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- <?php
- namespace loyalsoft;
- /**
- * Description of StoreProc
- * 仓库/背包 处理流程
- * ===========================
- * 尚待处理的流程:道具售出时貌似存在多种格式....
- * @author
- */
- class StoreProc {
- /**
- * 逻辑分发
- * 所有的Proc中必须有这样一个方法
- */
- static function procMain() {
- switch (req()->cmd) {
- case CmdCode::cmd_store_put: # 6401 放入仓库
- return StoreProc::AddItemInStore();
- case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
- return StoreProc::sellItem();
- case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
- return StoreProc::sellMultiItemFromStore();
- case CmdCode::cmd_store_use: # 6404 使用道具
- return StoreProc::useItem();
- case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
- return StoreProc::refreshStore();
- case CmdCode::cmd_store_delItem: # 6406 从仓库删除道具
- return StoreProc::delItemFromStore();
- case CmdCode::cmd_store_Testcmd: # 6407 测试方法
- return StoreProc::Test();
- // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
- // return StoreProc::ItemUpgrade($req);
- // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
- // return StoreProc::composeItem($req);
- //
- case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
- return StoreProc::WearEquipToHero();
- case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
- return StoreProc::UnWieldEquip();
- //
- case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
- return StoreProc::AddPacketNum();
- // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
- // Err(ErrCode::err_method_obsoleted);
- //// return StoreProc::MeltEquip($req);
- // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
- // return StoreProc::composePieces($req);
- case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
- return StoreProc::WearYanlingToHero();
- case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
- return StoreProc::UnWieldYanling();
- case CmdCode::cmd_store_mergeYanlingbook: # 6418 利用言灵召唤书碎片合成召唤书
- return self::MergeYanlingBook();
- case CmdCode::cmd_store_callyanling: # 6419 利用言灵召唤书召唤言灵
- return self::CallYanlingByBook();
- case CmdCode::cmd_store_yanling_upgrade: # 6420 言灵进阶
- return self::YanlingUpgrade();
- case CmdCode::cmd_store__weapon_upgrade: # 6421武器升级
- return self::weaponUpgrade();
- case CmdCode::cmd_store__weapon_tupo: # 6422武器突破
- return self::weaponTupo();
- case CmdCode::cmd_store_weaponReplace: # 6423武器替换
- return self::weaponReplace();
- case CmdCode::cmd_store_GemCompose: #6424
- return StoreProc::GemComposeItem();
- case CmdCode::cmd_store_GemResearchLvUp: # 6425
- return StoreProc::GemResearchLvUp();
- case CmdCode::cmd_store_GemSet:
- return StoreProc::GemSetYanLing();
- case CmdCode::cmd_store_GemRemove:
- return StoreProc::GemRemoveYanLing();
- case CmdCode::cmd_store_unlockStore:
- return StoreProc::unlockStore();
- case CmdCode::map_buyWeapon: #6429
- return self::buyWeapon();
- case CmdCode::map_getShopWeapon: # 6430
- return self::getShopWeapon();
- case CmdCode::map_buySupplies: #6431 购买补给品
- return self::buySupplies();
- default:
- Err(ErrCode::cmd_err);
- }
- }
-
-
- /**
- * 6431 购买补给品
- */
- public static function buySupplies() {
- $npcid = req()->paras[0]; # 提取参数
- $itemid = req()->paras[1]; # 提取参数
- $num = req()->paras[2]; # 提取参数
-
- //补充shop_supplies的mo
- $mo = GameConfig::shop_supplies_getItem($npcid, $itemid);
- my_Assert($mo != null, ErrCode::err_const_no);
-
- my_Assert($num <= $mo->num, ErrCode::err_const_no);
-
- req()->userInfo->game->base(true)->Consume_Gold($mo->cost*$num);
- $goodsStr = $itemid.','.$num;
- StoreProc::AddMultiItemInStore($goodsStr);
-
- UserProc::updateUserInfo();
-
- return Resp::ok();
- }
-
- /**
- *
- */
- public static function getShopWeapon() {
- $npcid = req()->paras[0]; # 提取参数
-
- self::DailyRefreshWeapon($npcid);
-
- UserProc::updateUserInfo();
-
- return Resp::ok(array(
- "ret" => 'ok',));
- }
-
- /**
- *
- * @return type
- */
- public static function buyWeapon() {
- $npcid = req()->paras[0]; # 提取参数
- $weaponId = req()->paras[1]; # 提取参数
-
- $store = ctx()->store(true);
- $type = 0;
-
- $tag = true;
- if(StlUtil::dictHasProperty($store->weaponReward, $npcid)){
- $dic = $store->weaponReward->$npcid;
- foreach ($dic as $k => $list) {
- if(in_array($weaponId, $list)){
- $tag = false;
- break;
- }
- }
- } else {
- $tag = false;
- }
-
- my_Assert($tag == false, ErrCode::store_weaponCantBuy);
-
- $list = GameConfig::shop_weapon_getItemArray($npcid);
- $cost = 0;
- foreach ($list as $item) {
- $weaponList = explode(';',$item->weaponlist);
- foreach ($weaponList as $value) {
- $pList = explode(',',$value);
- if(in_array($weaponId, $pList)){
- $type = $item->id;
- $cost = $item->cost;
- break 2;
- }
- }
- }
-
- ctx()->base(true)->Consume_Gold($cost);
-
- $store->weaponReward->$npcid->$type[] = $weaponId;
-
- // ctx()->store = $store;
-
- UserProc::updateUserInfo();
- return Resp::ok();
- }
-
- /*
- * 每日刷新武器
- */
- public static function DailyRefreshWeapon($npcid = null) {
- //没有数据初始化,有数据不在管
- if($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)){
- $ret = new \stdClass();
- $list = GameConfig::shop_weapon_getItemArray($npcid);
-
- foreach ($list as $value) {
- $arr = explode(';',$value->weaponlist);
- foreach ($arr as $item) {
- $itemList = explode(',',$item);
- $id = $itemList[0];
- $per = $itemList[1];
- $ret->$id = $per;
- }
- $retArr = array();
- $type = $value->id;
- $pArr = self::randweapon($ret, $value->num);
- //数组合并
- $retArr = array_merge($retArr, $pArr);
- ctx()->store()->weaponPool->$npcid->$type = $retArr;
- }
-
- } else {
- //每日登录刷新,刷新的时候把已经购买过的武器去掉;
- $dic = ctx()->store()->weaponPool;
- foreach ($dic as $npcid => $val) {
- $list = GameConfig::shop_weapon_getItemArray($npcid);
- foreach ($list as $value) {
- $ret = new \stdClass();
- $arr = explode(';',$value->weaponlist);
- foreach ($arr as $item) {
- $itemList = explode(',',$item);
- $id = $itemList[0];
- $per = $itemList[1];
- $ret->$id = $per;
- }
-
- $ret2 = $ret;
- $type = $value->id;
- if(StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)){
- $weaponList = ctx()->store()->weaponReward->$npcid->$type;
- foreach ($weaponList as $wid) {
- if(StlUtil::dictHasProperty($ret, $wid)){
- StlUtil::dictRemove($ret, $wid);
- }
- }
- }
-
- $temp = $ret;
- if(count((array)$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
- $temp = $ret2;
- ctx()->store()->weaponReward->$npcid->$type = array();
- }
- $retArr= array();
-
- $pArr = self::randweapon($temp, $value->num);
-
- $retArr = array_merge($retArr, $pArr);
- ctx()->store()->weaponPool->$npcid->$type = $retArr;
- }
- }
- }
- }
-
- static function randweapon($temp,$limit) {
- $resultArr = array();
- $num = 0;
- while (true) {
- $total = 0;
- foreach ($temp as $k => $v) {
- $total += $v;
- }
-
- $n = rand(1,$total);
- $start = 0;
- foreach ($temp as $id => $per) {
- $start += $per;
- if($n<=$start){
- if(in_array($id, $resultArr)){
- StlUtil::dictRemove($temp, $id);
- break;
- } else {
- $resultArr[] = $id;
- $num += 1;
- break;
- }
- }
- }
-
- if($num >= $limit){
- break;
- }
- }
-
- return $resultArr;
- }
- /**
- * 扩容
- * @return type
- */
- static function unlockStore() {
- //list() = req()->paras;
- $user = ctx();
- $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
- my_Assert($mo != null, ErrCode::err_const_no);
- my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
- $user->base(true)->Consume_Gold($mo->cost);
- $user->privateState->expandNum += 1;
- ctx($user);
- UserProc::updateUserInfo(); # 回写玩家数据
- return Resp::ok(array(
- "gold" => $user->baseInfo->gold,
- "expandNum" => $user->privateState->expandNum,
- ));
- }
- /**
- * 宝石镶嵌
- */
- static function GemSetYanLing() {
- list($gemId, $yanlingUid) = req()->paras;
- $user = ctx();
- $yanling = $user->store->yanling;
- my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
- my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
- if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
- $yanling->$yanlingUid->gemId = 0;
- }
- my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
- StoreProc::removeItemFromStore($user->store, $gemId);
- $yanling->$yanlingUid->gemId = $gemId;
- $user->store->yanling = $yanling;
- ctx($user);
- UserProc::updateUserInfo(); # 回写玩家数据
- return Resp::ok(array(
- "store" => $user->store, # # 目前来看只涉及到items变化
- ));
- }
- /**
- * 从严灵上卸下宝石
- */
- static function GemRemoveYanLing() {
- list($yanlingUid) = req()->paras;
- $user = ctx();
- my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
- $gemId = $user->store->yanling->$yanlingUid->gemId;
- my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
- $goodsStr = $gemId . ",1";
- StoreProc::AddMultiItemInStore($goodsStr);
- $user->store->yanling->$yanlingUid->gemId = 0;
- ctx($user);
- UserProc::updateUserInfo(); # 回写玩家数据
- return Resp::ok(array(
- "store" => $user->store, # # 目前来看只涉及到items变化
- ));
- }
- /**
- * 宝石合成
- */
- static function GemComposeItem() {
- list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
- $user = ctx();
- //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
- $mo = GameConfig::gem_formula_getItem($gemId);
- my_Assert($mo != null, ErrCode::err_const_no); #
- my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
- $itemId = $mo->drawItem;
- if ($itemId != "") {
- my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
- }
- if ($mo->composeMaterial != "") {
- $mList = explode(',', $mo->composeMaterial);
- $itemId = $mList[0];
- $num = $mList[1];
- my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
- //扣除材料
- StoreProc::removeItemFromStore($user->store, $itemId, $num);
- }
- $gList = explode(',', $mo->composeGem);
- $itemId = $gList[0];
- my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
- my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
- //扣除配方金币 宝石
- $user->base(true)->Consume_Gold($mo->composeGold);
- StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
- $goodsStr = $gemId . ',1';
- StoreProc::AddMultiItemInStore($goodsStr);
- ctx($user);
- UserProc::updateUserInfo(); # 回写玩家数据
- return Resp::ok(array(
- "store" => $user->store, # # 目前来看只涉及到items变化
- 'gold' => $user->baseInfo->gold,
- ));
- }
- /**
- * 宝石合成的研究等级提升
- */
- static function GemResearchLvUp() {
- //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
- $user = ctx();
- $researchLevel = $user->Gem->level; //研究等级
- $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
- my_Assert($mo != null, ErrCode::err_const_no);
- my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
- //$list = explode(',',$mo->unlockLevelGoldCost);
- my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
- $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
- $user->Gem->level += 1;
- ctx($user);
- UserProc::updateUserInfo(); # 回写玩家数据
- return Resp::ok(array(
- "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
- 'gold' => $user->baseInfo->gold,
- ));
- }
- /**
- * 武器升级
- */
- static function weaponUpgrade() {
- list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
- $user = ctx();
- $equipment = $user->store->equipment;
- my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
- $myPacketItems = $user->store->items;
- //消耗材料道具
- $total = 0;
- $totalGold = 0;
- foreach ($items as $costItemId => $costNumber) {
- my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
- my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
- $mo = GameConfig::item_stones_getItem($costItemId);
- my_Assert($mo != null, ErrCode::err_const_no);
- StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
- $total += $mo->baseExp * $costNumber;
- $totalGold += $mo->costGold * $costNumber;
- }
- $wuqiExp = 0;
- //消耗武器
- foreach ($wuqiList as $wuqiId) {
- my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
- $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
- $baseExp = $mo->baseExp;
- //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
- $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
- $totalGold += $mo->costGold;
- StlUtil::dictRemove($user->store->equipment, $wuqiId);
- }
- my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
- $equipVo = new Ins_Weapon($equipment->$uid);
- $initLevel = $equipVo->level;
- $equipVo->exp += $total + (int) $wuqiExp;
- $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
- $curStar = $equipVo->starLevel; #当前星级
- $equipVo->level = $curlevel;
- if ($curStar < 5) {
- $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
- if ($starlimitLv <= $curlevel) {
- $equipVo->level = $starlimitLv;
- $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
- }
- }
- $user->store->equipment->$uid = $equipVo;
- UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
- $user->baseInfo->gold -= $totalGold;
- ctx($user);
- ctx()->store->items = $myPacketItems; # 更新背包数据
- if ($equipVo->level != $initLevel) {
- NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
- StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
- }
- UserProc::updateUserInfo(); # 回写玩家数据
- return Resp::ok(array(
- "store" => $user->store, # # 目前来看只涉及到items变化
- 'gold' => $user->baseInfo->gold,
- ));
- }
- /**
- * 武器升级计算
- * @param type $xp
- * @param type $type
- * @return type
- */
- static function Upgrade($xp, $qual, $type) {
- $curLv = 0;
- if ($type == Enum_UpgradeType::Wuqi) {
- $heroLvDic = GameConfig::weapon_levelexp()->$qual;
- } else {
- $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
- }
- $f = (array) $heroLvDic;
- ksort($f);
- foreach ($f as $lv => $mo) {
- if ($xp < $mo->requiredExp) {
- $curLv = $lv - 1;
- break;
- }
- // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
- // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
- // break;
- // }
- }
- return $curLv;
- }
- /**
- * 武器突破
- */
- static function weaponTupo() {
- list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
- $user = ctx();
- $equipment = $user->store->equipment;
- my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
- $typeId = $equipment->$uid->typeId;
- $curStar = $equipment->$uid->starLevel;
- my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
- $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
- my_Assert($mo != null, ErrCode::err_const_no);
- my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
- my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
- my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
- // $segID = $mo->segID;
- // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
- // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
- $costItemsList = explode(';', $mo->costItems);
- foreach ($costItemsList as $value) {
- $list = explode(',', $value);
- StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
- }
- UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
- $user->baseInfo->gold -= $mo->gold;
- $equipment->$uid->starLevel += 1;
- NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
- TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
- $user->store->equipment = $equipment;
- ctx($user);
- UserProc::updateUserInfo(); # 回写玩家数据
- return Resp::ok(array(
- "store" => $user->store, # # 目前来看只涉及到items变化
- 'gold' => $user->baseInfo->gold,
- ));
- }
- /**
- * 武器替换
- * @return type
- */
- static function weaponReplace() {
- list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
- $user = ctx();
- $equipment = $user->store->equipment;
- my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
- my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
- $herouid = $equipment->$uid->herouid;
- $herouid_replace = $equipment->$replaceId->herouid;
- $equipment->$replaceId->herouid = $herouid;
- $equipment->$uid->herouid = $herouid_replace;
- $user->store->equipment = $equipment;
- ctx($user);
- UserProc::updateUserInfo(); # 回写玩家数据
- return Resp::ok(array(
- "store" => $user->store, # # 目前来看只涉及到items变化
- ));
- }
- /**
- * [6420] 言灵进阶
- */
- static function YanlingUpgrade() {
- list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
- $user = ctx();
- my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
- $yanlingObj = $user->store->yanling->$yanlingUid;
- $yanlingMoId = $yanlingObj->typeId;
- $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
- $toGrade = $curGrade + 1; # 下一等阶
- my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
- $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
- my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
- $costs = explode(';', $toGradeCfg->cost_materials);
- my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
- foreach ($costs as $c) {
- list($itemId, $num) = explode(',', $c); # 解析材料
- $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
- my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
- }
- $yanlingObj->grade = $toGrade; # 修改进阶
- $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
- UserProc::updateUserInfo(); # 回写玩家数据
- return Resp::ok(array(
- "store" => $user->store, # # 目前来看只涉及到items变化
- ));
- }
- /**
- * [6418] 利用言灵召唤书碎片合成召唤书
- */
- static function MergeYanlingBook() {
- list($bookId) = req()->paras; # 参数 言灵召唤书id
- $user = ctx();
- $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
- my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
- list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
- $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
- my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
- self::PutOverlyingItemInStore($bookId); # 添加召唤书
- UserProc::updateUserInfo(); # 回写数据
- return Resp::ok(array(
- "store" => $user->store, # # 目前来看只涉及到items变化
- ));
- }
- /**
- * [6419] 利用言灵召唤书召唤言灵
- */
- static function CallYanlingByBook() {
- list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
- $user = ctx();
- $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
- my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
- $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
- my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
- $costs = explode(';', $bookIdCfg->cost_materials);
- my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
- foreach ($costs as $c) {
- list($itemId, $num) = explode(',', $c); # 解析材料
- $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
- my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
- }
- self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
- UserProc::updateUserInfo(); # 回写数据
- return Resp::ok(array(
- "store" => $user->store, # # 目前来看只涉及到items变化
- ));
- }
- /**
- * 测试方法
- * @return type
- */
- static public function Test() {
- Err(ErrCode::msg_method_obsoleted, "代码需更新");
- }
- /**
- * [6404] 使用仓库道具
- */
- static function useItem() {
- list($itemType, $num) = req()->paras; # 提取参数
- $mo = GameConfig::item_base_getItem($itemType);
- my_Assert(null != $mo, ErrCode::err_const_no);
- switch ($mo->subType) {
- case 601: # 任务卡
- my_Assert($num == 1, "任务卡一次只能使用一张!");
- $store = ctx()->store();
- $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
- my_Assert(ErrCode::ok == $err, $err);
- StoreProc::PutTaskCardInStore($itemType);
- ctx()->store = $store;
- break;
- default :
- break;
- }
- UserProc::updateUserInfo();
- return Resp::ok(array(
- 'priv' => ctx()->privateState,
- 'store' => ctx()->store));
- // Err(ErrCode::msg_method_obsoleted, "代码需更新");
- }
- /**
- * [6405] 刷新仓库列表
- */
- static function refreshStore() {
- StoreProc::CheckItemNum();
- return Resp::ok(array('store' => ctx()->store));
- }
- /**
- * [6406] 从仓库删除道具
- */
- static function delItemFromStore() {
- list($itemId, $num) = req()->paras;
- $err = self::removeItemFromStore(ctx()->store, $itemId, $num);
- my_Assert(ErrCode::ok == $err, $err);
- UserProc::updateUserInfo();
- return Resp::ok(array('store' => ctx()->store));
- }
- /**
- * [6409] 合成道具
- */
- static public function composeItem() {
- Err(ErrCode::err_method_notimplement);
- }
- /**
- * [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)
- */
- static public function composePieces() {
- Err(ErrCode::err_method_notimplement);
- }
- // </editor-fold>
- // --------------- 以下为辅助方法 ------------------
- //
- // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
- /**
- * 从仓库中移除指定数量的物品
- * @param Info_Store $store
- * @param type $itemId
- * @param type $itemcount
- * @return type
- */
- static function removeItemFromStore($store, $itemId, $itemcount = 1) {
- my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
- my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
- $store->items->$itemId -= $itemcount;
- if ($store->items->$itemId == 0) {
- unset($store->items->$itemId);
- }
- NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
- return ErrCode::ok;
- }
- /**
- * 从仓库移出装备
- * @param type $itemId uid
- * @param Info_Store $store
- * @return boolean
- */
- static function removeEquipFromStore($uid, $typeId) {
- $ok = false;
- if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
- my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
- unset(ctx()->store->equipment->$uid);
- $ok = true;
- }
- return $ok;
- }
- /**
- * 从仓库移除碎片
- * @param Info_Store $store
- * @param int $segmentId
- * @param int $num
- * @return bool 成功/失败
- */
- static function removeSegmetFromStore($store, $segmentId, $num = 1) {
- if (CommUtil::isPropertyExists($store->segement, $segmentId) #
- && $store->segement->$segmentId >= $num) {
- $store->segement->$segmentId -= $num;
- return TRUE;
- }
- return false;
- }
- /**
- * 向仓库添加碎片
- * @param Info_Store $store
- * @param int $segmentId
- * @param int $num
- */
- static function addSegmentIntoStore($store, $segmentId, $num = 1) {
- if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
- $store->segement->$segmentId += $num;
- } else {
- $store->segement->$segmentId = $num;
- }
- $segMo = GameConfig::item_segment_getItem($segmentId);
- my_Assert($segMo != null, ErrCode::err_const_no);
- TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
- }
- // </editor-fold>
- //
- // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
- /**
- * 将其他物品放入仓库
- * @param type $itemId
- * @param Data_UserGame $game
- */
- static function PutItemInStore($itemId, &$game) {
- if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
- $game->store->items->$itemId += 1;
- } else {// 如果仓库中没有这种元素,则其数目置1
- $game->store->items->$itemId = 1;
- }
- }
- /**
- * 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
- * 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
- * @param string $goodsStr itemid,num;itemid,num;...
- * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
- * @deprecated since version 0
- * @return type
- */
- public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
- $user = ctx();
- $ary = explode(";", $goodsStr);
- //$unlockNum = $user->privateState->expandNum * 5;
- //$n = self::countStoreNum();
- foreach ($ary as $value) {
- $val = explode(",", $value);
- $cid = "";
- my_Assert(count($val) > 1, "解析奖励字符串出错");
- list( $itemId, $num) = $val; # ID, 数量
- $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
- switch ($smItem->subType) { # 根据类型分别添加到容器中
- case META_EXP: # 指挥官经验
- // Data_UserGame::Add_Exp($user->baseInfo, $num);
- $user->base()->Add_Exp($num); # 加指挥官经验
- break;
- case META_GOLD_ITEMID: # 金币
- // Data_UserGame::Add_Gold($user->baseInfo, $num);
- $user->base()->Add_Gold($num, $mask); # 增加金币
- break;
- case META_CASH_ITEMID: # 钻石
- // Data_UserGame::Add_Cash($user->baseInfo, $num);
- $user->base()->Add_Cash($num, $mask); # 增加钻石
- break;
- case META_tili_ITEMID: # 体力
- // Data_UserGame::Add_tili($num);
- $user->base()->Add_tili($num); # 增加体力
- break;
- case META_FriendShipPoit_ItemId: # 友情值
- // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
- $user->base()->Add_FriendPoint($num); # 加友情点
- break;
- case META_PVPCOIN_ITEMID: # 竞技币
- $user->pvp->pvpCoins += $num;
- break;
- case META_ActivePoint_ITEMID:
- // $user->task->dailyActivePoint += $num; # 每日任务活跃点
- break;
- case META_RESPOINT_ITEMID:
- $user->base()->Add_resPoint($num); # 增加资源点
- // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
- break;
- case 101: # 武器
- for ($n = 0; $n < $num; $n++) {
- $cid = StoreProc::PutEquipInStore($itemId);
- }
- CornerSignEventProc::OnBag_new_Weapon();
- CornerSignEventProc::OnRoleWeapon();
- break;
- case 401: # 言灵
- for ($n = 0; $n < $num; $n++) {
- $cid = StoreProc::PutYanLingInStore($itemId);
- }
- CornerSignEventProc::OnBag_new_Yanling();
- CornerSignEventProc::OnRoleYanling();
- break;
- case 501: # 限购礼包
- $itemMO = GameConfig::item_package_getItem($itemId);
- my_Assert(null != $itemMO, ErrCode::err_const_no);
- $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
- my_Assert(ErrCode::ok == $err, $err);
- break;
- case 601: # 任务卡
- $cid = StoreProc::PutTaskCardInStore($itemId);
- break;
- case 201: # 碎片
- $segMo = GameConfig::item_segment_getItem($itemId);
- my_Assert($segMo != null, ErrCode::err_const_no);
- TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
- CornerSignEventProc::OnBag_new_Fragment();
- StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
- break;
- case 202: # 召唤书碎片
- case 351: # 言灵召唤书
- StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
- $book = GameConfig::item_yanlingbook_getItem($itemId);
- my_Assert(null != $book, ErrCode::err_const_no);
- $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
- my_Assert(null != $ylCfg, ErrCode::err_const_no);
- switch ($ylCfg->career) { # 根据不同职业更新角标系统
- case 1:
- CornerSignEventProc::OnCall_Warrior_new(); # 战士
- break;
- case 2:
- CornerSignEventProc::OnCall_Magician_new(); # 法师
- break;
- case 3:
- CornerSignEventProc::OnCall_Archer_new(); # 射手
- break;
- default :
- break;
- }
- break;
- case 321: # 进阶材料
- case 322: # 进阶材料
- case 323: # 锻造材料
- case 324: # 魂器
- case 332: #普通祈愿券
- case 333: #活动祈愿券
- case 325: #元素突破材料
- case 326: #职业突破材料
- case 327: #言灵的突破石
- case 328: #言灵的突破材料
- case 329: #武器的突破石
- case 330: #武器的突破材料
- case 701: #宝石
- case 702: #设计图纸
- case 703: #宝石辅助材料
- StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
- CornerSignEventProc::OnBag_new_Material();
- break;
- case 311: # 基因(经验丹)
- case 312: # 强化道具
- case 313:
- StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
- break;
- case 341: # 战场中掉落,不会进入包裹
- case 342:
- case 343:
- Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
- break;
- default :
- Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
- }
- TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
- NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
- }
- return ErrCode::ok; // 返回
- }
- public static function countStoreNum() {
- $user = ctx();
- //$num = 0;
- $itemDic = $user->store->items;
- //$num += count((array)$user->store->items);
- $itemNum = 0;
- foreach ($itemDic as $key => $num) {
- if ($num == 0) {
- continue;
- }
- if ($num > 99999) {
- $itemNum += 2;
- } else {
- $itemNum += 1;
- }
- }
- //var_dump($num);
- //var_dump('-----------------');
- $itemNum += count((array) $user->store->equipment);
- //var_dump($num);
- //var_dump('-----------------');
- $itemNum += count((array) $user->store->yanling);
- //var_dump($itemNum);
- return $itemNum;
- }
- /**
- * [6401]向包裹中添加物品
- */
- public static function AddItemInStore() {
- list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
- $user = ctx();
- if ($mask == 1) {
- $err = self::AddMultiItemInStore($rwdStr, 1, 1);
- } else {
- $err = self::AddMultiItemInStore($rwdStr);
- }
- my_Assert(ErrCode::ok == $err, $err);
- UserProc::updateUserInfo();
- return Resp::ok(array(
- 'gold' => $user->baseInfo->gold,
- 'tili' => $user->baseInfo->tili,
- 'cash' => $user->baseInfo->cash,
- 'resPoint' => $user->baseInfo->resPoint,
- 'store' => $user->store));
- }
- /**
- * 将装备放入背包
- * @param type $itemId
- */
- static function PutEquipInStore($itemId) {
- $privateState = ctx()->privateState;
- $unlockNum = $privateState->expandNum * 5;
- //var_dump("wuqi==============");
- $n = self::countStoreNum();
- $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
- my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
- if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
- ctx()->privateState->currentId = 1;
- }
- $cid = ctx()->privateState->currentId++;
- //$equip = ObjectInit();
- $equip = new Ins_Weapon();
- $equip->typeId = $itemId;
- ctx()->store->equipment->$cid = $equip;
- StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
- StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
- return $cid;
- // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
- }
- /**
- * 将言灵放入背包
- * @param type $itemId
- */
- static function PutYanLingInStore($itemId) {
- //my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
- $privateState = ctx()->privateState;
- $unlockNum = $privateState->expandNum * 5;
- //var_dump("yanling==============");
- $n = self::countStoreNum();
- $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
- my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
- if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
- ctx()->privateState->currentId = 1;
- }
- $cid = ctx()->privateState->currentId++;
- //$equip = ObjectInit();
- $equip = new Ins_YanLin();
- $equip->typeId = $itemId;
- ctx()->store->yanling->$cid = $equip;
- StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
- StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
- return $cid;
- }
- /**
- * 将任务卡放入背包
- * @param type $itemId
- */
- static function PutTaskCardInStore($itemId) {
- $privateState = ctx()->privateState;
- $unlockNum = $privateState->expandNum * 5;
- //var_dump("task==============");
- //$n = self::countStoreNum();
- //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
- if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
- ctx()->privateState->currentId = 1;
- }
- $cid = ctx()->privateState->currentId++;
- $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
- // var_dump($mo);
- my_Assert(null != $mo, ErrCode::err_const_no);
- $itembaseMo = GameConfig::item_base_getItem($itemId);
- my_Assert(null != $itembaseMo, ErrCode::err_const_no);
- if ($itembaseMo->pileNum > 0) { # 可叠加
- Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
- // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
- // $taskCard = null;
- // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
- // $val = new Ins_TaskCard($val);
- // if ($val->typeId == $itemId) {
- // $taskCard = $val;
- // break;
- // }
- // }
- // if (null == $taskCard) { # 原来么有
- // $taskCard = new Ins_TaskCard($itemId);
- // $taskCard->uid = $cid;
- // $req->userInfo->game->store->taskcards->$cid = $taskCard;
- // }
- // $taskCard->count += 1;
- // </editor-fold>
- } else {
- $taskCard = new Ins_TaskCard($itemId);
- $taskCard->uid = $cid;
- ctx()->store->taskcards->$cid = $taskCard;
- }
- NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
- if (null != $taskCard) {
- req()->paras = array($cid);
- TaskProc::OnTaskCard_active(); # 自动激活任务卡
- }
- return $cid;
- }
- /**
- * 将可叠加物品放入背包
- * @param int $itemId
- * @param int $num
- */
- static function PutOverlyingItemInStore($itemId, $num = 1) {
- //var_dump("item==============".$itemId);
- $unlockNum = ctx()->privateState->expandNum * 5;
- $n = self::countStoreNum();
- $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
- my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
- $items = ctx()->store->items; # dic: itemid=>number
- if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
- $items->$itemId += $num;
- } else { # 如果仓库中没有这种元素,则其数目置为num
- $items->$itemId = $num;
- }
- }
- /**
- * 物品包裹打散成独立道具到仓库
- * @param GoodsItemModel $itemModel
- * @deprecated since version now
- */
- static function addSeprateItem($itemModel) {
- Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
- }
- /**
- * [6416] 给英雄装上言灵
- */
- static function WearYanlingToHero() {
- $user = ctx(); # user引用
- list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
- my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
- $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
- if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
- && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
- Err(ErrCode::store_equipWeared_err);
- }
- $collectHeros = $user->heros->collectHeros; # 英雄集合
- my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
- my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
- $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
- my_Assert($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.
- $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
- $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
- if ($oldYLid > 0) { # 代表替换操作
- $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
- }
- $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
- $collectHeros->$herouid = $hero;
- TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
- UserProc::updateUserInfo(); # 5.回写数据
- $ret = array('resp' => "succeed!",
- 'store' => $user->store);
- $resp = Resp::ok($ret); // 返回
- HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
- return $resp;
- }
- /**
- * [6417] 给英雄卸下言灵
- * @deprecated since version 无法卸下,只能更换
- */
- static function UnWieldYanling() {
- $user = ctx(); # user引用
- list($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
- $collectHeros = $user->heros->collectHeros;
- my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
- my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
- my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
- if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
- $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
- }
- // $arr = $collectHeros->$herouid->yanling;
- // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
- // StlUtil::arrayRemove($arr, $yanling_uid);
- // $collectHeros->$herouid->yanling = $arr;
- my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
- $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
- UserProc::updateUserInfo(); # 回写数据
- $resp = Resp::ok(array('resp' => "succeed!")); // 返回
- // StoreProc::CheckItemNum($req);
- return $resp;
- }
- /**
- * [6410] 给英雄穿装备
- */
- static function WearEquipToHero() {
- list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
- $user = ctx(); # user引用
- my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
- $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
- if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
- my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
- $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
- }
- $collectHeros = $user->heros->collectHeros;
- my_default_Obj($collectHeros);
- my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
- $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
- my_Assert($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
- $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
- $oldEquipId = 0;
- switch ($itemtype) { # 添加或替换英雄该部位的装备
- case 1: # 武器
- $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
- $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
- break;
- case 2: # 防具
- $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
- $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
- break;
- case 3: # 饰品
- $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
- $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
- break;
- default :
- Err(ErrCode::store_equip_type);
- break;
- }
- if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
- $user->store->equipment->$oldEquipId->herouid = 0;
- }
- UserProc::updateUserInfo(); // 5.回写数据
- // StoreProc::CheckItemNum($req);
- TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
- HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
- return Resp::ok(array('resp' => "succeed!",
- 'store' => $user->store)); // 返回
- }
- /**
- * [6411] 给英雄脱装备
- * @deprecated since version 不能卸下装备, 只能更换.
- */
- static function UnWieldEquip() {
- list($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
- $user = ctx(); # user引用
- $collectHeros = $user->heros->collectHeros;
- my_default_Obj($collectHeros);
- my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
- my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
- if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
- $user->store->equipment->$equipuid->herouid = 0;
- }
- switch ($itemtype) { # 检测该装备是否装备在该英雄身上
- case 1: # 武器
- if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
- Err(ErrCode::store_noequip_err);
- }
- $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
- break;
- case 2: # 防具
- if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
- Err(ErrCode::store_noequip_err);
- }
- $collectHeros->$herouid->equip->armor->itemuid = 0;
- break;
- case 3: # 饰品
- if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
- Err(ErrCode::store_noequip_err);
- }
- $collectHeros->$herouid->equip->ring->itemuid = 0;
- break;
- default :
- Err(ErrCode::store_equip_type);
- }
- UserProc::updateUserInfo(); # 回写数据
- return Resp::ok(array('resp' => "succeed!")); // 返回
- }
- // </editor-fold>
- //
- // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
- //
- /**
- * 检查背包中物品的个数
- * @return int
- */
- public static function CheckItemNum() {
- $ItemObj = ctx()->store->items;
- $EquipObj = ctx()->store->equipment;
- $SegementObj = ctx()->store->segement;
- $HeroObj = ctx()->heros->collectHeros;
- $ItemNum = 0;
- if ($ItemObj) {
- foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
- $ItemNum++;
- }
- }
- if ($SegementObj) {
- foreach ($SegementObj as $value) { # 碎片
- $ItemNum++;
- }
- }
- if ($EquipObj) {
- foreach ($EquipObj as $value) { // 检测装备类物品格子占用
- $ItemNum++;
- }
- }
- if ($HeroObj) {
- 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.
- $HeroEquipId = $value->equip->weapon->itemuid;
- if ($HeroEquipId > 0) {
- $ItemNum--;
- }
- $HeroEquipId = $value->equip->armor->itemuid;
- if ($HeroEquipId > 0) {
- $ItemNum--;
- }
- $HeroEquipId = $value->equip->ring->itemuid;
- if ($HeroEquipId > 0) {
- $ItemNum--;
- }
- }
- }
- ctx()->privateState->ItemNum = $ItemNum;
- return $ItemNum;
- }
- /**
- * 获取物品格子的上限值---废弃了
- * @return int 上限数值
- */
- // public static function GetItemMaxNum() {
- // $user = ctx();
- // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
- // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
- // }
- // return $user->privateState->maxItemNum;
- // }
- /**
- * 6412 背包扩容
- */
- public static function AddPacketNum() {
- $user = ctx(); # user引用
- if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
- $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
- }
- $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
- my_Assert($costCash > 0, ErrCode::paras_err);
- my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
- $user->privateState->maxItemNum += 10; # 扩容
- UserProc::updateUserInfo(); # 保存玩家数据
- $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
- StoreProc::CheckItemNum();
- return $resp;
- }
- // </editor-fold>
- //
- // <editor-fold defaultstate="collapsed" desc=" 出售 ">
- //
- /**
- * 出售单一的物品
- */
- static function sellItem() {
- Err(ErrCode::err_method_obsoleted, "代码需要更新");
- }
- /**
- * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
- */
- static function preSellSingleFromStore($type, $itemId, $count, $uid) {
- Err(ErrCode::err_method_obsoleted, "代码需要更新");
- }
- /**
- * 6403 从背包出售多个物品
- */
- static function sellMultiItemFromStore() {
- Err(ErrCode::err_method_obsoleted, "代码需要更新");
- $obj = req()->paras[0]; // 获取物品的结构数组
- foreach ($obj as $value) {
- $type = $value[0];
- $itemId = $value[1];
- if ($type > 3) {
- $count = intval($value[2]); // 数量
- $uid = 0;
- } 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
- $count = 1;
- $uid = $value[2];
- }//物品的uid
- $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
- }
- if (0 == $resp->err) {
- UserProc::updateUserInfo();
- }
- StoreProc::CheckItemNum();
- return $resp;
- }
- // </editor-fold>
- //
- }
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