StoreProc.php 45 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($uid,$wuqiList, $items) = 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. //消耗材料道具
  76. $total = 0;
  77. $totalGold = 0;
  78. foreach ($items as $costItemId => $costNumber) {
  79. my_Assert(CommUtil::isPropertyExists($myPacketItems,$costItemId), ErrCode::store_itemnotenough); #
  80. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);# 检查道具的数量,在背包中是否充足
  81. $mo = GameConfig::item_stones_getItem($costItemId);
  82. my_Assert($mo != null, ErrCode::err_const_no);
  83. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  84. $total += $mo->baseExp*$costNumber;
  85. $totalGold += $mo->costGold*$costNumber;
  86. }
  87. $wuqiExp = 0;
  88. //消耗武器
  89. foreach ($wuqiList as $wuqiId) {
  90. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  91. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  92. $baseExp = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId)->baseExp;
  93. $needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  94. $wuqiExp += ($baseExp+$needExp)*0.75;
  95. }
  96. $equipVo = new Ins_Weapon($equipment->$uid);
  97. $initLevel = $equipVo->level;
  98. $equipVo->exp += $total+(int)$wuqiExp;
  99. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality);
  100. $curStar = $equipVo->starLevel ; #当前星级
  101. $equipVo->level = $curlevel;
  102. if ($curStar < 5) {
  103. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  104. if ($starlimitLv < $curlevel) {
  105. $equipVo->level = $starlimitLv;
  106. $equipVo->xp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality,$starlimitLv)->needExp;
  107. }
  108. }
  109. $user->store->equipment->$uid = $equipVo;
  110. $user->baseInfo->gold -= $totalGold;
  111. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  112. if ($equipVo->level != $initLevel) {
  113. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  114. }
  115. UserProc::updateUserInfo(); # 回写玩家数据
  116. return Resp::ok(array(
  117. "store" => $user->store, # # 目前来看只涉及到items变化
  118. 'gold' => $user->baseInfo->gold,
  119. ));
  120. }
  121. /**
  122. * 武器升级计算
  123. * @param type $xp
  124. * @param type $type
  125. * @return type
  126. */
  127. static function Upgrade($xp,$qual) {
  128. $curLv = 0;
  129. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  130. $f = (array) $heroLvDic;
  131. ksort($f);
  132. foreach ($f as $lv => $mo) {
  133. if($xp < $mo->needExp){
  134. $curLv = $lv-1;
  135. break;
  136. }
  137. if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  138. $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  139. break;
  140. }
  141. }
  142. return $curLv;
  143. }
  144. /**
  145. * 武器突破
  146. */
  147. static function weaponTupo() {
  148. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  149. $user = req()->userInfo->game;
  150. $equipment = $user->store->equipment;
  151. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  152. $typeId = $equipment->$uid->typeId;
  153. $curStar = $equipment->$uid->starLevel;
  154. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  155. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar+1);
  156. my_Assert($mo != null, ErrCode::err_const_no);
  157. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  158. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  159. my_Assert($user->baseInfo->gold >= $mo->gold , ErrCode::notenough_gold_msg);
  160. // $segID = $mo->segID;
  161. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  162. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  163. $costItemsList = explode(';',$mo->costItems);
  164. foreach ($costItemsList as $value) {
  165. $list = explode(',', $value);
  166. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  167. }
  168. $user->baseInfo->gold -= $mo->gold;
  169. $equipment->$uid->starLevel += 1;
  170. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  171. $user->store->equipment = $equipment;
  172. req()->userInfo->game = $user;
  173. UserProc::updateUserInfo(); # 回写玩家数据
  174. return Resp::ok(array(
  175. "store" => $user->store, # # 目前来看只涉及到items变化
  176. 'gold' => $user->baseInfo->gold,
  177. ));
  178. }
  179. /**
  180. * [6420] 言灵进阶
  181. */
  182. static function YanlingUpgrade() {
  183. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  184. $user = req()->userInfo->game;
  185. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  186. $yanlingObj = $user->store->yanling->$yanlingUid;
  187. $yanlingMoId = $yanlingObj->typeId;
  188. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  189. $toGrade = $curGrade + 1; # 下一等阶
  190. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  191. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  192. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  193. $costs = explode(';', $toGradeCfg->cost_materials);
  194. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  195. foreach ($costs as $c) {
  196. list($itemId, $num) = explode(',', $c); # 解析材料
  197. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  198. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  199. }
  200. $yanlingObj->grade = $toGrade; # 修改进阶
  201. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  202. UserProc::updateUserInfo(); # 回写玩家数据
  203. return Resp::ok(array(
  204. "store" => $user->store, # # 目前来看只涉及到items变化
  205. ));
  206. }
  207. /**
  208. * [6418] 利用言灵召唤书碎片合成召唤书
  209. */
  210. static function MergeYanlingBook() {
  211. list($bookId) = req()->paras; # 参数 言灵召唤书id
  212. $user = req()->userInfo->game;
  213. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  214. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  215. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  216. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  217. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  218. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  219. UserProc::updateUserInfo(); # 回写数据
  220. return Resp::ok(array(
  221. "store" => $user->store, # # 目前来看只涉及到items变化
  222. ));
  223. }
  224. /**
  225. * [6419] 利用言灵召唤书召唤言灵
  226. */
  227. static function CallYanlingByBook() {
  228. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  229. $user = req()->userInfo->game;
  230. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  231. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  232. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  233. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  234. $costs = explode(';', $bookIdCfg->cost_materials);
  235. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  236. foreach ($costs as $c) {
  237. list($itemId, $num) = explode(',', $c); # 解析材料
  238. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  239. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  240. }
  241. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  242. UserProc::updateUserInfo(); # 回写数据
  243. return Resp::ok(array(
  244. "store" => $user->store, # # 目前来看只涉及到items变化
  245. ));
  246. }
  247. /**
  248. * 测试方法
  249. * @return type
  250. */
  251. static public function Test() {
  252. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  253. }
  254. /**
  255. * [6404] 使用仓库道具
  256. */
  257. static function useItem() {
  258. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  259. }
  260. /**
  261. * [6405] 刷新仓库列表
  262. */
  263. static function refreshStore() {
  264. StoreProc::CheckItemNum();
  265. return Resp::ok(array('store' => req()->userInfo->game->store));
  266. }
  267. /**
  268. * [6406] 从仓库删除道具
  269. */
  270. static function delItemFromStore() {
  271. list($itemId, $num) = req()->paras;
  272. $err = self::removeItemFromStore(req()->userInfo->game->store, $itemId, $num);
  273. my_Assert(ErrCode::ok == $err, $err);
  274. UserProc::updateUserInfo();
  275. return Resp::ok(array('store' => req()->userInfo->game->store));
  276. }
  277. /**
  278. * [6409] 合成道具
  279. */
  280. static public function composeItem() {
  281. Err(ErrCode::err_method_notimplement);
  282. }
  283. /**
  284. * [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)
  285. */
  286. static public function composePieces() {
  287. Err(ErrCode::err_method_notimplement);
  288. }
  289. // </editor-fold>
  290. // --------------- 以下为辅助方法 ------------------
  291. //
  292. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  293. /**
  294. * 从仓库中移除指定数量的物品
  295. * @param Info_Store $store
  296. * @param type $itemId
  297. * @param type $itemcount
  298. * @return type
  299. */
  300. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  301. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  302. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  303. $store->items->$itemId -= $itemcount;
  304. if ($store->items->$itemId == 0) {
  305. unset($store->items->$itemId);
  306. }
  307. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  308. return ErrCode::ok;
  309. }
  310. /**
  311. * 从仓库移出装备
  312. * @param type $itemId uid
  313. * @param Info_Store $store
  314. * @return boolean
  315. */
  316. static function removeEquipFromStore($uid, $typeId) {
  317. $ok = false;
  318. if (CommUtil::isPropertyExists(req()->userInfo->game->store->equipment, $uid)) {
  319. my_Assert($typeId == req()->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  320. unset(req()->userInfo->game->store->equipment->$uid);
  321. $ok = true;
  322. }
  323. return $ok;
  324. }
  325. /**
  326. * 从仓库移除碎片
  327. * @param Info_Store $store
  328. * @param int $segmentId
  329. * @param int $num
  330. * @return bool 成功/失败
  331. */
  332. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  333. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  334. && $store->segement->$segmentId >= $num) {
  335. $store->segement->$segmentId -= $num;
  336. return TRUE;
  337. }
  338. return false;
  339. }
  340. /**
  341. * 向仓库添加碎片
  342. * @param Info_Store $store
  343. * @param int $segmentId
  344. * @param int $num
  345. */
  346. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  347. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  348. $store->segement->$segmentId += $num;
  349. } else {
  350. $store->segement->$segmentId = $num;
  351. }
  352. $segMo = GameConfig::item_segment_getItem($segmentId);
  353. my_Assert($segMo != null, ErrCode::err_const_no);
  354. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  355. }
  356. // </editor-fold>
  357. //
  358. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  359. /**
  360. * 将其他物品放入仓库
  361. * @param type $itemId
  362. * @param Data_UserGame $game
  363. */
  364. static function PutItemInStore($itemId, &$game) {
  365. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  366. $game->store->items->$itemId += 1;
  367. } else {// 如果仓库中没有这种元素,则其数目置1
  368. $game->store->items->$itemId = 1;
  369. }
  370. }
  371. /**
  372. * 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
  373. * 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
  374. * @param string $goodsStr itemid,num;itemid,num;...
  375. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  376. * @deprecated since version 0
  377. * @return type
  378. */
  379. public static function AddMultiItemInStore($goodsStr, $src = 1) {
  380. $user = req()->userInfo->game;
  381. $ary = explode(";", $goodsStr);
  382. foreach ($ary as $value) {
  383. $val = explode(",", $value);
  384. $cid = "";
  385. my_Assert(count($val) > 1, "解析奖励字符串出错");
  386. list( $itemId, $num) = $val; # ID, 数量
  387. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  388. switch ($smItem->subType) { # 根据类型分别添加到容器中
  389. case META_EXP: # 指挥官经验
  390. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  391. $user->base()->Add_Exp($num); # 加指挥官经验
  392. break;
  393. case META_GOLD_ITEMID: # 金币
  394. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  395. $user->base()->Add_Gold($num); # 增加金币
  396. break;
  397. case META_CASH_ITEMID: # 钻石
  398. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  399. $user->base()->Add_Cash($num); # 增加钻石
  400. break;
  401. case META_tili_ITEMID: # 体力
  402. // Data_UserGame::Add_tili($num);
  403. $user->base()->Add_tili($num); # 增加体力
  404. break;
  405. case META_FriendShipPoit_ItemId: # 友情值
  406. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  407. $user->base()->Add_FriendPoint($num); # 加友情点
  408. break;
  409. case META_PVPCOIN_ITEMID: # 竞技币
  410. $user->pvp->pvpCoins += $num;
  411. break;
  412. case META_ActivePoint_ITEMID:
  413. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  414. break;
  415. case META_RESPOINT_ITEMID:
  416. $user->base()->Add_resPoint($num); # 增加资源点
  417. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  418. break;
  419. case 101: # 武器
  420. for ($n = 0; $n < $num; $n++) {
  421. $cid = StoreProc::PutEquipInStore($itemId);
  422. }
  423. CornerSignEventProc::OnBag_new_Weapon();
  424. break;
  425. case 401: # 言灵
  426. for ($n = 0; $n < $num; $n++) {
  427. $cid = StoreProc::PutYanLingInStore($itemId);
  428. }
  429. CornerSignEventProc::OnBag_new_Yanling();
  430. break;
  431. case 501: # 限购礼包
  432. $itemMO = GameConfig::item_package_getItem($itemId);
  433. my_Assert(null != $itemMO, ErrCode::err_const_no);
  434. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  435. my_Assert(ErrCode::ok == $err, $err);
  436. break;
  437. case 601: # 任务卡
  438. $cid = StoreProc::PutTaskCardInStore($itemId);
  439. break;
  440. case 201: # 碎片
  441. $segMo = GameConfig::item_segment_getItem($itemId);
  442. my_Assert($segMo != null, ErrCode::err_const_no);
  443. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  444. CornerSignEventProc::OnBag_new_Fragment();
  445. case 202: # 召唤书碎片
  446. case 312: # 言灵召唤/进阶材料
  447. case 313:
  448. case 351: # 言灵召唤书
  449. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  450. $book = GameConfig::item_yanlingbook_getItem($itemId);
  451. my_Assert(null != $book, ErrCode::err_const_no);
  452. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  453. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  454. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  455. case 1:
  456. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  457. break;
  458. case 2:
  459. CornerSignEventProc::OnCall_Magician_new(); # 法师
  460. break;
  461. case 3:
  462. CornerSignEventProc::OnCall_Archer_new(); # 射手
  463. break;
  464. default :
  465. break;
  466. }
  467. break;
  468. case 321: # 进阶材料
  469. case 322: # 进阶材料
  470. case 323: # 锻造材料
  471. case 324: # 魂器
  472. case 332:
  473. case 333:
  474. case 325:
  475. case 326:
  476. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  477. CornerSignEventProc::OnBag_new_Material();
  478. break;
  479. case 311: # 基因(经验丹)
  480. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  481. break;
  482. case 341: # 战场中掉落,不会进入包裹
  483. case 342:
  484. case 343:
  485. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  486. break;
  487. default :
  488. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  489. }
  490. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  491. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  492. }
  493. return ErrCode::ok; // 返回
  494. }
  495. /**
  496. * [6401]向包裹中添加物品
  497. */
  498. public static function AddItemInStore() {
  499. list($rwdStr) = req()->paras;
  500. $user = req()->userInfo->game;
  501. $err = self::AddMultiItemInStore($rwdStr);
  502. my_Assert(ErrCode::ok == $err, $err);
  503. UserProc::updateUserInfo();
  504. return Resp::ok(array(
  505. 'gold' => $user->baseInfo->gold,
  506. 'tili' => $user->baseInfo->tili,
  507. 'cash' => $user->baseInfo->cash,
  508. 'resPoint' => $user->baseInfo->resPoint,
  509. 'store' => $user->store));
  510. }
  511. /**
  512. * 将装备放入背包
  513. * @param type $itemId
  514. */
  515. static function PutEquipInStore($itemId) {
  516. $privateState = req()->userInfo->game->privateState;
  517. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  518. req()->userInfo->game->privateState->currentId = 1;
  519. }
  520. $cid = req()->userInfo->game->privateState->currentId++;
  521. //$equip = ObjectInit();
  522. $equip = new Ins_Weapon();
  523. $equip->typeId = $itemId;
  524. req()->userInfo->game->store->equipment->$cid = $equip;
  525. return $cid;
  526. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  527. }
  528. /**
  529. * 将言灵放入背包
  530. * @param type $itemId
  531. */
  532. static function PutYanLingInStore($itemId) {
  533. my_Assert(count((array) req()->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  534. $privateState = req()->userInfo->game->privateState;
  535. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  536. req()->userInfo->game->privateState->currentId = 1;
  537. }
  538. $cid = req()->userInfo->game->privateState->currentId++;
  539. //$equip = ObjectInit();
  540. $equip = new Ins_YanLin();
  541. $equip->typeId = $itemId;
  542. req()->userInfo->game->store->yanling->$cid = $equip;
  543. return $cid;
  544. }
  545. /**
  546. * 将任务卡放入背包
  547. * @param type $itemId
  548. */
  549. static function PutTaskCardInStore($itemId) {
  550. $privateState = req()->userInfo->game->privateState;
  551. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  552. req()->userInfo->game->privateState->currentId = 1;
  553. }
  554. $cid = req()->userInfo->game->privateState->currentId++;
  555. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  556. my_Assert(null != $mo, ErrCode::err_const_no);
  557. $itembaseMo = GameConfig::item_base_getItem($itemId);
  558. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  559. if ($itembaseMo->pileNum > 0) { # 可叠加
  560. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  561. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  562. // $taskCard = null;
  563. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  564. // $val = new Ins_TaskCard($val);
  565. // if ($val->typeId == $itemId) {
  566. // $taskCard = $val;
  567. // break;
  568. // }
  569. // }
  570. // if (null == $taskCard) { # 原来么有
  571. // $taskCard = new Ins_TaskCard($itemId);
  572. // $taskCard->uid = $cid;
  573. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  574. // }
  575. // $taskCard->count += 1;
  576. // </editor-fold>
  577. } else {
  578. $taskCard = new Ins_TaskCard($itemId);
  579. $taskCard->uid = $cid;
  580. req()->userInfo->game->store->taskcards->$cid = $taskCard;
  581. }
  582. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  583. if (null != $taskCard) {
  584. req()->paras = array($cid);
  585. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  586. }
  587. return $cid;
  588. }
  589. /**
  590. * 将可叠加物品放入背包
  591. * @param int $itemId
  592. * @param int $num
  593. */
  594. static function PutOverlyingItemInStore($itemId, $num = 1) {
  595. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  596. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  597. $items->$itemId += $num;
  598. } else { # 如果仓库中没有这种元素,则其数目置为num
  599. $items->$itemId = $num;
  600. }
  601. }
  602. /**
  603. * 物品包裹打散成独立道具到仓库
  604. * @param GoodsItemModel $itemModel
  605. * @deprecated since version now
  606. */
  607. static function addSeprateItem($itemModel) {
  608. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  609. }
  610. /**
  611. * [6416] 给英雄装上言灵
  612. */
  613. static function WearYanlingToHero() {
  614. $user = req()->userInfo->game; # user引用
  615. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  616. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  617. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  618. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  619. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  620. Err(ErrCode::store_equipWeared_err);
  621. }
  622. $collectHeros = $user->heros->collectHeros; # 英雄集合
  623. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  624. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  625. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  626. my_Assert($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.
  627. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  628. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  629. if ($oldYLid > 0) { # 代表替换操作
  630. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  631. }
  632. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  633. $collectHeros->$herouid = $hero;
  634. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  635. UserProc::updateUserInfo(); # 5.回写数据
  636. $ret = array('resp' => "succeed!",
  637. 'store' => $user->store);
  638. $resp = Resp::ok($ret); // 返回
  639. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  640. return $resp;
  641. }
  642. /**
  643. * [6417] 给英雄卸下言灵
  644. * @deprecated since version 无法卸下,只能更换
  645. */
  646. static function UnWieldYanling() {
  647. $user = req()->userInfo->game; # user引用
  648. list($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
  649. $collectHeros = $user->heros->collectHeros;
  650. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  651. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  652. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  653. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  654. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  655. }
  656. // $arr = $collectHeros->$herouid->yanling;
  657. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  658. // StlUtil::arrayRemove($arr, $yanling_uid);
  659. // $collectHeros->$herouid->yanling = $arr;
  660. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  661. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  662. UserProc::updateUserInfo(); # 回写数据
  663. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  664. // StoreProc::CheckItemNum($req);
  665. return $resp;
  666. }
  667. /**
  668. * [6410] 给英雄穿装备
  669. */
  670. static function WearEquipToHero() {
  671. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  672. $user = req()->userInfo->game; # user引用
  673. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  674. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  675. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  676. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  677. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  678. }
  679. $collectHeros = $user->heros->collectHeros;
  680. my_default_Obj($collectHeros);
  681. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  682. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  683. my_Assert($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
  684. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  685. $oldEquipId = 0;
  686. switch ($itemtype) { # 添加或替换英雄该部位的装备
  687. case 1: # 武器
  688. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  689. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  690. break;
  691. case 2: # 防具
  692. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  693. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  694. break;
  695. case 3: # 饰品
  696. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  697. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  698. break;
  699. default :
  700. Err(ErrCode::store_equip_type);
  701. break;
  702. }
  703. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  704. $user->store->equipment->$oldEquipId->herouid = 0;
  705. }
  706. UserProc::updateUserInfo(); // 5.回写数据
  707. // StoreProc::CheckItemNum($req);
  708. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  709. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  710. return Resp::ok(array('resp' => "succeed!",
  711. 'store' => $user->store)); // 返回
  712. }
  713. /**
  714. * [6411] 给英雄脱装备
  715. * @deprecated since version 不能卸下装备, 只能更换.
  716. */
  717. static function UnWieldEquip() {
  718. list($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
  719. $user = req()->userInfo->game; # user引用
  720. $collectHeros = $user->heros->collectHeros;
  721. my_default_Obj($collectHeros);
  722. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  723. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  724. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  725. $user->store->equipment->$equipuid->herouid = 0;
  726. }
  727. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  728. case 1: # 武器
  729. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  730. Err(ErrCode::store_noequip_err);
  731. }
  732. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  733. break;
  734. case 2: # 防具
  735. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  736. Err(ErrCode::store_noequip_err);
  737. }
  738. $collectHeros->$herouid->equip->armor->itemuid = 0;
  739. break;
  740. case 3: # 饰品
  741. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  742. Err(ErrCode::store_noequip_err);
  743. }
  744. $collectHeros->$herouid->equip->ring->itemuid = 0;
  745. break;
  746. default :
  747. Err(ErrCode::store_equip_type);
  748. }
  749. UserProc::updateUserInfo(); # 回写数据
  750. return Resp::ok(array('resp' => "succeed!")); // 返回
  751. }
  752. // </editor-fold>
  753. //
  754. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  755. //
  756. /**
  757. * 检查背包中物品的个数
  758. * @return int
  759. */
  760. public static function CheckItemNum() {
  761. $ItemObj = req()->userInfo->game->store->items;
  762. $EquipObj = req()->userInfo->game->store->equipment;
  763. $SegementObj = req()->userInfo->game->store->segement;
  764. $HeroObj = req()->userInfo->game->heros->collectHeros;
  765. $ItemNum = 0;
  766. if ($ItemObj) {
  767. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  768. $ItemNum++;
  769. }
  770. }
  771. if ($SegementObj) {
  772. foreach ($SegementObj as $value) { # 碎片
  773. $ItemNum++;
  774. }
  775. }
  776. if ($EquipObj) {
  777. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  778. $ItemNum++;
  779. }
  780. }
  781. if ($HeroObj) {
  782. 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.
  783. $HeroEquipId = $value->equip->weapon->itemuid;
  784. if ($HeroEquipId > 0) {
  785. $ItemNum--;
  786. }
  787. $HeroEquipId = $value->equip->armor->itemuid;
  788. if ($HeroEquipId > 0) {
  789. $ItemNum--;
  790. }
  791. $HeroEquipId = $value->equip->ring->itemuid;
  792. if ($HeroEquipId > 0) {
  793. $ItemNum--;
  794. }
  795. }
  796. }
  797. req()->userInfo->game->privateState->ItemNum = $ItemNum;
  798. return $ItemNum;
  799. }
  800. /**
  801. * 获取物品格子的上限值
  802. * @return int 上限数值
  803. */
  804. public static function GetItemMaxNum() {
  805. $user = req()->userInfo->game;
  806. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  807. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  808. }
  809. return $user->privateState->maxItemNum;
  810. }
  811. /**
  812. * 6412 背包扩容
  813. */
  814. public static function AddPacketNum() {
  815. $user = req()->userInfo->game; # user引用
  816. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  817. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  818. }
  819. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  820. my_Assert($costCash > 0, ErrCode::paras_err);
  821. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  822. $user->privateState->maxItemNum += 10; # 扩容
  823. UserProc::updateUserInfo(); # 保存玩家数据
  824. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  825. StoreProc::CheckItemNum();
  826. return $resp;
  827. }
  828. // </editor-fold>
  829. //
  830. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  831. //
  832. /**
  833. * 出售单一的物品
  834. */
  835. static function sellItem() {
  836. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  837. }
  838. /**
  839. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  840. */
  841. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  842. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  843. }
  844. /**
  845. * 6403 从背包出售多个物品
  846. */
  847. static function sellMultiItemFromStore() {
  848. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  849. $obj = req()->paras[0]; // 获取物品的结构数组
  850. foreach ($obj as $value) {
  851. $type = $value[0];
  852. $itemId = $value[1];
  853. if ($type > 3) {
  854. $count = intval($value[2]); // 数量
  855. $uid = 0;
  856. } 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
  857. $count = 1;
  858. $uid = $value[2];
  859. }//物品的uid
  860. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  861. }
  862. if (0 == $resp->err) {
  863. UserProc::updateUserInfo();
  864. }
  865. StoreProc::CheckItemNum();
  866. return $resp;
  867. }
  868. // </editor-fold>
  869. //
  870. }