StoreProc.php 39 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. * @param type $req
  15. */
  16. static function procMain($req) {
  17. switch ($req->cmd) {
  18. case CmdCode::cmd_store_put: # 6401 放入仓库
  19. return StoreProc::AddItemInStore($req);
  20. case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
  21. return StoreProc::sellItem($req);
  22. case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
  23. return StoreProc::sellMultiItemFromStore($req);
  24. case CmdCode::cmd_store_use: # 6404 使用道具
  25. return StoreProc::useItem($req);
  26. case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
  27. return StoreProc::refreshStore($req);
  28. case CmdCode::cmd_store_delItem: # 6406 从仓库删除道具
  29. return StoreProc::delItemFromStore($req);
  30. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  31. return StoreProc::Test($req);
  32. // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
  33. // return StoreProc::ItemUpgrade($req);
  34. // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
  35. // return StoreProc::composeItem($req);
  36. //
  37. case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
  38. return StoreProc::WearEquipToHero($req);
  39. case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
  40. return StoreProc::UnWieldEquip($req);
  41. //
  42. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  43. return StoreProc::AddPacketNum($req);
  44. // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  45. // Err(ErrCode::err_method_obsoleted);
  46. //// return StoreProc::MeltEquip($req);
  47. // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  48. // return StoreProc::composePieces($req);
  49. case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
  50. return StoreProc::WearYanlingToHero($req);
  51. case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
  52. return StoreProc::UnWieldYanling($req);
  53. case CmdCode::cmd_store_mergeYanlingbook: # 6418 利用言灵召唤书碎片合成召唤书
  54. return self::MergeYanlingBook($req);
  55. case CmdCode::cmd_store_callyanling: # 6419 利用言灵召唤书召唤言灵
  56. return self::CallYanlingByBook($req);
  57. case CmdCode::cmd_store_yanling_upgrade: # 6420 言灵进阶
  58. return self::YanlingUpgrade($req);
  59. default:
  60. Err(ErrCode::cmd_err);
  61. }
  62. }
  63. /**
  64. * [6420] 言灵进阶
  65. * @param req $req
  66. */
  67. static function YanlingUpgrade($req) {
  68. list($yanlingUid) = $req->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  69. $user = $req->userInfo->game;
  70. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  71. $yanlingObj = $user->store->yanling->$yanlingUid;
  72. $yanlingMoId = $yanlingObj->typeId;
  73. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  74. $toGrade = $curGrade + 1; # 下一等阶
  75. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  76. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  77. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  78. $costs = explode(';', $toGradeCfg->cost_materials);
  79. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  80. foreach ($costs as $c) {
  81. list($itemId, $num) = explode(',', $c); # 解析材料
  82. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  83. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  84. }
  85. $yanlingObj->grade = $toGrade; # 修改进阶
  86. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  87. UserProc::updateUserInfo(); # 回写玩家数据
  88. return Resp::ok(array(
  89. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  90. ));
  91. }
  92. /**
  93. * [6418] 利用言灵召唤书碎片合成召唤书
  94. * @param req $req
  95. */
  96. static function MergeYanlingBook($req) {
  97. list($bookId) = $req->paras; # 参数 言灵召唤书id
  98. $user = $req->userInfo->game;
  99. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  100. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  101. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  102. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  103. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  104. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  105. UserProc::updateUserInfo(); # 回写数据
  106. return Resp::ok(array(
  107. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  108. ));
  109. }
  110. /**
  111. * [6419] 利用言灵召唤书召唤言灵
  112. * @param req $req
  113. */
  114. static function CallYanlingByBook($req) {
  115. list($bookId) = $req->paras; # 参数 利用的言灵召唤书id
  116. $user = $req->userInfo->game;
  117. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  118. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  119. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  120. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  121. $costs = explode(';', $bookIdCfg->cost_materials);
  122. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  123. foreach ($costs as $c) {
  124. list($itemId, $num) = explode(',', $c); # 解析材料
  125. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  126. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  127. }
  128. self::PutYanLingInStore($bookIdCfg->yanling_id, $req); # 添加言灵
  129. UserProc::updateUserInfo(); # 回写数据
  130. return Resp::ok(array(
  131. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  132. ));
  133. }
  134. /**
  135. * 测试方法
  136. * @param Req $req
  137. * @return type
  138. */
  139. static public function Test($req) {
  140. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  141. }
  142. /**
  143. * [6404] 使用仓库道具
  144. * @param Req $req
  145. */
  146. static function useItem($req) {
  147. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  148. }
  149. /**
  150. * [6405] 刷新仓库列表
  151. * @param Req $req
  152. */
  153. static function refreshStore($req) {
  154. StoreProc::CheckItemNum($req);
  155. return Resp::ok(array('store' => $req->userInfo->game->store));
  156. }
  157. /**
  158. * [6406] 从仓库删除道具
  159. * @param req $req
  160. */
  161. static function delItemFromStore($req) {
  162. list($itemId, $num) = $req->paras;
  163. $err = self::removeItemFromStore($req->userInfo->game->store, $itemId, $num);
  164. my_Assert(ErrCode::ok == $err, $err);
  165. UserProc::updateUserInfo();
  166. return Resp::ok(array('store' => $req->userInfo->game->store));
  167. }
  168. /**
  169. * [6409] 合成道具
  170. * @param Req $req
  171. */
  172. static public function composeItem($req) {
  173. Err(ErrCode::err_method_notimplement);
  174. }
  175. /**
  176. * [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)
  177. * @param Req $req
  178. */
  179. static public function composePieces($req) {
  180. Err(ErrCode::err_method_notimplement);
  181. }
  182. // </editor-fold>
  183. // --------------- 以下为辅助方法 ------------------
  184. //
  185. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  186. /**
  187. * 从仓库中移除指定数量的物品
  188. * @param Info_Store $store
  189. * @param type $itemId
  190. * @param type $itemcount
  191. * @return type
  192. */
  193. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  194. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  195. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  196. $store->items->$itemId -= $itemcount;
  197. if ($store->items->$itemId == 0) {
  198. unset($store->items->$itemId);
  199. }
  200. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  201. return ErrCode::ok;
  202. }
  203. /**
  204. * 从仓库移出装备
  205. * @param type $itemId uid
  206. * @param Info_Store $store
  207. * @return boolean
  208. */
  209. static function removeEquipFromStore($uid, $typeId, &$req) {
  210. $ok = false;
  211. if (CommUtil::isPropertyExists($req->userInfo->game->store->equipment, $uid)) {
  212. my_Assert($typeId == $req->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  213. unset($req->userInfo->game->store->equipment->$uid);
  214. $ok = true;
  215. }
  216. return $ok;
  217. }
  218. /**
  219. * 从仓库移除碎片
  220. * @param Info_Store $store
  221. * @param int $segmentId
  222. * @param int $num
  223. * @return bool 成功/失败
  224. */
  225. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  226. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  227. && $store->segement->$segmentId >= $num) {
  228. $store->segement->$segmentId -= $num;
  229. return TRUE;
  230. }
  231. return false;
  232. }
  233. /**
  234. * 向仓库添加碎片
  235. * @param Info_Store $store
  236. * @param int $segmentId
  237. * @param int $num
  238. */
  239. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  240. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  241. $store->segement->$segmentId += $num;
  242. } else {
  243. $store->segement->$segmentId = $num;
  244. }
  245. $segMo = GameConfig::item_segment_getItem($segmentId);
  246. my_Assert($segMo != null, ErrCode::err_const_no);
  247. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  248. }
  249. // </editor-fold>
  250. //
  251. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  252. /**
  253. * 将其他物品放入仓库
  254. * @param type $itemId
  255. * @param Data_UserGame $game
  256. */
  257. static function PutItemInStore($itemId, &$game) {
  258. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  259. $game->store->items->$itemId += 1;
  260. } else {// 如果仓库中没有这种元素,则其数目置1
  261. $game->store->items->$itemId = 1;
  262. }
  263. }
  264. /**
  265. * 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
  266. * 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
  267. * @param Req $req
  268. * @param string $goodsStr itemid,num;itemid,num;...
  269. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  270. * @deprecated since version 0
  271. * @return type
  272. */
  273. public static function AddMultiItemInStore($req, $goodsStr, $src = 1) {
  274. $user = $req->userInfo->game;
  275. $ary = explode(";", $goodsStr);
  276. foreach ($ary as $value) {
  277. $val = explode(",", $value);
  278. // var_dump($ary);
  279. $cid = "";
  280. my_Assert(count($val) > 1, "解析奖励字符串出错");
  281. list( $itemId, $num) = $val; # ID, 数量
  282. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  283. switch ($smItem->subType) { # 根据类型分别添加到容器中
  284. case META_EXP: # 指挥官经验
  285. Data_UserGame::Add_Exp($user->baseInfo, $num);
  286. break;
  287. case META_GOLD_ITEMID: # 金币
  288. Data_UserGame::Add_Gold($user->baseInfo, $num);
  289. break;
  290. case META_CASH_ITEMID: # 钻石
  291. Data_UserGame::Add_Cash($user->baseInfo, $num);
  292. break;
  293. case META_tili_ITEMID: # 体力
  294. Data_UserGame::Add_tili($req, $num);
  295. break;
  296. case META_FriendShipPoit_ItemId: # 友情值
  297. Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  298. break;
  299. case META_PVPCOIN_ITEMID: # 竞技币
  300. $user->pvp->pvpCoins += $num;
  301. break;
  302. case META_ActivePoint_ITEMID:
  303. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  304. break;
  305. case META_RESPOINT_ITEMID:
  306. Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  307. break;
  308. case 101: # 武器
  309. for ($n = 0; $n < $num; $n++) {
  310. $cid = StoreProc::PutEquipInStore($itemId, $req);
  311. }
  312. CornerSignEventProc::OnBag_new_Weapon($req);
  313. break;
  314. case 401: # 言灵
  315. for ($n = 0; $n < $num; $n++) {
  316. $cid = StoreProc::PutYanLingInStore($itemId, $req);
  317. }
  318. CornerSignEventProc::OnBag_new_Yanling($req);
  319. break;
  320. case 501: # 限购礼包
  321. var_dump("-== 礼包解包 nil ==-");
  322. $itemMO = GameConfig::item_package_getItem($itemId);
  323. my_Assert(null != $itemMO, ErrCode::err_const_no);
  324. $err = StoreProc::AddMultiItemInStore($req, $itemMO->contents); # 发放奖励
  325. my_Assert(ErrCode::ok == $err, $err);
  326. break;
  327. case 601: # 任务卡
  328. $cid = StoreProc::PutTaskCardInStore($itemId, $req);
  329. break;
  330. case 201: # 碎片
  331. $segMo = GameConfig::item_segment_getItem($itemId);
  332. my_Assert($segMo != null, ErrCode::err_const_no);
  333. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  334. CornerSignEventProc::OnBag_new_Fragment($req);
  335. case 202: # 召唤书碎片
  336. case 312: # 言灵召唤/进阶材料
  337. case 351: # 言灵召唤书
  338. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  339. $book = GameConfig::item_yanlingbook_getItem($itemId);
  340. my_Assert(null != $book, ErrCode::err_const_no);
  341. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  342. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  343. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  344. case 1:
  345. CornerSignEventProc::OnCall_Warrior_new($req); # 战士
  346. break;
  347. case 2:
  348. CornerSignEventProc::OnCall_Magician_new($req); # 法师
  349. break;
  350. case 3:
  351. CornerSignEventProc::OnCall_Archer_new($req); # 射手
  352. break;
  353. default :
  354. break;
  355. }
  356. break;
  357. case 321: # 进阶材料
  358. case 322: # 进阶材料
  359. case 323: # 锻造材料
  360. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  361. CornerSignEventProc::OnBag_new_Material($req);
  362. break;
  363. case 311: # 基因(经验丹)
  364. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  365. break;
  366. case 341: # 战场中掉落,不会进入包裹
  367. case 342:
  368. case 343:
  369. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  370. break;
  371. default :
  372. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  373. }
  374. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  375. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  376. }
  377. return ErrCode::ok; // 返回
  378. }
  379. /**
  380. * [6401]向包裹中添加物品
  381. * @param req $req
  382. * @return type
  383. */
  384. public static function AddItemInStore($req) {
  385. list($rwdStr) = $req->paras;
  386. $user = $req->userInfo->game;
  387. $err = self::AddMultiItemInStore($req, $rwdStr);
  388. my_Assert(ErrCode::ok == $err, $err);
  389. UserProc::updateUserInfo();
  390. return Resp::ok(array(
  391. 'gold' => $user->baseInfo->gold,
  392. 'tili' => $user->baseInfo->tili,
  393. 'cash' => $user->baseInfo->cash,
  394. 'resPoint' => $user->baseInfo->resPoint,
  395. 'store' => $req->userInfo->game->store));
  396. }
  397. /**
  398. * 将装备放入背包
  399. * @param type $itemId
  400. * @param Req $req
  401. */
  402. static function PutEquipInStore($itemId, &$req) {
  403. $privateState = $req->userInfo->game->privateState;
  404. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  405. $req->userInfo->game->privateState->currentId = 1;
  406. }
  407. $cid = $req->userInfo->game->privateState->currentId++;
  408. $equip = ObjectInit();
  409. $equip->typeId = $itemId;
  410. $req->userInfo->game->store->equipment->$cid = $equip;
  411. return $cid;
  412. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  413. }
  414. /**
  415. * 将言灵放入背包
  416. * @param type $itemId
  417. * @param Req $req
  418. */
  419. static function PutYanLingInStore($itemId, &$req) {
  420. my_Assert(count((array) $req->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  421. $privateState = $req->userInfo->game->privateState;
  422. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  423. $req->userInfo->game->privateState->currentId = 1;
  424. }
  425. $cid = $req->userInfo->game->privateState->currentId++;
  426. //$equip = ObjectInit();
  427. $equip = new Ins_YanLin();
  428. $equip->typeId = $itemId;
  429. $req->userInfo->game->store->yanling->$cid = $equip;
  430. return $cid;
  431. }
  432. /**
  433. * 将任务卡放入背包
  434. * @param type $itemId
  435. * @param Req $req
  436. */
  437. static function PutTaskCardInStore($itemId, &$req) {
  438. $privateState = $req->userInfo->game->privateState;
  439. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  440. $req->userInfo->game->privateState->currentId = 1;
  441. }
  442. $cid = $req->userInfo->game->privateState->currentId++;
  443. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  444. my_Assert(null != $mo, ErrCode::err_const_no);
  445. $itembaseMo = GameConfig::item_base_getItem($itemId);
  446. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  447. if ($itembaseMo->pileNum > 0) { # 可叠加
  448. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  449. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  450. // $taskCard = null;
  451. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  452. // $val = new Ins_TaskCard($val);
  453. // if ($val->typeId == $itemId) {
  454. // $taskCard = $val;
  455. // break;
  456. // }
  457. // }
  458. // if (null == $taskCard) { # 原来么有
  459. // $taskCard = new Ins_TaskCard($itemId);
  460. // $taskCard->uid = $cid;
  461. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  462. // }
  463. // $taskCard->count += 1;
  464. // </editor-fold>
  465. } else {
  466. $taskCard = new Ins_TaskCard($itemId);
  467. $taskCard->uid = $cid;
  468. $req->userInfo->game->store->taskcards->$cid = $taskCard;
  469. }
  470. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  471. if (null != $taskCard) {
  472. $req->paras = array($cid);
  473. TaskProc::OnTaskCard_active($req); # 自动激活任务卡
  474. }
  475. return $cid;
  476. }
  477. /**
  478. * 将可叠加物品放入背包
  479. * @param int $itemId
  480. * @param int $num
  481. */
  482. static function PutOverlyingItemInStore($itemId, $num = 1) {
  483. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  484. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  485. $items->$itemId += $num;
  486. } else { # 如果仓库中没有这种元素,则其数目置为num
  487. $items->$itemId = $num;
  488. }
  489. }
  490. /**
  491. * 物品包裹打散成独立道具到仓库
  492. * @param GoodsItemModel $itemModel
  493. * @param Req $req
  494. * @return type
  495. * @deprecated since version now
  496. */
  497. static function addSeprateItem($itemModel, $req) {
  498. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  499. }
  500. /**
  501. * [6416] 给英雄装上言灵
  502. * @param req $req
  503. * @return type
  504. */
  505. static function WearYanlingToHero($req) {
  506. $user = $req->userInfo->game; # user引用
  507. list($itemtype, $yanling_uid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  508. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  509. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  510. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  511. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  512. Err(ErrCode::store_equipWeared_err);
  513. }
  514. $collectHeros = $user->heros->collectHeros; # 英雄集合
  515. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  516. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  517. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  518. my_Assert($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.
  519. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  520. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  521. if ($oldYLid > 0) { # 代表替换操作
  522. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  523. }
  524. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  525. $collectHeros->$herouid = $hero;
  526. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  527. UserProc::updateUserInfo(); # 5.回写数据
  528. $ret = array('resp' => "succeed!",
  529. 'store' => $user->store);
  530. $resp = Resp::ok($ret); // 返回
  531. HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
  532. return $resp;
  533. }
  534. /**
  535. * [6417] 给英雄卸下言灵
  536. * @param req $req
  537. * @return type
  538. * @deprecated since version 无法卸下,只能更换
  539. */
  540. static function UnWieldYanling($req) {
  541. $user = $req->userInfo->game; # user引用
  542. list($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
  543. $collectHeros = $user->heros->collectHeros;
  544. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  545. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  546. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  547. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  548. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  549. }
  550. // $arr = $collectHeros->$herouid->yanling;
  551. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  552. // StlUtil::arrayRemove($arr, $yanling_uid);
  553. // $collectHeros->$herouid->yanling = $arr;
  554. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  555. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  556. UserProc::updateUserInfo(); # 回写数据
  557. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  558. // StoreProc::CheckItemNum($req);
  559. return $resp;
  560. }
  561. /**
  562. * [6410] 给英雄穿装备
  563. * @param req $req
  564. * @return type
  565. */
  566. static function WearEquipToHero($req) {
  567. list($itemtype, $equipuid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  568. $user = $req->userInfo->game; # user引用
  569. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  570. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  571. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  572. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  573. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  574. }
  575. $collectHeros = $user->heros->collectHeros;
  576. my_default_Obj($collectHeros);
  577. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  578. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  579. my_Assert($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
  580. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  581. $oldEquipId = 0;
  582. switch ($itemtype) { # 添加或替换英雄该部位的装备
  583. case 1: # 武器
  584. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  585. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  586. break;
  587. case 2: # 防具
  588. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  589. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  590. break;
  591. case 3: # 饰品
  592. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  593. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  594. break;
  595. default :
  596. Err(ErrCode::store_equip_type);
  597. break;
  598. }
  599. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  600. $user->store->equipment->$oldEquipId->herouid = 0;
  601. }
  602. UserProc::updateUserInfo(); // 5.回写数据
  603. // StoreProc::CheckItemNum($req);
  604. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  605. HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
  606. return Resp::ok(array('resp' => "succeed!",
  607. 'store' => $user->store)); // 返回
  608. }
  609. /**
  610. * [6411] 给英雄脱装备
  611. * @deprecated since version 不能卸下装备, 只能更换.
  612. * @param req $req
  613. * @return type
  614. */
  615. static function UnWieldEquip($req) {
  616. 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
  617. $user = $req->userInfo->game; # user引用
  618. $collectHeros = $user->heros->collectHeros;
  619. my_default_Obj($collectHeros);
  620. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  621. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  622. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  623. $user->store->equipment->$equipuid->herouid = 0;
  624. }
  625. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  626. case 1: # 武器
  627. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  628. Err(ErrCode::store_noequip_err);
  629. }
  630. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  631. break;
  632. case 2: # 防具
  633. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  634. Err(ErrCode::store_noequip_err);
  635. }
  636. $collectHeros->$herouid->equip->armor->itemuid = 0;
  637. break;
  638. case 3: # 饰品
  639. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  640. Err(ErrCode::store_noequip_err);
  641. }
  642. $collectHeros->$herouid->equip->ring->itemuid = 0;
  643. break;
  644. default :
  645. Err(ErrCode::store_equip_type);
  646. }
  647. UserProc::updateUserInfo(); # 回写数据
  648. // StoreProc::CheckItemNum($req);
  649. return Resp::ok(array('resp' => "succeed!")); // 返回
  650. }
  651. // </editor-fold>
  652. //
  653. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  654. //
  655. /**
  656. * 检查背包中物品的个数
  657. * @param req $req
  658. * @return int
  659. */
  660. public static function CheckItemNum($req) {
  661. $ItemObj = $req->userInfo->game->store->items;
  662. $EquipObj = $req->userInfo->game->store->equipment;
  663. $SegementObj = $req->userInfo->game->store->segement;
  664. $HeroObj = $req->userInfo->game->heros->collectHeros;
  665. $ItemNum = 0;
  666. ////检查宝石类可叠加物品的格子占用
  667. if ($ItemObj) {
  668. foreach ($ItemObj as $value) {
  669. $ItemNum++;
  670. }
  671. }
  672. if ($SegementObj) {
  673. foreach ($SegementObj as $value) {
  674. $ItemNum++;
  675. }
  676. }
  677. ////检测装备类物品格子占用
  678. if ($EquipObj) {
  679. foreach ($EquipObj as $value) {
  680. $ItemNum++;
  681. }
  682. }
  683. ////检测英雄装备到身上的情况,装备到英雄身上不占格子,要减去.
  684. if ($HeroObj) {
  685. foreach ($HeroObj as $value) {
  686. // echo var_dump($HeroObj);
  687. $HeroEquipId = $value->equip->weapon->itemuid;
  688. if ($HeroEquipId > 0) {
  689. $ItemNum--;
  690. }
  691. $HeroEquipId = $value->equip->armor->itemuid;
  692. if ($HeroEquipId > 0) {
  693. $ItemNum--;
  694. }
  695. $HeroEquipId = $value->equip->ring->itemuid;
  696. if ($HeroEquipId > 0) {
  697. $ItemNum--;
  698. }
  699. }
  700. }
  701. $req->userInfo->game->privateState->ItemNum = $ItemNum;
  702. return $ItemNum;
  703. }
  704. /**
  705. * 获取物品格子的上限值
  706. * @return int 上限数值
  707. */
  708. public static function GetItemMaxNum() {
  709. $user = req()->userInfo->game;
  710. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  711. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  712. }
  713. return $user->privateState->maxItemNum;
  714. }
  715. /**
  716. * 背包扩容
  717. * @param type $req
  718. * @return req
  719. */
  720. public static function AddPacketNum($req) {
  721. $user = $req->userInfo->game; # user引用
  722. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  723. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  724. }
  725. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  726. my_Assert($costCash > 0, ErrCode::paras_err);
  727. my_Assert(Data_UserGame::Consume_Cash($user->baseInfo, $costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  728. $user->privateState->maxItemNum += 10; # 扩容
  729. UserProc::updateUserInfo(); # 保存玩家数据
  730. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  731. StoreProc::CheckItemNum($req);
  732. return $resp;
  733. }
  734. // </editor-fold>
  735. //
  736. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  737. //
  738. /**
  739. * 出售单一的物品
  740. * @param Req $req
  741. * @return type
  742. */
  743. static function sellItem($req) {
  744. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  745. }
  746. /**
  747. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  748. * @param Req $req
  749. * @return type
  750. */
  751. static function preSellSingleFromStore(&$req, $type, $itemId, $count, $uid) {
  752. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  753. }
  754. /**
  755. * 从背包出售多个物品
  756. * @param Req $req
  757. * @return type
  758. */
  759. static function sellMultiItemFromStore($req) {
  760. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  761. $obj = $req->paras[0]; // 获取物品的结构数组
  762. foreach ($obj as $value) {
  763. $type = $value[0];
  764. $itemId = $value[1];
  765. ////先判断一下物品类型,如果是可叠加的,就按数量取值,如果是不可叠加的就按uid取值
  766. if ($type > 3) {
  767. $count = intval($value[2]); // 数量
  768. $uid = 0;
  769. } else {
  770. $count = 1;
  771. $uid = $value[2];
  772. }//物品的uid
  773. $resp = StoreProc:: preSellSingleFromStore($req, $type, $itemId, $count, $uid);
  774. }
  775. if (0 == $resp->err) {
  776. UserProc::updateUserInfo();
  777. }
  778. StoreProc::CheckItemNum($req);
  779. return $resp;
  780. }
  781. // </editor-fold>
  782. //
  783. }