StoreProc.php 73 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: #6426 宝石镶嵌
  69. return StoreProc::GemSetYanLing();
  70. case CmdCode::cmd_store_GemRemove:
  71. return StoreProc::GemRemoveYanLing();
  72. case CmdCode::cmd_store_unlockStore:
  73. return StoreProc::unlockStore();
  74. case CmdCode::cmd_store_buyWeapon: #6429
  75. return self::buyWeapon();
  76. case CmdCode::cmd_store_getShopWeapon: # 6430
  77. return self::getShopWeapon();
  78. case CmdCode::cmd_store_buySupplies: #6431 购买补给品
  79. return self::buySupplies();
  80. case CmdCode::cmd_store_expandStorage: # 6432
  81. return self::expandStorage();
  82. case CmdCode::cmd_store_changeStorage: # 6433
  83. return self::changeStorage();
  84. case CmdCode::cmd_store_changeBettleItem: # 6434
  85. return self::changeBettleItem();
  86. case CmdCode::cmd_store_useBettleItem: # 6435
  87. return self::useBettleItem();
  88. case CmdCode::cmd_store_setBettleItemUseVal: # 6436cmd_store_removeItem
  89. return self::setBettleItemUseVal();
  90. case CmdCode::cmd_store_removeItem: # 6437 删除所有类型道具
  91. return self::removeItem();
  92. default:
  93. Err(ErrCode::cmd_err);
  94. }
  95. }
  96. /**
  97. * 删除所有类型道具
  98. */
  99. public static function removeItem() {
  100. $str = req()->paras[0]; # 提取参数
  101. $list = explode(';', $str);
  102. foreach ($list as $k => $val) {
  103. $slist = explode('-', $val);
  104. $itemType = $slist[0]; # 提取参数
  105. $uid = $slist[1]; # 提取参数
  106. $typeId = $slist[2];
  107. $num = $slist[3]; # 提取参数
  108. self::removeStoreItem($itemType,$uid,$typeId,$num);
  109. }
  110. UserProc::updateUserInfo();
  111. return Resp::ok(array("store" => ctx()->store(),));
  112. }
  113. public static function removeStoreItem($itemType,$uid,$typeId,$num) {
  114. $store = ctx()->store(true);
  115. switch ($itemType) {//物品大归类 0 系统 1武器,2碎片,3材料, 4 言灵, 5 礼包,6 宝石道具 7任务卡
  116. case 1:
  117. StoreProc::removeEquipFromStore($uid, $typeId);
  118. break;
  119. case 2:
  120. StoreProc::removeSegmetFromStore($store, $typeId, $num);
  121. break;
  122. case 3:
  123. case 7:
  124. case 6:
  125. StoreProc::removeItemFromStore($store, $typeId, $num);
  126. break;
  127. case 4:
  128. StoreProc::removeYanlingFromStore($uid, $typeId);
  129. break;
  130. default:
  131. break;
  132. }
  133. }
  134. /**
  135. * 6436
  136. * @return type
  137. */
  138. public static function setBettleItemUseVal() {
  139. $index = req()->paras[0]; # 提取参数
  140. $val = req()->paras[1]; # 提取参数
  141. $store = ctx()->store(true);
  142. //my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  143. $store->battleItem->$index->isAuto = 1;
  144. $store->battleItem->$index->attrVal = $val;
  145. UserProc::updateUserInfo();
  146. return Resp::ok(array("store" => ctx()->store(),));
  147. }
  148. /**
  149. * 6435
  150. * @return type
  151. */
  152. public static function useBettleItem() {
  153. $index = req()->paras[0]; # 提取参数
  154. $store = ctx()->store(true);
  155. my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  156. $id = $store->battleItem->$index->id;
  157. $store->battleItem->$index->num -= 1;
  158. StoreProc::removeItemFromStore($store, $id);
  159. // if(StlUtil::dictHasProperty($store->items,$id)){
  160. // $store->items->$id -= 1;
  161. // if($store->items->$id <= 0){
  162. // unset($store->items->$id);
  163. // }
  164. // }
  165. if($store->battleItem->$index->num <= 0){
  166. unset($store->battleItem->$index);
  167. }
  168. UserProc::updateUserInfo();
  169. return Resp::ok(array("store" => ctx()->store(),));
  170. }
  171. /**
  172. * 6434
  173. * @return type
  174. */
  175. public static function changeBettleItem() {
  176. $type = req()->paras[0]; # 提取参数
  177. $index = req()->paras[1]; # 提取参数
  178. $itemid = req()->paras[2]; # 提取参数
  179. $store = ctx()->store(true);
  180. $str = GameConfig::globalsettings()->YaoPingAttrInitVal;
  181. $slist = explode(';', $str);
  182. $hp = explode(',', $slist[0])[1];
  183. $mp = explode(',', $slist[1])[1];
  184. if($type == 0){//添加
  185. $item = new Ins_battleItem();
  186. $item->index = $index;
  187. $item->id = $itemid;
  188. $item->num = $store->items->$itemid;
  189. $subType = GameConfig::item_base_getItem($itemid)->subType;
  190. if($subType == 341){
  191. $item->attrVal = $hp;
  192. } else {
  193. $item->attrVal = $mp;
  194. }
  195. $store->battleItem->$index = $item;
  196. } else {
  197. unset($store->battleItem->$index);
  198. }
  199. UserProc::updateUserInfo();
  200. return Resp::ok(array("store" => ctx()->store(),));
  201. }
  202. /**
  203. * 6432
  204. * @return type
  205. */
  206. public static function changeStorage() {
  207. $index = req()->paras[0]; # 选中的第几个格子
  208. $type = req()->paras[1]; # 1:放入 2移除到背包
  209. $itemType = req()->paras[2]; # 道具类型
  210. $uid = req()->paras[3]; # 道具的uid
  211. $store = ctx()->store(true);
  212. my_Assert(StlUtil::dictHasProperty($store->storage, $index), ErrCode::store_NotHaveStorage);
  213. $storage = $store->storage->$index;
  214. $num = 0;
  215. foreach ($storage as $k => $dic) {
  216. $num += count((array) $dic);
  217. }
  218. switch ($itemType) {
  219. case 101://武器
  220. if ($type == 1) {
  221. my_Assert($num < 50, ErrCode::store_StorageEnough);
  222. $equipVo = $store->equipment->$uid;
  223. $storage->equipment->$uid = $equipVo; //添加
  224. StoreProc::removeEquipFromStore($uid, $equipVo->typeId); //移除
  225. } else {
  226. $equipVo = $storage->equipment->$uid;
  227. $store->equipment->$uid = $equipVo;
  228. unset($storage->equipment->$uid);
  229. }
  230. break;
  231. case 401://言灵
  232. if ($type == 1) {
  233. my_Assert($num < 50, ErrCode::store_StorageEnough);
  234. $yanlingVo = $store->yanling->$uid;
  235. $storage->yanling->$uid = $yanlingVo; //添加
  236. StoreProc::removeYanlingFromStore($uid, $yanlingVo->typeId); //移除
  237. } else {
  238. $yanlingVo = $storage->yanling->$uid;
  239. $store->yanling->$uid = $yanlingVo;
  240. unset($storage->yanling->$uid);
  241. }
  242. break;
  243. default://其他道具
  244. if ($type == 1) {
  245. my_Assert($num < 50, ErrCode::store_StorageEnough);
  246. $itemNum = $store->items->$uid;
  247. if (!StlUtil::dictHasProperty($storage->itemDic, $uid)) {
  248. $storage->itemDic->$uid = 0;
  249. }
  250. $storage->itemDic->$uid += $itemNum; //添加
  251. StoreProc::removeItemFromStore($store, $uid, $itemNum);
  252. } else {
  253. $itemNum = $storage->itemDic->$uid;
  254. $goodsStr = $uid . "," . $itemNum;
  255. StoreProc::AddMultiItemInStore($goodsStr);
  256. unset($storage->itemDic->$uid);
  257. }
  258. break;
  259. }
  260. $store->storage->$index = $storage;
  261. //ctx()->store(true) = $store;
  262. UserProc::updateUserInfo();
  263. return Resp::ok(array("store" => $store,));
  264. }
  265. /**
  266. * 储物间扩容
  267. * @return type
  268. */
  269. public static function expandStorage() {
  270. $cost = GameConfig::globalsettings()->expandStorageCost;
  271. $list = explode(',', $cost);
  272. $key = 3;
  273. my_Assert(!StlUtil::dictHasProperty(ctx()->store(true)->storage, $key), ErrCode::store_expandStorage);
  274. if ($list[0] == 1) {
  275. my_Assert(ctx()->base(true)->gold >= $list[1], ErrCode::notenough_gold_msg);
  276. ctx()->base(true)->Consume_Gold($list[1]);
  277. } elseif ($list[0] == 2) {
  278. my_Assert(ctx()->base(true)->cash >= $list[1], ErrCode::notenough_cash_msg);
  279. ctx()->base(true)->Consume_Cash($list[1]);
  280. }
  281. $str = $list[0] . "," . $list[1];
  282. ctx()->store(true)->storage->$key = new Ins_storage();
  283. UserProc::updateUserInfo();
  284. return Resp::ok(array("storage" => ctx()->store(true)->storage, "cost" => $str,));
  285. }
  286. /**
  287. * 6431 购买补给品
  288. */
  289. public static function buySupplies() {
  290. $npcid = req()->paras[0]; # 提取参数
  291. $itemid = req()->paras[1]; # 提取参数
  292. $num = req()->paras[2]; # 提取参数
  293. //补充shop_supplies的mo
  294. $mo = GameConfig::shop_supplies_getItem($npcid, $itemid);
  295. my_Assert($mo != null, ErrCode::err_const_no);
  296. $cost = $mo->cost * $num;
  297. my_Assert($num <= $mo->num, ErrCode::err_const_no);
  298. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  299. ctx()->base(true)->Consume_Gold($cost);
  300. $goodsStr = $itemid . ',' . $num;
  301. StoreProc::AddMultiItemInStore($goodsStr);
  302. UserProc::updateUserInfo();
  303. return Resp::ok(array("store" => ctx()->store(), "cost" => $cost,));
  304. }
  305. /**
  306. *
  307. */
  308. public static function getShopWeapon() {
  309. $npcid = req()->paras[0]; # 提取参数
  310. self::DailyRefreshWeapon($npcid);
  311. UserProc::updateUserInfo();
  312. return Resp::ok(array(
  313. "store" => ctx()->store(), #
  314. ));
  315. }
  316. /**
  317. *
  318. * @return type
  319. */
  320. public static function buyWeapon() {
  321. $npcid = req()->paras[0]; # 提取参数
  322. $weaponId = req()->paras[1]; # 提取参数
  323. $store = ctx()->store(true);
  324. $type = 0;
  325. $tag = true;
  326. if (StlUtil::dictHasProperty($store->weaponReward, $npcid)) {
  327. $dic = $store->weaponReward->$npcid;
  328. foreach ($dic as $k => $list) {
  329. if (in_array($weaponId, $list)) {
  330. $tag = false;
  331. break;
  332. }
  333. }
  334. }
  335. my_Assert($tag == true, ErrCode::store_weaponCantBuy);
  336. $list = GameConfig::shop_weapon_getItemArray($npcid);
  337. $cost = 0;
  338. foreach ($list as $item) {
  339. $weaponList = explode(';', $item->weaponlist);
  340. foreach ($weaponList as $value) {
  341. $pList = explode(',', $value);
  342. if (in_array($weaponId, $pList)) {
  343. $type = $item->id;
  344. $cost = $item->cost;
  345. break 2;
  346. }
  347. }
  348. }
  349. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  350. ctx()->base(true)->Consume_Gold($cost);
  351. $store->weaponReward->$npcid->$type[] = $weaponId;
  352. ctx()->store = $store;
  353. UserProc::updateUserInfo();
  354. return Resp::ok(array(
  355. "store" => $store,
  356. "cost" => $cost,
  357. ));
  358. }
  359. /*
  360. * 每日刷新武器
  361. */
  362. public static function DailyRefreshWeapon($npcid = null) {
  363. //没有数据初始化,有数据不在管
  364. if ($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)) {
  365. $list = GameConfig::shop_weapon_getItemArray($npcid);
  366. foreach ($list as $value) {
  367. $ret = new \stdClass();
  368. $arr = explode(';', $value->weaponlist);
  369. foreach ($arr as $item) {
  370. $itemList = explode(',', $item);
  371. $id = $itemList[0];
  372. $per = $itemList[1];
  373. $ret->$id = $per;
  374. }
  375. $retArr = array();
  376. $type = $value->id;
  377. $pArr = self::randweapon($ret, $value->num);
  378. //数组合并
  379. $retArr = array_merge($retArr, $pArr);
  380. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  381. }
  382. } else if ($npcid == null) {
  383. //每日登录刷新,刷新的时候把已经购买过的武器去掉;
  384. $dic = ctx()->store()->weaponPool;
  385. foreach ($dic as $npcid => $val) {
  386. $list = GameConfig::shop_weapon_getItemArray($npcid);
  387. foreach ($list as $value) {
  388. $ret = new \stdClass();
  389. $arr = explode(';', $value->weaponlist);
  390. foreach ($arr as $item) {
  391. $itemList = explode(',', $item);
  392. $id = $itemList[0];
  393. $per = $itemList[1];
  394. $ret->$id = $per;
  395. }
  396. $ret2 = $ret;
  397. $type = $value->id;
  398. if (StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)) {
  399. $weaponList = ctx()->store()->weaponReward->$npcid->$type;
  400. foreach ($weaponList as $wid) {
  401. if (StlUtil::dictHasProperty($ret, $wid)) {
  402. StlUtil::dictRemove($ret, $wid);
  403. }
  404. }
  405. }
  406. $temp = $ret;
  407. if (count((array) $ret) < $value->num) {//一旦所有的武器或是不够刷新数量了,重置当前档位
  408. $temp = $ret2;
  409. ctx()->store()->weaponReward->$npcid->$type = array();
  410. }
  411. $retArr = array();
  412. $pArr = self::randweapon($temp, $value->num);
  413. $retArr = array_merge($retArr, $pArr);
  414. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  415. }
  416. }
  417. }
  418. }
  419. static function randweapon($temp, $limit) {
  420. $resultArr = array();
  421. $num = 0;
  422. while (true) {
  423. $total = 0;
  424. foreach ($temp as $k => $v) {
  425. $total += $v;
  426. }
  427. $n = rand(1, $total);
  428. $start = 0;
  429. foreach ($temp as $id => $per) {
  430. $start += $per;
  431. if ($n <= $start) {
  432. if (in_array($id, $resultArr)) {
  433. StlUtil::dictRemove($temp, $id);
  434. break;
  435. } else {
  436. $resultArr[] = $id;
  437. $num += 1;
  438. break;
  439. }
  440. }
  441. }
  442. if ($num >= $limit) {
  443. break;
  444. }
  445. }
  446. return $resultArr;
  447. }
  448. /**
  449. * 扩容
  450. * @return type
  451. */
  452. static function unlockStore() {
  453. //list() = req()->paras;
  454. $user = ctx();
  455. $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
  456. my_Assert($mo != null, ErrCode::err_const_no);
  457. my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
  458. $user->base(true)->Consume_Gold($mo->cost);
  459. $user->privateState->expandNum += 1;
  460. ctx($user);
  461. UserProc::updateUserInfo(); # 回写玩家数据
  462. return Resp::ok(array(
  463. "gold" => $user->baseInfo->gold,
  464. "expandNum" => $user->privateState->expandNum,
  465. ));
  466. }
  467. /**
  468. * 宝石镶嵌
  469. */
  470. static function GemSetYanLing() {
  471. list($gemId, $yanlingUid) = req()->paras;
  472. $user = ctx();
  473. $yanling = $user->store->yanling;
  474. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  475. my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
  476. if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
  477. $yanling->$yanlingUid->gemId = 0;
  478. }
  479. my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
  480. StoreProc::removeItemFromStore($user->store, $gemId);
  481. $yanling->$yanlingUid->gemId = $gemId;
  482. $user->store->yanling = $yanling;
  483. ctx($user);
  484. UserProc::updateUserInfo(); # 回写玩家数据
  485. return Resp::ok(array(
  486. "store" => $user->store, # # 目前来看只涉及到items变化
  487. ));
  488. }
  489. /**
  490. * 从严灵上卸下宝石
  491. */
  492. static function GemRemoveYanLing() {
  493. list($yanlingUid) = req()->paras;
  494. $user = ctx();
  495. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  496. $gemId = $user->store->yanling->$yanlingUid->gemId;
  497. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  498. $goodsStr = $gemId . ",1";
  499. StoreProc::AddMultiItemInStore($goodsStr);
  500. $user->store->yanling->$yanlingUid->gemId = 0;
  501. ctx($user);
  502. UserProc::updateUserInfo(); # 回写玩家数据
  503. return Resp::ok(array(
  504. "store" => $user->store, # # 目前来看只涉及到items变化
  505. ));
  506. }
  507. /**
  508. * 宝石合成
  509. */
  510. static function GemComposeItem() {
  511. list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  512. $user = ctx();
  513. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  514. $mo = GameConfig::gem_formula_getItem($gemId);
  515. my_Assert($mo != null, ErrCode::err_const_no); #
  516. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  517. $itemId = $mo->drawItem;
  518. if ($itemId != "") {
  519. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
  520. }
  521. if ($mo->composeMaterial != "") {
  522. $mList = explode(',', $mo->composeMaterial);
  523. $itemId = $mList[0];
  524. $num = $mList[1];
  525. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
  526. //扣除材料
  527. StoreProc::removeItemFromStore($user->store, $itemId, $num);
  528. }
  529. $gList = explode(',', $mo->composeGem);
  530. $itemId = $gList[0];
  531. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
  532. my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
  533. //扣除配方金币 宝石
  534. $user->base(true)->Consume_Gold($mo->composeGold);
  535. StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
  536. $goodsStr = $gemId . ',1';
  537. StoreProc::AddMultiItemInStore($goodsStr);
  538. ctx($user);
  539. UserProc::updateUserInfo(); # 回写玩家数据
  540. return Resp::ok(array(
  541. "store" => $user->store, # # 目前来看只涉及到items变化
  542. 'gold' => $user->baseInfo->gold,
  543. ));
  544. }
  545. /**
  546. * 宝石合成的研究等级提升
  547. */
  548. static function GemResearchLvUp() {
  549. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  550. $user = ctx();
  551. $researchLevel = $user->Gem->level; //研究等级
  552. $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
  553. my_Assert($mo != null, ErrCode::err_const_no);
  554. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  555. //$list = explode(',',$mo->unlockLevelGoldCost);
  556. my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  557. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  558. $user->Gem->level += 1;
  559. ctx($user);
  560. UserProc::updateUserInfo(); # 回写玩家数据
  561. return Resp::ok(array(
  562. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  563. 'gold' => $user->baseInfo->gold,
  564. ));
  565. }
  566. /**
  567. * 武器升级
  568. */
  569. static function weaponUpgrade() {
  570. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  571. $user = ctx();
  572. $equipment = $user->store->equipment;
  573. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  574. $myPacketItems = $user->store->items;
  575. //消耗材料道具
  576. $total = 0;
  577. $totalGold = 0;
  578. foreach ($items as $costItemId => $costNumber) {
  579. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  580. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  581. $mo = GameConfig::item_stones_getItem($costItemId);
  582. my_Assert($mo != null, ErrCode::err_const_no);
  583. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  584. $total += $mo->baseExp * $costNumber;
  585. $totalGold += $mo->costGold * $costNumber;
  586. }
  587. $wuqiExp = 0;
  588. //消耗武器
  589. foreach ($wuqiList as $wuqiId) {
  590. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  591. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  592. $baseExp = $mo->baseExp;
  593. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  594. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  595. $totalGold += $mo->costGold;
  596. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  597. }
  598. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  599. $equipVo = new Ins_Weapon($equipment->$uid);
  600. $initLevel = $equipVo->level;
  601. $equipVo->exp += $total + (int) $wuqiExp;
  602. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  603. $curStar = $equipVo->starLevel; #当前星级
  604. $equipVo->level = $curlevel;
  605. if ($curStar < 5) {
  606. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  607. if ($starlimitLv <= $curlevel) {
  608. $equipVo->level = $starlimitLv;
  609. $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  610. }
  611. }
  612. $user->store->equipment->$uid = $equipVo;
  613. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  614. $user->baseInfo->gold -= $totalGold;
  615. ctx($user);
  616. ctx()->store->items = $myPacketItems; # 更新背包数据
  617. if ($equipVo->level != $initLevel) {
  618. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  619. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
  620. }
  621. UserProc::updateUserInfo(); # 回写玩家数据
  622. return Resp::ok(array(
  623. "store" => $user->store, # # 目前来看只涉及到items变化
  624. 'gold' => $user->baseInfo->gold,
  625. ));
  626. }
  627. /**
  628. * 武器升级计算
  629. * @param type $xp
  630. * @param type $type
  631. * @return type
  632. */
  633. static function Upgrade($xp, $qual, $type) {
  634. $curLv = 0;
  635. if ($type == Enum_UpgradeType::Wuqi) {
  636. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  637. } else {
  638. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  639. }
  640. $f = (array) $heroLvDic;
  641. ksort($f);
  642. foreach ($f as $lv => $mo) {
  643. if ($xp < $mo->requiredExp) {
  644. $curLv = $lv - 1;
  645. break;
  646. }
  647. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  648. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  649. // break;
  650. // }
  651. }
  652. return $curLv;
  653. }
  654. /**
  655. * 武器突破
  656. */
  657. static function weaponTupo() {
  658. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  659. $user = ctx();
  660. $equipment = $user->store->equipment;
  661. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  662. $typeId = $equipment->$uid->typeId;
  663. $curStar = $equipment->$uid->starLevel;
  664. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  665. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  666. my_Assert($mo != null, ErrCode::err_const_no);
  667. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  668. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  669. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  670. // $segID = $mo->segID;
  671. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  672. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  673. $costItemsList = explode(';', $mo->costItems);
  674. foreach ($costItemsList as $value) {
  675. $list = explode(',', $value);
  676. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  677. }
  678. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  679. $user->baseInfo->gold -= $mo->gold;
  680. $equipment->$uid->starLevel += 1;
  681. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  682. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  683. $user->store->equipment = $equipment;
  684. ctx($user);
  685. UserProc::updateUserInfo(); # 回写玩家数据
  686. return Resp::ok(array(
  687. "store" => $user->store, # # 目前来看只涉及到items变化
  688. 'gold' => $user->baseInfo->gold,
  689. ));
  690. }
  691. /**
  692. * 武器替换
  693. * @return type
  694. */
  695. static function weaponReplace() {
  696. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  697. $user = ctx();
  698. $equipment = $user->store->equipment;
  699. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  700. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  701. $herouid = $equipment->$uid->herouid;
  702. $herouid_replace = $equipment->$replaceId->herouid;
  703. $equipment->$replaceId->herouid = $herouid;
  704. $equipment->$uid->herouid = $herouid_replace;
  705. $user->store->equipment = $equipment;
  706. ctx($user);
  707. UserProc::updateUserInfo(); # 回写玩家数据
  708. return Resp::ok(array(
  709. "store" => $user->store, # # 目前来看只涉及到items变化
  710. ));
  711. }
  712. /**
  713. * [6420] 言灵进阶
  714. */
  715. static function YanlingUpgrade() {
  716. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  717. $user = ctx();
  718. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  719. $yanlingObj = $user->store->yanling->$yanlingUid;
  720. $yanlingMoId = $yanlingObj->typeId;
  721. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  722. $toGrade = $curGrade + 1; # 下一等阶
  723. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  724. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  725. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  726. $costs = explode(';', $toGradeCfg->cost_materials);
  727. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  728. foreach ($costs as $c) {
  729. list($itemId, $num) = explode(',', $c); # 解析材料
  730. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  731. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  732. }
  733. $yanlingObj->grade = $toGrade; # 修改进阶
  734. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  735. UserProc::updateUserInfo(); # 回写玩家数据
  736. return Resp::ok(array(
  737. "store" => $user->store, # # 目前来看只涉及到items变化
  738. ));
  739. }
  740. /**
  741. * [6418] 利用言灵召唤书碎片合成召唤书
  742. */
  743. static function MergeYanlingBook() {
  744. list($bookId) = req()->paras; # 参数 言灵召唤书id
  745. $user = ctx();
  746. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  747. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  748. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  749. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  750. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  751. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  752. UserProc::updateUserInfo(); # 回写数据
  753. return Resp::ok(array(
  754. "store" => $user->store, # # 目前来看只涉及到items变化
  755. ));
  756. }
  757. /**
  758. * [6419] 利用言灵召唤书召唤言灵
  759. */
  760. static function CallYanlingByBook() {
  761. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  762. $user = ctx();
  763. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  764. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  765. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  766. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  767. $costs = explode(';', $bookIdCfg->cost_materials);
  768. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  769. foreach ($costs as $c) {
  770. list($itemId, $num) = explode(',', $c); # 解析材料
  771. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  772. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  773. }
  774. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  775. UserProc::updateUserInfo(); # 回写数据
  776. return Resp::ok(array(
  777. "store" => $user->store, # # 目前来看只涉及到items变化
  778. ));
  779. }
  780. /**
  781. * 测试方法
  782. * @return type
  783. */
  784. static public function Test() {
  785. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  786. }
  787. /**
  788. * [6404] 使用仓库道具
  789. */
  790. static function useItem() {
  791. list($itemType, $num) = req()->paras; # 提取参数
  792. $mo = GameConfig::item_base_getItem($itemType);
  793. my_Assert(null != $mo, ErrCode::err_const_no);
  794. switch ($mo->subType) {
  795. case 601: # 任务卡
  796. my_Assert($num == 1, "任务卡一次只能使用一张!");
  797. $store = ctx()->store();
  798. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  799. my_Assert(ErrCode::ok == $err, $err);
  800. StoreProc::PutTaskCardInStore($itemType);
  801. ctx()->store = $store;
  802. break;
  803. default :
  804. break;
  805. }
  806. UserProc::updateUserInfo();
  807. return Resp::ok(array(
  808. 'priv' => ctx()->privateState,
  809. 'store' => ctx()->store));
  810. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  811. }
  812. /**
  813. * [6405] 刷新仓库列表
  814. */
  815. static function refreshStore() {
  816. StoreProc::CheckItemNum();
  817. return Resp::ok(array('store' => ctx()->store));
  818. }
  819. /**
  820. * [6406] 从仓库删除道具
  821. */
  822. static function delItemFromStore() {
  823. list($itemId, $num) = req()->paras;
  824. $err = self::removeItemFromStore(ctx()->store, $itemId, $num);
  825. my_Assert(ErrCode::ok == $err, $err);
  826. UserProc::updateUserInfo();
  827. return Resp::ok(array('store' => ctx()->store));
  828. }
  829. /**
  830. * [6409] 合成道具
  831. */
  832. static public function composeItem() {
  833. Err(ErrCode::err_method_notimplement);
  834. }
  835. /**
  836. * [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)
  837. */
  838. static public function composePieces() {
  839. Err(ErrCode::err_method_notimplement);
  840. }
  841. // </editor-fold>
  842. // --------------- 以下为辅助方法 ------------------
  843. //
  844. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  845. /**
  846. * 从仓库中移除指定数量的物品
  847. * @param Info_Store $store
  848. * @param type $itemId
  849. * @param type $itemcount
  850. * @return type
  851. */
  852. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  853. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  854. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  855. $store->items->$itemId -= $itemcount;
  856. if ($store->items->$itemId == 0) {
  857. unset($store->items->$itemId);
  858. }
  859. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  860. return ErrCode::ok;
  861. }
  862. /**
  863. * 从仓库移出装备
  864. * @param type $itemId uid
  865. * @param Info_Store $store
  866. * @return boolean
  867. */
  868. static function removeEquipFromStore($uid, $typeId) {
  869. $ok = false;
  870. if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
  871. my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  872. unset(ctx()->store->equipment->$uid);
  873. $ok = true;
  874. }
  875. return $ok;
  876. }
  877. static function removeYanlingFromStore($uid, $typeId) {
  878. $ok = false;
  879. if (CommUtil::isPropertyExists(ctx()->store->yanling, $uid)) {
  880. my_Assert($typeId == ctx()->store->yanling->$uid->typeId, "typeid检验错误"); // typeid相同;
  881. unset(ctx()->store->yanling->$uid);
  882. $ok = true;
  883. }
  884. return $ok;
  885. }
  886. /**
  887. * 从仓库移除碎片
  888. * @param Info_Store $store
  889. * @param int $segmentId
  890. * @param int $num
  891. * @return bool 成功/失败
  892. */
  893. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  894. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  895. && $store->segement->$segmentId >= $num) {
  896. $store->segement->$segmentId -= $num;
  897. return TRUE;
  898. }
  899. return false;
  900. }
  901. /**
  902. * 向仓库添加碎片
  903. * @param Info_Store $store
  904. * @param int $segmentId
  905. * @param int $num
  906. */
  907. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  908. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  909. $store->segement->$segmentId += $num;
  910. } else {
  911. $store->segement->$segmentId = $num;
  912. }
  913. $segMo = GameConfig::item_segment_getItem($segmentId);
  914. my_Assert($segMo != null, ErrCode::err_const_no);
  915. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  916. }
  917. // </editor-fold>
  918. //
  919. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  920. /**
  921. * 将其他物品放入仓库
  922. * @param type $itemId
  923. * @param Data_UserGame $game
  924. */
  925. static function PutItemInStore($itemId, &$game) {
  926. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  927. $game->store->items->$itemId += 1;
  928. } else {// 如果仓库中没有这种元素,则其数目置1
  929. $game->store->items->$itemId = 1;
  930. }
  931. }
  932. /**
  933. * 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
  934. * 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
  935. * @param string $goodsStr itemid,num;itemid,num;...
  936. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  937. * @deprecated since version 0
  938. * @return type
  939. */
  940. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  941. $user = ctx();
  942. $ary = explode(";", $goodsStr);
  943. //$unlockNum = $user->privateState->expandNum * 5;
  944. //$n = self::countStoreNum();
  945. foreach ($ary as $value) {
  946. $val = explode(",", $value);
  947. $cid = "";
  948. my_Assert(count($val) > 1, "解析奖励字符串出错");
  949. list( $itemId, $num) = $val; # ID, 数量
  950. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  951. switch ($smItem->subType) { # 根据类型分别添加到容器中
  952. case META_EXP: # 指挥官经验
  953. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  954. $user->base()->Add_Exp($num); # 加指挥官经验
  955. break;
  956. case META_GOLD_ITEMID: # 金币
  957. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  958. $user->base()->Add_Gold($num, $mask); # 增加金币
  959. break;
  960. case META_CASH_ITEMID: # 钻石
  961. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  962. $user->base()->Add_Cash($num, $mask); # 增加钻石
  963. break;
  964. case META_tili_ITEMID: # 体力
  965. // Data_UserGame::Add_tili($num);
  966. $user->base()->Add_tili($num); # 增加体力
  967. break;
  968. case META_FriendShipPoit_ItemId: # 友情值
  969. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  970. $user->base()->Add_FriendPoint($num); # 加友情点
  971. break;
  972. case META_PVPCOIN_ITEMID: # 竞技币
  973. $user->pvp->pvpCoins += $num;
  974. break;
  975. case META_ActivePoint_ITEMID:
  976. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  977. break;
  978. case META_RESPOINT_ITEMID:
  979. $user->base()->Add_resPoint($num); # 增加资源点
  980. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  981. break;
  982. case 101: # 武器
  983. for ($n = 0; $n < $num; $n++) {
  984. $cid = StoreProc::PutEquipInStore($itemId);
  985. }
  986. CornerSignEventProc::OnBag_new_Weapon();
  987. CornerSignEventProc::OnRoleWeapon();
  988. break;
  989. case 401: # 言灵
  990. for ($n = 0; $n < $num; $n++) {
  991. $cid = StoreProc::PutYanLingInStore($itemId);
  992. }
  993. CornerSignEventProc::OnBag_new_Yanling();
  994. CornerSignEventProc::OnRoleYanling();
  995. break;
  996. case 501: # 限购礼包
  997. $itemMO = GameConfig::item_package_getItem($itemId);
  998. my_Assert(null != $itemMO, ErrCode::err_const_no);
  999. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  1000. my_Assert(ErrCode::ok == $err, $err);
  1001. break;
  1002. case 601: # 任务卡
  1003. $cid = StoreProc::PutTaskCardInStore($itemId);
  1004. break;
  1005. case 201: # 碎片
  1006. $segMo = GameConfig::item_segment_getItem($itemId);
  1007. my_Assert($segMo != null, ErrCode::err_const_no);
  1008. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  1009. CornerSignEventProc::OnBag_new_Fragment();
  1010. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1011. break;
  1012. case 202: # 召唤书碎片
  1013. case 351: # 言灵召唤书
  1014. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1015. $book = GameConfig::item_yanlingbook_getItem($itemId);
  1016. my_Assert(null != $book, ErrCode::err_const_no);
  1017. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  1018. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  1019. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  1020. case 1:
  1021. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  1022. break;
  1023. case 2:
  1024. CornerSignEventProc::OnCall_Magician_new(); # 法师
  1025. break;
  1026. case 3:
  1027. CornerSignEventProc::OnCall_Archer_new(); # 射手
  1028. break;
  1029. default :
  1030. break;
  1031. }
  1032. break;
  1033. case 321: # 进阶材料
  1034. case 322: # 进阶材料
  1035. case 323: # 锻造材料
  1036. case 324: # 魂器
  1037. case 332: #普通祈愿券
  1038. case 333: #活动祈愿券
  1039. case 325: #元素突破材料
  1040. case 326: #职业突破材料
  1041. case 327: #言灵的突破石
  1042. case 328: #言灵的突破材料
  1043. case 329: #武器的突破石
  1044. case 330: #武器的突破材料
  1045. // 补给品
  1046. case 341: # 血瓶
  1047. case 342: # 能量瓶
  1048. case 343: #
  1049. case 344: # 回城券 -2022.4.13 海哥
  1050. //
  1051. case 701: #宝石
  1052. case 702: #设计图纸
  1053. case 703: #宝石辅助材料
  1054. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1055. CornerSignEventProc::OnBag_new_Material();
  1056. break;
  1057. case 311: # 基因(经验丹)
  1058. case 312: # 强化道具
  1059. case 313:
  1060. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1061. break;
  1062. default :
  1063. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  1064. }
  1065. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  1066. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  1067. }
  1068. return ErrCode::ok; // 返回
  1069. }
  1070. public static function countStoreNum() {
  1071. $user = ctx();
  1072. //$num = 0;
  1073. $itemDic = $user->store->items;
  1074. //$num += count((array)$user->store->items);
  1075. $itemNum = 0;
  1076. foreach ($itemDic as $key => $num) {
  1077. if ($num == 0) {
  1078. continue;
  1079. }
  1080. if ($num > 99999) {
  1081. $itemNum += 2;
  1082. } else {
  1083. $itemNum += 1;
  1084. }
  1085. }
  1086. //var_dump($num);
  1087. //var_dump('-----------------');
  1088. $itemNum += count((array) $user->store->equipment);
  1089. //var_dump($num);
  1090. //var_dump('-----------------');
  1091. $itemNum += count((array) $user->store->yanling);
  1092. //var_dump($itemNum);
  1093. return $itemNum;
  1094. }
  1095. /**
  1096. * [6401]向包裹中添加物品
  1097. */
  1098. public static function AddItemInStore() {
  1099. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  1100. $user = ctx();
  1101. if ($mask == 1) {
  1102. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  1103. } else {
  1104. $err = self::AddMultiItemInStore($rwdStr);
  1105. }
  1106. my_Assert(ErrCode::ok == $err, $err);
  1107. UserProc::updateUserInfo();
  1108. return Resp::ok(array(
  1109. 'gold' => $user->baseInfo->gold,
  1110. 'tili' => $user->baseInfo->tili,
  1111. 'cash' => $user->baseInfo->cash,
  1112. 'resPoint' => $user->baseInfo->resPoint,
  1113. 'store' => $user->store));
  1114. }
  1115. /**
  1116. * 将装备放入背包
  1117. * @param type $itemId
  1118. */
  1119. static function PutEquipInStore($itemId) {
  1120. $privateState = ctx()->privateState;
  1121. $unlockNum = $privateState->expandNum * 5;
  1122. //var_dump("wuqi==============");
  1123. $n = self::countStoreNum();
  1124. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1125. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1126. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  1127. ctx()->privateState->currentId = 1;
  1128. }
  1129. $cid = ctx()->privateState->currentId++;
  1130. //$equip = ObjectInit();
  1131. $equip = new Ins_Weapon();
  1132. $equip->typeId = $itemId;
  1133. ctx()->store->equipment->$cid = $equip;
  1134. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  1135. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
  1136. return $cid;
  1137. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  1138. }
  1139. /**
  1140. * 将言灵放入背包
  1141. * @param type $itemId
  1142. */
  1143. static function PutYanLingInStore($itemId) {
  1144. //my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  1145. $privateState = ctx()->privateState;
  1146. $unlockNum = $privateState->expandNum * 5;
  1147. //var_dump("yanling==============");
  1148. $n = self::countStoreNum();
  1149. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1150. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1151. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1152. ctx()->privateState->currentId = 1;
  1153. }
  1154. $cid = ctx()->privateState->currentId++;
  1155. //$equip = ObjectInit();
  1156. $equip = new Ins_YanLin();
  1157. $equip->typeId = $itemId;
  1158. ctx()->store->yanling->$cid = $equip;
  1159. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  1160. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
  1161. return $cid;
  1162. }
  1163. /**
  1164. * 将任务卡放入背包
  1165. * @param type $itemId
  1166. */
  1167. static function PutTaskCardInStore($itemId) {
  1168. $privateState = ctx()->privateState;
  1169. $unlockNum = $privateState->expandNum * 5;
  1170. //var_dump("task==============");
  1171. //$n = self::countStoreNum();
  1172. //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
  1173. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1174. ctx()->privateState->currentId = 1;
  1175. }
  1176. $cid = ctx()->privateState->currentId++;
  1177. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  1178. // var_dump($mo);
  1179. my_Assert(null != $mo, ErrCode::err_const_no);
  1180. $itembaseMo = GameConfig::item_base_getItem($itemId);
  1181. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  1182. if ($itembaseMo->pileNum > 0) { # 可叠加
  1183. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  1184. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  1185. // $taskCard = null;
  1186. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  1187. // $val = new Ins_TaskCard($val);
  1188. // if ($val->typeId == $itemId) {
  1189. // $taskCard = $val;
  1190. // break;
  1191. // }
  1192. // }
  1193. // if (null == $taskCard) { # 原来么有
  1194. // $taskCard = new Ins_TaskCard($itemId);
  1195. // $taskCard->uid = $cid;
  1196. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  1197. // }
  1198. // $taskCard->count += 1;
  1199. // </editor-fold>
  1200. } else {
  1201. $taskCard = new Ins_TaskCard($itemId);
  1202. $taskCard->uid = $cid;
  1203. ctx()->store->taskcards->$cid = $taskCard;
  1204. }
  1205. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  1206. if (null != $taskCard) {
  1207. $t = req()->paras;
  1208. req()->paras = array($cid);
  1209. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  1210. req()->paras = $t;
  1211. }
  1212. return $cid;
  1213. }
  1214. /**
  1215. * 将可叠加物品放入背包
  1216. * @param int $itemId
  1217. * @param int $num
  1218. */
  1219. static function PutOverlyingItemInStore($itemId, $num = 1) {
  1220. //var_dump("item==============".$itemId);
  1221. $unlockNum = ctx()->privateState->expandNum * 5;
  1222. $n = self::countStoreNum();
  1223. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1224. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1225. $items = ctx()->store->items; # dic: itemid=>number
  1226. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  1227. $items->$itemId += $num;
  1228. } else { # 如果仓库中没有这种元素,则其数目置为num
  1229. $items->$itemId = $num;
  1230. }
  1231. }
  1232. /**
  1233. * 物品包裹打散成独立道具到仓库
  1234. * @param GoodsItemModel $itemModel
  1235. * @deprecated since version now
  1236. */
  1237. static function addSeprateItem($itemModel) {
  1238. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  1239. }
  1240. /**
  1241. * [6416] 给英雄装上言灵
  1242. */
  1243. static function WearYanlingToHero() {
  1244. $user = ctx(); # user引用
  1245. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1246. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  1247. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  1248. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  1249. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  1250. Err(ErrCode::store_equipWeared_err);
  1251. }
  1252. $collectHeros = $user->heros->collectHeros; # 英雄集合
  1253. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  1254. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  1255. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1256. my_Assert($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.
  1257. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  1258. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  1259. if ($oldYLid > 0) { # 代表替换操作
  1260. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  1261. }
  1262. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  1263. $collectHeros->$herouid = $hero;
  1264. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  1265. UserProc::updateUserInfo(); # 5.回写数据
  1266. $ret = array('resp' => "succeed!",
  1267. 'store' => $user->store);
  1268. $resp = Resp::ok($ret); // 返回
  1269. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1270. return $resp;
  1271. }
  1272. /**
  1273. * [6417] 给英雄卸下言灵
  1274. * @deprecated since version 无法卸下,只能更换
  1275. */
  1276. static function UnWieldYanling() {
  1277. $user = ctx(); # user引用
  1278. list($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
  1279. $collectHeros = $user->heros->collectHeros;
  1280. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  1281. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1282. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1283. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  1284. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  1285. }
  1286. // $arr = $collectHeros->$herouid->yanling;
  1287. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  1288. // StlUtil::arrayRemove($arr, $yanling_uid);
  1289. // $collectHeros->$herouid->yanling = $arr;
  1290. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  1291. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  1292. UserProc::updateUserInfo(); # 回写数据
  1293. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  1294. // StoreProc::CheckItemNum($req);
  1295. return $resp;
  1296. }
  1297. /**
  1298. * [6410] 给英雄穿装备
  1299. */
  1300. static function WearEquipToHero() {
  1301. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1302. $user = ctx(); # user引用
  1303. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1304. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  1305. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  1306. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  1307. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  1308. }
  1309. $collectHeros = $user->heros->collectHeros;
  1310. my_default_Obj($collectHeros);
  1311. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  1312. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1313. my_Assert($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
  1314. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  1315. $oldEquipId = 0;
  1316. switch ($itemtype) { # 添加或替换英雄该部位的装备
  1317. case 1: # 武器
  1318. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  1319. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  1320. break;
  1321. case 2: # 防具
  1322. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  1323. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  1324. break;
  1325. case 3: # 饰品
  1326. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  1327. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  1328. break;
  1329. default :
  1330. Err(ErrCode::store_equip_type);
  1331. break;
  1332. }
  1333. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  1334. $user->store->equipment->$oldEquipId->herouid = 0;
  1335. }
  1336. UserProc::updateUserInfo(); // 5.回写数据
  1337. // StoreProc::CheckItemNum($req);
  1338. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  1339. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1340. return Resp::ok(array('resp' => "succeed!",
  1341. 'store' => $user->store)); // 返回
  1342. }
  1343. /**
  1344. * [6411] 给英雄脱装备
  1345. * @deprecated since version 不能卸下装备, 只能更换.
  1346. */
  1347. static function UnWieldEquip() {
  1348. list($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
  1349. $user = ctx(); # user引用
  1350. $collectHeros = $user->heros->collectHeros;
  1351. my_default_Obj($collectHeros);
  1352. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1353. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1354. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  1355. $user->store->equipment->$equipuid->herouid = 0;
  1356. }
  1357. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  1358. case 1: # 武器
  1359. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  1360. Err(ErrCode::store_noequip_err);
  1361. }
  1362. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  1363. break;
  1364. case 2: # 防具
  1365. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  1366. Err(ErrCode::store_noequip_err);
  1367. }
  1368. $collectHeros->$herouid->equip->armor->itemuid = 0;
  1369. break;
  1370. case 3: # 饰品
  1371. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  1372. Err(ErrCode::store_noequip_err);
  1373. }
  1374. $collectHeros->$herouid->equip->ring->itemuid = 0;
  1375. break;
  1376. default :
  1377. Err(ErrCode::store_equip_type);
  1378. }
  1379. UserProc::updateUserInfo(); # 回写数据
  1380. return Resp::ok(array('resp' => "succeed!")); // 返回
  1381. }
  1382. // </editor-fold>
  1383. //
  1384. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1385. //
  1386. /**
  1387. * 检查背包中物品的个数
  1388. * @return int
  1389. */
  1390. public static function CheckItemNum() {
  1391. $ItemObj = ctx()->store->items;
  1392. $EquipObj = ctx()->store->equipment;
  1393. $SegementObj = ctx()->store->segement;
  1394. $HeroObj = ctx()->heros->collectHeros;
  1395. $ItemNum = 0;
  1396. if ($ItemObj) {
  1397. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  1398. $ItemNum++;
  1399. }
  1400. }
  1401. if ($SegementObj) {
  1402. foreach ($SegementObj as $value) { # 碎片
  1403. $ItemNum++;
  1404. }
  1405. }
  1406. if ($EquipObj) {
  1407. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  1408. $ItemNum++;
  1409. }
  1410. }
  1411. if ($HeroObj) {
  1412. 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.
  1413. $HeroEquipId = $value->equip->weapon->itemuid;
  1414. if ($HeroEquipId > 0) {
  1415. $ItemNum--;
  1416. }
  1417. $HeroEquipId = $value->equip->armor->itemuid;
  1418. if ($HeroEquipId > 0) {
  1419. $ItemNum--;
  1420. }
  1421. $HeroEquipId = $value->equip->ring->itemuid;
  1422. if ($HeroEquipId > 0) {
  1423. $ItemNum--;
  1424. }
  1425. }
  1426. }
  1427. ctx()->privateState->ItemNum = $ItemNum;
  1428. return $ItemNum;
  1429. }
  1430. /**
  1431. * 获取物品格子的上限值---废弃了
  1432. * @return int 上限数值
  1433. */
  1434. // public static function GetItemMaxNum() {
  1435. // $user = ctx();
  1436. // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1437. // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1438. // }
  1439. // return $user->privateState->maxItemNum;
  1440. // }
  1441. /**
  1442. * 6412 背包扩容
  1443. */
  1444. public static function AddPacketNum() {
  1445. $user = ctx(); # user引用
  1446. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1447. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1448. }
  1449. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1450. my_Assert($costCash > 0, ErrCode::paras_err);
  1451. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1452. $user->privateState->maxItemNum += 10; # 扩容
  1453. UserProc::updateUserInfo(); # 保存玩家数据
  1454. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1455. StoreProc::CheckItemNum();
  1456. return $resp;
  1457. }
  1458. // </editor-fold>
  1459. //
  1460. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1461. //
  1462. /**
  1463. * 出售单一的物品
  1464. */
  1465. static function sellItem() {
  1466. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1467. }
  1468. /**
  1469. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1470. */
  1471. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1472. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1473. }
  1474. /**
  1475. * 6403 从背包出售多个物品
  1476. */
  1477. static function sellMultiItemFromStore() {
  1478. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1479. $obj = req()->paras[0]; // 获取物品的结构数组
  1480. foreach ($obj as $value) {
  1481. $type = $value[0];
  1482. $itemId = $value[1];
  1483. if ($type > 3) {
  1484. $count = intval($value[2]); // 数量
  1485. $uid = 0;
  1486. } 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
  1487. $count = 1;
  1488. $uid = $value[2];
  1489. }//物品的uid
  1490. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1491. }
  1492. if (0 == $resp->err) {
  1493. UserProc::updateUserInfo();
  1494. }
  1495. StoreProc::CheckItemNum();
  1496. return $resp;
  1497. }
  1498. // </editor-fold>
  1499. //
  1500. }