StoreProc.php 55 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. default:
  73. Err(ErrCode::cmd_err);
  74. }
  75. }
  76. /**
  77. * 宝石镶嵌
  78. */
  79. static function GemSetYanLing() {
  80. list($gemId,$yanlingUid) = req()->paras;
  81. $user = req()->userInfo->game;
  82. $yanling = $user->store->yanling;
  83. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  84. my_Assert(CommUtil::isPropertyExists($user->store->items,$gemId) && $user->store->items->$gemId >0, ErrCode::store_itemno_err);
  85. StoreProc::removeItemFromStore($user->store, $gemId);
  86. if(!StlUtil::dictHasProperty($yanling->$yanlingUid,"gemId")){//临时
  87. $yanling->$yanlingUid->gemId = 0;
  88. }
  89. $yanling->$yanlingUid->gemId = $gemId;
  90. $user->store->yanling = $yanling;
  91. req()->userInfo->game = $user;
  92. UserProc::updateUserInfo(); # 回写玩家数据
  93. return Resp::ok(array(
  94. "store" => $user->store, # # 目前来看只涉及到items变化
  95. ));
  96. }
  97. /**
  98. * 从严灵上卸下宝石
  99. */
  100. static function GemRemoveYanLing() {
  101. list($yanlingUid) = req()->paras;
  102. $user = req()->userInfo->game;
  103. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  104. $gemId = $user->store->yanling->$yanlingUid->gemId;
  105. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  106. $goodsStr = $gemId.",1";
  107. StoreProc::AddMultiItemInStore($goodsStr);
  108. $user->store->yanling->$yanlingUid->gemId = 0;
  109. req()->userInfo->game = $user;
  110. UserProc::updateUserInfo(); # 回写玩家数据
  111. return Resp::ok(array(
  112. "store" => $user->store, # # 目前来看只涉及到items变化
  113. ));
  114. }
  115. /**
  116. * 宝石合成
  117. */
  118. static function GemComposeItem() {
  119. list($gemId,$num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  120. $user = req()->userInfo->game;
  121. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  122. $mo = GameConfig::gem_formula_getItem($gemId);
  123. my_Assert($mo != null, ErrCode::err_const_no); #
  124. my_Assert($mo->levellimit >= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  125. $itemId = $mo->drawItem;
  126. if($itemId != ""){
  127. my_Assert(StlUtil::dictHasProperty($user->store->items,$itemId) && $user->store->items->$itemId>0 , ErrCode::store_GemComploseTuZhiNotEnough); #
  128. }
  129. if($mo->composeMaterial != ""){
  130. $mList = explode(',', $mo->composeMaterial);
  131. $itemId = $mList[0];
  132. $num = $mList[1];
  133. my_Assert(StlUtil::dictHasProperty($user->store->items,$itemId) && $user->store->items->$itemId> $num , ErrCode::store_GemComploseMaterialNotEnough);
  134. //扣除材料
  135. StoreProc::removeItemFromStore($user->store, $itemId,$num);
  136. }
  137. $gList = explode(',', $mo->composeGem);
  138. $itemId = $gList[0];
  139. my_Assert(StlUtil::dictHasProperty($user->store->items,$itemId) && $user->store->items->$itemId>$gList[1] , ErrCode::store_ComploseGemNotEnough);
  140. my_Assert($user->baseInfo->gold>=$mo->composeGold, ErrCode::notenough_gold_msg);
  141. //扣除配方金币 宝石
  142. $user->base(true)->Consume_Gold($mo->composeGold);
  143. StoreProc::removeItemFromStore($user->store, $gList[0],$gList[1]);
  144. req()->userInfo->game = $user;
  145. UserProc::updateUserInfo(); # 回写玩家数据
  146. return Resp::ok(array(
  147. "store" => $user->store, # # 目前来看只涉及到items变化
  148. 'gold' => $user->baseInfo->gold,
  149. ));
  150. }
  151. /**
  152. * 宝石合成的研究等级提升
  153. */
  154. static function GemResearchLvUp() {
  155. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  156. $user = req()->userInfo->game;
  157. $researchLevel = $user->Gem->level;//研究等级
  158. $mo = GameConfig::gem_researchlevel_getItem($researchLevel+1);
  159. my_Assert($mo != null, ErrCode::err_const_no);
  160. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  161. //$list = explode(',',$mo->unlockLevelGoldCost);
  162. my_Assert($mo->unlockLevelGoldCost<= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  163. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  164. $user->Gem->level += 1;
  165. req()->userInfo->game = $user;
  166. UserProc::updateUserInfo(); # 回写玩家数据
  167. return Resp::ok(array(
  168. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  169. 'gold' => $user->baseInfo->gold,
  170. ));
  171. }
  172. /**
  173. * 武器升级
  174. */
  175. static function weaponUpgrade() {
  176. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  177. $user = req()->userInfo->game;
  178. $equipment = $user->store->equipment;
  179. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  180. $myPacketItems = $user->store->items;
  181. //消耗材料道具
  182. $total = 0;
  183. $totalGold = 0;
  184. foreach ($items as $costItemId => $costNumber) {
  185. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  186. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  187. $mo = GameConfig::item_stones_getItem($costItemId);
  188. my_Assert($mo != null, ErrCode::err_const_no);
  189. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  190. $total += $mo->baseExp * $costNumber;
  191. $totalGold += $mo->costGold * $costNumber;
  192. }
  193. $wuqiExp = 0;
  194. //消耗武器
  195. foreach ($wuqiList as $wuqiId) {
  196. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  197. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  198. $baseExp = $mo->baseExp;
  199. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  200. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  201. $totalGold += $mo->costGold;
  202. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  203. }
  204. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  205. $equipVo = new Ins_Weapon($equipment->$uid);
  206. $initLevel = $equipVo->level;
  207. $equipVo->exp += $total + (int) $wuqiExp;
  208. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  209. $curStar = $equipVo->starLevel; #当前星级
  210. $equipVo->level = $curlevel;
  211. if ($curStar < 5) {
  212. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  213. if ($starlimitLv < $curlevel) {
  214. $equipVo->level = $starlimitLv;
  215. $equipVo->xp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  216. }
  217. }
  218. $user->store->equipment->$uid = $equipVo;
  219. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  220. $user->baseInfo->gold -= $totalGold;
  221. req()->userInfo->game = $user;
  222. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  223. if ($equipVo->level != $initLevel) {
  224. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  225. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId,"$equipVo->level");
  226. }
  227. UserProc::updateUserInfo(); # 回写玩家数据
  228. return Resp::ok(array(
  229. "store" => $user->store, # # 目前来看只涉及到items变化
  230. 'gold' => $user->baseInfo->gold,
  231. ));
  232. }
  233. /**
  234. * 武器升级计算
  235. * @param type $xp
  236. * @param type $type
  237. * @return type
  238. */
  239. static function Upgrade($xp, $qual, $type) {
  240. $curLv = 0;
  241. if ($type == Enum_UpgradeType::Wuqi) {
  242. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  243. } else {
  244. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  245. }
  246. $f = (array) $heroLvDic;
  247. ksort($f);
  248. foreach ($f as $lv => $mo) {
  249. if ($xp < $mo->requiredExp) {
  250. $curLv = $lv - 1;
  251. break;
  252. }
  253. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  254. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  255. // break;
  256. // }
  257. }
  258. return $curLv;
  259. }
  260. /**
  261. * 武器突破
  262. */
  263. static function weaponTupo() {
  264. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  265. $user = req()->userInfo->game;
  266. $equipment = $user->store->equipment;
  267. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  268. $typeId = $equipment->$uid->typeId;
  269. $curStar = $equipment->$uid->starLevel;
  270. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  271. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  272. my_Assert($mo != null, ErrCode::err_const_no);
  273. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  274. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  275. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  276. // $segID = $mo->segID;
  277. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  278. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  279. $costItemsList = explode(';', $mo->costItems);
  280. foreach ($costItemsList as $value) {
  281. $list = explode(',', $value);
  282. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  283. }
  284. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  285. $user->baseInfo->gold -= $mo->gold;
  286. $equipment->$uid->starLevel += 1;
  287. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  288. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  289. $user->store->equipment = $equipment;
  290. req()->userInfo->game = $user;
  291. UserProc::updateUserInfo(); # 回写玩家数据
  292. return Resp::ok(array(
  293. "store" => $user->store, # # 目前来看只涉及到items变化
  294. 'gold' => $user->baseInfo->gold,
  295. ));
  296. }
  297. /**
  298. * 武器替换
  299. * @return type
  300. */
  301. static function weaponReplace() {
  302. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  303. $user = req()->userInfo->game;
  304. $equipment = $user->store->equipment;
  305. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  306. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  307. $herouid = $equipment->$uid->herouid;
  308. $herouid_replace = $equipment->$replaceId->herouid;
  309. $equipment->$replaceId->herouid = $herouid;
  310. $equipment->$uid->herouid = $herouid_replace;
  311. $user->store->equipment = $equipment;
  312. req()->userInfo->game = $user;
  313. UserProc::updateUserInfo(); # 回写玩家数据
  314. return Resp::ok(array(
  315. "store" => $user->store, # # 目前来看只涉及到items变化
  316. ));
  317. }
  318. /**
  319. * [6420] 言灵进阶
  320. */
  321. static function YanlingUpgrade() {
  322. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  323. $user = req()->userInfo->game;
  324. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  325. $yanlingObj = $user->store->yanling->$yanlingUid;
  326. $yanlingMoId = $yanlingObj->typeId;
  327. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  328. $toGrade = $curGrade + 1; # 下一等阶
  329. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  330. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  331. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  332. $costs = explode(';', $toGradeCfg->cost_materials);
  333. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  334. foreach ($costs as $c) {
  335. list($itemId, $num) = explode(',', $c); # 解析材料
  336. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  337. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  338. }
  339. $yanlingObj->grade = $toGrade; # 修改进阶
  340. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  341. UserProc::updateUserInfo(); # 回写玩家数据
  342. return Resp::ok(array(
  343. "store" => $user->store, # # 目前来看只涉及到items变化
  344. ));
  345. }
  346. /**
  347. * [6418] 利用言灵召唤书碎片合成召唤书
  348. */
  349. static function MergeYanlingBook() {
  350. list($bookId) = req()->paras; # 参数 言灵召唤书id
  351. $user = req()->userInfo->game;
  352. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  353. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  354. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  355. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  356. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  357. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  358. UserProc::updateUserInfo(); # 回写数据
  359. return Resp::ok(array(
  360. "store" => $user->store, # # 目前来看只涉及到items变化
  361. ));
  362. }
  363. /**
  364. * [6419] 利用言灵召唤书召唤言灵
  365. */
  366. static function CallYanlingByBook() {
  367. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  368. $user = req()->userInfo->game;
  369. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  370. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  371. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  372. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  373. $costs = explode(';', $bookIdCfg->cost_materials);
  374. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  375. foreach ($costs as $c) {
  376. list($itemId, $num) = explode(',', $c); # 解析材料
  377. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  378. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  379. }
  380. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  381. UserProc::updateUserInfo(); # 回写数据
  382. return Resp::ok(array(
  383. "store" => $user->store, # # 目前来看只涉及到items变化
  384. ));
  385. }
  386. /**
  387. * 测试方法
  388. * @return type
  389. */
  390. static public function Test() {
  391. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  392. }
  393. /**
  394. * [6404] 使用仓库道具
  395. */
  396. static function useItem() {
  397. list($itemType, $num) = req()->paras; # 提取参数
  398. $mo = GameConfig::item_base_getItem($itemType);
  399. my_Assert(null != $mo, ErrCode::err_const_no);
  400. switch ($mo->subType) {
  401. case 601: # 任务卡
  402. my_Assert($num == 1, "任务卡一次只能使用一张!");
  403. $store = req()->userInfo->game->store();
  404. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  405. my_Assert(ErrCode::ok == $err, $err);
  406. StoreProc::PutTaskCardInStore($itemType);
  407. req()->userInfo->game->store = $store;
  408. break;
  409. default :
  410. break;
  411. }
  412. UserProc::updateUserInfo();
  413. return Resp::ok(array(
  414. 'priv' => req()->userInfo->game->privateState,
  415. 'store' => req()->userInfo->game->store));
  416. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  417. }
  418. /**
  419. * [6405] 刷新仓库列表
  420. */
  421. static function refreshStore() {
  422. StoreProc::CheckItemNum();
  423. return Resp::ok(array('store' => req()->userInfo->game->store));
  424. }
  425. /**
  426. * [6406] 从仓库删除道具
  427. */
  428. static function delItemFromStore() {
  429. list($itemId, $num) = req()->paras;
  430. $err = self::removeItemFromStore(req()->userInfo->game->store, $itemId, $num);
  431. my_Assert(ErrCode::ok == $err, $err);
  432. UserProc::updateUserInfo();
  433. return Resp::ok(array('store' => req()->userInfo->game->store));
  434. }
  435. /**
  436. * [6409] 合成道具
  437. */
  438. static public function composeItem() {
  439. Err(ErrCode::err_method_notimplement);
  440. }
  441. /**
  442. * [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)
  443. */
  444. static public function composePieces() {
  445. Err(ErrCode::err_method_notimplement);
  446. }
  447. // </editor-fold>
  448. // --------------- 以下为辅助方法 ------------------
  449. //
  450. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  451. /**
  452. * 从仓库中移除指定数量的物品
  453. * @param Info_Store $store
  454. * @param type $itemId
  455. * @param type $itemcount
  456. * @return type
  457. */
  458. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  459. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  460. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  461. $store->items->$itemId -= $itemcount;
  462. if ($store->items->$itemId == 0) {
  463. unset($store->items->$itemId);
  464. }
  465. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  466. return ErrCode::ok;
  467. }
  468. /**
  469. * 从仓库移出装备
  470. * @param type $itemId uid
  471. * @param Info_Store $store
  472. * @return boolean
  473. */
  474. static function removeEquipFromStore($uid, $typeId) {
  475. $ok = false;
  476. if (CommUtil::isPropertyExists(req()->userInfo->game->store->equipment, $uid)) {
  477. my_Assert($typeId == req()->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  478. unset(req()->userInfo->game->store->equipment->$uid);
  479. $ok = true;
  480. }
  481. return $ok;
  482. }
  483. /**
  484. * 从仓库移除碎片
  485. * @param Info_Store $store
  486. * @param int $segmentId
  487. * @param int $num
  488. * @return bool 成功/失败
  489. */
  490. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  491. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  492. && $store->segement->$segmentId >= $num) {
  493. $store->segement->$segmentId -= $num;
  494. return TRUE;
  495. }
  496. return false;
  497. }
  498. /**
  499. * 向仓库添加碎片
  500. * @param Info_Store $store
  501. * @param int $segmentId
  502. * @param int $num
  503. */
  504. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  505. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  506. $store->segement->$segmentId += $num;
  507. } else {
  508. $store->segement->$segmentId = $num;
  509. }
  510. $segMo = GameConfig::item_segment_getItem($segmentId);
  511. my_Assert($segMo != null, ErrCode::err_const_no);
  512. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  513. }
  514. // </editor-fold>
  515. //
  516. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  517. /**
  518. * 将其他物品放入仓库
  519. * @param type $itemId
  520. * @param Data_UserGame $game
  521. */
  522. static function PutItemInStore($itemId, &$game) {
  523. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  524. $game->store->items->$itemId += 1;
  525. } else {// 如果仓库中没有这种元素,则其数目置1
  526. $game->store->items->$itemId = 1;
  527. }
  528. }
  529. /**
  530. * 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
  531. * 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
  532. * @param string $goodsStr itemid,num;itemid,num;...
  533. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  534. * @deprecated since version 0
  535. * @return type
  536. */
  537. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  538. $user = req()->userInfo->game;
  539. $ary = explode(";", $goodsStr);
  540. foreach ($ary as $value) {
  541. $val = explode(",", $value);
  542. $cid = "";
  543. my_Assert(count($val) > 1, "解析奖励字符串出错");
  544. list( $itemId, $num) = $val; # ID, 数量
  545. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  546. switch ($smItem->subType) { # 根据类型分别添加到容器中
  547. case META_EXP: # 指挥官经验
  548. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  549. $user->base()->Add_Exp($num); # 加指挥官经验
  550. break;
  551. case META_GOLD_ITEMID: # 金币
  552. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  553. $user->base()->Add_Gold($num, $mask); # 增加金币
  554. break;
  555. case META_CASH_ITEMID: # 钻石
  556. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  557. $user->base()->Add_Cash($num, $mask); # 增加钻石
  558. break;
  559. case META_tili_ITEMID: # 体力
  560. // Data_UserGame::Add_tili($num);
  561. $user->base()->Add_tili($num); # 增加体力
  562. break;
  563. case META_FriendShipPoit_ItemId: # 友情值
  564. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  565. $user->base()->Add_FriendPoint($num); # 加友情点
  566. break;
  567. case META_PVPCOIN_ITEMID: # 竞技币
  568. $user->pvp->pvpCoins += $num;
  569. break;
  570. case META_ActivePoint_ITEMID:
  571. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  572. break;
  573. case META_RESPOINT_ITEMID:
  574. $user->base()->Add_resPoint($num); # 增加资源点
  575. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  576. break;
  577. case 101: # 武器
  578. for ($n = 0; $n < $num; $n++) {
  579. $cid = StoreProc::PutEquipInStore($itemId);
  580. }
  581. CornerSignEventProc::OnBag_new_Weapon();
  582. break;
  583. case 401: # 言灵
  584. for ($n = 0; $n < $num; $n++) {
  585. $cid = StoreProc::PutYanLingInStore($itemId);
  586. }
  587. CornerSignEventProc::OnBag_new_Yanling();
  588. break;
  589. case 501: # 限购礼包
  590. $itemMO = GameConfig::item_package_getItem($itemId);
  591. my_Assert(null != $itemMO, ErrCode::err_const_no);
  592. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  593. my_Assert(ErrCode::ok == $err, $err);
  594. break;
  595. case 601: # 任务卡
  596. $cid = StoreProc::PutTaskCardInStore($itemId);
  597. break;
  598. case 201: # 碎片
  599. $segMo = GameConfig::item_segment_getItem($itemId);
  600. my_Assert($segMo != null, ErrCode::err_const_no);
  601. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  602. CornerSignEventProc::OnBag_new_Fragment();
  603. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  604. break;
  605. case 202: # 召唤书碎片
  606. case 351: # 言灵召唤书
  607. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  608. $book = GameConfig::item_yanlingbook_getItem($itemId);
  609. my_Assert(null != $book, ErrCode::err_const_no);
  610. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  611. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  612. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  613. case 1:
  614. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  615. break;
  616. case 2:
  617. CornerSignEventProc::OnCall_Magician_new(); # 法师
  618. break;
  619. case 3:
  620. CornerSignEventProc::OnCall_Archer_new(); # 射手
  621. break;
  622. default :
  623. break;
  624. }
  625. break;
  626. case 321: # 进阶材料
  627. case 322: # 进阶材料
  628. case 323: # 锻造材料
  629. case 324: # 魂器
  630. case 332: #普通祈愿券
  631. case 333: #活动祈愿券
  632. case 325: #元素突破材料
  633. case 326: #职业突破材料
  634. case 327: #言灵的突破石
  635. case 328: #言灵的突破材料
  636. case 329: #武器的突破石
  637. case 330: #武器的突破材料
  638. case 701: #宝石
  639. case 702: #设计图纸
  640. case 703: #宝石辅助材料
  641. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  642. CornerSignEventProc::OnBag_new_Material();
  643. break;
  644. case 311: # 基因(经验丹)
  645. case 312: # 强化道具
  646. case 313:
  647. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  648. break;
  649. case 341: # 战场中掉落,不会进入包裹
  650. case 342:
  651. case 343:
  652. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  653. break;
  654. default :
  655. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  656. }
  657. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  658. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  659. }
  660. return ErrCode::ok; // 返回
  661. }
  662. /**
  663. * [6401]向包裹中添加物品
  664. */
  665. public static function AddItemInStore() {
  666. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  667. $user = req()->userInfo->game;
  668. if ($mask == 1) {
  669. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  670. } else {
  671. $err = self::AddMultiItemInStore($rwdStr);
  672. }
  673. my_Assert(ErrCode::ok == $err, $err);
  674. UserProc::updateUserInfo();
  675. return Resp::ok(array(
  676. 'gold' => $user->baseInfo->gold,
  677. 'tili' => $user->baseInfo->tili,
  678. 'cash' => $user->baseInfo->cash,
  679. 'resPoint' => $user->baseInfo->resPoint,
  680. 'store' => $user->store));
  681. }
  682. /**
  683. * 将装备放入背包
  684. * @param type $itemId
  685. */
  686. static function PutEquipInStore($itemId) {
  687. $privateState = req()->userInfo->game->privateState;
  688. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  689. req()->userInfo->game->privateState->currentId = 1;
  690. }
  691. $cid = req()->userInfo->game->privateState->currentId++;
  692. //$equip = ObjectInit();
  693. $equip = new Ins_Weapon();
  694. $equip->typeId = $itemId;
  695. req()->userInfo->game->store->equipment->$cid = $equip;
  696. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  697. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId,"1");
  698. return $cid;
  699. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  700. }
  701. /**
  702. * 将言灵放入背包
  703. * @param type $itemId
  704. */
  705. static function PutYanLingInStore($itemId) {
  706. my_Assert(count((array) req()->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  707. $privateState = req()->userInfo->game->privateState;
  708. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  709. req()->userInfo->game->privateState->currentId = 1;
  710. }
  711. $cid = req()->userInfo->game->privateState->currentId++;
  712. //$equip = ObjectInit();
  713. $equip = new Ins_YanLin();
  714. $equip->typeId = $itemId;
  715. req()->userInfo->game->store->yanling->$cid = $equip;
  716. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  717. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId,"1");
  718. return $cid;
  719. }
  720. /**
  721. * 将任务卡放入背包
  722. * @param type $itemId
  723. */
  724. static function PutTaskCardInStore($itemId) {
  725. $privateState = req()->userInfo->game->privateState;
  726. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  727. req()->userInfo->game->privateState->currentId = 1;
  728. }
  729. $cid = req()->userInfo->game->privateState->currentId++;
  730. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  731. my_Assert(null != $mo, ErrCode::err_const_no);
  732. $itembaseMo = GameConfig::item_base_getItem($itemId);
  733. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  734. if ($itembaseMo->pileNum > 0) { # 可叠加
  735. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  736. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  737. // $taskCard = null;
  738. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  739. // $val = new Ins_TaskCard($val);
  740. // if ($val->typeId == $itemId) {
  741. // $taskCard = $val;
  742. // break;
  743. // }
  744. // }
  745. // if (null == $taskCard) { # 原来么有
  746. // $taskCard = new Ins_TaskCard($itemId);
  747. // $taskCard->uid = $cid;
  748. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  749. // }
  750. // $taskCard->count += 1;
  751. // </editor-fold>
  752. } else {
  753. $taskCard = new Ins_TaskCard($itemId);
  754. $taskCard->uid = $cid;
  755. req()->userInfo->game->store->taskcards->$cid = $taskCard;
  756. }
  757. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  758. if (null != $taskCard) {
  759. req()->paras = array($cid);
  760. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  761. }
  762. return $cid;
  763. }
  764. /**
  765. * 将可叠加物品放入背包
  766. * @param int $itemId
  767. * @param int $num
  768. */
  769. static function PutOverlyingItemInStore($itemId, $num = 1) {
  770. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  771. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  772. $items->$itemId += $num;
  773. } else { # 如果仓库中没有这种元素,则其数目置为num
  774. $items->$itemId = $num;
  775. }
  776. }
  777. /**
  778. * 物品包裹打散成独立道具到仓库
  779. * @param GoodsItemModel $itemModel
  780. * @deprecated since version now
  781. */
  782. static function addSeprateItem($itemModel) {
  783. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  784. }
  785. /**
  786. * [6416] 给英雄装上言灵
  787. */
  788. static function WearYanlingToHero() {
  789. $user = req()->userInfo->game; # user引用
  790. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  791. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  792. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  793. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  794. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  795. Err(ErrCode::store_equipWeared_err);
  796. }
  797. $collectHeros = $user->heros->collectHeros; # 英雄集合
  798. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  799. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  800. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  801. my_Assert($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.
  802. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  803. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  804. if ($oldYLid > 0) { # 代表替换操作
  805. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  806. }
  807. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  808. $collectHeros->$herouid = $hero;
  809. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  810. UserProc::updateUserInfo(); # 5.回写数据
  811. $ret = array('resp' => "succeed!",
  812. 'store' => $user->store);
  813. $resp = Resp::ok($ret); // 返回
  814. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  815. return $resp;
  816. }
  817. /**
  818. * [6417] 给英雄卸下言灵
  819. * @deprecated since version 无法卸下,只能更换
  820. */
  821. static function UnWieldYanling() {
  822. $user = req()->userInfo->game; # user引用
  823. list($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
  824. $collectHeros = $user->heros->collectHeros;
  825. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  826. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  827. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  828. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  829. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  830. }
  831. // $arr = $collectHeros->$herouid->yanling;
  832. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  833. // StlUtil::arrayRemove($arr, $yanling_uid);
  834. // $collectHeros->$herouid->yanling = $arr;
  835. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  836. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  837. UserProc::updateUserInfo(); # 回写数据
  838. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  839. // StoreProc::CheckItemNum($req);
  840. return $resp;
  841. }
  842. /**
  843. * [6410] 给英雄穿装备
  844. */
  845. static function WearEquipToHero() {
  846. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  847. $user = req()->userInfo->game; # user引用
  848. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  849. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  850. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  851. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  852. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  853. }
  854. $collectHeros = $user->heros->collectHeros;
  855. my_default_Obj($collectHeros);
  856. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  857. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  858. my_Assert($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
  859. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  860. $oldEquipId = 0;
  861. switch ($itemtype) { # 添加或替换英雄该部位的装备
  862. case 1: # 武器
  863. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  864. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  865. break;
  866. case 2: # 防具
  867. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  868. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  869. break;
  870. case 3: # 饰品
  871. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  872. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  873. break;
  874. default :
  875. Err(ErrCode::store_equip_type);
  876. break;
  877. }
  878. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  879. $user->store->equipment->$oldEquipId->herouid = 0;
  880. }
  881. UserProc::updateUserInfo(); // 5.回写数据
  882. // StoreProc::CheckItemNum($req);
  883. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  884. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  885. return Resp::ok(array('resp' => "succeed!",
  886. 'store' => $user->store)); // 返回
  887. }
  888. /**
  889. * [6411] 给英雄脱装备
  890. * @deprecated since version 不能卸下装备, 只能更换.
  891. */
  892. static function UnWieldEquip() {
  893. list($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
  894. $user = req()->userInfo->game; # user引用
  895. $collectHeros = $user->heros->collectHeros;
  896. my_default_Obj($collectHeros);
  897. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  898. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  899. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  900. $user->store->equipment->$equipuid->herouid = 0;
  901. }
  902. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  903. case 1: # 武器
  904. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  905. Err(ErrCode::store_noequip_err);
  906. }
  907. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  908. break;
  909. case 2: # 防具
  910. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  911. Err(ErrCode::store_noequip_err);
  912. }
  913. $collectHeros->$herouid->equip->armor->itemuid = 0;
  914. break;
  915. case 3: # 饰品
  916. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  917. Err(ErrCode::store_noequip_err);
  918. }
  919. $collectHeros->$herouid->equip->ring->itemuid = 0;
  920. break;
  921. default :
  922. Err(ErrCode::store_equip_type);
  923. }
  924. UserProc::updateUserInfo(); # 回写数据
  925. return Resp::ok(array('resp' => "succeed!")); // 返回
  926. }
  927. // </editor-fold>
  928. //
  929. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  930. //
  931. /**
  932. * 检查背包中物品的个数
  933. * @return int
  934. */
  935. public static function CheckItemNum() {
  936. $ItemObj = req()->userInfo->game->store->items;
  937. $EquipObj = req()->userInfo->game->store->equipment;
  938. $SegementObj = req()->userInfo->game->store->segement;
  939. $HeroObj = req()->userInfo->game->heros->collectHeros;
  940. $ItemNum = 0;
  941. if ($ItemObj) {
  942. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  943. $ItemNum++;
  944. }
  945. }
  946. if ($SegementObj) {
  947. foreach ($SegementObj as $value) { # 碎片
  948. $ItemNum++;
  949. }
  950. }
  951. if ($EquipObj) {
  952. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  953. $ItemNum++;
  954. }
  955. }
  956. if ($HeroObj) {
  957. 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.
  958. $HeroEquipId = $value->equip->weapon->itemuid;
  959. if ($HeroEquipId > 0) {
  960. $ItemNum--;
  961. }
  962. $HeroEquipId = $value->equip->armor->itemuid;
  963. if ($HeroEquipId > 0) {
  964. $ItemNum--;
  965. }
  966. $HeroEquipId = $value->equip->ring->itemuid;
  967. if ($HeroEquipId > 0) {
  968. $ItemNum--;
  969. }
  970. }
  971. }
  972. req()->userInfo->game->privateState->ItemNum = $ItemNum;
  973. return $ItemNum;
  974. }
  975. /**
  976. * 获取物品格子的上限值
  977. * @return int 上限数值
  978. */
  979. public static function GetItemMaxNum() {
  980. $user = req()->userInfo->game;
  981. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  982. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  983. }
  984. return $user->privateState->maxItemNum;
  985. }
  986. /**
  987. * 6412 背包扩容
  988. */
  989. public static function AddPacketNum() {
  990. $user = req()->userInfo->game; # user引用
  991. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  992. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  993. }
  994. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  995. my_Assert($costCash > 0, ErrCode::paras_err);
  996. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  997. $user->privateState->maxItemNum += 10; # 扩容
  998. UserProc::updateUserInfo(); # 保存玩家数据
  999. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1000. StoreProc::CheckItemNum();
  1001. return $resp;
  1002. }
  1003. // </editor-fold>
  1004. //
  1005. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1006. //
  1007. /**
  1008. * 出售单一的物品
  1009. */
  1010. static function sellItem() {
  1011. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1012. }
  1013. /**
  1014. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1015. */
  1016. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1017. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1018. }
  1019. /**
  1020. * 6403 从背包出售多个物品
  1021. */
  1022. static function sellMultiItemFromStore() {
  1023. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1024. $obj = req()->paras[0]; // 获取物品的结构数组
  1025. foreach ($obj as $value) {
  1026. $type = $value[0];
  1027. $itemId = $value[1];
  1028. if ($type > 3) {
  1029. $count = intval($value[2]); // 数量
  1030. $uid = 0;
  1031. } 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
  1032. $count = 1;
  1033. $uid = $value[2];
  1034. }//物品的uid
  1035. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1036. }
  1037. if (0 == $resp->err) {
  1038. UserProc::updateUserInfo();
  1039. }
  1040. StoreProc::CheckItemNum();
  1041. return $resp;
  1042. }
  1043. // </editor-fold>
  1044. //
  1045. }