StoreProc.php 48 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983
  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 = $equipVo;
  115. UserProc::CollectUserBaseParam(req()->cmd, 2,$user->baseInfo->gold, $totalGold, $user->baseInfo->gold-$totalGold,"");
  116. $user->baseInfo->gold -= $totalGold;
  117. req()->userInfo->game = $user;
  118. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  119. if ($equipVo->level != $initLevel) {
  120. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  121. }
  122. UserProc::updateUserInfo(); # 回写玩家数据
  123. return Resp::ok(array(
  124. "store" => $user->store, # # 目前来看只涉及到items变化
  125. 'gold' => $user->baseInfo->gold,
  126. ));
  127. }
  128. /**
  129. * 武器升级计算
  130. * @param type $xp
  131. * @param type $type
  132. * @return type
  133. */
  134. static function Upgrade($xp, $qual, $type) {
  135. $curLv = 0;
  136. if ($type == Enum_UpgradeType::Wuqi) {
  137. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  138. } else {
  139. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  140. }
  141. $f = (array) $heroLvDic;
  142. ksort($f);
  143. foreach ($f as $lv => $mo) {
  144. if ($xp < $mo->requiredExp) {
  145. $curLv = $lv - 1;
  146. break;
  147. }
  148. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  149. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  150. // break;
  151. // }
  152. }
  153. return $curLv;
  154. }
  155. /**
  156. * 武器突破
  157. */
  158. static function weaponTupo() {
  159. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  160. $user = req()->userInfo->game;
  161. $equipment = $user->store->equipment;
  162. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  163. $typeId = $equipment->$uid->typeId;
  164. $curStar = $equipment->$uid->starLevel;
  165. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  166. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  167. my_Assert($mo != null, ErrCode::err_const_no);
  168. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  169. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  170. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  171. // $segID = $mo->segID;
  172. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  173. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  174. $costItemsList = explode(';', $mo->costItems);
  175. foreach ($costItemsList as $value) {
  176. $list = explode(',', $value);
  177. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  178. }
  179. UserProc::CollectUserBaseParam(req()->cmd, 2,$user->baseInfo->gold , $mo->gold, $user->baseInfo->gold - $mo->gold,"");
  180. $user->baseInfo->gold -= $mo->gold;
  181. $equipment->$uid->starLevel += 1;
  182. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  183. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  184. $user->store->equipment = $equipment;
  185. req()->userInfo->game = $user;
  186. UserProc::updateUserInfo(); # 回写玩家数据
  187. return Resp::ok(array(
  188. "store" => $user->store, # # 目前来看只涉及到items变化
  189. 'gold' => $user->baseInfo->gold,
  190. ));
  191. }
  192. /**
  193. * 武器替换
  194. * @return type
  195. */
  196. static function weaponReplace() {
  197. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  198. $user = req()->userInfo->game;
  199. $equipment = $user->store->equipment;
  200. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  201. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  202. $herouid = $equipment->$uid->herouid;
  203. $herouid_replace = $equipment->$replaceId->herouid;
  204. $equipment->$replaceId->herouid = $herouid;
  205. $equipment->$uid->herouid = $herouid_replace;
  206. $user->store->equipment = $equipment;
  207. req()->userInfo->game = $user;
  208. UserProc::updateUserInfo(); # 回写玩家数据
  209. return Resp::ok(array(
  210. "store" => $user->store, # # 目前来看只涉及到items变化
  211. ));
  212. }
  213. /**
  214. * [6420] 言灵进阶
  215. */
  216. static function YanlingUpgrade() {
  217. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  218. $user = req()->userInfo->game;
  219. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  220. $yanlingObj = $user->store->yanling->$yanlingUid;
  221. $yanlingMoId = $yanlingObj->typeId;
  222. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  223. $toGrade = $curGrade + 1; # 下一等阶
  224. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  225. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  226. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  227. $costs = explode(';', $toGradeCfg->cost_materials);
  228. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  229. foreach ($costs as $c) {
  230. list($itemId, $num) = explode(',', $c); # 解析材料
  231. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  232. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  233. }
  234. $yanlingObj->grade = $toGrade; # 修改进阶
  235. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  236. UserProc::updateUserInfo(); # 回写玩家数据
  237. return Resp::ok(array(
  238. "store" => $user->store, # # 目前来看只涉及到items变化
  239. ));
  240. }
  241. /**
  242. * [6418] 利用言灵召唤书碎片合成召唤书
  243. */
  244. static function MergeYanlingBook() {
  245. list($bookId) = req()->paras; # 参数 言灵召唤书id
  246. $user = req()->userInfo->game;
  247. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  248. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  249. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  250. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  251. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  252. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  253. UserProc::updateUserInfo(); # 回写数据
  254. return Resp::ok(array(
  255. "store" => $user->store, # # 目前来看只涉及到items变化
  256. ));
  257. }
  258. /**
  259. * [6419] 利用言灵召唤书召唤言灵
  260. */
  261. static function CallYanlingByBook() {
  262. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  263. $user = req()->userInfo->game;
  264. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  265. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  266. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  267. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  268. $costs = explode(';', $bookIdCfg->cost_materials);
  269. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  270. foreach ($costs as $c) {
  271. list($itemId, $num) = explode(',', $c); # 解析材料
  272. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  273. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  274. }
  275. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  276. UserProc::updateUserInfo(); # 回写数据
  277. return Resp::ok(array(
  278. "store" => $user->store, # # 目前来看只涉及到items变化
  279. ));
  280. }
  281. /**
  282. * 测试方法
  283. * @return type
  284. */
  285. static public function Test() {
  286. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  287. }
  288. /**
  289. * [6404] 使用仓库道具
  290. */
  291. static function useItem() {
  292. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  293. }
  294. /**
  295. * [6405] 刷新仓库列表
  296. */
  297. static function refreshStore() {
  298. StoreProc::CheckItemNum();
  299. return Resp::ok(array('store' => req()->userInfo->game->store));
  300. }
  301. /**
  302. * [6406] 从仓库删除道具
  303. */
  304. static function delItemFromStore() {
  305. list($itemId, $num) = req()->paras;
  306. $err = self::removeItemFromStore(req()->userInfo->game->store, $itemId, $num);
  307. my_Assert(ErrCode::ok == $err, $err);
  308. UserProc::updateUserInfo();
  309. return Resp::ok(array('store' => req()->userInfo->game->store));
  310. }
  311. /**
  312. * [6409] 合成道具
  313. */
  314. static public function composeItem() {
  315. Err(ErrCode::err_method_notimplement);
  316. }
  317. /**
  318. * [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)
  319. */
  320. static public function composePieces() {
  321. Err(ErrCode::err_method_notimplement);
  322. }
  323. // </editor-fold>
  324. // --------------- 以下为辅助方法 ------------------
  325. //
  326. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  327. /**
  328. * 从仓库中移除指定数量的物品
  329. * @param Info_Store $store
  330. * @param type $itemId
  331. * @param type $itemcount
  332. * @return type
  333. */
  334. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  335. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  336. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  337. $store->items->$itemId -= $itemcount;
  338. if ($store->items->$itemId == 0) {
  339. unset($store->items->$itemId);
  340. }
  341. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  342. return ErrCode::ok;
  343. }
  344. /**
  345. * 从仓库移出装备
  346. * @param type $itemId uid
  347. * @param Info_Store $store
  348. * @return boolean
  349. */
  350. static function removeEquipFromStore($uid, $typeId) {
  351. $ok = false;
  352. if (CommUtil::isPropertyExists(req()->userInfo->game->store->equipment, $uid)) {
  353. my_Assert($typeId == req()->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  354. unset(req()->userInfo->game->store->equipment->$uid);
  355. $ok = true;
  356. }
  357. return $ok;
  358. }
  359. /**
  360. * 从仓库移除碎片
  361. * @param Info_Store $store
  362. * @param int $segmentId
  363. * @param int $num
  364. * @return bool 成功/失败
  365. */
  366. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  367. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  368. && $store->segement->$segmentId >= $num) {
  369. $store->segement->$segmentId -= $num;
  370. return TRUE;
  371. }
  372. return false;
  373. }
  374. /**
  375. * 向仓库添加碎片
  376. * @param Info_Store $store
  377. * @param int $segmentId
  378. * @param int $num
  379. */
  380. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  381. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  382. $store->segement->$segmentId += $num;
  383. } else {
  384. $store->segement->$segmentId = $num;
  385. }
  386. $segMo = GameConfig::item_segment_getItem($segmentId);
  387. my_Assert($segMo != null, ErrCode::err_const_no);
  388. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  389. }
  390. // </editor-fold>
  391. //
  392. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  393. /**
  394. * 将其他物品放入仓库
  395. * @param type $itemId
  396. * @param Data_UserGame $game
  397. */
  398. static function PutItemInStore($itemId, &$game) {
  399. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  400. $game->store->items->$itemId += 1;
  401. } else {// 如果仓库中没有这种元素,则其数目置1
  402. $game->store->items->$itemId = 1;
  403. }
  404. }
  405. /**
  406. * 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
  407. * 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
  408. * @param string $goodsStr itemid,num;itemid,num;...
  409. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  410. * @deprecated since version 0
  411. * @return type
  412. */
  413. public static function AddMultiItemInStore($goodsStr, $src = 1) {
  414. $user = req()->userInfo->game;
  415. $ary = explode(";", $goodsStr);
  416. foreach ($ary as $value) {
  417. $val = explode(",", $value);
  418. $cid = "";
  419. my_Assert(count($val) > 1, "解析奖励字符串出错");
  420. list( $itemId, $num) = $val; # ID, 数量
  421. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  422. switch ($smItem->subType) { # 根据类型分别添加到容器中
  423. case META_EXP: # 指挥官经验
  424. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  425. $user->base()->Add_Exp($num); # 加指挥官经验
  426. break;
  427. case META_GOLD_ITEMID: # 金币
  428. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  429. $user->base()->Add_Gold($num); # 增加金币
  430. break;
  431. case META_CASH_ITEMID: # 钻石
  432. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  433. $user->base()->Add_Cash($num); # 增加钻石
  434. break;
  435. case META_tili_ITEMID: # 体力
  436. // Data_UserGame::Add_tili($num);
  437. $user->base()->Add_tili($num); # 增加体力
  438. break;
  439. case META_FriendShipPoit_ItemId: # 友情值
  440. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  441. $user->base()->Add_FriendPoint($num); # 加友情点
  442. break;
  443. case META_PVPCOIN_ITEMID: # 竞技币
  444. $user->pvp->pvpCoins += $num;
  445. break;
  446. case META_ActivePoint_ITEMID:
  447. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  448. break;
  449. case META_RESPOINT_ITEMID:
  450. $user->base()->Add_resPoint($num); # 增加资源点
  451. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  452. break;
  453. case 101: # 武器
  454. for ($n = 0; $n < $num; $n++) {
  455. $cid = StoreProc::PutEquipInStore($itemId);
  456. }
  457. CornerSignEventProc::OnBag_new_Weapon();
  458. break;
  459. case 401: # 言灵
  460. for ($n = 0; $n < $num; $n++) {
  461. $cid = StoreProc::PutYanLingInStore($itemId);
  462. }
  463. CornerSignEventProc::OnBag_new_Yanling();
  464. break;
  465. case 501: # 限购礼包
  466. $itemMO = GameConfig::item_package_getItem($itemId);
  467. my_Assert(null != $itemMO, ErrCode::err_const_no);
  468. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  469. my_Assert(ErrCode::ok == $err, $err);
  470. break;
  471. case 601: # 任务卡
  472. $cid = StoreProc::PutTaskCardInStore($itemId);
  473. break;
  474. case 201: # 碎片
  475. $segMo = GameConfig::item_segment_getItem($itemId);
  476. my_Assert($segMo != null, ErrCode::err_const_no);
  477. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  478. CornerSignEventProc::OnBag_new_Fragment();
  479. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  480. break;
  481. case 202: # 召唤书碎片
  482. case 351: # 言灵召唤书
  483. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  484. $book = GameConfig::item_yanlingbook_getItem($itemId);
  485. my_Assert(null != $book, ErrCode::err_const_no);
  486. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  487. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  488. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  489. case 1:
  490. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  491. break;
  492. case 2:
  493. CornerSignEventProc::OnCall_Magician_new(); # 法师
  494. break;
  495. case 3:
  496. CornerSignEventProc::OnCall_Archer_new(); # 射手
  497. break;
  498. default :
  499. break;
  500. }
  501. break;
  502. case 321: # 进阶材料
  503. case 322: # 进阶材料
  504. case 323: # 锻造材料
  505. case 324: # 魂器
  506. case 332: #普通祈愿券
  507. case 333: #活动祈愿券
  508. case 325: #元素突破材料
  509. case 326: #职业突破材料
  510. case 327: #言灵的突破石
  511. case 328: #言灵的突破材料
  512. case 329: #武器的突破石
  513. case 330: #武器的突破材料
  514. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  515. CornerSignEventProc::OnBag_new_Material();
  516. break;
  517. case 311: # 基因(经验丹)
  518. case 312: # 强化道具
  519. case 313:
  520. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  521. break;
  522. case 341: # 战场中掉落,不会进入包裹
  523. case 342:
  524. case 343:
  525. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  526. break;
  527. default :
  528. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  529. }
  530. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  531. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  532. }
  533. return ErrCode::ok; // 返回
  534. }
  535. /**
  536. * [6401]向包裹中添加物品
  537. */
  538. public static function AddItemInStore() {
  539. list($rwdStr,$mask) = req()->paras;//mask = 1:表示战斗中掉落
  540. $user = req()->userInfo->game;
  541. $err = self::AddMultiItemInStore($rwdStr);
  542. my_Assert(ErrCode::ok == $err, $err);
  543. UserProc::updateUserInfo();
  544. return Resp::ok(array(
  545. 'gold' => $user->baseInfo->gold,
  546. 'tili' => $user->baseInfo->tili,
  547. 'cash' => $user->baseInfo->cash,
  548. 'resPoint' => $user->baseInfo->resPoint,
  549. 'store' => $user->store));
  550. }
  551. /**
  552. * 将装备放入背包
  553. * @param type $itemId
  554. */
  555. static function PutEquipInStore($itemId) {
  556. $privateState = req()->userInfo->game->privateState;
  557. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  558. req()->userInfo->game->privateState->currentId = 1;
  559. }
  560. $cid = req()->userInfo->game->privateState->currentId++;
  561. //$equip = ObjectInit();
  562. $equip = new Ins_Weapon();
  563. $equip->typeId = $itemId;
  564. req()->userInfo->game->store->equipment->$cid = $equip;
  565. return $cid;
  566. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  567. }
  568. /**
  569. * 将言灵放入背包
  570. * @param type $itemId
  571. */
  572. static function PutYanLingInStore($itemId) {
  573. my_Assert(count((array) req()->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  574. $privateState = req()->userInfo->game->privateState;
  575. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  576. req()->userInfo->game->privateState->currentId = 1;
  577. }
  578. $cid = req()->userInfo->game->privateState->currentId++;
  579. //$equip = ObjectInit();
  580. $equip = new Ins_YanLin();
  581. $equip->typeId = $itemId;
  582. req()->userInfo->game->store->yanling->$cid = $equip;
  583. return $cid;
  584. }
  585. /**
  586. * 将任务卡放入背包
  587. * @param type $itemId
  588. */
  589. static function PutTaskCardInStore($itemId) {
  590. $privateState = req()->userInfo->game->privateState;
  591. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  592. req()->userInfo->game->privateState->currentId = 1;
  593. }
  594. $cid = req()->userInfo->game->privateState->currentId++;
  595. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  596. my_Assert(null != $mo, ErrCode::err_const_no);
  597. $itembaseMo = GameConfig::item_base_getItem($itemId);
  598. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  599. if ($itembaseMo->pileNum > 0) { # 可叠加
  600. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  601. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  602. // $taskCard = null;
  603. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  604. // $val = new Ins_TaskCard($val);
  605. // if ($val->typeId == $itemId) {
  606. // $taskCard = $val;
  607. // break;
  608. // }
  609. // }
  610. // if (null == $taskCard) { # 原来么有
  611. // $taskCard = new Ins_TaskCard($itemId);
  612. // $taskCard->uid = $cid;
  613. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  614. // }
  615. // $taskCard->count += 1;
  616. // </editor-fold>
  617. } else {
  618. $taskCard = new Ins_TaskCard($itemId);
  619. $taskCard->uid = $cid;
  620. req()->userInfo->game->store->taskcards->$cid = $taskCard;
  621. }
  622. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  623. if (null != $taskCard) {
  624. req()->paras = array($cid);
  625. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  626. }
  627. return $cid;
  628. }
  629. /**
  630. * 将可叠加物品放入背包
  631. * @param int $itemId
  632. * @param int $num
  633. */
  634. static function PutOverlyingItemInStore($itemId, $num = 1) {
  635. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  636. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  637. $items->$itemId += $num;
  638. } else { # 如果仓库中没有这种元素,则其数目置为num
  639. $items->$itemId = $num;
  640. }
  641. }
  642. /**
  643. * 物品包裹打散成独立道具到仓库
  644. * @param GoodsItemModel $itemModel
  645. * @deprecated since version now
  646. */
  647. static function addSeprateItem($itemModel) {
  648. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  649. }
  650. /**
  651. * [6416] 给英雄装上言灵
  652. */
  653. static function WearYanlingToHero() {
  654. $user = req()->userInfo->game; # user引用
  655. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  656. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  657. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  658. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  659. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  660. Err(ErrCode::store_equipWeared_err);
  661. }
  662. $collectHeros = $user->heros->collectHeros; # 英雄集合
  663. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  664. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  665. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  666. my_Assert($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.
  667. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  668. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  669. if ($oldYLid > 0) { # 代表替换操作
  670. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  671. }
  672. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  673. $collectHeros->$herouid = $hero;
  674. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  675. UserProc::updateUserInfo(); # 5.回写数据
  676. $ret = array('resp' => "succeed!",
  677. 'store' => $user->store);
  678. $resp = Resp::ok($ret); // 返回
  679. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  680. return $resp;
  681. }
  682. /**
  683. * [6417] 给英雄卸下言灵
  684. * @deprecated since version 无法卸下,只能更换
  685. */
  686. static function UnWieldYanling() {
  687. $user = req()->userInfo->game; # user引用
  688. list($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
  689. $collectHeros = $user->heros->collectHeros;
  690. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  691. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  692. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  693. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  694. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  695. }
  696. // $arr = $collectHeros->$herouid->yanling;
  697. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  698. // StlUtil::arrayRemove($arr, $yanling_uid);
  699. // $collectHeros->$herouid->yanling = $arr;
  700. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  701. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  702. UserProc::updateUserInfo(); # 回写数据
  703. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  704. // StoreProc::CheckItemNum($req);
  705. return $resp;
  706. }
  707. /**
  708. * [6410] 给英雄穿装备
  709. */
  710. static function WearEquipToHero() {
  711. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  712. $user = req()->userInfo->game; # user引用
  713. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  714. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  715. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  716. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  717. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  718. }
  719. $collectHeros = $user->heros->collectHeros;
  720. my_default_Obj($collectHeros);
  721. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  722. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  723. my_Assert($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
  724. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  725. $oldEquipId = 0;
  726. switch ($itemtype) { # 添加或替换英雄该部位的装备
  727. case 1: # 武器
  728. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  729. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  730. break;
  731. case 2: # 防具
  732. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  733. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  734. break;
  735. case 3: # 饰品
  736. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  737. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  738. break;
  739. default :
  740. Err(ErrCode::store_equip_type);
  741. break;
  742. }
  743. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  744. $user->store->equipment->$oldEquipId->herouid = 0;
  745. }
  746. UserProc::updateUserInfo(); // 5.回写数据
  747. // StoreProc::CheckItemNum($req);
  748. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  749. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  750. return Resp::ok(array('resp' => "succeed!",
  751. 'store' => $user->store)); // 返回
  752. }
  753. /**
  754. * [6411] 给英雄脱装备
  755. * @deprecated since version 不能卸下装备, 只能更换.
  756. */
  757. static function UnWieldEquip() {
  758. list($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
  759. $user = req()->userInfo->game; # user引用
  760. $collectHeros = $user->heros->collectHeros;
  761. my_default_Obj($collectHeros);
  762. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  763. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  764. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  765. $user->store->equipment->$equipuid->herouid = 0;
  766. }
  767. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  768. case 1: # 武器
  769. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  770. Err(ErrCode::store_noequip_err);
  771. }
  772. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  773. break;
  774. case 2: # 防具
  775. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  776. Err(ErrCode::store_noequip_err);
  777. }
  778. $collectHeros->$herouid->equip->armor->itemuid = 0;
  779. break;
  780. case 3: # 饰品
  781. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  782. Err(ErrCode::store_noequip_err);
  783. }
  784. $collectHeros->$herouid->equip->ring->itemuid = 0;
  785. break;
  786. default :
  787. Err(ErrCode::store_equip_type);
  788. }
  789. UserProc::updateUserInfo(); # 回写数据
  790. return Resp::ok(array('resp' => "succeed!")); // 返回
  791. }
  792. // </editor-fold>
  793. //
  794. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  795. //
  796. /**
  797. * 检查背包中物品的个数
  798. * @return int
  799. */
  800. public static function CheckItemNum() {
  801. $ItemObj = req()->userInfo->game->store->items;
  802. $EquipObj = req()->userInfo->game->store->equipment;
  803. $SegementObj = req()->userInfo->game->store->segement;
  804. $HeroObj = req()->userInfo->game->heros->collectHeros;
  805. $ItemNum = 0;
  806. if ($ItemObj) {
  807. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  808. $ItemNum++;
  809. }
  810. }
  811. if ($SegementObj) {
  812. foreach ($SegementObj as $value) { # 碎片
  813. $ItemNum++;
  814. }
  815. }
  816. if ($EquipObj) {
  817. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  818. $ItemNum++;
  819. }
  820. }
  821. if ($HeroObj) {
  822. 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.
  823. $HeroEquipId = $value->equip->weapon->itemuid;
  824. if ($HeroEquipId > 0) {
  825. $ItemNum--;
  826. }
  827. $HeroEquipId = $value->equip->armor->itemuid;
  828. if ($HeroEquipId > 0) {
  829. $ItemNum--;
  830. }
  831. $HeroEquipId = $value->equip->ring->itemuid;
  832. if ($HeroEquipId > 0) {
  833. $ItemNum--;
  834. }
  835. }
  836. }
  837. req()->userInfo->game->privateState->ItemNum = $ItemNum;
  838. return $ItemNum;
  839. }
  840. /**
  841. * 获取物品格子的上限值
  842. * @return int 上限数值
  843. */
  844. public static function GetItemMaxNum() {
  845. $user = req()->userInfo->game;
  846. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  847. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  848. }
  849. return $user->privateState->maxItemNum;
  850. }
  851. /**
  852. * 6412 背包扩容
  853. */
  854. public static function AddPacketNum() {
  855. $user = req()->userInfo->game; # user引用
  856. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  857. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  858. }
  859. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  860. my_Assert($costCash > 0, ErrCode::paras_err);
  861. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  862. $user->privateState->maxItemNum += 10; # 扩容
  863. UserProc::updateUserInfo(); # 保存玩家数据
  864. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  865. StoreProc::CheckItemNum();
  866. return $resp;
  867. }
  868. // </editor-fold>
  869. //
  870. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  871. //
  872. /**
  873. * 出售单一的物品
  874. */
  875. static function sellItem() {
  876. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  877. }
  878. /**
  879. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  880. */
  881. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  882. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  883. }
  884. /**
  885. * 6403 从背包出售多个物品
  886. */
  887. static function sellMultiItemFromStore() {
  888. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  889. $obj = req()->paras[0]; // 获取物品的结构数组
  890. foreach ($obj as $value) {
  891. $type = $value[0];
  892. $itemId = $value[1];
  893. if ($type > 3) {
  894. $count = intval($value[2]); // 数量
  895. $uid = 0;
  896. } 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
  897. $count = 1;
  898. $uid = $value[2];
  899. }//物品的uid
  900. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  901. }
  902. if (0 == $resp->err) {
  903. UserProc::updateUserInfo();
  904. }
  905. StoreProc::CheckItemNum();
  906. return $resp;
  907. }
  908. // </editor-fold>
  909. //
  910. }