StoreProc.php 73 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: #6426 宝石镶嵌
  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: # 6436cmd_store_removeItem
  89. return self::setBettleItemUseVal();
  90. case CmdCode::cmd_store_removeItem: # 6437 删除所有类型道具
  91. return self::removeItem();
  92. default:
  93. Err(ErrCode::cmd_err);
  94. }
  95. }
  96. /**
  97. * 删除所有类型道具
  98. */
  99. public static function removeItem() {
  100. $itemType = req()->paras[0]; # 提取参数
  101. $uid = req()->paras[1]; # 提取参数
  102. $typeId = req()->paras[2];
  103. $num = req()->paras[3]; # 提取参数
  104. self::removeStoreItem();
  105. UserProc::updateUserInfo();
  106. return Resp::ok(array("store" => ctx()->store(),));
  107. }
  108. public static function removeStoreItem() {
  109. $store = ctx()->store(true);
  110. switch ($itemType) {//物品大归类 0 系统 1武器,2碎片,3材料, 4 言灵, 5 礼包,6 宝石道具 7任务卡
  111. case 1:
  112. StoreProc::removeEquipFromStore($uid, $typeId);
  113. break;
  114. case 2:
  115. StoreProc::removeSegmetFromStore($store, $typeId, $num);
  116. break;
  117. case 3:
  118. case 7:
  119. case 6:
  120. StoreProc::removeItemFromStore($store, $typeId, $num);
  121. break;
  122. case 4:
  123. StoreProc::removeYanlingFromStore($uid, $typeId);
  124. break;
  125. default:
  126. break;
  127. }
  128. }
  129. /**
  130. * 6436
  131. * @return type
  132. */
  133. public static function setBettleItemUseVal() {
  134. $index = req()->paras[0]; # 提取参数
  135. $val = req()->paras[1]; # 提取参数
  136. $store = ctx()->store(true);
  137. //my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  138. $store->battleItem->$index->isAuto = 1;
  139. $store->battleItem->$index->attrVal = $val;
  140. UserProc::updateUserInfo();
  141. return Resp::ok(array("store" => ctx()->store(),));
  142. }
  143. /**
  144. * 6435
  145. * @return type
  146. */
  147. public static function useBettleItem() {
  148. $index = req()->paras[0]; # 提取参数
  149. $store = ctx()->store(true);
  150. my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  151. $id = $store->battleItem->$index->id;
  152. $store->battleItem->$index->num -= 1;
  153. StoreProc::removeItemFromStore($store, $id);
  154. // if(StlUtil::dictHasProperty($store->items,$id)){
  155. // $store->items->$id -= 1;
  156. // if($store->items->$id <= 0){
  157. // unset($store->items->$id);
  158. // }
  159. // }
  160. if($store->battleItem->$index->num <= 0){
  161. unset($store->battleItem->$index);
  162. }
  163. UserProc::updateUserInfo();
  164. return Resp::ok(array("store" => ctx()->store(),));
  165. }
  166. /**
  167. * 6434
  168. * @return type
  169. */
  170. public static function changeBettleItem() {
  171. $type = req()->paras[0]; # 提取参数
  172. $index = req()->paras[1]; # 提取参数
  173. $itemid = req()->paras[2]; # 提取参数
  174. $store = ctx()->store(true);
  175. $str = GameConfig::globalsettings()->YaoPingAttrInitVal;
  176. $slist = explode(';', $str);
  177. $hp = explode(',', $slist[0])[1];
  178. $mp = explode(',', $slist[1])[1];
  179. if($type == 0){//添加
  180. $item = new Ins_battleItem();
  181. $item->index = $index;
  182. $item->id = $itemid;
  183. $item->num = $store->items->$itemid;
  184. $subType = GameConfig::item_base_getItem($itemid)->subType;
  185. if($subType == 341){
  186. $item->attrVal = $hp;
  187. } else {
  188. $item->attrVal = $mp;
  189. }
  190. $store->battleItem->$index = $item;
  191. } else {
  192. unset($store->battleItem->$index);
  193. }
  194. UserProc::updateUserInfo();
  195. return Resp::ok(array("store" => ctx()->store(),));
  196. }
  197. /**
  198. * 6432
  199. * @return type
  200. */
  201. public static function changeStorage() {
  202. $index = req()->paras[0]; # 选中的第几个格子
  203. $type = req()->paras[1]; # 1:放入 2移除到背包
  204. $itemType = req()->paras[2]; # 道具类型
  205. $uid = req()->paras[3]; # 道具的uid
  206. $store = ctx()->store(true);
  207. my_Assert(StlUtil::dictHasProperty($store->storage, $index), ErrCode::store_NotHaveStorage);
  208. $storage = $store->storage->$index;
  209. $num = 0;
  210. foreach ($storage as $k => $dic) {
  211. $num += count((array) $dic);
  212. }
  213. switch ($itemType) {
  214. case 101://武器
  215. if ($type == 1) {
  216. my_Assert($num < 50, ErrCode::store_StorageEnough);
  217. $equipVo = $store->equipment->$uid;
  218. $storage->equipment->$uid = $equipVo; //添加
  219. StoreProc::removeEquipFromStore($uid, $equipVo->typeId); //移除
  220. } else {
  221. $equipVo = $storage->equipment->$uid;
  222. $store->equipment->$uid = $equipVo;
  223. unset($storage->equipment->$uid);
  224. }
  225. break;
  226. case 401://言灵
  227. if ($type == 1) {
  228. my_Assert($num < 50, ErrCode::store_StorageEnough);
  229. $yanlingVo = $store->yanling->$uid;
  230. $storage->yanling->$uid = $yanlingVo; //添加
  231. StoreProc::removeYanlingFromStore($uid, $yanlingVo->typeId); //移除
  232. } else {
  233. $yanlingVo = $storage->yanling->$uid;
  234. $store->yanling->$uid = $yanlingVo;
  235. unset($storage->yanling->$uid);
  236. }
  237. break;
  238. default://其他道具
  239. if ($type == 1) {
  240. my_Assert($num < 50, ErrCode::store_StorageEnough);
  241. $itemNum = $store->items->$uid;
  242. if (!StlUtil::dictHasProperty($storage->itemDic, $uid)) {
  243. $storage->itemDic->$uid = 0;
  244. }
  245. $storage->itemDic->$uid += $itemNum; //添加
  246. StoreProc::removeItemFromStore($store, $uid, $itemNum);
  247. } else {
  248. $itemNum = $storage->itemDic->$uid;
  249. $goodsStr = $uid . "," . $itemNum;
  250. StoreProc::AddMultiItemInStore($goodsStr);
  251. unset($storage->itemDic->$uid);
  252. }
  253. break;
  254. }
  255. $store->storage->$index = $storage;
  256. //ctx()->store(true) = $store;
  257. UserProc::updateUserInfo();
  258. return Resp::ok(array("store" => $store,));
  259. }
  260. /**
  261. * 储物间扩容
  262. * @return type
  263. */
  264. public static function expandStorage() {
  265. $cost = GameConfig::globalsettings()->expandStorageCost;
  266. $list = explode(',', $cost);
  267. $key = 3;
  268. my_Assert(!StlUtil::dictHasProperty(ctx()->store(true)->storage, $key), ErrCode::store_expandStorage);
  269. if ($list[0] == 1) {
  270. my_Assert(ctx()->base(true)->gold >= $list[1], ErrCode::notenough_gold_msg);
  271. ctx()->base(true)->Consume_Gold($list[1]);
  272. } elseif ($list[0] == 2) {
  273. my_Assert(ctx()->base(true)->cash >= $list[1], ErrCode::notenough_cash_msg);
  274. ctx()->base(true)->Consume_Cash($list[1]);
  275. }
  276. $str = $list[0] . "," . $list[1];
  277. ctx()->store(true)->storage->$key = new Ins_storage();
  278. UserProc::updateUserInfo();
  279. return Resp::ok(array("storage" => ctx()->store(true)->storage, "cost" => $str,));
  280. }
  281. /**
  282. * 6431 购买补给品
  283. */
  284. public static function buySupplies() {
  285. $npcid = req()->paras[0]; # 提取参数
  286. $itemid = req()->paras[1]; # 提取参数
  287. $num = req()->paras[2]; # 提取参数
  288. //补充shop_supplies的mo
  289. $mo = GameConfig::shop_supplies_getItem($npcid, $itemid);
  290. my_Assert($mo != null, ErrCode::err_const_no);
  291. $cost = $mo->cost * $num;
  292. my_Assert($num <= $mo->num, ErrCode::err_const_no);
  293. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  294. ctx()->base(true)->Consume_Gold($cost);
  295. $goodsStr = $itemid . ',' . $num;
  296. StoreProc::AddMultiItemInStore($goodsStr);
  297. UserProc::updateUserInfo();
  298. return Resp::ok(array("store" => ctx()->store(), "cost" => $cost,));
  299. }
  300. /**
  301. *
  302. */
  303. public static function getShopWeapon() {
  304. $npcid = req()->paras[0]; # 提取参数
  305. self::DailyRefreshWeapon($npcid);
  306. UserProc::updateUserInfo();
  307. return Resp::ok(array(
  308. "store" => ctx()->store(), #
  309. ));
  310. }
  311. /**
  312. *
  313. * @return type
  314. */
  315. public static function buyWeapon() {
  316. $npcid = req()->paras[0]; # 提取参数
  317. $weaponId = req()->paras[1]; # 提取参数
  318. $store = ctx()->store(true);
  319. $type = 0;
  320. $tag = true;
  321. if (StlUtil::dictHasProperty($store->weaponReward, $npcid)) {
  322. $dic = $store->weaponReward->$npcid;
  323. foreach ($dic as $k => $list) {
  324. if (in_array($weaponId, $list)) {
  325. $tag = false;
  326. break;
  327. }
  328. }
  329. }
  330. my_Assert($tag == true, ErrCode::store_weaponCantBuy);
  331. $list = GameConfig::shop_weapon_getItemArray($npcid);
  332. $cost = 0;
  333. foreach ($list as $item) {
  334. $weaponList = explode(';', $item->weaponlist);
  335. foreach ($weaponList as $value) {
  336. $pList = explode(',', $value);
  337. if (in_array($weaponId, $pList)) {
  338. $type = $item->id;
  339. $cost = $item->cost;
  340. break 2;
  341. }
  342. }
  343. }
  344. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  345. ctx()->base(true)->Consume_Gold($cost);
  346. $store->weaponReward->$npcid->$type[] = $weaponId;
  347. ctx()->store = $store;
  348. UserProc::updateUserInfo();
  349. return Resp::ok(array(
  350. "store" => $store,
  351. "cost" => $cost,
  352. ));
  353. }
  354. /*
  355. * 每日刷新武器
  356. */
  357. public static function DailyRefreshWeapon($npcid = null) {
  358. //没有数据初始化,有数据不在管
  359. if ($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)) {
  360. $list = GameConfig::shop_weapon_getItemArray($npcid);
  361. foreach ($list as $value) {
  362. $ret = new \stdClass();
  363. $arr = explode(';', $value->weaponlist);
  364. foreach ($arr as $item) {
  365. $itemList = explode(',', $item);
  366. $id = $itemList[0];
  367. $per = $itemList[1];
  368. $ret->$id = $per;
  369. }
  370. $retArr = array();
  371. $type = $value->id;
  372. $pArr = self::randweapon($ret, $value->num);
  373. //数组合并
  374. $retArr = array_merge($retArr, $pArr);
  375. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  376. }
  377. } else if ($npcid == null) {
  378. //每日登录刷新,刷新的时候把已经购买过的武器去掉;
  379. $dic = ctx()->store()->weaponPool;
  380. foreach ($dic as $npcid => $val) {
  381. $list = GameConfig::shop_weapon_getItemArray($npcid);
  382. foreach ($list as $value) {
  383. $ret = new \stdClass();
  384. $arr = explode(';', $value->weaponlist);
  385. foreach ($arr as $item) {
  386. $itemList = explode(',', $item);
  387. $id = $itemList[0];
  388. $per = $itemList[1];
  389. $ret->$id = $per;
  390. }
  391. $ret2 = $ret;
  392. $type = $value->id;
  393. if (StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)) {
  394. $weaponList = ctx()->store()->weaponReward->$npcid->$type;
  395. foreach ($weaponList as $wid) {
  396. if (StlUtil::dictHasProperty($ret, $wid)) {
  397. StlUtil::dictRemove($ret, $wid);
  398. }
  399. }
  400. }
  401. $temp = $ret;
  402. 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
  403. $temp = $ret2;
  404. ctx()->store()->weaponReward->$npcid->$type = array();
  405. }
  406. $retArr = array();
  407. $pArr = self::randweapon($temp, $value->num);
  408. $retArr = array_merge($retArr, $pArr);
  409. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  410. }
  411. }
  412. }
  413. }
  414. static function randweapon($temp, $limit) {
  415. $resultArr = array();
  416. $num = 0;
  417. while (true) {
  418. $total = 0;
  419. foreach ($temp as $k => $v) {
  420. $total += $v;
  421. }
  422. $n = rand(1, $total);
  423. $start = 0;
  424. foreach ($temp as $id => $per) {
  425. $start += $per;
  426. if ($n <= $start) {
  427. if (in_array($id, $resultArr)) {
  428. StlUtil::dictRemove($temp, $id);
  429. break;
  430. } else {
  431. $resultArr[] = $id;
  432. $num += 1;
  433. break;
  434. }
  435. }
  436. }
  437. if ($num >= $limit) {
  438. break;
  439. }
  440. }
  441. return $resultArr;
  442. }
  443. /**
  444. * 扩容
  445. * @return type
  446. */
  447. static function unlockStore() {
  448. //list() = req()->paras;
  449. $user = ctx();
  450. $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
  451. my_Assert($mo != null, ErrCode::err_const_no);
  452. my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
  453. $user->base(true)->Consume_Gold($mo->cost);
  454. $user->privateState->expandNum += 1;
  455. ctx($user);
  456. UserProc::updateUserInfo(); # 回写玩家数据
  457. return Resp::ok(array(
  458. "gold" => $user->baseInfo->gold,
  459. "expandNum" => $user->privateState->expandNum,
  460. ));
  461. }
  462. /**
  463. * 宝石镶嵌
  464. */
  465. static function GemSetYanLing() {
  466. list($gemId, $yanlingUid) = req()->paras;
  467. $user = ctx();
  468. $yanling = $user->store->yanling;
  469. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  470. my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
  471. if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
  472. $yanling->$yanlingUid->gemId = 0;
  473. }
  474. my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
  475. StoreProc::removeItemFromStore($user->store, $gemId);
  476. $yanling->$yanlingUid->gemId = $gemId;
  477. $user->store->yanling = $yanling;
  478. ctx($user);
  479. UserProc::updateUserInfo(); # 回写玩家数据
  480. return Resp::ok(array(
  481. "store" => $user->store, # # 目前来看只涉及到items变化
  482. ));
  483. }
  484. /**
  485. * 从严灵上卸下宝石
  486. */
  487. static function GemRemoveYanLing() {
  488. list($yanlingUid) = req()->paras;
  489. $user = ctx();
  490. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  491. $gemId = $user->store->yanling->$yanlingUid->gemId;
  492. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  493. $goodsStr = $gemId . ",1";
  494. StoreProc::AddMultiItemInStore($goodsStr);
  495. $user->store->yanling->$yanlingUid->gemId = 0;
  496. ctx($user);
  497. UserProc::updateUserInfo(); # 回写玩家数据
  498. return Resp::ok(array(
  499. "store" => $user->store, # # 目前来看只涉及到items变化
  500. ));
  501. }
  502. /**
  503. * 宝石合成
  504. */
  505. static function GemComposeItem() {
  506. list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  507. $user = ctx();
  508. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  509. $mo = GameConfig::gem_formula_getItem($gemId);
  510. my_Assert($mo != null, ErrCode::err_const_no); #
  511. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  512. $itemId = $mo->drawItem;
  513. if ($itemId != "") {
  514. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
  515. }
  516. if ($mo->composeMaterial != "") {
  517. $mList = explode(',', $mo->composeMaterial);
  518. $itemId = $mList[0];
  519. $num = $mList[1];
  520. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
  521. //扣除材料
  522. StoreProc::removeItemFromStore($user->store, $itemId, $num);
  523. }
  524. $gList = explode(',', $mo->composeGem);
  525. $itemId = $gList[0];
  526. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
  527. my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
  528. //扣除配方金币 宝石
  529. $user->base(true)->Consume_Gold($mo->composeGold);
  530. StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
  531. $goodsStr = $gemId . ',1';
  532. StoreProc::AddMultiItemInStore($goodsStr);
  533. ctx($user);
  534. UserProc::updateUserInfo(); # 回写玩家数据
  535. return Resp::ok(array(
  536. "store" => $user->store, # # 目前来看只涉及到items变化
  537. 'gold' => $user->baseInfo->gold,
  538. ));
  539. }
  540. /**
  541. * 宝石合成的研究等级提升
  542. */
  543. static function GemResearchLvUp() {
  544. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  545. $user = ctx();
  546. $researchLevel = $user->Gem->level; //研究等级
  547. $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
  548. my_Assert($mo != null, ErrCode::err_const_no);
  549. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  550. //$list = explode(',',$mo->unlockLevelGoldCost);
  551. my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  552. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  553. $user->Gem->level += 1;
  554. ctx($user);
  555. UserProc::updateUserInfo(); # 回写玩家数据
  556. return Resp::ok(array(
  557. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  558. 'gold' => $user->baseInfo->gold,
  559. ));
  560. }
  561. /**
  562. * 武器升级
  563. */
  564. static function weaponUpgrade() {
  565. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  566. $user = ctx();
  567. $equipment = $user->store->equipment;
  568. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  569. $myPacketItems = $user->store->items;
  570. //消耗材料道具
  571. $total = 0;
  572. $totalGold = 0;
  573. foreach ($items as $costItemId => $costNumber) {
  574. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  575. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  576. $mo = GameConfig::item_stones_getItem($costItemId);
  577. my_Assert($mo != null, ErrCode::err_const_no);
  578. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  579. $total += $mo->baseExp * $costNumber;
  580. $totalGold += $mo->costGold * $costNumber;
  581. }
  582. $wuqiExp = 0;
  583. //消耗武器
  584. foreach ($wuqiList as $wuqiId) {
  585. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  586. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  587. $baseExp = $mo->baseExp;
  588. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  589. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  590. $totalGold += $mo->costGold;
  591. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  592. }
  593. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  594. $equipVo = new Ins_Weapon($equipment->$uid);
  595. $initLevel = $equipVo->level;
  596. $equipVo->exp += $total + (int) $wuqiExp;
  597. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  598. $curStar = $equipVo->starLevel; #当前星级
  599. $equipVo->level = $curlevel;
  600. if ($curStar < 5) {
  601. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  602. if ($starlimitLv <= $curlevel) {
  603. $equipVo->level = $starlimitLv;
  604. $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  605. }
  606. }
  607. $user->store->equipment->$uid = $equipVo;
  608. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  609. $user->baseInfo->gold -= $totalGold;
  610. ctx($user);
  611. ctx()->store->items = $myPacketItems; # 更新背包数据
  612. if ($equipVo->level != $initLevel) {
  613. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  614. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
  615. }
  616. UserProc::updateUserInfo(); # 回写玩家数据
  617. return Resp::ok(array(
  618. "store" => $user->store, # # 目前来看只涉及到items变化
  619. 'gold' => $user->baseInfo->gold,
  620. ));
  621. }
  622. /**
  623. * 武器升级计算
  624. * @param type $xp
  625. * @param type $type
  626. * @return type
  627. */
  628. static function Upgrade($xp, $qual, $type) {
  629. $curLv = 0;
  630. if ($type == Enum_UpgradeType::Wuqi) {
  631. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  632. } else {
  633. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  634. }
  635. $f = (array) $heroLvDic;
  636. ksort($f);
  637. foreach ($f as $lv => $mo) {
  638. if ($xp < $mo->requiredExp) {
  639. $curLv = $lv - 1;
  640. break;
  641. }
  642. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  643. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  644. // break;
  645. // }
  646. }
  647. return $curLv;
  648. }
  649. /**
  650. * 武器突破
  651. */
  652. static function weaponTupo() {
  653. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  654. $user = ctx();
  655. $equipment = $user->store->equipment;
  656. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  657. $typeId = $equipment->$uid->typeId;
  658. $curStar = $equipment->$uid->starLevel;
  659. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  660. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  661. my_Assert($mo != null, ErrCode::err_const_no);
  662. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  663. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  664. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  665. // $segID = $mo->segID;
  666. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  667. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  668. $costItemsList = explode(';', $mo->costItems);
  669. foreach ($costItemsList as $value) {
  670. $list = explode(',', $value);
  671. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  672. }
  673. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  674. $user->baseInfo->gold -= $mo->gold;
  675. $equipment->$uid->starLevel += 1;
  676. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  677. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  678. $user->store->equipment = $equipment;
  679. ctx($user);
  680. UserProc::updateUserInfo(); # 回写玩家数据
  681. return Resp::ok(array(
  682. "store" => $user->store, # # 目前来看只涉及到items变化
  683. 'gold' => $user->baseInfo->gold,
  684. ));
  685. }
  686. /**
  687. * 武器替换
  688. * @return type
  689. */
  690. static function weaponReplace() {
  691. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  692. $user = ctx();
  693. $equipment = $user->store->equipment;
  694. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  695. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  696. $herouid = $equipment->$uid->herouid;
  697. $herouid_replace = $equipment->$replaceId->herouid;
  698. $equipment->$replaceId->herouid = $herouid;
  699. $equipment->$uid->herouid = $herouid_replace;
  700. $user->store->equipment = $equipment;
  701. ctx($user);
  702. UserProc::updateUserInfo(); # 回写玩家数据
  703. return Resp::ok(array(
  704. "store" => $user->store, # # 目前来看只涉及到items变化
  705. ));
  706. }
  707. /**
  708. * [6420] 言灵进阶
  709. */
  710. static function YanlingUpgrade() {
  711. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  712. $user = ctx();
  713. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  714. $yanlingObj = $user->store->yanling->$yanlingUid;
  715. $yanlingMoId = $yanlingObj->typeId;
  716. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  717. $toGrade = $curGrade + 1; # 下一等阶
  718. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  719. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  720. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  721. $costs = explode(';', $toGradeCfg->cost_materials);
  722. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  723. foreach ($costs as $c) {
  724. list($itemId, $num) = explode(',', $c); # 解析材料
  725. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  726. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  727. }
  728. $yanlingObj->grade = $toGrade; # 修改进阶
  729. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  730. UserProc::updateUserInfo(); # 回写玩家数据
  731. return Resp::ok(array(
  732. "store" => $user->store, # # 目前来看只涉及到items变化
  733. ));
  734. }
  735. /**
  736. * [6418] 利用言灵召唤书碎片合成召唤书
  737. */
  738. static function MergeYanlingBook() {
  739. list($bookId) = req()->paras; # 参数 言灵召唤书id
  740. $user = ctx();
  741. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  742. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  743. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  744. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  745. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  746. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  747. UserProc::updateUserInfo(); # 回写数据
  748. return Resp::ok(array(
  749. "store" => $user->store, # # 目前来看只涉及到items变化
  750. ));
  751. }
  752. /**
  753. * [6419] 利用言灵召唤书召唤言灵
  754. */
  755. static function CallYanlingByBook() {
  756. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  757. $user = ctx();
  758. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  759. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  760. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  761. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  762. $costs = explode(';', $bookIdCfg->cost_materials);
  763. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  764. foreach ($costs as $c) {
  765. list($itemId, $num) = explode(',', $c); # 解析材料
  766. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  767. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  768. }
  769. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  770. UserProc::updateUserInfo(); # 回写数据
  771. return Resp::ok(array(
  772. "store" => $user->store, # # 目前来看只涉及到items变化
  773. ));
  774. }
  775. /**
  776. * 测试方法
  777. * @return type
  778. */
  779. static public function Test() {
  780. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  781. }
  782. /**
  783. * [6404] 使用仓库道具
  784. */
  785. static function useItem() {
  786. list($itemType, $num) = req()->paras; # 提取参数
  787. $mo = GameConfig::item_base_getItem($itemType);
  788. my_Assert(null != $mo, ErrCode::err_const_no);
  789. switch ($mo->subType) {
  790. case 601: # 任务卡
  791. my_Assert($num == 1, "任务卡一次只能使用一张!");
  792. $store = ctx()->store();
  793. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  794. my_Assert(ErrCode::ok == $err, $err);
  795. StoreProc::PutTaskCardInStore($itemType);
  796. ctx()->store = $store;
  797. break;
  798. default :
  799. break;
  800. }
  801. UserProc::updateUserInfo();
  802. return Resp::ok(array(
  803. 'priv' => ctx()->privateState,
  804. 'store' => ctx()->store));
  805. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  806. }
  807. /**
  808. * [6405] 刷新仓库列表
  809. */
  810. static function refreshStore() {
  811. StoreProc::CheckItemNum();
  812. return Resp::ok(array('store' => ctx()->store));
  813. }
  814. /**
  815. * [6406] 从仓库删除道具
  816. */
  817. static function delItemFromStore() {
  818. list($itemId, $num) = req()->paras;
  819. $err = self::removeItemFromStore(ctx()->store, $itemId, $num);
  820. my_Assert(ErrCode::ok == $err, $err);
  821. UserProc::updateUserInfo();
  822. return Resp::ok(array('store' => ctx()->store));
  823. }
  824. /**
  825. * [6409] 合成道具
  826. */
  827. static public function composeItem() {
  828. Err(ErrCode::err_method_notimplement);
  829. }
  830. /**
  831. * [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)
  832. */
  833. static public function composePieces() {
  834. Err(ErrCode::err_method_notimplement);
  835. }
  836. // </editor-fold>
  837. // --------------- 以下为辅助方法 ------------------
  838. //
  839. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  840. /**
  841. * 从仓库中移除指定数量的物品
  842. * @param Info_Store $store
  843. * @param type $itemId
  844. * @param type $itemcount
  845. * @return type
  846. */
  847. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  848. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  849. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  850. $store->items->$itemId -= $itemcount;
  851. if ($store->items->$itemId == 0) {
  852. unset($store->items->$itemId);
  853. }
  854. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  855. return ErrCode::ok;
  856. }
  857. /**
  858. * 从仓库移出装备
  859. * @param type $itemId uid
  860. * @param Info_Store $store
  861. * @return boolean
  862. */
  863. static function removeEquipFromStore($uid, $typeId) {
  864. $ok = false;
  865. if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
  866. my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  867. unset(ctx()->store->equipment->$uid);
  868. $ok = true;
  869. }
  870. return $ok;
  871. }
  872. static function removeYanlingFromStore($uid, $typeId) {
  873. $ok = false;
  874. if (CommUtil::isPropertyExists(ctx()->store->yanling, $uid)) {
  875. my_Assert($typeId == ctx()->store->yanling->$uid->typeId, "typeid检验错误"); // typeid相同;
  876. unset(ctx()->store->yanling->$uid);
  877. $ok = true;
  878. }
  879. return $ok;
  880. }
  881. /**
  882. * 从仓库移除碎片
  883. * @param Info_Store $store
  884. * @param int $segmentId
  885. * @param int $num
  886. * @return bool 成功/失败
  887. */
  888. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  889. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  890. && $store->segement->$segmentId >= $num) {
  891. $store->segement->$segmentId -= $num;
  892. return TRUE;
  893. }
  894. return false;
  895. }
  896. /**
  897. * 向仓库添加碎片
  898. * @param Info_Store $store
  899. * @param int $segmentId
  900. * @param int $num
  901. */
  902. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  903. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  904. $store->segement->$segmentId += $num;
  905. } else {
  906. $store->segement->$segmentId = $num;
  907. }
  908. $segMo = GameConfig::item_segment_getItem($segmentId);
  909. my_Assert($segMo != null, ErrCode::err_const_no);
  910. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  911. }
  912. // </editor-fold>
  913. //
  914. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  915. /**
  916. * 将其他物品放入仓库
  917. * @param type $itemId
  918. * @param Data_UserGame $game
  919. */
  920. static function PutItemInStore($itemId, &$game) {
  921. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  922. $game->store->items->$itemId += 1;
  923. } else {// 如果仓库中没有这种元素,则其数目置1
  924. $game->store->items->$itemId = 1;
  925. }
  926. }
  927. /**
  928. * 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
  929. * 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
  930. * @param string $goodsStr itemid,num;itemid,num;...
  931. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  932. * @deprecated since version 0
  933. * @return type
  934. */
  935. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  936. $user = ctx();
  937. $ary = explode(";", $goodsStr);
  938. //$unlockNum = $user->privateState->expandNum * 5;
  939. //$n = self::countStoreNum();
  940. foreach ($ary as $value) {
  941. $val = explode(",", $value);
  942. $cid = "";
  943. my_Assert(count($val) > 1, "解析奖励字符串出错");
  944. list( $itemId, $num) = $val; # ID, 数量
  945. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  946. switch ($smItem->subType) { # 根据类型分别添加到容器中
  947. case META_EXP: # 指挥官经验
  948. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  949. $user->base()->Add_Exp($num); # 加指挥官经验
  950. break;
  951. case META_GOLD_ITEMID: # 金币
  952. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  953. $user->base()->Add_Gold($num, $mask); # 增加金币
  954. break;
  955. case META_CASH_ITEMID: # 钻石
  956. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  957. $user->base()->Add_Cash($num, $mask); # 增加钻石
  958. break;
  959. case META_tili_ITEMID: # 体力
  960. // Data_UserGame::Add_tili($num);
  961. $user->base()->Add_tili($num); # 增加体力
  962. break;
  963. case META_FriendShipPoit_ItemId: # 友情值
  964. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  965. $user->base()->Add_FriendPoint($num); # 加友情点
  966. break;
  967. case META_PVPCOIN_ITEMID: # 竞技币
  968. $user->pvp->pvpCoins += $num;
  969. break;
  970. case META_ActivePoint_ITEMID:
  971. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  972. break;
  973. case META_RESPOINT_ITEMID:
  974. $user->base()->Add_resPoint($num); # 增加资源点
  975. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  976. break;
  977. case 101: # 武器
  978. for ($n = 0; $n < $num; $n++) {
  979. $cid = StoreProc::PutEquipInStore($itemId);
  980. }
  981. CornerSignEventProc::OnBag_new_Weapon();
  982. CornerSignEventProc::OnRoleWeapon();
  983. break;
  984. case 401: # 言灵
  985. for ($n = 0; $n < $num; $n++) {
  986. $cid = StoreProc::PutYanLingInStore($itemId);
  987. }
  988. CornerSignEventProc::OnBag_new_Yanling();
  989. CornerSignEventProc::OnRoleYanling();
  990. break;
  991. case 501: # 限购礼包
  992. $itemMO = GameConfig::item_package_getItem($itemId);
  993. my_Assert(null != $itemMO, ErrCode::err_const_no);
  994. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  995. my_Assert(ErrCode::ok == $err, $err);
  996. break;
  997. case 601: # 任务卡
  998. $cid = StoreProc::PutTaskCardInStore($itemId);
  999. break;
  1000. case 201: # 碎片
  1001. $segMo = GameConfig::item_segment_getItem($itemId);
  1002. my_Assert($segMo != null, ErrCode::err_const_no);
  1003. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  1004. CornerSignEventProc::OnBag_new_Fragment();
  1005. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1006. break;
  1007. case 202: # 召唤书碎片
  1008. case 351: # 言灵召唤书
  1009. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1010. $book = GameConfig::item_yanlingbook_getItem($itemId);
  1011. my_Assert(null != $book, ErrCode::err_const_no);
  1012. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  1013. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  1014. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  1015. case 1:
  1016. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  1017. break;
  1018. case 2:
  1019. CornerSignEventProc::OnCall_Magician_new(); # 法师
  1020. break;
  1021. case 3:
  1022. CornerSignEventProc::OnCall_Archer_new(); # 射手
  1023. break;
  1024. default :
  1025. break;
  1026. }
  1027. break;
  1028. case 321: # 进阶材料
  1029. case 322: # 进阶材料
  1030. case 323: # 锻造材料
  1031. case 324: # 魂器
  1032. case 332: #普通祈愿券
  1033. case 333: #活动祈愿券
  1034. case 325: #元素突破材料
  1035. case 326: #职业突破材料
  1036. case 327: #言灵的突破石
  1037. case 328: #言灵的突破材料
  1038. case 329: #武器的突破石
  1039. case 330: #武器的突破材料
  1040. // 补给品
  1041. case 341: # 血瓶
  1042. case 342: # 能量瓶
  1043. case 343: #
  1044. case 344: # 回城券 -2022.4.13 海哥
  1045. //
  1046. case 701: #宝石
  1047. case 702: #设计图纸
  1048. case 703: #宝石辅助材料
  1049. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1050. CornerSignEventProc::OnBag_new_Material();
  1051. break;
  1052. case 311: # 基因(经验丹)
  1053. case 312: # 强化道具
  1054. case 313:
  1055. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1056. break;
  1057. default :
  1058. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  1059. }
  1060. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  1061. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  1062. }
  1063. return ErrCode::ok; // 返回
  1064. }
  1065. public static function countStoreNum() {
  1066. $user = ctx();
  1067. //$num = 0;
  1068. $itemDic = $user->store->items;
  1069. //$num += count((array)$user->store->items);
  1070. $itemNum = 0;
  1071. foreach ($itemDic as $key => $num) {
  1072. if ($num == 0) {
  1073. continue;
  1074. }
  1075. if ($num > 99999) {
  1076. $itemNum += 2;
  1077. } else {
  1078. $itemNum += 1;
  1079. }
  1080. }
  1081. //var_dump($num);
  1082. //var_dump('-----------------');
  1083. $itemNum += count((array) $user->store->equipment);
  1084. //var_dump($num);
  1085. //var_dump('-----------------');
  1086. $itemNum += count((array) $user->store->yanling);
  1087. //var_dump($itemNum);
  1088. return $itemNum;
  1089. }
  1090. /**
  1091. * [6401]向包裹中添加物品
  1092. */
  1093. public static function AddItemInStore() {
  1094. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  1095. $user = ctx();
  1096. if ($mask == 1) {
  1097. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  1098. } else {
  1099. $err = self::AddMultiItemInStore($rwdStr);
  1100. }
  1101. my_Assert(ErrCode::ok == $err, $err);
  1102. UserProc::updateUserInfo();
  1103. return Resp::ok(array(
  1104. 'gold' => $user->baseInfo->gold,
  1105. 'tili' => $user->baseInfo->tili,
  1106. 'cash' => $user->baseInfo->cash,
  1107. 'resPoint' => $user->baseInfo->resPoint,
  1108. 'store' => $user->store));
  1109. }
  1110. /**
  1111. * 将装备放入背包
  1112. * @param type $itemId
  1113. */
  1114. static function PutEquipInStore($itemId) {
  1115. $privateState = ctx()->privateState;
  1116. $unlockNum = $privateState->expandNum * 5;
  1117. //var_dump("wuqi==============");
  1118. $n = self::countStoreNum();
  1119. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1120. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1121. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  1122. ctx()->privateState->currentId = 1;
  1123. }
  1124. $cid = ctx()->privateState->currentId++;
  1125. //$equip = ObjectInit();
  1126. $equip = new Ins_Weapon();
  1127. $equip->typeId = $itemId;
  1128. ctx()->store->equipment->$cid = $equip;
  1129. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  1130. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
  1131. return $cid;
  1132. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  1133. }
  1134. /**
  1135. * 将言灵放入背包
  1136. * @param type $itemId
  1137. */
  1138. static function PutYanLingInStore($itemId) {
  1139. //my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  1140. $privateState = ctx()->privateState;
  1141. $unlockNum = $privateState->expandNum * 5;
  1142. //var_dump("yanling==============");
  1143. $n = self::countStoreNum();
  1144. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1145. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1146. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1147. ctx()->privateState->currentId = 1;
  1148. }
  1149. $cid = ctx()->privateState->currentId++;
  1150. //$equip = ObjectInit();
  1151. $equip = new Ins_YanLin();
  1152. $equip->typeId = $itemId;
  1153. ctx()->store->yanling->$cid = $equip;
  1154. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  1155. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
  1156. return $cid;
  1157. }
  1158. /**
  1159. * 将任务卡放入背包
  1160. * @param type $itemId
  1161. */
  1162. static function PutTaskCardInStore($itemId) {
  1163. $privateState = ctx()->privateState;
  1164. $unlockNum = $privateState->expandNum * 5;
  1165. //var_dump("task==============");
  1166. //$n = self::countStoreNum();
  1167. //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
  1168. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1169. ctx()->privateState->currentId = 1;
  1170. }
  1171. $cid = ctx()->privateState->currentId++;
  1172. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  1173. // var_dump($mo);
  1174. my_Assert(null != $mo, ErrCode::err_const_no);
  1175. $itembaseMo = GameConfig::item_base_getItem($itemId);
  1176. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  1177. if ($itembaseMo->pileNum > 0) { # 可叠加
  1178. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  1179. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  1180. // $taskCard = null;
  1181. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  1182. // $val = new Ins_TaskCard($val);
  1183. // if ($val->typeId == $itemId) {
  1184. // $taskCard = $val;
  1185. // break;
  1186. // }
  1187. // }
  1188. // if (null == $taskCard) { # 原来么有
  1189. // $taskCard = new Ins_TaskCard($itemId);
  1190. // $taskCard->uid = $cid;
  1191. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  1192. // }
  1193. // $taskCard->count += 1;
  1194. // </editor-fold>
  1195. } else {
  1196. $taskCard = new Ins_TaskCard($itemId);
  1197. $taskCard->uid = $cid;
  1198. ctx()->store->taskcards->$cid = $taskCard;
  1199. }
  1200. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  1201. if (null != $taskCard) {
  1202. $t = req()->paras;
  1203. req()->paras = array($cid);
  1204. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  1205. req()->paras = $t;
  1206. }
  1207. return $cid;
  1208. }
  1209. /**
  1210. * 将可叠加物品放入背包
  1211. * @param int $itemId
  1212. * @param int $num
  1213. */
  1214. static function PutOverlyingItemInStore($itemId, $num = 1) {
  1215. //var_dump("item==============".$itemId);
  1216. $unlockNum = ctx()->privateState->expandNum * 5;
  1217. $n = self::countStoreNum();
  1218. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1219. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1220. $items = ctx()->store->items; # dic: itemid=>number
  1221. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  1222. $items->$itemId += $num;
  1223. } else { # 如果仓库中没有这种元素,则其数目置为num
  1224. $items->$itemId = $num;
  1225. }
  1226. }
  1227. /**
  1228. * 物品包裹打散成独立道具到仓库
  1229. * @param GoodsItemModel $itemModel
  1230. * @deprecated since version now
  1231. */
  1232. static function addSeprateItem($itemModel) {
  1233. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  1234. }
  1235. /**
  1236. * [6416] 给英雄装上言灵
  1237. */
  1238. static function WearYanlingToHero() {
  1239. $user = ctx(); # user引用
  1240. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1241. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  1242. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  1243. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  1244. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  1245. Err(ErrCode::store_equipWeared_err);
  1246. }
  1247. $collectHeros = $user->heros->collectHeros; # 英雄集合
  1248. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  1249. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  1250. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1251. my_Assert($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.
  1252. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  1253. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  1254. if ($oldYLid > 0) { # 代表替换操作
  1255. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  1256. }
  1257. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  1258. $collectHeros->$herouid = $hero;
  1259. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  1260. UserProc::updateUserInfo(); # 5.回写数据
  1261. $ret = array('resp' => "succeed!",
  1262. 'store' => $user->store);
  1263. $resp = Resp::ok($ret); // 返回
  1264. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1265. return $resp;
  1266. }
  1267. /**
  1268. * [6417] 给英雄卸下言灵
  1269. * @deprecated since version 无法卸下,只能更换
  1270. */
  1271. static function UnWieldYanling() {
  1272. $user = ctx(); # user引用
  1273. list($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
  1274. $collectHeros = $user->heros->collectHeros;
  1275. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  1276. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1277. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1278. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  1279. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  1280. }
  1281. // $arr = $collectHeros->$herouid->yanling;
  1282. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  1283. // StlUtil::arrayRemove($arr, $yanling_uid);
  1284. // $collectHeros->$herouid->yanling = $arr;
  1285. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  1286. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  1287. UserProc::updateUserInfo(); # 回写数据
  1288. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  1289. // StoreProc::CheckItemNum($req);
  1290. return $resp;
  1291. }
  1292. /**
  1293. * [6410] 给英雄穿装备
  1294. */
  1295. static function WearEquipToHero() {
  1296. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1297. $user = ctx(); # user引用
  1298. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1299. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  1300. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  1301. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  1302. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  1303. }
  1304. $collectHeros = $user->heros->collectHeros;
  1305. my_default_Obj($collectHeros);
  1306. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  1307. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1308. my_Assert($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
  1309. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  1310. $oldEquipId = 0;
  1311. switch ($itemtype) { # 添加或替换英雄该部位的装备
  1312. case 1: # 武器
  1313. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  1314. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  1315. break;
  1316. case 2: # 防具
  1317. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  1318. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  1319. break;
  1320. case 3: # 饰品
  1321. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  1322. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  1323. break;
  1324. default :
  1325. Err(ErrCode::store_equip_type);
  1326. break;
  1327. }
  1328. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  1329. $user->store->equipment->$oldEquipId->herouid = 0;
  1330. }
  1331. UserProc::updateUserInfo(); // 5.回写数据
  1332. // StoreProc::CheckItemNum($req);
  1333. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  1334. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1335. return Resp::ok(array('resp' => "succeed!",
  1336. 'store' => $user->store)); // 返回
  1337. }
  1338. /**
  1339. * [6411] 给英雄脱装备
  1340. * @deprecated since version 不能卸下装备, 只能更换.
  1341. */
  1342. static function UnWieldEquip() {
  1343. list($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
  1344. $user = ctx(); # user引用
  1345. $collectHeros = $user->heros->collectHeros;
  1346. my_default_Obj($collectHeros);
  1347. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1348. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1349. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  1350. $user->store->equipment->$equipuid->herouid = 0;
  1351. }
  1352. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  1353. case 1: # 武器
  1354. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  1355. Err(ErrCode::store_noequip_err);
  1356. }
  1357. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  1358. break;
  1359. case 2: # 防具
  1360. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  1361. Err(ErrCode::store_noequip_err);
  1362. }
  1363. $collectHeros->$herouid->equip->armor->itemuid = 0;
  1364. break;
  1365. case 3: # 饰品
  1366. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  1367. Err(ErrCode::store_noequip_err);
  1368. }
  1369. $collectHeros->$herouid->equip->ring->itemuid = 0;
  1370. break;
  1371. default :
  1372. Err(ErrCode::store_equip_type);
  1373. }
  1374. UserProc::updateUserInfo(); # 回写数据
  1375. return Resp::ok(array('resp' => "succeed!")); // 返回
  1376. }
  1377. // </editor-fold>
  1378. //
  1379. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1380. //
  1381. /**
  1382. * 检查背包中物品的个数
  1383. * @return int
  1384. */
  1385. public static function CheckItemNum() {
  1386. $ItemObj = ctx()->store->items;
  1387. $EquipObj = ctx()->store->equipment;
  1388. $SegementObj = ctx()->store->segement;
  1389. $HeroObj = ctx()->heros->collectHeros;
  1390. $ItemNum = 0;
  1391. if ($ItemObj) {
  1392. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  1393. $ItemNum++;
  1394. }
  1395. }
  1396. if ($SegementObj) {
  1397. foreach ($SegementObj as $value) { # 碎片
  1398. $ItemNum++;
  1399. }
  1400. }
  1401. if ($EquipObj) {
  1402. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  1403. $ItemNum++;
  1404. }
  1405. }
  1406. if ($HeroObj) {
  1407. 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.
  1408. $HeroEquipId = $value->equip->weapon->itemuid;
  1409. if ($HeroEquipId > 0) {
  1410. $ItemNum--;
  1411. }
  1412. $HeroEquipId = $value->equip->armor->itemuid;
  1413. if ($HeroEquipId > 0) {
  1414. $ItemNum--;
  1415. }
  1416. $HeroEquipId = $value->equip->ring->itemuid;
  1417. if ($HeroEquipId > 0) {
  1418. $ItemNum--;
  1419. }
  1420. }
  1421. }
  1422. ctx()->privateState->ItemNum = $ItemNum;
  1423. return $ItemNum;
  1424. }
  1425. /**
  1426. * 获取物品格子的上限值---废弃了
  1427. * @return int 上限数值
  1428. */
  1429. // public static function GetItemMaxNum() {
  1430. // $user = ctx();
  1431. // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1432. // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1433. // }
  1434. // return $user->privateState->maxItemNum;
  1435. // }
  1436. /**
  1437. * 6412 背包扩容
  1438. */
  1439. public static function AddPacketNum() {
  1440. $user = ctx(); # user引用
  1441. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1442. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1443. }
  1444. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1445. my_Assert($costCash > 0, ErrCode::paras_err);
  1446. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1447. $user->privateState->maxItemNum += 10; # 扩容
  1448. UserProc::updateUserInfo(); # 保存玩家数据
  1449. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1450. StoreProc::CheckItemNum();
  1451. return $resp;
  1452. }
  1453. // </editor-fold>
  1454. //
  1455. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1456. //
  1457. /**
  1458. * 出售单一的物品
  1459. */
  1460. static function sellItem() {
  1461. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1462. }
  1463. /**
  1464. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1465. */
  1466. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1467. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1468. }
  1469. /**
  1470. * 6403 从背包出售多个物品
  1471. */
  1472. static function sellMultiItemFromStore() {
  1473. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1474. $obj = req()->paras[0]; // 获取物品的结构数组
  1475. foreach ($obj as $value) {
  1476. $type = $value[0];
  1477. $itemId = $value[1];
  1478. if ($type > 3) {
  1479. $count = intval($value[2]); // 数量
  1480. $uid = 0;
  1481. } 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
  1482. $count = 1;
  1483. $uid = $value[2];
  1484. }//物品的uid
  1485. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1486. }
  1487. if (0 == $resp->err) {
  1488. UserProc::updateUserInfo();
  1489. }
  1490. StoreProc::CheckItemNum();
  1491. return $resp;
  1492. }
  1493. // </editor-fold>
  1494. //
  1495. }