StoreProc.php 64 KB

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