StoreProc.php 38 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. * @param type $req
  15. */
  16. static function procMain($req) {
  17. switch ($req->cmd) {
  18. case CmdCode::cmd_store_put: # 6401 放入仓库
  19. return StoreProc::AddItemInStore($req);
  20. case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
  21. return StoreProc::sellItem($req);
  22. case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
  23. return StoreProc::sellMultiItemFromStore($req);
  24. case CmdCode::cmd_store_use: # 6404 使用道具
  25. return StoreProc::useItem($req);
  26. case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
  27. return StoreProc::refreshStore($req);
  28. case CmdCode::cmd_store_delItem: # 6406 从仓库删除道具
  29. return StoreProc::delItemFromStore($req);
  30. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  31. return StoreProc::Test($req);
  32. // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
  33. // return StoreProc::ItemUpgrade($req);
  34. // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
  35. // return StoreProc::composeItem($req);
  36. //
  37. case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
  38. return StoreProc::WearEquipToHero($req);
  39. case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
  40. return StoreProc::UnWieldEquip($req);
  41. //
  42. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  43. return StoreProc::AddPacketNum($req);
  44. // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  45. // Err(ErrCode::err_method_obsoleted);
  46. //// return StoreProc::MeltEquip($req);
  47. // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  48. // return StoreProc::composePieces($req);
  49. case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
  50. return StoreProc::WearYanlingToHero($req);
  51. case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
  52. return StoreProc::UnWieldYanling($req);
  53. case CmdCode::cmd_store_mergeYanlingbook: # 6418 利用言灵召唤书碎片合成召唤书
  54. return self::MergeYanlingBook($req);
  55. case CmdCode::cmd_store_callyanling: # 6419 利用言灵召唤书召唤言灵
  56. return self::CallYanlingByBook($req);
  57. case CmdCode::cmd_store_yanling_upgrade: # 6420 言灵进阶
  58. return self::YanlingUpgrade($req);
  59. default:
  60. Err(ErrCode::cmd_err);
  61. }
  62. }
  63. /**
  64. * [6420] 言灵进阶
  65. * @param req $req
  66. */
  67. static function YanlingUpgrade($req) {
  68. list($yanlingUid) = $req->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  69. $user = $req->userInfo->game;
  70. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  71. $yanlingObj = $user->store->yanling->$yanlingUid;
  72. $yanlingMoId = $yanlingObj->typeId;
  73. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  74. $toGrade = $curGrade + 1; # 下一等阶
  75. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  76. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  77. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  78. $costs = explode(';', $toGradeCfg->cost_materials);
  79. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  80. foreach ($costs as $c) {
  81. list($itemId, $num) = explode(',', $c); # 解析材料
  82. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  83. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  84. }
  85. $yanlingObj->grade = $toGrade; # 修改进阶
  86. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  87. UserProc::updateUserInfo(); # 回写玩家数据
  88. return Resp::ok(array(
  89. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  90. ));
  91. }
  92. /**
  93. * [6418] 利用言灵召唤书碎片合成召唤书
  94. * @param req $req
  95. */
  96. static function MergeYanlingBook($req) {
  97. list($bookId) = $req->paras; # 参数 言灵召唤书id
  98. $user = $req->userInfo->game;
  99. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  100. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  101. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  102. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  103. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  104. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  105. UserProc::updateUserInfo(); # 回写数据
  106. return Resp::ok(array(
  107. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  108. ));
  109. }
  110. /**
  111. * [6419] 利用言灵召唤书召唤言灵
  112. * @param req $req
  113. */
  114. static function CallYanlingByBook($req) {
  115. list($bookId) = $req->paras; # 参数 利用的言灵召唤书id
  116. $user = $req->userInfo->game;
  117. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  118. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  119. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  120. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  121. $costs = explode(';', $bookIdCfg->cost_materials);
  122. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  123. foreach ($costs as $c) {
  124. list($itemId, $num) = explode(',', $c); # 解析材料
  125. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  126. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  127. }
  128. self::PutYanLingInStore($bookIdCfg->yanling_id, $req); # 添加言灵
  129. UserProc::updateUserInfo(); # 回写数据
  130. return Resp::ok(array(
  131. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  132. ));
  133. }
  134. /**
  135. * 测试方法
  136. * @param Req $req
  137. * @return type
  138. */
  139. static public function Test($req) {
  140. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  141. }
  142. /**
  143. * [6404] 使用仓库道具
  144. * @param Req $req
  145. */
  146. static function useItem($req) {
  147. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  148. }
  149. /**
  150. * [6405] 刷新仓库列表
  151. * @param Req $req
  152. */
  153. static function refreshStore($req) {
  154. StoreProc::CheckItemNum($req);
  155. return Resp::ok(array('store' => $req->userInfo->game->store));
  156. }
  157. /**
  158. * [6406] 从仓库删除道具
  159. * @param req $req
  160. */
  161. static function delItemFromStore($req) {
  162. list($itemId, $num) = $req->paras;
  163. $err = self::removeItemFromStore($req->userInfo->game->store, $itemId, $num);
  164. my_Assert(ErrCode::ok == $err, $err);
  165. UserProc::updateUserInfo();
  166. return Resp::ok(array('store' => $req->userInfo->game->store));
  167. }
  168. /**
  169. * [6409] 合成道具
  170. * @param Req $req
  171. */
  172. static public function composeItem($req) {
  173. Err(ErrCode::err_method_notimplement);
  174. }
  175. /**
  176. * [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)
  177. * @param Req $req
  178. */
  179. static public function composePieces($req) {
  180. Err(ErrCode::err_method_notimplement);
  181. }
  182. // </editor-fold>
  183. // --------------- 以下为辅助方法 ------------------
  184. //
  185. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  186. /**
  187. * 从仓库中移除指定数量的物品
  188. * @param Info_Store $store
  189. * @param type $itemId
  190. * @param type $itemcount
  191. * @return type
  192. */
  193. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  194. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  195. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  196. $store->items->$itemId -= $itemcount;
  197. if ($store->items->$itemId == 0) {
  198. unset($store->items->$itemId);
  199. }
  200. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  201. return ErrCode::ok;
  202. }
  203. /**
  204. * 从仓库移出装备
  205. * @param type $itemId uid
  206. * @param Info_Store $store
  207. * @return boolean
  208. */
  209. static function removeEquipFromStore($uid, $typeId, &$req) {
  210. $ok = false;
  211. if (CommUtil::isPropertyExists($req->userInfo->game->store->equipment, $uid)) {
  212. my_Assert($typeId == $req->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  213. unset($req->userInfo->game->store->equipment->$uid);
  214. $ok = true;
  215. }
  216. return $ok;
  217. }
  218. /**
  219. * 从仓库移除碎片
  220. * @param Info_Store $store
  221. * @param int $segmentId
  222. * @param int $num
  223. * @return bool 成功/失败
  224. */
  225. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  226. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  227. && $store->segement->$segmentId >= $num) {
  228. $store->segement->$segmentId -= $num;
  229. return TRUE;
  230. }
  231. return false;
  232. }
  233. /**
  234. * 向仓库添加碎片
  235. * @param Info_Store $store
  236. * @param int $segmentId
  237. * @param int $num
  238. */
  239. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  240. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  241. $store->segement->$segmentId += $num;
  242. } else {
  243. $store->segement->$segmentId = $num;
  244. }
  245. $segMo = GameConfig::item_segment_getItem($segmentId);
  246. my_Assert($segMo != null, ErrCode::err_const_no);
  247. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  248. }
  249. // </editor-fold>
  250. //
  251. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  252. /**
  253. * 将其他物品放入仓库
  254. * @param type $itemId
  255. * @param Data_UserGame $game
  256. */
  257. static function PutItemInStore($itemId, &$game) {
  258. if (CommUtil::isPropertyExists($game->store->items, $itemId)) {// 如果仓库中已经有这种元素,则其数目+1
  259. $game->store->items->$itemId += 1;
  260. } else {// 如果仓库中没有这种元素,则其数目置1
  261. $game->store->items->$itemId = 1;
  262. }
  263. }
  264. /**
  265. * 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
  266. * 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
  267. * @param Req $req
  268. * @param string $goodsStr itemid,num;itemid,num;...
  269. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  270. * @deprecated since version 0
  271. * @return type
  272. */
  273. public static function AddMultiItemInStore($req, $goodsStr, $src = 1) {
  274. $user = $req->userInfo->game;
  275. $ary = explode(";", $goodsStr);
  276. foreach ($ary as $value) {
  277. $val = explode(",", $value);
  278. my_Assert(count($val) > 1, "解析奖励字符串出错");
  279. list( $itemId, $num) = $val; # ID, 数量
  280. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  281. switch ($smItem->subType) { # 根据类型分别添加到容器中
  282. case META_EXP: # 指挥官经验
  283. Data_UserGame::Add_Exp($user->baseInfo, $num);
  284. break;
  285. case META_GOLD_ITEMID: # 金币
  286. Data_UserGame::Add_Gold($user->baseInfo, $num);
  287. break;
  288. case META_CASH_ITEMID: # 钻石
  289. Data_UserGame::Add_Cash($user->baseInfo, $num);
  290. break;
  291. case META_tili_ITEMID: # 体力
  292. Data_UserGame::Add_tili($req, $num);
  293. break;
  294. case META_FriendShipPoit_ItemId: # 友情值
  295. Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  296. break;
  297. case META_PVPCOIN_ITEMID: # 竞技币
  298. $user->pvp->pvpCoins += $num;
  299. break;
  300. case META_ActivePoint_ITEMID:
  301. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  302. break;
  303. case 101: # 武器
  304. StoreProc::PutEquipInStore($itemId, $req);
  305. CornerSignEventProc::OnBag_new_Weapon($req);
  306. break;
  307. case 401: # 言灵
  308. StoreProc::PutYanLingInStore($itemId, $req);
  309. CornerSignEventProc::OnBag_new_Yanling($req);
  310. break;
  311. case 501: # 限购礼包
  312. var_dump("-== 礼包解包 nil ==-");
  313. $itemMO = GameConfig::item_package_getItem($itemId);
  314. my_Assert(null != $itemMO, ErrCode::err_const_no);
  315. $err = StoreProc::AddMultiItemInStore($req, $itemMO->contents); # 发放奖励
  316. my_Assert(ErrCode::ok == $err, $err);
  317. break;
  318. case 601: # 任务卡
  319. StoreProc::PutTaskCardInStore($itemId, $req);
  320. break;
  321. case 201: # 碎片
  322. $segMo = GameConfig::item_segment_getItem($itemId);
  323. my_Assert($segMo != null, ErrCode::err_const_no);
  324. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  325. CornerSignEventProc::OnBag_new_Fragment($req);
  326. case 202: # 召唤书碎片
  327. case 312: # 言灵召唤/进阶材料
  328. case 351: # 言灵召唤书
  329. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  330. $book = GameConfig::item_yanlingbook_getItem($itemId);
  331. my_Assert(null != $book, ErrCode::err_const_no);
  332. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  333. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  334. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  335. case 1:
  336. CornerSignEventProc::OnCall_Warrior_new($req); # 战士
  337. break;
  338. case 2:
  339. CornerSignEventProc::OnCall_Magician_new($req); # 法师
  340. break;
  341. case 3:
  342. CornerSignEventProc::OnCall_Archer_new($req); # 射手
  343. break;
  344. default :
  345. break;
  346. }
  347. break;
  348. case 321: # 进阶材料
  349. case 322: # 进阶材料
  350. case 323: # 锻造材料
  351. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  352. CornerSignEventProc::OnBag_new_Material($req);
  353. break;
  354. case 311: # 基因(经验丹)
  355. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  356. break;
  357. case 341: # 战场中掉落,不会进入包裹
  358. case 342:
  359. case 343:
  360. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  361. break;
  362. default :
  363. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  364. }
  365. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  366. }
  367. return ErrCode::ok; // 返回
  368. }
  369. /**
  370. * [6401]向包裹中添加物品
  371. * @param req $req
  372. * @return type
  373. */
  374. public static function AddItemInStore($req) {
  375. list($rwdStr) = $req->paras;
  376. $err = self::AddMultiItemInStore($req, $rwdStr);
  377. my_Assert(ErrCode::ok == $err, $err);
  378. UserProc::updateUserInfo();
  379. return Resp::ok(array('store' => $req->userInfo->game->store));
  380. }
  381. /**
  382. * 将装备放入背包
  383. * @param type $itemId
  384. * @param Req $req
  385. */
  386. static function PutEquipInStore($itemId, &$req) {
  387. $privateState = $req->userInfo->game->privateState;
  388. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  389. $req->userInfo->game->privateState->currentId = 1;
  390. }
  391. $cid = $req->userInfo->game->privateState->currentId++;
  392. $equip = ObjectInit();
  393. $equip->typeId = $itemId;
  394. $req->userInfo->game->store->equipment->$cid = $equip;
  395. return $cid;
  396. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  397. }
  398. /**
  399. * 将言灵放入背包
  400. * @param type $itemId
  401. * @param Req $req
  402. */
  403. static function PutYanLingInStore($itemId, &$req) {
  404. my_Assert(count((array) $req->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  405. $privateState = $req->userInfo->game->privateState;
  406. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  407. $req->userInfo->game->privateState->currentId = 1;
  408. }
  409. $cid = $req->userInfo->game->privateState->currentId++;
  410. $equip = ObjectInit();
  411. $equip->typeId = $itemId;
  412. $req->userInfo->game->store->yanling->$cid = $equip;
  413. }
  414. /**
  415. * 将任务卡放入背包
  416. * @param type $itemId
  417. * @param Req $req
  418. */
  419. static function PutTaskCardInStore($itemId, &$req) {
  420. $privateState = $req->userInfo->game->privateState;
  421. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  422. $req->userInfo->game->privateState->currentId = 1;
  423. }
  424. $cid = $req->userInfo->game->privateState->currentId++;
  425. $mo = GameConfig::item_taskcard_getItem($itemId); // 任务卡常量
  426. my_Assert(null != $mo, ErrCode::err_const_no);
  427. $itembaseMo = GameConfig::item_base_getItem($itemId);
  428. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  429. if ($itembaseMo->pileNum > 0) { // 可叠加
  430. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  431. $taskCard = null;
  432. foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  433. $val = new Ins_TaskCard($val);
  434. if ($val->typeId == $itemId) {
  435. $taskCard = $val;
  436. break;
  437. }
  438. }
  439. if (null == $taskCard) { # 原来么有
  440. $taskCard = new Ins_TaskCard($itemId);
  441. $taskCard->uid = $cid;
  442. $req->userInfo->game->store->taskcards->$cid = $taskCard;
  443. }
  444. $taskCard->count += 1;
  445. } else {
  446. $taskCard = new Ins_TaskCard($itemId);
  447. $taskCard->uid = $cid;
  448. $req->userInfo->game->store->taskcards->$cid = $taskCard;
  449. }
  450. return $cid;
  451. }
  452. /**
  453. * 将可叠加物品放入背包
  454. * @param int $itemId
  455. * @param int $num
  456. */
  457. static function PutOverlyingItemInStore($itemId, $num = 1) {
  458. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  459. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  460. $items->$itemId += $num;
  461. } else { # 如果仓库中没有这种元素,则其数目置为num
  462. $items->$itemId = $num;
  463. }
  464. }
  465. /**
  466. * 物品包裹打散成独立道具到仓库
  467. * @param GoodsItemModel $itemModel
  468. * @param Req $req
  469. * @return type
  470. * @deprecated since version now
  471. */
  472. static function addSeprateItem($itemModel, $req) {
  473. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  474. }
  475. /**
  476. * [6417] 给英雄装上言灵
  477. * @param req $req
  478. * @return type
  479. */
  480. static function WearYanlingToHero($req) {
  481. $user = $req->userInfo->game; # user引用
  482. list($itemtype, $yanling_uid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  483. if (!CommUtil::isPropertyExists($user->store->yanling, $yanling_uid)) { # 检测是否存在该言灵
  484. Err(ErrCode::store_itemno_err);
  485. }
  486. $yanlingVo = $user->store->yanling->$yanling_uid; # 取言灵对象
  487. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  488. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  489. Err(ErrCode::store_equipWeared_err);
  490. }
  491. $collectHeros = $user->heros->collectHeros; # 英雄集合
  492. if (!$collectHeros) { # 防御对象为空
  493. Err(ErrCode::err_innerfault);
  494. }
  495. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检查英雄是否存在
  496. Err(ErrCode::hero_no);
  497. }
  498. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  499. // $arr = $collectHeros->$herouid->yanling;
  500. // my_Assert(count($arr) < 3, ErrCode::hero_yanling_full); # 言灵数量最多3个
  501. // $arr[] = $yanling_uid;
  502. // $collectHeros->$herouid->yanling = $arr;
  503. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  504. if ($oldYLid > 0) { # 代表替换操作
  505. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  506. }
  507. $collectHeros->$herouid->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  508. UserProc::updateUserInfo(); # 5.回写数据
  509. $ret = array('resp' => "succeed!");
  510. $resp = Resp::ok($ret); // 返回
  511. HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
  512. return $resp;
  513. }
  514. /**
  515. * [6416] 给英雄卸下言灵
  516. * @param req $req
  517. * @return type
  518. * @deprecated since version 无法卸下,只能更换
  519. */
  520. static function UnWieldYanling($req) {
  521. $user = $req->userInfo->game; # user引用
  522. list($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
  523. $collectHeros = $user->heros->collectHeros;
  524. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  525. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  526. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  527. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  528. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  529. }
  530. // $arr = $collectHeros->$herouid->yanling;
  531. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  532. // StlUtil::arrayRemove($arr, $yanling_uid);
  533. // $collectHeros->$herouid->yanling = $arr;
  534. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  535. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  536. UserProc::updateUserInfo(); # 回写数据
  537. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  538. // StoreProc::CheckItemNum($req);
  539. return $resp;
  540. }
  541. /**
  542. * [6410] 给英雄穿装备
  543. * @param req $req
  544. * @return type
  545. */
  546. static function WearEquipToHero($req) {
  547. list($itemtype, $equipuid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  548. $user = $req->userInfo->game; # user引用
  549. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  550. $equipVo = $user->store->equipment->$equipuid; # 取装备对象
  551. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  552. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  553. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  554. }
  555. $collectHeros = $user->heros->collectHeros;
  556. my_default_Obj($collectHeros);
  557. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  558. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  559. $oldEquipId = 0;
  560. switch ($itemtype) { # 添加或替换英雄该部位的装备
  561. case 1: # 武器
  562. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  563. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  564. break;
  565. case 2: # 防具
  566. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  567. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  568. break;
  569. case 3: # 饰品
  570. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  571. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  572. break;
  573. default :
  574. Err(ErrCode::store_equip_type);
  575. break;
  576. }
  577. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  578. $user->store->equipment->$oldEquipId->herouid = 0;
  579. }
  580. UserProc::updateUserInfo(); // 5.回写数据
  581. // StoreProc::CheckItemNum($req);
  582. HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
  583. return Resp::ok(array('resp' => "succeed!")); // 返回
  584. }
  585. /**
  586. * [6411] 给英雄脱装备
  587. * @deprecated since version 不能卸下装备, 只能更换.
  588. * @param req $req
  589. * @return type
  590. */
  591. static function UnWieldEquip($req) {
  592. 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
  593. $user = $req->userInfo->game; # user引用
  594. $collectHeros = $user->heros->collectHeros;
  595. my_default_Obj($collectHeros);
  596. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  597. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  598. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  599. $user->store->equipment->$equipuid->herouid = 0;
  600. }
  601. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  602. case 1: # 武器
  603. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  604. Err(ErrCode::store_noequip_err);
  605. }
  606. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  607. break;
  608. case 2: # 防具
  609. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  610. Err(ErrCode::store_noequip_err);
  611. }
  612. $collectHeros->$herouid->equip->armor->itemuid = 0;
  613. break;
  614. case 3: # 饰品
  615. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  616. Err(ErrCode::store_noequip_err);
  617. }
  618. $collectHeros->$herouid->equip->ring->itemuid = 0;
  619. break;
  620. default :
  621. Err(ErrCode::store_equip_type);
  622. }
  623. UserProc::updateUserInfo(); # 回写数据
  624. // StoreProc::CheckItemNum($req);
  625. return Resp::ok(array('resp' => "succeed!")); // 返回
  626. }
  627. // </editor-fold>
  628. //
  629. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  630. //
  631. /**
  632. * 检查背包中物品的个数
  633. * @param req $req
  634. * @return int
  635. */
  636. public static function CheckItemNum($req) {
  637. $ItemObj = $req->userInfo->game->store->items;
  638. $EquipObj = $req->userInfo->game->store->equipment;
  639. $SegementObj = $req->userInfo->game->store->segement;
  640. $HeroObj = $req->userInfo->game->heros->collectHeros;
  641. $ItemNum = 0;
  642. ////检查宝石类可叠加物品的格子占用
  643. if ($ItemObj) {
  644. foreach ($ItemObj as $value) {
  645. $ItemNum++;
  646. }
  647. }
  648. if ($SegementObj) {
  649. foreach ($SegementObj as $value) {
  650. $ItemNum++;
  651. }
  652. }
  653. ////检测装备类物品格子占用
  654. if ($EquipObj) {
  655. foreach ($EquipObj as $value) {
  656. $ItemNum++;
  657. }
  658. }
  659. ////检测英雄装备到身上的情况,装备到英雄身上不占格子,要减去.
  660. if ($HeroObj) {
  661. foreach ($HeroObj as $value) {
  662. // echo var_dump($HeroObj);
  663. $HeroEquipId = $value->equip->weapon->itemuid;
  664. if ($HeroEquipId > 0) {
  665. $ItemNum--;
  666. }
  667. $HeroEquipId = $value->equip->armor->itemuid;
  668. if ($HeroEquipId > 0) {
  669. $ItemNum--;
  670. }
  671. $HeroEquipId = $value->equip->ring->itemuid;
  672. if ($HeroEquipId > 0) {
  673. $ItemNum--;
  674. }
  675. }
  676. }
  677. $req->userInfo->game->privateState->ItemNum = $ItemNum;
  678. return $ItemNum;
  679. }
  680. /**
  681. * 获取物品格子的上限值
  682. * @return int 上限数值
  683. */
  684. public static function GetItemMaxNum() {
  685. $user = req()->userInfo->game;
  686. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  687. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  688. }
  689. return $user->privateState->maxItemNum;
  690. }
  691. /**
  692. * 背包扩容
  693. * @param type $req
  694. * @return req
  695. */
  696. public static function AddPacketNum($req) {
  697. $user = $req->userInfo->game; # user引用
  698. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  699. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  700. }
  701. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  702. my_Assert($costCash > 0, ErrCode::paras_err);
  703. my_Assert(Data_UserGame::Consume_Cash($user->baseInfo, $costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  704. $user->privateState->maxItemNum += 10; # 扩容
  705. UserProc::updateUserInfo(); # 保存玩家数据
  706. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  707. StoreProc::CheckItemNum($req);
  708. return $resp;
  709. }
  710. // </editor-fold>
  711. //
  712. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  713. //
  714. /**
  715. * 出售单一的物品
  716. * @param Req $req
  717. * @return type
  718. */
  719. static function sellItem($req) {
  720. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  721. }
  722. /**
  723. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  724. * @param Req $req
  725. * @return type
  726. */
  727. static function preSellSingleFromStore(&$req, $type, $itemId, $count, $uid) {
  728. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  729. }
  730. /**
  731. * 从背包出售多个物品
  732. * @param Req $req
  733. * @return type
  734. */
  735. static function sellMultiItemFromStore($req) {
  736. $resp = new Resp();
  737. $obj = $req->paras[0]; // 获取物品的结构数组
  738. foreach ($obj as $value) {
  739. $type = $value[0];
  740. $itemId = $value[1];
  741. ////先判断一下物品类型,如果是可叠加的,就按数量取值,如果是不可叠加的就按uid取值
  742. if ($type > 3) {
  743. $count = intval($value[2]); // 数量
  744. $uid = 0;
  745. } else {
  746. $count = 1;
  747. $uid = $value[2];
  748. }//物品的uid
  749. $resp = StoreProc:: preSellSingleFromStore($req, $type, $itemId, $count, $uid);
  750. }
  751. if (0 == $resp->err) {
  752. UserProc::updateUserInfo();
  753. }
  754. StoreProc::CheckItemNum($req);
  755. return $resp;
  756. }
  757. // </editor-fold>
  758. //
  759. }