StoreProc.php 44 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. //消耗武器
  88. foreach ($wuqiList as $wuqiId) {
  89. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  90. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  91. $total += GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId)->baseExp;
  92. }
  93. $equipVo = new Ins_Weapon($equipment->$uid);
  94. $equipVo->exp += $total;
  95. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality);
  96. $equipVo->level = $curlevel;
  97. $user->store->equipment->$uid = $equipVo;
  98. $user->baseInfo->gold -= $totalGold;
  99. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  100. UserProc::updateUserInfo(); # 回写玩家数据
  101. return Resp::ok(array(
  102. "store" => $user->store, # # 目前来看只涉及到items变化
  103. 'gold' => $user->baseInfo->gold,
  104. ));
  105. }
  106. /**
  107. * 武器升级计算
  108. * @param type $xp
  109. * @param type $type
  110. * @return type
  111. */
  112. static function Upgrade($xp,$qual) {
  113. $curLv = 0;
  114. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  115. $f = (array) $heroLvDic;
  116. ksort($f);
  117. foreach ($f as $lv => $mo) {
  118. if($xp < $mo->needExp){
  119. $curLv = $lv-1;
  120. break;
  121. }
  122. if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  123. $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  124. break;
  125. }
  126. }
  127. return $curLv;
  128. }
  129. /**
  130. * 武器突破
  131. */
  132. static function weaponTupo() {
  133. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  134. $user = req()->userInfo->game;
  135. $equipment = $user->store->equipment;
  136. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  137. $typeId = $equipment->$uid->typeId;
  138. $curStar = $equipment->$uid->starLevel;
  139. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  140. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar+1);
  141. my_Assert($mo != null, ErrCode::err_const_no);
  142. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  143. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  144. my_Assert($user->baseInfo->gold >= $mo->gold , ErrCode::notenough_gold_msg);
  145. // $segID = $mo->segID;
  146. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  147. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  148. $costItemsList = explode(';',$mo->costItems);
  149. foreach ($costItemsList as $value) {
  150. $list = explode(',', $value);
  151. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  152. }
  153. $user->baseInfo->gold -= $mo->gold;
  154. $equipment->$uid->starLevel += 1;
  155. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  156. $user->store->equipment = $equipment;
  157. req()->userInfo->game = $user;
  158. UserProc::updateUserInfo(); # 回写玩家数据
  159. return Resp::ok(array(
  160. "store" => $user->store, # # 目前来看只涉及到items变化
  161. 'gold' => $user->baseInfo->gold,
  162. ));
  163. }
  164. /**
  165. * [6420] 言灵进阶
  166. */
  167. static function YanlingUpgrade() {
  168. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  169. $user = req()->userInfo->game;
  170. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  171. $yanlingObj = $user->store->yanling->$yanlingUid;
  172. $yanlingMoId = $yanlingObj->typeId;
  173. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  174. $toGrade = $curGrade + 1; # 下一等阶
  175. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  176. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  177. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  178. $costs = explode(';', $toGradeCfg->cost_materials);
  179. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  180. foreach ($costs as $c) {
  181. list($itemId, $num) = explode(',', $c); # 解析材料
  182. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  183. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  184. }
  185. $yanlingObj->grade = $toGrade; # 修改进阶
  186. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  187. UserProc::updateUserInfo(); # 回写玩家数据
  188. return Resp::ok(array(
  189. "store" => $user->store, # # 目前来看只涉及到items变化
  190. ));
  191. }
  192. /**
  193. * [6418] 利用言灵召唤书碎片合成召唤书
  194. */
  195. static function MergeYanlingBook() {
  196. list($bookId) = req()->paras; # 参数 言灵召唤书id
  197. $user = req()->userInfo->game;
  198. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  199. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  200. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  201. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  202. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  203. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  204. UserProc::updateUserInfo(); # 回写数据
  205. return Resp::ok(array(
  206. "store" => $user->store, # # 目前来看只涉及到items变化
  207. ));
  208. }
  209. /**
  210. * [6419] 利用言灵召唤书召唤言灵
  211. */
  212. static function CallYanlingByBook() {
  213. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  214. $user = req()->userInfo->game;
  215. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  216. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  217. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  218. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  219. $costs = explode(';', $bookIdCfg->cost_materials);
  220. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  221. foreach ($costs as $c) {
  222. list($itemId, $num) = explode(',', $c); # 解析材料
  223. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  224. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  225. }
  226. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  227. UserProc::updateUserInfo(); # 回写数据
  228. return Resp::ok(array(
  229. "store" => $user->store, # # 目前来看只涉及到items变化
  230. ));
  231. }
  232. /**
  233. * 测试方法
  234. * @return type
  235. */
  236. static public function Test() {
  237. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  238. }
  239. /**
  240. * [6404] 使用仓库道具
  241. */
  242. static function useItem() {
  243. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  244. }
  245. /**
  246. * [6405] 刷新仓库列表
  247. */
  248. static function refreshStore() {
  249. StoreProc::CheckItemNum();
  250. return Resp::ok(array('store' => req()->userInfo->game->store));
  251. }
  252. /**
  253. * [6406] 从仓库删除道具
  254. */
  255. static function delItemFromStore() {
  256. list($itemId, $num) = req()->paras;
  257. $err = self::removeItemFromStore(req()->userInfo->game->store, $itemId, $num);
  258. my_Assert(ErrCode::ok == $err, $err);
  259. UserProc::updateUserInfo();
  260. return Resp::ok(array('store' => req()->userInfo->game->store));
  261. }
  262. /**
  263. * [6409] 合成道具
  264. */
  265. static public function composeItem() {
  266. Err(ErrCode::err_method_notimplement);
  267. }
  268. /**
  269. * [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)
  270. */
  271. static public function composePieces() {
  272. Err(ErrCode::err_method_notimplement);
  273. }
  274. // </editor-fold>
  275. // --------------- 以下为辅助方法 ------------------
  276. //
  277. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  278. /**
  279. * 从仓库中移除指定数量的物品
  280. * @param Info_Store $store
  281. * @param type $itemId
  282. * @param type $itemcount
  283. * @return type
  284. */
  285. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  286. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  287. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  288. $store->items->$itemId -= $itemcount;
  289. if ($store->items->$itemId == 0) {
  290. unset($store->items->$itemId);
  291. }
  292. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  293. return ErrCode::ok;
  294. }
  295. /**
  296. * 从仓库移出装备
  297. * @param type $itemId uid
  298. * @param Info_Store $store
  299. * @return boolean
  300. */
  301. static function removeEquipFromStore($uid, $typeId) {
  302. $ok = false;
  303. if (CommUtil::isPropertyExists(req()->userInfo->game->store->equipment, $uid)) {
  304. my_Assert($typeId == req()->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  305. unset(req()->userInfo->game->store->equipment->$uid);
  306. $ok = true;
  307. }
  308. return $ok;
  309. }
  310. /**
  311. * 从仓库移除碎片
  312. * @param Info_Store $store
  313. * @param int $segmentId
  314. * @param int $num
  315. * @return bool 成功/失败
  316. */
  317. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  318. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  319. && $store->segement->$segmentId >= $num) {
  320. $store->segement->$segmentId -= $num;
  321. return TRUE;
  322. }
  323. return false;
  324. }
  325. /**
  326. * 向仓库添加碎片
  327. * @param Info_Store $store
  328. * @param int $segmentId
  329. * @param int $num
  330. */
  331. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  332. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  333. $store->segement->$segmentId += $num;
  334. } else {
  335. $store->segement->$segmentId = $num;
  336. }
  337. $segMo = GameConfig::item_segment_getItem($segmentId);
  338. my_Assert($segMo != null, ErrCode::err_const_no);
  339. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  340. }
  341. // </editor-fold>
  342. //
  343. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  344. /**
  345. * 将其他物品放入仓库
  346. * @param type $itemId
  347. * @param Data_UserGame $game
  348. */
  349. static function PutItemInStore($itemId, &$game) {
  350. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  351. $game->store->items->$itemId += 1;
  352. } else {// 如果仓库中没有这种元素,则其数目置1
  353. $game->store->items->$itemId = 1;
  354. }
  355. }
  356. /**
  357. * 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
  358. * 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
  359. * @param string $goodsStr itemid,num;itemid,num;...
  360. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  361. * @deprecated since version 0
  362. * @return type
  363. */
  364. public static function AddMultiItemInStore($goodsStr, $src = 1) {
  365. $user = req()->userInfo->game;
  366. $ary = explode(";", $goodsStr);
  367. foreach ($ary as $value) {
  368. $val = explode(",", $value);
  369. $cid = "";
  370. my_Assert(count($val) > 1, "解析奖励字符串出错");
  371. list( $itemId, $num) = $val; # ID, 数量
  372. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  373. switch ($smItem->subType) { # 根据类型分别添加到容器中
  374. case META_EXP: # 指挥官经验
  375. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  376. $user->base()->Add_Exp($num); # 加指挥官经验
  377. break;
  378. case META_GOLD_ITEMID: # 金币
  379. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  380. $user->base()->Add_Gold($num); # 增加金币
  381. break;
  382. case META_CASH_ITEMID: # 钻石
  383. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  384. $user->base()->Add_Cash($num); # 增加钻石
  385. break;
  386. case META_tili_ITEMID: # 体力
  387. // Data_UserGame::Add_tili($num);
  388. $user->base()->Add_tili($num); # 增加体力
  389. break;
  390. case META_FriendShipPoit_ItemId: # 友情值
  391. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  392. $user->base()->Add_FriendPoint($num); # 加友情点
  393. break;
  394. case META_PVPCOIN_ITEMID: # 竞技币
  395. $user->pvp->pvpCoins += $num;
  396. break;
  397. case META_ActivePoint_ITEMID:
  398. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  399. break;
  400. case META_RESPOINT_ITEMID:
  401. $user->base()->Add_resPoint($num); # 增加资源点
  402. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  403. break;
  404. case 101: # 武器
  405. for ($n = 0; $n < $num; $n++) {
  406. $cid = StoreProc::PutEquipInStore($itemId);
  407. }
  408. CornerSignEventProc::OnBag_new_Weapon();
  409. break;
  410. case 401: # 言灵
  411. for ($n = 0; $n < $num; $n++) {
  412. $cid = StoreProc::PutYanLingInStore($itemId);
  413. }
  414. CornerSignEventProc::OnBag_new_Yanling();
  415. break;
  416. case 501: # 限购礼包
  417. $itemMO = GameConfig::item_package_getItem($itemId);
  418. my_Assert(null != $itemMO, ErrCode::err_const_no);
  419. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  420. my_Assert(ErrCode::ok == $err, $err);
  421. break;
  422. case 601: # 任务卡
  423. $cid = StoreProc::PutTaskCardInStore($itemId);
  424. break;
  425. case 201: # 碎片
  426. $segMo = GameConfig::item_segment_getItem($itemId);
  427. my_Assert($segMo != null, ErrCode::err_const_no);
  428. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  429. CornerSignEventProc::OnBag_new_Fragment();
  430. case 202: # 召唤书碎片
  431. case 312: # 言灵召唤/进阶材料
  432. case 313:
  433. case 351: # 言灵召唤书
  434. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  435. $book = GameConfig::item_yanlingbook_getItem($itemId);
  436. my_Assert(null != $book, ErrCode::err_const_no);
  437. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  438. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  439. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  440. case 1:
  441. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  442. break;
  443. case 2:
  444. CornerSignEventProc::OnCall_Magician_new(); # 法师
  445. break;
  446. case 3:
  447. CornerSignEventProc::OnCall_Archer_new(); # 射手
  448. break;
  449. default :
  450. break;
  451. }
  452. break;
  453. case 321: # 进阶材料
  454. case 322: # 进阶材料
  455. case 323: # 锻造材料
  456. case 324: # 魂器
  457. case 332:
  458. case 333:
  459. case 325:
  460. case 326:
  461. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  462. CornerSignEventProc::OnBag_new_Material();
  463. break;
  464. case 311: # 基因(经验丹)
  465. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  466. break;
  467. case 341: # 战场中掉落,不会进入包裹
  468. case 342:
  469. case 343:
  470. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  471. break;
  472. default :
  473. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  474. }
  475. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  476. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  477. }
  478. return ErrCode::ok; // 返回
  479. }
  480. /**
  481. * [6401]向包裹中添加物品
  482. */
  483. public static function AddItemInStore() {
  484. list($rwdStr) = req()->paras;
  485. $user = req()->userInfo->game;
  486. $err = self::AddMultiItemInStore($rwdStr);
  487. my_Assert(ErrCode::ok == $err, $err);
  488. UserProc::updateUserInfo();
  489. return Resp::ok(array(
  490. 'gold' => $user->baseInfo->gold,
  491. 'tili' => $user->baseInfo->tili,
  492. 'cash' => $user->baseInfo->cash,
  493. 'resPoint' => $user->baseInfo->resPoint,
  494. 'store' => $user->store));
  495. }
  496. /**
  497. * 将装备放入背包
  498. * @param type $itemId
  499. */
  500. static function PutEquipInStore($itemId) {
  501. $privateState = req()->userInfo->game->privateState;
  502. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  503. req()->userInfo->game->privateState->currentId = 1;
  504. }
  505. $cid = req()->userInfo->game->privateState->currentId++;
  506. //$equip = ObjectInit();
  507. $equip = new Ins_Weapon();
  508. $equip->typeId = $itemId;
  509. req()->userInfo->game->store->equipment->$cid = $equip;
  510. return $cid;
  511. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  512. }
  513. /**
  514. * 将言灵放入背包
  515. * @param type $itemId
  516. */
  517. static function PutYanLingInStore($itemId) {
  518. my_Assert(count((array) req()->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  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_YanLin();
  526. $equip->typeId = $itemId;
  527. req()->userInfo->game->store->yanling->$cid = $equip;
  528. return $cid;
  529. }
  530. /**
  531. * 将任务卡放入背包
  532. * @param type $itemId
  533. */
  534. static function PutTaskCardInStore($itemId) {
  535. $privateState = req()->userInfo->game->privateState;
  536. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  537. req()->userInfo->game->privateState->currentId = 1;
  538. }
  539. $cid = req()->userInfo->game->privateState->currentId++;
  540. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  541. my_Assert(null != $mo, ErrCode::err_const_no);
  542. $itembaseMo = GameConfig::item_base_getItem($itemId);
  543. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  544. if ($itembaseMo->pileNum > 0) { # 可叠加
  545. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  546. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  547. // $taskCard = null;
  548. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  549. // $val = new Ins_TaskCard($val);
  550. // if ($val->typeId == $itemId) {
  551. // $taskCard = $val;
  552. // break;
  553. // }
  554. // }
  555. // if (null == $taskCard) { # 原来么有
  556. // $taskCard = new Ins_TaskCard($itemId);
  557. // $taskCard->uid = $cid;
  558. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  559. // }
  560. // $taskCard->count += 1;
  561. // </editor-fold>
  562. } else {
  563. $taskCard = new Ins_TaskCard($itemId);
  564. $taskCard->uid = $cid;
  565. req()->userInfo->game->store->taskcards->$cid = $taskCard;
  566. }
  567. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  568. if (null != $taskCard) {
  569. req()->paras = array($cid);
  570. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  571. }
  572. return $cid;
  573. }
  574. /**
  575. * 将可叠加物品放入背包
  576. * @param int $itemId
  577. * @param int $num
  578. */
  579. static function PutOverlyingItemInStore($itemId, $num = 1) {
  580. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  581. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  582. $items->$itemId += $num;
  583. } else { # 如果仓库中没有这种元素,则其数目置为num
  584. $items->$itemId = $num;
  585. }
  586. }
  587. /**
  588. * 物品包裹打散成独立道具到仓库
  589. * @param GoodsItemModel $itemModel
  590. * @deprecated since version now
  591. */
  592. static function addSeprateItem($itemModel) {
  593. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  594. }
  595. /**
  596. * [6416] 给英雄装上言灵
  597. */
  598. static function WearYanlingToHero() {
  599. $user = req()->userInfo->game; # user引用
  600. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  601. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  602. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  603. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  604. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  605. Err(ErrCode::store_equipWeared_err);
  606. }
  607. $collectHeros = $user->heros->collectHeros; # 英雄集合
  608. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  609. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  610. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  611. my_Assert($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.
  612. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  613. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  614. if ($oldYLid > 0) { # 代表替换操作
  615. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  616. }
  617. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  618. $collectHeros->$herouid = $hero;
  619. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  620. UserProc::updateUserInfo(); # 5.回写数据
  621. $ret = array('resp' => "succeed!",
  622. 'store' => $user->store);
  623. $resp = Resp::ok($ret); // 返回
  624. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  625. return $resp;
  626. }
  627. /**
  628. * [6417] 给英雄卸下言灵
  629. * @deprecated since version 无法卸下,只能更换
  630. */
  631. static function UnWieldYanling() {
  632. $user = req()->userInfo->game; # user引用
  633. list($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
  634. $collectHeros = $user->heros->collectHeros;
  635. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  636. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  637. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  638. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  639. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  640. }
  641. // $arr = $collectHeros->$herouid->yanling;
  642. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  643. // StlUtil::arrayRemove($arr, $yanling_uid);
  644. // $collectHeros->$herouid->yanling = $arr;
  645. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  646. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  647. UserProc::updateUserInfo(); # 回写数据
  648. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  649. // StoreProc::CheckItemNum($req);
  650. return $resp;
  651. }
  652. /**
  653. * [6410] 给英雄穿装备
  654. */
  655. static function WearEquipToHero() {
  656. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  657. $user = req()->userInfo->game; # user引用
  658. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  659. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  660. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  661. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  662. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  663. }
  664. $collectHeros = $user->heros->collectHeros;
  665. my_default_Obj($collectHeros);
  666. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  667. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  668. my_Assert($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
  669. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  670. $oldEquipId = 0;
  671. switch ($itemtype) { # 添加或替换英雄该部位的装备
  672. case 1: # 武器
  673. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  674. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  675. break;
  676. case 2: # 防具
  677. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  678. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  679. break;
  680. case 3: # 饰品
  681. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  682. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  683. break;
  684. default :
  685. Err(ErrCode::store_equip_type);
  686. break;
  687. }
  688. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  689. $user->store->equipment->$oldEquipId->herouid = 0;
  690. }
  691. UserProc::updateUserInfo(); // 5.回写数据
  692. // StoreProc::CheckItemNum($req);
  693. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  694. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  695. return Resp::ok(array('resp' => "succeed!",
  696. 'store' => $user->store)); // 返回
  697. }
  698. /**
  699. * [6411] 给英雄脱装备
  700. * @deprecated since version 不能卸下装备, 只能更换.
  701. */
  702. static function UnWieldEquip() {
  703. list($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
  704. $user = req()->userInfo->game; # user引用
  705. $collectHeros = $user->heros->collectHeros;
  706. my_default_Obj($collectHeros);
  707. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  708. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  709. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  710. $user->store->equipment->$equipuid->herouid = 0;
  711. }
  712. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  713. case 1: # 武器
  714. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  715. Err(ErrCode::store_noequip_err);
  716. }
  717. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  718. break;
  719. case 2: # 防具
  720. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  721. Err(ErrCode::store_noequip_err);
  722. }
  723. $collectHeros->$herouid->equip->armor->itemuid = 0;
  724. break;
  725. case 3: # 饰品
  726. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  727. Err(ErrCode::store_noequip_err);
  728. }
  729. $collectHeros->$herouid->equip->ring->itemuid = 0;
  730. break;
  731. default :
  732. Err(ErrCode::store_equip_type);
  733. }
  734. UserProc::updateUserInfo(); # 回写数据
  735. return Resp::ok(array('resp' => "succeed!")); // 返回
  736. }
  737. // </editor-fold>
  738. //
  739. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  740. //
  741. /**
  742. * 检查背包中物品的个数
  743. * @return int
  744. */
  745. public static function CheckItemNum() {
  746. $ItemObj = req()->userInfo->game->store->items;
  747. $EquipObj = req()->userInfo->game->store->equipment;
  748. $SegementObj = req()->userInfo->game->store->segement;
  749. $HeroObj = req()->userInfo->game->heros->collectHeros;
  750. $ItemNum = 0;
  751. if ($ItemObj) {
  752. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  753. $ItemNum++;
  754. }
  755. }
  756. if ($SegementObj) {
  757. foreach ($SegementObj as $value) { # 碎片
  758. $ItemNum++;
  759. }
  760. }
  761. if ($EquipObj) {
  762. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  763. $ItemNum++;
  764. }
  765. }
  766. if ($HeroObj) {
  767. 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.
  768. $HeroEquipId = $value->equip->weapon->itemuid;
  769. if ($HeroEquipId > 0) {
  770. $ItemNum--;
  771. }
  772. $HeroEquipId = $value->equip->armor->itemuid;
  773. if ($HeroEquipId > 0) {
  774. $ItemNum--;
  775. }
  776. $HeroEquipId = $value->equip->ring->itemuid;
  777. if ($HeroEquipId > 0) {
  778. $ItemNum--;
  779. }
  780. }
  781. }
  782. req()->userInfo->game->privateState->ItemNum = $ItemNum;
  783. return $ItemNum;
  784. }
  785. /**
  786. * 获取物品格子的上限值
  787. * @return int 上限数值
  788. */
  789. public static function GetItemMaxNum() {
  790. $user = req()->userInfo->game;
  791. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  792. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  793. }
  794. return $user->privateState->maxItemNum;
  795. }
  796. /**
  797. * 6412 背包扩容
  798. */
  799. public static function AddPacketNum() {
  800. $user = req()->userInfo->game; # user引用
  801. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  802. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  803. }
  804. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  805. my_Assert($costCash > 0, ErrCode::paras_err);
  806. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  807. $user->privateState->maxItemNum += 10; # 扩容
  808. UserProc::updateUserInfo(); # 保存玩家数据
  809. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  810. StoreProc::CheckItemNum();
  811. return $resp;
  812. }
  813. // </editor-fold>
  814. //
  815. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  816. //
  817. /**
  818. * 出售单一的物品
  819. */
  820. static function sellItem() {
  821. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  822. }
  823. /**
  824. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  825. */
  826. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  827. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  828. }
  829. /**
  830. * 6403 从背包出售多个物品
  831. */
  832. static function sellMultiItemFromStore() {
  833. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  834. $obj = req()->paras[0]; // 获取物品的结构数组
  835. foreach ($obj as $value) {
  836. $type = $value[0];
  837. $itemId = $value[1];
  838. if ($type > 3) {
  839. $count = intval($value[2]); // 数量
  840. $uid = 0;
  841. } 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
  842. $count = 1;
  843. $uid = $value[2];
  844. }//物品的uid
  845. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  846. }
  847. if (0 == $resp->err) {
  848. UserProc::updateUserInfo();
  849. }
  850. StoreProc::CheckItemNum();
  851. return $resp;
  852. }
  853. // </editor-fold>
  854. //
  855. }