StoreProc.php 71 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::cmd_store_buyWeapon: #6429
  75. return self::buyWeapon();
  76. case CmdCode::cmd_store_getShopWeapon: # 6430
  77. return self::getShopWeapon();
  78. case CmdCode::cmd_store_buySupplies: #6431 购买补给品
  79. return self::buySupplies();
  80. case CmdCode::cmd_store_expandStorage: # 6432
  81. return self::expandStorage();
  82. case CmdCode::cmd_store_changeStorage: # 6433
  83. return self::changeStorage();
  84. case CmdCode::cmd_store_changeBettleItem: # 6434
  85. return self::changeBettleItem();
  86. case CmdCode::cmd_store_removeBettleItem: # 6435
  87. return self::removeBettleItem();
  88. case CmdCode::cmd_store_setBettleItemUseVal: # 6436
  89. return self::setBettleItemUseVal();
  90. default:
  91. Err(ErrCode::cmd_err);
  92. }
  93. }
  94. /**
  95. * 6436
  96. * @return type
  97. */
  98. public static function setBettleItemUseVal() {
  99. $index = req()->paras[0]; # 提取参数
  100. $val = req()->paras[1]; # 提取参数
  101. $store = ctx()->store(true);
  102. //my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  103. $store->battleItem->$index->isAuto = 1;
  104. $store->battleItem->$index->attrVal = $val;
  105. UserProc::updateUserInfo();
  106. return Resp::ok(array("store" => ctx()->store(),));
  107. }
  108. /**
  109. * 6435
  110. * @return type
  111. */
  112. public static function removeBettleItem() {
  113. $index = req()->paras[0]; # 提取参数
  114. $store = ctx()->store(true);
  115. my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  116. $store->battleItem->$index->num -= 1;
  117. if($store->battleItem->$index->num <= 0){
  118. unset($store->battleItem->$index);
  119. }
  120. UserProc::updateUserInfo();
  121. return Resp::ok(array("store" => ctx()->store(),));
  122. }
  123. /**
  124. * 6434
  125. * @return type
  126. */
  127. public static function changeBettleItem() {
  128. $type = req()->paras[0]; # 提取参数
  129. $itemid = req()->paras[1]; # 提取参数
  130. $index = req()->paras[2]; # 提取参数
  131. $store = ctx()->store(true);
  132. if($type == 0){//添加
  133. $item = new Ins_battleItem();
  134. $item->id = $itemid;
  135. $item->num = $store->items->$itemid;
  136. $store->battleItem->$index = $item;
  137. unset($store->items->$itemid);
  138. } else {
  139. $id = $store->battleItem->$index->id;
  140. $num = $store->battleItem->$index->num;
  141. $store->items->$itemid = $num;
  142. unset($store->battleItem->$index);
  143. }
  144. UserProc::updateUserInfo();
  145. return Resp::ok(array("store" => ctx()->store(),));
  146. }
  147. /**
  148. * 6432
  149. * @return type
  150. */
  151. public static function changeStorage() {
  152. $index = req()->paras[0]; # 选中的第几个格子
  153. $type = req()->paras[1]; # 1:放入 2移除到背包
  154. $itemType = req()->paras[2]; # 道具类型
  155. $uid = req()->paras[3]; # 道具的uid
  156. $store = ctx()->store(true);
  157. my_Assert(StlUtil::dictHasProperty($store->storage, $index), ErrCode::store_NotHaveStorage);
  158. $storage = $store->storage->$index;
  159. $num = 0;
  160. foreach ($storage as $k => $dic) {
  161. $num += count((array) $dic);
  162. }
  163. switch ($itemType) {
  164. case 101://武器
  165. if ($type == 1) {
  166. my_Assert($num < 50, ErrCode::store_StorageEnough);
  167. $equipVo = $store->equipment->$uid;
  168. $storage->equipment->$uid = $equipVo; //添加
  169. StoreProc::removeEquipFromStore($uid, $equipVo->typeId); //移除
  170. } else {
  171. $equipVo = $storage->equipment->$uid;
  172. $store->equipment->$uid = $equipVo;
  173. unset($storage->equipment->$uid);
  174. }
  175. break;
  176. case 401://言灵
  177. if ($type == 1) {
  178. my_Assert($num < 50, ErrCode::store_StorageEnough);
  179. $yanlingVo = $store->yanling->$uid;
  180. $storage->yanling->$uid = $yanlingVo; //添加
  181. StoreProc::removeYanlingFromStore($uid, $yanlingVo->typeId); //移除
  182. } else {
  183. $yanlingVo = $storage->yanling->$uid;
  184. $store->yanling->$uid = $yanlingVo;
  185. unset($storage->yanling->$uid);
  186. }
  187. break;
  188. default://其他道具
  189. if ($type == 1) {
  190. my_Assert($num < 50, ErrCode::store_StorageEnough);
  191. $itemNum = $store->items->$uid;
  192. if (!StlUtil::dictHasProperty($storage->itemDic, $uid)) {
  193. $storage->itemDic->$uid = 0;
  194. }
  195. $storage->itemDic->$uid += $itemNum; //添加
  196. StoreProc::removeItemFromStore($store, $uid, $itemNum);
  197. } else {
  198. $itemNum = $storage->itemDic->$uid;
  199. $goodsStr = $uid . "," . $itemNum;
  200. StoreProc::AddMultiItemInStore($goodsStr);
  201. unset($storage->itemDic->$uid);
  202. }
  203. break;
  204. }
  205. $store->storage->$index = $storage;
  206. //ctx()->store(true) = $store;
  207. UserProc::updateUserInfo();
  208. return Resp::ok(array("store" => $store,));
  209. }
  210. /**
  211. * 储物间扩容
  212. * @return type
  213. */
  214. public static function expandStorage() {
  215. $cost = GameConfig::globalsettings()->expandStorageCost;
  216. $list = explode(',', $cost);
  217. $key = 3;
  218. my_Assert(!StlUtil::dictHasProperty(ctx()->store(true)->storage, $key), ErrCode::store_expandStorage);
  219. if ($list[0] == 1) {
  220. my_Assert(ctx()->base(true)->gold >= $list[1], ErrCode::notenough_gold_msg);
  221. ctx()->base(true)->Consume_Gold($list[1]);
  222. } elseif ($list[0] == 2) {
  223. my_Assert(ctx()->base(true)->cash >= $list[1], ErrCode::notenough_cash_msg);
  224. ctx()->base(true)->Consume_Cash($list[1]);
  225. }
  226. $str = $list[0] . "," . $list[1];
  227. ctx()->store(true)->storage->$key = new Ins_storage();
  228. UserProc::updateUserInfo();
  229. return Resp::ok(array("storage" => ctx()->store(true)->storage, "cost" => $str,));
  230. }
  231. /**
  232. * 6431 购买补给品
  233. */
  234. public static function buySupplies() {
  235. $npcid = req()->paras[0]; # 提取参数
  236. $itemid = req()->paras[1]; # 提取参数
  237. $num = req()->paras[2]; # 提取参数
  238. //补充shop_supplies的mo
  239. $mo = GameConfig::shop_supplies_getItem($npcid, $itemid);
  240. my_Assert($mo != null, ErrCode::err_const_no);
  241. $cost = $mo->cost * $num;
  242. my_Assert($num <= $mo->num, ErrCode::err_const_no);
  243. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  244. ctx()->base(true)->Consume_Gold($cost);
  245. $goodsStr = $itemid . ',' . $num;
  246. StoreProc::AddMultiItemInStore($goodsStr);
  247. UserProc::updateUserInfo();
  248. return Resp::ok(array("store" => ctx()->store(), "cost" => $cost,));
  249. }
  250. /**
  251. *
  252. */
  253. public static function getShopWeapon() {
  254. $npcid = req()->paras[0]; # 提取参数
  255. self::DailyRefreshWeapon($npcid);
  256. UserProc::updateUserInfo();
  257. return Resp::ok(array(
  258. "store" => ctx()->store(), #
  259. ));
  260. }
  261. /**
  262. *
  263. * @return type
  264. */
  265. public static function buyWeapon() {
  266. $npcid = req()->paras[0]; # 提取参数
  267. $weaponId = req()->paras[1]; # 提取参数
  268. $store = ctx()->store(true);
  269. $type = 0;
  270. $tag = true;
  271. if (StlUtil::dictHasProperty($store->weaponReward, $npcid)) {
  272. $dic = $store->weaponReward->$npcid;
  273. foreach ($dic as $k => $list) {
  274. if (in_array($weaponId, $list)) {
  275. $tag = false;
  276. break;
  277. }
  278. }
  279. }
  280. my_Assert($tag == true, ErrCode::store_weaponCantBuy);
  281. $list = GameConfig::shop_weapon_getItemArray($npcid);
  282. $cost = 0;
  283. foreach ($list as $item) {
  284. $weaponList = explode(';', $item->weaponlist);
  285. foreach ($weaponList as $value) {
  286. $pList = explode(',', $value);
  287. if (in_array($weaponId, $pList)) {
  288. $type = $item->id;
  289. $cost = $item->cost;
  290. break 2;
  291. }
  292. }
  293. }
  294. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  295. ctx()->base(true)->Consume_Gold($cost);
  296. $store->weaponReward->$npcid->$type[] = $weaponId;
  297. ctx()->store = $store;
  298. UserProc::updateUserInfo();
  299. return Resp::ok(array(
  300. "store" => $store,
  301. "cost" => $cost,
  302. ));
  303. }
  304. /*
  305. * 每日刷新武器
  306. */
  307. public static function DailyRefreshWeapon($npcid = null) {
  308. //没有数据初始化,有数据不在管
  309. if ($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)) {
  310. $list = GameConfig::shop_weapon_getItemArray($npcid);
  311. foreach ($list as $value) {
  312. $ret = new \stdClass();
  313. $arr = explode(';', $value->weaponlist);
  314. foreach ($arr as $item) {
  315. $itemList = explode(',', $item);
  316. $id = $itemList[0];
  317. $per = $itemList[1];
  318. $ret->$id = $per;
  319. }
  320. $retArr = array();
  321. $type = $value->id;
  322. $pArr = self::randweapon($ret, $value->num);
  323. //数组合并
  324. $retArr = array_merge($retArr, $pArr);
  325. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  326. }
  327. } else if ($npcid == null) {
  328. //每日登录刷新,刷新的时候把已经购买过的武器去掉;
  329. $dic = ctx()->store()->weaponPool;
  330. foreach ($dic as $npcid => $val) {
  331. $list = GameConfig::shop_weapon_getItemArray($npcid);
  332. foreach ($list as $value) {
  333. $ret = new \stdClass();
  334. $arr = explode(';', $value->weaponlist);
  335. foreach ($arr as $item) {
  336. $itemList = explode(',', $item);
  337. $id = $itemList[0];
  338. $per = $itemList[1];
  339. $ret->$id = $per;
  340. }
  341. $ret2 = $ret;
  342. $type = $value->id;
  343. if (StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)) {
  344. $weaponList = ctx()->store()->weaponReward->$npcid->$type;
  345. foreach ($weaponList as $wid) {
  346. if (StlUtil::dictHasProperty($ret, $wid)) {
  347. StlUtil::dictRemove($ret, $wid);
  348. }
  349. }
  350. }
  351. $temp = $ret;
  352. 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
  353. $temp = $ret2;
  354. ctx()->store()->weaponReward->$npcid->$type = array();
  355. }
  356. $retArr = array();
  357. $pArr = self::randweapon($temp, $value->num);
  358. $retArr = array_merge($retArr, $pArr);
  359. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  360. }
  361. }
  362. }
  363. }
  364. static function randweapon($temp, $limit) {
  365. $resultArr = array();
  366. $num = 0;
  367. while (true) {
  368. $total = 0;
  369. foreach ($temp as $k => $v) {
  370. $total += $v;
  371. }
  372. $n = rand(1, $total);
  373. $start = 0;
  374. foreach ($temp as $id => $per) {
  375. $start += $per;
  376. if ($n <= $start) {
  377. if (in_array($id, $resultArr)) {
  378. StlUtil::dictRemove($temp, $id);
  379. break;
  380. } else {
  381. $resultArr[] = $id;
  382. $num += 1;
  383. break;
  384. }
  385. }
  386. }
  387. if ($num >= $limit) {
  388. break;
  389. }
  390. }
  391. return $resultArr;
  392. }
  393. /**
  394. * 扩容
  395. * @return type
  396. */
  397. static function unlockStore() {
  398. //list() = req()->paras;
  399. $user = ctx();
  400. $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
  401. my_Assert($mo != null, ErrCode::err_const_no);
  402. my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
  403. $user->base(true)->Consume_Gold($mo->cost);
  404. $user->privateState->expandNum += 1;
  405. ctx($user);
  406. UserProc::updateUserInfo(); # 回写玩家数据
  407. return Resp::ok(array(
  408. "gold" => $user->baseInfo->gold,
  409. "expandNum" => $user->privateState->expandNum,
  410. ));
  411. }
  412. /**
  413. * 宝石镶嵌
  414. */
  415. static function GemSetYanLing() {
  416. list($gemId, $yanlingUid) = req()->paras;
  417. $user = ctx();
  418. $yanling = $user->store->yanling;
  419. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  420. my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
  421. if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
  422. $yanling->$yanlingUid->gemId = 0;
  423. }
  424. my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
  425. StoreProc::removeItemFromStore($user->store, $gemId);
  426. $yanling->$yanlingUid->gemId = $gemId;
  427. $user->store->yanling = $yanling;
  428. ctx($user);
  429. UserProc::updateUserInfo(); # 回写玩家数据
  430. return Resp::ok(array(
  431. "store" => $user->store, # # 目前来看只涉及到items变化
  432. ));
  433. }
  434. /**
  435. * 从严灵上卸下宝石
  436. */
  437. static function GemRemoveYanLing() {
  438. list($yanlingUid) = req()->paras;
  439. $user = ctx();
  440. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  441. $gemId = $user->store->yanling->$yanlingUid->gemId;
  442. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  443. $goodsStr = $gemId . ",1";
  444. StoreProc::AddMultiItemInStore($goodsStr);
  445. $user->store->yanling->$yanlingUid->gemId = 0;
  446. ctx($user);
  447. UserProc::updateUserInfo(); # 回写玩家数据
  448. return Resp::ok(array(
  449. "store" => $user->store, # # 目前来看只涉及到items变化
  450. ));
  451. }
  452. /**
  453. * 宝石合成
  454. */
  455. static function GemComposeItem() {
  456. list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  457. $user = ctx();
  458. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  459. $mo = GameConfig::gem_formula_getItem($gemId);
  460. my_Assert($mo != null, ErrCode::err_const_no); #
  461. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  462. $itemId = $mo->drawItem;
  463. if ($itemId != "") {
  464. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
  465. }
  466. if ($mo->composeMaterial != "") {
  467. $mList = explode(',', $mo->composeMaterial);
  468. $itemId = $mList[0];
  469. $num = $mList[1];
  470. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
  471. //扣除材料
  472. StoreProc::removeItemFromStore($user->store, $itemId, $num);
  473. }
  474. $gList = explode(',', $mo->composeGem);
  475. $itemId = $gList[0];
  476. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
  477. my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
  478. //扣除配方金币 宝石
  479. $user->base(true)->Consume_Gold($mo->composeGold);
  480. StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
  481. $goodsStr = $gemId . ',1';
  482. StoreProc::AddMultiItemInStore($goodsStr);
  483. ctx($user);
  484. UserProc::updateUserInfo(); # 回写玩家数据
  485. return Resp::ok(array(
  486. "store" => $user->store, # # 目前来看只涉及到items变化
  487. 'gold' => $user->baseInfo->gold,
  488. ));
  489. }
  490. /**
  491. * 宝石合成的研究等级提升
  492. */
  493. static function GemResearchLvUp() {
  494. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  495. $user = ctx();
  496. $researchLevel = $user->Gem->level; //研究等级
  497. $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
  498. my_Assert($mo != null, ErrCode::err_const_no);
  499. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  500. //$list = explode(',',$mo->unlockLevelGoldCost);
  501. my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  502. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  503. $user->Gem->level += 1;
  504. ctx($user);
  505. UserProc::updateUserInfo(); # 回写玩家数据
  506. return Resp::ok(array(
  507. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  508. 'gold' => $user->baseInfo->gold,
  509. ));
  510. }
  511. /**
  512. * 武器升级
  513. */
  514. static function weaponUpgrade() {
  515. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  516. $user = ctx();
  517. $equipment = $user->store->equipment;
  518. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  519. $myPacketItems = $user->store->items;
  520. //消耗材料道具
  521. $total = 0;
  522. $totalGold = 0;
  523. foreach ($items as $costItemId => $costNumber) {
  524. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  525. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  526. $mo = GameConfig::item_stones_getItem($costItemId);
  527. my_Assert($mo != null, ErrCode::err_const_no);
  528. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  529. $total += $mo->baseExp * $costNumber;
  530. $totalGold += $mo->costGold * $costNumber;
  531. }
  532. $wuqiExp = 0;
  533. //消耗武器
  534. foreach ($wuqiList as $wuqiId) {
  535. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  536. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  537. $baseExp = $mo->baseExp;
  538. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  539. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  540. $totalGold += $mo->costGold;
  541. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  542. }
  543. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  544. $equipVo = new Ins_Weapon($equipment->$uid);
  545. $initLevel = $equipVo->level;
  546. $equipVo->exp += $total + (int) $wuqiExp;
  547. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  548. $curStar = $equipVo->starLevel; #当前星级
  549. $equipVo->level = $curlevel;
  550. if ($curStar < 5) {
  551. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  552. if ($starlimitLv <= $curlevel) {
  553. $equipVo->level = $starlimitLv;
  554. $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  555. }
  556. }
  557. $user->store->equipment->$uid = $equipVo;
  558. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  559. $user->baseInfo->gold -= $totalGold;
  560. ctx($user);
  561. ctx()->store->items = $myPacketItems; # 更新背包数据
  562. if ($equipVo->level != $initLevel) {
  563. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  564. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
  565. }
  566. UserProc::updateUserInfo(); # 回写玩家数据
  567. return Resp::ok(array(
  568. "store" => $user->store, # # 目前来看只涉及到items变化
  569. 'gold' => $user->baseInfo->gold,
  570. ));
  571. }
  572. /**
  573. * 武器升级计算
  574. * @param type $xp
  575. * @param type $type
  576. * @return type
  577. */
  578. static function Upgrade($xp, $qual, $type) {
  579. $curLv = 0;
  580. if ($type == Enum_UpgradeType::Wuqi) {
  581. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  582. } else {
  583. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  584. }
  585. $f = (array) $heroLvDic;
  586. ksort($f);
  587. foreach ($f as $lv => $mo) {
  588. if ($xp < $mo->requiredExp) {
  589. $curLv = $lv - 1;
  590. break;
  591. }
  592. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  593. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  594. // break;
  595. // }
  596. }
  597. return $curLv;
  598. }
  599. /**
  600. * 武器突破
  601. */
  602. static function weaponTupo() {
  603. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  604. $user = ctx();
  605. $equipment = $user->store->equipment;
  606. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  607. $typeId = $equipment->$uid->typeId;
  608. $curStar = $equipment->$uid->starLevel;
  609. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  610. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  611. my_Assert($mo != null, ErrCode::err_const_no);
  612. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  613. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  614. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  615. // $segID = $mo->segID;
  616. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  617. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  618. $costItemsList = explode(';', $mo->costItems);
  619. foreach ($costItemsList as $value) {
  620. $list = explode(',', $value);
  621. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  622. }
  623. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  624. $user->baseInfo->gold -= $mo->gold;
  625. $equipment->$uid->starLevel += 1;
  626. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  627. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  628. $user->store->equipment = $equipment;
  629. ctx($user);
  630. UserProc::updateUserInfo(); # 回写玩家数据
  631. return Resp::ok(array(
  632. "store" => $user->store, # # 目前来看只涉及到items变化
  633. 'gold' => $user->baseInfo->gold,
  634. ));
  635. }
  636. /**
  637. * 武器替换
  638. * @return type
  639. */
  640. static function weaponReplace() {
  641. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  642. $user = ctx();
  643. $equipment = $user->store->equipment;
  644. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  645. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  646. $herouid = $equipment->$uid->herouid;
  647. $herouid_replace = $equipment->$replaceId->herouid;
  648. $equipment->$replaceId->herouid = $herouid;
  649. $equipment->$uid->herouid = $herouid_replace;
  650. $user->store->equipment = $equipment;
  651. ctx($user);
  652. UserProc::updateUserInfo(); # 回写玩家数据
  653. return Resp::ok(array(
  654. "store" => $user->store, # # 目前来看只涉及到items变化
  655. ));
  656. }
  657. /**
  658. * [6420] 言灵进阶
  659. */
  660. static function YanlingUpgrade() {
  661. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  662. $user = ctx();
  663. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  664. $yanlingObj = $user->store->yanling->$yanlingUid;
  665. $yanlingMoId = $yanlingObj->typeId;
  666. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  667. $toGrade = $curGrade + 1; # 下一等阶
  668. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  669. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  670. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  671. $costs = explode(';', $toGradeCfg->cost_materials);
  672. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  673. foreach ($costs as $c) {
  674. list($itemId, $num) = explode(',', $c); # 解析材料
  675. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  676. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  677. }
  678. $yanlingObj->grade = $toGrade; # 修改进阶
  679. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  680. UserProc::updateUserInfo(); # 回写玩家数据
  681. return Resp::ok(array(
  682. "store" => $user->store, # # 目前来看只涉及到items变化
  683. ));
  684. }
  685. /**
  686. * [6418] 利用言灵召唤书碎片合成召唤书
  687. */
  688. static function MergeYanlingBook() {
  689. list($bookId) = req()->paras; # 参数 言灵召唤书id
  690. $user = ctx();
  691. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  692. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  693. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  694. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  695. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  696. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  697. UserProc::updateUserInfo(); # 回写数据
  698. return Resp::ok(array(
  699. "store" => $user->store, # # 目前来看只涉及到items变化
  700. ));
  701. }
  702. /**
  703. * [6419] 利用言灵召唤书召唤言灵
  704. */
  705. static function CallYanlingByBook() {
  706. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  707. $user = ctx();
  708. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  709. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  710. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  711. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  712. $costs = explode(';', $bookIdCfg->cost_materials);
  713. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  714. foreach ($costs as $c) {
  715. list($itemId, $num) = explode(',', $c); # 解析材料
  716. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  717. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  718. }
  719. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  720. UserProc::updateUserInfo(); # 回写数据
  721. return Resp::ok(array(
  722. "store" => $user->store, # # 目前来看只涉及到items变化
  723. ));
  724. }
  725. /**
  726. * 测试方法
  727. * @return type
  728. */
  729. static public function Test() {
  730. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  731. }
  732. /**
  733. * [6404] 使用仓库道具
  734. */
  735. static function useItem() {
  736. list($itemType, $num) = req()->paras; # 提取参数
  737. $mo = GameConfig::item_base_getItem($itemType);
  738. my_Assert(null != $mo, ErrCode::err_const_no);
  739. switch ($mo->subType) {
  740. case 601: # 任务卡
  741. my_Assert($num == 1, "任务卡一次只能使用一张!");
  742. $store = ctx()->store();
  743. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  744. my_Assert(ErrCode::ok == $err, $err);
  745. StoreProc::PutTaskCardInStore($itemType);
  746. ctx()->store = $store;
  747. break;
  748. default :
  749. break;
  750. }
  751. UserProc::updateUserInfo();
  752. return Resp::ok(array(
  753. 'priv' => ctx()->privateState,
  754. 'store' => ctx()->store));
  755. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  756. }
  757. /**
  758. * [6405] 刷新仓库列表
  759. */
  760. static function refreshStore() {
  761. StoreProc::CheckItemNum();
  762. return Resp::ok(array('store' => ctx()->store));
  763. }
  764. /**
  765. * [6406] 从仓库删除道具
  766. */
  767. static function delItemFromStore() {
  768. list($itemId, $num) = req()->paras;
  769. $err = self::removeItemFromStore(ctx()->store, $itemId, $num);
  770. my_Assert(ErrCode::ok == $err, $err);
  771. UserProc::updateUserInfo();
  772. return Resp::ok(array('store' => ctx()->store));
  773. }
  774. /**
  775. * [6409] 合成道具
  776. */
  777. static public function composeItem() {
  778. Err(ErrCode::err_method_notimplement);
  779. }
  780. /**
  781. * [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)
  782. */
  783. static public function composePieces() {
  784. Err(ErrCode::err_method_notimplement);
  785. }
  786. // </editor-fold>
  787. // --------------- 以下为辅助方法 ------------------
  788. //
  789. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  790. /**
  791. * 从仓库中移除指定数量的物品
  792. * @param Info_Store $store
  793. * @param type $itemId
  794. * @param type $itemcount
  795. * @return type
  796. */
  797. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  798. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  799. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  800. $store->items->$itemId -= $itemcount;
  801. if ($store->items->$itemId == 0) {
  802. unset($store->items->$itemId);
  803. }
  804. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  805. return ErrCode::ok;
  806. }
  807. /**
  808. * 从仓库移出装备
  809. * @param type $itemId uid
  810. * @param Info_Store $store
  811. * @return boolean
  812. */
  813. static function removeEquipFromStore($uid, $typeId) {
  814. $ok = false;
  815. if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
  816. my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  817. unset(ctx()->store->equipment->$uid);
  818. $ok = true;
  819. }
  820. return $ok;
  821. }
  822. static function removeYanlingFromStore($uid, $typeId) {
  823. $ok = false;
  824. if (CommUtil::isPropertyExists(ctx()->store->yanling, $uid)) {
  825. my_Assert($typeId == ctx()->store->yanling->$uid->typeId, "typeid检验错误"); // typeid相同;
  826. unset(ctx()->store->yanling->$uid);
  827. $ok = true;
  828. }
  829. return $ok;
  830. }
  831. /**
  832. * 从仓库移除碎片
  833. * @param Info_Store $store
  834. * @param int $segmentId
  835. * @param int $num
  836. * @return bool 成功/失败
  837. */
  838. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  839. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  840. && $store->segement->$segmentId >= $num) {
  841. $store->segement->$segmentId -= $num;
  842. return TRUE;
  843. }
  844. return false;
  845. }
  846. /**
  847. * 向仓库添加碎片
  848. * @param Info_Store $store
  849. * @param int $segmentId
  850. * @param int $num
  851. */
  852. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  853. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  854. $store->segement->$segmentId += $num;
  855. } else {
  856. $store->segement->$segmentId = $num;
  857. }
  858. $segMo = GameConfig::item_segment_getItem($segmentId);
  859. my_Assert($segMo != null, ErrCode::err_const_no);
  860. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  861. }
  862. // </editor-fold>
  863. //
  864. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  865. /**
  866. * 将其他物品放入仓库
  867. * @param type $itemId
  868. * @param Data_UserGame $game
  869. */
  870. static function PutItemInStore($itemId, &$game) {
  871. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  872. $game->store->items->$itemId += 1;
  873. } else {// 如果仓库中没有这种元素,则其数目置1
  874. $game->store->items->$itemId = 1;
  875. }
  876. }
  877. /**
  878. * 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
  879. * 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
  880. * @param string $goodsStr itemid,num;itemid,num;...
  881. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  882. * @deprecated since version 0
  883. * @return type
  884. */
  885. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  886. $user = ctx();
  887. $ary = explode(";", $goodsStr);
  888. //$unlockNum = $user->privateState->expandNum * 5;
  889. //$n = self::countStoreNum();
  890. foreach ($ary as $value) {
  891. $val = explode(",", $value);
  892. $cid = "";
  893. my_Assert(count($val) > 1, "解析奖励字符串出错");
  894. list( $itemId, $num) = $val; # ID, 数量
  895. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  896. switch ($smItem->subType) { # 根据类型分别添加到容器中
  897. case META_EXP: # 指挥官经验
  898. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  899. $user->base()->Add_Exp($num); # 加指挥官经验
  900. break;
  901. case META_GOLD_ITEMID: # 金币
  902. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  903. $user->base()->Add_Gold($num, $mask); # 增加金币
  904. break;
  905. case META_CASH_ITEMID: # 钻石
  906. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  907. $user->base()->Add_Cash($num, $mask); # 增加钻石
  908. break;
  909. case META_tili_ITEMID: # 体力
  910. // Data_UserGame::Add_tili($num);
  911. $user->base()->Add_tili($num); # 增加体力
  912. break;
  913. case META_FriendShipPoit_ItemId: # 友情值
  914. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  915. $user->base()->Add_FriendPoint($num); # 加友情点
  916. break;
  917. case META_PVPCOIN_ITEMID: # 竞技币
  918. $user->pvp->pvpCoins += $num;
  919. break;
  920. case META_ActivePoint_ITEMID:
  921. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  922. break;
  923. case META_RESPOINT_ITEMID:
  924. $user->base()->Add_resPoint($num); # 增加资源点
  925. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  926. break;
  927. case 101: # 武器
  928. for ($n = 0; $n < $num; $n++) {
  929. $cid = StoreProc::PutEquipInStore($itemId);
  930. }
  931. CornerSignEventProc::OnBag_new_Weapon();
  932. CornerSignEventProc::OnRoleWeapon();
  933. break;
  934. case 401: # 言灵
  935. for ($n = 0; $n < $num; $n++) {
  936. $cid = StoreProc::PutYanLingInStore($itemId);
  937. }
  938. CornerSignEventProc::OnBag_new_Yanling();
  939. CornerSignEventProc::OnRoleYanling();
  940. break;
  941. case 501: # 限购礼包
  942. $itemMO = GameConfig::item_package_getItem($itemId);
  943. my_Assert(null != $itemMO, ErrCode::err_const_no);
  944. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  945. my_Assert(ErrCode::ok == $err, $err);
  946. break;
  947. case 601: # 任务卡
  948. $cid = StoreProc::PutTaskCardInStore($itemId);
  949. break;
  950. case 201: # 碎片
  951. $segMo = GameConfig::item_segment_getItem($itemId);
  952. my_Assert($segMo != null, ErrCode::err_const_no);
  953. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  954. CornerSignEventProc::OnBag_new_Fragment();
  955. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  956. break;
  957. case 202: # 召唤书碎片
  958. case 351: # 言灵召唤书
  959. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  960. $book = GameConfig::item_yanlingbook_getItem($itemId);
  961. my_Assert(null != $book, ErrCode::err_const_no);
  962. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  963. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  964. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  965. case 1:
  966. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  967. break;
  968. case 2:
  969. CornerSignEventProc::OnCall_Magician_new(); # 法师
  970. break;
  971. case 3:
  972. CornerSignEventProc::OnCall_Archer_new(); # 射手
  973. break;
  974. default :
  975. break;
  976. }
  977. break;
  978. case 321: # 进阶材料
  979. case 322: # 进阶材料
  980. case 323: # 锻造材料
  981. case 324: # 魂器
  982. case 332: #普通祈愿券
  983. case 333: #活动祈愿券
  984. case 325: #元素突破材料
  985. case 326: #职业突破材料
  986. case 327: #言灵的突破石
  987. case 328: #言灵的突破材料
  988. case 329: #武器的突破石
  989. case 330: #武器的突破材料
  990. // 补给品
  991. case 341: # 血瓶
  992. case 342: # 能量瓶
  993. case 343: #
  994. case 344: # 回城券 -2022.4.13 海哥
  995. //
  996. case 701: #宝石
  997. case 702: #设计图纸
  998. case 703: #宝石辅助材料
  999. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1000. CornerSignEventProc::OnBag_new_Material();
  1001. break;
  1002. case 311: # 基因(经验丹)
  1003. case 312: # 强化道具
  1004. case 313:
  1005. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1006. break;
  1007. default :
  1008. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  1009. }
  1010. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  1011. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  1012. }
  1013. return ErrCode::ok; // 返回
  1014. }
  1015. public static function countStoreNum() {
  1016. $user = ctx();
  1017. //$num = 0;
  1018. $itemDic = $user->store->items;
  1019. //$num += count((array)$user->store->items);
  1020. $itemNum = 0;
  1021. foreach ($itemDic as $key => $num) {
  1022. if ($num == 0) {
  1023. continue;
  1024. }
  1025. if ($num > 99999) {
  1026. $itemNum += 2;
  1027. } else {
  1028. $itemNum += 1;
  1029. }
  1030. }
  1031. //var_dump($num);
  1032. //var_dump('-----------------');
  1033. $itemNum += count((array) $user->store->equipment);
  1034. //var_dump($num);
  1035. //var_dump('-----------------');
  1036. $itemNum += count((array) $user->store->yanling);
  1037. //var_dump($itemNum);
  1038. return $itemNum;
  1039. }
  1040. /**
  1041. * [6401]向包裹中添加物品
  1042. */
  1043. public static function AddItemInStore() {
  1044. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  1045. $user = ctx();
  1046. if ($mask == 1) {
  1047. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  1048. } else {
  1049. $err = self::AddMultiItemInStore($rwdStr);
  1050. }
  1051. my_Assert(ErrCode::ok == $err, $err);
  1052. UserProc::updateUserInfo();
  1053. return Resp::ok(array(
  1054. 'gold' => $user->baseInfo->gold,
  1055. 'tili' => $user->baseInfo->tili,
  1056. 'cash' => $user->baseInfo->cash,
  1057. 'resPoint' => $user->baseInfo->resPoint,
  1058. 'store' => $user->store));
  1059. }
  1060. /**
  1061. * 将装备放入背包
  1062. * @param type $itemId
  1063. */
  1064. static function PutEquipInStore($itemId) {
  1065. $privateState = ctx()->privateState;
  1066. $unlockNum = $privateState->expandNum * 5;
  1067. //var_dump("wuqi==============");
  1068. $n = self::countStoreNum();
  1069. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1070. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1071. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  1072. ctx()->privateState->currentId = 1;
  1073. }
  1074. $cid = ctx()->privateState->currentId++;
  1075. //$equip = ObjectInit();
  1076. $equip = new Ins_Weapon();
  1077. $equip->typeId = $itemId;
  1078. ctx()->store->equipment->$cid = $equip;
  1079. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  1080. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
  1081. return $cid;
  1082. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  1083. }
  1084. /**
  1085. * 将言灵放入背包
  1086. * @param type $itemId
  1087. */
  1088. static function PutYanLingInStore($itemId) {
  1089. //my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  1090. $privateState = ctx()->privateState;
  1091. $unlockNum = $privateState->expandNum * 5;
  1092. //var_dump("yanling==============");
  1093. $n = self::countStoreNum();
  1094. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1095. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1096. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1097. ctx()->privateState->currentId = 1;
  1098. }
  1099. $cid = ctx()->privateState->currentId++;
  1100. //$equip = ObjectInit();
  1101. $equip = new Ins_YanLin();
  1102. $equip->typeId = $itemId;
  1103. ctx()->store->yanling->$cid = $equip;
  1104. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  1105. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
  1106. return $cid;
  1107. }
  1108. /**
  1109. * 将任务卡放入背包
  1110. * @param type $itemId
  1111. */
  1112. static function PutTaskCardInStore($itemId) {
  1113. $privateState = ctx()->privateState;
  1114. $unlockNum = $privateState->expandNum * 5;
  1115. //var_dump("task==============");
  1116. //$n = self::countStoreNum();
  1117. //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
  1118. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1119. ctx()->privateState->currentId = 1;
  1120. }
  1121. $cid = ctx()->privateState->currentId++;
  1122. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  1123. // var_dump($mo);
  1124. my_Assert(null != $mo, ErrCode::err_const_no);
  1125. $itembaseMo = GameConfig::item_base_getItem($itemId);
  1126. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  1127. if ($itembaseMo->pileNum > 0) { # 可叠加
  1128. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  1129. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  1130. // $taskCard = null;
  1131. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  1132. // $val = new Ins_TaskCard($val);
  1133. // if ($val->typeId == $itemId) {
  1134. // $taskCard = $val;
  1135. // break;
  1136. // }
  1137. // }
  1138. // if (null == $taskCard) { # 原来么有
  1139. // $taskCard = new Ins_TaskCard($itemId);
  1140. // $taskCard->uid = $cid;
  1141. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  1142. // }
  1143. // $taskCard->count += 1;
  1144. // </editor-fold>
  1145. } else {
  1146. $taskCard = new Ins_TaskCard($itemId);
  1147. $taskCard->uid = $cid;
  1148. ctx()->store->taskcards->$cid = $taskCard;
  1149. }
  1150. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  1151. if (null != $taskCard) {
  1152. $t = req()->paras;
  1153. req()->paras = array($cid);
  1154. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  1155. req()->paras = $t;
  1156. }
  1157. return $cid;
  1158. }
  1159. /**
  1160. * 将可叠加物品放入背包
  1161. * @param int $itemId
  1162. * @param int $num
  1163. */
  1164. static function PutOverlyingItemInStore($itemId, $num = 1) {
  1165. //var_dump("item==============".$itemId);
  1166. $unlockNum = ctx()->privateState->expandNum * 5;
  1167. $n = self::countStoreNum();
  1168. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1169. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1170. $items = ctx()->store->items; # dic: itemid=>number
  1171. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  1172. $items->$itemId += $num;
  1173. } else { # 如果仓库中没有这种元素,则其数目置为num
  1174. $items->$itemId = $num;
  1175. }
  1176. }
  1177. /**
  1178. * 物品包裹打散成独立道具到仓库
  1179. * @param GoodsItemModel $itemModel
  1180. * @deprecated since version now
  1181. */
  1182. static function addSeprateItem($itemModel) {
  1183. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  1184. }
  1185. /**
  1186. * [6416] 给英雄装上言灵
  1187. */
  1188. static function WearYanlingToHero() {
  1189. $user = ctx(); # user引用
  1190. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1191. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  1192. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  1193. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  1194. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  1195. Err(ErrCode::store_equipWeared_err);
  1196. }
  1197. $collectHeros = $user->heros->collectHeros; # 英雄集合
  1198. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  1199. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  1200. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1201. my_Assert($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.
  1202. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  1203. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  1204. if ($oldYLid > 0) { # 代表替换操作
  1205. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  1206. }
  1207. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  1208. $collectHeros->$herouid = $hero;
  1209. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  1210. UserProc::updateUserInfo(); # 5.回写数据
  1211. $ret = array('resp' => "succeed!",
  1212. 'store' => $user->store);
  1213. $resp = Resp::ok($ret); // 返回
  1214. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1215. return $resp;
  1216. }
  1217. /**
  1218. * [6417] 给英雄卸下言灵
  1219. * @deprecated since version 无法卸下,只能更换
  1220. */
  1221. static function UnWieldYanling() {
  1222. $user = ctx(); # user引用
  1223. list($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
  1224. $collectHeros = $user->heros->collectHeros;
  1225. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  1226. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1227. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1228. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  1229. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  1230. }
  1231. // $arr = $collectHeros->$herouid->yanling;
  1232. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  1233. // StlUtil::arrayRemove($arr, $yanling_uid);
  1234. // $collectHeros->$herouid->yanling = $arr;
  1235. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  1236. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  1237. UserProc::updateUserInfo(); # 回写数据
  1238. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  1239. // StoreProc::CheckItemNum($req);
  1240. return $resp;
  1241. }
  1242. /**
  1243. * [6410] 给英雄穿装备
  1244. */
  1245. static function WearEquipToHero() {
  1246. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1247. $user = ctx(); # user引用
  1248. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1249. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  1250. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  1251. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  1252. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  1253. }
  1254. $collectHeros = $user->heros->collectHeros;
  1255. my_default_Obj($collectHeros);
  1256. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  1257. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1258. my_Assert($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
  1259. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  1260. $oldEquipId = 0;
  1261. switch ($itemtype) { # 添加或替换英雄该部位的装备
  1262. case 1: # 武器
  1263. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  1264. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  1265. break;
  1266. case 2: # 防具
  1267. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  1268. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  1269. break;
  1270. case 3: # 饰品
  1271. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  1272. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  1273. break;
  1274. default :
  1275. Err(ErrCode::store_equip_type);
  1276. break;
  1277. }
  1278. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  1279. $user->store->equipment->$oldEquipId->herouid = 0;
  1280. }
  1281. UserProc::updateUserInfo(); // 5.回写数据
  1282. // StoreProc::CheckItemNum($req);
  1283. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  1284. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1285. return Resp::ok(array('resp' => "succeed!",
  1286. 'store' => $user->store)); // 返回
  1287. }
  1288. /**
  1289. * [6411] 给英雄脱装备
  1290. * @deprecated since version 不能卸下装备, 只能更换.
  1291. */
  1292. static function UnWieldEquip() {
  1293. list($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
  1294. $user = ctx(); # user引用
  1295. $collectHeros = $user->heros->collectHeros;
  1296. my_default_Obj($collectHeros);
  1297. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1298. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1299. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  1300. $user->store->equipment->$equipuid->herouid = 0;
  1301. }
  1302. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  1303. case 1: # 武器
  1304. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  1305. Err(ErrCode::store_noequip_err);
  1306. }
  1307. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  1308. break;
  1309. case 2: # 防具
  1310. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  1311. Err(ErrCode::store_noequip_err);
  1312. }
  1313. $collectHeros->$herouid->equip->armor->itemuid = 0;
  1314. break;
  1315. case 3: # 饰品
  1316. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  1317. Err(ErrCode::store_noequip_err);
  1318. }
  1319. $collectHeros->$herouid->equip->ring->itemuid = 0;
  1320. break;
  1321. default :
  1322. Err(ErrCode::store_equip_type);
  1323. }
  1324. UserProc::updateUserInfo(); # 回写数据
  1325. return Resp::ok(array('resp' => "succeed!")); // 返回
  1326. }
  1327. // </editor-fold>
  1328. //
  1329. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1330. //
  1331. /**
  1332. * 检查背包中物品的个数
  1333. * @return int
  1334. */
  1335. public static function CheckItemNum() {
  1336. $ItemObj = ctx()->store->items;
  1337. $EquipObj = ctx()->store->equipment;
  1338. $SegementObj = ctx()->store->segement;
  1339. $HeroObj = ctx()->heros->collectHeros;
  1340. $ItemNum = 0;
  1341. if ($ItemObj) {
  1342. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  1343. $ItemNum++;
  1344. }
  1345. }
  1346. if ($SegementObj) {
  1347. foreach ($SegementObj as $value) { # 碎片
  1348. $ItemNum++;
  1349. }
  1350. }
  1351. if ($EquipObj) {
  1352. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  1353. $ItemNum++;
  1354. }
  1355. }
  1356. if ($HeroObj) {
  1357. 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.
  1358. $HeroEquipId = $value->equip->weapon->itemuid;
  1359. if ($HeroEquipId > 0) {
  1360. $ItemNum--;
  1361. }
  1362. $HeroEquipId = $value->equip->armor->itemuid;
  1363. if ($HeroEquipId > 0) {
  1364. $ItemNum--;
  1365. }
  1366. $HeroEquipId = $value->equip->ring->itemuid;
  1367. if ($HeroEquipId > 0) {
  1368. $ItemNum--;
  1369. }
  1370. }
  1371. }
  1372. ctx()->privateState->ItemNum = $ItemNum;
  1373. return $ItemNum;
  1374. }
  1375. /**
  1376. * 获取物品格子的上限值---废弃了
  1377. * @return int 上限数值
  1378. */
  1379. // public static function GetItemMaxNum() {
  1380. // $user = ctx();
  1381. // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1382. // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1383. // }
  1384. // return $user->privateState->maxItemNum;
  1385. // }
  1386. /**
  1387. * 6412 背包扩容
  1388. */
  1389. public static function AddPacketNum() {
  1390. $user = ctx(); # user引用
  1391. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1392. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1393. }
  1394. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1395. my_Assert($costCash > 0, ErrCode::paras_err);
  1396. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1397. $user->privateState->maxItemNum += 10; # 扩容
  1398. UserProc::updateUserInfo(); # 保存玩家数据
  1399. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1400. StoreProc::CheckItemNum();
  1401. return $resp;
  1402. }
  1403. // </editor-fold>
  1404. //
  1405. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1406. //
  1407. /**
  1408. * 出售单一的物品
  1409. */
  1410. static function sellItem() {
  1411. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1412. }
  1413. /**
  1414. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1415. */
  1416. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1417. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1418. }
  1419. /**
  1420. * 6403 从背包出售多个物品
  1421. */
  1422. static function sellMultiItemFromStore() {
  1423. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1424. $obj = req()->paras[0]; // 获取物品的结构数组
  1425. foreach ($obj as $value) {
  1426. $type = $value[0];
  1427. $itemId = $value[1];
  1428. if ($type > 3) {
  1429. $count = intval($value[2]); // 数量
  1430. $uid = 0;
  1431. } 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
  1432. $count = 1;
  1433. $uid = $value[2];
  1434. }//物品的uid
  1435. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1436. }
  1437. if (0 == $resp->err) {
  1438. UserProc::updateUserInfo();
  1439. }
  1440. StoreProc::CheckItemNum();
  1441. return $resp;
  1442. }
  1443. // </editor-fold>
  1444. //
  1445. }