StoreProc.php 58 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. default:
  75. Err(ErrCode::cmd_err);
  76. }
  77. }
  78. /**
  79. * 扩容
  80. * @return type
  81. */
  82. static function unlockStore() {
  83. //list() = req()->paras;
  84. $user = req()->userInfo->game;
  85. $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
  86. my_Assert($mo != null, ErrCode::err_const_no);
  87. my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
  88. $user->base(true)->Consume_Gold($mo->cost);
  89. $user->privateState->expandNum += 1;
  90. req()->userInfo->game = $user;
  91. UserProc::updateUserInfo(); # 回写玩家数据
  92. return Resp::ok(array(
  93. "gold" => $user->baseInfo->gold,
  94. "expandNum" => $user->privateState->expandNum,
  95. ));
  96. }
  97. /**
  98. * 宝石镶嵌
  99. */
  100. static function GemSetYanLing() {
  101. list($gemId, $yanlingUid) = req()->paras;
  102. $user = req()->userInfo->game;
  103. $yanling = $user->store->yanling;
  104. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  105. my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
  106. if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
  107. $yanling->$yanlingUid->gemId = 0;
  108. }
  109. my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
  110. StoreProc::removeItemFromStore($user->store, $gemId);
  111. $yanling->$yanlingUid->gemId = $gemId;
  112. $user->store->yanling = $yanling;
  113. req()->userInfo->game = $user;
  114. UserProc::updateUserInfo(); # 回写玩家数据
  115. return Resp::ok(array(
  116. "store" => $user->store, # # 目前来看只涉及到items变化
  117. ));
  118. }
  119. /**
  120. * 从严灵上卸下宝石
  121. */
  122. static function GemRemoveYanLing() {
  123. list($yanlingUid) = req()->paras;
  124. $user = req()->userInfo->game;
  125. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  126. $gemId = $user->store->yanling->$yanlingUid->gemId;
  127. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  128. $goodsStr = $gemId . ",1";
  129. StoreProc::AddMultiItemInStore($goodsStr);
  130. $user->store->yanling->$yanlingUid->gemId = 0;
  131. req()->userInfo->game = $user;
  132. UserProc::updateUserInfo(); # 回写玩家数据
  133. return Resp::ok(array(
  134. "store" => $user->store, # # 目前来看只涉及到items变化
  135. ));
  136. }
  137. /**
  138. * 宝石合成
  139. */
  140. static function GemComposeItem() {
  141. list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  142. $user = req()->userInfo->game;
  143. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  144. $mo = GameConfig::gem_formula_getItem($gemId);
  145. my_Assert($mo != null, ErrCode::err_const_no); #
  146. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  147. $itemId = $mo->drawItem;
  148. if ($itemId != "") {
  149. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
  150. }
  151. if ($mo->composeMaterial != "") {
  152. $mList = explode(',', $mo->composeMaterial);
  153. $itemId = $mList[0];
  154. $num = $mList[1];
  155. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
  156. //扣除材料
  157. StoreProc::removeItemFromStore($user->store, $itemId, $num);
  158. }
  159. $gList = explode(',', $mo->composeGem);
  160. $itemId = $gList[0];
  161. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
  162. my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
  163. //扣除配方金币 宝石
  164. $user->base(true)->Consume_Gold($mo->composeGold);
  165. StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
  166. $goodsStr = $gemId . ',1';
  167. StoreProc::AddMultiItemInStore($goodsStr);
  168. req()->userInfo->game = $user;
  169. UserProc::updateUserInfo(); # 回写玩家数据
  170. return Resp::ok(array(
  171. "store" => $user->store, # # 目前来看只涉及到items变化
  172. 'gold' => $user->baseInfo->gold,
  173. ));
  174. }
  175. /**
  176. * 宝石合成的研究等级提升
  177. */
  178. static function GemResearchLvUp() {
  179. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  180. $user = req()->userInfo->game;
  181. $researchLevel = $user->Gem->level; //研究等级
  182. $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
  183. my_Assert($mo != null, ErrCode::err_const_no);
  184. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  185. //$list = explode(',',$mo->unlockLevelGoldCost);
  186. my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  187. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  188. $user->Gem->level += 1;
  189. req()->userInfo->game = $user;
  190. UserProc::updateUserInfo(); # 回写玩家数据
  191. return Resp::ok(array(
  192. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  193. 'gold' => $user->baseInfo->gold,
  194. ));
  195. }
  196. /**
  197. * 武器升级
  198. */
  199. static function weaponUpgrade() {
  200. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  201. $user = req()->userInfo->game;
  202. $equipment = $user->store->equipment;
  203. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  204. $myPacketItems = $user->store->items;
  205. //消耗材料道具
  206. $total = 0;
  207. $totalGold = 0;
  208. foreach ($items as $costItemId => $costNumber) {
  209. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  210. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  211. $mo = GameConfig::item_stones_getItem($costItemId);
  212. my_Assert($mo != null, ErrCode::err_const_no);
  213. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  214. $total += $mo->baseExp * $costNumber;
  215. $totalGold += $mo->costGold * $costNumber;
  216. }
  217. $wuqiExp = 0;
  218. //消耗武器
  219. foreach ($wuqiList as $wuqiId) {
  220. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  221. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  222. $baseExp = $mo->baseExp;
  223. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  224. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  225. $totalGold += $mo->costGold;
  226. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  227. }
  228. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  229. $equipVo = new Ins_Weapon($equipment->$uid);
  230. $initLevel = $equipVo->level;
  231. $equipVo->exp += $total + (int) $wuqiExp;
  232. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  233. $curStar = $equipVo->starLevel; #当前星级
  234. $equipVo->level = $curlevel;
  235. if ($curStar < 5) {
  236. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  237. if ($starlimitLv <= $curlevel) {
  238. $equipVo->level = $starlimitLv;
  239. $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  240. }
  241. }
  242. $user->store->equipment->$uid = $equipVo;
  243. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  244. $user->baseInfo->gold -= $totalGold;
  245. req()->userInfo->game = $user;
  246. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  247. if ($equipVo->level != $initLevel) {
  248. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  249. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
  250. }
  251. UserProc::updateUserInfo(); # 回写玩家数据
  252. return Resp::ok(array(
  253. "store" => $user->store, # # 目前来看只涉及到items变化
  254. 'gold' => $user->baseInfo->gold,
  255. ));
  256. }
  257. /**
  258. * 武器升级计算
  259. * @param type $xp
  260. * @param type $type
  261. * @return type
  262. */
  263. static function Upgrade($xp, $qual, $type) {
  264. $curLv = 0;
  265. if ($type == Enum_UpgradeType::Wuqi) {
  266. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  267. } else {
  268. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  269. }
  270. $f = (array) $heroLvDic;
  271. ksort($f);
  272. foreach ($f as $lv => $mo) {
  273. if ($xp < $mo->requiredExp) {
  274. $curLv = $lv - 1;
  275. break;
  276. }
  277. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  278. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  279. // break;
  280. // }
  281. }
  282. return $curLv;
  283. }
  284. /**
  285. * 武器突破
  286. */
  287. static function weaponTupo() {
  288. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  289. $user = req()->userInfo->game;
  290. $equipment = $user->store->equipment;
  291. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  292. $typeId = $equipment->$uid->typeId;
  293. $curStar = $equipment->$uid->starLevel;
  294. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  295. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  296. my_Assert($mo != null, ErrCode::err_const_no);
  297. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  298. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  299. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  300. // $segID = $mo->segID;
  301. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  302. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  303. $costItemsList = explode(';', $mo->costItems);
  304. foreach ($costItemsList as $value) {
  305. $list = explode(',', $value);
  306. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  307. }
  308. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  309. $user->baseInfo->gold -= $mo->gold;
  310. $equipment->$uid->starLevel += 1;
  311. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  312. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  313. $user->store->equipment = $equipment;
  314. req()->userInfo->game = $user;
  315. UserProc::updateUserInfo(); # 回写玩家数据
  316. return Resp::ok(array(
  317. "store" => $user->store, # # 目前来看只涉及到items变化
  318. 'gold' => $user->baseInfo->gold,
  319. ));
  320. }
  321. /**
  322. * 武器替换
  323. * @return type
  324. */
  325. static function weaponReplace() {
  326. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  327. $user = req()->userInfo->game;
  328. $equipment = $user->store->equipment;
  329. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  330. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  331. $herouid = $equipment->$uid->herouid;
  332. $herouid_replace = $equipment->$replaceId->herouid;
  333. $equipment->$replaceId->herouid = $herouid;
  334. $equipment->$uid->herouid = $herouid_replace;
  335. $user->store->equipment = $equipment;
  336. req()->userInfo->game = $user;
  337. UserProc::updateUserInfo(); # 回写玩家数据
  338. return Resp::ok(array(
  339. "store" => $user->store, # # 目前来看只涉及到items变化
  340. ));
  341. }
  342. /**
  343. * [6420] 言灵进阶
  344. */
  345. static function YanlingUpgrade() {
  346. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  347. $user = req()->userInfo->game;
  348. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  349. $yanlingObj = $user->store->yanling->$yanlingUid;
  350. $yanlingMoId = $yanlingObj->typeId;
  351. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  352. $toGrade = $curGrade + 1; # 下一等阶
  353. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  354. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  355. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  356. $costs = explode(';', $toGradeCfg->cost_materials);
  357. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  358. foreach ($costs as $c) {
  359. list($itemId, $num) = explode(',', $c); # 解析材料
  360. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  361. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  362. }
  363. $yanlingObj->grade = $toGrade; # 修改进阶
  364. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  365. UserProc::updateUserInfo(); # 回写玩家数据
  366. return Resp::ok(array(
  367. "store" => $user->store, # # 目前来看只涉及到items变化
  368. ));
  369. }
  370. /**
  371. * [6418] 利用言灵召唤书碎片合成召唤书
  372. */
  373. static function MergeYanlingBook() {
  374. list($bookId) = req()->paras; # 参数 言灵召唤书id
  375. $user = req()->userInfo->game;
  376. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  377. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  378. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  379. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  380. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  381. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  382. UserProc::updateUserInfo(); # 回写数据
  383. return Resp::ok(array(
  384. "store" => $user->store, # # 目前来看只涉及到items变化
  385. ));
  386. }
  387. /**
  388. * [6419] 利用言灵召唤书召唤言灵
  389. */
  390. static function CallYanlingByBook() {
  391. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  392. $user = req()->userInfo->game;
  393. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  394. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  395. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  396. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  397. $costs = explode(';', $bookIdCfg->cost_materials);
  398. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  399. foreach ($costs as $c) {
  400. list($itemId, $num) = explode(',', $c); # 解析材料
  401. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  402. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  403. }
  404. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  405. UserProc::updateUserInfo(); # 回写数据
  406. return Resp::ok(array(
  407. "store" => $user->store, # # 目前来看只涉及到items变化
  408. ));
  409. }
  410. /**
  411. * 测试方法
  412. * @return type
  413. */
  414. static public function Test() {
  415. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  416. }
  417. /**
  418. * [6404] 使用仓库道具
  419. */
  420. static function useItem() {
  421. list($itemType, $num) = req()->paras; # 提取参数
  422. $mo = GameConfig::item_base_getItem($itemType);
  423. my_Assert(null != $mo, ErrCode::err_const_no);
  424. switch ($mo->subType) {
  425. case 601: # 任务卡
  426. my_Assert($num == 1, "任务卡一次只能使用一张!");
  427. $store = req()->userInfo->game->store();
  428. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  429. my_Assert(ErrCode::ok == $err, $err);
  430. StoreProc::PutTaskCardInStore($itemType);
  431. req()->userInfo->game->store = $store;
  432. break;
  433. default :
  434. break;
  435. }
  436. UserProc::updateUserInfo();
  437. return Resp::ok(array(
  438. 'priv' => req()->userInfo->game->privateState,
  439. 'store' => req()->userInfo->game->store));
  440. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  441. }
  442. /**
  443. * [6405] 刷新仓库列表
  444. */
  445. static function refreshStore() {
  446. StoreProc::CheckItemNum();
  447. return Resp::ok(array('store' => req()->userInfo->game->store));
  448. }
  449. /**
  450. * [6406] 从仓库删除道具
  451. */
  452. static function delItemFromStore() {
  453. list($itemId, $num) = req()->paras;
  454. $err = self::removeItemFromStore(req()->userInfo->game->store, $itemId, $num);
  455. my_Assert(ErrCode::ok == $err, $err);
  456. UserProc::updateUserInfo();
  457. return Resp::ok(array('store' => req()->userInfo->game->store));
  458. }
  459. /**
  460. * [6409] 合成道具
  461. */
  462. static public function composeItem() {
  463. Err(ErrCode::err_method_notimplement);
  464. }
  465. /**
  466. * [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)
  467. */
  468. static public function composePieces() {
  469. Err(ErrCode::err_method_notimplement);
  470. }
  471. // </editor-fold>
  472. // --------------- 以下为辅助方法 ------------------
  473. //
  474. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  475. /**
  476. * 从仓库中移除指定数量的物品
  477. * @param Info_Store $store
  478. * @param type $itemId
  479. * @param type $itemcount
  480. * @return type
  481. */
  482. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  483. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  484. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  485. $store->items->$itemId -= $itemcount;
  486. if ($store->items->$itemId == 0) {
  487. unset($store->items->$itemId);
  488. }
  489. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  490. return ErrCode::ok;
  491. }
  492. /**
  493. * 从仓库移出装备
  494. * @param type $itemId uid
  495. * @param Info_Store $store
  496. * @return boolean
  497. */
  498. static function removeEquipFromStore($uid, $typeId) {
  499. $ok = false;
  500. if (CommUtil::isPropertyExists(req()->userInfo->game->store->equipment, $uid)) {
  501. my_Assert($typeId == req()->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  502. unset(req()->userInfo->game->store->equipment->$uid);
  503. $ok = true;
  504. }
  505. return $ok;
  506. }
  507. /**
  508. * 从仓库移除碎片
  509. * @param Info_Store $store
  510. * @param int $segmentId
  511. * @param int $num
  512. * @return bool 成功/失败
  513. */
  514. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  515. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  516. && $store->segement->$segmentId >= $num) {
  517. $store->segement->$segmentId -= $num;
  518. return TRUE;
  519. }
  520. return false;
  521. }
  522. /**
  523. * 向仓库添加碎片
  524. * @param Info_Store $store
  525. * @param int $segmentId
  526. * @param int $num
  527. */
  528. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  529. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  530. $store->segement->$segmentId += $num;
  531. } else {
  532. $store->segement->$segmentId = $num;
  533. }
  534. $segMo = GameConfig::item_segment_getItem($segmentId);
  535. my_Assert($segMo != null, ErrCode::err_const_no);
  536. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  537. }
  538. // </editor-fold>
  539. //
  540. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  541. /**
  542. * 将其他物品放入仓库
  543. * @param type $itemId
  544. * @param Data_UserGame $game
  545. */
  546. static function PutItemInStore($itemId, &$game) {
  547. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  548. $game->store->items->$itemId += 1;
  549. } else {// 如果仓库中没有这种元素,则其数目置1
  550. $game->store->items->$itemId = 1;
  551. }
  552. }
  553. /**
  554. * 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
  555. * 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
  556. * @param string $goodsStr itemid,num;itemid,num;...
  557. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  558. * @deprecated since version 0
  559. * @return type
  560. */
  561. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  562. $user = req()->userInfo->game;
  563. $ary = explode(";", $goodsStr);
  564. //$unlockNum = $user->privateState->expandNum * 5;
  565. //$n = self::countStoreNum();
  566. foreach ($ary as $value) {
  567. $val = explode(",", $value);
  568. $cid = "";
  569. my_Assert(count($val) > 1, "解析奖励字符串出错");
  570. list( $itemId, $num) = $val; # ID, 数量
  571. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  572. switch ($smItem->subType) { # 根据类型分别添加到容器中
  573. case META_EXP: # 指挥官经验
  574. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  575. $user->base()->Add_Exp($num); # 加指挥官经验
  576. break;
  577. case META_GOLD_ITEMID: # 金币
  578. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  579. $user->base()->Add_Gold($num, $mask); # 增加金币
  580. break;
  581. case META_CASH_ITEMID: # 钻石
  582. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  583. $user->base()->Add_Cash($num, $mask); # 增加钻石
  584. break;
  585. case META_tili_ITEMID: # 体力
  586. // Data_UserGame::Add_tili($num);
  587. $user->base()->Add_tili($num); # 增加体力
  588. break;
  589. case META_FriendShipPoit_ItemId: # 友情值
  590. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  591. $user->base()->Add_FriendPoint($num); # 加友情点
  592. break;
  593. case META_PVPCOIN_ITEMID: # 竞技币
  594. $user->pvp->pvpCoins += $num;
  595. break;
  596. case META_ActivePoint_ITEMID:
  597. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  598. break;
  599. case META_RESPOINT_ITEMID:
  600. $user->base()->Add_resPoint($num); # 增加资源点
  601. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  602. break;
  603. case 101: # 武器
  604. for ($n = 0; $n < $num; $n++) {
  605. $cid = StoreProc::PutEquipInStore($itemId);
  606. }
  607. CornerSignEventProc::OnBag_new_Weapon();
  608. CornerSignEventProc::OnRoleWeapon();
  609. break;
  610. case 401: # 言灵
  611. for ($n = 0; $n < $num; $n++) {
  612. $cid = StoreProc::PutYanLingInStore($itemId);
  613. }
  614. CornerSignEventProc::OnBag_new_Yanling();
  615. CornerSignEventProc::OnRoleYanling();
  616. break;
  617. case 501: # 限购礼包
  618. $itemMO = GameConfig::item_package_getItem($itemId);
  619. my_Assert(null != $itemMO, ErrCode::err_const_no);
  620. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  621. my_Assert(ErrCode::ok == $err, $err);
  622. break;
  623. case 601: # 任务卡
  624. $cid = StoreProc::PutTaskCardInStore($itemId);
  625. break;
  626. case 201: # 碎片
  627. $segMo = GameConfig::item_segment_getItem($itemId);
  628. my_Assert($segMo != null, ErrCode::err_const_no);
  629. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  630. CornerSignEventProc::OnBag_new_Fragment();
  631. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  632. break;
  633. case 202: # 召唤书碎片
  634. case 351: # 言灵召唤书
  635. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  636. $book = GameConfig::item_yanlingbook_getItem($itemId);
  637. my_Assert(null != $book, ErrCode::err_const_no);
  638. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  639. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  640. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  641. case 1:
  642. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  643. break;
  644. case 2:
  645. CornerSignEventProc::OnCall_Magician_new(); # 法师
  646. break;
  647. case 3:
  648. CornerSignEventProc::OnCall_Archer_new(); # 射手
  649. break;
  650. default :
  651. break;
  652. }
  653. break;
  654. case 321: # 进阶材料
  655. case 322: # 进阶材料
  656. case 323: # 锻造材料
  657. case 324: # 魂器
  658. case 332: #普通祈愿券
  659. case 333: #活动祈愿券
  660. case 325: #元素突破材料
  661. case 326: #职业突破材料
  662. case 327: #言灵的突破石
  663. case 328: #言灵的突破材料
  664. case 329: #武器的突破石
  665. case 330: #武器的突破材料
  666. case 701: #宝石
  667. case 702: #设计图纸
  668. case 703: #宝石辅助材料
  669. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  670. CornerSignEventProc::OnBag_new_Material();
  671. break;
  672. case 311: # 基因(经验丹)
  673. case 312: # 强化道具
  674. case 313:
  675. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  676. break;
  677. case 341: # 战场中掉落,不会进入包裹
  678. case 342:
  679. case 343:
  680. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  681. break;
  682. default :
  683. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  684. }
  685. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  686. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  687. }
  688. return ErrCode::ok; // 返回
  689. }
  690. public static function countStoreNum() {
  691. $user = req()->userInfo->game;
  692. //$num = 0;
  693. $itemDic = $user->store->items;
  694. //$num += count((array)$user->store->items);
  695. $itemNum = 0;
  696. foreach ($itemDic as $key => $num) {
  697. if ($num == 0) {
  698. continue;
  699. }
  700. if ($num > 99999) {
  701. $itemNum += 2;
  702. } else {
  703. $itemNum += 1;
  704. }
  705. }
  706. //var_dump($num);
  707. //var_dump('-----------------');
  708. $itemNum += count((array) $user->store->equipment);
  709. //var_dump($num);
  710. //var_dump('-----------------');
  711. $itemNum += count((array) $user->store->yanling);
  712. //var_dump($itemNum);
  713. return $itemNum;
  714. }
  715. /**
  716. * [6401]向包裹中添加物品
  717. */
  718. public static function AddItemInStore() {
  719. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  720. $user = req()->userInfo->game;
  721. if ($mask == 1) {
  722. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  723. } else {
  724. $err = self::AddMultiItemInStore($rwdStr);
  725. }
  726. my_Assert(ErrCode::ok == $err, $err);
  727. UserProc::updateUserInfo();
  728. return Resp::ok(array(
  729. 'gold' => $user->baseInfo->gold,
  730. 'tili' => $user->baseInfo->tili,
  731. 'cash' => $user->baseInfo->cash,
  732. 'resPoint' => $user->baseInfo->resPoint,
  733. 'store' => $user->store));
  734. }
  735. /**
  736. * 将装备放入背包
  737. * @param type $itemId
  738. */
  739. static function PutEquipInStore($itemId) {
  740. $privateState = req()->userInfo->game->privateState;
  741. $unlockNum = $privateState->expandNum * 5;
  742. //var_dump("wuqi==============");
  743. $n = self::countStoreNum();
  744. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  745. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  746. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  747. req()->userInfo->game->privateState->currentId = 1;
  748. }
  749. $cid = req()->userInfo->game->privateState->currentId++;
  750. //$equip = ObjectInit();
  751. $equip = new Ins_Weapon();
  752. $equip->typeId = $itemId;
  753. req()->userInfo->game->store->equipment->$cid = $equip;
  754. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  755. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
  756. return $cid;
  757. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  758. }
  759. /**
  760. * 将言灵放入背包
  761. * @param type $itemId
  762. */
  763. static function PutYanLingInStore($itemId) {
  764. //my_Assert(count((array) req()->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  765. $privateState = req()->userInfo->game->privateState;
  766. $unlockNum = $privateState->expandNum * 5;
  767. //var_dump("yanling==============");
  768. $n = self::countStoreNum();
  769. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  770. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  771. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  772. req()->userInfo->game->privateState->currentId = 1;
  773. }
  774. $cid = req()->userInfo->game->privateState->currentId++;
  775. //$equip = ObjectInit();
  776. $equip = new Ins_YanLin();
  777. $equip->typeId = $itemId;
  778. req()->userInfo->game->store->yanling->$cid = $equip;
  779. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  780. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
  781. return $cid;
  782. }
  783. /**
  784. * 将任务卡放入背包
  785. * @param type $itemId
  786. */
  787. static function PutTaskCardInStore($itemId) {
  788. $privateState = req()->userInfo->game->privateState;
  789. $unlockNum = $privateState->expandNum * 5;
  790. //var_dump("task==============");
  791. //$n = self::countStoreNum();
  792. //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
  793. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  794. req()->userInfo->game->privateState->currentId = 1;
  795. }
  796. $cid = req()->userInfo->game->privateState->currentId++;
  797. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  798. // var_dump($mo);
  799. my_Assert(null != $mo, ErrCode::err_const_no);
  800. $itembaseMo = GameConfig::item_base_getItem($itemId);
  801. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  802. if ($itembaseMo->pileNum > 0) { # 可叠加
  803. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  804. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  805. // $taskCard = null;
  806. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  807. // $val = new Ins_TaskCard($val);
  808. // if ($val->typeId == $itemId) {
  809. // $taskCard = $val;
  810. // break;
  811. // }
  812. // }
  813. // if (null == $taskCard) { # 原来么有
  814. // $taskCard = new Ins_TaskCard($itemId);
  815. // $taskCard->uid = $cid;
  816. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  817. // }
  818. // $taskCard->count += 1;
  819. // </editor-fold>
  820. } else {
  821. $taskCard = new Ins_TaskCard($itemId);
  822. $taskCard->uid = $cid;
  823. req()->userInfo->game->store->taskcards->$cid = $taskCard;
  824. }
  825. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  826. if (null != $taskCard) {
  827. req()->paras = array($cid);
  828. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  829. }
  830. return $cid;
  831. }
  832. /**
  833. * 将可叠加物品放入背包
  834. * @param int $itemId
  835. * @param int $num
  836. */
  837. static function PutOverlyingItemInStore($itemId, $num = 1) {
  838. //var_dump("item==============".$itemId);
  839. $unlockNum = req()->userInfo->game->privateState->expandNum * 5;
  840. $n = self::countStoreNum();
  841. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  842. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  843. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  844. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  845. $items->$itemId += $num;
  846. } else { # 如果仓库中没有这种元素,则其数目置为num
  847. $items->$itemId = $num;
  848. }
  849. }
  850. /**
  851. * 物品包裹打散成独立道具到仓库
  852. * @param GoodsItemModel $itemModel
  853. * @deprecated since version now
  854. */
  855. static function addSeprateItem($itemModel) {
  856. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  857. }
  858. /**
  859. * [6416] 给英雄装上言灵
  860. */
  861. static function WearYanlingToHero() {
  862. $user = req()->userInfo->game; # user引用
  863. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  864. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  865. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  866. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  867. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  868. Err(ErrCode::store_equipWeared_err);
  869. }
  870. $collectHeros = $user->heros->collectHeros; # 英雄集合
  871. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  872. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  873. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  874. my_Assert($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.
  875. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  876. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  877. if ($oldYLid > 0) { # 代表替换操作
  878. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  879. }
  880. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  881. $collectHeros->$herouid = $hero;
  882. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  883. UserProc::updateUserInfo(); # 5.回写数据
  884. $ret = array('resp' => "succeed!",
  885. 'store' => $user->store);
  886. $resp = Resp::ok($ret); // 返回
  887. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  888. return $resp;
  889. }
  890. /**
  891. * [6417] 给英雄卸下言灵
  892. * @deprecated since version 无法卸下,只能更换
  893. */
  894. static function UnWieldYanling() {
  895. $user = req()->userInfo->game; # user引用
  896. list($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
  897. $collectHeros = $user->heros->collectHeros;
  898. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  899. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  900. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  901. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  902. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  903. }
  904. // $arr = $collectHeros->$herouid->yanling;
  905. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  906. // StlUtil::arrayRemove($arr, $yanling_uid);
  907. // $collectHeros->$herouid->yanling = $arr;
  908. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  909. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  910. UserProc::updateUserInfo(); # 回写数据
  911. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  912. // StoreProc::CheckItemNum($req);
  913. return $resp;
  914. }
  915. /**
  916. * [6410] 给英雄穿装备
  917. */
  918. static function WearEquipToHero() {
  919. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  920. $user = req()->userInfo->game; # user引用
  921. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  922. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  923. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  924. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  925. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  926. }
  927. $collectHeros = $user->heros->collectHeros;
  928. my_default_Obj($collectHeros);
  929. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  930. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  931. my_Assert($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
  932. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  933. $oldEquipId = 0;
  934. switch ($itemtype) { # 添加或替换英雄该部位的装备
  935. case 1: # 武器
  936. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  937. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  938. break;
  939. case 2: # 防具
  940. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  941. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  942. break;
  943. case 3: # 饰品
  944. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  945. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  946. break;
  947. default :
  948. Err(ErrCode::store_equip_type);
  949. break;
  950. }
  951. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  952. $user->store->equipment->$oldEquipId->herouid = 0;
  953. }
  954. UserProc::updateUserInfo(); // 5.回写数据
  955. // StoreProc::CheckItemNum($req);
  956. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  957. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  958. return Resp::ok(array('resp' => "succeed!",
  959. 'store' => $user->store)); // 返回
  960. }
  961. /**
  962. * [6411] 给英雄脱装备
  963. * @deprecated since version 不能卸下装备, 只能更换.
  964. */
  965. static function UnWieldEquip() {
  966. list($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
  967. $user = req()->userInfo->game; # user引用
  968. $collectHeros = $user->heros->collectHeros;
  969. my_default_Obj($collectHeros);
  970. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  971. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  972. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  973. $user->store->equipment->$equipuid->herouid = 0;
  974. }
  975. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  976. case 1: # 武器
  977. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  978. Err(ErrCode::store_noequip_err);
  979. }
  980. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  981. break;
  982. case 2: # 防具
  983. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  984. Err(ErrCode::store_noequip_err);
  985. }
  986. $collectHeros->$herouid->equip->armor->itemuid = 0;
  987. break;
  988. case 3: # 饰品
  989. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  990. Err(ErrCode::store_noequip_err);
  991. }
  992. $collectHeros->$herouid->equip->ring->itemuid = 0;
  993. break;
  994. default :
  995. Err(ErrCode::store_equip_type);
  996. }
  997. UserProc::updateUserInfo(); # 回写数据
  998. return Resp::ok(array('resp' => "succeed!")); // 返回
  999. }
  1000. // </editor-fold>
  1001. //
  1002. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1003. //
  1004. /**
  1005. * 检查背包中物品的个数
  1006. * @return int
  1007. */
  1008. public static function CheckItemNum() {
  1009. $ItemObj = req()->userInfo->game->store->items;
  1010. $EquipObj = req()->userInfo->game->store->equipment;
  1011. $SegementObj = req()->userInfo->game->store->segement;
  1012. $HeroObj = req()->userInfo->game->heros->collectHeros;
  1013. $ItemNum = 0;
  1014. if ($ItemObj) {
  1015. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  1016. $ItemNum++;
  1017. }
  1018. }
  1019. if ($SegementObj) {
  1020. foreach ($SegementObj as $value) { # 碎片
  1021. $ItemNum++;
  1022. }
  1023. }
  1024. if ($EquipObj) {
  1025. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  1026. $ItemNum++;
  1027. }
  1028. }
  1029. if ($HeroObj) {
  1030. 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.
  1031. $HeroEquipId = $value->equip->weapon->itemuid;
  1032. if ($HeroEquipId > 0) {
  1033. $ItemNum--;
  1034. }
  1035. $HeroEquipId = $value->equip->armor->itemuid;
  1036. if ($HeroEquipId > 0) {
  1037. $ItemNum--;
  1038. }
  1039. $HeroEquipId = $value->equip->ring->itemuid;
  1040. if ($HeroEquipId > 0) {
  1041. $ItemNum--;
  1042. }
  1043. }
  1044. }
  1045. req()->userInfo->game->privateState->ItemNum = $ItemNum;
  1046. return $ItemNum;
  1047. }
  1048. /**
  1049. * 获取物品格子的上限值---废弃了
  1050. * @return int 上限数值
  1051. */
  1052. // public static function GetItemMaxNum() {
  1053. // $user = req()->userInfo->game;
  1054. // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1055. // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1056. // }
  1057. // return $user->privateState->maxItemNum;
  1058. // }
  1059. /**
  1060. * 6412 背包扩容
  1061. */
  1062. public static function AddPacketNum() {
  1063. $user = req()->userInfo->game; # user引用
  1064. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1065. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1066. }
  1067. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1068. my_Assert($costCash > 0, ErrCode::paras_err);
  1069. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1070. $user->privateState->maxItemNum += 10; # 扩容
  1071. UserProc::updateUserInfo(); # 保存玩家数据
  1072. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1073. StoreProc::CheckItemNum();
  1074. return $resp;
  1075. }
  1076. // </editor-fold>
  1077. //
  1078. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1079. //
  1080. /**
  1081. * 出售单一的物品
  1082. */
  1083. static function sellItem() {
  1084. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1085. }
  1086. /**
  1087. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1088. */
  1089. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1090. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1091. }
  1092. /**
  1093. * 6403 从背包出售多个物品
  1094. */
  1095. static function sellMultiItemFromStore() {
  1096. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1097. $obj = req()->paras[0]; // 获取物品的结构数组
  1098. foreach ($obj as $value) {
  1099. $type = $value[0];
  1100. $itemId = $value[1];
  1101. if ($type > 3) {
  1102. $count = intval($value[2]); // 数量
  1103. $uid = 0;
  1104. } 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
  1105. $count = 1;
  1106. $uid = $value[2];
  1107. }//物品的uid
  1108. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1109. }
  1110. if (0 == $resp->err) {
  1111. UserProc::updateUserInfo();
  1112. }
  1113. StoreProc::CheckItemNum();
  1114. return $resp;
  1115. }
  1116. // </editor-fold>
  1117. //
  1118. }