StoreProc.php 45 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. * @param type $req
  15. */
  16. static function procMain($req) {
  17. switch ($req->cmd) {
  18. case CmdCode::cmd_store_put: # 6401 放入仓库
  19. return StoreProc::AddItemInStore($req);
  20. case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
  21. return StoreProc::sellItem($req);
  22. case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
  23. return StoreProc::sellMultiItemFromStore($req);
  24. case CmdCode::cmd_store_use: # 6404 使用道具
  25. return StoreProc::useItem($req);
  26. case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
  27. return StoreProc::refreshStore($req);
  28. // case CmdCode::cmd_store_decomposeItem: # 6406 分解道具
  29. // return StoreProc::decomposeItem($req);
  30. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  31. return StoreProc::Test($req);
  32. // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
  33. // return StoreProc::ItemUpgrade($req);
  34. // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
  35. // return StoreProc::composeItem($req);
  36. //
  37. case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
  38. return StoreProc::WearEquipToHero($req);
  39. case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
  40. return StoreProc::UnWieldEquip($req);
  41. //
  42. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  43. return StoreProc::AddPacketNum($req);
  44. // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  45. // Err(ErrCode::err_method_obsoleted);
  46. //// return StoreProc::MeltEquip($req);
  47. // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  48. // return StoreProc::composePieces($req);
  49. case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
  50. return StoreProc::WearYanlingToHero($req);
  51. case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
  52. return StoreProc::UnWieldYanling($req);
  53. case CmdCode::cmd_store_mergeYanlingbook: # 6418 利用言灵召唤书碎片合成召唤书
  54. return self::MergeYanlingBook($req);
  55. case CmdCode::cmd_store_callyanling: # 6419 利用言灵召唤书召唤言灵
  56. return self::CallYanlingByBook($req);
  57. case CmdCode::cmd_store_yanling_upgrade: # 6420 言灵进阶
  58. return self::YanlingUpgrade($req);
  59. default:
  60. Err(ErrCode::cmd_err);
  61. }
  62. }
  63. /**
  64. * [6420] 言灵进阶
  65. * @param req $req
  66. */
  67. static function YanlingUpgrade($req) {
  68. list($yanlingUid) = $req->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  69. $user = $req->userInfo->game;
  70. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  71. $yanlingObj = $user->store->yanling->$yanlingUid;
  72. $yanlingMoId = $yanlingObj->typeId;
  73. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  74. $toGrade = $curGrade + 1; # 下一等阶
  75. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  76. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  77. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  78. $costs = explode(';', $toGradeCfg->cost_materials);
  79. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  80. foreach ($costs as $c) {
  81. list($itemId, $num) = explode(',', $c); # 解析材料
  82. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  83. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  84. }
  85. $yanlingObj->grade = $toGrade; # 修改进阶
  86. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  87. UserProc::updateUserInfo(); # 回写玩家数据
  88. return Resp::ok(array(
  89. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  90. ));
  91. }
  92. /**
  93. * [6418] 利用言灵召唤书碎片合成召唤书
  94. * @param req $req
  95. */
  96. static function MergeYanlingBook($req) {
  97. list($bookId) = $req->paras; # 参数 言灵召唤书id
  98. $user = $req->userInfo->game;
  99. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  100. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  101. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  102. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  103. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  104. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  105. UserProc::updateUserInfo(); # 回写数据
  106. return Resp::ok(array(
  107. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  108. ));
  109. }
  110. /**
  111. * [6419] 利用言灵召唤书召唤言灵
  112. * @param req $req
  113. */
  114. static function CallYanlingByBook($req) {
  115. list($bookId) = $req->paras; # 参数 利用的言灵召唤书id
  116. $user = $req->userInfo->game;
  117. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  118. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  119. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  120. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  121. $costs = explode(';', $bookIdCfg->cost_materials);
  122. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  123. foreach ($costs as $c) {
  124. list($itemId, $num) = explode(',', $c); # 解析材料
  125. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  126. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  127. }
  128. self::PutYanLingInStore($bookIdCfg->yanling_id, $req); # 添加言灵
  129. UserProc::updateUserInfo(); # 回写数据
  130. return Resp::ok(array(
  131. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  132. ));
  133. }
  134. /**
  135. * 测试方法
  136. * @param Req $req
  137. * @return type
  138. */
  139. static public function Test($req) {
  140. // return StoreProc::MeltEquip($req);
  141. }
  142. /**
  143. * [6404] 使用仓库道具
  144. * @param Req $req
  145. */
  146. static function useItem($req) {
  147. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  148. $itemId = $req->paras[0]; # 道具id
  149. $num = 1; # 数量, 可选参数, 默认为1
  150. if (count($req->paras) > 1) { # 如果传了,
  151. $num = $req->paras[1]; # 提取可选参数: 道具数量
  152. } # end 提取参数
  153. $typeId = substr($itemId, 0, 3); # 道具分类前缀
  154. switch ($typeId) { # 使用道具()
  155. // case '701': # 宝箱
  156. // $resp = Boxes::OpenBox($req); # 调用开宝箱功能
  157. // break;
  158. default : # 其他
  159. Err(ErrCode::store_itemcantuse);
  160. break;
  161. }
  162. return $resp;
  163. }
  164. /**
  165. * [6405] 刷新仓库列表
  166. * @param Req $req
  167. */
  168. static function refreshStore($req) {
  169. StoreProc::CheckItemNum($req);
  170. return Resp::ok(array('store' => $req->userInfo->game->store));
  171. }
  172. /**
  173. * [6409] 合成道具
  174. * @param Req $req
  175. */
  176. static public function composeItem($req) {
  177. Err(ErrCode::err_method_notimplement);
  178. // list($lowitemId, $usenum, $highitemId, $addnum, $gold) = $req->paras; # 提取参数: 消耗道具id, 消耗数量, 合成道具Id, 合成数量, 需要的手续费
  179. // my_Assert($usenum >= 3, "数量非法!");
  180. // $user = $req->userInfo->game; # user引用
  181. // $store = $user->store; # 背包引用
  182. //
  183. // $ok = StoreProc::removeItemFromStore($store, $lowitemId, $usenum); # 从仓库里移除这个道具, 支持移除指定数量
  184. // my_Assert(ErrCode::ok == $ok, $ok); # 如果仓库道具移出时出错,则直接返回错误
  185. // my_Assert(UserGameModel::Consume_Gold($user, $gold), ErrCode::notenough_gold_msg); # 扣除消耗的金币
  186. //
  187. // ActiveProc::ChangeTaskCount($req); # 更新任务计数器
  188. // $store->items->$highitemId += $addnum; # 添加新合成道具
  189. // UserProc::updateUserInfo();
  190. // $ret = array('resp' => "succeed!"); # 准备返回值
  191. // $resp = Resp::ok($ret); # 返回必须是object
  192. //
  193. // StoreProc::CheckItemNum($req);
  194. // return $resp;
  195. }
  196. /**
  197. * [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)
  198. * @param Req $req
  199. */
  200. static public function composePieces($req) {
  201. Err(ErrCode::err_method_notimplement);
  202. }
  203. // </editor-fold>
  204. // --------------- 以下为辅助方法 ------------------
  205. //
  206. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  207. /**
  208. * 从仓库中移除指定数量的物品
  209. * @param UserGameModel $user
  210. * @param type $itemId
  211. * @param type $itemcount
  212. * @return type
  213. */
  214. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  215. if (CommUtil::isPropertyExists($store->items, $itemId)) {
  216. if ($store->items->$itemId >= $itemcount) { # 数量足够
  217. $store->items->$itemId -= $itemcount;
  218. if ($store->items->$itemId == 0) {
  219. unset($store->items->$itemId);
  220. }
  221. return ErrCode::ok;
  222. } else {
  223. return ErrCode::store_itemnotenough; # 道具数量不足
  224. }
  225. } else {
  226. return ErrCode::store_itemno_err; # 没有这个道具
  227. }
  228. }
  229. /**
  230. * 从仓库移出装备
  231. * @param type $itemId uid
  232. * @param StoreModel $store
  233. * @return boolean
  234. */
  235. static function removeEquipFromStore($uid, $typeId, &$req) {
  236. $ok = false;
  237. echo var_export($uid);
  238. if (CommUtil::isPropertyExists($req->userInfo->game->store->equipment, $uid)) {
  239. // $con= ConstProc::getItemConst($req->mem, $req->userInfo->game->store->equipment->$uid->typeId);
  240. echo var_export($req->userInfo->game->store->equipment->$uid->typeId);
  241. if ($typeId == $req->userInfo->game->store->equipment->$uid->typeId) {
  242. echo "typeid相同";
  243. unset($req->userInfo->game->store->equipment->$uid);
  244. $ok = true;
  245. } else {
  246. echo "typeid检验错误";
  247. }
  248. }
  249. return $ok;
  250. }
  251. /**
  252. * 从仓库移除碎片
  253. * @param StoreModel $store
  254. * @param int $segmentId
  255. * @param int $num
  256. * @return bool 成功/失败
  257. */
  258. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  259. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  260. && $store->segement->$segmentId >= $num) {
  261. $store->segement->$segmentId -= $num;
  262. return TRUE;
  263. }
  264. return false;
  265. }
  266. /**
  267. * 向仓库添加碎片
  268. * @param StoreModel $store
  269. * @param int $segmentId
  270. * @param int $num
  271. */
  272. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  273. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  274. $store->segement->$segmentId += $num;
  275. } else {
  276. $store->segement->$segmentId = $num;
  277. }
  278. $segMo = GameConfig::item_segment_getItem($segmentId);
  279. my_Assert($segMo != null, ErrCode::err_const_no);
  280. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  281. }
  282. /**
  283. * 计算玩家仓库中某种符石/道具的数量
  284. * @param type $map
  285. * @param type $stoneid
  286. * @return type
  287. */
  288. static function GetStoneCount($map, $stoneid) {
  289. $ret = 0;
  290. if ($map->store->stones && CommUtil::isPropertyExists($map->store->stones, $stoneid)) {
  291. $ret = $map->store->stones->
  292. $stoneid;
  293. }
  294. return $ret;
  295. }
  296. /**
  297. * 从仓库移除符石(道具)
  298. * @param MapModel $map
  299. * @param int $stoneid
  300. * @param int $num
  301. */
  302. static function RemoveStoneFromStore(&$map, $stoneid, $num = 1) {
  303. if ($num <= 0) {
  304. return $num;
  305. }
  306. $ret = 0;
  307. if ($map->store->stones && CommUtil::isPropertyExists($map->store->stones, $stoneid)) {
  308. $left = $map->store->stones->$stoneid - $num;
  309. if ($ret >= 0) {////这里有bug吗?应该是用$left啊,不过无所谓,反正这个函数暂时用不上,不考虑了.
  310. $map->store->stones->$stoneid -= $num;
  311. $ret = $num;
  312. }
  313. }
  314. return $ret;
  315. }
  316. // </editor-fold>
  317. //
  318. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  319. /**
  320. * 将其他物品放入仓库
  321. * @param type $itemId
  322. * @param UserGameModel $game
  323. */
  324. static function PutItemInStore($itemId, &$game) {
  325. if (CommUtil::isPropertyExists($game->store->items, $itemId)) {// 如果仓库中已经有这种元素,则其数目+1
  326. $game->store->items->$itemId += 1;
  327. } else {// 如果仓库中没有这种元素,则其数目置1
  328. $game->store->items->$itemId = 1;
  329. }
  330. }
  331. /**
  332. * 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
  333. * 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
  334. * @param Req $req
  335. * @param string $goodsStr itemid,num;itemid,num;...
  336. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  337. * @deprecated since version 0
  338. * @return type
  339. */
  340. public static function AddMultiItemInStore($req, $goodsStr, $src = 1) {
  341. // var_dump($goodsStr);
  342. $user = $req->userInfo->game;
  343. $ary = explode(";", $goodsStr);
  344. // var_dump($ary);
  345. foreach ($ary as $value) {
  346. $val = explode(",", $value);
  347. // var_dump($val);
  348. my_Assert(count($val) > 1, "解析奖励字符串出错");
  349. list( $itemId, $num) = $val; # ID, 数量
  350. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  351. switch ($smItem->subType) { # 根据类型分别添加到容器中
  352. case META_EXP: # 指挥官经验
  353. UserGameModel::Add_Exp($user->baseInfo, $num);
  354. break;
  355. case META_GOLD_ITEMID: # 金币
  356. UserGameModel::Add_Gold($user->baseInfo, $num);
  357. break;
  358. case META_CASH_ITEMID: # 钻石
  359. UserGameModel::Add_Cash($user->baseInfo, $num);
  360. break;
  361. case META_tili_ITEMID: # 体力
  362. UserGameModel::Add_tili($req, $num);
  363. break;
  364. case META_FriendShipPoit_ItemId: # 友情值
  365. UserGameModel::Add_FriendPoint($user->baseInfo, $num);
  366. break;
  367. case META_PVPCOIN_ITEMID: # 竞技币
  368. $user->pvp->pvpCoins += $num;
  369. break;
  370. case META_ActivePoint_ITEMID:
  371. $user->task->dailyActivePoint += $num; # 每日任务活跃点
  372. break;
  373. case 101: # 武器
  374. StoreProc::PutEquipInStore($itemId, $req);
  375. CornerSignEventProc::OnBag_new_Weapon($req);
  376. break;
  377. case 401: # 言灵
  378. StoreProc::PutYanLingInStore($itemId, $req);
  379. CornerSignEventProc::OnBag_new_Yanling($req);
  380. break;
  381. case 201: # 碎片
  382. $segMo = GameConfig::item_segment_getItem($itemId);
  383. my_Assert($segMo != null, ErrCode::err_const_no);
  384. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  385. CornerSignEventProc::OnBag_new_Fragment($req);
  386. case 202: # 召唤书碎片
  387. case 312: # 言灵召唤/进阶材料
  388. case 351: # 言灵召唤书
  389. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  390. $book = GameConfig::item_yanlingbook_getItem($itemId);
  391. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  392. switch ($ylCfg->career) {
  393. case 1:
  394. CornerSignEventProc::OnCall_Warrior_new($req); #
  395. break;
  396. case 2:
  397. CornerSignEventProc::OnCall_Magician_new($req); #
  398. break;
  399. case 3:
  400. CornerSignEventProc::OnCall_Archer_new($req); #
  401. break;
  402. default :
  403. break;
  404. }
  405. break;
  406. case 321: # 进阶材料
  407. case 322: # 进阶材料
  408. case 323: # 锻造材料
  409. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  410. CornerSignEventProc::OnBag_new_Material($req);
  411. break;
  412. case 311: # 基因(经验丹)
  413. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  414. break;
  415. case 341: # 战场中掉落,不会进入包裹
  416. case 342:
  417. case 343:
  418. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  419. break;
  420. default :
  421. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  422. }
  423. }
  424. return ErrCode::ok; // 返回
  425. }
  426. /**
  427. * 向包裹中添加物品
  428. * @param req $req
  429. * @return type
  430. */
  431. public static function AddItemInStore($req) {
  432. list($rwdStr) = $req->paras;
  433. $err = self::AddMultiItemInStore($req, $rwdStr);
  434. my_Assert(ErrCode::ok == $err, $err);
  435. UserProc::updateUserInfo();
  436. return Resp::ok(array('store' => $req->userInfo->game->store));
  437. // Err(ErrCode::err_innerfault, "功能待开发 -王刚 2020年1月17日14:36:01");
  438. }
  439. /**
  440. * 将装备放入背包
  441. * @param type $itemId
  442. * @param Req $req
  443. */
  444. static function PutEquipInStore($itemId, &$req) {
  445. $privateState = $req->userInfo->game->privateState;
  446. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  447. $req->userInfo->game->privateState->currentId = 1;
  448. }
  449. $cid = $req->userInfo->game->privateState->currentId++;
  450. $equip = ObjectInit();
  451. $equip->typeId = $itemId;
  452. $req->userInfo->game->store->equipment->$cid = $equip;
  453. return $cid;
  454. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  455. }
  456. /**
  457. * 将言灵放入背包
  458. * @param type $itemId
  459. * @param Req $req
  460. */
  461. static function PutYanLingInStore($itemId, &$req) {
  462. $privateState = $req->userInfo->game->privateState;
  463. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  464. $req->userInfo->game->privateState->currentId = 1;
  465. }
  466. $cid = $req->userInfo->game->privateState->currentId++;
  467. $equip = ObjectInit();
  468. $equip->typeId = $itemId;
  469. $req->userInfo->game->store->yanling->$cid = $equip;
  470. return $cid;
  471. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  472. }
  473. /**
  474. * 将可叠加物品放入背包
  475. * @param int $itemId
  476. * @param int $num
  477. */
  478. static function PutOverlyingItemInStore($itemId, $num = 1) {
  479. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  480. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  481. $items->$itemId += $num;
  482. } else { # 如果仓库中没有这种元素,则其数目置为num
  483. $items->$itemId = $num;
  484. }
  485. }
  486. /**
  487. * 物品包裹打散成独立道具到仓库
  488. * @param GoodsItemModel $itemModel
  489. * @param Req $req
  490. * @return type
  491. * @deprecated since version now
  492. */
  493. static function addSeprateItem($itemModel, $req) {
  494. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  495. }
  496. /**
  497. * [6417] 给英雄装上言灵
  498. * @param req $req
  499. * @return type
  500. */
  501. static function WearYanlingToHero($req) {
  502. $user = $req->userInfo->game; # user引用
  503. list($itemtype, $yanling_uid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  504. if (!CommUtil::isPropertyExists($user->store->yanling, $yanling_uid)) { # 检测是否存在该言灵
  505. Err(ErrCode::store_itemno_err);
  506. }
  507. $yanlingVo = $user->store->yanling->$yanling_uid; # 取言灵对象
  508. if ($yanlingVo->herouid > 0 && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  509. Err(ErrCode::store_equipWeared_err);
  510. }
  511. $collectHeros = $user->heros->collectHeros; # 英雄集合
  512. if (!$collectHeros) { # 防御对象为空
  513. Err(ErrCode::err_innerfault);
  514. }
  515. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检查英雄是否存在
  516. Err(ErrCode::hero_no);
  517. }
  518. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  519. // $arr = $collectHeros->$herouid->yanling;
  520. // my_Assert(count($arr) < 3, ErrCode::hero_yanling_full); # 言灵数量最多3个
  521. // $arr[] = $yanling_uid;
  522. // $collectHeros->$herouid->yanling = $arr;
  523. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  524. if ($oldYLid > 0) { # 代表替换操作
  525. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  526. }
  527. $collectHeros->$herouid->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  528. UserProc::updateUserInfo(); # 5.回写数据
  529. $ret = array('resp' => "succeed!");
  530. $resp = Resp::ok($ret); // 返回
  531. HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
  532. return $resp;
  533. }
  534. /**
  535. * [6416] 给英雄卸下言灵
  536. * @param req $req
  537. * @return type
  538. * @deprecated since version 无法卸下,只能更换
  539. */
  540. static function UnWieldYanling($req) {
  541. $user = $req->userInfo->game; # user引用
  542. list($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
  543. $collectHeros = $user->heros->collectHeros;
  544. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  545. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  546. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  547. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  548. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  549. }
  550. // $arr = $collectHeros->$herouid->yanling;
  551. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  552. // StlUtil::arrayRemove($arr, $yanling_uid);
  553. // $collectHeros->$herouid->yanling = $arr;
  554. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  555. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  556. UserProc::updateUserInfo(); # 回写数据
  557. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  558. // StoreProc::CheckItemNum($req);
  559. return $resp;
  560. }
  561. /**
  562. * [6410] 给英雄穿装备
  563. * @param req $req
  564. * @return type
  565. */
  566. static function WearEquipToHero($req) {
  567. list($itemtype, $equipuid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  568. $user = $req->userInfo->game; # user引用
  569. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  570. $equipVo = $user->store->equipment->$equipuid; # 取装备对象
  571. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  572. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  573. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  574. }
  575. $collectHeros = $user->heros->collectHeros;
  576. my_default_Obj($collectHeros);
  577. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  578. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  579. $oldEquipId = 0;
  580. switch ($itemtype) { # 添加或替换英雄该部位的装备
  581. case 1: # 武器
  582. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  583. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  584. break;
  585. case 2: # 防具
  586. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  587. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  588. break;
  589. case 3: # 饰品
  590. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  591. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  592. break;
  593. default :
  594. Err(ErrCode::store_equip_type);
  595. break;
  596. }
  597. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  598. $user->store->equipment->$oldEquipId->herouid = 0;
  599. }
  600. UserProc::updateUserInfo(); // 5.回写数据
  601. // StoreProc::CheckItemNum($req);
  602. HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
  603. return Resp::ok(array('resp' => "succeed!")); // 返回
  604. }
  605. /**
  606. * [6411] 给英雄脱装备
  607. * @deprecated since version 不能卸下装备, 只能更换.
  608. * @param req $req
  609. * @return type
  610. */
  611. static function UnWieldEquip($req) {
  612. 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
  613. $user = $req->userInfo->game; # user引用
  614. $collectHeros = $user->heros->collectHeros;
  615. my_default_Obj($collectHeros);
  616. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  617. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  618. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  619. $user->store->equipment->$equipuid->herouid = 0;
  620. }
  621. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  622. case 1: # 武器
  623. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  624. Err(ErrCode::store_noequip_err);
  625. }
  626. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  627. break;
  628. case 2: # 防具
  629. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  630. Err(ErrCode::store_noequip_err);
  631. }
  632. $collectHeros->$herouid->equip->armor->itemuid = 0;
  633. break;
  634. case 3: # 饰品
  635. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  636. Err(ErrCode::store_noequip_err);
  637. }
  638. $collectHeros->$herouid->equip->ring->itemuid = 0;
  639. break;
  640. default :
  641. Err(ErrCode::store_equip_type);
  642. }
  643. UserProc::updateUserInfo(); # 回写数据
  644. // StoreProc::CheckItemNum($req);
  645. return Resp::ok(array('resp' => "succeed!")); // 返回
  646. }
  647. // </editor-fold>
  648. //
  649. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  650. /**
  651. * 将宝箱放入仓库
  652. * @param StoreModel $store
  653. * @param int $boxId 宝箱类型编号
  654. * @param int $num 数量
  655. */
  656. static function putBoxexInStore($store, $boxId, $num) {
  657. Err(ErrCode::err_method_obsoleted);
  658. if (CommUtil::isPropertyExists($store->boxes, $boxId)) {
  659. $store->boxes->$boxId += $num;
  660. } else {
  661. $store->boxes->$boxId = $num;
  662. }
  663. }
  664. /**
  665. * 检查背包中物品的个数
  666. * @param req $req
  667. * @return int
  668. */
  669. public static function CheckItemNum($req) {
  670. $ItemObj = $req->userInfo->game->store->items;
  671. $EquipObj = $req->userInfo->game->store->equipment;
  672. $SegementObj = $req->userInfo->game->store->segement;
  673. $HeroObj = $req->userInfo->game->heros->collectHeros;
  674. $ItemNum = 0;
  675. ////检查宝石类可叠加物品的格子占用
  676. if ($ItemObj) {
  677. foreach ($ItemObj as $value) {
  678. $ItemNum++;
  679. }
  680. }
  681. if ($SegementObj) {
  682. foreach ($SegementObj as $value) {
  683. $ItemNum++;
  684. }
  685. }
  686. ////检测装备类物品格子占用
  687. if ($EquipObj) {
  688. foreach ($EquipObj as $value) {
  689. $ItemNum++;
  690. }
  691. }
  692. ////检测英雄装备到身上的情况,装备到英雄身上不占格子,要减去.
  693. if ($HeroObj) {
  694. foreach ($HeroObj as $value) {
  695. // echo var_dump($HeroObj);
  696. $HeroEquipId = $value->equip->weapon->itemuid;
  697. if ($HeroEquipId > 0) {
  698. $ItemNum--;
  699. }
  700. $HeroEquipId = $value->equip->armor->itemuid;
  701. if ($HeroEquipId > 0) {
  702. $ItemNum--;
  703. }
  704. $HeroEquipId = $value->equip->ring->itemuid;
  705. if ($HeroEquipId > 0) {
  706. $ItemNum--;
  707. }
  708. }
  709. }
  710. $req->userInfo->game->privateState->ItemNum = $ItemNum;
  711. return $ItemNum;
  712. }
  713. /**
  714. * 获取物品格子的上限值
  715. * @return int 上限数值
  716. */
  717. public static function GetItemMaxNum() {
  718. $user = req()->userInfo->game;
  719. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  720. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  721. }
  722. return $user->privateState->maxItemNum;
  723. }
  724. /**
  725. * 背包扩容
  726. * @param type $req
  727. * @return type
  728. */
  729. public static function AddPacketNum($req) {
  730. $user = $req->userInfo->game; # user引用
  731. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  732. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  733. }
  734. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  735. my_Assert($costCash > 0, ErrCode::paras_err);
  736. my_Assert(UserGameModel::Consume_Cash($user, $costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  737. $user->privateState->maxItemNum += 10; # 扩容
  738. UserProc::updateUserInfo(); # 保存玩家数据
  739. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  740. StoreProc::CheckItemNum($req);
  741. return $resp;
  742. }
  743. // </editor-fold>
  744. //
  745. //
  746. //
  747. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  748. //
  749. /**
  750. * 出售单一的物品
  751. * @param Req $req
  752. * @return type
  753. */
  754. static function sellItem($req) {
  755. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  756. $resp = new Resp();
  757. // $user = $req->userInfo->user;
  758. $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  759. //客户端参数解析
  760. $type = $req->paras[0]; //1=神兽 2=建筑 //需要判断是否叠加
  761. $itemId = $req->paras[1]; // 注意:这里不是单体的id,而是物种的id
  762. if ($type > 3) {
  763. $count = intval($req->paras[2]); // 数量
  764. $uid = 0;
  765. } else {
  766. $count = 1;
  767. $uid = $req->paras[2];
  768. }//物品的uid
  769. ////0是type 1是itemid,2是uid或者是数量
  770. if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
  771. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  772. my_Assert($ok == ErrCode::ok, $ok); //1.如果仓库道具移出时出错,则直接返回错误
  773. // echo "弄弄";
  774. $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  775. echo var_export($gem);
  776. //2.检测是否存在该物品的原始物种
  777. if ($gem == null) {
  778. Err(ErrCode::err_godpet_noconst);
  779. }
  780. // 发金币
  781. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $gem->maijia * $count);
  782. $ret = array('resp' => "succeed!");
  783. $resp = Resp::ok($ret);
  784. UserProc::updateUserInfo();
  785. } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
  786. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  787. my_Assert($ok == ErrCode::ok, $ok); //1.如果仓库道具移出时出错,则直接返回错误
  788. // echo "弄弄";
  789. $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
  790. // echo var_export($gem);
  791. //2.检测是否存在该物品的原始物种
  792. if ($gem == null) {
  793. Err(ErrCode::err_godpet_noconst);
  794. }
  795. // 发金币
  796. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $gem->saleGoldPrice * $count);
  797. $ret = array('resp' => "succeed!");
  798. $resp = Resp::ok($ret);
  799. UserProc::updateUserInfo();
  800. } else if ($type < 4 && $type > 0) { # 这里是装备
  801. if ($count > 1) {
  802. Err(ErrCode::paras_err);
  803. }
  804. if ($uid < 1) {
  805. Err(ErrCode::paras_err);
  806. }
  807. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  808. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  809. Err(ErrCode::store_removefail);
  810. }
  811. $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  812. if ($item == null) { //2.检测是否存在装备的原始数据
  813. Err(ErrCode::err_const_no);
  814. }
  815. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $item->maijia);
  816. $ret = array('resp' => "succeed!");
  817. $resp = Resp::ok($ret); //返回必须是object
  818. UserProc::updateUserInfo();
  819. } else {
  820. Err(ErrCode::paras_err);
  821. }
  822. StoreProc::CheckItemNum($req);
  823. return $resp;
  824. }
  825. /**
  826. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  827. * @param Req $req
  828. * @return type
  829. */
  830. static function preSellSingleFromStore(&$req, $type, $itemId, $count, $uid) {
  831. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  832. $resp = new Resp();
  833. // $user = $req->userInfo->user;
  834. $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  835. //客户端参数解析
  836. ////0是type 1是itemid,2是uid或者是数量
  837. if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
  838. echoLine(":fs::");
  839. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  840. //1.如果仓库道具移出时出错,则直接返回错误
  841. my_Assert($ok == ErrCode::ok, $ok);
  842. echo "弄弄";
  843. $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  844. echo var_export($gem);
  845. //2.检测是否存在该物品的原始物种
  846. if ($gem == null) {
  847. Err(ErrCode::err_godpet_noconst);
  848. }
  849. // 发金币
  850. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $gem->maijia * $count);
  851. $ret = array('resp' => "succeed!");
  852. $resp = Resp::ok($ret);
  853. } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
  854. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  855. //1.如果仓库道具移出时出错,则直接返回错误
  856. my_Assert($ok == ErrCode::ok, $ok);
  857. // echo "弄弄";
  858. $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
  859. // echo var_export($gem);
  860. //2.检测是否存在该物品的原始物种
  861. if ($gem == null) {
  862. Err(ErrCode::err_godpet_noconst);
  863. }
  864. // 发金币
  865. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $gem->saleGoldPrice * $count);
  866. $ret = array('resp' => "succeed!");
  867. $resp = Resp::ok($ret);
  868. } else if ($type < 4 && $type > 0) { # 这里是装备
  869. if ($count > 1) {
  870. Err(ErrCode::paras_err);
  871. }
  872. if ($uid < 1) {
  873. Err(ErrCode::paras_err);
  874. }
  875. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  876. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  877. Err(ErrCode::store_removefail);
  878. }
  879. $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  880. if ($item == null) { //2.检测是否存在装备的原始数据
  881. Err(ErrCode::err_const_no);
  882. }
  883. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $item->maijia);
  884. $ret = array('resp' => "succeed!");
  885. $resp = Resp::ok($ret); //返回必须是object
  886. } else {
  887. Err(ErrCode::paras_err);
  888. }
  889. return $resp;
  890. }
  891. /**
  892. * 从背包出售多个物品
  893. * @param Req $req
  894. * @return type
  895. */
  896. static function sellMultiItemFromStore($req) {
  897. $resp = new Resp();
  898. $obj = $req->paras[0]; // 获取物品的结构数组
  899. foreach ($obj as $value) {
  900. $type = $value[0];
  901. $itemId = $value[1];
  902. ////先判断一下物品类型,如果是可叠加的,就按数量取值,如果是不可叠加的就按uid取值
  903. if ($type > 3) {
  904. $count = intval($value[2]); // 数量
  905. $uid = 0;
  906. } else {
  907. $count = 1;
  908. $uid = $value[2];
  909. }//物品的uid
  910. $resp = StoreProc:: preSellSingleFromStore($req, $type, $itemId, $count, $uid);
  911. }
  912. if (0 == $resp->err) {
  913. UserProc::updateUserInfo();
  914. }
  915. StoreProc::CheckItemNum($req);
  916. return $resp;
  917. }
  918. // </editor-fold>
  919. //
  920. }