StoreProc.php 37 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * Description of StoreProc
  5. * 仓库/背包 处理流程
  6. * ===========================
  7. * 尚待处理的流程:道具售出时貌似存在多种格式....
  8. * @author
  9. */
  10. class StoreProc {
  11. /**
  12. * 逻辑分发
  13. * 所有的Proc中必须有这样一个方法
  14. * @param type $req
  15. */
  16. static function procMain($req) {
  17. switch ($req->cmd) {
  18. case CmdCode::cmd_store_put: # 6401 放入仓库
  19. return StoreProc::AddItemInStore($req);
  20. case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
  21. return StoreProc::sellItem($req);
  22. case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
  23. return StoreProc::sellMultiItemFromStore($req);
  24. case CmdCode::cmd_store_use: # 6404 使用道具
  25. return StoreProc::useItem($req);
  26. case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
  27. return StoreProc::refreshStore($req);
  28. // case CmdCode::cmd_store_decomposeItem: # 6406 分解道具
  29. // return StoreProc::decomposeItem($req);
  30. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  31. return StoreProc::Test($req);
  32. // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
  33. // return StoreProc::ItemUpgrade($req);
  34. // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
  35. // return StoreProc::composeItem($req);
  36. //
  37. case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
  38. return StoreProc::WearEquipToHero($req);
  39. case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
  40. return StoreProc::UnWieldEquip($req);
  41. //
  42. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  43. return StoreProc::AddPacketNum($req);
  44. // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  45. // Err(ErrCode::err_method_obsoleted);
  46. //// return StoreProc::MeltEquip($req);
  47. // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  48. // return StoreProc::composePieces($req);
  49. case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
  50. return StoreProc::WearYanlingToHero($req);
  51. case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
  52. return StoreProc::UnWieldYanling($req);
  53. case CmdCode::cmd_store_mergeYanlingbook: # 6418 利用言灵召唤书碎片合成召唤书
  54. return self::MergeYanlingBook($req);
  55. case CmdCode::cmd_store_callyanling: # 6419 利用言灵召唤书召唤言灵
  56. return self::CallYanlingByBook($req);
  57. case CmdCode::cmd_store_yanling_upgrade: # 6420 言灵进阶
  58. return self::YanlingUpgrade($req);
  59. default:
  60. Err(ErrCode::cmd_err);
  61. }
  62. }
  63. /**
  64. * [6420] 言灵进阶
  65. * @param req $req
  66. */
  67. static function YanlingUpgrade($req) {
  68. list($yanlingUid) = $req->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  69. $user = $req->userInfo->game;
  70. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  71. $yanlingObj = $user->store->yanling->$yanlingUid;
  72. $yanlingMoId = $yanlingObj->typeId;
  73. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  74. $toGrade = $curGrade + 1; # 下一等阶
  75. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  76. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  77. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  78. $costs = explode(';', $toGradeCfg->cost_materials);
  79. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  80. foreach ($costs as $c) {
  81. list($itemId, $num) = explode(',', $c); # 解析材料
  82. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  83. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  84. }
  85. $yanlingObj->grade = $toGrade; # 修改进阶
  86. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  87. UserProc::updateUserInfo(); # 回写玩家数据
  88. return Resp::ok(array(
  89. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  90. ));
  91. }
  92. /**
  93. * [6418] 利用言灵召唤书碎片合成召唤书
  94. * @param req $req
  95. */
  96. static function MergeYanlingBook($req) {
  97. list($bookId) = $req->paras; # 参数 言灵召唤书id
  98. $user = $req->userInfo->game;
  99. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  100. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  101. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  102. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  103. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  104. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  105. UserProc::updateUserInfo(); # 回写数据
  106. return Resp::ok(array(
  107. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  108. ));
  109. }
  110. /**
  111. * [6419] 利用言灵召唤书召唤言灵
  112. * @param req $req
  113. */
  114. static function CallYanlingByBook($req) {
  115. list($bookId) = $req->paras; # 参数 利用的言灵召唤书id
  116. $user = $req->userInfo->game;
  117. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  118. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  119. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  120. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  121. $costs = explode(';', $bookIdCfg->cost_materials);
  122. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  123. foreach ($costs as $c) {
  124. list($itemId, $num) = explode(',', $c); # 解析材料
  125. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  126. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  127. }
  128. self::PutYanLingInStore($bookIdCfg->yanling_id, $req); # 添加言灵
  129. UserProc::updateUserInfo(); # 回写数据
  130. return Resp::ok(array(
  131. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  132. ));
  133. }
  134. /**
  135. * 测试方法
  136. * @param Req $req
  137. * @return type
  138. */
  139. static public function Test($req) {
  140. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  141. }
  142. /**
  143. * [6404] 使用仓库道具
  144. * @param Req $req
  145. */
  146. static function useItem($req) {
  147. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  148. }
  149. /**
  150. * [6405] 刷新仓库列表
  151. * @param Req $req
  152. */
  153. static function refreshStore($req) {
  154. StoreProc::CheckItemNum($req);
  155. return Resp::ok(array('store' => $req->userInfo->game->store));
  156. }
  157. /**
  158. * [6409] 合成道具
  159. * @param Req $req
  160. */
  161. static public function composeItem($req) {
  162. Err(ErrCode::err_method_notimplement);
  163. }
  164. /**
  165. * [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)
  166. * @param Req $req
  167. */
  168. static public function composePieces($req) {
  169. Err(ErrCode::err_method_notimplement);
  170. }
  171. // </editor-fold>
  172. // --------------- 以下为辅助方法 ------------------
  173. //
  174. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  175. /**
  176. * 从仓库中移除指定数量的物品
  177. * @param Info_Store $store
  178. * @param type $itemId
  179. * @param type $itemcount
  180. * @return type
  181. */
  182. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  183. if (CommUtil::isPropertyExists($store->items, $itemId)) {
  184. if ($store->items->$itemId >= $itemcount) { # 数量足够
  185. $store->items->$itemId -= $itemcount;
  186. if ($store->items->$itemId == 0) {
  187. unset($store->items->$itemId);
  188. }
  189. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  190. return ErrCode::ok;
  191. } else {
  192. return ErrCode::store_itemnotenough; # 道具数量不足
  193. }
  194. } else {
  195. return ErrCode::store_itemno_err; # 没有这个道具
  196. }
  197. }
  198. /**
  199. * 从仓库移出装备
  200. * @param type $itemId uid
  201. * @param Info_Store $store
  202. * @return boolean
  203. */
  204. static function removeEquipFromStore($uid, $typeId, &$req) {
  205. $ok = false;
  206. if (CommUtil::isPropertyExists($req->userInfo->game->store->equipment, $uid)) {
  207. my_Assert($typeId == $req->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  208. unset($req->userInfo->game->store->equipment->$uid);
  209. $ok = true;
  210. }
  211. return $ok;
  212. }
  213. /**
  214. * 从仓库移除碎片
  215. * @param Info_Store $store
  216. * @param int $segmentId
  217. * @param int $num
  218. * @return bool 成功/失败
  219. */
  220. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  221. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  222. && $store->segement->$segmentId >= $num) {
  223. $store->segement->$segmentId -= $num;
  224. return TRUE;
  225. }
  226. return false;
  227. }
  228. /**
  229. * 向仓库添加碎片
  230. * @param Info_Store $store
  231. * @param int $segmentId
  232. * @param int $num
  233. */
  234. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  235. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  236. $store->segement->$segmentId += $num;
  237. } else {
  238. $store->segement->$segmentId = $num;
  239. }
  240. $segMo = GameConfig::item_segment_getItem($segmentId);
  241. my_Assert($segMo != null, ErrCode::err_const_no);
  242. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  243. }
  244. // </editor-fold>
  245. //
  246. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  247. /**
  248. * 将其他物品放入仓库
  249. * @param type $itemId
  250. * @param Data_UserGame $game
  251. */
  252. static function PutItemInStore($itemId, &$game) {
  253. if (CommUtil::isPropertyExists($game->store->items, $itemId)) {// 如果仓库中已经有这种元素,则其数目+1
  254. $game->store->items->$itemId += 1;
  255. } else {// 如果仓库中没有这种元素,则其数目置1
  256. $game->store->items->$itemId = 1;
  257. }
  258. }
  259. /**
  260. * 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
  261. * 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
  262. * @param Req $req
  263. * @param string $goodsStr itemid,num;itemid,num;...
  264. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  265. * @deprecated since version 0
  266. * @return type
  267. */
  268. public static function AddMultiItemInStore($req, $goodsStr, $src = 1) {
  269. $user = $req->userInfo->game;
  270. $ary = explode(";", $goodsStr);
  271. foreach ($ary as $value) {
  272. $val = explode(",", $value);
  273. my_Assert(count($val) > 1, "解析奖励字符串出错");
  274. list( $itemId, $num) = $val; # ID, 数量
  275. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  276. switch ($smItem->subType) { # 根据类型分别添加到容器中
  277. case META_EXP: # 指挥官经验
  278. Data_UserGame::Add_Exp($user->baseInfo, $num);
  279. break;
  280. case META_GOLD_ITEMID: # 金币
  281. Data_UserGame::Add_Gold($user->baseInfo, $num);
  282. break;
  283. case META_CASH_ITEMID: # 钻石
  284. Data_UserGame::Add_Cash($user->baseInfo, $num);
  285. break;
  286. case META_tili_ITEMID: # 体力
  287. Data_UserGame::Add_tili($req, $num);
  288. break;
  289. case META_FriendShipPoit_ItemId: # 友情值
  290. Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  291. break;
  292. case META_PVPCOIN_ITEMID: # 竞技币
  293. $user->pvp->pvpCoins += $num;
  294. break;
  295. case META_ActivePoint_ITEMID:
  296. $user->task->dailyActivePoint += $num; # 每日任务活跃点
  297. break;
  298. case 101: # 武器
  299. StoreProc::PutEquipInStore($itemId, $req);
  300. CornerSignEventProc::OnBag_new_Weapon($req);
  301. break;
  302. case 401: # 言灵
  303. StoreProc::PutYanLingInStore($itemId, $req);
  304. CornerSignEventProc::OnBag_new_Yanling($req);
  305. break;
  306. case 501: # 限购礼包
  307. break;
  308. case 601: # 任务卡
  309. StoreProc::PutTaskCardInStore($itemId, $req);
  310. break;
  311. case 201: # 碎片
  312. $segMo = GameConfig::item_segment_getItem($itemId);
  313. my_Assert($segMo != null, ErrCode::err_const_no);
  314. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  315. CornerSignEventProc::OnBag_new_Fragment($req);
  316. case 202: # 召唤书碎片
  317. case 312: # 言灵召唤/进阶材料
  318. case 351: # 言灵召唤书
  319. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  320. $book = GameConfig::item_yanlingbook_getItem($itemId);
  321. my_Assert(null != $book, ErrCode::err_const_no);
  322. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  323. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  324. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  325. case 1:
  326. CornerSignEventProc::OnCall_Warrior_new($req); # 战士
  327. break;
  328. case 2:
  329. CornerSignEventProc::OnCall_Magician_new($req); # 法师
  330. break;
  331. case 3:
  332. CornerSignEventProc::OnCall_Archer_new($req); # 射手
  333. break;
  334. default :
  335. break;
  336. }
  337. break;
  338. case 321: # 进阶材料
  339. case 322: # 进阶材料
  340. case 323: # 锻造材料
  341. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  342. CornerSignEventProc::OnBag_new_Material($req);
  343. break;
  344. case 311: # 基因(经验丹)
  345. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  346. break;
  347. case 341: # 战场中掉落,不会进入包裹
  348. case 342:
  349. case 343:
  350. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  351. break;
  352. default :
  353. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  354. }
  355. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  356. }
  357. return ErrCode::ok; // 返回
  358. }
  359. /**
  360. * 向包裹中添加物品
  361. * @param req $req
  362. * @return type
  363. */
  364. public static function AddItemInStore($req) {
  365. list($rwdStr) = $req->paras;
  366. $err = self::AddMultiItemInStore($req, $rwdStr);
  367. my_Assert(ErrCode::ok == $err, $err);
  368. UserProc::updateUserInfo();
  369. return Resp::ok(array('store' => $req->userInfo->game->store));
  370. }
  371. /**
  372. * 将装备放入背包
  373. * @param type $itemId
  374. * @param Req $req
  375. */
  376. static function PutEquipInStore($itemId, &$req) {
  377. $privateState = $req->userInfo->game->privateState;
  378. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  379. $req->userInfo->game->privateState->currentId = 1;
  380. }
  381. $cid = $req->userInfo->game->privateState->currentId++;
  382. $equip = ObjectInit();
  383. $equip->typeId = $itemId;
  384. $req->userInfo->game->store->equipment->$cid = $equip;
  385. return $cid;
  386. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  387. }
  388. /**
  389. * 将言灵放入背包
  390. * @param type $itemId
  391. * @param Req $req
  392. */
  393. static function PutYanLingInStore($itemId, &$req) {
  394. my_Assert(count((array) $req->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  395. $privateState = $req->userInfo->game->privateState;
  396. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  397. $req->userInfo->game->privateState->currentId = 1;
  398. }
  399. $cid = $req->userInfo->game->privateState->currentId++;
  400. $equip = ObjectInit();
  401. $equip->typeId = $itemId;
  402. $req->userInfo->game->store->yanling->$cid = $equip;
  403. }
  404. /**
  405. * 将任务卡放入背包
  406. * @param type $itemId
  407. * @param Req $req
  408. */
  409. static function PutTaskCardInStore($itemId, &$req) {
  410. $privateState = $req->userInfo->game->privateState;
  411. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  412. $req->userInfo->game->privateState->currentId = 1;
  413. }
  414. $cid = $req->userInfo->game->privateState->currentId++;
  415. $mo = GameConfig::item_taskcard_getItem($itemId); // 任务卡常量
  416. my_Assert(null != $mo, ErrCode::err_const_no);
  417. $itembaseMo = GameConfig::item_base_getItem($itemId);
  418. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  419. if ($itembaseMo->pileNum > 0) { // 可叠加
  420. $taskCard = null;
  421. foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  422. $val = new Ins_TaskCard($val);
  423. if ($val->typeId == $itemId) {
  424. $taskCard = $val;
  425. break;
  426. }
  427. }
  428. if (null == $taskCard) { # 原来么有
  429. $taskCard = new Ins_TaskCard($itemId);
  430. $taskCard->uid = $cid;
  431. $req->userInfo->game->store->taskcards->$cid = $taskCard;
  432. }
  433. $taskCard->count += 1;
  434. } else {
  435. $taskCard = new Ins_TaskCard($itemId);
  436. $taskCard->uid = $cid;
  437. $req->userInfo->game->store->taskcards->$cid = $taskCard;
  438. }
  439. }
  440. /**
  441. * 将可叠加物品放入背包
  442. * @param int $itemId
  443. * @param int $num
  444. */
  445. static function PutOverlyingItemInStore($itemId, $num = 1) {
  446. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  447. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  448. $items->$itemId += $num;
  449. } else { # 如果仓库中没有这种元素,则其数目置为num
  450. $items->$itemId = $num;
  451. }
  452. }
  453. /**
  454. * 物品包裹打散成独立道具到仓库
  455. * @param GoodsItemModel $itemModel
  456. * @param Req $req
  457. * @return type
  458. * @deprecated since version now
  459. */
  460. static function addSeprateItem($itemModel, $req) {
  461. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  462. }
  463. /**
  464. * [6417] 给英雄装上言灵
  465. * @param req $req
  466. * @return type
  467. */
  468. static function WearYanlingToHero($req) {
  469. $user = $req->userInfo->game; # user引用
  470. list($itemtype, $yanling_uid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  471. if (!CommUtil::isPropertyExists($user->store->yanling, $yanling_uid)) { # 检测是否存在该言灵
  472. Err(ErrCode::store_itemno_err);
  473. }
  474. $yanlingVo = $user->store->yanling->$yanling_uid; # 取言灵对象
  475. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  476. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  477. Err(ErrCode::store_equipWeared_err);
  478. }
  479. $collectHeros = $user->heros->collectHeros; # 英雄集合
  480. if (!$collectHeros) { # 防御对象为空
  481. Err(ErrCode::err_innerfault);
  482. }
  483. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检查英雄是否存在
  484. Err(ErrCode::hero_no);
  485. }
  486. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  487. // $arr = $collectHeros->$herouid->yanling;
  488. // my_Assert(count($arr) < 3, ErrCode::hero_yanling_full); # 言灵数量最多3个
  489. // $arr[] = $yanling_uid;
  490. // $collectHeros->$herouid->yanling = $arr;
  491. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  492. if ($oldYLid > 0) { # 代表替换操作
  493. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  494. }
  495. $collectHeros->$herouid->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  496. UserProc::updateUserInfo(); # 5.回写数据
  497. $ret = array('resp' => "succeed!");
  498. $resp = Resp::ok($ret); // 返回
  499. HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
  500. return $resp;
  501. }
  502. /**
  503. * [6416] 给英雄卸下言灵
  504. * @param req $req
  505. * @return type
  506. * @deprecated since version 无法卸下,只能更换
  507. */
  508. static function UnWieldYanling($req) {
  509. $user = $req->userInfo->game; # user引用
  510. list($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
  511. $collectHeros = $user->heros->collectHeros;
  512. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  513. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  514. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  515. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  516. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  517. }
  518. // $arr = $collectHeros->$herouid->yanling;
  519. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  520. // StlUtil::arrayRemove($arr, $yanling_uid);
  521. // $collectHeros->$herouid->yanling = $arr;
  522. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  523. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  524. UserProc::updateUserInfo(); # 回写数据
  525. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  526. // StoreProc::CheckItemNum($req);
  527. return $resp;
  528. }
  529. /**
  530. * [6410] 给英雄穿装备
  531. * @param req $req
  532. * @return type
  533. */
  534. static function WearEquipToHero($req) {
  535. list($itemtype, $equipuid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  536. $user = $req->userInfo->game; # user引用
  537. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  538. $equipVo = $user->store->equipment->$equipuid; # 取装备对象
  539. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  540. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  541. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  542. }
  543. $collectHeros = $user->heros->collectHeros;
  544. my_default_Obj($collectHeros);
  545. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  546. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  547. $oldEquipId = 0;
  548. switch ($itemtype) { # 添加或替换英雄该部位的装备
  549. case 1: # 武器
  550. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  551. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  552. break;
  553. case 2: # 防具
  554. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  555. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  556. break;
  557. case 3: # 饰品
  558. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  559. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  560. break;
  561. default :
  562. Err(ErrCode::store_equip_type);
  563. break;
  564. }
  565. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  566. $user->store->equipment->$oldEquipId->herouid = 0;
  567. }
  568. UserProc::updateUserInfo(); // 5.回写数据
  569. // StoreProc::CheckItemNum($req);
  570. HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
  571. return Resp::ok(array('resp' => "succeed!")); // 返回
  572. }
  573. /**
  574. * [6411] 给英雄脱装备
  575. * @deprecated since version 不能卸下装备, 只能更换.
  576. * @param req $req
  577. * @return type
  578. */
  579. static function UnWieldEquip($req) {
  580. 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
  581. $user = $req->userInfo->game; # user引用
  582. $collectHeros = $user->heros->collectHeros;
  583. my_default_Obj($collectHeros);
  584. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  585. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  586. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  587. $user->store->equipment->$equipuid->herouid = 0;
  588. }
  589. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  590. case 1: # 武器
  591. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  592. Err(ErrCode::store_noequip_err);
  593. }
  594. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  595. break;
  596. case 2: # 防具
  597. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  598. Err(ErrCode::store_noequip_err);
  599. }
  600. $collectHeros->$herouid->equip->armor->itemuid = 0;
  601. break;
  602. case 3: # 饰品
  603. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  604. Err(ErrCode::store_noequip_err);
  605. }
  606. $collectHeros->$herouid->equip->ring->itemuid = 0;
  607. break;
  608. default :
  609. Err(ErrCode::store_equip_type);
  610. }
  611. UserProc::updateUserInfo(); # 回写数据
  612. // StoreProc::CheckItemNum($req);
  613. return Resp::ok(array('resp' => "succeed!")); // 返回
  614. }
  615. // </editor-fold>
  616. //
  617. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  618. //
  619. /**
  620. * 检查背包中物品的个数
  621. * @param req $req
  622. * @return int
  623. */
  624. public static function CheckItemNum($req) {
  625. $ItemObj = $req->userInfo->game->store->items;
  626. $EquipObj = $req->userInfo->game->store->equipment;
  627. $SegementObj = $req->userInfo->game->store->segement;
  628. $HeroObj = $req->userInfo->game->heros->collectHeros;
  629. $ItemNum = 0;
  630. ////检查宝石类可叠加物品的格子占用
  631. if ($ItemObj) {
  632. foreach ($ItemObj as $value) {
  633. $ItemNum++;
  634. }
  635. }
  636. if ($SegementObj) {
  637. foreach ($SegementObj as $value) {
  638. $ItemNum++;
  639. }
  640. }
  641. ////检测装备类物品格子占用
  642. if ($EquipObj) {
  643. foreach ($EquipObj as $value) {
  644. $ItemNum++;
  645. }
  646. }
  647. ////检测英雄装备到身上的情况,装备到英雄身上不占格子,要减去.
  648. if ($HeroObj) {
  649. foreach ($HeroObj as $value) {
  650. // echo var_dump($HeroObj);
  651. $HeroEquipId = $value->equip->weapon->itemuid;
  652. if ($HeroEquipId > 0) {
  653. $ItemNum--;
  654. }
  655. $HeroEquipId = $value->equip->armor->itemuid;
  656. if ($HeroEquipId > 0) {
  657. $ItemNum--;
  658. }
  659. $HeroEquipId = $value->equip->ring->itemuid;
  660. if ($HeroEquipId > 0) {
  661. $ItemNum--;
  662. }
  663. }
  664. }
  665. $req->userInfo->game->privateState->ItemNum = $ItemNum;
  666. return $ItemNum;
  667. }
  668. /**
  669. * 获取物品格子的上限值
  670. * @return int 上限数值
  671. */
  672. public static function GetItemMaxNum() {
  673. $user = req()->userInfo->game;
  674. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  675. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  676. }
  677. return $user->privateState->maxItemNum;
  678. }
  679. /**
  680. * 背包扩容
  681. * @param type $req
  682. * @return type
  683. */
  684. public static function AddPacketNum($req) {
  685. $user = $req->userInfo->game; # user引用
  686. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  687. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  688. }
  689. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  690. my_Assert($costCash > 0, ErrCode::paras_err);
  691. my_Assert(Data_UserGame::Consume_Cash($user, $costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  692. $user->privateState->maxItemNum += 10; # 扩容
  693. UserProc::updateUserInfo(); # 保存玩家数据
  694. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  695. StoreProc::CheckItemNum($req);
  696. return $resp;
  697. }
  698. // </editor-fold>
  699. //
  700. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  701. //
  702. /**
  703. * 出售单一的物品
  704. * @param Req $req
  705. * @return type
  706. */
  707. static function sellItem($req) {
  708. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  709. }
  710. /**
  711. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  712. * @param Req $req
  713. * @return type
  714. */
  715. static function preSellSingleFromStore(&$req, $type, $itemId, $count, $uid) {
  716. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  717. }
  718. /**
  719. * 从背包出售多个物品
  720. * @param Req $req
  721. * @return type
  722. */
  723. static function sellMultiItemFromStore($req) {
  724. $resp = new Resp();
  725. $obj = $req->paras[0]; // 获取物品的结构数组
  726. foreach ($obj as $value) {
  727. $type = $value[0];
  728. $itemId = $value[1];
  729. ////先判断一下物品类型,如果是可叠加的,就按数量取值,如果是不可叠加的就按uid取值
  730. if ($type > 3) {
  731. $count = intval($value[2]); // 数量
  732. $uid = 0;
  733. } else {
  734. $count = 1;
  735. $uid = $value[2];
  736. }//物品的uid
  737. $resp = StoreProc:: preSellSingleFromStore($req, $type, $itemId, $count, $uid);
  738. }
  739. if (0 == $resp->err) {
  740. UserProc::updateUserInfo();
  741. }
  742. StoreProc::CheckItemNum($req);
  743. return $resp;
  744. }
  745. // </editor-fold>
  746. //
  747. }