. * [6419] 利用言灵召唤书召唤言灵
  180. */
  181. static function CallYanlingByBook() {
  182. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  183. $user = req()->userInfo->game;
  184. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  185. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  186. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  187. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  188. $costs = explode(';', $bookIdCfg->cost_materials);
  189. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  190. foreach ($costs as $c) {
  191. list($itemId, $num) = explode(',', $c); # 解析材料
  192. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  193. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  194. }
  195. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  196. UserProc::updateUserInfo(); # 回写数据
  197. return Resp::ok(array(
  198. "store" => $user->store, # # 目前来看只涉及到items变化
  199. ));
  200. }
  201. /**
  202. * 测试方法
  203. * @return type
  204. */
  205. static public function Test() {
  206. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  207. }
  208. /**
  209. * [6404] 使用仓库道具
  210. */
  211. static function useItem() {
  212. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  213. }
  214. /**
  215. * [6405] 刷新仓库列表
  216. */
  217. static function refreshStore() {
  218. StoreProc::CheckItemNum();
  219. return Resp::ok(array('store' => req()->userInfo->game->store));
  220. }
  221. /**
  222. * [6406] 从仓库删除道具
  223. */
  224. static function delItemFromStore() {
  225. list($itemId, $num) = req()->paras;
  226. $err = self::removeItemFromStore(req()->userInfo->game->store, $itemId, $num);
  227. my_Assert(ErrCode::ok == $err, $err);
  228. UserProc::updateUserInfo();
  229. return Resp::ok(array('store' => req()->userInfo->game->store));
  230. }
  231. /**
  232. * [6409] 合成道具
  233. */
  234. static public function composeItem() {
  235. Err(ErrCode::err_method_notimplement);
  236. }
  237. /**
  238. * [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)
  239. */
  240. static public function composePieces() {
  241. Err(ErrCode::err_method_notimplement);
  242. }
  243. // </editor-fold>
  244. // --------------- 以下为辅助方法 ------------------
  245. //
  246. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  247. /**
  248. * 从仓库中移除指定数量的物品
  249. * @param Info_Store $store
  250. * @param type $itemId
  251. * @param type $itemcount
  252. * @return type
  253. */
  254. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  255. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  256. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  257. $store->items->$itemId -= $itemcount;
  258. if ($store->items->$itemId == 0) {
  259. unset($store->items->$itemId);
  260. }
  261. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  262. return ErrCode::ok;
  263. }
  264. /**
  265. * 从仓库移出装备
  266. * @param type $itemId uid
  267. * @param Info_Store $store
  268. * @return boolean
  269. */
  270. static function removeEquipFromStore($uid, $typeId) {
  271. $ok = false;
  272. if (CommUtil::isPropertyExists(req()->userInfo->game->store->equipment, $uid)) {
  273. my_Assert($typeId == req()->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  274. unset(req()->userInfo->game->store->equipment->$uid);
  275. $ok = true;
  276. }
  277. return $ok;
  278. }
  279. /**
  280. * 从仓库移除碎片
  281. * @param Info_Store $store
  282. * @param int $segmentId
  283. * @param int $num
  284. * @return bool 成功/失败
  285. */
  286. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  287. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  288. && $store->segement->$segmentId >= $num) {
  289. $store->segement->$segmentId -= $num;
  290. return TRUE;
  291. }
  292. return false;
  293. }
  294. /**
  295. * 向仓库添加碎片
  296. * @param Info_Store $store
  297. * @param int $segmentId
  298. * @param int $num
  299. */
  300. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  301. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  302. $store->segement->$segmentId += $num;
  303. } else {
  304. $store->segement->$segmentId = $num;
  305. }
  306. $segMo = GameConfig::item_segment_getItem($segmentId);
  307. my_Assert($segMo != null, ErrCode::err_const_no);
  308. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  309. }
  310. // </editor-fold>
  311. //
  312. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  313. /**
  314. * 将其他物品放入仓库
  315. * @param type $itemId
  316. * @param Data_UserGame $game
  317. */
  318. static function PutItemInStore($itemId, &$game) {
  319. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  320. $game->store->items->$itemId += 1;
  321. } else {// 如果仓库中没有这种元素,则其数目置1
  322. $game->store->items->$itemId = 1;
  323. }
  324. }
  325. /**
  326. * 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
  327. * 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
  328. * @param string $goodsStr itemid,num;itemid,num;...
  329. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  330. * @deprecated since version 0
  331. * @return type
  332. */
  333. public static function AddMultiItemInStore($goodsStr, $src = 1) {
  334. $user = req()->userInfo->game;
  335. $ary = explode(";", $goodsStr);
  336. foreach ($ary as $value) {
  337. $val = explode(",", $value);
  338. $cid = "";
  339. my_Assert(count($val) > 1, "解析奖励字符串出错");
  340. list( $itemId, $num) = $val; # ID, 数量
  341. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  342. switch ($smItem->subType) { # 根据类型分别添加到容器中
  343. case META_EXP: # 指挥官经验
  344. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  345. $user->base()->Add_Exp($num); # 加指挥官经验
  346. break;
  347. case META_GOLD_ITEMID: # 金币
  348. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  349. $user->base()->Add_Gold($num); # 增加金币
  350. break;
  351. case META_CASH_ITEMID: # 钻石
  352. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  353. $user->base()->Add_Cash($num); # 增加钻石
  354. break;
  355. case META_tili_ITEMID: # 体力
  356. // Data_UserGame::Add_tili($num);
  357. $user->base()->Add_tili($num); # 增加体力
  358. break;
  359. case META_FriendShipPoit_ItemId: # 友情值
  360. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  361. $user->base()->Add_FriendPoint($num); # 加友情点
  362. break;
  363. case META_PVPCOIN_ITEMID: # 竞技币
  364. $user->pvp->pvpCoins += $num;
  365. break;
  366. case META_ActivePoint_ITEMID:
  367. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  368. break;
  369. case META_RESPOINT_ITEMID:
  370. $user->base()->Add_resPoint($num); # 增加资源点
  371. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  372. break;
  373. case 101: # 武器
  374. for ($n = 0; $n < $num; $n++) {
  375. $cid = StoreProc::PutEquipInStore($itemId);
  376. }
  377. CornerSignEventProc::OnBag_new_Weapon();
  378. break;
  379. case 401: # 言灵
  380. for ($n = 0; $n < $num; $n++) {
  381. $cid = StoreProc::PutYanLingInStore($itemId);
  382. }
  383. CornerSignEventProc::OnBag_new_Yanling();
  384. break;
  385. case 501: # 限购礼包
  386. $itemMO = GameConfig::item_package_getItem($itemId);
  387. my_Assert(null != $itemMO, ErrCode::err_const_no);
  388. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  389. my_Assert(ErrCode::ok == $err, $err);
  390. break;
  391. case 601: # 任务卡
  392. $cid = StoreProc::PutTaskCardInStore($itemId);
  393. break;
  394. case 201: # 碎片
  395. $segMo = GameConfig::item_segment_getItem($itemId);
  396. my_Assert($segMo != null, ErrCode::err_const_no);
  397. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  398. CornerSignEventProc::OnBag_new_Fragment();
  399. case 202: # 召唤书碎片
  400. case 312: # 言灵召唤/进阶材料
  401. case 351: # 言灵召唤书
  402. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  403. $book = GameConfig::item_yanlingbook_getItem($itemId);
  404. my_Assert(null != $book, ErrCode::err_const_no);
  405. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  406. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  407. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  408. case 1:
  409. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  410. break;
  411. case 2:
  412. CornerSignEventProc::OnCall_Magician_new(); # 法师
  413. break;
  414. case 3:
  415. CornerSignEventProc::OnCall_Archer_new(); # 射手
  416. break;
  417. default :
  418. break;
  419. }
  420. break;
  421. case 321: # 进阶材料
  422. case 322: # 进阶材料
  423. case 323: # 锻造材料
  424. case 324: # 魂器
  425. case 332:
  426. case 333:
  427. case 325:
  428. case 326:
  429. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  430. CornerSignEventProc::OnBag_new_Material();
  431. break;
  432. case 311: # 基因(经验丹)
  433. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  434. break;
  435. case 341: # 战场中掉落,不会进入包裹
  436. case 342:
  437. case 343:
  438. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  439. break;
  440. default :
  441. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  442. }
  443. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  444. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  445. }
  446. return ErrCode::ok; // 返回
  447. }
  448. /**
  449. * [6401]向包裹中添加物品
  450. */
  451. public static function AddItemInStore() {
  452. list($rwdStr) = req()->paras;
  453. $user = req()->userInfo->game;
  454. $err = self::AddMultiItemInStore($rwdStr);
  455. my_Assert(ErrCode::ok == $err, $err);
  456. UserProc::updateUserInfo();
  457. return Resp::ok(array(
  458. 'gold' => $user->baseInfo->gold,
  459. 'tili' => $user->baseInfo->tili,
  460. 'cash' => $user->baseInfo->cash,
  461. 'resPoint' => $user->baseInfo->resPoint,
  462. 'store' => $user->store));
  463. }
  464. /**
  465. * 将装备放入背包
  466. * @param type $itemId
  467. */
  468. static function PutEquipInStore($itemId) {
  469. $privateState = req()->userInfo->game->privateState;
  470. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  471. req()->userInfo->game->privateState->currentId = 1;
  472. }
  473. $cid = req()->userInfo->game->privateState->currentId++;
  474. $equip = ObjectInit();
  475. $equip->typeId = $itemId;
  476. req()->userInfo->game->store->equipment->$cid = $equip;
  477. return $cid;
  478. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  479. }
  480. /**
  481. * 将言灵放入背包
  482. * @param type $itemId
  483. */
  484. static function PutYanLingInStore($itemId) {
  485. my_Assert(count((array) req()->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  486. $privateState = req()->userInfo->game->privateState;
  487. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  488. req()->userInfo->game->privateState->currentId = 1;
  489. }
  490. $cid = req()->userInfo->game->privateState->currentId++;
  491. //$equip = ObjectInit();
  492. $equip = new Ins_YanLin();
  493. $equip->typeId = $itemId;
  494. req()->userInfo->game->store->yanling->$cid = $equip;
  495. return $cid;
  496. }
  497. /**
  498. * 将任务卡放入背包
  499. * @param type $itemId
  500. */
  501. static function PutTaskCardInStore($itemId) {
  502. $privateState = req()->userInfo->game->privateState;
  503. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  504. req()->userInfo->game->privateState->currentId = 1;
  505. }
  506. $cid = req()->userInfo->game->privateState->currentId++;
  507. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  508. my_Assert(null != $mo, ErrCode::err_const_no);
  509. $itembaseMo = GameConfig::item_base_getItem($itemId);
  510. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  511. if ($itembaseMo->pileNum > 0) { # 可叠加
  512. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  513. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  514. // $taskCard = null;
  515. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  516. // $val = new Ins_TaskCard($val);
  517. // if ($val->typeId == $itemId) {
  518. // $taskCard = $val;
  519. // break;
  520. // }
  521. // }
  522. // if (null == $taskCard) { # 原来么有
  523. // $taskCard = new Ins_TaskCard($itemId);
  524. // $taskCard->uid = $cid;
  525. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  526. // }
  527. // $taskCard->count += 1;
  528. // </editor-fold>
  529. } else {
  530. $taskCard = new Ins_TaskCard($itemId);
  531. $taskCard->uid = $cid;
  532. req()->userInfo->game->store->taskcards->$cid = $taskCard;
  533. }
  534. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  535. if (null != $taskCard) {
  536. req()->paras = array($cid);
  537. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  538. }
  539. return $cid;
  540. }
  541. /**
  542. * 将可叠加物品放入背包
  543. * @param int $itemId
  544. * @param int $num
  545. */
  546. static function PutOverlyingItemInStore($itemId, $num = 1) {
  547. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  548. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  549. $items->$itemId += $num;
  550. } else { # 如果仓库中没有这种元素,则其数目置为num
  551. $items->$itemId = $num;
  552. }
  553. }
  554. /**
  555. * 物品包裹打散成独立道具到仓库
  556. * @param GoodsItemModel $itemModel
  557. * @deprecated since version now
  558. */
  559. static function addSeprateItem($itemModel) {
  560. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  561. }
  562. /**
  563. * [6416] 给英雄装上言灵
  564. */
  565. static function WearYanlingToHero() {
  566. $user = req()->userInfo->game; # user引用
  567. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  568. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  569. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  570. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  571. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  572. Err(ErrCode::store_equipWeared_err);
  573. }
  574. $collectHeros = $user->heros->collectHeros; # 英雄集合
  575. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  576. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  577. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  578. my_Assert($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.
  579. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  580. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  581. if ($oldYLid > 0) { # 代表替换操作
  582. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  583. }
  584. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  585. $collectHeros->$herouid = $hero;
  586. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  587. UserProc::updateUserInfo(); # 5.回写数据
  588. $ret = array('resp' => "succeed!",
  589. 'store' => $user->store);
  590. $resp = Resp::ok($ret); // 返回
  591. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  592. return $resp;
  593. }
  594. /**
  595. * [6417] 给英雄卸下言灵
  596. * @deprecated since version 无法卸下,只能更换
  597. */
  598. static function UnWieldYanling() {
  599. $user = req()->userInfo->game; # user引用
  600. list($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
  601. $collectHeros = $user->heros->collectHeros;
  602. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  603. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  604. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  605. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  606. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  607. }
  608. // $arr = $collectHeros->$herouid->yanling;
  609. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  610. // StlUtil::arrayRemove($arr, $yanling_uid);
  611. // $collectHeros->$herouid->yanling = $arr;
  612. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  613. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  614. UserProc::updateUserInfo(); # 回写数据
  615. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  616. // StoreProc::CheckItemNum($req);
  617. return $resp;
  618. }
  619. /**
  620. * [6410] 给英雄穿装备
  621. */
  622. static function WearEquipToHero() {
  623. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  624. $user = req()->userInfo->game; # user引用
  625. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  626. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  627. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  628. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  629. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  630. }
  631. $collectHeros = $user->heros->collectHeros;
  632. my_default_Obj($collectHeros);
  633. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  634. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  635. my_Assert($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
  636. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  637. $oldEquipId = 0;
  638. switch ($itemtype) { # 添加或替换英雄该部位的装备
  639. case 1: # 武器
  640. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  641. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  642. break;
  643. case 2: # 防具
  644. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  645. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  646. break;
  647. case 3: # 饰品
  648. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  649. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  650. break;
  651. default :
  652. Err(ErrCode::store_equip_type);
  653. break;
  654. }
  655. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  656. $user->store->equipment->$oldEquipId->herouid = 0;
  657. }
  658. UserProc::updateUserInfo(); // 5.回写数据
  659. // StoreProc::CheckItemNum($req);
  660. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  661. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  662. return Resp::ok(array('resp' => "succeed!",
  663. 'store' => $user->store)); // 返回
  664. }
  665. /**
  666. * [6411] 给英雄脱装备
  667. * @deprecated since version 不能卸下装备, 只能更换.
  668. */
  669. static function UnWieldEquip() {
  670. list($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
  671. $user = req()->userInfo->game; # user引用
  672. $collectHeros = $user->heros->collectHeros;
  673. my_default_Obj($collectHeros);
  674. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  675. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  676. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  677. $user->store->equipment->$equipuid->herouid = 0;
  678. }
  679. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  680. case 1: # 武器
  681. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  682. Err(ErrCode::store_noequip_err);
  683. }
  684. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  685. break;
  686. case 2: # 防具
  687. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  688. Err(ErrCode::store_noequip_err);
  689. }
  690. $collectHeros->$herouid->equip->armor->itemuid = 0;
  691. break;
  692. case 3: # 饰品
  693. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  694. Err(ErrCode::store_noequip_err);
  695. }
  696. $collectHeros->$herouid->equip->ring->itemuid = 0;
  697. break;
  698. default :
  699. Err(ErrCode::store_equip_type);
  700. }
  701. UserProc::updateUserInfo(); # 回写数据
  702. return Resp::ok(array('resp' => "succeed!")); // 返回
  703. }
  704. // </editor-fold>
  705. //
  706. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  707. //
  708. /**
  709. * 检查背包中物品的个数
  710. * @return int
  711. */
  712. public static function CheckItemNum() {
  713. $ItemObj = req()->userInfo->game->store->items;
  714. $EquipObj = req()->userInfo->game->store->equipment;
  715. $SegementObj = req()->userInfo->game->store->segement;
  716. $HeroObj = req()->userInfo->game->heros->collectHeros;
  717. $ItemNum = 0;
  718. if ($ItemObj) {
  719. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  720. $ItemNum++;
  721. }
  722. }
  723. if ($SegementObj) {
  724. foreach ($SegementObj as $value) { # 碎片
  725. $ItemNum++;
  726. }
  727. }
  728. if ($EquipObj) {
  729. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  730. $ItemNum++;
  731. }
  732. }
  733. if ($HeroObj) {
  734. 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.
  735. $HeroEquipId = $value->equip->weapon->itemuid;
  736. if ($HeroEquipId > 0) {
  737. $ItemNum--;
  738. }
  739. $HeroEquipId = $value->equip->armor->itemuid;
  740. if ($HeroEquipId > 0) {
  741. $ItemNum--;
  742. }
  743. $HeroEquipId = $value->equip->ring->itemuid;
  744. if ($HeroEquipId > 0) {
  745. $ItemNum--;
  746. }
  747. }
  748. }
  749. req()->userInfo->game->privateState->ItemNum = $ItemNum;
  750. return $ItemNum;
  751. }
  752. /**
  753. * 获取物品格子的上限值
  754. * @return int 上限数值
  755. */
  756. public static function GetItemMaxNum() {
  757. $user = req()->userInfo->game;
  758. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  759. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  760. }
  761. return $user->privateState->maxItemNum;
  762. }
  763. /**
  764. * 6412 背包扩容
  765. */
  766. public static function AddPacketNum() {
  767. $user = req()->userInfo->game; # user引用
  768. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  769. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  770. }
  771. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  772. my_Assert($costCash > 0, ErrCode::paras_err);
  773. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  774. $user->privateState->maxItemNum += 10; # 扩容
  775. UserProc::updateUserInfo(); # 保存玩家数据
  776. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  777. StoreProc::CheckItemNum();
  778. return $resp;
  779. }
  780. // </editor-fold>
  781. //
  782. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  783. //
  784. /**
  785. * 出售单一的物品
  786. */
  787. static function sellItem() {
  788. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  789. }
  790. /**
  791. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  792. */
  793. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  794. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  795. }
  796. /**
  797. * 6403 从背包出售多个物品
  798. */
  799. static function sellMultiItemFromStore() {
  800. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  801. $obj = req()->paras[0]; // 获取物品的结构数组
  802. foreach ($obj as $value) {
  803. $type = $value[0];
  804. $itemId = $value[1];
  805. if ($type > 3) {
  806. $count = intval($value[2]); // 数量
  807. $uid = 0;
  808. } 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
  809. $count = 1;
  810. $uid = $value[2];
  811. }//物品的uid
  812. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  813. }
  814. if (0 == $resp->err) {
  815. UserProc::updateUserInfo();
  816. }
  817. StoreProc::CheckItemNum();
  818. return $resp;
  819. }
  820. // </editor-fold>
  821. //
  822. }