StoreProc.php 45 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * Description of StoreProc
  5. * 仓库/背包 处理流程
  6. * ===========================
  7. * 尚待处理的流程:道具售出时貌似存在多种格式....
  8. * @author
  9. */
  10. class StoreProc {
  11. /**
  12. * 逻辑分发
  13. * 所有的Proc中必须有这样一个方法
  14. */
  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. default:
  63. Err(ErrCode::cmd_err);
  64. }
  65. }
  66. /**
  67. * 武器升级
  68. */
  69. static function weaponUpgrade() {
  70. list($uid,$wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  71. $user = req()->userInfo->game;
  72. $equipment = $user->store->equipment;
  73. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  74. $myPacketItems = $user->store->items;
  75. //消耗材料道具
  76. $total = 0;
  77. $totalGold = 0;
  78. foreach ($items as $costItemId => $costNumber) {
  79. my_Assert(CommUtil::isPropertyExists($myPacketItems,$costItemId), ErrCode::store_itemnotenough); #
  80. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);# 检查道具的数量,在背包中是否充足
  81. $mo = GameConfig::item_stones_getItem($costItemId);
  82. my_Assert($mo != null, ErrCode::err_const_no);
  83. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  84. $total += $mo->baseExp*$costNumber;
  85. $totalGold += $mo->costGold*$costNumber;
  86. }
  87. $wuqiExp = 0;
  88. //消耗武器
  89. foreach ($wuqiList as $wuqiId) {
  90. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  91. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  92. $baseExp = $mo->baseExp;
  93. $needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  94. $wuqiExp += ($baseExp + $equipment->$wuqiId->exp)*0.75;
  95. $totalGold += $mo->costGold;
  96. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  97. }
  98. $equipVo = new Ins_Weapon($equipment->$uid);
  99. $initLevel = $equipVo->level;
  100. $equipVo->exp += $total+(int)$wuqiExp;
  101. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality);
  102. $curStar = $equipVo->starLevel ; #当前星级
  103. $equipVo->level = $curlevel;
  104. if ($curStar < 5) {
  105. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  106. if ($starlimitLv < $curlevel) {
  107. $equipVo->level = $starlimitLv;
  108. $equipVo->xp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality,$starlimitLv)->needExp;
  109. }
  110. }
  111. $user->store->equipment->$uid = $equipVo;
  112. $user->baseInfo->gold -= $totalGold;
  113. req()->userInfo->game = $user;
  114. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  115. if ($equipVo->level != $initLevel) {
  116. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  117. }
  118. UserProc::updateUserInfo(); # 回写玩家数据
  119. return Resp::ok(array(
  120. "store" => $user->store, # # 目前来看只涉及到items变化
  121. 'gold' => $user->baseInfo->gold,
  122. ));
  123. }
  124. /**
  125. * 武器升级计算
  126. * @param type $xp
  127. * @param type $type
  128. * @return type
  129. */
  130. static function Upgrade($xp,$qual) {
  131. $curLv = 0;
  132. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  133. $f = (array) $heroLvDic;
  134. ksort($f);
  135. foreach ($f as $lv => $mo) {
  136. if($xp < $mo->requiredExp){
  137. $curLv = $lv-1;
  138. break;
  139. }
  140. if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  141. $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  142. break;
  143. }
  144. }
  145. return $curLv;
  146. }
  147. /**
  148. * 武器突破
  149. */
  150. static function weaponTupo() {
  151. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  152. $user = req()->userInfo->game;
  153. $equipment = $user->store->equipment;
  154. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  155. $typeId = $equipment->$uid->typeId;
  156. $curStar = $equipment->$uid->starLevel;
  157. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  158. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar+1);
  159. my_Assert($mo != null, ErrCode::err_const_no);
  160. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  161. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  162. my_Assert($user->baseInfo->gold >= $mo->gold , ErrCode::notenough_gold_msg);
  163. // $segID = $mo->segID;
  164. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  165. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  166. $costItemsList = explode(';',$mo->costItems);
  167. foreach ($costItemsList as $value) {
  168. $list = explode(',', $value);
  169. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  170. }
  171. $user->baseInfo->gold -= $mo->gold;
  172. $equipment->$uid->starLevel += 1;
  173. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  174. $user->store->equipment = $equipment;
  175. req()->userInfo->game = $user;
  176. UserProc::updateUserInfo(); # 回写玩家数据
  177. return Resp::ok(array(
  178. "store" => $user->store, # # 目前来看只涉及到items变化
  179. 'gold' => $user->baseInfo->gold,
  180. ));
  181. }
  182. /**
  183. * [6420] 言灵进阶
  184. */
  185. static function YanlingUpgrade() {
  186. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  187. $user = req()->userInfo->game;
  188. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  189. $yanlingObj = $user->store->yanling->$yanlingUid;
  190. $yanlingMoId = $yanlingObj->typeId;
  191. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  192. $toGrade = $curGrade + 1; # 下一等阶
  193. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  194. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  195. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  196. $costs = explode(';', $toGradeCfg->cost_materials);
  197. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  198. foreach ($costs as $c) {
  199. list($itemId, $num) = explode(',', $c); # 解析材料
  200. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  201. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  202. }
  203. $yanlingObj->grade = $toGrade; # 修改进阶
  204. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  205. UserProc::updateUserInfo(); # 回写玩家数据
  206. return Resp::ok(array(
  207. "store" => $user->store, # # 目前来看只涉及到items变化
  208. ));
  209. }
  210. /**
  211. * [6418] 利用言灵召唤书碎片合成召唤书
  212. */
  213. static function MergeYanlingBook() {
  214. list($bookId) = req()->paras; # 参数 言灵召唤书id
  215. $user = req()->userInfo->game;
  216. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  217. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  218. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  219. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  220. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  221. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  222. UserProc::updateUserInfo(); # 回写数据
  223. return Resp::ok(array(
  224. "store" => $user->store, # # 目前来看只涉及到items变化
  225. ));
  226. }
  227. /**
  228. * [6419] 利用言灵召唤书召唤言灵
  229. */
  230. static function CallYanlingByBook() {
  231. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  232. $user = req()->userInfo->game;
  233. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  234. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  235. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  236. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  237. $costs = explode(';', $bookIdCfg->cost_materials);
  238. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  239. foreach ($costs as $c) {
  240. list($itemId, $num) = explode(',', $c); # 解析材料
  241. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  242. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  243. }
  244. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  245. UserProc::updateUserInfo(); # 回写数据
  246. return Resp::ok(array(
  247. "store" => $user->store, # # 目前来看只涉及到items变化
  248. ));
  249. }
  250. /**
  251. * 测试方法
  252. * @return type
  253. */
  254. static public function Test() {
  255. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  256. }
  257. /**
  258. * [6404] 使用仓库道具
  259. */
  260. static function useItem() {
  261. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  262. }
  263. /**
  264. * [6405] 刷新仓库列表
  265. */
  266. static function refreshStore() {
  267. StoreProc::CheckItemNum();
  268. return Resp::ok(array('store' => req()->userInfo->game->store));
  269. }
  270. /**
  271. * [6406] 从仓库删除道具
  272. */
  273. static function delItemFromStore() {
  274. list($itemId, $num) = req()->paras;
  275. $err = self::removeItemFromStore(req()->userInfo->game->store, $itemId, $num);
  276. my_Assert(ErrCode::ok == $err, $err);
  277. UserProc::updateUserInfo();
  278. return Resp::ok(array('store' => req()->userInfo->game->store));
  279. }
  280. /**
  281. * [6409] 合成道具
  282. */
  283. static public function composeItem() {
  284. Err(ErrCode::err_method_notimplement);
  285. }
  286. /**
  287. * [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)
  288. */
  289. static public function composePieces() {
  290. Err(ErrCode::err_method_notimplement);
  291. }
  292. // </editor-fold>
  293. // --------------- 以下为辅助方法 ------------------
  294. //
  295. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  296. /**
  297. * 从仓库中移除指定数量的物品
  298. * @param Info_Store $store
  299. * @param type $itemId
  300. * @param type $itemcount
  301. * @return type
  302. */
  303. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  304. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  305. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  306. $store->items->$itemId -= $itemcount;
  307. if ($store->items->$itemId == 0) {
  308. unset($store->items->$itemId);
  309. }
  310. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  311. return ErrCode::ok;
  312. }
  313. /**
  314. * 从仓库移出装备
  315. * @param type $itemId uid
  316. * @param Info_Store $store
  317. * @return boolean
  318. */
  319. static function removeEquipFromStore($uid, $typeId) {
  320. $ok = false;
  321. if (CommUtil::isPropertyExists(req()->userInfo->game->store->equipment, $uid)) {
  322. my_Assert($typeId == req()->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  323. unset(req()->userInfo->game->store->equipment->$uid);
  324. $ok = true;
  325. }
  326. return $ok;
  327. }
  328. /**
  329. * 从仓库移除碎片
  330. * @param Info_Store $store
  331. * @param int $segmentId
  332. * @param int $num
  333. * @return bool 成功/失败
  334. */
  335. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  336. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  337. && $store->segement->$segmentId >= $num) {
  338. $store->segement->$segmentId -= $num;
  339. return TRUE;
  340. }
  341. return false;
  342. }
  343. /**
  344. * 向仓库添加碎片
  345. * @param Info_Store $store
  346. * @param int $segmentId
  347. * @param int $num
  348. */
  349. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  350. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  351. $store->segement->$segmentId += $num;
  352. } else {
  353. $store->segement->$segmentId = $num;
  354. }
  355. $segMo = GameConfig::item_segment_getItem($segmentId);
  356. my_Assert($segMo != null, ErrCode::err_const_no);
  357. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  358. }
  359. // </editor-fold>
  360. //
  361. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  362. /**
  363. * 将其他物品放入仓库
  364. * @param type $itemId
  365. * @param Data_UserGame $game
  366. */
  367. static function PutItemInStore($itemId, &$game) {
  368. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  369. $game->store->items->$itemId += 1;
  370. } else {// 如果仓库中没有这种元素,则其数目置1
  371. $game->store->items->$itemId = 1;
  372. }
  373. }
  374. /**
  375. * 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
  376. * 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
  377. * @param string $goodsStr itemid,num;itemid,num;...
  378. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  379. * @deprecated since version 0
  380. * @return type
  381. */
  382. public static function AddMultiItemInStore($goodsStr, $src = 1) {
  383. $user = req()->userInfo->game;
  384. $ary = explode(";", $goodsStr);
  385. foreach ($ary as $value) {
  386. $val = explode(",", $value);
  387. $cid = "";
  388. my_Assert(count($val) > 1, "解析奖励字符串出错");
  389. list( $itemId, $num) = $val; # ID, 数量
  390. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  391. switch ($smItem->subType) { # 根据类型分别添加到容器中
  392. case META_EXP: # 指挥官经验
  393. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  394. $user->base()->Add_Exp($num); # 加指挥官经验
  395. break;
  396. case META_GOLD_ITEMID: # 金币
  397. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  398. $user->base()->Add_Gold($num); # 增加金币
  399. break;
  400. case META_CASH_ITEMID: # 钻石
  401. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  402. $user->base()->Add_Cash($num); # 增加钻石
  403. break;
  404. case META_tili_ITEMID: # 体力
  405. // Data_UserGame::Add_tili($num);
  406. $user->base()->Add_tili($num); # 增加体力
  407. break;
  408. case META_FriendShipPoit_ItemId: # 友情值
  409. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  410. $user->base()->Add_FriendPoint($num); # 加友情点
  411. break;
  412. case META_PVPCOIN_ITEMID: # 竞技币
  413. $user->pvp->pvpCoins += $num;
  414. break;
  415. case META_ActivePoint_ITEMID:
  416. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  417. break;
  418. case META_RESPOINT_ITEMID:
  419. $user->base()->Add_resPoint($num); # 增加资源点
  420. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  421. break;
  422. case 101: # 武器
  423. for ($n = 0; $n < $num; $n++) {
  424. $cid = StoreProc::PutEquipInStore($itemId);
  425. }
  426. CornerSignEventProc::OnBag_new_Weapon();
  427. break;
  428. case 401: # 言灵
  429. for ($n = 0; $n < $num; $n++) {
  430. $cid = StoreProc::PutYanLingInStore($itemId);
  431. }
  432. CornerSignEventProc::OnBag_new_Yanling();
  433. break;
  434. case 501: # 限购礼包
  435. $itemMO = GameConfig::item_package_getItem($itemId);
  436. my_Assert(null != $itemMO, ErrCode::err_const_no);
  437. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  438. my_Assert(ErrCode::ok == $err, $err);
  439. break;
  440. case 601: # 任务卡
  441. $cid = StoreProc::PutTaskCardInStore($itemId);
  442. break;
  443. case 201: # 碎片
  444. $segMo = GameConfig::item_segment_getItem($itemId);
  445. my_Assert($segMo != null, ErrCode::err_const_no);
  446. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  447. CornerSignEventProc::OnBag_new_Fragment();
  448. case 202: # 召唤书碎片
  449. case 312: # 言灵召唤/进阶材料
  450. case 313:
  451. case 351: # 言灵召唤书
  452. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  453. $book = GameConfig::item_yanlingbook_getItem($itemId);
  454. my_Assert(null != $book, ErrCode::err_const_no);
  455. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  456. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  457. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  458. case 1:
  459. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  460. break;
  461. case 2:
  462. CornerSignEventProc::OnCall_Magician_new(); # 法师
  463. break;
  464. case 3:
  465. CornerSignEventProc::OnCall_Archer_new(); # 射手
  466. break;
  467. default :
  468. break;
  469. }
  470. break;
  471. case 321: # 进阶材料
  472. case 322: # 进阶材料
  473. case 323: # 锻造材料
  474. case 324: # 魂器
  475. case 332:
  476. case 333:
  477. case 325:
  478. case 326:
  479. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  480. CornerSignEventProc::OnBag_new_Material();
  481. break;
  482. case 311: # 基因(经验丹)
  483. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  484. break;
  485. case 341: # 战场中掉落,不会进入包裹
  486. case 342:
  487. case 343:
  488. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  489. break;
  490. default :
  491. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  492. }
  493. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  494. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  495. }
  496. return ErrCode::ok; // 返回
  497. }
  498. /**
  499. * [6401]向包裹中添加物品
  500. */
  501. public static function AddItemInStore() {
  502. list($rwdStr) = req()->paras;
  503. $user = req()->userInfo->game;
  504. $err = self::AddMultiItemInStore($rwdStr);
  505. my_Assert(ErrCode::ok == $err, $err);
  506. UserProc::updateUserInfo();
  507. return Resp::ok(array(
  508. 'gold' => $user->baseInfo->gold,
  509. 'tili' => $user->baseInfo->tili,
  510. 'cash' => $user->baseInfo->cash,
  511. 'resPoint' => $user->baseInfo->resPoint,
  512. 'store' => $user->store));
  513. }
  514. /**
  515. * 将装备放入背包
  516. * @param type $itemId
  517. */
  518. static function PutEquipInStore($itemId) {
  519. $privateState = req()->userInfo->game->privateState;
  520. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  521. req()->userInfo->game->privateState->currentId = 1;
  522. }
  523. $cid = req()->userInfo->game->privateState->currentId++;
  524. //$equip = ObjectInit();
  525. $equip = new Ins_Weapon();
  526. $equip->typeId = $itemId;
  527. req()->userInfo->game->store->equipment->$cid = $equip;
  528. return $cid;
  529. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  530. }
  531. /**
  532. * 将言灵放入背包
  533. * @param type $itemId
  534. */
  535. static function PutYanLingInStore($itemId) {
  536. my_Assert(count((array) req()->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  537. $privateState = req()->userInfo->game->privateState;
  538. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  539. req()->userInfo->game->privateState->currentId = 1;
  540. }
  541. $cid = req()->userInfo->game->privateState->currentId++;
  542. //$equip = ObjectInit();
  543. $equip = new Ins_YanLin();
  544. $equip->typeId = $itemId;
  545. req()->userInfo->game->store->yanling->$cid = $equip;
  546. return $cid;
  547. }
  548. /**
  549. * 将任务卡放入背包
  550. * @param type $itemId
  551. */
  552. static function PutTaskCardInStore($itemId) {
  553. $privateState = req()->userInfo->game->privateState;
  554. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  555. req()->userInfo->game->privateState->currentId = 1;
  556. }
  557. $cid = req()->userInfo->game->privateState->currentId++;
  558. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  559. my_Assert(null != $mo, ErrCode::err_const_no);
  560. $itembaseMo = GameConfig::item_base_getItem($itemId);
  561. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  562. if ($itembaseMo->pileNum > 0) { # 可叠加
  563. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  564. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  565. // $taskCard = null;
  566. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  567. // $val = new Ins_TaskCard($val);
  568. // if ($val->typeId == $itemId) {
  569. // $taskCard = $val;
  570. // break;
  571. // }
  572. // }
  573. // if (null == $taskCard) { # 原来么有
  574. // $taskCard = new Ins_TaskCard($itemId);
  575. // $taskCard->uid = $cid;
  576. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  577. // }
  578. // $taskCard->count += 1;
  579. // </editor-fold>
  580. } else {
  581. $taskCard = new Ins_TaskCard($itemId);
  582. $taskCard->uid = $cid;
  583. req()->userInfo->game->store->taskcards->$cid = $taskCard;
  584. }
  585. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  586. if (null != $taskCard) {
  587. req()->paras = array($cid);
  588. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  589. }
  590. return $cid;
  591. }
  592. /**
  593. * 将可叠加物品放入背包
  594. * @param int $itemId
  595. * @param int $num
  596. */
  597. static function PutOverlyingItemInStore($itemId, $num = 1) {
  598. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  599. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  600. $items->$itemId += $num;
  601. } else { # 如果仓库中没有这种元素,则其数目置为num
  602. $items->$itemId = $num;
  603. }
  604. }
  605. /**
  606. * 物品包裹打散成独立道具到仓库
  607. * @param GoodsItemModel $itemModel
  608. * @deprecated since version now
  609. */
  610. static function addSeprateItem($itemModel) {
  611. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  612. }
  613. /**
  614. * [6416] 给英雄装上言灵
  615. */
  616. static function WearYanlingToHero() {
  617. $user = req()->userInfo->game; # user引用
  618. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  619. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  620. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  621. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  622. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  623. Err(ErrCode::store_equipWeared_err);
  624. }
  625. $collectHeros = $user->heros->collectHeros; # 英雄集合
  626. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  627. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  628. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  629. my_Assert($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.
  630. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  631. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  632. if ($oldYLid > 0) { # 代表替换操作
  633. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  634. }
  635. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  636. $collectHeros->$herouid = $hero;
  637. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  638. UserProc::updateUserInfo(); # 5.回写数据
  639. $ret = array('resp' => "succeed!",
  640. 'store' => $user->store);
  641. $resp = Resp::ok($ret); // 返回
  642. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  643. return $resp;
  644. }
  645. /**
  646. * [6417] 给英雄卸下言灵
  647. * @deprecated since version 无法卸下,只能更换
  648. */
  649. static function UnWieldYanling() {
  650. $user = req()->userInfo->game; # user引用
  651. list($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
  652. $collectHeros = $user->heros->collectHeros;
  653. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  654. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  655. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  656. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  657. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  658. }
  659. // $arr = $collectHeros->$herouid->yanling;
  660. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  661. // StlUtil::arrayRemove($arr, $yanling_uid);
  662. // $collectHeros->$herouid->yanling = $arr;
  663. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  664. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  665. UserProc::updateUserInfo(); # 回写数据
  666. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  667. // StoreProc::CheckItemNum($req);
  668. return $resp;
  669. }
  670. /**
  671. * [6410] 给英雄穿装备
  672. */
  673. static function WearEquipToHero() {
  674. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  675. $user = req()->userInfo->game; # user引用
  676. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  677. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  678. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  679. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  680. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  681. }
  682. $collectHeros = $user->heros->collectHeros;
  683. my_default_Obj($collectHeros);
  684. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  685. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  686. my_Assert($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
  687. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  688. $oldEquipId = 0;
  689. switch ($itemtype) { # 添加或替换英雄该部位的装备
  690. case 1: # 武器
  691. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  692. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  693. break;
  694. case 2: # 防具
  695. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  696. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  697. break;
  698. case 3: # 饰品
  699. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  700. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  701. break;
  702. default :
  703. Err(ErrCode::store_equip_type);
  704. break;
  705. }
  706. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  707. $user->store->equipment->$oldEquipId->herouid = 0;
  708. }
  709. UserProc::updateUserInfo(); // 5.回写数据
  710. // StoreProc::CheckItemNum($req);
  711. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  712. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  713. return Resp::ok(array('resp' => "succeed!",
  714. 'store' => $user->store)); // 返回
  715. }
  716. /**
  717. * [6411] 给英雄脱装备
  718. * @deprecated since version 不能卸下装备, 只能更换.
  719. */
  720. static function UnWieldEquip() {
  721. list($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
  722. $user = req()->userInfo->game; # user引用
  723. $collectHeros = $user->heros->collectHeros;
  724. my_default_Obj($collectHeros);
  725. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  726. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  727. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  728. $user->store->equipment->$equipuid->herouid = 0;
  729. }
  730. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  731. case 1: # 武器
  732. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  733. Err(ErrCode::store_noequip_err);
  734. }
  735. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  736. break;
  737. case 2: # 防具
  738. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  739. Err(ErrCode::store_noequip_err);
  740. }
  741. $collectHeros->$herouid->equip->armor->itemuid = 0;
  742. break;
  743. case 3: # 饰品
  744. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  745. Err(ErrCode::store_noequip_err);
  746. }
  747. $collectHeros->$herouid->equip->ring->itemuid = 0;
  748. break;
  749. default :
  750. Err(ErrCode::store_equip_type);
  751. }
  752. UserProc::updateUserInfo(); # 回写数据
  753. return Resp::ok(array('resp' => "succeed!")); // 返回
  754. }
  755. // </editor-fold>
  756. //
  757. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  758. //
  759. /**
  760. * 检查背包中物品的个数
  761. * @return int
  762. */
  763. public static function CheckItemNum() {
  764. $ItemObj = req()->userInfo->game->store->items;
  765. $EquipObj = req()->userInfo->game->store->equipment;
  766. $SegementObj = req()->userInfo->game->store->segement;
  767. $HeroObj = req()->userInfo->game->heros->collectHeros;
  768. $ItemNum = 0;
  769. if ($ItemObj) {
  770. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  771. $ItemNum++;
  772. }
  773. }
  774. if ($SegementObj) {
  775. foreach ($SegementObj as $value) { # 碎片
  776. $ItemNum++;
  777. }
  778. }
  779. if ($EquipObj) {
  780. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  781. $ItemNum++;
  782. }
  783. }
  784. if ($HeroObj) {
  785. 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.
  786. $HeroEquipId = $value->equip->weapon->itemuid;
  787. if ($HeroEquipId > 0) {
  788. $ItemNum--;
  789. }
  790. $HeroEquipId = $value->equip->armor->itemuid;
  791. if ($HeroEquipId > 0) {
  792. $ItemNum--;
  793. }
  794. $HeroEquipId = $value->equip->ring->itemuid;
  795. if ($HeroEquipId > 0) {
  796. $ItemNum--;
  797. }
  798. }
  799. }
  800. req()->userInfo->game->privateState->ItemNum = $ItemNum;
  801. return $ItemNum;
  802. }
  803. /**
  804. * 获取物品格子的上限值
  805. * @return int 上限数值
  806. */
  807. public static function GetItemMaxNum() {
  808. $user = req()->userInfo->game;
  809. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  810. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  811. }
  812. return $user->privateState->maxItemNum;
  813. }
  814. /**
  815. * 6412 背包扩容
  816. */
  817. public static function AddPacketNum() {
  818. $user = req()->userInfo->game; # user引用
  819. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  820. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  821. }
  822. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  823. my_Assert($costCash > 0, ErrCode::paras_err);
  824. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  825. $user->privateState->maxItemNum += 10; # 扩容
  826. UserProc::updateUserInfo(); # 保存玩家数据
  827. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  828. StoreProc::CheckItemNum();
  829. return $resp;
  830. }
  831. // </editor-fold>
  832. //
  833. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  834. //
  835. /**
  836. * 出售单一的物品
  837. */
  838. static function sellItem() {
  839. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  840. }
  841. /**
  842. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  843. */
  844. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  845. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  846. }
  847. /**
  848. * 6403 从背包出售多个物品
  849. */
  850. static function sellMultiItemFromStore() {
  851. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  852. $obj = req()->paras[0]; // 获取物品的结构数组
  853. foreach ($obj as $value) {
  854. $type = $value[0];
  855. $itemId = $value[1];
  856. if ($type > 3) {
  857. $count = intval($value[2]); // 数量
  858. $uid = 0;
  859. } 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
  860. $count = 1;
  861. $uid = $value[2];
  862. }//物品的uid
  863. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  864. }
  865. if (0 == $resp->err) {
  866. UserProc::updateUserInfo();
  867. }
  868. StoreProc::CheckItemNum();
  869. return $resp;
  870. }
  871. // </editor-fold>
  872. //
  873. }