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(array(
  109. "store" => ctx()->store(), #
  110. ));
  111. }
  112. /**
  113. *
  114. * @return type
  115. */
  116. public static function buyWeapon() {
  117. $npcid = req()->paras[0]; # 提取参数
  118. $weaponId = req()->paras[1]; # 提取参数
  119. $store = ctx()->store(true);
  120. $type = 0;
  121. $tag = true;
  122. if (StlUtil::dictHasProperty($store->weaponReward, $npcid)) {
  123. $dic = $store->weaponReward->$npcid;
  124. foreach ($dic as $k => $list) {
  125. if (in_array($weaponId, $list)) {
  126. $tag = false;
  127. break;
  128. }
  129. }
  130. } else {
  131. $tag = false;
  132. }
  133. my_Assert($tag == false, ErrCode::store_weaponCantBuy);
  134. $list = GameConfig::shop_weapon_getItemArray($npcid);
  135. $cost = 0;
  136. foreach ($list as $item) {
  137. $weaponList = explode(';', $item->weaponlist);
  138. foreach ($weaponList as $value) {
  139. $pList = explode(',', $value);
  140. if (in_array($weaponId, $pList)) {
  141. $type = $item->id;
  142. $cost = $item->cost;
  143. break 2;
  144. }
  145. }
  146. }
  147. ctx()->base(true)->Consume_Gold($cost);
  148. $store->weaponReward->$npcid->$type[] = $weaponId;
  149. ctx()->store = $store;
  150. UserProc::updateUserInfo();
  151. return Resp::ok(array(
  152. "store" => $store, # # 目前来看只涉及到items变化
  153. ));
  154. }
  155. /*
  156. * 每日刷新武器
  157. */
  158. public static function DailyRefreshWeapon($npcid = null) {
  159. //没有数据初始化,有数据不在管
  160. if ($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)) {
  161. $list = GameConfig::shop_weapon_getItemArray($npcid);
  162. foreach ($list as $value) {
  163. $ret = new \stdClass();
  164. $arr = explode(';', $value->weaponlist);
  165. foreach ($arr as $item) {
  166. $itemList = explode(',', $item);
  167. $id = $itemList[0];
  168. $per = $itemList[1];
  169. $ret->$id = $per;
  170. }
  171. $retArr = array();
  172. $type = $value->id;
  173. $pArr = self::randweapon($ret, $value->num);
  174. //数组合并
  175. $retArr = array_merge($retArr, $pArr);
  176. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  177. }
  178. } else if($npcid == null){
  179. //每日登录刷新,刷新的时候把已经购买过的武器去掉;
  180. $dic = ctx()->store()->weaponPool;
  181. foreach ($dic as $npcid => $val) {
  182. $list = GameConfig::shop_weapon_getItemArray($npcid);
  183. foreach ($list as $value) {
  184. $ret = new \stdClass();
  185. $arr = explode(';', $value->weaponlist);
  186. foreach ($arr as $item) {
  187. $itemList = explode(',', $item);
  188. $id = $itemList[0];
  189. $per = $itemList[1];
  190. $ret->$id = $per;
  191. }
  192. $ret2 = $ret;
  193. $type = $value->id;
  194. if (StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)) {
  195. $weaponList = ctx()->store()->weaponReward->$npcid->$type;
  196. foreach ($weaponList as $wid) {
  197. if (StlUtil::dictHasProperty($ret, $wid)) {
  198. StlUtil::dictRemove($ret, $wid);
  199. }
  200. }
  201. }
  202. $temp = $ret;
  203. 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
  204. $temp = $ret2;
  205. ctx()->store()->weaponReward->$npcid->$type = array();
  206. }
  207. $retArr = array();
  208. $pArr = self::randweapon($temp, $value->num);
  209. $retArr = array_merge($retArr, $pArr);
  210. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  211. }
  212. }
  213. }
  214. }
  215. static function randweapon($temp, $limit) {
  216. $resultArr = array();
  217. $num = 0;
  218. while (true) {
  219. $total = 0;
  220. foreach ($temp as $k => $v) {
  221. $total += $v;
  222. }
  223. $n = rand(1, $total);
  224. $start = 0;
  225. foreach ($temp as $id => $per) {
  226. $start += $per;
  227. if ($n <= $start) {
  228. if (in_array($id, $resultArr)) {
  229. StlUtil::dictRemove($temp, $id);
  230. break;
  231. } else {
  232. $resultArr[] = $id;
  233. $num += 1;
  234. break;
  235. }
  236. }
  237. }
  238. if ($num >= $limit) {
  239. break;
  240. }
  241. }
  242. return $resultArr;
  243. }
  244. /**
  245. * 扩容
  246. * @return type
  247. */
  248. static function unlockStore() {
  249. //list() = req()->paras;
  250. $user = ctx();
  251. $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
  252. my_Assert($mo != null, ErrCode::err_const_no);
  253. my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
  254. $user->base(true)->Consume_Gold($mo->cost);
  255. $user->privateState->expandNum += 1;
  256. ctx($user);
  257. UserProc::updateUserInfo(); # 回写玩家数据
  258. return Resp::ok(array(
  259. "gold" => $user->baseInfo->gold,
  260. "expandNum" => $user->privateState->expandNum,
  261. ));
  262. }
  263. /**
  264. * 宝石镶嵌
  265. */
  266. static function GemSetYanLing() {
  267. list($gemId, $yanlingUid) = req()->paras;
  268. $user = ctx();
  269. $yanling = $user->store->yanling;
  270. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  271. my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
  272. if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
  273. $yanling->$yanlingUid->gemId = 0;
  274. }
  275. my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
  276. StoreProc::removeItemFromStore($user->store, $gemId);
  277. $yanling->$yanlingUid->gemId = $gemId;
  278. $user->store->yanling = $yanling;
  279. ctx($user);
  280. UserProc::updateUserInfo(); # 回写玩家数据
  281. return Resp::ok(array(
  282. "store" => $user->store, # # 目前来看只涉及到items变化
  283. ));
  284. }
  285. /**
  286. * 从严灵上卸下宝石
  287. */
  288. static function GemRemoveYanLing() {
  289. list($yanlingUid) = req()->paras;
  290. $user = ctx();
  291. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  292. $gemId = $user->store->yanling->$yanlingUid->gemId;
  293. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  294. $goodsStr = $gemId . ",1";
  295. StoreProc::AddMultiItemInStore($goodsStr);
  296. $user->store->yanling->$yanlingUid->gemId = 0;
  297. ctx($user);
  298. UserProc::updateUserInfo(); # 回写玩家数据
  299. return Resp::ok(array(
  300. "store" => $user->store, # # 目前来看只涉及到items变化
  301. ));
  302. }
  303. /**
  304. * 宝石合成
  305. */
  306. static function GemComposeItem() {
  307. list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  308. $user = ctx();
  309. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  310. $mo = GameConfig::gem_formula_getItem($gemId);
  311. my_Assert($mo != null, ErrCode::err_const_no); #
  312. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  313. $itemId = $mo->drawItem;
  314. if ($itemId != "") {
  315. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
  316. }
  317. if ($mo->composeMaterial != "") {
  318. $mList = explode(',', $mo->composeMaterial);
  319. $itemId = $mList[0];
  320. $num = $mList[1];
  321. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
  322. //扣除材料
  323. StoreProc::removeItemFromStore($user->store, $itemId, $num);
  324. }
  325. $gList = explode(',', $mo->composeGem);
  326. $itemId = $gList[0];
  327. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
  328. my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
  329. //扣除配方金币 宝石
  330. $user->base(true)->Consume_Gold($mo->composeGold);
  331. StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
  332. $goodsStr = $gemId . ',1';
  333. StoreProc::AddMultiItemInStore($goodsStr);
  334. ctx($user);
  335. UserProc::updateUserInfo(); # 回写玩家数据
  336. return Resp::ok(array(
  337. "store" => $user->store, # # 目前来看只涉及到items变化
  338. 'gold' => $user->baseInfo->gold,
  339. ));
  340. }
  341. /**
  342. * 宝石合成的研究等级提升
  343. */
  344. static function GemResearchLvUp() {
  345. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  346. $user = ctx();
  347. $researchLevel = $user->Gem->level; //研究等级
  348. $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
  349. my_Assert($mo != null, ErrCode::err_const_no);
  350. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  351. //$list = explode(',',$mo->unlockLevelGoldCost);
  352. my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  353. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  354. $user->Gem->level += 1;
  355. ctx($user);
  356. UserProc::updateUserInfo(); # 回写玩家数据
  357. return Resp::ok(array(
  358. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  359. 'gold' => $user->baseInfo->gold,
  360. ));
  361. }
  362. /**
  363. * 武器升级
  364. */
  365. static function weaponUpgrade() {
  366. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  367. $user = ctx();
  368. $equipment = $user->store->equipment;
  369. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  370. $myPacketItems = $user->store->items;
  371. //消耗材料道具
  372. $total = 0;
  373. $totalGold = 0;
  374. foreach ($items as $costItemId => $costNumber) {
  375. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  376. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  377. $mo = GameConfig::item_stones_getItem($costItemId);
  378. my_Assert($mo != null, ErrCode::err_const_no);
  379. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  380. $total += $mo->baseExp * $costNumber;
  381. $totalGold += $mo->costGold * $costNumber;
  382. }
  383. $wuqiExp = 0;
  384. //消耗武器
  385. foreach ($wuqiList as $wuqiId) {
  386. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  387. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  388. $baseExp = $mo->baseExp;
  389. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  390. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  391. $totalGold += $mo->costGold;
  392. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  393. }
  394. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  395. $equipVo = new Ins_Weapon($equipment->$uid);
  396. $initLevel = $equipVo->level;
  397. $equipVo->exp += $total + (int) $wuqiExp;
  398. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  399. $curStar = $equipVo->starLevel; #当前星级
  400. $equipVo->level = $curlevel;
  401. if ($curStar < 5) {
  402. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  403. if ($starlimitLv <= $curlevel) {
  404. $equipVo->level = $starlimitLv;
  405. $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  406. }
  407. }
  408. $user->store->equipment->$uid = $equipVo;
  409. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  410. $user->baseInfo->gold -= $totalGold;
  411. ctx($user);
  412. ctx()->store->items = $myPacketItems; # 更新背包数据
  413. if ($equipVo->level != $initLevel) {
  414. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  415. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
  416. }
  417. UserProc::updateUserInfo(); # 回写玩家数据
  418. return Resp::ok(array(
  419. "store" => $user->store, # # 目前来看只涉及到items变化
  420. 'gold' => $user->baseInfo->gold,
  421. ));
  422. }
  423. /**
  424. * 武器升级计算
  425. * @param type $xp
  426. * @param type $type
  427. * @return type
  428. */
  429. static function Upgrade($xp, $qual, $type) {
  430. $curLv = 0;
  431. if ($type == Enum_UpgradeType::Wuqi) {
  432. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  433. } else {
  434. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  435. }
  436. $f = (array) $heroLvDic;
  437. ksort($f);
  438. foreach ($f as $lv => $mo) {
  439. if ($xp < $mo->requiredExp) {
  440. $curLv = $lv - 1;
  441. break;
  442. }
  443. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  444. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  445. // break;
  446. // }
  447. }
  448. return $curLv;
  449. }
  450. /**
  451. * 武器突破
  452. */
  453. static function weaponTupo() {
  454. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  455. $user = ctx();
  456. $equipment = $user->store->equipment;
  457. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  458. $typeId = $equipment->$uid->typeId;
  459. $curStar = $equipment->$uid->starLevel;
  460. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  461. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  462. my_Assert($mo != null, ErrCode::err_const_no);
  463. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  464. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  465. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  466. // $segID = $mo->segID;
  467. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  468. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  469. $costItemsList = explode(';', $mo->costItems);
  470. foreach ($costItemsList as $value) {
  471. $list = explode(',', $value);
  472. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  473. }
  474. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  475. $user->baseInfo->gold -= $mo->gold;
  476. $equipment->$uid->starLevel += 1;
  477. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  478. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  479. $user->store->equipment = $equipment;
  480. ctx($user);
  481. UserProc::updateUserInfo(); # 回写玩家数据
  482. return Resp::ok(array(
  483. "store" => $user->store, # # 目前来看只涉及到items变化
  484. 'gold' => $user->baseInfo->gold,
  485. ));
  486. }
  487. /**
  488. * 武器替换
  489. * @return type
  490. */
  491. static function weaponReplace() {
  492. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  493. $user = ctx();
  494. $equipment = $user->store->equipment;
  495. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  496. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  497. $herouid = $equipment->$uid->herouid;
  498. $herouid_replace = $equipment->$replaceId->herouid;
  499. $equipment->$replaceId->herouid = $herouid;
  500. $equipment->$uid->herouid = $herouid_replace;
  501. $user->store->equipment = $equipment;
  502. ctx($user);
  503. UserProc::updateUserInfo(); # 回写玩家数据
  504. return Resp::ok(array(
  505. "store" => $user->store, # # 目前来看只涉及到items变化
  506. ));
  507. }
  508. /**
  509. * [6420] 言灵进阶
  510. */
  511. static function YanlingUpgrade() {
  512. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  513. $user = ctx();
  514. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  515. $yanlingObj = $user->store->yanling->$yanlingUid;
  516. $yanlingMoId = $yanlingObj->typeId;
  517. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  518. $toGrade = $curGrade + 1; # 下一等阶
  519. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  520. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  521. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  522. $costs = explode(';', $toGradeCfg->cost_materials);
  523. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  524. foreach ($costs as $c) {
  525. list($itemId, $num) = explode(',', $c); # 解析材料
  526. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  527. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  528. }
  529. $yanlingObj->grade = $toGrade; # 修改进阶
  530. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  531. UserProc::updateUserInfo(); # 回写玩家数据
  532. return Resp::ok(array(
  533. "store" => $user->store, # # 目前来看只涉及到items变化
  534. ));
  535. }
  536. /**
  537. * [6418] 利用言灵召唤书碎片合成召唤书
  538. */
  539. static function MergeYanlingBook() {
  540. list($bookId) = req()->paras; # 参数 言灵召唤书id
  541. $user = ctx();
  542. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  543. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  544. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  545. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  546. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  547. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  548. UserProc::updateUserInfo(); # 回写数据
  549. return Resp::ok(array(
  550. "store" => $user->store, # # 目前来看只涉及到items变化
  551. ));
  552. }
  553. /**
  554. * [6419] 利用言灵召唤书召唤言灵
  555. */
  556. static function CallYanlingByBook() {
  557. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  558. $user = ctx();
  559. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  560. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  561. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  562. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  563. $costs = explode(';', $bookIdCfg->cost_materials);
  564. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  565. foreach ($costs as $c) {
  566. list($itemId, $num) = explode(',', $c); # 解析材料
  567. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  568. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  569. }
  570. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  571. UserProc::updateUserInfo(); # 回写数据
  572. return Resp::ok(array(
  573. "store" => $user->store, # # 目前来看只涉及到items变化
  574. ));
  575. }
  576. /**
  577. * 测试方法
  578. * @return type
  579. */
  580. static public function Test() {
  581. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  582. }
  583. /**
  584. * [6404] 使用仓库道具
  585. */
  586. static function useItem() {
  587. list($itemType, $num) = req()->paras; # 提取参数
  588. $mo = GameConfig::item_base_getItem($itemType);
  589. my_Assert(null != $mo, ErrCode::err_const_no);
  590. switch ($mo->subType) {
  591. case 601: # 任务卡
  592. my_Assert($num == 1, "任务卡一次只能使用一张!");
  593. $store = ctx()->store();
  594. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  595. my_Assert(ErrCode::ok == $err, $err);
  596. StoreProc::PutTaskCardInStore($itemType);
  597. ctx()->store = $store;
  598. break;
  599. default :
  600. break;
  601. }
  602. UserProc::updateUserInfo();
  603. return Resp::ok(array(
  604. 'priv' => ctx()->privateState,
  605. 'store' => ctx()->store));
  606. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  607. }
  608. /**
  609. * [6405] 刷新仓库列表
  610. */
  611. static function refreshStore() {
  612. StoreProc::CheckItemNum();
  613. return Resp::ok(array('store' => ctx()->store));
  614. }
  615. /**
  616. * [6406] 从仓库删除道具
  617. */
  618. static function delItemFromStore() {
  619. list($itemId, $num) = req()->paras;
  620. $err = self::removeItemFromStore(ctx()->store, $itemId, $num);
  621. my_Assert(ErrCode::ok == $err, $err);
  622. UserProc::updateUserInfo();
  623. return Resp::ok(array('store' => ctx()->store));
  624. }
  625. /**
  626. * [6409] 合成道具
  627. */
  628. static public function composeItem() {
  629. Err(ErrCode::err_method_notimplement);
  630. }
  631. /**
  632. * [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)
  633. */
  634. static public function composePieces() {
  635. Err(ErrCode::err_method_notimplement);
  636. }
  637. // </editor-fold>
  638. // --------------- 以下为辅助方法 ------------------
  639. //
  640. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  641. /**
  642. * 从仓库中移除指定数量的物品
  643. * @param Info_Store $store
  644. * @param type $itemId
  645. * @param type $itemcount
  646. * @return type
  647. */
  648. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  649. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  650. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  651. $store->items->$itemId -= $itemcount;
  652. if ($store->items->$itemId == 0) {
  653. unset($store->items->$itemId);
  654. }
  655. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  656. return ErrCode::ok;
  657. }
  658. /**
  659. * 从仓库移出装备
  660. * @param type $itemId uid
  661. * @param Info_Store $store
  662. * @return boolean
  663. */
  664. static function removeEquipFromStore($uid, $typeId) {
  665. $ok = false;
  666. if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
  667. my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  668. unset(ctx()->store->equipment->$uid);
  669. $ok = true;
  670. }
  671. return $ok;
  672. }
  673. /**
  674. * 从仓库移除碎片
  675. * @param Info_Store $store
  676. * @param int $segmentId
  677. * @param int $num
  678. * @return bool 成功/失败
  679. */
  680. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  681. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  682. && $store->segement->$segmentId >= $num) {
  683. $store->segement->$segmentId -= $num;
  684. return TRUE;
  685. }
  686. return false;
  687. }
  688. /**
  689. * 向仓库添加碎片
  690. * @param Info_Store $store
  691. * @param int $segmentId
  692. * @param int $num
  693. */
  694. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  695. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  696. $store->segement->$segmentId += $num;
  697. } else {
  698. $store->segement->$segmentId = $num;
  699. }
  700. $segMo = GameConfig::item_segment_getItem($segmentId);
  701. my_Assert($segMo != null, ErrCode::err_const_no);
  702. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  703. }
  704. // </editor-fold>
  705. //
  706. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  707. /**
  708. * 将其他物品放入仓库
  709. * @param type $itemId
  710. * @param Data_UserGame $game
  711. */
  712. static function PutItemInStore($itemId, &$game) {
  713. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  714. $game->store->items->$itemId += 1;
  715. } else {// 如果仓库中没有这种元素,则其数目置1
  716. $game->store->items->$itemId = 1;
  717. }
  718. }
  719. /**
  720. * 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
  721. * 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
  722. * @param string $goodsStr itemid,num;itemid,num;...
  723. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  724. * @deprecated since version 0
  725. * @return type
  726. */
  727. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  728. $user = ctx();
  729. $ary = explode(";", $goodsStr);
  730. //$unlockNum = $user->privateState->expandNum * 5;
  731. //$n = self::countStoreNum();
  732. foreach ($ary as $value) {
  733. $val = explode(",", $value);
  734. $cid = "";
  735. my_Assert(count($val) > 1, "解析奖励字符串出错");
  736. list( $itemId, $num) = $val; # ID, 数量
  737. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  738. switch ($smItem->subType) { # 根据类型分别添加到容器中
  739. case META_EXP: # 指挥官经验
  740. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  741. $user->base()->Add_Exp($num); # 加指挥官经验
  742. break;
  743. case META_GOLD_ITEMID: # 金币
  744. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  745. $user->base()->Add_Gold($num, $mask); # 增加金币
  746. break;
  747. case META_CASH_ITEMID: # 钻石
  748. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  749. $user->base()->Add_Cash($num, $mask); # 增加钻石
  750. break;
  751. case META_tili_ITEMID: # 体力
  752. // Data_UserGame::Add_tili($num);
  753. $user->base()->Add_tili($num); # 增加体力
  754. break;
  755. case META_FriendShipPoit_ItemId: # 友情值
  756. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  757. $user->base()->Add_FriendPoint($num); # 加友情点
  758. break;
  759. case META_PVPCOIN_ITEMID: # 竞技币
  760. $user->pvp->pvpCoins += $num;
  761. break;
  762. case META_ActivePoint_ITEMID:
  763. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  764. break;
  765. case META_RESPOINT_ITEMID:
  766. $user->base()->Add_resPoint($num); # 增加资源点
  767. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  768. break;
  769. case 101: # 武器
  770. for ($n = 0; $n < $num; $n++) {
  771. $cid = StoreProc::PutEquipInStore($itemId);
  772. }
  773. CornerSignEventProc::OnBag_new_Weapon();
  774. CornerSignEventProc::OnRoleWeapon();
  775. break;
  776. case 401: # 言灵
  777. for ($n = 0; $n < $num; $n++) {
  778. $cid = StoreProc::PutYanLingInStore($itemId);
  779. }
  780. CornerSignEventProc::OnBag_new_Yanling();
  781. CornerSignEventProc::OnRoleYanling();
  782. break;
  783. case 501: # 限购礼包
  784. $itemMO = GameConfig::item_package_getItem($itemId);
  785. my_Assert(null != $itemMO, ErrCode::err_const_no);
  786. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  787. my_Assert(ErrCode::ok == $err, $err);
  788. break;
  789. case 601: # 任务卡
  790. $cid = StoreProc::PutTaskCardInStore($itemId);
  791. break;
  792. case 201: # 碎片
  793. $segMo = GameConfig::item_segment_getItem($itemId);
  794. my_Assert($segMo != null, ErrCode::err_const_no);
  795. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  796. CornerSignEventProc::OnBag_new_Fragment();
  797. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  798. break;
  799. case 202: # 召唤书碎片
  800. case 351: # 言灵召唤书
  801. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  802. $book = GameConfig::item_yanlingbook_getItem($itemId);
  803. my_Assert(null != $book, ErrCode::err_const_no);
  804. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  805. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  806. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  807. case 1:
  808. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  809. break;
  810. case 2:
  811. CornerSignEventProc::OnCall_Magician_new(); # 法师
  812. break;
  813. case 3:
  814. CornerSignEventProc::OnCall_Archer_new(); # 射手
  815. break;
  816. default :
  817. break;
  818. }
  819. break;
  820. case 321: # 进阶材料
  821. case 322: # 进阶材料
  822. case 323: # 锻造材料
  823. case 324: # 魂器
  824. case 332: #普通祈愿券
  825. case 333: #活动祈愿券
  826. case 325: #元素突破材料
  827. case 326: #职业突破材料
  828. case 327: #言灵的突破石
  829. case 328: #言灵的突破材料
  830. case 329: #武器的突破石
  831. case 330: #武器的突破材料
  832. // 补给品
  833. case 341: # 血瓶
  834. case 342: # 能量瓶
  835. case 343: #
  836. case 344: # 回城券 -2022.4.13 海哥
  837. //
  838. case 701: #宝石
  839. case 702: #设计图纸
  840. case 703: #宝石辅助材料
  841. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  842. CornerSignEventProc::OnBag_new_Material();
  843. break;
  844. case 311: # 基因(经验丹)
  845. case 312: # 强化道具
  846. case 313:
  847. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  848. break;
  849. default :
  850. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  851. }
  852. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  853. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  854. }
  855. return ErrCode::ok; // 返回
  856. }
  857. public static function countStoreNum() {
  858. $user = ctx();
  859. //$num = 0;
  860. $itemDic = $user->store->items;
  861. //$num += count((array)$user->store->items);
  862. $itemNum = 0;
  863. foreach ($itemDic as $key => $num) {
  864. if ($num == 0) {
  865. continue;
  866. }
  867. if ($num > 99999) {
  868. $itemNum += 2;
  869. } else {
  870. $itemNum += 1;
  871. }
  872. }
  873. //var_dump($num);
  874. //var_dump('-----------------');
  875. $itemNum += count((array) $user->store->equipment);
  876. //var_dump($num);
  877. //var_dump('-----------------');
  878. $itemNum += count((array) $user->store->yanling);
  879. //var_dump($itemNum);
  880. return $itemNum;
  881. }
  882. /**
  883. * [6401]向包裹中添加物品
  884. */
  885. public static function AddItemInStore() {
  886. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  887. $user = ctx();
  888. if ($mask == 1) {
  889. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  890. } else {
  891. $err = self::AddMultiItemInStore($rwdStr);
  892. }
  893. my_Assert(ErrCode::ok == $err, $err);
  894. UserProc::updateUserInfo();
  895. return Resp::ok(array(
  896. 'gold' => $user->baseInfo->gold,
  897. 'tili' => $user->baseInfo->tili,
  898. 'cash' => $user->baseInfo->cash,
  899. 'resPoint' => $user->baseInfo->resPoint,
  900. 'store' => $user->store));
  901. }
  902. /**
  903. * 将装备放入背包
  904. * @param type $itemId
  905. */
  906. static function PutEquipInStore($itemId) {
  907. $privateState = ctx()->privateState;
  908. $unlockNum = $privateState->expandNum * 5;
  909. //var_dump("wuqi==============");
  910. $n = self::countStoreNum();
  911. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  912. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  913. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  914. ctx()->privateState->currentId = 1;
  915. }
  916. $cid = ctx()->privateState->currentId++;
  917. //$equip = ObjectInit();
  918. $equip = new Ins_Weapon();
  919. $equip->typeId = $itemId;
  920. ctx()->store->equipment->$cid = $equip;
  921. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  922. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
  923. return $cid;
  924. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  925. }
  926. /**
  927. * 将言灵放入背包
  928. * @param type $itemId
  929. */
  930. static function PutYanLingInStore($itemId) {
  931. //my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  932. $privateState = ctx()->privateState;
  933. $unlockNum = $privateState->expandNum * 5;
  934. //var_dump("yanling==============");
  935. $n = self::countStoreNum();
  936. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  937. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  938. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  939. ctx()->privateState->currentId = 1;
  940. }
  941. $cid = ctx()->privateState->currentId++;
  942. //$equip = ObjectInit();
  943. $equip = new Ins_YanLin();
  944. $equip->typeId = $itemId;
  945. ctx()->store->yanling->$cid = $equip;
  946. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  947. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
  948. return $cid;
  949. }
  950. /**
  951. * 将任务卡放入背包
  952. * @param type $itemId
  953. */
  954. static function PutTaskCardInStore($itemId) {
  955. $privateState = ctx()->privateState;
  956. $unlockNum = $privateState->expandNum * 5;
  957. //var_dump("task==============");
  958. //$n = self::countStoreNum();
  959. //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
  960. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  961. ctx()->privateState->currentId = 1;
  962. }
  963. $cid = ctx()->privateState->currentId++;
  964. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  965. // var_dump($mo);
  966. my_Assert(null != $mo, ErrCode::err_const_no);
  967. $itembaseMo = GameConfig::item_base_getItem($itemId);
  968. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  969. if ($itembaseMo->pileNum > 0) { # 可叠加
  970. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  971. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  972. // $taskCard = null;
  973. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  974. // $val = new Ins_TaskCard($val);
  975. // if ($val->typeId == $itemId) {
  976. // $taskCard = $val;
  977. // break;
  978. // }
  979. // }
  980. // if (null == $taskCard) { # 原来么有
  981. // $taskCard = new Ins_TaskCard($itemId);
  982. // $taskCard->uid = $cid;
  983. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  984. // }
  985. // $taskCard->count += 1;
  986. // </editor-fold>
  987. } else {
  988. $taskCard = new Ins_TaskCard($itemId);
  989. $taskCard->uid = $cid;
  990. ctx()->store->taskcards->$cid = $taskCard;
  991. }
  992. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  993. if (null != $taskCard) {
  994. req()->paras = array($cid);
  995. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  996. }
  997. return $cid;
  998. }
  999. /**
  1000. * 将可叠加物品放入背包
  1001. * @param int $itemId
  1002. * @param int $num
  1003. */
  1004. static function PutOverlyingItemInStore($itemId, $num = 1) {
  1005. //var_dump("item==============".$itemId);
  1006. $unlockNum = ctx()->privateState->expandNum * 5;
  1007. $n = self::countStoreNum();
  1008. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1009. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1010. $items = ctx()->store->items; # dic: itemid=>number
  1011. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  1012. $items->$itemId += $num;
  1013. } else { # 如果仓库中没有这种元素,则其数目置为num
  1014. $items->$itemId = $num;
  1015. }
  1016. }
  1017. /**
  1018. * 物品包裹打散成独立道具到仓库
  1019. * @param GoodsItemModel $itemModel
  1020. * @deprecated since version now
  1021. */
  1022. static function addSeprateItem($itemModel) {
  1023. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  1024. }
  1025. /**
  1026. * [6416] 给英雄装上言灵
  1027. */
  1028. static function WearYanlingToHero() {
  1029. $user = ctx(); # user引用
  1030. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1031. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  1032. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  1033. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  1034. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  1035. Err(ErrCode::store_equipWeared_err);
  1036. }
  1037. $collectHeros = $user->heros->collectHeros; # 英雄集合
  1038. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  1039. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  1040. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1041. my_Assert($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.
  1042. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  1043. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  1044. if ($oldYLid > 0) { # 代表替换操作
  1045. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  1046. }
  1047. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  1048. $collectHeros->$herouid = $hero;
  1049. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  1050. UserProc::updateUserInfo(); # 5.回写数据
  1051. $ret = array('resp' => "succeed!",
  1052. 'store' => $user->store);
  1053. $resp = Resp::ok($ret); // 返回
  1054. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1055. return $resp;
  1056. }
  1057. /**
  1058. * [6417] 给英雄卸下言灵
  1059. * @deprecated since version 无法卸下,只能更换
  1060. */
  1061. static function UnWieldYanling() {
  1062. $user = ctx(); # user引用
  1063. list($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
  1064. $collectHeros = $user->heros->collectHeros;
  1065. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  1066. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1067. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1068. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  1069. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  1070. }
  1071. // $arr = $collectHeros->$herouid->yanling;
  1072. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  1073. // StlUtil::arrayRemove($arr, $yanling_uid);
  1074. // $collectHeros->$herouid->yanling = $arr;
  1075. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  1076. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  1077. UserProc::updateUserInfo(); # 回写数据
  1078. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  1079. // StoreProc::CheckItemNum($req);
  1080. return $resp;
  1081. }
  1082. /**
  1083. * [6410] 给英雄穿装备
  1084. */
  1085. static function WearEquipToHero() {
  1086. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1087. $user = ctx(); # user引用
  1088. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1089. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  1090. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  1091. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  1092. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  1093. }
  1094. $collectHeros = $user->heros->collectHeros;
  1095. my_default_Obj($collectHeros);
  1096. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  1097. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1098. my_Assert($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
  1099. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  1100. $oldEquipId = 0;
  1101. switch ($itemtype) { # 添加或替换英雄该部位的装备
  1102. case 1: # 武器
  1103. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  1104. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  1105. break;
  1106. case 2: # 防具
  1107. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  1108. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  1109. break;
  1110. case 3: # 饰品
  1111. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  1112. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  1113. break;
  1114. default :
  1115. Err(ErrCode::store_equip_type);
  1116. break;
  1117. }
  1118. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  1119. $user->store->equipment->$oldEquipId->herouid = 0;
  1120. }
  1121. UserProc::updateUserInfo(); // 5.回写数据
  1122. // StoreProc::CheckItemNum($req);
  1123. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  1124. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1125. return Resp::ok(array('resp' => "succeed!",
  1126. 'store' => $user->store)); // 返回
  1127. }
  1128. /**
  1129. * [6411] 给英雄脱装备
  1130. * @deprecated since version 不能卸下装备, 只能更换.
  1131. */
  1132. static function UnWieldEquip() {
  1133. list($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
  1134. $user = ctx(); # user引用
  1135. $collectHeros = $user->heros->collectHeros;
  1136. my_default_Obj($collectHeros);
  1137. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1138. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1139. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  1140. $user->store->equipment->$equipuid->herouid = 0;
  1141. }
  1142. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  1143. case 1: # 武器
  1144. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  1145. Err(ErrCode::store_noequip_err);
  1146. }
  1147. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  1148. break;
  1149. case 2: # 防具
  1150. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  1151. Err(ErrCode::store_noequip_err);
  1152. }
  1153. $collectHeros->$herouid->equip->armor->itemuid = 0;
  1154. break;
  1155. case 3: # 饰品
  1156. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  1157. Err(ErrCode::store_noequip_err);
  1158. }
  1159. $collectHeros->$herouid->equip->ring->itemuid = 0;
  1160. break;
  1161. default :
  1162. Err(ErrCode::store_equip_type);
  1163. }
  1164. UserProc::updateUserInfo(); # 回写数据
  1165. return Resp::ok(array('resp' => "succeed!")); // 返回
  1166. }
  1167. // </editor-fold>
  1168. //
  1169. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1170. //
  1171. /**
  1172. * 检查背包中物品的个数
  1173. * @return int
  1174. */
  1175. public static function CheckItemNum() {
  1176. $ItemObj = ctx()->store->items;
  1177. $EquipObj = ctx()->store->equipment;
  1178. $SegementObj = ctx()->store->segement;
  1179. $HeroObj = ctx()->heros->collectHeros;
  1180. $ItemNum = 0;
  1181. if ($ItemObj) {
  1182. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  1183. $ItemNum++;
  1184. }
  1185. }
  1186. if ($SegementObj) {
  1187. foreach ($SegementObj as $value) { # 碎片
  1188. $ItemNum++;
  1189. }
  1190. }
  1191. if ($EquipObj) {
  1192. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  1193. $ItemNum++;
  1194. }
  1195. }
  1196. if ($HeroObj) {
  1197. 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.
  1198. $HeroEquipId = $value->equip->weapon->itemuid;
  1199. if ($HeroEquipId > 0) {
  1200. $ItemNum--;
  1201. }
  1202. $HeroEquipId = $value->equip->armor->itemuid;
  1203. if ($HeroEquipId > 0) {
  1204. $ItemNum--;
  1205. }
  1206. $HeroEquipId = $value->equip->ring->itemuid;
  1207. if ($HeroEquipId > 0) {
  1208. $ItemNum--;
  1209. }
  1210. }
  1211. }
  1212. ctx()->privateState->ItemNum = $ItemNum;
  1213. return $ItemNum;
  1214. }
  1215. /**
  1216. * 获取物品格子的上限值---废弃了
  1217. * @return int 上限数值
  1218. */
  1219. // public static function GetItemMaxNum() {
  1220. // $user = ctx();
  1221. // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1222. // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1223. // }
  1224. // return $user->privateState->maxItemNum;
  1225. // }
  1226. /**
  1227. * 6412 背包扩容
  1228. */
  1229. public static function AddPacketNum() {
  1230. $user = ctx(); # user引用
  1231. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1232. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1233. }
  1234. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1235. my_Assert($costCash > 0, ErrCode::paras_err);
  1236. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1237. $user->privateState->maxItemNum += 10; # 扩容
  1238. UserProc::updateUserInfo(); # 保存玩家数据
  1239. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1240. StoreProc::CheckItemNum();
  1241. return $resp;
  1242. }
  1243. // </editor-fold>
  1244. //
  1245. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1246. //
  1247. /**
  1248. * 出售单一的物品
  1249. */
  1250. static function sellItem() {
  1251. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1252. }
  1253. /**
  1254. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1255. */
  1256. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1257. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1258. }
  1259. /**
  1260. * 6403 从背包出售多个物品
  1261. */
  1262. static function sellMultiItemFromStore() {
  1263. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1264. $obj = req()->paras[0]; // 获取物品的结构数组
  1265. foreach ($obj as $value) {
  1266. $type = $value[0];
  1267. $itemId = $value[1];
  1268. if ($type > 3) {
  1269. $count = intval($value[2]); // 数量
  1270. $uid = 0;
  1271. } 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
  1272. $count = 1;
  1273. $uid = $value[2];
  1274. }//物品的uid
  1275. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1276. }
  1277. if (0 == $resp->err) {
  1278. UserProc::updateUserInfo();
  1279. }
  1280. StoreProc::CheckItemNum();
  1281. return $resp;
  1282. }
  1283. // </editor-fold>
  1284. //
  1285. }