StoreProc.php 71 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * Description of StoreProc
  5. * 仓库/背包 处理流程
  6. * ===========================
  7. * 尚待处理的流程:道具售出时貌似存在多种格式....
  8. * @author
  9. */
  10. class StoreProc {
  11. /**
  12. * 逻辑分发
  13. * 所有的Proc中必须有这样一个方法
  14. */
  15. static function procMain() {
  16. switch (req()->cmd) {
  17. case CmdCode::cmd_store_put: # 6401 放入仓库
  18. return StoreProc::AddItemInStore();
  19. case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
  20. return StoreProc::sellItem();
  21. case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
  22. return StoreProc::sellMultiItemFromStore();
  23. case CmdCode::cmd_store_use: # 6404 使用道具
  24. return StoreProc::useItem();
  25. case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
  26. return StoreProc::refreshStore();
  27. case CmdCode::cmd_store_delItem: # 6406 从仓库删除道具
  28. return StoreProc::delItemFromStore();
  29. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  30. return StoreProc::Test();
  31. // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
  32. // return StoreProc::ItemUpgrade($req);
  33. // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
  34. // return StoreProc::composeItem($req);
  35. //
  36. case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
  37. return StoreProc::WearEquipToHero();
  38. case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
  39. return StoreProc::UnWieldEquip();
  40. //
  41. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  42. return StoreProc::AddPacketNum();
  43. // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  44. // Err(ErrCode::err_method_obsoleted);
  45. //// return StoreProc::MeltEquip($req);
  46. // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  47. // return StoreProc::composePieces($req);
  48. case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
  49. return StoreProc::WearYanlingToHero();
  50. case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
  51. return StoreProc::UnWieldYanling();
  52. case CmdCode::cmd_store_mergeYanlingbook: # 6418 利用言灵召唤书碎片合成召唤书
  53. return self::MergeYanlingBook();
  54. case CmdCode::cmd_store_callyanling: # 6419 利用言灵召唤书召唤言灵
  55. return self::CallYanlingByBook();
  56. case CmdCode::cmd_store_yanling_upgrade: # 6420 言灵进阶
  57. return self::YanlingUpgrade();
  58. case CmdCode::cmd_store__weapon_upgrade: # 6421武器升级
  59. return self::weaponUpgrade();
  60. case CmdCode::cmd_store__weapon_tupo: # 6422武器突破
  61. return self::weaponTupo();
  62. case CmdCode::cmd_store_weaponReplace: # 6423武器替换
  63. return self::weaponReplace();
  64. case CmdCode::cmd_store_GemCompose: #6424
  65. return StoreProc::GemComposeItem();
  66. case CmdCode::cmd_store_GemResearchLvUp: # 6425
  67. return StoreProc::GemResearchLvUp();
  68. case CmdCode::cmd_store_GemSet:
  69. return StoreProc::GemSetYanLing();
  70. case CmdCode::cmd_store_GemRemove:
  71. return StoreProc::GemRemoveYanLing();
  72. 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_removeBettleItem: # 6435
  87. return self::removeBettleItem();
  88. case CmdCode::cmd_store_setBettleItemUseVal: # 6436
  89. return self::setBettleItemUseVal();
  90. default:
  91. Err(ErrCode::cmd_err);
  92. }
  93. }
  94. /**
  95. * 6436
  96. * @return type
  97. */
  98. public static function setBettleItemUseVal() {
  99. $index = req()->paras[0]; # 提取参数
  100. $val = req()->paras[1]; # 提取参数
  101. $store = ctx()->store(true);
  102. //my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  103. $store->battleItem->$index->isAuto = 1;
  104. $store->battleItem->$index->attrVal = $val;
  105. UserProc::updateUserInfo();
  106. return Resp::ok(array("store" => ctx()->store(),));
  107. }
  108. /**
  109. * 6435
  110. * @return type
  111. */
  112. public static function removeBettleItem() {
  113. $index = req()->paras[0]; # 提取参数
  114. $store = ctx()->store(true);
  115. my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  116. $id = $store->battleItem->$index->id;
  117. $store->battleItem->$index->num -= 1;
  118. if(StlUtil::dictHasProperty($store->items,$id)){
  119. $store->items->$id -= 1;
  120. if($store->items->$id <= 0){
  121. unset($store->items->$id);
  122. }
  123. }
  124. if($store->battleItem->$index->num <= 0){
  125. unset($store->battleItem->$index);
  126. }
  127. UserProc::updateUserInfo();
  128. return Resp::ok(array("store" => ctx()->store(),));
  129. }
  130. /**
  131. * 6434
  132. * @return type
  133. */
  134. public static function changeBettleItem() {
  135. $type = req()->paras[0]; # 提取参数
  136. $index = req()->paras[1]; # 提取参数
  137. $itemid = req()->paras[2]; # 提取参数
  138. $store = ctx()->store(true);
  139. if($type == 0){//添加
  140. $item = new Ins_battleItem();
  141. $item->index = $type;
  142. $item->id = $itemid;
  143. $item->num = $store->items->$itemid;
  144. $store->battleItem->$index = $item;
  145. } else {
  146. unset($store->battleItem->$index);
  147. }
  148. UserProc::updateUserInfo();
  149. return Resp::ok(array("store" => ctx()->store(),));
  150. }
  151. /**
  152. * 6432
  153. * @return type
  154. */
  155. public static function changeStorage() {
  156. $index = req()->paras[0]; # 选中的第几个格子
  157. $type = req()->paras[1]; # 1:放入 2移除到背包
  158. $itemType = req()->paras[2]; # 道具类型
  159. $uid = req()->paras[3]; # 道具的uid
  160. $store = ctx()->store(true);
  161. my_Assert(StlUtil::dictHasProperty($store->storage, $index), ErrCode::store_NotHaveStorage);
  162. $storage = $store->storage->$index;
  163. $num = 0;
  164. foreach ($storage as $k => $dic) {
  165. $num += count((array) $dic);
  166. }
  167. switch ($itemType) {
  168. case 101://武器
  169. if ($type == 1) {
  170. my_Assert($num < 50, ErrCode::store_StorageEnough);
  171. $equipVo = $store->equipment->$uid;
  172. $storage->equipment->$uid = $equipVo; //添加
  173. StoreProc::removeEquipFromStore($uid, $equipVo->typeId); //移除
  174. } else {
  175. $equipVo = $storage->equipment->$uid;
  176. $store->equipment->$uid = $equipVo;
  177. unset($storage->equipment->$uid);
  178. }
  179. break;
  180. case 401://言灵
  181. if ($type == 1) {
  182. my_Assert($num < 50, ErrCode::store_StorageEnough);
  183. $yanlingVo = $store->yanling->$uid;
  184. $storage->yanling->$uid = $yanlingVo; //添加
  185. StoreProc::removeYanlingFromStore($uid, $yanlingVo->typeId); //移除
  186. } else {
  187. $yanlingVo = $storage->yanling->$uid;
  188. $store->yanling->$uid = $yanlingVo;
  189. unset($storage->yanling->$uid);
  190. }
  191. break;
  192. default://其他道具
  193. if ($type == 1) {
  194. my_Assert($num < 50, ErrCode::store_StorageEnough);
  195. $itemNum = $store->items->$uid;
  196. if (!StlUtil::dictHasProperty($storage->itemDic, $uid)) {
  197. $storage->itemDic->$uid = 0;
  198. }
  199. $storage->itemDic->$uid += $itemNum; //添加
  200. StoreProc::removeItemFromStore($store, $uid, $itemNum);
  201. } else {
  202. $itemNum = $storage->itemDic->$uid;
  203. $goodsStr = $uid . "," . $itemNum;
  204. StoreProc::AddMultiItemInStore($goodsStr);
  205. unset($storage->itemDic->$uid);
  206. }
  207. break;
  208. }
  209. $store->storage->$index = $storage;
  210. //ctx()->store(true) = $store;
  211. UserProc::updateUserInfo();
  212. return Resp::ok(array("store" => $store,));
  213. }
  214. /**
  215. * 储物间扩容
  216. * @return type
  217. */
  218. public static function expandStorage() {
  219. $cost = GameConfig::globalsettings()->expandStorageCost;
  220. $list = explode(',', $cost);
  221. $key = 3;
  222. my_Assert(!StlUtil::dictHasProperty(ctx()->store(true)->storage, $key), ErrCode::store_expandStorage);
  223. if ($list[0] == 1) {
  224. my_Assert(ctx()->base(true)->gold >= $list[1], ErrCode::notenough_gold_msg);
  225. ctx()->base(true)->Consume_Gold($list[1]);
  226. } elseif ($list[0] == 2) {
  227. my_Assert(ctx()->base(true)->cash >= $list[1], ErrCode::notenough_cash_msg);
  228. ctx()->base(true)->Consume_Cash($list[1]);
  229. }
  230. $str = $list[0] . "," . $list[1];
  231. ctx()->store(true)->storage->$key = new Ins_storage();
  232. UserProc::updateUserInfo();
  233. return Resp::ok(array("storage" => ctx()->store(true)->storage, "cost" => $str,));
  234. }
  235. /**
  236. * 6431 购买补给品
  237. */
  238. public static function buySupplies() {
  239. $npcid = req()->paras[0]; # 提取参数
  240. $itemid = req()->paras[1]; # 提取参数
  241. $num = req()->paras[2]; # 提取参数
  242. //补充shop_supplies的mo
  243. $mo = GameConfig::shop_supplies_getItem($npcid, $itemid);
  244. my_Assert($mo != null, ErrCode::err_const_no);
  245. $cost = $mo->cost * $num;
  246. my_Assert($num <= $mo->num, ErrCode::err_const_no);
  247. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  248. ctx()->base(true)->Consume_Gold($cost);
  249. $goodsStr = $itemid . ',' . $num;
  250. StoreProc::AddMultiItemInStore($goodsStr);
  251. UserProc::updateUserInfo();
  252. return Resp::ok(array("store" => ctx()->store(), "cost" => $cost,));
  253. }
  254. /**
  255. *
  256. */
  257. public static function getShopWeapon() {
  258. $npcid = req()->paras[0]; # 提取参数
  259. self::DailyRefreshWeapon($npcid);
  260. UserProc::updateUserInfo();
  261. return Resp::ok(array(
  262. "store" => ctx()->store(), #
  263. ));
  264. }
  265. /**
  266. *
  267. * @return type
  268. */
  269. public static function buyWeapon() {
  270. $npcid = req()->paras[0]; # 提取参数
  271. $weaponId = req()->paras[1]; # 提取参数
  272. $store = ctx()->store(true);
  273. $type = 0;
  274. $tag = true;
  275. if (StlUtil::dictHasProperty($store->weaponReward, $npcid)) {
  276. $dic = $store->weaponReward->$npcid;
  277. foreach ($dic as $k => $list) {
  278. if (in_array($weaponId, $list)) {
  279. $tag = false;
  280. break;
  281. }
  282. }
  283. }
  284. my_Assert($tag == true, ErrCode::store_weaponCantBuy);
  285. $list = GameConfig::shop_weapon_getItemArray($npcid);
  286. $cost = 0;
  287. foreach ($list as $item) {
  288. $weaponList = explode(';', $item->weaponlist);
  289. foreach ($weaponList as $value) {
  290. $pList = explode(',', $value);
  291. if (in_array($weaponId, $pList)) {
  292. $type = $item->id;
  293. $cost = $item->cost;
  294. break 2;
  295. }
  296. }
  297. }
  298. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  299. ctx()->base(true)->Consume_Gold($cost);
  300. $store->weaponReward->$npcid->$type[] = $weaponId;
  301. ctx()->store = $store;
  302. UserProc::updateUserInfo();
  303. return Resp::ok(array(
  304. "store" => $store,
  305. "cost" => $cost,
  306. ));
  307. }
  308. /*
  309. * 每日刷新武器
  310. */
  311. public static function DailyRefreshWeapon($npcid = null) {
  312. //没有数据初始化,有数据不在管
  313. if ($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)) {
  314. $list = GameConfig::shop_weapon_getItemArray($npcid);
  315. foreach ($list as $value) {
  316. $ret = new \stdClass();
  317. $arr = explode(';', $value->weaponlist);
  318. foreach ($arr as $item) {
  319. $itemList = explode(',', $item);
  320. $id = $itemList[0];
  321. $per = $itemList[1];
  322. $ret->$id = $per;
  323. }
  324. $retArr = array();
  325. $type = $value->id;
  326. $pArr = self::randweapon($ret, $value->num);
  327. //数组合并
  328. $retArr = array_merge($retArr, $pArr);
  329. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  330. }
  331. } else if ($npcid == null) {
  332. //每日登录刷新,刷新的时候把已经购买过的武器去掉;
  333. $dic = ctx()->store()->weaponPool;
  334. foreach ($dic as $npcid => $val) {
  335. $list = GameConfig::shop_weapon_getItemArray($npcid);
  336. foreach ($list as $value) {
  337. $ret = new \stdClass();
  338. $arr = explode(';', $value->weaponlist);
  339. foreach ($arr as $item) {
  340. $itemList = explode(',', $item);
  341. $id = $itemList[0];
  342. $per = $itemList[1];
  343. $ret->$id = $per;
  344. }
  345. $ret2 = $ret;
  346. $type = $value->id;
  347. if (StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)) {
  348. $weaponList = ctx()->store()->weaponReward->$npcid->$type;
  349. foreach ($weaponList as $wid) {
  350. if (StlUtil::dictHasProperty($ret, $wid)) {
  351. StlUtil::dictRemove($ret, $wid);
  352. }
  353. }
  354. }
  355. $temp = $ret;
  356. 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
  357. $temp = $ret2;
  358. ctx()->store()->weaponReward->$npcid->$type = array();
  359. }
  360. $retArr = array();
  361. $pArr = self::randweapon($temp, $value->num);
  362. $retArr = array_merge($retArr, $pArr);
  363. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  364. }
  365. }
  366. }
  367. }
  368. static function randweapon($temp, $limit) {
  369. $resultArr = array();
  370. $num = 0;
  371. while (true) {
  372. $total = 0;
  373. foreach ($temp as $k => $v) {
  374. $total += $v;
  375. }
  376. $n = rand(1, $total);
  377. $start = 0;
  378. foreach ($temp as $id => $per) {
  379. $start += $per;
  380. if ($n <= $start) {
  381. if (in_array($id, $resultArr)) {
  382. StlUtil::dictRemove($temp, $id);
  383. break;
  384. } else {
  385. $resultArr[] = $id;
  386. $num += 1;
  387. break;
  388. }
  389. }
  390. }
  391. if ($num >= $limit) {
  392. break;
  393. }
  394. }
  395. return $resultArr;
  396. }
  397. /**
  398. * 扩容
  399. * @return type
  400. */
  401. static function unlockStore() {
  402. //list() = req()->paras;
  403. $user = ctx();
  404. $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
  405. my_Assert($mo != null, ErrCode::err_const_no);
  406. my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
  407. $user->base(true)->Consume_Gold($mo->cost);
  408. $user->privateState->expandNum += 1;
  409. ctx($user);
  410. UserProc::updateUserInfo(); # 回写玩家数据
  411. return Resp::ok(array(
  412. "gold" => $user->baseInfo->gold,
  413. "expandNum" => $user->privateState->expandNum,
  414. ));
  415. }
  416. /**
  417. * 宝石镶嵌
  418. */
  419. static function GemSetYanLing() {
  420. list($gemId, $yanlingUid) = req()->paras;
  421. $user = ctx();
  422. $yanling = $user->store->yanling;
  423. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  424. my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
  425. if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
  426. $yanling->$yanlingUid->gemId = 0;
  427. }
  428. my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
  429. StoreProc::removeItemFromStore($user->store, $gemId);
  430. $yanling->$yanlingUid->gemId = $gemId;
  431. $user->store->yanling = $yanling;
  432. ctx($user);
  433. UserProc::updateUserInfo(); # 回写玩家数据
  434. return Resp::ok(array(
  435. "store" => $user->store, # # 目前来看只涉及到items变化
  436. ));
  437. }
  438. /**
  439. * 从严灵上卸下宝石
  440. */
  441. static function GemRemoveYanLing() {
  442. list($yanlingUid) = req()->paras;
  443. $user = ctx();
  444. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  445. $gemId = $user->store->yanling->$yanlingUid->gemId;
  446. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  447. $goodsStr = $gemId . ",1";
  448. StoreProc::AddMultiItemInStore($goodsStr);
  449. $user->store->yanling->$yanlingUid->gemId = 0;
  450. ctx($user);
  451. UserProc::updateUserInfo(); # 回写玩家数据
  452. return Resp::ok(array(
  453. "store" => $user->store, # # 目前来看只涉及到items变化
  454. ));
  455. }
  456. /**
  457. * 宝石合成
  458. */
  459. static function GemComposeItem() {
  460. list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  461. $user = ctx();
  462. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  463. $mo = GameConfig::gem_formula_getItem($gemId);
  464. my_Assert($mo != null, ErrCode::err_const_no); #
  465. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  466. $itemId = $mo->drawItem;
  467. if ($itemId != "") {
  468. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
  469. }
  470. if ($mo->composeMaterial != "") {
  471. $mList = explode(',', $mo->composeMaterial);
  472. $itemId = $mList[0];
  473. $num = $mList[1];
  474. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
  475. //扣除材料
  476. StoreProc::removeItemFromStore($user->store, $itemId, $num);
  477. }
  478. $gList = explode(',', $mo->composeGem);
  479. $itemId = $gList[0];
  480. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
  481. my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
  482. //扣除配方金币 宝石
  483. $user->base(true)->Consume_Gold($mo->composeGold);
  484. StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
  485. $goodsStr = $gemId . ',1';
  486. StoreProc::AddMultiItemInStore($goodsStr);
  487. ctx($user);
  488. UserProc::updateUserInfo(); # 回写玩家数据
  489. return Resp::ok(array(
  490. "store" => $user->store, # # 目前来看只涉及到items变化
  491. 'gold' => $user->baseInfo->gold,
  492. ));
  493. }
  494. /**
  495. * 宝石合成的研究等级提升
  496. */
  497. static function GemResearchLvUp() {
  498. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  499. $user = ctx();
  500. $researchLevel = $user->Gem->level; //研究等级
  501. $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
  502. my_Assert($mo != null, ErrCode::err_const_no);
  503. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  504. //$list = explode(',',$mo->unlockLevelGoldCost);
  505. my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  506. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  507. $user->Gem->level += 1;
  508. ctx($user);
  509. UserProc::updateUserInfo(); # 回写玩家数据
  510. return Resp::ok(array(
  511. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  512. 'gold' => $user->baseInfo->gold,
  513. ));
  514. }
  515. /**
  516. * 武器升级
  517. */
  518. static function weaponUpgrade() {
  519. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  520. $user = ctx();
  521. $equipment = $user->store->equipment;
  522. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  523. $myPacketItems = $user->store->items;
  524. //消耗材料道具
  525. $total = 0;
  526. $totalGold = 0;
  527. foreach ($items as $costItemId => $costNumber) {
  528. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  529. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  530. $mo = GameConfig::item_stones_getItem($costItemId);
  531. my_Assert($mo != null, ErrCode::err_const_no);
  532. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  533. $total += $mo->baseExp * $costNumber;
  534. $totalGold += $mo->costGold * $costNumber;
  535. }
  536. $wuqiExp = 0;
  537. //消耗武器
  538. foreach ($wuqiList as $wuqiId) {
  539. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  540. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  541. $baseExp = $mo->baseExp;
  542. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  543. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  544. $totalGold += $mo->costGold;
  545. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  546. }
  547. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  548. $equipVo = new Ins_Weapon($equipment->$uid);
  549. $initLevel = $equipVo->level;
  550. $equipVo->exp += $total + (int) $wuqiExp;
  551. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  552. $curStar = $equipVo->starLevel; #当前星级
  553. $equipVo->level = $curlevel;
  554. if ($curStar < 5) {
  555. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  556. if ($starlimitLv <= $curlevel) {
  557. $equipVo->level = $starlimitLv;
  558. $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  559. }
  560. }
  561. $user->store->equipment->$uid = $equipVo;
  562. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  563. $user->baseInfo->gold -= $totalGold;
  564. ctx($user);
  565. ctx()->store->items = $myPacketItems; # 更新背包数据
  566. if ($equipVo->level != $initLevel) {
  567. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  568. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
  569. }
  570. UserProc::updateUserInfo(); # 回写玩家数据
  571. return Resp::ok(array(
  572. "store" => $user->store, # # 目前来看只涉及到items变化
  573. 'gold' => $user->baseInfo->gold,
  574. ));
  575. }
  576. /**
  577. * 武器升级计算
  578. * @param type $xp
  579. * @param type $type
  580. * @return type
  581. */
  582. static function Upgrade($xp, $qual, $type) {
  583. $curLv = 0;
  584. if ($type == Enum_UpgradeType::Wuqi) {
  585. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  586. } else {
  587. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  588. }
  589. $f = (array) $heroLvDic;
  590. ksort($f);
  591. foreach ($f as $lv => $mo) {
  592. if ($xp < $mo->requiredExp) {
  593. $curLv = $lv - 1;
  594. break;
  595. }
  596. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  597. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  598. // break;
  599. // }
  600. }
  601. return $curLv;
  602. }
  603. /**
  604. * 武器突破
  605. */
  606. static function weaponTupo() {
  607. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  608. $user = ctx();
  609. $equipment = $user->store->equipment;
  610. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  611. $typeId = $equipment->$uid->typeId;
  612. $curStar = $equipment->$uid->starLevel;
  613. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  614. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  615. my_Assert($mo != null, ErrCode::err_const_no);
  616. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  617. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  618. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  619. // $segID = $mo->segID;
  620. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  621. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  622. $costItemsList = explode(';', $mo->costItems);
  623. foreach ($costItemsList as $value) {
  624. $list = explode(',', $value);
  625. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  626. }
  627. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  628. $user->baseInfo->gold -= $mo->gold;
  629. $equipment->$uid->starLevel += 1;
  630. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  631. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  632. $user->store->equipment = $equipment;
  633. ctx($user);
  634. UserProc::updateUserInfo(); # 回写玩家数据
  635. return Resp::ok(array(
  636. "store" => $user->store, # # 目前来看只涉及到items变化
  637. 'gold' => $user->baseInfo->gold,
  638. ));
  639. }
  640. /**
  641. * 武器替换
  642. * @return type
  643. */
  644. static function weaponReplace() {
  645. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  646. $user = ctx();
  647. $equipment = $user->store->equipment;
  648. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  649. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  650. $herouid = $equipment->$uid->herouid;
  651. $herouid_replace = $equipment->$replaceId->herouid;
  652. $equipment->$replaceId->herouid = $herouid;
  653. $equipment->$uid->herouid = $herouid_replace;
  654. $user->store->equipment = $equipment;
  655. ctx($user);
  656. UserProc::updateUserInfo(); # 回写玩家数据
  657. return Resp::ok(array(
  658. "store" => $user->store, # # 目前来看只涉及到items变化
  659. ));
  660. }
  661. /**
  662. * [6420] 言灵进阶
  663. */
  664. static function YanlingUpgrade() {
  665. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  666. $user = ctx();
  667. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  668. $yanlingObj = $user->store->yanling->$yanlingUid;
  669. $yanlingMoId = $yanlingObj->typeId;
  670. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  671. $toGrade = $curGrade + 1; # 下一等阶
  672. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  673. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  674. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  675. $costs = explode(';', $toGradeCfg->cost_materials);
  676. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  677. foreach ($costs as $c) {
  678. list($itemId, $num) = explode(',', $c); # 解析材料
  679. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  680. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  681. }
  682. $yanlingObj->grade = $toGrade; # 修改进阶
  683. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  684. UserProc::updateUserInfo(); # 回写玩家数据
  685. return Resp::ok(array(
  686. "store" => $user->store, # # 目前来看只涉及到items变化
  687. ));
  688. }
  689. /**
  690. * [6418] 利用言灵召唤书碎片合成召唤书
  691. */
  692. static function MergeYanlingBook() {
  693. list($bookId) = req()->paras; # 参数 言灵召唤书id
  694. $user = ctx();
  695. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  696. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  697. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  698. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  699. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  700. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  701. UserProc::updateUserInfo(); # 回写数据
  702. return Resp::ok(array(
  703. "store" => $user->store, # # 目前来看只涉及到items变化
  704. ));
  705. }
  706. /**
  707. * [6419] 利用言灵召唤书召唤言灵
  708. */
  709. static function CallYanlingByBook() {
  710. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  711. $user = ctx();
  712. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  713. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  714. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  715. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  716. $costs = explode(';', $bookIdCfg->cost_materials);
  717. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  718. foreach ($costs as $c) {
  719. list($itemId, $num) = explode(',', $c); # 解析材料
  720. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  721. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  722. }
  723. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  724. UserProc::updateUserInfo(); # 回写数据
  725. return Resp::ok(array(
  726. "store" => $user->store, # # 目前来看只涉及到items变化
  727. ));
  728. }
  729. /**
  730. * 测试方法
  731. * @return type
  732. */
  733. static public function Test() {
  734. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  735. }
  736. /**
  737. * [6404] 使用仓库道具
  738. */
  739. static function useItem() {
  740. list($itemType, $num) = req()->paras; # 提取参数
  741. $mo = GameConfig::item_base_getItem($itemType);
  742. my_Assert(null != $mo, ErrCode::err_const_no);
  743. switch ($mo->subType) {
  744. case 601: # 任务卡
  745. my_Assert($num == 1, "任务卡一次只能使用一张!");
  746. $store = ctx()->store();
  747. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  748. my_Assert(ErrCode::ok == $err, $err);
  749. StoreProc::PutTaskCardInStore($itemType);
  750. ctx()->store = $store;
  751. break;
  752. default :
  753. break;
  754. }
  755. UserProc::updateUserInfo();
  756. return Resp::ok(array(
  757. 'priv' => ctx()->privateState,
  758. 'store' => ctx()->store));
  759. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  760. }
  761. /**
  762. * [6405] 刷新仓库列表
  763. */
  764. static function refreshStore() {
  765. StoreProc::CheckItemNum();
  766. return Resp::ok(array('store' => ctx()->store));
  767. }
  768. /**
  769. * [6406] 从仓库删除道具
  770. */
  771. static function delItemFromStore() {
  772. list($itemId, $num) = req()->paras;
  773. $err = self::removeItemFromStore(ctx()->store, $itemId, $num);
  774. my_Assert(ErrCode::ok == $err, $err);
  775. UserProc::updateUserInfo();
  776. return Resp::ok(array('store' => ctx()->store));
  777. }
  778. /**
  779. * [6409] 合成道具
  780. */
  781. static public function composeItem() {
  782. Err(ErrCode::err_method_notimplement);
  783. }
  784. /**
  785. * [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)
  786. */
  787. static public function composePieces() {
  788. Err(ErrCode::err_method_notimplement);
  789. }
  790. // </editor-fold>
  791. // --------------- 以下为辅助方法 ------------------
  792. //
  793. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  794. /**
  795. * 从仓库中移除指定数量的物品
  796. * @param Info_Store $store
  797. * @param type $itemId
  798. * @param type $itemcount
  799. * @return type
  800. */
  801. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  802. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  803. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  804. $store->items->$itemId -= $itemcount;
  805. if ($store->items->$itemId == 0) {
  806. unset($store->items->$itemId);
  807. }
  808. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  809. return ErrCode::ok;
  810. }
  811. /**
  812. * 从仓库移出装备
  813. * @param type $itemId uid
  814. * @param Info_Store $store
  815. * @return boolean
  816. */
  817. static function removeEquipFromStore($uid, $typeId) {
  818. $ok = false;
  819. if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
  820. my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  821. unset(ctx()->store->equipment->$uid);
  822. $ok = true;
  823. }
  824. return $ok;
  825. }
  826. static function removeYanlingFromStore($uid, $typeId) {
  827. $ok = false;
  828. if (CommUtil::isPropertyExists(ctx()->store->yanling, $uid)) {
  829. my_Assert($typeId == ctx()->store->yanling->$uid->typeId, "typeid检验错误"); // typeid相同;
  830. unset(ctx()->store->yanling->$uid);
  831. $ok = true;
  832. }
  833. return $ok;
  834. }
  835. /**
  836. * 从仓库移除碎片
  837. * @param Info_Store $store
  838. * @param int $segmentId
  839. * @param int $num
  840. * @return bool 成功/失败
  841. */
  842. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  843. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  844. && $store->segement->$segmentId >= $num) {
  845. $store->segement->$segmentId -= $num;
  846. return TRUE;
  847. }
  848. return false;
  849. }
  850. /**
  851. * 向仓库添加碎片
  852. * @param Info_Store $store
  853. * @param int $segmentId
  854. * @param int $num
  855. */
  856. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  857. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  858. $store->segement->$segmentId += $num;
  859. } else {
  860. $store->segement->$segmentId = $num;
  861. }
  862. $segMo = GameConfig::item_segment_getItem($segmentId);
  863. my_Assert($segMo != null, ErrCode::err_const_no);
  864. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  865. }
  866. // </editor-fold>
  867. //
  868. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  869. /**
  870. * 将其他物品放入仓库
  871. * @param type $itemId
  872. * @param Data_UserGame $game
  873. */
  874. static function PutItemInStore($itemId, &$game) {
  875. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  876. $game->store->items->$itemId += 1;
  877. } else {// 如果仓库中没有这种元素,则其数目置1
  878. $game->store->items->$itemId = 1;
  879. }
  880. }
  881. /**
  882. * 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
  883. * 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
  884. * @param string $goodsStr itemid,num;itemid,num;...
  885. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  886. * @deprecated since version 0
  887. * @return type
  888. */
  889. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  890. $user = ctx();
  891. $ary = explode(";", $goodsStr);
  892. //$unlockNum = $user->privateState->expandNum * 5;
  893. //$n = self::countStoreNum();
  894. foreach ($ary as $value) {
  895. $val = explode(",", $value);
  896. $cid = "";
  897. my_Assert(count($val) > 1, "解析奖励字符串出错");
  898. list( $itemId, $num) = $val; # ID, 数量
  899. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  900. switch ($smItem->subType) { # 根据类型分别添加到容器中
  901. case META_EXP: # 指挥官经验
  902. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  903. $user->base()->Add_Exp($num); # 加指挥官经验
  904. break;
  905. case META_GOLD_ITEMID: # 金币
  906. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  907. $user->base()->Add_Gold($num, $mask); # 增加金币
  908. break;
  909. case META_CASH_ITEMID: # 钻石
  910. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  911. $user->base()->Add_Cash($num, $mask); # 增加钻石
  912. break;
  913. case META_tili_ITEMID: # 体力
  914. // Data_UserGame::Add_tili($num);
  915. $user->base()->Add_tili($num); # 增加体力
  916. break;
  917. case META_FriendShipPoit_ItemId: # 友情值
  918. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  919. $user->base()->Add_FriendPoint($num); # 加友情点
  920. break;
  921. case META_PVPCOIN_ITEMID: # 竞技币
  922. $user->pvp->pvpCoins += $num;
  923. break;
  924. case META_ActivePoint_ITEMID:
  925. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  926. break;
  927. case META_RESPOINT_ITEMID:
  928. $user->base()->Add_resPoint($num); # 增加资源点
  929. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  930. break;
  931. case 101: # 武器
  932. for ($n = 0; $n < $num; $n++) {
  933. $cid = StoreProc::PutEquipInStore($itemId);
  934. }
  935. CornerSignEventProc::OnBag_new_Weapon();
  936. CornerSignEventProc::OnRoleWeapon();
  937. break;
  938. case 401: # 言灵
  939. for ($n = 0; $n < $num; $n++) {
  940. $cid = StoreProc::PutYanLingInStore($itemId);
  941. }
  942. CornerSignEventProc::OnBag_new_Yanling();
  943. CornerSignEventProc::OnRoleYanling();
  944. break;
  945. case 501: # 限购礼包
  946. $itemMO = GameConfig::item_package_getItem($itemId);
  947. my_Assert(null != $itemMO, ErrCode::err_const_no);
  948. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  949. my_Assert(ErrCode::ok == $err, $err);
  950. break;
  951. case 601: # 任务卡
  952. $cid = StoreProc::PutTaskCardInStore($itemId);
  953. break;
  954. case 201: # 碎片
  955. $segMo = GameConfig::item_segment_getItem($itemId);
  956. my_Assert($segMo != null, ErrCode::err_const_no);
  957. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  958. CornerSignEventProc::OnBag_new_Fragment();
  959. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  960. break;
  961. case 202: # 召唤书碎片
  962. case 351: # 言灵召唤书
  963. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  964. $book = GameConfig::item_yanlingbook_getItem($itemId);
  965. my_Assert(null != $book, ErrCode::err_const_no);
  966. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  967. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  968. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  969. case 1:
  970. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  971. break;
  972. case 2:
  973. CornerSignEventProc::OnCall_Magician_new(); # 法师
  974. break;
  975. case 3:
  976. CornerSignEventProc::OnCall_Archer_new(); # 射手
  977. break;
  978. default :
  979. break;
  980. }
  981. break;
  982. case 321: # 进阶材料
  983. case 322: # 进阶材料
  984. case 323: # 锻造材料
  985. case 324: # 魂器
  986. case 332: #普通祈愿券
  987. case 333: #活动祈愿券
  988. case 325: #元素突破材料
  989. case 326: #职业突破材料
  990. case 327: #言灵的突破石
  991. case 328: #言灵的突破材料
  992. case 329: #武器的突破石
  993. case 330: #武器的突破材料
  994. // 补给品
  995. case 341: # 血瓶
  996. case 342: # 能量瓶
  997. case 343: #
  998. case 344: # 回城券 -2022.4.13 海哥
  999. //
  1000. case 701: #宝石
  1001. case 702: #设计图纸
  1002. case 703: #宝石辅助材料
  1003. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1004. CornerSignEventProc::OnBag_new_Material();
  1005. break;
  1006. case 311: # 基因(经验丹)
  1007. case 312: # 强化道具
  1008. case 313:
  1009. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1010. break;
  1011. default :
  1012. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  1013. }
  1014. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  1015. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  1016. }
  1017. return ErrCode::ok; // 返回
  1018. }
  1019. public static function countStoreNum() {
  1020. $user = ctx();
  1021. //$num = 0;
  1022. $itemDic = $user->store->items;
  1023. //$num += count((array)$user->store->items);
  1024. $itemNum = 0;
  1025. foreach ($itemDic as $key => $num) {
  1026. if ($num == 0) {
  1027. continue;
  1028. }
  1029. if ($num > 99999) {
  1030. $itemNum += 2;
  1031. } else {
  1032. $itemNum += 1;
  1033. }
  1034. }
  1035. //var_dump($num);
  1036. //var_dump('-----------------');
  1037. $itemNum += count((array) $user->store->equipment);
  1038. //var_dump($num);
  1039. //var_dump('-----------------');
  1040. $itemNum += count((array) $user->store->yanling);
  1041. //var_dump($itemNum);
  1042. return $itemNum;
  1043. }
  1044. /**
  1045. * [6401]向包裹中添加物品
  1046. */
  1047. public static function AddItemInStore() {
  1048. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  1049. $user = ctx();
  1050. if ($mask == 1) {
  1051. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  1052. } else {
  1053. $err = self::AddMultiItemInStore($rwdStr);
  1054. }
  1055. my_Assert(ErrCode::ok == $err, $err);
  1056. UserProc::updateUserInfo();
  1057. return Resp::ok(array(
  1058. 'gold' => $user->baseInfo->gold,
  1059. 'tili' => $user->baseInfo->tili,
  1060. 'cash' => $user->baseInfo->cash,
  1061. 'resPoint' => $user->baseInfo->resPoint,
  1062. 'store' => $user->store));
  1063. }
  1064. /**
  1065. * 将装备放入背包
  1066. * @param type $itemId
  1067. */
  1068. static function PutEquipInStore($itemId) {
  1069. $privateState = ctx()->privateState;
  1070. $unlockNum = $privateState->expandNum * 5;
  1071. //var_dump("wuqi==============");
  1072. $n = self::countStoreNum();
  1073. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1074. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1075. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  1076. ctx()->privateState->currentId = 1;
  1077. }
  1078. $cid = ctx()->privateState->currentId++;
  1079. //$equip = ObjectInit();
  1080. $equip = new Ins_Weapon();
  1081. $equip->typeId = $itemId;
  1082. ctx()->store->equipment->$cid = $equip;
  1083. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  1084. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
  1085. return $cid;
  1086. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  1087. }
  1088. /**
  1089. * 将言灵放入背包
  1090. * @param type $itemId
  1091. */
  1092. static function PutYanLingInStore($itemId) {
  1093. //my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  1094. $privateState = ctx()->privateState;
  1095. $unlockNum = $privateState->expandNum * 5;
  1096. //var_dump("yanling==============");
  1097. $n = self::countStoreNum();
  1098. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1099. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1100. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1101. ctx()->privateState->currentId = 1;
  1102. }
  1103. $cid = ctx()->privateState->currentId++;
  1104. //$equip = ObjectInit();
  1105. $equip = new Ins_YanLin();
  1106. $equip->typeId = $itemId;
  1107. ctx()->store->yanling->$cid = $equip;
  1108. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  1109. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
  1110. return $cid;
  1111. }
  1112. /**
  1113. * 将任务卡放入背包
  1114. * @param type $itemId
  1115. */
  1116. static function PutTaskCardInStore($itemId) {
  1117. $privateState = ctx()->privateState;
  1118. $unlockNum = $privateState->expandNum * 5;
  1119. //var_dump("task==============");
  1120. //$n = self::countStoreNum();
  1121. //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
  1122. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1123. ctx()->privateState->currentId = 1;
  1124. }
  1125. $cid = ctx()->privateState->currentId++;
  1126. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  1127. // var_dump($mo);
  1128. my_Assert(null != $mo, ErrCode::err_const_no);
  1129. $itembaseMo = GameConfig::item_base_getItem($itemId);
  1130. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  1131. if ($itembaseMo->pileNum > 0) { # 可叠加
  1132. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  1133. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  1134. // $taskCard = null;
  1135. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  1136. // $val = new Ins_TaskCard($val);
  1137. // if ($val->typeId == $itemId) {
  1138. // $taskCard = $val;
  1139. // break;
  1140. // }
  1141. // }
  1142. // if (null == $taskCard) { # 原来么有
  1143. // $taskCard = new Ins_TaskCard($itemId);
  1144. // $taskCard->uid = $cid;
  1145. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  1146. // }
  1147. // $taskCard->count += 1;
  1148. // </editor-fold>
  1149. } else {
  1150. $taskCard = new Ins_TaskCard($itemId);
  1151. $taskCard->uid = $cid;
  1152. ctx()->store->taskcards->$cid = $taskCard;
  1153. }
  1154. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  1155. if (null != $taskCard) {
  1156. $t = req()->paras;
  1157. req()->paras = array($cid);
  1158. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  1159. req()->paras = $t;
  1160. }
  1161. return $cid;
  1162. }
  1163. /**
  1164. * 将可叠加物品放入背包
  1165. * @param int $itemId
  1166. * @param int $num
  1167. */
  1168. static function PutOverlyingItemInStore($itemId, $num = 1) {
  1169. //var_dump("item==============".$itemId);
  1170. $unlockNum = ctx()->privateState->expandNum * 5;
  1171. $n = self::countStoreNum();
  1172. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1173. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1174. $items = ctx()->store->items; # dic: itemid=>number
  1175. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  1176. $items->$itemId += $num;
  1177. } else { # 如果仓库中没有这种元素,则其数目置为num
  1178. $items->$itemId = $num;
  1179. }
  1180. }
  1181. /**
  1182. * 物品包裹打散成独立道具到仓库
  1183. * @param GoodsItemModel $itemModel
  1184. * @deprecated since version now
  1185. */
  1186. static function addSeprateItem($itemModel) {
  1187. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  1188. }
  1189. /**
  1190. * [6416] 给英雄装上言灵
  1191. */
  1192. static function WearYanlingToHero() {
  1193. $user = ctx(); # user引用
  1194. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1195. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  1196. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  1197. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  1198. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  1199. Err(ErrCode::store_equipWeared_err);
  1200. }
  1201. $collectHeros = $user->heros->collectHeros; # 英雄集合
  1202. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  1203. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  1204. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1205. my_Assert($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.
  1206. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  1207. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  1208. if ($oldYLid > 0) { # 代表替换操作
  1209. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  1210. }
  1211. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  1212. $collectHeros->$herouid = $hero;
  1213. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  1214. UserProc::updateUserInfo(); # 5.回写数据
  1215. $ret = array('resp' => "succeed!",
  1216. 'store' => $user->store);
  1217. $resp = Resp::ok($ret); // 返回
  1218. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1219. return $resp;
  1220. }
  1221. /**
  1222. * [6417] 给英雄卸下言灵
  1223. * @deprecated since version 无法卸下,只能更换
  1224. */
  1225. static function UnWieldYanling() {
  1226. $user = ctx(); # user引用
  1227. list($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
  1228. $collectHeros = $user->heros->collectHeros;
  1229. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  1230. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1231. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1232. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  1233. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  1234. }
  1235. // $arr = $collectHeros->$herouid->yanling;
  1236. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  1237. // StlUtil::arrayRemove($arr, $yanling_uid);
  1238. // $collectHeros->$herouid->yanling = $arr;
  1239. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  1240. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  1241. UserProc::updateUserInfo(); # 回写数据
  1242. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  1243. // StoreProc::CheckItemNum($req);
  1244. return $resp;
  1245. }
  1246. /**
  1247. * [6410] 给英雄穿装备
  1248. */
  1249. static function WearEquipToHero() {
  1250. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1251. $user = ctx(); # user引用
  1252. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1253. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  1254. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  1255. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  1256. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  1257. }
  1258. $collectHeros = $user->heros->collectHeros;
  1259. my_default_Obj($collectHeros);
  1260. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  1261. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1262. my_Assert($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
  1263. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  1264. $oldEquipId = 0;
  1265. switch ($itemtype) { # 添加或替换英雄该部位的装备
  1266. case 1: # 武器
  1267. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  1268. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  1269. break;
  1270. case 2: # 防具
  1271. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  1272. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  1273. break;
  1274. case 3: # 饰品
  1275. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  1276. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  1277. break;
  1278. default :
  1279. Err(ErrCode::store_equip_type);
  1280. break;
  1281. }
  1282. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  1283. $user->store->equipment->$oldEquipId->herouid = 0;
  1284. }
  1285. UserProc::updateUserInfo(); // 5.回写数据
  1286. // StoreProc::CheckItemNum($req);
  1287. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  1288. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1289. return Resp::ok(array('resp' => "succeed!",
  1290. 'store' => $user->store)); // 返回
  1291. }
  1292. /**
  1293. * [6411] 给英雄脱装备
  1294. * @deprecated since version 不能卸下装备, 只能更换.
  1295. */
  1296. static function UnWieldEquip() {
  1297. list($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
  1298. $user = ctx(); # user引用
  1299. $collectHeros = $user->heros->collectHeros;
  1300. my_default_Obj($collectHeros);
  1301. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1302. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1303. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  1304. $user->store->equipment->$equipuid->herouid = 0;
  1305. }
  1306. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  1307. case 1: # 武器
  1308. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  1309. Err(ErrCode::store_noequip_err);
  1310. }
  1311. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  1312. break;
  1313. case 2: # 防具
  1314. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  1315. Err(ErrCode::store_noequip_err);
  1316. }
  1317. $collectHeros->$herouid->equip->armor->itemuid = 0;
  1318. break;
  1319. case 3: # 饰品
  1320. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  1321. Err(ErrCode::store_noequip_err);
  1322. }
  1323. $collectHeros->$herouid->equip->ring->itemuid = 0;
  1324. break;
  1325. default :
  1326. Err(ErrCode::store_equip_type);
  1327. }
  1328. UserProc::updateUserInfo(); # 回写数据
  1329. return Resp::ok(array('resp' => "succeed!")); // 返回
  1330. }
  1331. // </editor-fold>
  1332. //
  1333. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1334. //
  1335. /**
  1336. * 检查背包中物品的个数
  1337. * @return int
  1338. */
  1339. public static function CheckItemNum() {
  1340. $ItemObj = ctx()->store->items;
  1341. $EquipObj = ctx()->store->equipment;
  1342. $SegementObj = ctx()->store->segement;
  1343. $HeroObj = ctx()->heros->collectHeros;
  1344. $ItemNum = 0;
  1345. if ($ItemObj) {
  1346. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  1347. $ItemNum++;
  1348. }
  1349. }
  1350. if ($SegementObj) {
  1351. foreach ($SegementObj as $value) { # 碎片
  1352. $ItemNum++;
  1353. }
  1354. }
  1355. if ($EquipObj) {
  1356. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  1357. $ItemNum++;
  1358. }
  1359. }
  1360. if ($HeroObj) {
  1361. 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.
  1362. $HeroEquipId = $value->equip->weapon->itemuid;
  1363. if ($HeroEquipId > 0) {
  1364. $ItemNum--;
  1365. }
  1366. $HeroEquipId = $value->equip->armor->itemuid;
  1367. if ($HeroEquipId > 0) {
  1368. $ItemNum--;
  1369. }
  1370. $HeroEquipId = $value->equip->ring->itemuid;
  1371. if ($HeroEquipId > 0) {
  1372. $ItemNum--;
  1373. }
  1374. }
  1375. }
  1376. ctx()->privateState->ItemNum = $ItemNum;
  1377. return $ItemNum;
  1378. }
  1379. /**
  1380. * 获取物品格子的上限值---废弃了
  1381. * @return int 上限数值
  1382. */
  1383. // public static function GetItemMaxNum() {
  1384. // $user = ctx();
  1385. // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1386. // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1387. // }
  1388. // return $user->privateState->maxItemNum;
  1389. // }
  1390. /**
  1391. * 6412 背包扩容
  1392. */
  1393. public static function AddPacketNum() {
  1394. $user = ctx(); # user引用
  1395. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1396. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1397. }
  1398. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1399. my_Assert($costCash > 0, ErrCode::paras_err);
  1400. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1401. $user->privateState->maxItemNum += 10; # 扩容
  1402. UserProc::updateUserInfo(); # 保存玩家数据
  1403. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1404. StoreProc::CheckItemNum();
  1405. return $resp;
  1406. }
  1407. // </editor-fold>
  1408. //
  1409. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1410. //
  1411. /**
  1412. * 出售单一的物品
  1413. */
  1414. static function sellItem() {
  1415. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1416. }
  1417. /**
  1418. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1419. */
  1420. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1421. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1422. }
  1423. /**
  1424. * 6403 从背包出售多个物品
  1425. */
  1426. static function sellMultiItemFromStore() {
  1427. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1428. $obj = req()->paras[0]; // 获取物品的结构数组
  1429. foreach ($obj as $value) {
  1430. $type = $value[0];
  1431. $itemId = $value[1];
  1432. if ($type > 3) {
  1433. $count = intval($value[2]); // 数量
  1434. $uid = 0;
  1435. } 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
  1436. $count = 1;
  1437. $uid = $value[2];
  1438. }//物品的uid
  1439. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1440. }
  1441. if (0 == $resp->err) {
  1442. UserProc::updateUserInfo();
  1443. }
  1444. StoreProc::CheckItemNum();
  1445. return $resp;
  1446. }
  1447. // </editor-fold>
  1448. //
  1449. }