StoreProc.php 72 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * Description of StoreProc
  5. * 仓库/背包 处理流程
  6. * ===========================
  7. * 尚待处理的流程:道具售出时貌似存在多种格式....
  8. * @author
  9. */
  10. class StoreProc {
  11. /**
  12. * 逻辑分发
  13. * 所有的Proc中必须有这样一个方法
  14. */
  15. static function procMain() {
  16. switch (req()->cmd) {
  17. case CmdCode::cmd_store_put: # 6401 放入仓库
  18. return StoreProc::AddItemInStore();
  19. case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
  20. return StoreProc::sellItem();
  21. case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
  22. return StoreProc::sellMultiItemFromStore();
  23. case CmdCode::cmd_store_use: # 6404 使用道具
  24. return StoreProc::useItem();
  25. case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
  26. return StoreProc::refreshStore();
  27. case CmdCode::cmd_store_delItem: # 6406 从仓库删除道具
  28. return StoreProc::delItemFromStore();
  29. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  30. return StoreProc::Test();
  31. // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
  32. // return StoreProc::ItemUpgrade($req);
  33. // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
  34. // return StoreProc::composeItem($req);
  35. //
  36. case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
  37. return StoreProc::WearEquipToHero();
  38. case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
  39. return StoreProc::UnWieldEquip();
  40. //
  41. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  42. return StoreProc::AddPacketNum();
  43. // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  44. // Err(ErrCode::err_method_obsoleted);
  45. //// return StoreProc::MeltEquip($req);
  46. // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  47. // return StoreProc::composePieces($req);
  48. case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
  49. return StoreProc::WearYanlingToHero();
  50. case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
  51. return StoreProc::UnWieldYanling();
  52. case CmdCode::cmd_store_mergeYanlingbook: # 6418 利用言灵召唤书碎片合成召唤书
  53. return self::MergeYanlingBook();
  54. case CmdCode::cmd_store_callyanling: # 6419 利用言灵召唤书召唤言灵
  55. return self::CallYanlingByBook();
  56. case CmdCode::cmd_store_yanling_upgrade: # 6420 言灵进阶
  57. return self::YanlingUpgrade();
  58. case CmdCode::cmd_store__weapon_upgrade: # 6421武器升级
  59. return self::weaponUpgrade();
  60. case CmdCode::cmd_store__weapon_tupo: # 6422武器突破
  61. return self::weaponTupo();
  62. case CmdCode::cmd_store_weaponReplace: # 6423武器替换
  63. return self::weaponReplace();
  64. case CmdCode::cmd_store_GemCompose: #6424
  65. return StoreProc::GemComposeItem();
  66. case CmdCode::cmd_store_GemResearchLvUp: # 6425
  67. return StoreProc::GemResearchLvUp();
  68. case CmdCode::cmd_store_GemSet:
  69. return StoreProc::GemSetYanLing();
  70. case CmdCode::cmd_store_GemRemove:
  71. return StoreProc::GemRemoveYanLing();
  72. case CmdCode::cmd_store_unlockStore:
  73. return StoreProc::unlockStore();
  74. case CmdCode::cmd_store_buyWeapon: #6429
  75. return self::buyWeapon();
  76. case CmdCode::cmd_store_getShopWeapon: # 6430
  77. return self::getShopWeapon();
  78. case CmdCode::cmd_store_buySupplies: #6431 购买补给品
  79. return self::buySupplies();
  80. case CmdCode::cmd_store_expandStorage: # 6432
  81. return self::expandStorage();
  82. case CmdCode::cmd_store_changeStorage: # 6433
  83. return self::changeStorage();
  84. case CmdCode::cmd_store_changeBettleItem: # 6434
  85. return self::changeBettleItem();
  86. case CmdCode::cmd_store_useBettleItem: # 6435
  87. return self::useBettleItem();
  88. case CmdCode::cmd_store_setBettleItemUseVal: # 6436
  89. return self::setBettleItemUseVal();
  90. default:
  91. Err(ErrCode::cmd_err);
  92. }
  93. }
  94. /**
  95. * 6436
  96. * @return type
  97. */
  98. public static function setBettleItemUseVal() {
  99. $index = req()->paras[0]; # 提取参数
  100. $val = req()->paras[1]; # 提取参数
  101. $store = ctx()->store(true);
  102. //my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  103. $store->battleItem->$index->isAuto = 1;
  104. $store->battleItem->$index->attrVal = $val;
  105. UserProc::updateUserInfo();
  106. return Resp::ok(array("store" => ctx()->store(),));
  107. }
  108. /**
  109. * 6435
  110. * @return type
  111. */
  112. public static function useBettleItem() {
  113. $index = req()->paras[0]; # 提取参数
  114. $store = ctx()->store(true);
  115. my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  116. $id = $store->battleItem->$index->id;
  117. $store->battleItem->$index->num -= 1;
  118. StoreProc::removeItemFromStore($store, $id);
  119. // if(StlUtil::dictHasProperty($store->items,$id)){
  120. // $store->items->$id -= 1;
  121. // if($store->items->$id <= 0){
  122. // unset($store->items->$id);
  123. // }
  124. // }
  125. if($store->battleItem->$index->num <= 0){
  126. unset($store->battleItem->$index);
  127. }
  128. UserProc::updateUserInfo();
  129. return Resp::ok(array("store" => ctx()->store(),));
  130. }
  131. /**
  132. * 6434
  133. * @return type
  134. */
  135. public static function changeBettleItem() {
  136. $type = req()->paras[0]; # 提取参数
  137. $index = req()->paras[1]; # 提取参数
  138. $itemid = req()->paras[2]; # 提取参数
  139. $store = ctx()->store(true);
  140. $str = GameConfig::globalsettings()->YaoPingAttrInitVal;
  141. $slist = explode(';', $str);
  142. $hp = explode(',', $slist[0])[1];
  143. $mp = explode(',', $slist[1])[1];
  144. if($type == 0){//添加
  145. $item = new Ins_battleItem();
  146. $item->index = $index;
  147. $item->id = $itemid;
  148. $item->num = $store->items->$itemid;
  149. $subType = GameConfig::item_base_getItem($itemid)->subType;
  150. if($subType == 341){
  151. $item->attrVal = $hp;
  152. } else {
  153. $item->attrVal = $mp;
  154. }
  155. $store->battleItem->$index = $item;
  156. } else {
  157. unset($store->battleItem->$index);
  158. }
  159. UserProc::updateUserInfo();
  160. return Resp::ok(array("store" => ctx()->store(),));
  161. }
  162. /**
  163. * 6432
  164. * @return type
  165. */
  166. public static function changeStorage() {
  167. $index = req()->paras[0]; # 选中的第几个格子
  168. $type = req()->paras[1]; # 1:放入 2移除到背包
  169. $itemType = req()->paras[2]; # 道具类型
  170. $uid = req()->paras[3]; # 道具的uid
  171. $store = ctx()->store(true);
  172. my_Assert(StlUtil::dictHasProperty($store->storage, $index), ErrCode::store_NotHaveStorage);
  173. $storage = $store->storage->$index;
  174. $num = 0;
  175. foreach ($storage as $k => $dic) {
  176. $num += count((array) $dic);
  177. }
  178. switch ($itemType) {
  179. case 101://武器
  180. if ($type == 1) {
  181. my_Assert($num < 50, ErrCode::store_StorageEnough);
  182. $equipVo = $store->equipment->$uid;
  183. $storage->equipment->$uid = $equipVo; //添加
  184. StoreProc::removeEquipFromStore($uid, $equipVo->typeId); //移除
  185. } else {
  186. $equipVo = $storage->equipment->$uid;
  187. $store->equipment->$uid = $equipVo;
  188. unset($storage->equipment->$uid);
  189. }
  190. break;
  191. case 401://言灵
  192. if ($type == 1) {
  193. my_Assert($num < 50, ErrCode::store_StorageEnough);
  194. $yanlingVo = $store->yanling->$uid;
  195. $storage->yanling->$uid = $yanlingVo; //添加
  196. StoreProc::removeYanlingFromStore($uid, $yanlingVo->typeId); //移除
  197. } else {
  198. $yanlingVo = $storage->yanling->$uid;
  199. $store->yanling->$uid = $yanlingVo;
  200. unset($storage->yanling->$uid);
  201. }
  202. break;
  203. default://其他道具
  204. if ($type == 1) {
  205. my_Assert($num < 50, ErrCode::store_StorageEnough);
  206. $itemNum = $store->items->$uid;
  207. if (!StlUtil::dictHasProperty($storage->itemDic, $uid)) {
  208. $storage->itemDic->$uid = 0;
  209. }
  210. $storage->itemDic->$uid += $itemNum; //添加
  211. StoreProc::removeItemFromStore($store, $uid, $itemNum);
  212. } else {
  213. $itemNum = $storage->itemDic->$uid;
  214. $goodsStr = $uid . "," . $itemNum;
  215. StoreProc::AddMultiItemInStore($goodsStr);
  216. unset($storage->itemDic->$uid);
  217. }
  218. break;
  219. }
  220. $store->storage->$index = $storage;
  221. //ctx()->store(true) = $store;
  222. UserProc::updateUserInfo();
  223. return Resp::ok(array("store" => $store,));
  224. }
  225. /**
  226. * 储物间扩容
  227. * @return type
  228. */
  229. public static function expandStorage() {
  230. $cost = GameConfig::globalsettings()->expandStorageCost;
  231. $list = explode(',', $cost);
  232. $key = 3;
  233. my_Assert(!StlUtil::dictHasProperty(ctx()->store(true)->storage, $key), ErrCode::store_expandStorage);
  234. if ($list[0] == 1) {
  235. my_Assert(ctx()->base(true)->gold >= $list[1], ErrCode::notenough_gold_msg);
  236. ctx()->base(true)->Consume_Gold($list[1]);
  237. } elseif ($list[0] == 2) {
  238. my_Assert(ctx()->base(true)->cash >= $list[1], ErrCode::notenough_cash_msg);
  239. ctx()->base(true)->Consume_Cash($list[1]);
  240. }
  241. $str = $list[0] . "," . $list[1];
  242. ctx()->store(true)->storage->$key = new Ins_storage();
  243. UserProc::updateUserInfo();
  244. return Resp::ok(array("storage" => ctx()->store(true)->storage, "cost" => $str,));
  245. }
  246. /**
  247. * 6431 购买补给品
  248. */
  249. public static function buySupplies() {
  250. $npcid = req()->paras[0]; # 提取参数
  251. $itemid = req()->paras[1]; # 提取参数
  252. $num = req()->paras[2]; # 提取参数
  253. //补充shop_supplies的mo
  254. $mo = GameConfig::shop_supplies_getItem($npcid, $itemid);
  255. my_Assert($mo != null, ErrCode::err_const_no);
  256. $cost = $mo->cost * $num;
  257. my_Assert($num <= $mo->num, ErrCode::err_const_no);
  258. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  259. ctx()->base(true)->Consume_Gold($cost);
  260. $goodsStr = $itemid . ',' . $num;
  261. StoreProc::AddMultiItemInStore($goodsStr);
  262. UserProc::updateUserInfo();
  263. return Resp::ok(array("store" => ctx()->store(), "cost" => $cost,));
  264. }
  265. /**
  266. *
  267. */
  268. public static function getShopWeapon() {
  269. $npcid = req()->paras[0]; # 提取参数
  270. self::DailyRefreshWeapon($npcid);
  271. UserProc::updateUserInfo();
  272. return Resp::ok(array(
  273. "store" => ctx()->store(), #
  274. ));
  275. }
  276. /**
  277. *
  278. * @return type
  279. */
  280. public static function buyWeapon() {
  281. $npcid = req()->paras[0]; # 提取参数
  282. $weaponId = req()->paras[1]; # 提取参数
  283. $store = ctx()->store(true);
  284. $type = 0;
  285. $tag = true;
  286. if (StlUtil::dictHasProperty($store->weaponReward, $npcid)) {
  287. $dic = $store->weaponReward->$npcid;
  288. foreach ($dic as $k => $list) {
  289. if (in_array($weaponId, $list)) {
  290. $tag = false;
  291. break;
  292. }
  293. }
  294. }
  295. my_Assert($tag == true, ErrCode::store_weaponCantBuy);
  296. $list = GameConfig::shop_weapon_getItemArray($npcid);
  297. $cost = 0;
  298. foreach ($list as $item) {
  299. $weaponList = explode(';', $item->weaponlist);
  300. foreach ($weaponList as $value) {
  301. $pList = explode(',', $value);
  302. if (in_array($weaponId, $pList)) {
  303. $type = $item->id;
  304. $cost = $item->cost;
  305. break 2;
  306. }
  307. }
  308. }
  309. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  310. ctx()->base(true)->Consume_Gold($cost);
  311. $store->weaponReward->$npcid->$type[] = $weaponId;
  312. ctx()->store = $store;
  313. UserProc::updateUserInfo();
  314. return Resp::ok(array(
  315. "store" => $store,
  316. "cost" => $cost,
  317. ));
  318. }
  319. /*
  320. * 每日刷新武器
  321. */
  322. public static function DailyRefreshWeapon($npcid = null) {
  323. //没有数据初始化,有数据不在管
  324. if ($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)) {
  325. $list = GameConfig::shop_weapon_getItemArray($npcid);
  326. foreach ($list as $value) {
  327. $ret = new \stdClass();
  328. $arr = explode(';', $value->weaponlist);
  329. foreach ($arr as $item) {
  330. $itemList = explode(',', $item);
  331. $id = $itemList[0];
  332. $per = $itemList[1];
  333. $ret->$id = $per;
  334. }
  335. $retArr = array();
  336. $type = $value->id;
  337. $pArr = self::randweapon($ret, $value->num);
  338. //数组合并
  339. $retArr = array_merge($retArr, $pArr);
  340. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  341. }
  342. } else if ($npcid == null) {
  343. //每日登录刷新,刷新的时候把已经购买过的武器去掉;
  344. $dic = ctx()->store()->weaponPool;
  345. foreach ($dic as $npcid => $val) {
  346. $list = GameConfig::shop_weapon_getItemArray($npcid);
  347. foreach ($list as $value) {
  348. $ret = new \stdClass();
  349. $arr = explode(';', $value->weaponlist);
  350. foreach ($arr as $item) {
  351. $itemList = explode(',', $item);
  352. $id = $itemList[0];
  353. $per = $itemList[1];
  354. $ret->$id = $per;
  355. }
  356. $ret2 = $ret;
  357. $type = $value->id;
  358. if (StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)) {
  359. $weaponList = ctx()->store()->weaponReward->$npcid->$type;
  360. foreach ($weaponList as $wid) {
  361. if (StlUtil::dictHasProperty($ret, $wid)) {
  362. StlUtil::dictRemove($ret, $wid);
  363. }
  364. }
  365. }
  366. $temp = $ret;
  367. if (count((array) $ret) < $value->num) {//一旦所有的武器或是不够刷新数量了,重置当前档位
  368. $temp = $ret2;
  369. ctx()->store()->weaponReward->$npcid->$type = array();
  370. }
  371. $retArr = array();
  372. $pArr = self::randweapon($temp, $value->num);
  373. $retArr = array_merge($retArr, $pArr);
  374. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  375. }
  376. }
  377. }
  378. }
  379. static function randweapon($temp, $limit) {
  380. $resultArr = array();
  381. $num = 0;
  382. while (true) {
  383. $total = 0;
  384. foreach ($temp as $k => $v) {
  385. $total += $v;
  386. }
  387. $n = rand(1, $total);
  388. $start = 0;
  389. foreach ($temp as $id => $per) {
  390. $start += $per;
  391. if ($n <= $start) {
  392. if (in_array($id, $resultArr)) {
  393. StlUtil::dictRemove($temp, $id);
  394. break;
  395. } else {
  396. $resultArr[] = $id;
  397. $num += 1;
  398. break;
  399. }
  400. }
  401. }
  402. if ($num >= $limit) {
  403. break;
  404. }
  405. }
  406. return $resultArr;
  407. }
  408. /**
  409. * 扩容
  410. * @return type
  411. */
  412. static function unlockStore() {
  413. //list() = req()->paras;
  414. $user = ctx();
  415. $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
  416. my_Assert($mo != null, ErrCode::err_const_no);
  417. my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
  418. $user->base(true)->Consume_Gold($mo->cost);
  419. $user->privateState->expandNum += 1;
  420. ctx($user);
  421. UserProc::updateUserInfo(); # 回写玩家数据
  422. return Resp::ok(array(
  423. "gold" => $user->baseInfo->gold,
  424. "expandNum" => $user->privateState->expandNum,
  425. ));
  426. }
  427. /**
  428. * 宝石镶嵌
  429. */
  430. static function GemSetYanLing() {
  431. list($gemId, $yanlingUid) = req()->paras;
  432. $user = ctx();
  433. $yanling = $user->store->yanling;
  434. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  435. my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
  436. if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
  437. $yanling->$yanlingUid->gemId = 0;
  438. }
  439. my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
  440. StoreProc::removeItemFromStore($user->store, $gemId);
  441. $yanling->$yanlingUid->gemId = $gemId;
  442. $user->store->yanling = $yanling;
  443. ctx($user);
  444. UserProc::updateUserInfo(); # 回写玩家数据
  445. return Resp::ok(array(
  446. "store" => $user->store, # # 目前来看只涉及到items变化
  447. ));
  448. }
  449. /**
  450. * 从严灵上卸下宝石
  451. */
  452. static function GemRemoveYanLing() {
  453. list($yanlingUid) = req()->paras;
  454. $user = ctx();
  455. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  456. $gemId = $user->store->yanling->$yanlingUid->gemId;
  457. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  458. $goodsStr = $gemId . ",1";
  459. StoreProc::AddMultiItemInStore($goodsStr);
  460. $user->store->yanling->$yanlingUid->gemId = 0;
  461. ctx($user);
  462. UserProc::updateUserInfo(); # 回写玩家数据
  463. return Resp::ok(array(
  464. "store" => $user->store, # # 目前来看只涉及到items变化
  465. ));
  466. }
  467. /**
  468. * 宝石合成
  469. */
  470. static function GemComposeItem() {
  471. list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  472. $user = ctx();
  473. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  474. $mo = GameConfig::gem_formula_getItem($gemId);
  475. my_Assert($mo != null, ErrCode::err_const_no); #
  476. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  477. $itemId = $mo->drawItem;
  478. if ($itemId != "") {
  479. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
  480. }
  481. if ($mo->composeMaterial != "") {
  482. $mList = explode(',', $mo->composeMaterial);
  483. $itemId = $mList[0];
  484. $num = $mList[1];
  485. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
  486. //扣除材料
  487. StoreProc::removeItemFromStore($user->store, $itemId, $num);
  488. }
  489. $gList = explode(',', $mo->composeGem);
  490. $itemId = $gList[0];
  491. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
  492. my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
  493. //扣除配方金币 宝石
  494. $user->base(true)->Consume_Gold($mo->composeGold);
  495. StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
  496. $goodsStr = $gemId . ',1';
  497. StoreProc::AddMultiItemInStore($goodsStr);
  498. ctx($user);
  499. UserProc::updateUserInfo(); # 回写玩家数据
  500. return Resp::ok(array(
  501. "store" => $user->store, # # 目前来看只涉及到items变化
  502. 'gold' => $user->baseInfo->gold,
  503. ));
  504. }
  505. /**
  506. * 宝石合成的研究等级提升
  507. */
  508. static function GemResearchLvUp() {
  509. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  510. $user = ctx();
  511. $researchLevel = $user->Gem->level; //研究等级
  512. $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
  513. my_Assert($mo != null, ErrCode::err_const_no);
  514. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  515. //$list = explode(',',$mo->unlockLevelGoldCost);
  516. my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  517. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  518. $user->Gem->level += 1;
  519. ctx($user);
  520. UserProc::updateUserInfo(); # 回写玩家数据
  521. return Resp::ok(array(
  522. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  523. 'gold' => $user->baseInfo->gold,
  524. ));
  525. }
  526. /**
  527. * 武器升级
  528. */
  529. static function weaponUpgrade() {
  530. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  531. $user = ctx();
  532. $equipment = $user->store->equipment;
  533. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  534. $myPacketItems = $user->store->items;
  535. //消耗材料道具
  536. $total = 0;
  537. $totalGold = 0;
  538. foreach ($items as $costItemId => $costNumber) {
  539. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  540. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  541. $mo = GameConfig::item_stones_getItem($costItemId);
  542. my_Assert($mo != null, ErrCode::err_const_no);
  543. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  544. $total += $mo->baseExp * $costNumber;
  545. $totalGold += $mo->costGold * $costNumber;
  546. }
  547. $wuqiExp = 0;
  548. //消耗武器
  549. foreach ($wuqiList as $wuqiId) {
  550. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  551. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  552. $baseExp = $mo->baseExp;
  553. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  554. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  555. $totalGold += $mo->costGold;
  556. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  557. }
  558. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  559. $equipVo = new Ins_Weapon($equipment->$uid);
  560. $initLevel = $equipVo->level;
  561. $equipVo->exp += $total + (int) $wuqiExp;
  562. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  563. $curStar = $equipVo->starLevel; #当前星级
  564. $equipVo->level = $curlevel;
  565. if ($curStar < 5) {
  566. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  567. if ($starlimitLv <= $curlevel) {
  568. $equipVo->level = $starlimitLv;
  569. $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  570. }
  571. }
  572. $user->store->equipment->$uid = $equipVo;
  573. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  574. $user->baseInfo->gold -= $totalGold;
  575. ctx($user);
  576. ctx()->store->items = $myPacketItems; # 更新背包数据
  577. if ($equipVo->level != $initLevel) {
  578. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  579. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
  580. }
  581. UserProc::updateUserInfo(); # 回写玩家数据
  582. return Resp::ok(array(
  583. "store" => $user->store, # # 目前来看只涉及到items变化
  584. 'gold' => $user->baseInfo->gold,
  585. ));
  586. }
  587. /**
  588. * 武器升级计算
  589. * @param type $xp
  590. * @param type $type
  591. * @return type
  592. */
  593. static function Upgrade($xp, $qual, $type) {
  594. $curLv = 0;
  595. if ($type == Enum_UpgradeType::Wuqi) {
  596. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  597. } else {
  598. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  599. }
  600. $f = (array) $heroLvDic;
  601. ksort($f);
  602. foreach ($f as $lv => $mo) {
  603. if ($xp < $mo->requiredExp) {
  604. $curLv = $lv - 1;
  605. break;
  606. }
  607. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  608. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  609. // break;
  610. // }
  611. }
  612. return $curLv;
  613. }
  614. /**
  615. * 武器突破
  616. */
  617. static function weaponTupo() {
  618. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  619. $user = ctx();
  620. $equipment = $user->store->equipment;
  621. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  622. $typeId = $equipment->$uid->typeId;
  623. $curStar = $equipment->$uid->starLevel;
  624. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  625. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  626. my_Assert($mo != null, ErrCode::err_const_no);
  627. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  628. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  629. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  630. // $segID = $mo->segID;
  631. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  632. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  633. $costItemsList = explode(';', $mo->costItems);
  634. foreach ($costItemsList as $value) {
  635. $list = explode(',', $value);
  636. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  637. }
  638. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  639. $user->baseInfo->gold -= $mo->gold;
  640. $equipment->$uid->starLevel += 1;
  641. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  642. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  643. $user->store->equipment = $equipment;
  644. ctx($user);
  645. UserProc::updateUserInfo(); # 回写玩家数据
  646. return Resp::ok(array(
  647. "store" => $user->store, # # 目前来看只涉及到items变化
  648. 'gold' => $user->baseInfo->gold,
  649. ));
  650. }
  651. /**
  652. * 武器替换
  653. * @return type
  654. */
  655. static function weaponReplace() {
  656. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  657. $user = ctx();
  658. $equipment = $user->store->equipment;
  659. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  660. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  661. $herouid = $equipment->$uid->herouid;
  662. $herouid_replace = $equipment->$replaceId->herouid;
  663. $equipment->$replaceId->herouid = $herouid;
  664. $equipment->$uid->herouid = $herouid_replace;
  665. $user->store->equipment = $equipment;
  666. ctx($user);
  667. UserProc::updateUserInfo(); # 回写玩家数据
  668. return Resp::ok(array(
  669. "store" => $user->store, # # 目前来看只涉及到items变化
  670. ));
  671. }
  672. /**
  673. * [6420] 言灵进阶
  674. */
  675. static function YanlingUpgrade() {
  676. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  677. $user = ctx();
  678. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  679. $yanlingObj = $user->store->yanling->$yanlingUid;
  680. $yanlingMoId = $yanlingObj->typeId;
  681. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  682. $toGrade = $curGrade + 1; # 下一等阶
  683. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  684. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  685. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  686. $costs = explode(';', $toGradeCfg->cost_materials);
  687. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  688. foreach ($costs as $c) {
  689. list($itemId, $num) = explode(',', $c); # 解析材料
  690. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  691. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  692. }
  693. $yanlingObj->grade = $toGrade; # 修改进阶
  694. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  695. UserProc::updateUserInfo(); # 回写玩家数据
  696. return Resp::ok(array(
  697. "store" => $user->store, # # 目前来看只涉及到items变化
  698. ));
  699. }
  700. /**
  701. * [6418] 利用言灵召唤书碎片合成召唤书
  702. */
  703. static function MergeYanlingBook() {
  704. list($bookId) = req()->paras; # 参数 言灵召唤书id
  705. $user = ctx();
  706. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  707. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  708. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  709. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  710. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  711. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  712. UserProc::updateUserInfo(); # 回写数据
  713. return Resp::ok(array(
  714. "store" => $user->store, # # 目前来看只涉及到items变化
  715. ));
  716. }
  717. /**
  718. * [6419] 利用言灵召唤书召唤言灵
  719. */
  720. static function CallYanlingByBook() {
  721. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  722. $user = ctx();
  723. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  724. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  725. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  726. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  727. $costs = explode(';', $bookIdCfg->cost_materials);
  728. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  729. foreach ($costs as $c) {
  730. list($itemId, $num) = explode(',', $c); # 解析材料
  731. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  732. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  733. }
  734. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  735. UserProc::updateUserInfo(); # 回写数据
  736. return Resp::ok(array(
  737. "store" => $user->store, # # 目前来看只涉及到items变化
  738. ));
  739. }
  740. /**
  741. * 测试方法
  742. * @return type
  743. */
  744. static public function Test() {
  745. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  746. }
  747. /**
  748. * [6404] 使用仓库道具
  749. */
  750. static function useItem() {
  751. list($itemType, $num) = req()->paras; # 提取参数
  752. $mo = GameConfig::item_base_getItem($itemType);
  753. my_Assert(null != $mo, ErrCode::err_const_no);
  754. switch ($mo->subType) {
  755. case 601: # 任务卡
  756. my_Assert($num == 1, "任务卡一次只能使用一张!");
  757. $store = ctx()->store();
  758. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  759. my_Assert(ErrCode::ok == $err, $err);
  760. StoreProc::PutTaskCardInStore($itemType);
  761. ctx()->store = $store;
  762. break;
  763. default :
  764. break;
  765. }
  766. UserProc::updateUserInfo();
  767. return Resp::ok(array(
  768. 'priv' => ctx()->privateState,
  769. 'store' => ctx()->store));
  770. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  771. }
  772. /**
  773. * [6405] 刷新仓库列表
  774. */
  775. static function refreshStore() {
  776. StoreProc::CheckItemNum();
  777. return Resp::ok(array('store' => ctx()->store));
  778. }
  779. /**
  780. * [6406] 从仓库删除道具
  781. */
  782. static function delItemFromStore() {
  783. list($itemId, $num) = req()->paras;
  784. $err = self::removeItemFromStore(ctx()->store, $itemId, $num);
  785. my_Assert(ErrCode::ok == $err, $err);
  786. UserProc::updateUserInfo();
  787. return Resp::ok(array('store' => ctx()->store));
  788. }
  789. /**
  790. * [6409] 合成道具
  791. */
  792. static public function composeItem() {
  793. Err(ErrCode::err_method_notimplement);
  794. }
  795. /**
  796. * [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)
  797. */
  798. static public function composePieces() {
  799. Err(ErrCode::err_method_notimplement);
  800. }
  801. // </editor-fold>
  802. // --------------- 以下为辅助方法 ------------------
  803. //
  804. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  805. /**
  806. * 从仓库中移除指定数量的物品
  807. * @param Info_Store $store
  808. * @param type $itemId
  809. * @param type $itemcount
  810. * @return type
  811. */
  812. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  813. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  814. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  815. $store->items->$itemId -= $itemcount;
  816. if ($store->items->$itemId == 0) {
  817. unset($store->items->$itemId);
  818. }
  819. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  820. return ErrCode::ok;
  821. }
  822. /**
  823. * 从仓库移出装备
  824. * @param type $itemId uid
  825. * @param Info_Store $store
  826. * @return boolean
  827. */
  828. static function removeEquipFromStore($uid, $typeId) {
  829. $ok = false;
  830. if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
  831. my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  832. unset(ctx()->store->equipment->$uid);
  833. $ok = true;
  834. }
  835. return $ok;
  836. }
  837. static function removeYanlingFromStore($uid, $typeId) {
  838. $ok = false;
  839. if (CommUtil::isPropertyExists(ctx()->store->yanling, $uid)) {
  840. my_Assert($typeId == ctx()->store->yanling->$uid->typeId, "typeid检验错误"); // typeid相同;
  841. unset(ctx()->store->yanling->$uid);
  842. $ok = true;
  843. }
  844. return $ok;
  845. }
  846. /**
  847. * 从仓库移除碎片
  848. * @param Info_Store $store
  849. * @param int $segmentId
  850. * @param int $num
  851. * @return bool 成功/失败
  852. */
  853. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  854. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  855. && $store->segement->$segmentId >= $num) {
  856. $store->segement->$segmentId -= $num;
  857. return TRUE;
  858. }
  859. return false;
  860. }
  861. /**
  862. * 向仓库添加碎片
  863. * @param Info_Store $store
  864. * @param int $segmentId
  865. * @param int $num
  866. */
  867. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  868. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  869. $store->segement->$segmentId += $num;
  870. } else {
  871. $store->segement->$segmentId = $num;
  872. }
  873. $segMo = GameConfig::item_segment_getItem($segmentId);
  874. my_Assert($segMo != null, ErrCode::err_const_no);
  875. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  876. }
  877. // </editor-fold>
  878. //
  879. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  880. /**
  881. * 将其他物品放入仓库
  882. * @param type $itemId
  883. * @param Data_UserGame $game
  884. */
  885. static function PutItemInStore($itemId, &$game) {
  886. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  887. $game->store->items->$itemId += 1;
  888. } else {// 如果仓库中没有这种元素,则其数目置1
  889. $game->store->items->$itemId = 1;
  890. }
  891. }
  892. /**
  893. * 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
  894. * 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
  895. * @param string $goodsStr itemid,num;itemid,num;...
  896. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  897. * @deprecated since version 0
  898. * @return type
  899. */
  900. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  901. $user = ctx();
  902. $ary = explode(";", $goodsStr);
  903. //$unlockNum = $user->privateState->expandNum * 5;
  904. //$n = self::countStoreNum();
  905. foreach ($ary as $value) {
  906. $val = explode(",", $value);
  907. $cid = "";
  908. my_Assert(count($val) > 1, "解析奖励字符串出错");
  909. list( $itemId, $num) = $val; # ID, 数量
  910. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  911. switch ($smItem->subType) { # 根据类型分别添加到容器中
  912. case META_EXP: # 指挥官经验
  913. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  914. $user->base()->Add_Exp($num); # 加指挥官经验
  915. break;
  916. case META_GOLD_ITEMID: # 金币
  917. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  918. $user->base()->Add_Gold($num, $mask); # 增加金币
  919. break;
  920. case META_CASH_ITEMID: # 钻石
  921. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  922. $user->base()->Add_Cash($num, $mask); # 增加钻石
  923. break;
  924. case META_tili_ITEMID: # 体力
  925. // Data_UserGame::Add_tili($num);
  926. $user->base()->Add_tili($num); # 增加体力
  927. break;
  928. case META_FriendShipPoit_ItemId: # 友情值
  929. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  930. $user->base()->Add_FriendPoint($num); # 加友情点
  931. break;
  932. case META_PVPCOIN_ITEMID: # 竞技币
  933. $user->pvp->pvpCoins += $num;
  934. break;
  935. case META_ActivePoint_ITEMID:
  936. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  937. break;
  938. case META_RESPOINT_ITEMID:
  939. $user->base()->Add_resPoint($num); # 增加资源点
  940. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  941. break;
  942. case 101: # 武器
  943. for ($n = 0; $n < $num; $n++) {
  944. $cid = StoreProc::PutEquipInStore($itemId);
  945. }
  946. CornerSignEventProc::OnBag_new_Weapon();
  947. CornerSignEventProc::OnRoleWeapon();
  948. break;
  949. case 401: # 言灵
  950. for ($n = 0; $n < $num; $n++) {
  951. $cid = StoreProc::PutYanLingInStore($itemId);
  952. }
  953. CornerSignEventProc::OnBag_new_Yanling();
  954. CornerSignEventProc::OnRoleYanling();
  955. break;
  956. case 501: # 限购礼包
  957. $itemMO = GameConfig::item_package_getItem($itemId);
  958. my_Assert(null != $itemMO, ErrCode::err_const_no);
  959. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  960. my_Assert(ErrCode::ok == $err, $err);
  961. break;
  962. case 601: # 任务卡
  963. $cid = StoreProc::PutTaskCardInStore($itemId);
  964. break;
  965. case 201: # 碎片
  966. $segMo = GameConfig::item_segment_getItem($itemId);
  967. my_Assert($segMo != null, ErrCode::err_const_no);
  968. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  969. CornerSignEventProc::OnBag_new_Fragment();
  970. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  971. break;
  972. case 202: # 召唤书碎片
  973. case 351: # 言灵召唤书
  974. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  975. $book = GameConfig::item_yanlingbook_getItem($itemId);
  976. my_Assert(null != $book, ErrCode::err_const_no);
  977. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  978. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  979. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  980. case 1:
  981. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  982. break;
  983. case 2:
  984. CornerSignEventProc::OnCall_Magician_new(); # 法师
  985. break;
  986. case 3:
  987. CornerSignEventProc::OnCall_Archer_new(); # 射手
  988. break;
  989. default :
  990. break;
  991. }
  992. break;
  993. case 321: # 进阶材料
  994. case 322: # 进阶材料
  995. case 323: # 锻造材料
  996. case 324: # 魂器
  997. case 332: #普通祈愿券
  998. case 333: #活动祈愿券
  999. case 325: #元素突破材料
  1000. case 326: #职业突破材料
  1001. case 327: #言灵的突破石
  1002. case 328: #言灵的突破材料
  1003. case 329: #武器的突破石
  1004. case 330: #武器的突破材料
  1005. // 补给品
  1006. case 341: # 血瓶
  1007. case 342: # 能量瓶
  1008. case 343: #
  1009. case 344: # 回城券 -2022.4.13 海哥
  1010. //
  1011. case 701: #宝石
  1012. case 702: #设计图纸
  1013. case 703: #宝石辅助材料
  1014. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1015. CornerSignEventProc::OnBag_new_Material();
  1016. break;
  1017. case 311: # 基因(经验丹)
  1018. case 312: # 强化道具
  1019. case 313:
  1020. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1021. break;
  1022. default :
  1023. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  1024. }
  1025. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  1026. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  1027. }
  1028. return ErrCode::ok; // 返回
  1029. }
  1030. public static function countStoreNum() {
  1031. $user = ctx();
  1032. //$num = 0;
  1033. $itemDic = $user->store->items;
  1034. //$num += count((array)$user->store->items);
  1035. $itemNum = 0;
  1036. foreach ($itemDic as $key => $num) {
  1037. if ($num == 0) {
  1038. continue;
  1039. }
  1040. if ($num > 99999) {
  1041. $itemNum += 2;
  1042. } else {
  1043. $itemNum += 1;
  1044. }
  1045. }
  1046. //var_dump($num);
  1047. //var_dump('-----------------');
  1048. $itemNum += count((array) $user->store->equipment);
  1049. //var_dump($num);
  1050. //var_dump('-----------------');
  1051. $itemNum += count((array) $user->store->yanling);
  1052. //var_dump($itemNum);
  1053. return $itemNum;
  1054. }
  1055. /**
  1056. * [6401]向包裹中添加物品
  1057. */
  1058. public static function AddItemInStore() {
  1059. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  1060. $user = ctx();
  1061. if ($mask == 1) {
  1062. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  1063. } else {
  1064. $err = self::AddMultiItemInStore($rwdStr);
  1065. }
  1066. my_Assert(ErrCode::ok == $err, $err);
  1067. UserProc::updateUserInfo();
  1068. return Resp::ok(array(
  1069. 'gold' => $user->baseInfo->gold,
  1070. 'tili' => $user->baseInfo->tili,
  1071. 'cash' => $user->baseInfo->cash,
  1072. 'resPoint' => $user->baseInfo->resPoint,
  1073. 'store' => $user->store));
  1074. }
  1075. /**
  1076. * 将装备放入背包
  1077. * @param type $itemId
  1078. */
  1079. static function PutEquipInStore($itemId) {
  1080. $privateState = ctx()->privateState;
  1081. $unlockNum = $privateState->expandNum * 5;
  1082. //var_dump("wuqi==============");
  1083. $n = self::countStoreNum();
  1084. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1085. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1086. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  1087. ctx()->privateState->currentId = 1;
  1088. }
  1089. $cid = ctx()->privateState->currentId++;
  1090. //$equip = ObjectInit();
  1091. $equip = new Ins_Weapon();
  1092. $equip->typeId = $itemId;
  1093. ctx()->store->equipment->$cid = $equip;
  1094. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  1095. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
  1096. return $cid;
  1097. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  1098. }
  1099. /**
  1100. * 将言灵放入背包
  1101. * @param type $itemId
  1102. */
  1103. static function PutYanLingInStore($itemId) {
  1104. //my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  1105. $privateState = ctx()->privateState;
  1106. $unlockNum = $privateState->expandNum * 5;
  1107. //var_dump("yanling==============");
  1108. $n = self::countStoreNum();
  1109. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1110. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1111. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1112. ctx()->privateState->currentId = 1;
  1113. }
  1114. $cid = ctx()->privateState->currentId++;
  1115. //$equip = ObjectInit();
  1116. $equip = new Ins_YanLin();
  1117. $equip->typeId = $itemId;
  1118. ctx()->store->yanling->$cid = $equip;
  1119. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  1120. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
  1121. return $cid;
  1122. }
  1123. /**
  1124. * 将任务卡放入背包
  1125. * @param type $itemId
  1126. */
  1127. static function PutTaskCardInStore($itemId) {
  1128. $privateState = ctx()->privateState;
  1129. $unlockNum = $privateState->expandNum * 5;
  1130. //var_dump("task==============");
  1131. //$n = self::countStoreNum();
  1132. //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
  1133. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1134. ctx()->privateState->currentId = 1;
  1135. }
  1136. $cid = ctx()->privateState->currentId++;
  1137. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  1138. // var_dump($mo);
  1139. my_Assert(null != $mo, ErrCode::err_const_no);
  1140. $itembaseMo = GameConfig::item_base_getItem($itemId);
  1141. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  1142. if ($itembaseMo->pileNum > 0) { # 可叠加
  1143. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  1144. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  1145. // $taskCard = null;
  1146. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  1147. // $val = new Ins_TaskCard($val);
  1148. // if ($val->typeId == $itemId) {
  1149. // $taskCard = $val;
  1150. // break;
  1151. // }
  1152. // }
  1153. // if (null == $taskCard) { # 原来么有
  1154. // $taskCard = new Ins_TaskCard($itemId);
  1155. // $taskCard->uid = $cid;
  1156. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  1157. // }
  1158. // $taskCard->count += 1;
  1159. // </editor-fold>
  1160. } else {
  1161. $taskCard = new Ins_TaskCard($itemId);
  1162. $taskCard->uid = $cid;
  1163. ctx()->store->taskcards->$cid = $taskCard;
  1164. }
  1165. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  1166. if (null != $taskCard) {
  1167. $t = req()->paras;
  1168. req()->paras = array($cid);
  1169. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  1170. req()->paras = $t;
  1171. }
  1172. return $cid;
  1173. }
  1174. /**
  1175. * 将可叠加物品放入背包
  1176. * @param int $itemId
  1177. * @param int $num
  1178. */
  1179. static function PutOverlyingItemInStore($itemId, $num = 1) {
  1180. //var_dump("item==============".$itemId);
  1181. $unlockNum = ctx()->privateState->expandNum * 5;
  1182. $n = self::countStoreNum();
  1183. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1184. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1185. $items = ctx()->store->items; # dic: itemid=>number
  1186. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  1187. $items->$itemId += $num;
  1188. } else { # 如果仓库中没有这种元素,则其数目置为num
  1189. $items->$itemId = $num;
  1190. }
  1191. }
  1192. /**
  1193. * 物品包裹打散成独立道具到仓库
  1194. * @param GoodsItemModel $itemModel
  1195. * @deprecated since version now
  1196. */
  1197. static function addSeprateItem($itemModel) {
  1198. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  1199. }
  1200. /**
  1201. * [6416] 给英雄装上言灵
  1202. */
  1203. static function WearYanlingToHero() {
  1204. $user = ctx(); # user引用
  1205. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1206. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  1207. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  1208. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  1209. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  1210. Err(ErrCode::store_equipWeared_err);
  1211. }
  1212. $collectHeros = $user->heros->collectHeros; # 英雄集合
  1213. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  1214. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  1215. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1216. my_Assert($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.
  1217. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  1218. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  1219. if ($oldYLid > 0) { # 代表替换操作
  1220. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  1221. }
  1222. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  1223. $collectHeros->$herouid = $hero;
  1224. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  1225. UserProc::updateUserInfo(); # 5.回写数据
  1226. $ret = array('resp' => "succeed!",
  1227. 'store' => $user->store);
  1228. $resp = Resp::ok($ret); // 返回
  1229. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1230. return $resp;
  1231. }
  1232. /**
  1233. * [6417] 给英雄卸下言灵
  1234. * @deprecated since version 无法卸下,只能更换
  1235. */
  1236. static function UnWieldYanling() {
  1237. $user = ctx(); # user引用
  1238. list($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
  1239. $collectHeros = $user->heros->collectHeros;
  1240. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  1241. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1242. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1243. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  1244. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  1245. }
  1246. // $arr = $collectHeros->$herouid->yanling;
  1247. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  1248. // StlUtil::arrayRemove($arr, $yanling_uid);
  1249. // $collectHeros->$herouid->yanling = $arr;
  1250. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  1251. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  1252. UserProc::updateUserInfo(); # 回写数据
  1253. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  1254. // StoreProc::CheckItemNum($req);
  1255. return $resp;
  1256. }
  1257. /**
  1258. * [6410] 给英雄穿装备
  1259. */
  1260. static function WearEquipToHero() {
  1261. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1262. $user = ctx(); # user引用
  1263. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1264. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  1265. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  1266. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  1267. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  1268. }
  1269. $collectHeros = $user->heros->collectHeros;
  1270. my_default_Obj($collectHeros);
  1271. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  1272. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1273. my_Assert($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
  1274. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  1275. $oldEquipId = 0;
  1276. switch ($itemtype) { # 添加或替换英雄该部位的装备
  1277. case 1: # 武器
  1278. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  1279. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  1280. break;
  1281. case 2: # 防具
  1282. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  1283. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  1284. break;
  1285. case 3: # 饰品
  1286. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  1287. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  1288. break;
  1289. default :
  1290. Err(ErrCode::store_equip_type);
  1291. break;
  1292. }
  1293. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  1294. $user->store->equipment->$oldEquipId->herouid = 0;
  1295. }
  1296. UserProc::updateUserInfo(); // 5.回写数据
  1297. // StoreProc::CheckItemNum($req);
  1298. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  1299. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1300. return Resp::ok(array('resp' => "succeed!",
  1301. 'store' => $user->store)); // 返回
  1302. }
  1303. /**
  1304. * [6411] 给英雄脱装备
  1305. * @deprecated since version 不能卸下装备, 只能更换.
  1306. */
  1307. static function UnWieldEquip() {
  1308. list($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
  1309. $user = ctx(); # user引用
  1310. $collectHeros = $user->heros->collectHeros;
  1311. my_default_Obj($collectHeros);
  1312. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1313. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1314. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  1315. $user->store->equipment->$equipuid->herouid = 0;
  1316. }
  1317. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  1318. case 1: # 武器
  1319. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  1320. Err(ErrCode::store_noequip_err);
  1321. }
  1322. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  1323. break;
  1324. case 2: # 防具
  1325. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  1326. Err(ErrCode::store_noequip_err);
  1327. }
  1328. $collectHeros->$herouid->equip->armor->itemuid = 0;
  1329. break;
  1330. case 3: # 饰品
  1331. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  1332. Err(ErrCode::store_noequip_err);
  1333. }
  1334. $collectHeros->$herouid->equip->ring->itemuid = 0;
  1335. break;
  1336. default :
  1337. Err(ErrCode::store_equip_type);
  1338. }
  1339. UserProc::updateUserInfo(); # 回写数据
  1340. return Resp::ok(array('resp' => "succeed!")); // 返回
  1341. }
  1342. // </editor-fold>
  1343. //
  1344. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1345. //
  1346. /**
  1347. * 检查背包中物品的个数
  1348. * @return int
  1349. */
  1350. public static function CheckItemNum() {
  1351. $ItemObj = ctx()->store->items;
  1352. $EquipObj = ctx()->store->equipment;
  1353. $SegementObj = ctx()->store->segement;
  1354. $HeroObj = ctx()->heros->collectHeros;
  1355. $ItemNum = 0;
  1356. if ($ItemObj) {
  1357. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  1358. $ItemNum++;
  1359. }
  1360. }
  1361. if ($SegementObj) {
  1362. foreach ($SegementObj as $value) { # 碎片
  1363. $ItemNum++;
  1364. }
  1365. }
  1366. if ($EquipObj) {
  1367. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  1368. $ItemNum++;
  1369. }
  1370. }
  1371. if ($HeroObj) {
  1372. 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.
  1373. $HeroEquipId = $value->equip->weapon->itemuid;
  1374. if ($HeroEquipId > 0) {
  1375. $ItemNum--;
  1376. }
  1377. $HeroEquipId = $value->equip->armor->itemuid;
  1378. if ($HeroEquipId > 0) {
  1379. $ItemNum--;
  1380. }
  1381. $HeroEquipId = $value->equip->ring->itemuid;
  1382. if ($HeroEquipId > 0) {
  1383. $ItemNum--;
  1384. }
  1385. }
  1386. }
  1387. ctx()->privateState->ItemNum = $ItemNum;
  1388. return $ItemNum;
  1389. }
  1390. /**
  1391. * 获取物品格子的上限值---废弃了
  1392. * @return int 上限数值
  1393. */
  1394. // public static function GetItemMaxNum() {
  1395. // $user = ctx();
  1396. // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1397. // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1398. // }
  1399. // return $user->privateState->maxItemNum;
  1400. // }
  1401. /**
  1402. * 6412 背包扩容
  1403. */
  1404. public static function AddPacketNum() {
  1405. $user = ctx(); # user引用
  1406. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1407. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1408. }
  1409. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1410. my_Assert($costCash > 0, ErrCode::paras_err);
  1411. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1412. $user->privateState->maxItemNum += 10; # 扩容
  1413. UserProc::updateUserInfo(); # 保存玩家数据
  1414. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1415. StoreProc::CheckItemNum();
  1416. return $resp;
  1417. }
  1418. // </editor-fold>
  1419. //
  1420. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1421. //
  1422. /**
  1423. * 出售单一的物品
  1424. */
  1425. static function sellItem() {
  1426. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1427. }
  1428. /**
  1429. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1430. */
  1431. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1432. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1433. }
  1434. /**
  1435. * 6403 从背包出售多个物品
  1436. */
  1437. static function sellMultiItemFromStore() {
  1438. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1439. $obj = req()->paras[0]; // 获取物品的结构数组
  1440. foreach ($obj as $value) {
  1441. $type = $value[0];
  1442. $itemId = $value[1];
  1443. if ($type > 3) {
  1444. $count = intval($value[2]); // 数量
  1445. $uid = 0;
  1446. } 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
  1447. $count = 1;
  1448. $uid = $value[2];
  1449. }//物品的uid
  1450. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1451. }
  1452. if (0 == $resp->err) {
  1453. UserProc::updateUserInfo();
  1454. }
  1455. StoreProc::CheckItemNum();
  1456. return $resp;
  1457. }
  1458. // </editor-fold>
  1459. //
  1460. }