StoreProc.php 69 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. default:
  85. Err(ErrCode::cmd_err);
  86. }
  87. }
  88. /**
  89. * 6432
  90. * @return type
  91. */
  92. public static function changeStorage() {
  93. $index = req()->paras[0]; # 选中的第几个格子
  94. $type = req()->paras[1]; # 1:放入 2移除到背包
  95. $itemType = req()->paras[2]; # 道具类型
  96. $uid = req()->paras[3]; # 道具的uid
  97. $store = ctx()->store(true);
  98. my_Assert(StlUtil::dictHasProperty($store->storage, $index), ErrCode::store_NotHaveStorage);
  99. $storage = $store->storage->$index;
  100. $num = 0;
  101. foreach ($storage as $k => $dic) {
  102. $num += count((array) $dic);
  103. }
  104. switch ($itemType) {
  105. case 101://武器
  106. if ($type == 1) {
  107. my_Assert($num < 50, ErrCode::store_StorageEnough);
  108. $equipVo = $store->equipment->$uid;
  109. $storage->equipment->$uid = $equipVo; //添加
  110. StoreProc::removeEquipFromStore($uid, $equipVo->typeId); //移除
  111. } else {
  112. $equipVo = $storage->equipment->$uid;
  113. $store->equipment->$uid = $equipVo;
  114. unset($storage->equipment->$uid);
  115. }
  116. break;
  117. case 401://言灵
  118. if ($type == 1) {
  119. my_Assert($num < 50, ErrCode::store_StorageEnough);
  120. $yanlingVo = $store->yanling->$uid;
  121. $storage->yanling->$uid = $yanlingVo; //添加
  122. StoreProc::removeYanlingFromStore($uid, $yanlingVo->typeId); //移除
  123. } else {
  124. $yanlingVo = $storage->yanling->$uid;
  125. $store->yanling->$uid = $yanlingVo;
  126. unset($storage->yanling->$uid);
  127. }
  128. break;
  129. default://其他道具
  130. if ($type == 1) {
  131. my_Assert($num < 50, ErrCode::store_StorageEnough);
  132. $itemNum = $store->items->$uid;
  133. if (!StlUtil::dictHasProperty($storage->itemDic, $uid)) {
  134. $storage->itemDic->$uid = 0;
  135. }
  136. $storage->itemDic->$uid += $itemNum; //添加
  137. StoreProc::removeItemFromStore($store, $uid, $itemNum);
  138. } else {
  139. $itemNum = $storage->itemDic->$uid;
  140. $goodsStr = $uid . "," . $itemNum;
  141. StoreProc::AddMultiItemInStore($goodsStr);
  142. unset($storage->itemDic->$uid);
  143. }
  144. break;
  145. }
  146. $store->storage->$index = $storage;
  147. //ctx()->store(true) = $store;
  148. UserProc::updateUserInfo();
  149. return Resp::ok(array("store" => $store,));
  150. }
  151. /**
  152. * 储物间扩容
  153. * @return type
  154. */
  155. public static function expandStorage() {
  156. $cost = GameConfig::globalsettings()->expandStorageCost;
  157. $list = explode(',', $cost);
  158. $key = 3;
  159. my_Assert(!StlUtil::dictHasProperty(ctx()->store(true)->storage, $key), ErrCode::store_expandStorage);
  160. if ($list[0] == 1) {
  161. my_Assert(ctx()->base(true)->gold >= $list[1], ErrCode::notenough_gold_msg);
  162. ctx()->base(true)->Consume_Gold($list[1]);
  163. } elseif ($list[0] == 2) {
  164. my_Assert(ctx()->base(true)->cash >= $list[1], ErrCode::notenough_cash_msg);
  165. ctx()->base(true)->Consume_Cash($list[1]);
  166. }
  167. $str = $list[0] . "," . $list[1];
  168. ctx()->store(true)->storage->$key = new Ins_storage();
  169. UserProc::updateUserInfo();
  170. return Resp::ok(array("storage" => ctx()->store(true)->storage, "cost" => $str,));
  171. }
  172. /**
  173. * 6431 购买补给品
  174. */
  175. public static function buySupplies() {
  176. $npcid = req()->paras[0]; # 提取参数
  177. $itemid = req()->paras[1]; # 提取参数
  178. $num = req()->paras[2]; # 提取参数
  179. //补充shop_supplies的mo
  180. $mo = GameConfig::shop_supplies_getItem($npcid, $itemid);
  181. my_Assert($mo != null, ErrCode::err_const_no);
  182. $cost = $mo->cost * $num;
  183. my_Assert($num <= $mo->num, ErrCode::err_const_no);
  184. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  185. ctx()->base(true)->Consume_Gold($cost);
  186. $goodsStr = $itemid . ',' . $num;
  187. StoreProc::AddMultiItemInStore($goodsStr);
  188. UserProc::updateUserInfo();
  189. return Resp::ok(array("store" => ctx()->store(), "cost" => $cost,));
  190. }
  191. /**
  192. *
  193. */
  194. public static function getShopWeapon() {
  195. $npcid = req()->paras[0]; # 提取参数
  196. self::DailyRefreshWeapon($npcid);
  197. UserProc::updateUserInfo();
  198. return Resp::ok(array(
  199. "store" => ctx()->store(), #
  200. ));
  201. }
  202. /**
  203. *
  204. * @return type
  205. */
  206. public static function buyWeapon() {
  207. $npcid = req()->paras[0]; # 提取参数
  208. $weaponId = req()->paras[1]; # 提取参数
  209. $store = ctx()->store(true);
  210. $type = 0;
  211. $tag = true;
  212. if (StlUtil::dictHasProperty($store->weaponReward, $npcid)) {
  213. $dic = $store->weaponReward->$npcid;
  214. foreach ($dic as $k => $list) {
  215. if (in_array($weaponId, $list)) {
  216. $tag = false;
  217. break;
  218. }
  219. }
  220. }
  221. my_Assert($tag == true, ErrCode::store_weaponCantBuy);
  222. $list = GameConfig::shop_weapon_getItemArray($npcid);
  223. $cost = 0;
  224. foreach ($list as $item) {
  225. $weaponList = explode(';', $item->weaponlist);
  226. foreach ($weaponList as $value) {
  227. $pList = explode(',', $value);
  228. if (in_array($weaponId, $pList)) {
  229. $type = $item->id;
  230. $cost = $item->cost;
  231. break 2;
  232. }
  233. }
  234. }
  235. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  236. ctx()->base(true)->Consume_Gold($cost);
  237. $store->weaponReward->$npcid->$type[] = $weaponId;
  238. ctx()->store = $store;
  239. UserProc::updateUserInfo();
  240. return Resp::ok(array(
  241. "store" => $store,
  242. "cost" => $cost,
  243. ));
  244. }
  245. /*
  246. * 每日刷新武器
  247. */
  248. public static function DailyRefreshWeapon($npcid = null) {
  249. //没有数据初始化,有数据不在管
  250. if ($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)) {
  251. $list = GameConfig::shop_weapon_getItemArray($npcid);
  252. foreach ($list as $value) {
  253. $ret = new \stdClass();
  254. $arr = explode(';', $value->weaponlist);
  255. foreach ($arr as $item) {
  256. $itemList = explode(',', $item);
  257. $id = $itemList[0];
  258. $per = $itemList[1];
  259. $ret->$id = $per;
  260. }
  261. $retArr = array();
  262. $type = $value->id;
  263. $pArr = self::randweapon($ret, $value->num);
  264. //数组合并
  265. $retArr = array_merge($retArr, $pArr);
  266. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  267. }
  268. } else if ($npcid == null) {
  269. //每日登录刷新,刷新的时候把已经购买过的武器去掉;
  270. $dic = ctx()->store()->weaponPool;
  271. foreach ($dic as $npcid => $val) {
  272. $list = GameConfig::shop_weapon_getItemArray($npcid);
  273. foreach ($list as $value) {
  274. $ret = new \stdClass();
  275. $arr = explode(';', $value->weaponlist);
  276. foreach ($arr as $item) {
  277. $itemList = explode(',', $item);
  278. $id = $itemList[0];
  279. $per = $itemList[1];
  280. $ret->$id = $per;
  281. }
  282. $ret2 = $ret;
  283. $type = $value->id;
  284. if (StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)) {
  285. $weaponList = ctx()->store()->weaponReward->$npcid->$type;
  286. foreach ($weaponList as $wid) {
  287. if (StlUtil::dictHasProperty($ret, $wid)) {
  288. StlUtil::dictRemove($ret, $wid);
  289. }
  290. }
  291. }
  292. $temp = $ret;
  293. 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
  294. $temp = $ret2;
  295. ctx()->store()->weaponReward->$npcid->$type = array();
  296. }
  297. $retArr = array();
  298. $pArr = self::randweapon($temp, $value->num);
  299. $retArr = array_merge($retArr, $pArr);
  300. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  301. }
  302. }
  303. }
  304. }
  305. static function randweapon($temp, $limit) {
  306. $resultArr = array();
  307. $num = 0;
  308. while (true) {
  309. $total = 0;
  310. foreach ($temp as $k => $v) {
  311. $total += $v;
  312. }
  313. $n = rand(1, $total);
  314. $start = 0;
  315. foreach ($temp as $id => $per) {
  316. $start += $per;
  317. if ($n <= $start) {
  318. if (in_array($id, $resultArr)) {
  319. StlUtil::dictRemove($temp, $id);
  320. break;
  321. } else {
  322. $resultArr[] = $id;
  323. $num += 1;
  324. break;
  325. }
  326. }
  327. }
  328. if ($num >= $limit) {
  329. break;
  330. }
  331. }
  332. return $resultArr;
  333. }
  334. /**
  335. * 扩容
  336. * @return type
  337. */
  338. static function unlockStore() {
  339. //list() = req()->paras;
  340. $user = ctx();
  341. $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
  342. my_Assert($mo != null, ErrCode::err_const_no);
  343. my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
  344. $user->base(true)->Consume_Gold($mo->cost);
  345. $user->privateState->expandNum += 1;
  346. ctx($user);
  347. UserProc::updateUserInfo(); # 回写玩家数据
  348. return Resp::ok(array(
  349. "gold" => $user->baseInfo->gold,
  350. "expandNum" => $user->privateState->expandNum,
  351. ));
  352. }
  353. /**
  354. * 宝石镶嵌
  355. */
  356. static function GemSetYanLing() {
  357. list($gemId, $yanlingUid) = req()->paras;
  358. $user = ctx();
  359. $yanling = $user->store->yanling;
  360. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  361. my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
  362. if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
  363. $yanling->$yanlingUid->gemId = 0;
  364. }
  365. my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
  366. StoreProc::removeItemFromStore($user->store, $gemId);
  367. $yanling->$yanlingUid->gemId = $gemId;
  368. $user->store->yanling = $yanling;
  369. ctx($user);
  370. UserProc::updateUserInfo(); # 回写玩家数据
  371. return Resp::ok(array(
  372. "store" => $user->store, # # 目前来看只涉及到items变化
  373. ));
  374. }
  375. /**
  376. * 从严灵上卸下宝石
  377. */
  378. static function GemRemoveYanLing() {
  379. list($yanlingUid) = req()->paras;
  380. $user = ctx();
  381. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  382. $gemId = $user->store->yanling->$yanlingUid->gemId;
  383. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  384. $goodsStr = $gemId . ",1";
  385. StoreProc::AddMultiItemInStore($goodsStr);
  386. $user->store->yanling->$yanlingUid->gemId = 0;
  387. ctx($user);
  388. UserProc::updateUserInfo(); # 回写玩家数据
  389. return Resp::ok(array(
  390. "store" => $user->store, # # 目前来看只涉及到items变化
  391. ));
  392. }
  393. /**
  394. * 宝石合成
  395. */
  396. static function GemComposeItem() {
  397. list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  398. $user = ctx();
  399. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  400. $mo = GameConfig::gem_formula_getItem($gemId);
  401. my_Assert($mo != null, ErrCode::err_const_no); #
  402. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  403. $itemId = $mo->drawItem;
  404. if ($itemId != "") {
  405. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
  406. }
  407. if ($mo->composeMaterial != "") {
  408. $mList = explode(',', $mo->composeMaterial);
  409. $itemId = $mList[0];
  410. $num = $mList[1];
  411. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
  412. //扣除材料
  413. StoreProc::removeItemFromStore($user->store, $itemId, $num);
  414. }
  415. $gList = explode(',', $mo->composeGem);
  416. $itemId = $gList[0];
  417. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
  418. my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
  419. //扣除配方金币 宝石
  420. $user->base(true)->Consume_Gold($mo->composeGold);
  421. StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
  422. $goodsStr = $gemId . ',1';
  423. StoreProc::AddMultiItemInStore($goodsStr);
  424. ctx($user);
  425. UserProc::updateUserInfo(); # 回写玩家数据
  426. return Resp::ok(array(
  427. "store" => $user->store, # # 目前来看只涉及到items变化
  428. 'gold' => $user->baseInfo->gold,
  429. ));
  430. }
  431. /**
  432. * 宝石合成的研究等级提升
  433. */
  434. static function GemResearchLvUp() {
  435. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  436. $user = ctx();
  437. $researchLevel = $user->Gem->level; //研究等级
  438. $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
  439. my_Assert($mo != null, ErrCode::err_const_no);
  440. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  441. //$list = explode(',',$mo->unlockLevelGoldCost);
  442. my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  443. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  444. $user->Gem->level += 1;
  445. ctx($user);
  446. UserProc::updateUserInfo(); # 回写玩家数据
  447. return Resp::ok(array(
  448. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  449. 'gold' => $user->baseInfo->gold,
  450. ));
  451. }
  452. /**
  453. * 武器升级
  454. */
  455. static function weaponUpgrade() {
  456. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  457. $user = ctx();
  458. $equipment = $user->store->equipment;
  459. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  460. $myPacketItems = $user->store->items;
  461. //消耗材料道具
  462. $total = 0;
  463. $totalGold = 0;
  464. foreach ($items as $costItemId => $costNumber) {
  465. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  466. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  467. $mo = GameConfig::item_stones_getItem($costItemId);
  468. my_Assert($mo != null, ErrCode::err_const_no);
  469. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  470. $total += $mo->baseExp * $costNumber;
  471. $totalGold += $mo->costGold * $costNumber;
  472. }
  473. $wuqiExp = 0;
  474. //消耗武器
  475. foreach ($wuqiList as $wuqiId) {
  476. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  477. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  478. $baseExp = $mo->baseExp;
  479. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  480. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  481. $totalGold += $mo->costGold;
  482. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  483. }
  484. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  485. $equipVo = new Ins_Weapon($equipment->$uid);
  486. $initLevel = $equipVo->level;
  487. $equipVo->exp += $total + (int) $wuqiExp;
  488. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  489. $curStar = $equipVo->starLevel; #当前星级
  490. $equipVo->level = $curlevel;
  491. if ($curStar < 5) {
  492. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  493. if ($starlimitLv <= $curlevel) {
  494. $equipVo->level = $starlimitLv;
  495. $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  496. }
  497. }
  498. $user->store->equipment->$uid = $equipVo;
  499. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  500. $user->baseInfo->gold -= $totalGold;
  501. ctx($user);
  502. ctx()->store->items = $myPacketItems; # 更新背包数据
  503. if ($equipVo->level != $initLevel) {
  504. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  505. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
  506. }
  507. UserProc::updateUserInfo(); # 回写玩家数据
  508. return Resp::ok(array(
  509. "store" => $user->store, # # 目前来看只涉及到items变化
  510. 'gold' => $user->baseInfo->gold,
  511. ));
  512. }
  513. /**
  514. * 武器升级计算
  515. * @param type $xp
  516. * @param type $type
  517. * @return type
  518. */
  519. static function Upgrade($xp, $qual, $type) {
  520. $curLv = 0;
  521. if ($type == Enum_UpgradeType::Wuqi) {
  522. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  523. } else {
  524. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  525. }
  526. $f = (array) $heroLvDic;
  527. ksort($f);
  528. foreach ($f as $lv => $mo) {
  529. if ($xp < $mo->requiredExp) {
  530. $curLv = $lv - 1;
  531. break;
  532. }
  533. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  534. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  535. // break;
  536. // }
  537. }
  538. return $curLv;
  539. }
  540. /**
  541. * 武器突破
  542. */
  543. static function weaponTupo() {
  544. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  545. $user = ctx();
  546. $equipment = $user->store->equipment;
  547. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  548. $typeId = $equipment->$uid->typeId;
  549. $curStar = $equipment->$uid->starLevel;
  550. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  551. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  552. my_Assert($mo != null, ErrCode::err_const_no);
  553. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  554. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  555. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  556. // $segID = $mo->segID;
  557. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  558. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  559. $costItemsList = explode(';', $mo->costItems);
  560. foreach ($costItemsList as $value) {
  561. $list = explode(',', $value);
  562. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  563. }
  564. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  565. $user->baseInfo->gold -= $mo->gold;
  566. $equipment->$uid->starLevel += 1;
  567. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  568. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  569. $user->store->equipment = $equipment;
  570. ctx($user);
  571. UserProc::updateUserInfo(); # 回写玩家数据
  572. return Resp::ok(array(
  573. "store" => $user->store, # # 目前来看只涉及到items变化
  574. 'gold' => $user->baseInfo->gold,
  575. ));
  576. }
  577. /**
  578. * 武器替换
  579. * @return type
  580. */
  581. static function weaponReplace() {
  582. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  583. $user = ctx();
  584. $equipment = $user->store->equipment;
  585. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  586. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  587. $herouid = $equipment->$uid->herouid;
  588. $herouid_replace = $equipment->$replaceId->herouid;
  589. $equipment->$replaceId->herouid = $herouid;
  590. $equipment->$uid->herouid = $herouid_replace;
  591. $user->store->equipment = $equipment;
  592. ctx($user);
  593. UserProc::updateUserInfo(); # 回写玩家数据
  594. return Resp::ok(array(
  595. "store" => $user->store, # # 目前来看只涉及到items变化
  596. ));
  597. }
  598. /**
  599. * [6420] 言灵进阶
  600. */
  601. static function YanlingUpgrade() {
  602. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  603. $user = ctx();
  604. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  605. $yanlingObj = $user->store->yanling->$yanlingUid;
  606. $yanlingMoId = $yanlingObj->typeId;
  607. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  608. $toGrade = $curGrade + 1; # 下一等阶
  609. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  610. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  611. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  612. $costs = explode(';', $toGradeCfg->cost_materials);
  613. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  614. foreach ($costs as $c) {
  615. list($itemId, $num) = explode(',', $c); # 解析材料
  616. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  617. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  618. }
  619. $yanlingObj->grade = $toGrade; # 修改进阶
  620. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  621. UserProc::updateUserInfo(); # 回写玩家数据
  622. return Resp::ok(array(
  623. "store" => $user->store, # # 目前来看只涉及到items变化
  624. ));
  625. }
  626. /**
  627. * [6418] 利用言灵召唤书碎片合成召唤书
  628. */
  629. static function MergeYanlingBook() {
  630. list($bookId) = req()->paras; # 参数 言灵召唤书id
  631. $user = ctx();
  632. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  633. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  634. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  635. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  636. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  637. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  638. UserProc::updateUserInfo(); # 回写数据
  639. return Resp::ok(array(
  640. "store" => $user->store, # # 目前来看只涉及到items变化
  641. ));
  642. }
  643. /**
  644. * [6419] 利用言灵召唤书召唤言灵
  645. */
  646. static function CallYanlingByBook() {
  647. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  648. $user = ctx();
  649. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  650. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  651. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  652. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  653. $costs = explode(';', $bookIdCfg->cost_materials);
  654. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  655. foreach ($costs as $c) {
  656. list($itemId, $num) = explode(',', $c); # 解析材料
  657. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  658. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  659. }
  660. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  661. UserProc::updateUserInfo(); # 回写数据
  662. return Resp::ok(array(
  663. "store" => $user->store, # # 目前来看只涉及到items变化
  664. ));
  665. }
  666. /**
  667. * 测试方法
  668. * @return type
  669. */
  670. static public function Test() {
  671. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  672. }
  673. /**
  674. * [6404] 使用仓库道具
  675. */
  676. static function useItem() {
  677. list($itemType, $num) = req()->paras; # 提取参数
  678. $mo = GameConfig::item_base_getItem($itemType);
  679. my_Assert(null != $mo, ErrCode::err_const_no);
  680. switch ($mo->subType) {
  681. case 601: # 任务卡
  682. my_Assert($num == 1, "任务卡一次只能使用一张!");
  683. $store = ctx()->store();
  684. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  685. my_Assert(ErrCode::ok == $err, $err);
  686. StoreProc::PutTaskCardInStore($itemType);
  687. ctx()->store = $store;
  688. break;
  689. default :
  690. break;
  691. }
  692. UserProc::updateUserInfo();
  693. return Resp::ok(array(
  694. 'priv' => ctx()->privateState,
  695. 'store' => ctx()->store));
  696. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  697. }
  698. /**
  699. * [6405] 刷新仓库列表
  700. */
  701. static function refreshStore() {
  702. StoreProc::CheckItemNum();
  703. return Resp::ok(array('store' => ctx()->store));
  704. }
  705. /**
  706. * [6406] 从仓库删除道具
  707. */
  708. static function delItemFromStore() {
  709. list($itemId, $num) = req()->paras;
  710. $err = self::removeItemFromStore(ctx()->store, $itemId, $num);
  711. my_Assert(ErrCode::ok == $err, $err);
  712. UserProc::updateUserInfo();
  713. return Resp::ok(array('store' => ctx()->store));
  714. }
  715. /**
  716. * [6409] 合成道具
  717. */
  718. static public function composeItem() {
  719. Err(ErrCode::err_method_notimplement);
  720. }
  721. /**
  722. * [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)
  723. */
  724. static public function composePieces() {
  725. Err(ErrCode::err_method_notimplement);
  726. }
  727. // </editor-fold>
  728. // --------------- 以下为辅助方法 ------------------
  729. //
  730. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  731. /**
  732. * 从仓库中移除指定数量的物品
  733. * @param Info_Store $store
  734. * @param type $itemId
  735. * @param type $itemcount
  736. * @return type
  737. */
  738. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  739. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  740. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  741. $store->items->$itemId -= $itemcount;
  742. if ($store->items->$itemId == 0) {
  743. unset($store->items->$itemId);
  744. }
  745. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  746. return ErrCode::ok;
  747. }
  748. /**
  749. * 从仓库移出装备
  750. * @param type $itemId uid
  751. * @param Info_Store $store
  752. * @return boolean
  753. */
  754. static function removeEquipFromStore($uid, $typeId) {
  755. $ok = false;
  756. if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
  757. my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  758. unset(ctx()->store->equipment->$uid);
  759. $ok = true;
  760. }
  761. return $ok;
  762. }
  763. static function removeYanlingFromStore($uid, $typeId) {
  764. $ok = false;
  765. if (CommUtil::isPropertyExists(ctx()->store->yanling, $uid)) {
  766. my_Assert($typeId == ctx()->store->yanling->$uid->typeId, "typeid检验错误"); // typeid相同;
  767. unset(ctx()->store->yanling->$uid);
  768. $ok = true;
  769. }
  770. return $ok;
  771. }
  772. /**
  773. * 从仓库移除碎片
  774. * @param Info_Store $store
  775. * @param int $segmentId
  776. * @param int $num
  777. * @return bool 成功/失败
  778. */
  779. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  780. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  781. && $store->segement->$segmentId >= $num) {
  782. $store->segement->$segmentId -= $num;
  783. return TRUE;
  784. }
  785. return false;
  786. }
  787. /**
  788. * 向仓库添加碎片
  789. * @param Info_Store $store
  790. * @param int $segmentId
  791. * @param int $num
  792. */
  793. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  794. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  795. $store->segement->$segmentId += $num;
  796. } else {
  797. $store->segement->$segmentId = $num;
  798. }
  799. $segMo = GameConfig::item_segment_getItem($segmentId);
  800. my_Assert($segMo != null, ErrCode::err_const_no);
  801. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  802. }
  803. // </editor-fold>
  804. //
  805. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  806. /**
  807. * 将其他物品放入仓库
  808. * @param type $itemId
  809. * @param Data_UserGame $game
  810. */
  811. static function PutItemInStore($itemId, &$game) {
  812. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  813. $game->store->items->$itemId += 1;
  814. } else {// 如果仓库中没有这种元素,则其数目置1
  815. $game->store->items->$itemId = 1;
  816. }
  817. }
  818. /**
  819. * 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
  820. * 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
  821. * @param string $goodsStr itemid,num;itemid,num;...
  822. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  823. * @deprecated since version 0
  824. * @return type
  825. */
  826. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  827. $user = ctx();
  828. $ary = explode(";", $goodsStr);
  829. //$unlockNum = $user->privateState->expandNum * 5;
  830. //$n = self::countStoreNum();
  831. foreach ($ary as $value) {
  832. $val = explode(",", $value);
  833. $cid = "";
  834. my_Assert(count($val) > 1, "解析奖励字符串出错");
  835. list( $itemId, $num) = $val; # ID, 数量
  836. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  837. switch ($smItem->subType) { # 根据类型分别添加到容器中
  838. case META_EXP: # 指挥官经验
  839. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  840. $user->base()->Add_Exp($num); # 加指挥官经验
  841. break;
  842. case META_GOLD_ITEMID: # 金币
  843. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  844. $user->base()->Add_Gold($num, $mask); # 增加金币
  845. break;
  846. case META_CASH_ITEMID: # 钻石
  847. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  848. $user->base()->Add_Cash($num, $mask); # 增加钻石
  849. break;
  850. case META_tili_ITEMID: # 体力
  851. // Data_UserGame::Add_tili($num);
  852. $user->base()->Add_tili($num); # 增加体力
  853. break;
  854. case META_FriendShipPoit_ItemId: # 友情值
  855. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  856. $user->base()->Add_FriendPoint($num); # 加友情点
  857. break;
  858. case META_PVPCOIN_ITEMID: # 竞技币
  859. $user->pvp->pvpCoins += $num;
  860. break;
  861. case META_ActivePoint_ITEMID:
  862. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  863. break;
  864. case META_RESPOINT_ITEMID:
  865. $user->base()->Add_resPoint($num); # 增加资源点
  866. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  867. break;
  868. case 101: # 武器
  869. for ($n = 0; $n < $num; $n++) {
  870. $cid = StoreProc::PutEquipInStore($itemId);
  871. }
  872. CornerSignEventProc::OnBag_new_Weapon();
  873. CornerSignEventProc::OnRoleWeapon();
  874. break;
  875. case 401: # 言灵
  876. for ($n = 0; $n < $num; $n++) {
  877. $cid = StoreProc::PutYanLingInStore($itemId);
  878. }
  879. CornerSignEventProc::OnBag_new_Yanling();
  880. CornerSignEventProc::OnRoleYanling();
  881. break;
  882. case 501: # 限购礼包
  883. $itemMO = GameConfig::item_package_getItem($itemId);
  884. my_Assert(null != $itemMO, ErrCode::err_const_no);
  885. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  886. my_Assert(ErrCode::ok == $err, $err);
  887. break;
  888. case 601: # 任务卡
  889. $cid = StoreProc::PutTaskCardInStore($itemId);
  890. break;
  891. case 201: # 碎片
  892. $segMo = GameConfig::item_segment_getItem($itemId);
  893. my_Assert($segMo != null, ErrCode::err_const_no);
  894. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  895. CornerSignEventProc::OnBag_new_Fragment();
  896. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  897. break;
  898. case 202: # 召唤书碎片
  899. case 351: # 言灵召唤书
  900. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  901. $book = GameConfig::item_yanlingbook_getItem($itemId);
  902. my_Assert(null != $book, ErrCode::err_const_no);
  903. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  904. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  905. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  906. case 1:
  907. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  908. break;
  909. case 2:
  910. CornerSignEventProc::OnCall_Magician_new(); # 法师
  911. break;
  912. case 3:
  913. CornerSignEventProc::OnCall_Archer_new(); # 射手
  914. break;
  915. default :
  916. break;
  917. }
  918. break;
  919. case 321: # 进阶材料
  920. case 322: # 进阶材料
  921. case 323: # 锻造材料
  922. case 324: # 魂器
  923. case 332: #普通祈愿券
  924. case 333: #活动祈愿券
  925. case 325: #元素突破材料
  926. case 326: #职业突破材料
  927. case 327: #言灵的突破石
  928. case 328: #言灵的突破材料
  929. case 329: #武器的突破石
  930. case 330: #武器的突破材料
  931. // 补给品
  932. case 341: # 血瓶
  933. case 342: # 能量瓶
  934. case 343: #
  935. case 344: # 回城券 -2022.4.13 海哥
  936. //
  937. case 701: #宝石
  938. case 702: #设计图纸
  939. case 703: #宝石辅助材料
  940. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  941. CornerSignEventProc::OnBag_new_Material();
  942. break;
  943. case 311: # 基因(经验丹)
  944. case 312: # 强化道具
  945. case 313:
  946. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  947. break;
  948. default :
  949. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  950. }
  951. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  952. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  953. }
  954. return ErrCode::ok; // 返回
  955. }
  956. public static function countStoreNum() {
  957. $user = ctx();
  958. //$num = 0;
  959. $itemDic = $user->store->items;
  960. //$num += count((array)$user->store->items);
  961. $itemNum = 0;
  962. foreach ($itemDic as $key => $num) {
  963. if ($num == 0) {
  964. continue;
  965. }
  966. if ($num > 99999) {
  967. $itemNum += 2;
  968. } else {
  969. $itemNum += 1;
  970. }
  971. }
  972. //var_dump($num);
  973. //var_dump('-----------------');
  974. $itemNum += count((array) $user->store->equipment);
  975. //var_dump($num);
  976. //var_dump('-----------------');
  977. $itemNum += count((array) $user->store->yanling);
  978. //var_dump($itemNum);
  979. return $itemNum;
  980. }
  981. /**
  982. * [6401]向包裹中添加物品
  983. */
  984. public static function AddItemInStore() {
  985. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  986. $user = ctx();
  987. if ($mask == 1) {
  988. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  989. } else {
  990. $err = self::AddMultiItemInStore($rwdStr);
  991. }
  992. my_Assert(ErrCode::ok == $err, $err);
  993. UserProc::updateUserInfo();
  994. return Resp::ok(array(
  995. 'gold' => $user->baseInfo->gold,
  996. 'tili' => $user->baseInfo->tili,
  997. 'cash' => $user->baseInfo->cash,
  998. 'resPoint' => $user->baseInfo->resPoint,
  999. 'store' => $user->store));
  1000. }
  1001. /**
  1002. * 将装备放入背包
  1003. * @param type $itemId
  1004. */
  1005. static function PutEquipInStore($itemId) {
  1006. $privateState = ctx()->privateState;
  1007. $unlockNum = $privateState->expandNum * 5;
  1008. //var_dump("wuqi==============");
  1009. $n = self::countStoreNum();
  1010. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1011. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1012. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  1013. ctx()->privateState->currentId = 1;
  1014. }
  1015. $cid = ctx()->privateState->currentId++;
  1016. //$equip = ObjectInit();
  1017. $equip = new Ins_Weapon();
  1018. $equip->typeId = $itemId;
  1019. ctx()->store->equipment->$cid = $equip;
  1020. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  1021. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
  1022. return $cid;
  1023. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  1024. }
  1025. /**
  1026. * 将言灵放入背包
  1027. * @param type $itemId
  1028. */
  1029. static function PutYanLingInStore($itemId) {
  1030. //my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  1031. $privateState = ctx()->privateState;
  1032. $unlockNum = $privateState->expandNum * 5;
  1033. //var_dump("yanling==============");
  1034. $n = self::countStoreNum();
  1035. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1036. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1037. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1038. ctx()->privateState->currentId = 1;
  1039. }
  1040. $cid = ctx()->privateState->currentId++;
  1041. //$equip = ObjectInit();
  1042. $equip = new Ins_YanLin();
  1043. $equip->typeId = $itemId;
  1044. ctx()->store->yanling->$cid = $equip;
  1045. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  1046. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
  1047. return $cid;
  1048. }
  1049. /**
  1050. * 将任务卡放入背包
  1051. * @param type $itemId
  1052. */
  1053. static function PutTaskCardInStore($itemId) {
  1054. $privateState = ctx()->privateState;
  1055. $unlockNum = $privateState->expandNum * 5;
  1056. //var_dump("task==============");
  1057. //$n = self::countStoreNum();
  1058. //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
  1059. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1060. ctx()->privateState->currentId = 1;
  1061. }
  1062. $cid = ctx()->privateState->currentId++;
  1063. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  1064. // var_dump($mo);
  1065. my_Assert(null != $mo, ErrCode::err_const_no);
  1066. $itembaseMo = GameConfig::item_base_getItem($itemId);
  1067. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  1068. if ($itembaseMo->pileNum > 0) { # 可叠加
  1069. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  1070. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  1071. // $taskCard = null;
  1072. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  1073. // $val = new Ins_TaskCard($val);
  1074. // if ($val->typeId == $itemId) {
  1075. // $taskCard = $val;
  1076. // break;
  1077. // }
  1078. // }
  1079. // if (null == $taskCard) { # 原来么有
  1080. // $taskCard = new Ins_TaskCard($itemId);
  1081. // $taskCard->uid = $cid;
  1082. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  1083. // }
  1084. // $taskCard->count += 1;
  1085. // </editor-fold>
  1086. } else {
  1087. $taskCard = new Ins_TaskCard($itemId);
  1088. $taskCard->uid = $cid;
  1089. ctx()->store->taskcards->$cid = $taskCard;
  1090. }
  1091. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  1092. if (null != $taskCard) {
  1093. $t = req()->paras;
  1094. req()->paras = array($cid);
  1095. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  1096. req()->paras = $t;
  1097. }
  1098. return $cid;
  1099. }
  1100. /**
  1101. * 将可叠加物品放入背包
  1102. * @param int $itemId
  1103. * @param int $num
  1104. */
  1105. static function PutOverlyingItemInStore($itemId, $num = 1) {
  1106. //var_dump("item==============".$itemId);
  1107. $unlockNum = ctx()->privateState->expandNum * 5;
  1108. $n = self::countStoreNum();
  1109. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1110. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1111. $items = ctx()->store->items; # dic: itemid=>number
  1112. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  1113. $items->$itemId += $num;
  1114. } else { # 如果仓库中没有这种元素,则其数目置为num
  1115. $items->$itemId = $num;
  1116. }
  1117. }
  1118. /**
  1119. * 物品包裹打散成独立道具到仓库
  1120. * @param GoodsItemModel $itemModel
  1121. * @deprecated since version now
  1122. */
  1123. static function addSeprateItem($itemModel) {
  1124. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  1125. }
  1126. /**
  1127. * [6416] 给英雄装上言灵
  1128. */
  1129. static function WearYanlingToHero() {
  1130. $user = ctx(); # user引用
  1131. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1132. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  1133. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  1134. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  1135. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  1136. Err(ErrCode::store_equipWeared_err);
  1137. }
  1138. $collectHeros = $user->heros->collectHeros; # 英雄集合
  1139. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  1140. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  1141. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1142. my_Assert($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.
  1143. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  1144. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  1145. if ($oldYLid > 0) { # 代表替换操作
  1146. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  1147. }
  1148. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  1149. $collectHeros->$herouid = $hero;
  1150. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  1151. UserProc::updateUserInfo(); # 5.回写数据
  1152. $ret = array('resp' => "succeed!",
  1153. 'store' => $user->store);
  1154. $resp = Resp::ok($ret); // 返回
  1155. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1156. return $resp;
  1157. }
  1158. /**
  1159. * [6417] 给英雄卸下言灵
  1160. * @deprecated since version 无法卸下,只能更换
  1161. */
  1162. static function UnWieldYanling() {
  1163. $user = ctx(); # user引用
  1164. list($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
  1165. $collectHeros = $user->heros->collectHeros;
  1166. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  1167. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1168. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1169. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  1170. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  1171. }
  1172. // $arr = $collectHeros->$herouid->yanling;
  1173. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  1174. // StlUtil::arrayRemove($arr, $yanling_uid);
  1175. // $collectHeros->$herouid->yanling = $arr;
  1176. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  1177. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  1178. UserProc::updateUserInfo(); # 回写数据
  1179. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  1180. // StoreProc::CheckItemNum($req);
  1181. return $resp;
  1182. }
  1183. /**
  1184. * [6410] 给英雄穿装备
  1185. */
  1186. static function WearEquipToHero() {
  1187. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1188. $user = ctx(); # user引用
  1189. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1190. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  1191. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  1192. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  1193. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  1194. }
  1195. $collectHeros = $user->heros->collectHeros;
  1196. my_default_Obj($collectHeros);
  1197. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  1198. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1199. my_Assert($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
  1200. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  1201. $oldEquipId = 0;
  1202. switch ($itemtype) { # 添加或替换英雄该部位的装备
  1203. case 1: # 武器
  1204. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  1205. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  1206. break;
  1207. case 2: # 防具
  1208. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  1209. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  1210. break;
  1211. case 3: # 饰品
  1212. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  1213. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  1214. break;
  1215. default :
  1216. Err(ErrCode::store_equip_type);
  1217. break;
  1218. }
  1219. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  1220. $user->store->equipment->$oldEquipId->herouid = 0;
  1221. }
  1222. UserProc::updateUserInfo(); // 5.回写数据
  1223. // StoreProc::CheckItemNum($req);
  1224. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  1225. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1226. return Resp::ok(array('resp' => "succeed!",
  1227. 'store' => $user->store)); // 返回
  1228. }
  1229. /**
  1230. * [6411] 给英雄脱装备
  1231. * @deprecated since version 不能卸下装备, 只能更换.
  1232. */
  1233. static function UnWieldEquip() {
  1234. list($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
  1235. $user = ctx(); # user引用
  1236. $collectHeros = $user->heros->collectHeros;
  1237. my_default_Obj($collectHeros);
  1238. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1239. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1240. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  1241. $user->store->equipment->$equipuid->herouid = 0;
  1242. }
  1243. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  1244. case 1: # 武器
  1245. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  1246. Err(ErrCode::store_noequip_err);
  1247. }
  1248. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  1249. break;
  1250. case 2: # 防具
  1251. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  1252. Err(ErrCode::store_noequip_err);
  1253. }
  1254. $collectHeros->$herouid->equip->armor->itemuid = 0;
  1255. break;
  1256. case 3: # 饰品
  1257. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  1258. Err(ErrCode::store_noequip_err);
  1259. }
  1260. $collectHeros->$herouid->equip->ring->itemuid = 0;
  1261. break;
  1262. default :
  1263. Err(ErrCode::store_equip_type);
  1264. }
  1265. UserProc::updateUserInfo(); # 回写数据
  1266. return Resp::ok(array('resp' => "succeed!")); // 返回
  1267. }
  1268. // </editor-fold>
  1269. //
  1270. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1271. //
  1272. /**
  1273. * 检查背包中物品的个数
  1274. * @return int
  1275. */
  1276. public static function CheckItemNum() {
  1277. $ItemObj = ctx()->store->items;
  1278. $EquipObj = ctx()->store->equipment;
  1279. $SegementObj = ctx()->store->segement;
  1280. $HeroObj = ctx()->heros->collectHeros;
  1281. $ItemNum = 0;
  1282. if ($ItemObj) {
  1283. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  1284. $ItemNum++;
  1285. }
  1286. }
  1287. if ($SegementObj) {
  1288. foreach ($SegementObj as $value) { # 碎片
  1289. $ItemNum++;
  1290. }
  1291. }
  1292. if ($EquipObj) {
  1293. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  1294. $ItemNum++;
  1295. }
  1296. }
  1297. if ($HeroObj) {
  1298. 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.
  1299. $HeroEquipId = $value->equip->weapon->itemuid;
  1300. if ($HeroEquipId > 0) {
  1301. $ItemNum--;
  1302. }
  1303. $HeroEquipId = $value->equip->armor->itemuid;
  1304. if ($HeroEquipId > 0) {
  1305. $ItemNum--;
  1306. }
  1307. $HeroEquipId = $value->equip->ring->itemuid;
  1308. if ($HeroEquipId > 0) {
  1309. $ItemNum--;
  1310. }
  1311. }
  1312. }
  1313. ctx()->privateState->ItemNum = $ItemNum;
  1314. return $ItemNum;
  1315. }
  1316. /**
  1317. * 获取物品格子的上限值---废弃了
  1318. * @return int 上限数值
  1319. */
  1320. // public static function GetItemMaxNum() {
  1321. // $user = ctx();
  1322. // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1323. // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1324. // }
  1325. // return $user->privateState->maxItemNum;
  1326. // }
  1327. /**
  1328. * 6412 背包扩容
  1329. */
  1330. public static function AddPacketNum() {
  1331. $user = ctx(); # user引用
  1332. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1333. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1334. }
  1335. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1336. my_Assert($costCash > 0, ErrCode::paras_err);
  1337. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1338. $user->privateState->maxItemNum += 10; # 扩容
  1339. UserProc::updateUserInfo(); # 保存玩家数据
  1340. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1341. StoreProc::CheckItemNum();
  1342. return $resp;
  1343. }
  1344. // </editor-fold>
  1345. //
  1346. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1347. //
  1348. /**
  1349. * 出售单一的物品
  1350. */
  1351. static function sellItem() {
  1352. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1353. }
  1354. /**
  1355. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1356. */
  1357. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1358. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1359. }
  1360. /**
  1361. * 6403 从背包出售多个物品
  1362. */
  1363. static function sellMultiItemFromStore() {
  1364. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1365. $obj = req()->paras[0]; // 获取物品的结构数组
  1366. foreach ($obj as $value) {
  1367. $type = $value[0];
  1368. $itemId = $value[1];
  1369. if ($type > 3) {
  1370. $count = intval($value[2]); // 数量
  1371. $uid = 0;
  1372. } 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
  1373. $count = 1;
  1374. $uid = $value[2];
  1375. }//物品的uid
  1376. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1377. }
  1378. if (0 == $resp->err) {
  1379. UserProc::updateUserInfo();
  1380. }
  1381. StoreProc::CheckItemNum();
  1382. return $resp;
  1383. }
  1384. // </editor-fold>
  1385. //
  1386. }