StoreProc.php 44 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. default:
  63. Err(ErrCode::cmd_err);
  64. }
  65. }
  66. /**
  67. * 武器升级
  68. */
  69. static function weaponUpgrade() {
  70. list($uid,$prizeCtx) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  71. $user = req()->userInfo->game;
  72. $equipment = $user->store->equipment;
  73. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  74. $myPacketItems = $user->store->items;
  75. $list = explode(';', $prizeCtx);
  76. $total = 0;
  77. foreach ($list as $key => $val) {
  78. $ctxList = explode(',', $val);
  79. $costItemId = $ctxList[0];
  80. $costNumber = $ctxList[1];
  81. my_Assert(CommUtil::isPropertyExists($myPacketItems,$costItemId), ErrCode::store_itemnotenough); #
  82. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);# 检查道具的数量,在背包中是否充足
  83. $mo = GameConfig::item_stones_getItem($costItemId);
  84. my_Assert($mo != null, ErrCode::err_const_no);
  85. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  86. $total += $mo->baseExp*$costNumber;
  87. }
  88. $equipVo = new Ins_Weapon($equipment->$uid);
  89. $equipVo->exp += $total;
  90. $curlevel = self::Upgrade($equipVo->exp);
  91. $equipVo->level = $curlevel;
  92. $user->store->equipment->$uid = $equipVo;
  93. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  94. UserProc::updateUserInfo(); # 回写玩家数据
  95. return Resp::ok(array(
  96. "store" => $user->store, # # 目前来看只涉及到items变化
  97. ));
  98. }
  99. /**
  100. * 武器升级计算
  101. * @param type $xp
  102. * @param type $type
  103. * @return type
  104. */
  105. static function Upgrade($xp,$type = 3) {
  106. $curLv = 0;
  107. $heroLvDic = GameConfig::weapon_levelexp();
  108. $f = (array) $heroLvDic;
  109. ksort($f);
  110. foreach ($f as $lv => $mo) {
  111. if($xp < $mo->needExp){
  112. $curLv = $lv-1;
  113. break;
  114. }
  115. if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  116. $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  117. break;
  118. }
  119. }
  120. return $curLv;
  121. }
  122. /**
  123. * 武器突破
  124. */
  125. static function weaponTupo() {
  126. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  127. $user = req()->userInfo->game;
  128. $equipment = $user->store->equipment;
  129. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  130. $typeId = $equipment->$uid->typeId;
  131. $curStar = $equipment->$uid->starLevel;
  132. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  133. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar+1);
  134. my_Assert($mo != null, ErrCode::err_const_no);
  135. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  136. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  137. my_Assert($user->baseInfo->gold >= $mo->gold , ErrCode::notenough_gold_msg);
  138. $segID = $mo->segID;
  139. my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  140. my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  141. $costItemsList = explode(';',$mo->costItems);
  142. foreach ($costItemsList as $value) {
  143. $list = explode(',', $value);
  144. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  145. }
  146. $user->store->items->$segID -= $mo->segNum;
  147. $user->baseInfo->gold -= $mo->gold;
  148. $equipment->$uid->starLevel += 1;
  149. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  150. $user->store->equipment = $equipment;
  151. req()->userInfo->game = $user;
  152. UserProc::updateUserInfo(); # 回写玩家数据
  153. return Resp::ok(array(
  154. "store" => $user->store, # # 目前来看只涉及到items变化
  155. ));
  156. }
  157. /**
  158. * [6420] 言灵进阶
  159. */
  160. static function YanlingUpgrade() {
  161. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  162. $user = req()->userInfo->game;
  163. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  164. $yanlingObj = $user->store->yanling->$yanlingUid;
  165. $yanlingMoId = $yanlingObj->typeId;
  166. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  167. $toGrade = $curGrade + 1; # 下一等阶
  168. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  169. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  170. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  171. $costs = explode(';', $toGradeCfg->cost_materials);
  172. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  173. foreach ($costs as $c) {
  174. list($itemId, $num) = explode(',', $c); # 解析材料
  175. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  176. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  177. }
  178. $yanlingObj->grade = $toGrade; # 修改进阶
  179. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  180. UserProc::updateUserInfo(); # 回写玩家数据
  181. return Resp::ok(array(
  182. "store" => $user->store, # # 目前来看只涉及到items变化
  183. ));
  184. }
  185. /**
  186. * [6418] 利用言灵召唤书碎片合成召唤书
  187. */
  188. static function MergeYanlingBook() {
  189. list($bookId) = req()->paras; # 参数 言灵召唤书id
  190. $user = req()->userInfo->game;
  191. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  192. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  193. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  194. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  195. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  196. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  197. UserProc::updateUserInfo(); # 回写数据
  198. return Resp::ok(array(
  199. "store" => $user->store, # # 目前来看只涉及到items变化
  200. ));
  201. }
  202. /**
  203. * [6419] 利用言灵召唤书召唤言灵
  204. */
  205. static function CallYanlingByBook() {
  206. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  207. $user = req()->userInfo->game;
  208. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  209. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  210. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  211. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  212. $costs = explode(';', $bookIdCfg->cost_materials);
  213. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  214. foreach ($costs as $c) {
  215. list($itemId, $num) = explode(',', $c); # 解析材料
  216. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  217. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  218. }
  219. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  220. UserProc::updateUserInfo(); # 回写数据
  221. return Resp::ok(array(
  222. "store" => $user->store, # # 目前来看只涉及到items变化
  223. ));
  224. }
  225. /**
  226. * 测试方法
  227. * @return type
  228. */
  229. static public function Test() {
  230. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  231. }
  232. /**
  233. * [6404] 使用仓库道具
  234. */
  235. static function useItem() {
  236. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  237. }
  238. /**
  239. * [6405] 刷新仓库列表
  240. */
  241. static function refreshStore() {
  242. StoreProc::CheckItemNum();
  243. return Resp::ok(array('store' => req()->userInfo->game->store));
  244. }
  245. /**
  246. * [6406] 从仓库删除道具
  247. */
  248. static function delItemFromStore() {
  249. list($itemId, $num) = req()->paras;
  250. $err = self::removeItemFromStore(req()->userInfo->game->store, $itemId, $num);
  251. my_Assert(ErrCode::ok == $err, $err);
  252. UserProc::updateUserInfo();
  253. return Resp::ok(array('store' => req()->userInfo->game->store));
  254. }
  255. /**
  256. * [6409] 合成道具
  257. */
  258. static public function composeItem() {
  259. Err(ErrCode::err_method_notimplement);
  260. }
  261. /**
  262. * [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)
  263. */
  264. static public function composePieces() {
  265. Err(ErrCode::err_method_notimplement);
  266. }
  267. // </editor-fold>
  268. // --------------- 以下为辅助方法 ------------------
  269. //
  270. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  271. /**
  272. * 从仓库中移除指定数量的物品
  273. * @param Info_Store $store
  274. * @param type $itemId
  275. * @param type $itemcount
  276. * @return type
  277. */
  278. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  279. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  280. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  281. $store->items->$itemId -= $itemcount;
  282. if ($store->items->$itemId == 0) {
  283. unset($store->items->$itemId);
  284. }
  285. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  286. return ErrCode::ok;
  287. }
  288. /**
  289. * 从仓库移出装备
  290. * @param type $itemId uid
  291. * @param Info_Store $store
  292. * @return boolean
  293. */
  294. static function removeEquipFromStore($uid, $typeId) {
  295. $ok = false;
  296. if (CommUtil::isPropertyExists(req()->userInfo->game->store->equipment, $uid)) {
  297. my_Assert($typeId == req()->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  298. unset(req()->userInfo->game->store->equipment->$uid);
  299. $ok = true;
  300. }
  301. return $ok;
  302. }
  303. /**
  304. * 从仓库移除碎片
  305. * @param Info_Store $store
  306. * @param int $segmentId
  307. * @param int $num
  308. * @return bool 成功/失败
  309. */
  310. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  311. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  312. && $store->segement->$segmentId >= $num) {
  313. $store->segement->$segmentId -= $num;
  314. return TRUE;
  315. }
  316. return false;
  317. }
  318. /**
  319. * 向仓库添加碎片
  320. * @param Info_Store $store
  321. * @param int $segmentId
  322. * @param int $num
  323. */
  324. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  325. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  326. $store->segement->$segmentId += $num;
  327. } else {
  328. $store->segement->$segmentId = $num;
  329. }
  330. $segMo = GameConfig::item_segment_getItem($segmentId);
  331. my_Assert($segMo != null, ErrCode::err_const_no);
  332. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  333. }
  334. // </editor-fold>
  335. //
  336. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  337. /**
  338. * 将其他物品放入仓库
  339. * @param type $itemId
  340. * @param Data_UserGame $game
  341. */
  342. static function PutItemInStore($itemId, &$game) {
  343. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  344. $game->store->items->$itemId += 1;
  345. } else {// 如果仓库中没有这种元素,则其数目置1
  346. $game->store->items->$itemId = 1;
  347. }
  348. }
  349. /**
  350. * 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
  351. * 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
  352. * @param string $goodsStr itemid,num;itemid,num;...
  353. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  354. * @deprecated since version 0
  355. * @return type
  356. */
  357. public static function AddMultiItemInStore($goodsStr, $src = 1) {
  358. $user = req()->userInfo->game;
  359. $ary = explode(";", $goodsStr);
  360. foreach ($ary as $value) {
  361. $val = explode(",", $value);
  362. $cid = "";
  363. my_Assert(count($val) > 1, "解析奖励字符串出错");
  364. list( $itemId, $num) = $val; # ID, 数量
  365. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  366. switch ($smItem->subType) { # 根据类型分别添加到容器中
  367. case META_EXP: # 指挥官经验
  368. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  369. $user->base()->Add_Exp($num); # 加指挥官经验
  370. break;
  371. case META_GOLD_ITEMID: # 金币
  372. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  373. $user->base()->Add_Gold($num); # 增加金币
  374. break;
  375. case META_CASH_ITEMID: # 钻石
  376. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  377. $user->base()->Add_Cash($num); # 增加钻石
  378. break;
  379. case META_tili_ITEMID: # 体力
  380. // Data_UserGame::Add_tili($num);
  381. $user->base()->Add_tili($num); # 增加体力
  382. break;
  383. case META_FriendShipPoit_ItemId: # 友情值
  384. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  385. $user->base()->Add_FriendPoint($num); # 加友情点
  386. break;
  387. case META_PVPCOIN_ITEMID: # 竞技币
  388. $user->pvp->pvpCoins += $num;
  389. break;
  390. case META_ActivePoint_ITEMID:
  391. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  392. break;
  393. case META_RESPOINT_ITEMID:
  394. $user->base()->Add_resPoint($num); # 增加资源点
  395. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  396. break;
  397. case 101: # 武器
  398. for ($n = 0; $n < $num; $n++) {
  399. $cid = StoreProc::PutEquipInStore($itemId);
  400. }
  401. CornerSignEventProc::OnBag_new_Weapon();
  402. break;
  403. case 401: # 言灵
  404. for ($n = 0; $n < $num; $n++) {
  405. $cid = StoreProc::PutYanLingInStore($itemId);
  406. }
  407. CornerSignEventProc::OnBag_new_Yanling();
  408. break;
  409. case 501: # 限购礼包
  410. $itemMO = GameConfig::item_package_getItem($itemId);
  411. my_Assert(null != $itemMO, ErrCode::err_const_no);
  412. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  413. my_Assert(ErrCode::ok == $err, $err);
  414. break;
  415. case 601: # 任务卡
  416. $cid = StoreProc::PutTaskCardInStore($itemId);
  417. break;
  418. case 201: # 碎片
  419. $segMo = GameConfig::item_segment_getItem($itemId);
  420. my_Assert($segMo != null, ErrCode::err_const_no);
  421. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  422. CornerSignEventProc::OnBag_new_Fragment();
  423. case 202: # 召唤书碎片
  424. case 312: # 言灵召唤/进阶材料
  425. case 351: # 言灵召唤书
  426. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  427. $book = GameConfig::item_yanlingbook_getItem($itemId);
  428. my_Assert(null != $book, ErrCode::err_const_no);
  429. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  430. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  431. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  432. case 1:
  433. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  434. break;
  435. case 2:
  436. CornerSignEventProc::OnCall_Magician_new(); # 法师
  437. break;
  438. case 3:
  439. CornerSignEventProc::OnCall_Archer_new(); # 射手
  440. break;
  441. default :
  442. break;
  443. }
  444. break;
  445. case 321: # 进阶材料
  446. case 322: # 进阶材料
  447. case 323: # 锻造材料
  448. case 324: # 魂器
  449. case 332:
  450. case 333:
  451. case 325:
  452. case 326:
  453. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  454. CornerSignEventProc::OnBag_new_Material();
  455. break;
  456. case 311: # 基因(经验丹)
  457. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  458. break;
  459. case 341: # 战场中掉落,不会进入包裹
  460. case 342:
  461. case 343:
  462. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  463. break;
  464. default :
  465. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  466. }
  467. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  468. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  469. }
  470. return ErrCode::ok; // 返回
  471. }
  472. /**
  473. * [6401]向包裹中添加物品
  474. */
  475. public static function AddItemInStore() {
  476. list($rwdStr) = req()->paras;
  477. $user = req()->userInfo->game;
  478. $err = self::AddMultiItemInStore($rwdStr);
  479. my_Assert(ErrCode::ok == $err, $err);
  480. UserProc::updateUserInfo();
  481. return Resp::ok(array(
  482. 'gold' => $user->baseInfo->gold,
  483. 'tili' => $user->baseInfo->tili,
  484. 'cash' => $user->baseInfo->cash,
  485. 'resPoint' => $user->baseInfo->resPoint,
  486. 'store' => $user->store));
  487. }
  488. /**
  489. * 将装备放入背包
  490. * @param type $itemId
  491. */
  492. static function PutEquipInStore($itemId) {
  493. $privateState = req()->userInfo->game->privateState;
  494. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  495. req()->userInfo->game->privateState->currentId = 1;
  496. }
  497. $cid = req()->userInfo->game->privateState->currentId++;
  498. $equip = ObjectInit();
  499. $equip->typeId = $itemId;
  500. req()->userInfo->game->store->equipment->$cid = $equip;
  501. return $cid;
  502. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  503. }
  504. /**
  505. * 将言灵放入背包
  506. * @param type $itemId
  507. */
  508. static function PutYanLingInStore($itemId) {
  509. my_Assert(count((array) req()->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  510. $privateState = req()->userInfo->game->privateState;
  511. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  512. req()->userInfo->game->privateState->currentId = 1;
  513. }
  514. $cid = req()->userInfo->game->privateState->currentId++;
  515. //$equip = ObjectInit();
  516. $equip = new Ins_YanLin();
  517. $equip->typeId = $itemId;
  518. req()->userInfo->game->store->yanling->$cid = $equip;
  519. return $cid;
  520. }
  521. /**
  522. * 将任务卡放入背包
  523. * @param type $itemId
  524. */
  525. static function PutTaskCardInStore($itemId) {
  526. $privateState = req()->userInfo->game->privateState;
  527. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  528. req()->userInfo->game->privateState->currentId = 1;
  529. }
  530. $cid = req()->userInfo->game->privateState->currentId++;
  531. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  532. my_Assert(null != $mo, ErrCode::err_const_no);
  533. $itembaseMo = GameConfig::item_base_getItem($itemId);
  534. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  535. if ($itembaseMo->pileNum > 0) { # 可叠加
  536. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  537. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  538. // $taskCard = null;
  539. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  540. // $val = new Ins_TaskCard($val);
  541. // if ($val->typeId == $itemId) {
  542. // $taskCard = $val;
  543. // break;
  544. // }
  545. // }
  546. // if (null == $taskCard) { # 原来么有
  547. // $taskCard = new Ins_TaskCard($itemId);
  548. // $taskCard->uid = $cid;
  549. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  550. // }
  551. // $taskCard->count += 1;
  552. // </editor-fold>
  553. } else {
  554. $taskCard = new Ins_TaskCard($itemId);
  555. $taskCard->uid = $cid;
  556. req()->userInfo->game->store->taskcards->$cid = $taskCard;
  557. }
  558. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  559. if (null != $taskCard) {
  560. req()->paras = array($cid);
  561. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  562. }
  563. return $cid;
  564. }
  565. /**
  566. * 将可叠加物品放入背包
  567. * @param int $itemId
  568. * @param int $num
  569. */
  570. static function PutOverlyingItemInStore($itemId, $num = 1) {
  571. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  572. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  573. $items->$itemId += $num;
  574. } else { # 如果仓库中没有这种元素,则其数目置为num
  575. $items->$itemId = $num;
  576. }
  577. }
  578. /**
  579. * 物品包裹打散成独立道具到仓库
  580. * @param GoodsItemModel $itemModel
  581. * @deprecated since version now
  582. */
  583. static function addSeprateItem($itemModel) {
  584. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  585. }
  586. /**
  587. * [6416] 给英雄装上言灵
  588. */
  589. static function WearYanlingToHero() {
  590. $user = req()->userInfo->game; # user引用
  591. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  592. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  593. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  594. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  595. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  596. Err(ErrCode::store_equipWeared_err);
  597. }
  598. $collectHeros = $user->heros->collectHeros; # 英雄集合
  599. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  600. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  601. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  602. my_Assert($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.
  603. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  604. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  605. if ($oldYLid > 0) { # 代表替换操作
  606. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  607. }
  608. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  609. $collectHeros->$herouid = $hero;
  610. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  611. UserProc::updateUserInfo(); # 5.回写数据
  612. $ret = array('resp' => "succeed!",
  613. 'store' => $user->store);
  614. $resp = Resp::ok($ret); // 返回
  615. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  616. return $resp;
  617. }
  618. /**
  619. * [6417] 给英雄卸下言灵
  620. * @deprecated since version 无法卸下,只能更换
  621. */
  622. static function UnWieldYanling() {
  623. $user = req()->userInfo->game; # user引用
  624. list($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
  625. $collectHeros = $user->heros->collectHeros;
  626. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  627. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  628. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  629. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  630. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  631. }
  632. // $arr = $collectHeros->$herouid->yanling;
  633. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  634. // StlUtil::arrayRemove($arr, $yanling_uid);
  635. // $collectHeros->$herouid->yanling = $arr;
  636. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  637. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  638. UserProc::updateUserInfo(); # 回写数据
  639. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  640. // StoreProc::CheckItemNum($req);
  641. return $resp;
  642. }
  643. /**
  644. * [6410] 给英雄穿装备
  645. */
  646. static function WearEquipToHero() {
  647. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  648. $user = req()->userInfo->game; # user引用
  649. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  650. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  651. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  652. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  653. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  654. }
  655. $collectHeros = $user->heros->collectHeros;
  656. my_default_Obj($collectHeros);
  657. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  658. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  659. my_Assert($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
  660. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  661. $oldEquipId = 0;
  662. switch ($itemtype) { # 添加或替换英雄该部位的装备
  663. case 1: # 武器
  664. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  665. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  666. break;
  667. case 2: # 防具
  668. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  669. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  670. break;
  671. case 3: # 饰品
  672. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  673. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  674. break;
  675. default :
  676. Err(ErrCode::store_equip_type);
  677. break;
  678. }
  679. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  680. $user->store->equipment->$oldEquipId->herouid = 0;
  681. }
  682. UserProc::updateUserInfo(); // 5.回写数据
  683. // StoreProc::CheckItemNum($req);
  684. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  685. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  686. return Resp::ok(array('resp' => "succeed!",
  687. 'store' => $user->store)); // 返回
  688. }
  689. /**
  690. * [6411] 给英雄脱装备
  691. * @deprecated since version 不能卸下装备, 只能更换.
  692. */
  693. static function UnWieldEquip() {
  694. list($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
  695. $user = req()->userInfo->game; # user引用
  696. $collectHeros = $user->heros->collectHeros;
  697. my_default_Obj($collectHeros);
  698. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  699. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  700. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  701. $user->store->equipment->$equipuid->herouid = 0;
  702. }
  703. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  704. case 1: # 武器
  705. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  706. Err(ErrCode::store_noequip_err);
  707. }
  708. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  709. break;
  710. case 2: # 防具
  711. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  712. Err(ErrCode::store_noequip_err);
  713. }
  714. $collectHeros->$herouid->equip->armor->itemuid = 0;
  715. break;
  716. case 3: # 饰品
  717. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  718. Err(ErrCode::store_noequip_err);
  719. }
  720. $collectHeros->$herouid->equip->ring->itemuid = 0;
  721. break;
  722. default :
  723. Err(ErrCode::store_equip_type);
  724. }
  725. UserProc::updateUserInfo(); # 回写数据
  726. return Resp::ok(array('resp' => "succeed!")); // 返回
  727. }
  728. // </editor-fold>
  729. //
  730. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  731. //
  732. /**
  733. * 检查背包中物品的个数
  734. * @return int
  735. */
  736. public static function CheckItemNum() {
  737. $ItemObj = req()->userInfo->game->store->items;
  738. $EquipObj = req()->userInfo->game->store->equipment;
  739. $SegementObj = req()->userInfo->game->store->segement;
  740. $HeroObj = req()->userInfo->game->heros->collectHeros;
  741. $ItemNum = 0;
  742. if ($ItemObj) {
  743. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  744. $ItemNum++;
  745. }
  746. }
  747. if ($SegementObj) {
  748. foreach ($SegementObj as $value) { # 碎片
  749. $ItemNum++;
  750. }
  751. }
  752. if ($EquipObj) {
  753. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  754. $ItemNum++;
  755. }
  756. }
  757. if ($HeroObj) {
  758. 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.
  759. $HeroEquipId = $value->equip->weapon->itemuid;
  760. if ($HeroEquipId > 0) {
  761. $ItemNum--;
  762. }
  763. $HeroEquipId = $value->equip->armor->itemuid;
  764. if ($HeroEquipId > 0) {
  765. $ItemNum--;
  766. }
  767. $HeroEquipId = $value->equip->ring->itemuid;
  768. if ($HeroEquipId > 0) {
  769. $ItemNum--;
  770. }
  771. }
  772. }
  773. req()->userInfo->game->privateState->ItemNum = $ItemNum;
  774. return $ItemNum;
  775. }
  776. /**
  777. * 获取物品格子的上限值
  778. * @return int 上限数值
  779. */
  780. public static function GetItemMaxNum() {
  781. $user = req()->userInfo->game;
  782. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  783. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  784. }
  785. return $user->privateState->maxItemNum;
  786. }
  787. /**
  788. * 6412 背包扩容
  789. */
  790. public static function AddPacketNum() {
  791. $user = req()->userInfo->game; # user引用
  792. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  793. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  794. }
  795. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  796. my_Assert($costCash > 0, ErrCode::paras_err);
  797. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  798. $user->privateState->maxItemNum += 10; # 扩容
  799. UserProc::updateUserInfo(); # 保存玩家数据
  800. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  801. StoreProc::CheckItemNum();
  802. return $resp;
  803. }
  804. // </editor-fold>
  805. //
  806. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  807. //
  808. /**
  809. * 出售单一的物品
  810. */
  811. static function sellItem() {
  812. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  813. }
  814. /**
  815. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  816. */
  817. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  818. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  819. }
  820. /**
  821. * 6403 从背包出售多个物品
  822. */
  823. static function sellMultiItemFromStore() {
  824. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  825. $obj = req()->paras[0]; // 获取物品的结构数组
  826. foreach ($obj as $value) {
  827. $type = $value[0];
  828. $itemId = $value[1];
  829. if ($type > 3) {
  830. $count = intval($value[2]); // 数量
  831. $uid = 0;
  832. } 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
  833. $count = 1;
  834. $uid = $value[2];
  835. }//物品的uid
  836. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  837. }
  838. if (0 == $resp->err) {
  839. UserProc::updateUserInfo();
  840. }
  841. StoreProc::CheckItemNum();
  842. return $resp;
  843. }
  844. // </editor-fold>
  845. //
  846. }