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