StoreProc.php 64 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::map_buyWeapon: #6429
  75. return self::buyWeapon();
  76. case CmdCode::map_getShopWeapon: # 6430
  77. return self::getShopWeapon();
  78. case CmdCode::map_buySupplies: #6431 购买补给品
  79. return self::buySupplies();
  80. default:
  81. Err(ErrCode::cmd_err);
  82. }
  83. }
  84. /**
  85. * 6431 购买补给品
  86. */
  87. public static function buySupplies() {
  88. $npcid = req()->paras[0]; # 提取参数
  89. $itemid = req()->paras[1]; # 提取参数
  90. $num = req()->paras[2]; # 提取参数
  91. //补充shop_supplies的mo
  92. $mo = GameConfig::shop_supplies_getItem($npcid, $itemid);
  93. my_Assert($mo != null, ErrCode::err_const_no);
  94. my_Assert($num <= $mo->num, ErrCode::err_const_no);
  95. req()->userInfo->game->base(true)->Consume_Gold($mo->cost * $num);
  96. $goodsStr = $itemid . ',' . $num;
  97. StoreProc::AddMultiItemInStore($goodsStr);
  98. UserProc::updateUserInfo();
  99. return Resp::ok();
  100. }
  101. /**
  102. *
  103. */
  104. public static function getShopWeapon() {
  105. $npcid = req()->paras[0]; # 提取参数
  106. self::DailyRefreshWeapon($npcid);
  107. UserProc::updateUserInfo();
  108. return Resp::ok(ctx()->store());
  109. }
  110. /**
  111. *
  112. * @return type
  113. */
  114. public static function buyWeapon() {
  115. $npcid = req()->paras[0]; # 提取参数
  116. $weaponId = req()->paras[1]; # 提取参数
  117. $store = ctx()->store(true);
  118. $type = 0;
  119. $tag = true;
  120. if (StlUtil::dictHasProperty($store->weaponReward, $npcid)) {
  121. $dic = $store->weaponReward->$npcid;
  122. foreach ($dic as $k => $list) {
  123. if (in_array($weaponId, $list)) {
  124. $tag = false;
  125. break;
  126. }
  127. }
  128. } else {
  129. $tag = false;
  130. }
  131. my_Assert($tag == false, ErrCode::store_weaponCantBuy);
  132. $list = GameConfig::shop_weapon_getItemArray($npcid);
  133. $cost = 0;
  134. foreach ($list as $item) {
  135. $weaponList = explode(';', $item->weaponlist);
  136. foreach ($weaponList as $value) {
  137. $pList = explode(',', $value);
  138. if (in_array($weaponId, $pList)) {
  139. $type = $item->id;
  140. $cost = $item->cost;
  141. break 2;
  142. }
  143. }
  144. }
  145. ctx()->base(true)->Consume_Gold($cost);
  146. $store->weaponReward->$npcid->$type[] = $weaponId;
  147. ctx()->store = $store;
  148. UserProc::updateUserInfo();
  149. return Resp::ok($store);
  150. }
  151. /*
  152. * 每日刷新武器
  153. */
  154. public static function DailyRefreshWeapon($npcid = null) {
  155. //没有数据初始化,有数据不在管
  156. if ($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)) {
  157. $list = GameConfig::shop_weapon_getItemArray($npcid);
  158. foreach ($list as $value) {
  159. $ret = new \stdClass();
  160. $arr = explode(';', $value->weaponlist);
  161. foreach ($arr as $item) {
  162. $itemList = explode(',', $item);
  163. $id = $itemList[0];
  164. $per = $itemList[1];
  165. $ret->$id = $per;
  166. }
  167. $retArr = array();
  168. $type = $value->id;
  169. $pArr = self::randweapon($ret, $value->num);
  170. //数组合并
  171. $retArr = array_merge($retArr, $pArr);
  172. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  173. }
  174. } else if($npcid == null){
  175. //每日登录刷新,刷新的时候把已经购买过的武器去掉;
  176. $dic = ctx()->store()->weaponPool;
  177. foreach ($dic as $npcid => $val) {
  178. $list = GameConfig::shop_weapon_getItemArray($npcid);
  179. foreach ($list as $value) {
  180. $ret = new \stdClass();
  181. $arr = explode(';', $value->weaponlist);
  182. foreach ($arr as $item) {
  183. $itemList = explode(',', $item);
  184. $id = $itemList[0];
  185. $per = $itemList[1];
  186. $ret->$id = $per;
  187. }
  188. $ret2 = $ret;
  189. $type = $value->id;
  190. if (StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)) {
  191. $weaponList = ctx()->store()->weaponReward->$npcid->$type;
  192. foreach ($weaponList as $wid) {
  193. if (StlUtil::dictHasProperty($ret, $wid)) {
  194. StlUtil::dictRemove($ret, $wid);
  195. }
  196. }
  197. }
  198. $temp = $ret;
  199. 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
  200. $temp = $ret2;
  201. ctx()->store()->weaponReward->$npcid->$type = array();
  202. }
  203. $retArr = array();
  204. $pArr = self::randweapon($temp, $value->num);
  205. $retArr = array_merge($retArr, $pArr);
  206. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  207. }
  208. }
  209. }
  210. }
  211. static function randweapon($temp, $limit) {
  212. $resultArr = array();
  213. $num = 0;
  214. while (true) {
  215. $total = 0;
  216. foreach ($temp as $k => $v) {
  217. $total += $v;
  218. }
  219. $n = rand(1, $total);
  220. $start = 0;
  221. foreach ($temp as $id => $per) {
  222. $start += $per;
  223. if ($n <= $start) {
  224. if (in_array($id, $resultArr)) {
  225. StlUtil::dictRemove($temp, $id);
  226. break;
  227. } else {
  228. $resultArr[] = $id;
  229. $num += 1;
  230. break;
  231. }
  232. }
  233. }
  234. if ($num >= $limit) {
  235. break;
  236. }
  237. }
  238. return $resultArr;
  239. }
  240. /**
  241. * 扩容
  242. * @return type
  243. */
  244. static function unlockStore() {
  245. //list() = req()->paras;
  246. $user = ctx();
  247. $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
  248. my_Assert($mo != null, ErrCode::err_const_no);
  249. my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
  250. $user->base(true)->Consume_Gold($mo->cost);
  251. $user->privateState->expandNum += 1;
  252. ctx($user);
  253. UserProc::updateUserInfo(); # 回写玩家数据
  254. return Resp::ok(array(
  255. "gold" => $user->baseInfo->gold,
  256. "expandNum" => $user->privateState->expandNum,
  257. ));
  258. }
  259. /**
  260. * 宝石镶嵌
  261. */
  262. static function GemSetYanLing() {
  263. list($gemId, $yanlingUid) = req()->paras;
  264. $user = ctx();
  265. $yanling = $user->store->yanling;
  266. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  267. my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
  268. if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
  269. $yanling->$yanlingUid->gemId = 0;
  270. }
  271. my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
  272. StoreProc::removeItemFromStore($user->store, $gemId);
  273. $yanling->$yanlingUid->gemId = $gemId;
  274. $user->store->yanling = $yanling;
  275. ctx($user);
  276. UserProc::updateUserInfo(); # 回写玩家数据
  277. return Resp::ok(array(
  278. "store" => $user->store, # # 目前来看只涉及到items变化
  279. ));
  280. }
  281. /**
  282. * 从严灵上卸下宝石
  283. */
  284. static function GemRemoveYanLing() {
  285. list($yanlingUid) = req()->paras;
  286. $user = ctx();
  287. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  288. $gemId = $user->store->yanling->$yanlingUid->gemId;
  289. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  290. $goodsStr = $gemId . ",1";
  291. StoreProc::AddMultiItemInStore($goodsStr);
  292. $user->store->yanling->$yanlingUid->gemId = 0;
  293. ctx($user);
  294. UserProc::updateUserInfo(); # 回写玩家数据
  295. return Resp::ok(array(
  296. "store" => $user->store, # # 目前来看只涉及到items变化
  297. ));
  298. }
  299. /**
  300. * 宝石合成
  301. */
  302. static function GemComposeItem() {
  303. list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  304. $user = ctx();
  305. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  306. $mo = GameConfig::gem_formula_getItem($gemId);
  307. my_Assert($mo != null, ErrCode::err_const_no); #
  308. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  309. $itemId = $mo->drawItem;
  310. if ($itemId != "") {
  311. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
  312. }
  313. if ($mo->composeMaterial != "") {
  314. $mList = explode(',', $mo->composeMaterial);
  315. $itemId = $mList[0];
  316. $num = $mList[1];
  317. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
  318. //扣除材料
  319. StoreProc::removeItemFromStore($user->store, $itemId, $num);
  320. }
  321. $gList = explode(',', $mo->composeGem);
  322. $itemId = $gList[0];
  323. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
  324. my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
  325. //扣除配方金币 宝石
  326. $user->base(true)->Consume_Gold($mo->composeGold);
  327. StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
  328. $goodsStr = $gemId . ',1';
  329. StoreProc::AddMultiItemInStore($goodsStr);
  330. ctx($user);
  331. UserProc::updateUserInfo(); # 回写玩家数据
  332. return Resp::ok(array(
  333. "store" => $user->store, # # 目前来看只涉及到items变化
  334. 'gold' => $user->baseInfo->gold,
  335. ));
  336. }
  337. /**
  338. * 宝石合成的研究等级提升
  339. */
  340. static function GemResearchLvUp() {
  341. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  342. $user = ctx();
  343. $researchLevel = $user->Gem->level; //研究等级
  344. $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
  345. my_Assert($mo != null, ErrCode::err_const_no);
  346. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  347. //$list = explode(',',$mo->unlockLevelGoldCost);
  348. my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  349. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  350. $user->Gem->level += 1;
  351. ctx($user);
  352. UserProc::updateUserInfo(); # 回写玩家数据
  353. return Resp::ok(array(
  354. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  355. 'gold' => $user->baseInfo->gold,
  356. ));
  357. }
  358. /**
  359. * 武器升级
  360. */
  361. static function weaponUpgrade() {
  362. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  363. $user = ctx();
  364. $equipment = $user->store->equipment;
  365. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  366. $myPacketItems = $user->store->items;
  367. //消耗材料道具
  368. $total = 0;
  369. $totalGold = 0;
  370. foreach ($items as $costItemId => $costNumber) {
  371. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  372. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  373. $mo = GameConfig::item_stones_getItem($costItemId);
  374. my_Assert($mo != null, ErrCode::err_const_no);
  375. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  376. $total += $mo->baseExp * $costNumber;
  377. $totalGold += $mo->costGold * $costNumber;
  378. }
  379. $wuqiExp = 0;
  380. //消耗武器
  381. foreach ($wuqiList as $wuqiId) {
  382. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  383. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  384. $baseExp = $mo->baseExp;
  385. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  386. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  387. $totalGold += $mo->costGold;
  388. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  389. }
  390. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  391. $equipVo = new Ins_Weapon($equipment->$uid);
  392. $initLevel = $equipVo->level;
  393. $equipVo->exp += $total + (int) $wuqiExp;
  394. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  395. $curStar = $equipVo->starLevel; #当前星级
  396. $equipVo->level = $curlevel;
  397. if ($curStar < 5) {
  398. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  399. if ($starlimitLv <= $curlevel) {
  400. $equipVo->level = $starlimitLv;
  401. $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  402. }
  403. }
  404. $user->store->equipment->$uid = $equipVo;
  405. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  406. $user->baseInfo->gold -= $totalGold;
  407. ctx($user);
  408. ctx()->store->items = $myPacketItems; # 更新背包数据
  409. if ($equipVo->level != $initLevel) {
  410. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  411. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
  412. }
  413. UserProc::updateUserInfo(); # 回写玩家数据
  414. return Resp::ok(array(
  415. "store" => $user->store, # # 目前来看只涉及到items变化
  416. 'gold' => $user->baseInfo->gold,
  417. ));
  418. }
  419. /**
  420. * 武器升级计算
  421. * @param type $xp
  422. * @param type $type
  423. * @return type
  424. */
  425. static function Upgrade($xp, $qual, $type) {
  426. $curLv = 0;
  427. if ($type == Enum_UpgradeType::Wuqi) {
  428. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  429. } else {
  430. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  431. }
  432. $f = (array) $heroLvDic;
  433. ksort($f);
  434. foreach ($f as $lv => $mo) {
  435. if ($xp < $mo->requiredExp) {
  436. $curLv = $lv - 1;
  437. break;
  438. }
  439. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  440. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  441. // break;
  442. // }
  443. }
  444. return $curLv;
  445. }
  446. /**
  447. * 武器突破
  448. */
  449. static function weaponTupo() {
  450. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  451. $user = ctx();
  452. $equipment = $user->store->equipment;
  453. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  454. $typeId = $equipment->$uid->typeId;
  455. $curStar = $equipment->$uid->starLevel;
  456. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  457. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  458. my_Assert($mo != null, ErrCode::err_const_no);
  459. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  460. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  461. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  462. // $segID = $mo->segID;
  463. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  464. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  465. $costItemsList = explode(';', $mo->costItems);
  466. foreach ($costItemsList as $value) {
  467. $list = explode(',', $value);
  468. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  469. }
  470. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  471. $user->baseInfo->gold -= $mo->gold;
  472. $equipment->$uid->starLevel += 1;
  473. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  474. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  475. $user->store->equipment = $equipment;
  476. ctx($user);
  477. UserProc::updateUserInfo(); # 回写玩家数据
  478. return Resp::ok(array(
  479. "store" => $user->store, # # 目前来看只涉及到items变化
  480. 'gold' => $user->baseInfo->gold,
  481. ));
  482. }
  483. /**
  484. * 武器替换
  485. * @return type
  486. */
  487. static function weaponReplace() {
  488. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  489. $user = ctx();
  490. $equipment = $user->store->equipment;
  491. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  492. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  493. $herouid = $equipment->$uid->herouid;
  494. $herouid_replace = $equipment->$replaceId->herouid;
  495. $equipment->$replaceId->herouid = $herouid;
  496. $equipment->$uid->herouid = $herouid_replace;
  497. $user->store->equipment = $equipment;
  498. ctx($user);
  499. UserProc::updateUserInfo(); # 回写玩家数据
  500. return Resp::ok(array(
  501. "store" => $user->store, # # 目前来看只涉及到items变化
  502. ));
  503. }
  504. /**
  505. * [6420] 言灵进阶
  506. */
  507. static function YanlingUpgrade() {
  508. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  509. $user = ctx();
  510. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  511. $yanlingObj = $user->store->yanling->$yanlingUid;
  512. $yanlingMoId = $yanlingObj->typeId;
  513. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  514. $toGrade = $curGrade + 1; # 下一等阶
  515. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  516. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  517. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  518. $costs = explode(';', $toGradeCfg->cost_materials);
  519. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  520. foreach ($costs as $c) {
  521. list($itemId, $num) = explode(',', $c); # 解析材料
  522. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  523. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  524. }
  525. $yanlingObj->grade = $toGrade; # 修改进阶
  526. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  527. UserProc::updateUserInfo(); # 回写玩家数据
  528. return Resp::ok(array(
  529. "store" => $user->store, # # 目前来看只涉及到items变化
  530. ));
  531. }
  532. /**
  533. * [6418] 利用言灵召唤书碎片合成召唤书
  534. */
  535. static function MergeYanlingBook() {
  536. list($bookId) = req()->paras; # 参数 言灵召唤书id
  537. $user = ctx();
  538. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  539. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  540. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  541. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  542. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  543. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  544. UserProc::updateUserInfo(); # 回写数据
  545. return Resp::ok(array(
  546. "store" => $user->store, # # 目前来看只涉及到items变化
  547. ));
  548. }
  549. /**
  550. * [6419] 利用言灵召唤书召唤言灵
  551. */
  552. static function CallYanlingByBook() {
  553. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  554. $user = ctx();
  555. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  556. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  557. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  558. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  559. $costs = explode(';', $bookIdCfg->cost_materials);
  560. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  561. foreach ($costs as $c) {
  562. list($itemId, $num) = explode(',', $c); # 解析材料
  563. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  564. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  565. }
  566. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  567. UserProc::updateUserInfo(); # 回写数据
  568. return Resp::ok(array(
  569. "store" => $user->store, # # 目前来看只涉及到items变化
  570. ));
  571. }
  572. /**
  573. * 测试方法
  574. * @return type
  575. */
  576. static public function Test() {
  577. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  578. }
  579. /**
  580. * [6404] 使用仓库道具
  581. */
  582. static function useItem() {
  583. list($itemType, $num) = req()->paras; # 提取参数
  584. $mo = GameConfig::item_base_getItem($itemType);
  585. my_Assert(null != $mo, ErrCode::err_const_no);
  586. switch ($mo->subType) {
  587. case 601: # 任务卡
  588. my_Assert($num == 1, "任务卡一次只能使用一张!");
  589. $store = ctx()->store();
  590. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  591. my_Assert(ErrCode::ok == $err, $err);
  592. StoreProc::PutTaskCardInStore($itemType);
  593. ctx()->store = $store;
  594. break;
  595. default :
  596. break;
  597. }
  598. UserProc::updateUserInfo();
  599. return Resp::ok(array(
  600. 'priv' => ctx()->privateState,
  601. 'store' => ctx()->store));
  602. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  603. }
  604. /**
  605. * [6405] 刷新仓库列表
  606. */
  607. static function refreshStore() {
  608. StoreProc::CheckItemNum();
  609. return Resp::ok(array('store' => ctx()->store));
  610. }
  611. /**
  612. * [6406] 从仓库删除道具
  613. */
  614. static function delItemFromStore() {
  615. list($itemId, $num) = req()->paras;
  616. $err = self::removeItemFromStore(ctx()->store, $itemId, $num);
  617. my_Assert(ErrCode::ok == $err, $err);
  618. UserProc::updateUserInfo();
  619. return Resp::ok(array('store' => ctx()->store));
  620. }
  621. /**
  622. * [6409] 合成道具
  623. */
  624. static public function composeItem() {
  625. Err(ErrCode::err_method_notimplement);
  626. }
  627. /**
  628. * [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)
  629. */
  630. static public function composePieces() {
  631. Err(ErrCode::err_method_notimplement);
  632. }
  633. // </editor-fold>
  634. // --------------- 以下为辅助方法 ------------------
  635. //
  636. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  637. /**
  638. * 从仓库中移除指定数量的物品
  639. * @param Info_Store $store
  640. * @param type $itemId
  641. * @param type $itemcount
  642. * @return type
  643. */
  644. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  645. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  646. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  647. $store->items->$itemId -= $itemcount;
  648. if ($store->items->$itemId == 0) {
  649. unset($store->items->$itemId);
  650. }
  651. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  652. return ErrCode::ok;
  653. }
  654. /**
  655. * 从仓库移出装备
  656. * @param type $itemId uid
  657. * @param Info_Store $store
  658. * @return boolean
  659. */
  660. static function removeEquipFromStore($uid, $typeId) {
  661. $ok = false;
  662. if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
  663. my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  664. unset(ctx()->store->equipment->$uid);
  665. $ok = true;
  666. }
  667. return $ok;
  668. }
  669. /**
  670. * 从仓库移除碎片
  671. * @param Info_Store $store
  672. * @param int $segmentId
  673. * @param int $num
  674. * @return bool 成功/失败
  675. */
  676. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  677. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  678. && $store->segement->$segmentId >= $num) {
  679. $store->segement->$segmentId -= $num;
  680. return TRUE;
  681. }
  682. return false;
  683. }
  684. /**
  685. * 向仓库添加碎片
  686. * @param Info_Store $store
  687. * @param int $segmentId
  688. * @param int $num
  689. */
  690. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  691. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  692. $store->segement->$segmentId += $num;
  693. } else {
  694. $store->segement->$segmentId = $num;
  695. }
  696. $segMo = GameConfig::item_segment_getItem($segmentId);
  697. my_Assert($segMo != null, ErrCode::err_const_no);
  698. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  699. }
  700. // </editor-fold>
  701. //
  702. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  703. /**
  704. * 将其他物品放入仓库
  705. * @param type $itemId
  706. * @param Data_UserGame $game
  707. */
  708. static function PutItemInStore($itemId, &$game) {
  709. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  710. $game->store->items->$itemId += 1;
  711. } else {// 如果仓库中没有这种元素,则其数目置1
  712. $game->store->items->$itemId = 1;
  713. }
  714. }
  715. /**
  716. * 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
  717. * 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
  718. * @param string $goodsStr itemid,num;itemid,num;...
  719. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  720. * @deprecated since version 0
  721. * @return type
  722. */
  723. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  724. $user = ctx();
  725. $ary = explode(";", $goodsStr);
  726. //$unlockNum = $user->privateState->expandNum * 5;
  727. //$n = self::countStoreNum();
  728. foreach ($ary as $value) {
  729. $val = explode(",", $value);
  730. $cid = "";
  731. my_Assert(count($val) > 1, "解析奖励字符串出错");
  732. list( $itemId, $num) = $val; # ID, 数量
  733. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  734. switch ($smItem->subType) { # 根据类型分别添加到容器中
  735. case META_EXP: # 指挥官经验
  736. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  737. $user->base()->Add_Exp($num); # 加指挥官经验
  738. break;
  739. case META_GOLD_ITEMID: # 金币
  740. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  741. $user->base()->Add_Gold($num, $mask); # 增加金币
  742. break;
  743. case META_CASH_ITEMID: # 钻石
  744. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  745. $user->base()->Add_Cash($num, $mask); # 增加钻石
  746. break;
  747. case META_tili_ITEMID: # 体力
  748. // Data_UserGame::Add_tili($num);
  749. $user->base()->Add_tili($num); # 增加体力
  750. break;
  751. case META_FriendShipPoit_ItemId: # 友情值
  752. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  753. $user->base()->Add_FriendPoint($num); # 加友情点
  754. break;
  755. case META_PVPCOIN_ITEMID: # 竞技币
  756. $user->pvp->pvpCoins += $num;
  757. break;
  758. case META_ActivePoint_ITEMID:
  759. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  760. break;
  761. case META_RESPOINT_ITEMID:
  762. $user->base()->Add_resPoint($num); # 增加资源点
  763. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  764. break;
  765. case 101: # 武器
  766. for ($n = 0; $n < $num; $n++) {
  767. $cid = StoreProc::PutEquipInStore($itemId);
  768. }
  769. CornerSignEventProc::OnBag_new_Weapon();
  770. CornerSignEventProc::OnRoleWeapon();
  771. break;
  772. case 401: # 言灵
  773. for ($n = 0; $n < $num; $n++) {
  774. $cid = StoreProc::PutYanLingInStore($itemId);
  775. }
  776. CornerSignEventProc::OnBag_new_Yanling();
  777. CornerSignEventProc::OnRoleYanling();
  778. break;
  779. case 501: # 限购礼包
  780. $itemMO = GameConfig::item_package_getItem($itemId);
  781. my_Assert(null != $itemMO, ErrCode::err_const_no);
  782. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  783. my_Assert(ErrCode::ok == $err, $err);
  784. break;
  785. case 601: # 任务卡
  786. $cid = StoreProc::PutTaskCardInStore($itemId);
  787. break;
  788. case 201: # 碎片
  789. $segMo = GameConfig::item_segment_getItem($itemId);
  790. my_Assert($segMo != null, ErrCode::err_const_no);
  791. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  792. CornerSignEventProc::OnBag_new_Fragment();
  793. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  794. break;
  795. case 202: # 召唤书碎片
  796. case 351: # 言灵召唤书
  797. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  798. $book = GameConfig::item_yanlingbook_getItem($itemId);
  799. my_Assert(null != $book, ErrCode::err_const_no);
  800. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  801. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  802. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  803. case 1:
  804. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  805. break;
  806. case 2:
  807. CornerSignEventProc::OnCall_Magician_new(); # 法师
  808. break;
  809. case 3:
  810. CornerSignEventProc::OnCall_Archer_new(); # 射手
  811. break;
  812. default :
  813. break;
  814. }
  815. break;
  816. case 321: # 进阶材料
  817. case 322: # 进阶材料
  818. case 323: # 锻造材料
  819. case 324: # 魂器
  820. case 332: #普通祈愿券
  821. case 333: #活动祈愿券
  822. case 325: #元素突破材料
  823. case 326: #职业突破材料
  824. case 327: #言灵的突破石
  825. case 328: #言灵的突破材料
  826. case 329: #武器的突破石
  827. case 330: #武器的突破材料
  828. // 补给品
  829. case 341: # 血瓶
  830. case 342: # 能量瓶
  831. case 343: #
  832. case 344: # 回城券 -2022.4.13 海哥
  833. //
  834. case 701: #宝石
  835. case 702: #设计图纸
  836. case 703: #宝石辅助材料
  837. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  838. CornerSignEventProc::OnBag_new_Material();
  839. break;
  840. case 311: # 基因(经验丹)
  841. case 312: # 强化道具
  842. case 313:
  843. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  844. break;
  845. default :
  846. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  847. }
  848. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  849. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  850. }
  851. return ErrCode::ok; // 返回
  852. }
  853. public static function countStoreNum() {
  854. $user = ctx();
  855. //$num = 0;
  856. $itemDic = $user->store->items;
  857. //$num += count((array)$user->store->items);
  858. $itemNum = 0;
  859. foreach ($itemDic as $key => $num) {
  860. if ($num == 0) {
  861. continue;
  862. }
  863. if ($num > 99999) {
  864. $itemNum += 2;
  865. } else {
  866. $itemNum += 1;
  867. }
  868. }
  869. //var_dump($num);
  870. //var_dump('-----------------');
  871. $itemNum += count((array) $user->store->equipment);
  872. //var_dump($num);
  873. //var_dump('-----------------');
  874. $itemNum += count((array) $user->store->yanling);
  875. //var_dump($itemNum);
  876. return $itemNum;
  877. }
  878. /**
  879. * [6401]向包裹中添加物品
  880. */
  881. public static function AddItemInStore() {
  882. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  883. $user = ctx();
  884. if ($mask == 1) {
  885. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  886. } else {
  887. $err = self::AddMultiItemInStore($rwdStr);
  888. }
  889. my_Assert(ErrCode::ok == $err, $err);
  890. UserProc::updateUserInfo();
  891. return Resp::ok(array(
  892. 'gold' => $user->baseInfo->gold,
  893. 'tili' => $user->baseInfo->tili,
  894. 'cash' => $user->baseInfo->cash,
  895. 'resPoint' => $user->baseInfo->resPoint,
  896. 'store' => $user->store));
  897. }
  898. /**
  899. * 将装备放入背包
  900. * @param type $itemId
  901. */
  902. static function PutEquipInStore($itemId) {
  903. $privateState = ctx()->privateState;
  904. $unlockNum = $privateState->expandNum * 5;
  905. //var_dump("wuqi==============");
  906. $n = self::countStoreNum();
  907. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  908. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  909. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  910. ctx()->privateState->currentId = 1;
  911. }
  912. $cid = ctx()->privateState->currentId++;
  913. //$equip = ObjectInit();
  914. $equip = new Ins_Weapon();
  915. $equip->typeId = $itemId;
  916. ctx()->store->equipment->$cid = $equip;
  917. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  918. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
  919. return $cid;
  920. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  921. }
  922. /**
  923. * 将言灵放入背包
  924. * @param type $itemId
  925. */
  926. static function PutYanLingInStore($itemId) {
  927. //my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  928. $privateState = ctx()->privateState;
  929. $unlockNum = $privateState->expandNum * 5;
  930. //var_dump("yanling==============");
  931. $n = self::countStoreNum();
  932. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  933. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  934. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  935. ctx()->privateState->currentId = 1;
  936. }
  937. $cid = ctx()->privateState->currentId++;
  938. //$equip = ObjectInit();
  939. $equip = new Ins_YanLin();
  940. $equip->typeId = $itemId;
  941. ctx()->store->yanling->$cid = $equip;
  942. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  943. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
  944. return $cid;
  945. }
  946. /**
  947. * 将任务卡放入背包
  948. * @param type $itemId
  949. */
  950. static function PutTaskCardInStore($itemId) {
  951. $privateState = ctx()->privateState;
  952. $unlockNum = $privateState->expandNum * 5;
  953. //var_dump("task==============");
  954. //$n = self::countStoreNum();
  955. //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
  956. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  957. ctx()->privateState->currentId = 1;
  958. }
  959. $cid = ctx()->privateState->currentId++;
  960. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  961. // var_dump($mo);
  962. my_Assert(null != $mo, ErrCode::err_const_no);
  963. $itembaseMo = GameConfig::item_base_getItem($itemId);
  964. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  965. if ($itembaseMo->pileNum > 0) { # 可叠加
  966. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  967. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  968. // $taskCard = null;
  969. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  970. // $val = new Ins_TaskCard($val);
  971. // if ($val->typeId == $itemId) {
  972. // $taskCard = $val;
  973. // break;
  974. // }
  975. // }
  976. // if (null == $taskCard) { # 原来么有
  977. // $taskCard = new Ins_TaskCard($itemId);
  978. // $taskCard->uid = $cid;
  979. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  980. // }
  981. // $taskCard->count += 1;
  982. // </editor-fold>
  983. } else {
  984. $taskCard = new Ins_TaskCard($itemId);
  985. $taskCard->uid = $cid;
  986. ctx()->store->taskcards->$cid = $taskCard;
  987. }
  988. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  989. if (null != $taskCard) {
  990. req()->paras = array($cid);
  991. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  992. }
  993. return $cid;
  994. }
  995. /**
  996. * 将可叠加物品放入背包
  997. * @param int $itemId
  998. * @param int $num
  999. */
  1000. static function PutOverlyingItemInStore($itemId, $num = 1) {
  1001. //var_dump("item==============".$itemId);
  1002. $unlockNum = ctx()->privateState->expandNum * 5;
  1003. $n = self::countStoreNum();
  1004. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1005. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1006. $items = ctx()->store->items; # dic: itemid=>number
  1007. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  1008. $items->$itemId += $num;
  1009. } else { # 如果仓库中没有这种元素,则其数目置为num
  1010. $items->$itemId = $num;
  1011. }
  1012. }
  1013. /**
  1014. * 物品包裹打散成独立道具到仓库
  1015. * @param GoodsItemModel $itemModel
  1016. * @deprecated since version now
  1017. */
  1018. static function addSeprateItem($itemModel) {
  1019. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  1020. }
  1021. /**
  1022. * [6416] 给英雄装上言灵
  1023. */
  1024. static function WearYanlingToHero() {
  1025. $user = ctx(); # user引用
  1026. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1027. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  1028. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  1029. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  1030. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  1031. Err(ErrCode::store_equipWeared_err);
  1032. }
  1033. $collectHeros = $user->heros->collectHeros; # 英雄集合
  1034. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  1035. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  1036. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1037. my_Assert($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.
  1038. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  1039. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  1040. if ($oldYLid > 0) { # 代表替换操作
  1041. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  1042. }
  1043. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  1044. $collectHeros->$herouid = $hero;
  1045. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  1046. UserProc::updateUserInfo(); # 5.回写数据
  1047. $ret = array('resp' => "succeed!",
  1048. 'store' => $user->store);
  1049. $resp = Resp::ok($ret); // 返回
  1050. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1051. return $resp;
  1052. }
  1053. /**
  1054. * [6417] 给英雄卸下言灵
  1055. * @deprecated since version 无法卸下,只能更换
  1056. */
  1057. static function UnWieldYanling() {
  1058. $user = ctx(); # user引用
  1059. list($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
  1060. $collectHeros = $user->heros->collectHeros;
  1061. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  1062. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1063. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1064. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  1065. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  1066. }
  1067. // $arr = $collectHeros->$herouid->yanling;
  1068. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  1069. // StlUtil::arrayRemove($arr, $yanling_uid);
  1070. // $collectHeros->$herouid->yanling = $arr;
  1071. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  1072. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  1073. UserProc::updateUserInfo(); # 回写数据
  1074. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  1075. // StoreProc::CheckItemNum($req);
  1076. return $resp;
  1077. }
  1078. /**
  1079. * [6410] 给英雄穿装备
  1080. */
  1081. static function WearEquipToHero() {
  1082. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1083. $user = ctx(); # user引用
  1084. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1085. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  1086. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  1087. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  1088. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  1089. }
  1090. $collectHeros = $user->heros->collectHeros;
  1091. my_default_Obj($collectHeros);
  1092. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  1093. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1094. my_Assert($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
  1095. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  1096. $oldEquipId = 0;
  1097. switch ($itemtype) { # 添加或替换英雄该部位的装备
  1098. case 1: # 武器
  1099. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  1100. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  1101. break;
  1102. case 2: # 防具
  1103. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  1104. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  1105. break;
  1106. case 3: # 饰品
  1107. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  1108. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  1109. break;
  1110. default :
  1111. Err(ErrCode::store_equip_type);
  1112. break;
  1113. }
  1114. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  1115. $user->store->equipment->$oldEquipId->herouid = 0;
  1116. }
  1117. UserProc::updateUserInfo(); // 5.回写数据
  1118. // StoreProc::CheckItemNum($req);
  1119. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  1120. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1121. return Resp::ok(array('resp' => "succeed!",
  1122. 'store' => $user->store)); // 返回
  1123. }
  1124. /**
  1125. * [6411] 给英雄脱装备
  1126. * @deprecated since version 不能卸下装备, 只能更换.
  1127. */
  1128. static function UnWieldEquip() {
  1129. list($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
  1130. $user = ctx(); # user引用
  1131. $collectHeros = $user->heros->collectHeros;
  1132. my_default_Obj($collectHeros);
  1133. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1134. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1135. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  1136. $user->store->equipment->$equipuid->herouid = 0;
  1137. }
  1138. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  1139. case 1: # 武器
  1140. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  1141. Err(ErrCode::store_noequip_err);
  1142. }
  1143. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  1144. break;
  1145. case 2: # 防具
  1146. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  1147. Err(ErrCode::store_noequip_err);
  1148. }
  1149. $collectHeros->$herouid->equip->armor->itemuid = 0;
  1150. break;
  1151. case 3: # 饰品
  1152. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  1153. Err(ErrCode::store_noequip_err);
  1154. }
  1155. $collectHeros->$herouid->equip->ring->itemuid = 0;
  1156. break;
  1157. default :
  1158. Err(ErrCode::store_equip_type);
  1159. }
  1160. UserProc::updateUserInfo(); # 回写数据
  1161. return Resp::ok(array('resp' => "succeed!")); // 返回
  1162. }
  1163. // </editor-fold>
  1164. //
  1165. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1166. //
  1167. /**
  1168. * 检查背包中物品的个数
  1169. * @return int
  1170. */
  1171. public static function CheckItemNum() {
  1172. $ItemObj = ctx()->store->items;
  1173. $EquipObj = ctx()->store->equipment;
  1174. $SegementObj = ctx()->store->segement;
  1175. $HeroObj = ctx()->heros->collectHeros;
  1176. $ItemNum = 0;
  1177. if ($ItemObj) {
  1178. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  1179. $ItemNum++;
  1180. }
  1181. }
  1182. if ($SegementObj) {
  1183. foreach ($SegementObj as $value) { # 碎片
  1184. $ItemNum++;
  1185. }
  1186. }
  1187. if ($EquipObj) {
  1188. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  1189. $ItemNum++;
  1190. }
  1191. }
  1192. if ($HeroObj) {
  1193. 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.
  1194. $HeroEquipId = $value->equip->weapon->itemuid;
  1195. if ($HeroEquipId > 0) {
  1196. $ItemNum--;
  1197. }
  1198. $HeroEquipId = $value->equip->armor->itemuid;
  1199. if ($HeroEquipId > 0) {
  1200. $ItemNum--;
  1201. }
  1202. $HeroEquipId = $value->equip->ring->itemuid;
  1203. if ($HeroEquipId > 0) {
  1204. $ItemNum--;
  1205. }
  1206. }
  1207. }
  1208. ctx()->privateState->ItemNum = $ItemNum;
  1209. return $ItemNum;
  1210. }
  1211. /**
  1212. * 获取物品格子的上限值---废弃了
  1213. * @return int 上限数值
  1214. */
  1215. // public static function GetItemMaxNum() {
  1216. // $user = ctx();
  1217. // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1218. // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1219. // }
  1220. // return $user->privateState->maxItemNum;
  1221. // }
  1222. /**
  1223. * 6412 背包扩容
  1224. */
  1225. public static function AddPacketNum() {
  1226. $user = ctx(); # user引用
  1227. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1228. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1229. }
  1230. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1231. my_Assert($costCash > 0, ErrCode::paras_err);
  1232. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1233. $user->privateState->maxItemNum += 10; # 扩容
  1234. UserProc::updateUserInfo(); # 保存玩家数据
  1235. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1236. StoreProc::CheckItemNum();
  1237. return $resp;
  1238. }
  1239. // </editor-fold>
  1240. //
  1241. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1242. //
  1243. /**
  1244. * 出售单一的物品
  1245. */
  1246. static function sellItem() {
  1247. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1248. }
  1249. /**
  1250. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1251. */
  1252. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1253. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1254. }
  1255. /**
  1256. * 6403 从背包出售多个物品
  1257. */
  1258. static function sellMultiItemFromStore() {
  1259. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1260. $obj = req()->paras[0]; // 获取物品的结构数组
  1261. foreach ($obj as $value) {
  1262. $type = $value[0];
  1263. $itemId = $value[1];
  1264. if ($type > 3) {
  1265. $count = intval($value[2]); // 数量
  1266. $uid = 0;
  1267. } 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
  1268. $count = 1;
  1269. $uid = $value[2];
  1270. }//物品的uid
  1271. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1272. }
  1273. if (0 == $resp->err) {
  1274. UserProc::updateUserInfo();
  1275. }
  1276. StoreProc::CheckItemNum();
  1277. return $resp;
  1278. }
  1279. // </editor-fold>
  1280. //
  1281. }