StoreProc.php 40 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922
  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * Description of StoreProc
  5. * 仓库/背包 处理流程
  6. * ===========================
  7. * 尚待处理的流程:道具售出时貌似存在多种格式....
  8. * @author
  9. */
  10. class StoreProc {
  11. /**
  12. * 逻辑分发
  13. * 所有的Proc中必须有这样一个方法
  14. * @param type $req
  15. */
  16. static function procMain($req) {
  17. switch ($req->cmd) {
  18. case CmdCode::cmd_store_put: # 6401 放入仓库
  19. return StoreProc::AddItemInStore($req);
  20. case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
  21. return StoreProc::sellItem($req);
  22. case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
  23. return StoreProc::sellMultiItemFromStore($req);
  24. case CmdCode::cmd_store_use: # 6404 使用道具
  25. return StoreProc::useItem($req);
  26. case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
  27. return StoreProc::refreshStore($req);
  28. // case CmdCode::cmd_store_decomposeItem: # 6406 分解道具
  29. // return StoreProc::decomposeItem($req);
  30. // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
  31. // return StoreProc::ItemUpgrade($req);
  32. // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
  33. // return StoreProc::composeItem($req);
  34. //
  35. case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
  36. return StoreProc::WearEquipToHero($req);
  37. case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
  38. return StoreProc::UnWieldEquip($req);
  39. case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
  40. return StoreProc::WearYanlingToHero($req);
  41. case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
  42. return StoreProc::UnWieldYanling($req);
  43. //
  44. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  45. return StoreProc::AddPacketNum($req);
  46. // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  47. // Err(ErrCode::err_method_obsoleted);
  48. //// return StoreProc::MeltEquip($req);
  49. // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  50. // return StoreProc::composePieces($req);
  51. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  52. return StoreProc::Test($req);
  53. default:
  54. Err(ErrCode::cmd_err);
  55. }
  56. }
  57. /**
  58. * 测试方法
  59. * @param Req $req
  60. * @return type
  61. */
  62. static public function Test($req) {
  63. // return StoreProc::MeltEquip($req);
  64. }
  65. /**
  66. * [6404] 使用仓库道具
  67. * @param Req $req
  68. */
  69. static function useItem($req) {
  70. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  71. $itemId = $req->paras[0]; # 道具id
  72. $num = 1; # 数量, 可选参数, 默认为1
  73. if (count($req->paras) > 1) { # 如果传了,
  74. $num = $req->paras[1]; # 提取可选参数: 道具数量
  75. } # end 提取参数
  76. $typeId = substr($itemId, 0, 3); # 道具分类前缀
  77. switch ($typeId) { # 使用道具()
  78. // case '701': # 宝箱
  79. // $resp = Boxes::OpenBox($req); # 调用开宝箱功能
  80. // break;
  81. default : # 其他
  82. Err(ErrCode::store_itemcantuse);
  83. break;
  84. }
  85. return $resp;
  86. }
  87. /**
  88. * [6405] 刷新仓库列表
  89. * @param Req $req
  90. */
  91. static function refreshStore($req) {
  92. StoreProc::CheckItemNum($req);
  93. return Resp::ok(array('store' => $req->userInfo->game->store));
  94. }
  95. /**
  96. * [6409] 合成道具
  97. * @param Req $req
  98. */
  99. static public function composeItem($req) {
  100. Err(ErrCode::err_method_notimplement);
  101. // list($lowitemId, $usenum, $highitemId, $addnum, $gold) = $req->paras; # 提取参数: 消耗道具id, 消耗数量, 合成道具Id, 合成数量, 需要的手续费
  102. // my_Assert($usenum >= 3, "数量非法!");
  103. // $user = $req->userInfo->game; # user引用
  104. // $store = $user->store; # 背包引用
  105. //
  106. // $ok = StoreProc::removeItemFromStore($store, $lowitemId, $usenum); # 从仓库里移除这个道具, 支持移除指定数量
  107. // my_Assert(ErrCode::ok == $ok, $ok); # 如果仓库道具移出时出错,则直接返回错误
  108. // my_Assert(UserGameModel::Consume_Gold($user, $gold), ErrCode::notenough_gold_msg); # 扣除消耗的金币
  109. //
  110. // ActiveProc::ChangeTaskCount($req); # 更新任务计数器
  111. // $store->items->$highitemId += $addnum; # 添加新合成道具
  112. // UserProc::updateUserInfo();
  113. // $ret = array('resp' => "succeed!"); # 准备返回值
  114. // $resp = Resp::ok($ret); # 返回必须是object
  115. //
  116. // StoreProc::CheckItemNum($req);
  117. // return $resp;
  118. }
  119. /**
  120. * [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)
  121. * @param Req $req
  122. */
  123. static public function composePieces($req) {
  124. Err(ErrCode::err_method_notimplement);
  125. }
  126. // </editor-fold>
  127. // --------------- 以下为辅助方法 ------------------
  128. //
  129. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  130. /**
  131. * 从仓库中移除指定数量的物品
  132. * @param UserGameModel $user
  133. * @param type $itemId
  134. * @param type $itemcount
  135. * @return type
  136. */
  137. static function removeItemFromStore($store, $itemId, $itemcount) {
  138. $typeId = substr($itemId, 0, 3);
  139. switch ($typeId) {
  140. case '307': #经验书
  141. case '305': #扫荡券
  142. case '304': # 宝石
  143. if (CommUtil::isPropertyExists($store->items, $itemId)) { //
  144. if ($store->items->$itemId >= $itemcount) { // 数量足够
  145. $store->items->$itemId -= $itemcount;
  146. if ($store->items->$itemId == 0) {
  147. unset($store->items->$itemId);
  148. }
  149. return ErrCode::ok;
  150. } else {
  151. return ErrCode::store_itemnotenough; // 道具数量不足
  152. }
  153. } else {
  154. return ErrCode::store_itemno_err;
  155. }
  156. break;
  157. case '310': # 碎片
  158. case '311': # 碎片
  159. case '312': # 碎片
  160. case '313': #装备 碎片
  161. case '314': #装备 碎片
  162. case '315': #装备 碎片
  163. if (CommUtil::isPropertyExists($store->segement, $itemId)) { //
  164. if ($store->segement->$itemId >= $itemcount) { // 数量足够
  165. $store->segement->$itemId -= $itemcount;
  166. if ($store->segement->$itemId == 0) {
  167. unset($store->segement->$itemId);
  168. }
  169. return ErrCode::ok;
  170. } else {
  171. return ErrCode::store_itemnotenough; // 道具数量不足
  172. }
  173. } else {
  174. return ErrCode::store_itemno_err;
  175. }
  176. break;
  177. default : # 其他
  178. Err(ErrCode::store_itemcantuse);
  179. break;
  180. }
  181. }
  182. /**
  183. * 从仓库移出
  184. * @param type $itemId
  185. * @param StoreModel $store
  186. * @return boolean
  187. */
  188. static function removeFromStore($itemId, &$store) {
  189. //return ErrCode::succeed;
  190. $typid = substr("$itemId", 0, 3); # 取道具分类
  191. $ok = false;
  192. switch ($typid) {
  193. case "101": # 英雄 错误了的路径
  194. break;
  195. case '102': # 英雄碎片
  196. if (CommUtil::isPropertyExists($store->segement, "$itemId") && $store->segement->$itemId > 0) {
  197. $store->segement->$itemId -= 1;
  198. $ok = true;
  199. }
  200. break;
  201. case "203": # 宝箱
  202. if (CommUtil::isPropertyExists($store->boxes, "$itemId") && $store->boxes->$itemId > 0) {
  203. $store->boxes->$itemId -= 1;
  204. $ok = true;
  205. }
  206. break;
  207. default:
  208. break;
  209. }
  210. return $ok;
  211. }
  212. /**
  213. * 从仓库移出装备
  214. * @param type $itemId uid
  215. * @param StoreModel $store
  216. * @return boolean
  217. */
  218. static function removeEquipFromStore($uid, $typeId, &$req) {
  219. $ok = false;
  220. echo var_export($uid);
  221. if (CommUtil::isPropertyExists($req->userInfo->game->store->equipment, $uid)) {
  222. // $con= ConstProc::getItemConst($req->mem, $req->userInfo->game->store->equipment->$uid->typeId);
  223. echo var_export($req->userInfo->game->store->equipment->$uid->typeId);
  224. if ($typeId == $req->userInfo->game->store->equipment->$uid->typeId) {
  225. echo "typeid相同";
  226. unset($req->userInfo->game->store->equipment->$uid);
  227. $ok = true;
  228. } else {
  229. echo "typeid检验错误";
  230. }
  231. }
  232. return $ok;
  233. }
  234. /**
  235. * 从仓库移除碎片
  236. * @param StoreModel $store
  237. * @param int $segmentId
  238. * @param int $num
  239. * @return bool 成功/失败
  240. */
  241. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  242. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  243. && $store->segement->$segmentId >= $num) {
  244. $store->segement->$segmentId -= $num;
  245. return TRUE;
  246. }
  247. return false;
  248. }
  249. /**
  250. * 向仓库添加碎片
  251. * @param StoreModel $store
  252. * @param int $segmentId
  253. * @param int $num
  254. */
  255. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  256. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  257. $store->segement->$segmentId += $num;
  258. } else {
  259. $store->segement->$segmentId = $num;
  260. }
  261. $segMo = GameConfig::item_segment_getItem($segmentId);
  262. my_Assert($segMo != null, ErrCode::err_const_no);
  263. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  264. }
  265. /**
  266. * 计算玩家仓库中某种符石/道具的数量
  267. * @param type $map
  268. * @param type $stoneid
  269. * @return type
  270. */
  271. static function GetStoneCount($map, $stoneid) {
  272. $ret = 0;
  273. if ($map->store->stones && CommUtil::isPropertyExists($map->store->stones, $stoneid)) {
  274. $ret = $map->store->stones->
  275. $stoneid;
  276. }
  277. return $ret;
  278. }
  279. /**
  280. * 从仓库移除符石(道具)
  281. * @param MapModel $map
  282. * @param int $stoneid
  283. * @param int $num
  284. */
  285. static function RemoveStoneFromStore(&$map, $stoneid, $num = 1) {
  286. if ($num <= 0) {
  287. return $num;
  288. }
  289. $ret = 0;
  290. if ($map->store->stones && CommUtil::isPropertyExists($map->store->stones, $stoneid)) {
  291. $left = $map->store->stones->$stoneid - $num;
  292. if ($ret >= 0) {////这里有bug吗?应该是用$left啊,不过无所谓,反正这个函数暂时用不上,不考虑了.
  293. $map->store->stones->$stoneid -= $num;
  294. $ret = $num;
  295. }
  296. }
  297. return $ret;
  298. }
  299. // </editor-fold>
  300. //
  301. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  302. /**
  303. * 将其他物品放入仓库
  304. * @param type $itemId
  305. * @param UserGameModel $game
  306. */
  307. static function PutItemInStore($itemId, &$game) {
  308. if (CommUtil::isPropertyExists($game->store->items, $itemId)) {// 如果仓库中已经有这种元素,则其数目+1
  309. $game->store->items->$itemId += 1;
  310. } else {// 如果仓库中没有这种元素,则其数目置1
  311. $game->store->items->$itemId = 1;
  312. }
  313. }
  314. /**
  315. * 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
  316. * 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
  317. * @param Req $req
  318. * @param string $goodsStr itemid,num;itemid,num;...
  319. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  320. * @deprecated since version 0
  321. * @return type
  322. */
  323. public static function AddMultiItemInStore($req, $goodsStr, $src = 1) {
  324. // var_dump($goodsStr);
  325. $user = $req->userInfo->game;
  326. $ary = explode(";", $goodsStr);
  327. // var_dump($ary);
  328. foreach ($ary as $value) {
  329. $val = explode(",", $value);
  330. // var_dump($val);
  331. my_Assert(count($val) > 1, "解析奖励字符串出错");
  332. list( $itemId, $num) = $val; # ID, 数量
  333. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  334. switch ($smItem->subType) { # 根据类型分别添加到容器中
  335. case 1: # 金币
  336. UserGameModel::Add_Gold($user->baseInfo, $num);
  337. break;
  338. case 2: # 钻石
  339. UserGameModel::Add_Cash($user->baseInfo, $num);
  340. break;
  341. case 3: # 体力
  342. UserGameModel::Add_tili($req, $num);
  343. break;
  344. case 4: # 友情值
  345. UserGameModel::Add_FriendPoint($user->baseInfo, $num);
  346. break;
  347. case 5:
  348. $user->pvp->pvpCoins += $num; # 竞技币
  349. break;
  350. case 101: # 武器
  351. StoreProc::PutEquipInStore($itemId, $req);
  352. break;
  353. case 401: # 言灵
  354. StoreProc::PutYanLingInStore($itemId, $req);
  355. break;
  356. case 201: # 碎片
  357. $segMo = GameConfig::item_segment_getItem($itemId);
  358. my_Assert($segMo != null, ErrCode::err_const_no);
  359. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  360. case 311: # 基因(经验丹)
  361. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  362. break;
  363. case 341: # 战场中掉落,不会进入包裹
  364. case 342:
  365. case 343:
  366. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品");
  367. break;
  368. default :
  369. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品");
  370. }
  371. }
  372. // UserProc::updateUserInfo();
  373. return ErrCode::ok; // 返回
  374. }
  375. /**
  376. * 向包裹中添加物品
  377. * @param req $req
  378. * @return type
  379. */
  380. public static function AddItemInStore($req) {
  381. Err(ErrCode::err_innerfault, "功能待开发 -王刚 2020年1月17日14:36:01");
  382. }
  383. /**
  384. * 将装备放入背包
  385. * @param type $itemId
  386. * @param Req $req
  387. */
  388. static function PutEquipInStore($itemId, &$req) {
  389. $privateState = $req->userInfo->game->privateState;
  390. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  391. $req->userInfo->game->privateState->currentId = 1;
  392. }
  393. $cid = $req->userInfo->game->privateState->currentId++;
  394. $equip = ObjectInit();
  395. $equip->typeId = $itemId;
  396. $req->userInfo->game->store->equipment->$cid = $equip;
  397. return $cid;
  398. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  399. }
  400. /**
  401. * 将言灵放入背包
  402. * @param type $itemId
  403. * @param Req $req
  404. */
  405. static function PutYanLingInStore($itemId, &$req) {
  406. $privateState = $req->userInfo->game->privateState;
  407. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  408. $req->userInfo->game->privateState->currentId = 1;
  409. }
  410. $cid = $req->userInfo->game->privateState->currentId++;
  411. $equip = ObjectInit();
  412. $equip->typeId = $itemId;
  413. $req->userInfo->game->store->yanling->$cid = $equip;
  414. return $cid;
  415. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  416. }
  417. /**
  418. * 将可叠加物品放入背包
  419. * @param int $itemId
  420. * @param int $num
  421. */
  422. static function PutOverlyingItemInStore($itemId, $num) {
  423. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  424. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  425. $items->$itemId += $num;
  426. } else { # 如果仓库中没有这种元素,则其数目置为num
  427. $items->$itemId = $num;
  428. }
  429. }
  430. /**
  431. * 物品包裹打散成独立道具到仓库
  432. * @param GoodsItemModel $itemModel
  433. * @param Req $req
  434. * @return type
  435. */
  436. static function addSeprateItem($itemModel, $req) {
  437. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  438. }
  439. /**
  440. * [6417] 给英雄装上言灵
  441. * @param req $req
  442. * @return type
  443. */
  444. static function WearYanlingToHero($req) {
  445. $user = $req->userInfo->game; # user引用
  446. list($itemtype, $yanling_uid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  447. if (!CommUtil::isPropertyExists($user->store->yanling, $yanling_uid)) { # 检测是否存在该言灵
  448. Err(ErrCode::store_itemno_err);
  449. }
  450. $yanlingVo = $user->store->yanling->$yanling_uid; # 取言灵对象
  451. if ($yanlingVo->herouid > 0 && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  452. Err(ErrCode::store_equipWeared_err);
  453. }
  454. $collectHeros = $user->heros->collectHeros; # 英雄集合
  455. if (!$collectHeros) { # 防御对象为空
  456. Err(ErrCode::err_innerfault);
  457. }
  458. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检查英雄是否存在
  459. Err(ErrCode::hero_no);
  460. }
  461. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  462. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  463. if ($oldYLid > 0) { # 代表替换操作
  464. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  465. }
  466. $collectHeros->$herouid->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  467. UserProc::updateUserInfo(); # 5.回写数据
  468. $ret = array('resp' => "succeed!");
  469. $resp = Resp::ok($ret); // 返回
  470. HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
  471. return $resp;
  472. }
  473. /**
  474. * [6416] 给英雄卸下言灵
  475. * @param req $req
  476. * @return type
  477. * @deprecated since version 无法卸下,只能更换
  478. */
  479. static function UnWieldYanling($req) {
  480. $user = $req->userInfo->game; # user引用
  481. list($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
  482. $collectHeros = $user->heros->collectHeros;
  483. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  484. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  485. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  486. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  487. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  488. }
  489. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  490. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  491. UserProc::updateUserInfo(); # 回写数据
  492. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  493. // StoreProc::CheckItemNum($req);
  494. return $resp;
  495. }
  496. /**
  497. * [6410] 给英雄穿装备
  498. * @param req $req
  499. * @return type
  500. */
  501. static function WearEquipToHero($req) {
  502. list($itemtype, $equipuid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  503. $user = $req->userInfo->game; # user引用
  504. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  505. $equipVo = $user->store->equipment->$equipuid; # 取装备对象
  506. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  507. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  508. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  509. }
  510. $collectHeros = $user->heros->collectHeros;
  511. my_default_Obj($collectHeros);
  512. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  513. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  514. $oldEquipId = 0;
  515. switch ($itemtype) { # 添加或替换英雄该部位的装备
  516. case 1: # 武器
  517. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  518. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  519. break;
  520. case 2: # 防具
  521. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  522. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  523. break;
  524. case 3: # 饰品
  525. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  526. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  527. break;
  528. default :
  529. Err(ErrCode::store_equip_type);
  530. break;
  531. }
  532. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  533. $user->store->equipment->$oldEquipId->herouid = 0;
  534. }
  535. UserProc::updateUserInfo(); // 5.回写数据
  536. // StoreProc::CheckItemNum($req);
  537. HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
  538. return Resp::ok(array('resp' => "succeed!")); // 返回
  539. }
  540. /**
  541. * [6411] 给英雄脱装备
  542. * @deprecated since version 不能卸下装备, 只能更换.
  543. * @param req $req
  544. * @return type
  545. */
  546. static function UnWieldEquip($req) {
  547. 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
  548. $user = $req->userInfo->game; # user引用
  549. $collectHeros = $user->heros->collectHeros;
  550. my_default_Obj($collectHeros);
  551. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  552. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  553. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  554. $user->store->equipment->$equipuid->herouid = 0;
  555. }
  556. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  557. case 1: # 武器
  558. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  559. Err(ErrCode::store_noequip_err);
  560. }
  561. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  562. break;
  563. case 2: # 防具
  564. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  565. Err(ErrCode::store_noequip_err);
  566. }
  567. $collectHeros->$herouid->equip->armor->itemuid = 0;
  568. break;
  569. case 3: # 饰品
  570. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  571. Err(ErrCode::store_noequip_err);
  572. }
  573. $collectHeros->$herouid->equip->ring->itemuid = 0;
  574. break;
  575. default :
  576. Err(ErrCode::store_equip_type);
  577. }
  578. UserProc::updateUserInfo(); # 回写数据
  579. // StoreProc::CheckItemNum($req);
  580. return Resp::ok(array('resp' => "succeed!")); // 返回
  581. }
  582. // </editor-fold>
  583. //
  584. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  585. /**
  586. * 将宝箱放入仓库
  587. * @param StoreModel $store
  588. * @param int $boxId 宝箱类型编号
  589. * @param int $num 数量
  590. */
  591. static function putBoxexInStore($store, $boxId, $num) {
  592. Err(ErrCode::err_method_obsoleted);
  593. if (CommUtil::isPropertyExists($store->boxes, $boxId)) {
  594. $store->boxes->$boxId += $num;
  595. } else {
  596. $store->boxes->$boxId = $num;
  597. }
  598. }
  599. /**
  600. * 检查背包中物品的个数
  601. * @param req $req
  602. * @return int
  603. */
  604. public static function CheckItemNum($req) {
  605. $ItemObj = $req->userInfo->game->store->items;
  606. $EquipObj = $req->userInfo->game->store->equipment;
  607. $SegementObj = $req->userInfo->game->store->segement;
  608. $HeroObj = $req->userInfo->game->heros->collectHeros;
  609. $ItemNum = 0;
  610. ////检查宝石类可叠加物品的格子占用
  611. if ($ItemObj) {
  612. foreach ($ItemObj as $value) {
  613. $ItemNum++;
  614. }
  615. }
  616. if ($SegementObj) {
  617. foreach ($SegementObj as $value) {
  618. $ItemNum++;
  619. }
  620. }
  621. ////检测装备类物品格子占用
  622. if ($EquipObj) {
  623. foreach ($EquipObj as $value) {
  624. $ItemNum++;
  625. }
  626. }
  627. ////检测英雄装备到身上的情况,装备到英雄身上不占格子,要减去.
  628. if ($HeroObj) {
  629. foreach ($HeroObj as $value) {
  630. // echo var_dump($HeroObj);
  631. $HeroEquipId = $value->equip->weapon->itemuid;
  632. if ($HeroEquipId > 0) {
  633. $ItemNum--;
  634. }
  635. $HeroEquipId = $value->equip->armor->itemuid;
  636. if ($HeroEquipId > 0) {
  637. $ItemNum--;
  638. }
  639. $HeroEquipId = $value->equip->ring->itemuid;
  640. if ($HeroEquipId > 0) {
  641. $ItemNum--;
  642. }
  643. }
  644. }
  645. $req->userInfo->game->privateState->ItemNum = $ItemNum;
  646. return $ItemNum;
  647. }
  648. /**
  649. * 获取物品格子的上限值
  650. * @return int 上限数值
  651. */
  652. public static function GetItemMaxNum() {
  653. $user = req()->userInfo->game;
  654. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  655. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  656. }
  657. return $user->privateState->maxItemNum;
  658. }
  659. /**
  660. * 背包扩容
  661. * @param type $req
  662. * @return type
  663. */
  664. public static function AddPacketNum($req) {
  665. $user = $req->userInfo->game; # user引用
  666. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  667. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  668. }
  669. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  670. my_Assert($costCash > 0, ErrCode::paras_err);
  671. my_Assert(UserGameModel::Consume_Cash($user, $costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  672. $user->privateState->maxItemNum += 10; # 扩容
  673. UserProc::updateUserInfo(); # 保存玩家数据
  674. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  675. StoreProc::CheckItemNum($req);
  676. return $resp;
  677. }
  678. // </editor-fold>
  679. //
  680. // -------------- 已废弃的代码 -------------------------------
  681. //
  682. //
  683. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  684. //
  685. /**
  686. * 出售单一的物品
  687. * @param Req $req
  688. * @return type
  689. */
  690. static function sellItem($req) {
  691. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  692. $resp = new Resp();
  693. $mem = $req->mem;
  694. // $user = $req->userInfo->user;
  695. $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  696. //客户端参数解析
  697. $type = $req->paras[0]; //1=神兽 2=建筑 //需要判断是否叠加
  698. $itemId = $req->paras[1]; // 注意:这里不是单体的id,而是物种的id
  699. if ($type > 3) {
  700. $count = intval($req->paras[2]); // 数量
  701. $uid = 0;
  702. } else {
  703. $count = 1;
  704. $uid = $req->paras[2];
  705. }//物品的uid
  706. ////0是type 1是itemid,2是uid或者是数量
  707. if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
  708. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  709. my_Assert($ok == ErrCode::ok, $ok); //1.如果仓库道具移出时出错,则直接返回错误
  710. // echo "弄弄";
  711. $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  712. echo var_export($gem);
  713. //2.检测是否存在该物品的原始物种
  714. if ($gem == null) {
  715. Err(ErrCode::err_godpet_noconst);
  716. }
  717. // 发金币
  718. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $gem->maijia * $count);
  719. $ret = array('resp' => "succeed!");
  720. $resp = Resp::ok($ret);
  721. UserProc::updateUserInfo();
  722. } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
  723. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  724. my_Assert($ok == ErrCode::ok, $ok); //1.如果仓库道具移出时出错,则直接返回错误
  725. // echo "弄弄";
  726. $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
  727. // echo var_export($gem);
  728. //2.检测是否存在该物品的原始物种
  729. if ($gem == null) {
  730. Err(ErrCode::err_godpet_noconst);
  731. }
  732. // 发金币
  733. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $gem->saleGoldPrice * $count);
  734. $ret = array('resp' => "succeed!");
  735. $resp = Resp::ok($ret);
  736. UserProc::updateUserInfo();
  737. } else if ($type < 4 && $type > 0) { # 这里是装备
  738. if ($count > 1) {
  739. Err(ErrCode::paras_err);
  740. }
  741. if ($uid < 1) {
  742. Err(ErrCode::paras_err);
  743. }
  744. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  745. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  746. Err(ErrCode::store_removefail);
  747. }
  748. $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  749. if ($item == null) { //2.检测是否存在装备的原始数据
  750. Err(ErrCode::err_const_no);
  751. }
  752. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $item->maijia);
  753. $ret = array('resp' => "succeed!");
  754. $resp = Resp::ok($ret); //返回必须是object
  755. UserProc::updateUserInfo();
  756. } else {
  757. Err(ErrCode::paras_err);
  758. }
  759. StoreProc::CheckItemNum($req);
  760. return $resp;
  761. }
  762. /**
  763. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  764. * @param Req $req
  765. * @return type
  766. */
  767. static function preSellSingleFromStore(&$req, $type, $itemId, $count, $uid) {
  768. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  769. $resp = new Resp();
  770. $mem = $req->mem;
  771. // $user = $req->userInfo->user;
  772. $store = $req->userInfo->game->store; //$req->userInfo->game->store->items
  773. //客户端参数解析
  774. ////0是type 1是itemid,2是uid或者是数量
  775. if ($type > 3 && $type < 8) { // 从仓库出售宝石 出售可叠加的物品
  776. echoLine(":fs::");
  777. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  778. //1.如果仓库道具移出时出错,则直接返回错误
  779. my_Assert($ok == ErrCode::ok, $ok);
  780. echo "弄弄";
  781. $gem = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  782. echo var_export($gem);
  783. //2.检测是否存在该物品的原始物种
  784. if ($gem == null) {
  785. Err(ErrCode::err_godpet_noconst);
  786. }
  787. // 发金币
  788. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $gem->maijia * $count);
  789. $ret = array('resp' => "succeed!");
  790. $resp = Resp::ok($ret);
  791. } else if ($type == 8) { // 从仓库出售碎片 出售可叠加的物品
  792. $ok = StoreProc::removeItemFromStore($store, $itemId, $count); // 支持移除指定数量
  793. //1.如果仓库道具移出时出错,则直接返回错误
  794. my_Assert($ok == ErrCode::ok, $ok);
  795. // echo "弄弄";
  796. $gem = GameConfig::segment_getItem($itemId); // ConstProc::getItemConst($itemId);
  797. // echo var_export($gem);
  798. //2.检测是否存在该物品的原始物种
  799. if ($gem == null) {
  800. Err(ErrCode::err_godpet_noconst);
  801. }
  802. // 发金币
  803. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $gem->saleGoldPrice * $count);
  804. $ret = array('resp' => "succeed!");
  805. $resp = Resp::ok($ret);
  806. } else if ($type < 4 && $type > 0) { # 这里是装备
  807. if ($count > 1) {
  808. Err(ErrCode::paras_err);
  809. }
  810. if ($uid < 1) {
  811. Err(ErrCode::paras_err);
  812. }
  813. $ok = StoreProc::removeEquipFromStore($uid, $itemId, $req); # 从背包移除
  814. if (!$ok) {//1.如果背包道具移出时出错,则直接返回错误
  815. Err(ErrCode::store_removefail);
  816. }
  817. $item = GameConfig::item_getItem($itemId); // ConstProc::getItemConst($itemId);
  818. if ($item == null) { //2.检测是否存在装备的原始数据
  819. Err(ErrCode::err_const_no);
  820. }
  821. UserGameModel::Add_Gold($req->userInfo->game->baseInfo, $item->maijia);
  822. $ret = array('resp' => "succeed!");
  823. $resp = Resp::ok($ret); //返回必须是object
  824. } else {
  825. Err(ErrCode::paras_err);
  826. }
  827. return $resp;
  828. }
  829. /**
  830. * 从背包出售多个物品
  831. * @param Req $req
  832. * @return type
  833. */
  834. static function sellMultiItemFromStore($req) {
  835. $resp = new Resp();
  836. $obj = $req->paras[0]; // 获取物品的结构数组
  837. foreach ($obj as $value) {
  838. $type = $value[0];
  839. $itemId = $value[1];
  840. ////先判断一下物品类型,如果是可叠加的,就按数量取值,如果是不可叠加的就按uid取值
  841. if ($type > 3) {
  842. $count = intval($value[2]); // 数量
  843. $uid = 0;
  844. } else {
  845. $count = 1;
  846. $uid = $value[2];
  847. }//物品的uid
  848. $resp = StoreProc:: preSellSingleFromStore($req, $type, $itemId, $count, $uid);
  849. }
  850. if (0 == $resp->err) {
  851. UserProc::updateUserInfo();
  852. }
  853. StoreProc::CheckItemNum($req);
  854. return $resp;
  855. }
  856. // </editor-fold>
  857. //
  858. }