StoreProc.php 47 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. default:
  65. Err(ErrCode::cmd_err);
  66. }
  67. }
  68. /**
  69. * 武器升级
  70. */
  71. static function weaponUpgrade() {
  72. list($uid,$wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  73. $user = req()->userInfo->game;
  74. $equipment = $user->store->equipment;
  75. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  76. $myPacketItems = $user->store->items;
  77. //消耗材料道具
  78. $total = 0;
  79. $totalGold = 0;
  80. foreach ($items as $costItemId => $costNumber) {
  81. my_Assert(CommUtil::isPropertyExists($myPacketItems,$costItemId), ErrCode::store_itemnotenough); #
  82. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);# 检查道具的数量,在背包中是否充足
  83. $mo = GameConfig::item_stones_getItem($costItemId);
  84. my_Assert($mo != null, ErrCode::err_const_no);
  85. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  86. $total += $mo->baseExp*$costNumber;
  87. $totalGold += $mo->costGold*$costNumber;
  88. }
  89. $wuqiExp = 0;
  90. //消耗武器
  91. foreach ($wuqiList as $wuqiId) {
  92. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  93. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  94. $baseExp = $mo->baseExp;
  95. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  96. $wuqiExp += $baseExp + $equipment->$wuqiId->exp*0.75;
  97. $totalGold += $mo->costGold;
  98. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  99. }
  100. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  101. $equipVo = new Ins_Weapon($equipment->$uid);
  102. $initLevel = $equipVo->level;
  103. $equipVo->exp += $total+(int)$wuqiExp;
  104. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  105. $curStar = $equipVo->starLevel ; #当前星级
  106. $equipVo->level = $curlevel;
  107. if ($curStar < 5) {
  108. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  109. if ($starlimitLv < $curlevel) {
  110. $equipVo->level = $starlimitLv;
  111. $equipVo->xp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality,$starlimitLv)->requiredExp;
  112. }
  113. }
  114. $user->store->equipment->$uid = $equipVo;
  115. $user->baseInfo->gold -= $totalGold;
  116. req()->userInfo->game = $user;
  117. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  118. if ($equipVo->level != $initLevel) {
  119. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  120. }
  121. UserProc::updateUserInfo(); # 回写玩家数据
  122. return Resp::ok(array(
  123. "store" => $user->store, # # 目前来看只涉及到items变化
  124. 'gold' => $user->baseInfo->gold,
  125. ));
  126. }
  127. /**
  128. * 武器升级计算
  129. * @param type $xp
  130. * @param type $type
  131. * @return type
  132. */
  133. static function Upgrade($xp,$qual,$type) {
  134. $curLv = 0;
  135. if(Enum_UpgradeType::Wuqi){
  136. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  137. } else {
  138. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  139. }
  140. $f = (array) $heroLvDic;
  141. ksort($f);
  142. foreach ($f as $lv => $mo) {
  143. if($xp < $mo->requiredExp){
  144. $curLv = $lv-1;
  145. break;
  146. }
  147. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  148. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  149. // break;
  150. // }
  151. }
  152. return $curLv;
  153. }
  154. /**
  155. * 武器突破
  156. */
  157. static function weaponTupo() {
  158. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  159. $user = req()->userInfo->game;
  160. $equipment = $user->store->equipment;
  161. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  162. $typeId = $equipment->$uid->typeId;
  163. $curStar = $equipment->$uid->starLevel;
  164. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  165. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar+1);
  166. my_Assert($mo != null, ErrCode::err_const_no);
  167. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  168. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  169. my_Assert($user->baseInfo->gold >= $mo->gold , ErrCode::notenough_gold_msg);
  170. // $segID = $mo->segID;
  171. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  172. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  173. $costItemsList = explode(';',$mo->costItems);
  174. foreach ($costItemsList as $value) {
  175. $list = explode(',', $value);
  176. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  177. }
  178. $user->baseInfo->gold -= $mo->gold;
  179. $equipment->$uid->starLevel += 1;
  180. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  181. $user->store->equipment = $equipment;
  182. req()->userInfo->game = $user;
  183. UserProc::updateUserInfo(); # 回写玩家数据
  184. return Resp::ok(array(
  185. "store" => $user->store, # # 目前来看只涉及到items变化
  186. 'gold' => $user->baseInfo->gold,
  187. ));
  188. }
  189. static function weaponReplace() {
  190. list($uid ,$replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  191. $user = req()->userInfo->game;
  192. $equipment = $user->store->equipment;
  193. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  194. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  195. $herouid = $equipment->$uid->herouid;
  196. $herouid_replace = $equipment->$replaceId->herouid;
  197. $equipment->$replaceId->herouid = $herouid;
  198. $equipment->$uid->herouid = $herouid_replace;
  199. $user->store->equipment = $equipment;
  200. req()->userInfo->game = $user;
  201. UserProc::updateUserInfo(); # 回写玩家数据
  202. return Resp::ok(array(
  203. "store" => $user->store, # # 目前来看只涉及到items变化
  204. ));
  205. }
  206. /**
  207. * [6420] 言灵进阶
  208. */
  209. static function YanlingUpgrade() {
  210. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  211. $user = req()->userInfo->game;
  212. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  213. $yanlingObj = $user->store->yanling->$yanlingUid;
  214. $yanlingMoId = $yanlingObj->typeId;
  215. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  216. $toGrade = $curGrade + 1; # 下一等阶
  217. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  218. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  219. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  220. $costs = explode(';', $toGradeCfg->cost_materials);
  221. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  222. foreach ($costs as $c) {
  223. list($itemId, $num) = explode(',', $c); # 解析材料
  224. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  225. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  226. }
  227. $yanlingObj->grade = $toGrade; # 修改进阶
  228. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  229. UserProc::updateUserInfo(); # 回写玩家数据
  230. return Resp::ok(array(
  231. "store" => $user->store, # # 目前来看只涉及到items变化
  232. ));
  233. }
  234. /**
  235. * [6418] 利用言灵召唤书碎片合成召唤书
  236. */
  237. static function MergeYanlingBook() {
  238. list($bookId) = req()->paras; # 参数 言灵召唤书id
  239. $user = req()->userInfo->game;
  240. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  241. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  242. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  243. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  244. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  245. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  246. UserProc::updateUserInfo(); # 回写数据
  247. return Resp::ok(array(
  248. "store" => $user->store, # # 目前来看只涉及到items变化
  249. ));
  250. }
  251. /**
  252. * [6419] 利用言灵召唤书召唤言灵
  253. */
  254. static function CallYanlingByBook() {
  255. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  256. $user = req()->userInfo->game;
  257. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  258. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  259. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  260. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  261. $costs = explode(';', $bookIdCfg->cost_materials);
  262. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  263. foreach ($costs as $c) {
  264. list($itemId, $num) = explode(',', $c); # 解析材料
  265. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  266. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  267. }
  268. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  269. UserProc::updateUserInfo(); # 回写数据
  270. return Resp::ok(array(
  271. "store" => $user->store, # # 目前来看只涉及到items变化
  272. ));
  273. }
  274. /**
  275. * 测试方法
  276. * @return type
  277. */
  278. static public function Test() {
  279. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  280. }
  281. /**
  282. * [6404] 使用仓库道具
  283. */
  284. static function useItem() {
  285. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  286. }
  287. /**
  288. * [6405] 刷新仓库列表
  289. */
  290. static function refreshStore() {
  291. StoreProc::CheckItemNum();
  292. return Resp::ok(array('store' => req()->userInfo->game->store));
  293. }
  294. /**
  295. * [6406] 从仓库删除道具
  296. */
  297. static function delItemFromStore() {
  298. list($itemId, $num) = req()->paras;
  299. $err = self::removeItemFromStore(req()->userInfo->game->store, $itemId, $num);
  300. my_Assert(ErrCode::ok == $err, $err);
  301. UserProc::updateUserInfo();
  302. return Resp::ok(array('store' => req()->userInfo->game->store));
  303. }
  304. /**
  305. * [6409] 合成道具
  306. */
  307. static public function composeItem() {
  308. Err(ErrCode::err_method_notimplement);
  309. }
  310. /**
  311. * [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)
  312. */
  313. static public function composePieces() {
  314. Err(ErrCode::err_method_notimplement);
  315. }
  316. // </editor-fold>
  317. // --------------- 以下为辅助方法 ------------------
  318. //
  319. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  320. /**
  321. * 从仓库中移除指定数量的物品
  322. * @param Info_Store $store
  323. * @param type $itemId
  324. * @param type $itemcount
  325. * @return type
  326. */
  327. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  328. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  329. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  330. $store->items->$itemId -= $itemcount;
  331. if ($store->items->$itemId == 0) {
  332. unset($store->items->$itemId);
  333. }
  334. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  335. return ErrCode::ok;
  336. }
  337. /**
  338. * 从仓库移出装备
  339. * @param type $itemId uid
  340. * @param Info_Store $store
  341. * @return boolean
  342. */
  343. static function removeEquipFromStore($uid, $typeId) {
  344. $ok = false;
  345. if (CommUtil::isPropertyExists(req()->userInfo->game->store->equipment, $uid)) {
  346. my_Assert($typeId == req()->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  347. unset(req()->userInfo->game->store->equipment->$uid);
  348. $ok = true;
  349. }
  350. return $ok;
  351. }
  352. /**
  353. * 从仓库移除碎片
  354. * @param Info_Store $store
  355. * @param int $segmentId
  356. * @param int $num
  357. * @return bool 成功/失败
  358. */
  359. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  360. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  361. && $store->segement->$segmentId >= $num) {
  362. $store->segement->$segmentId -= $num;
  363. return TRUE;
  364. }
  365. return false;
  366. }
  367. /**
  368. * 向仓库添加碎片
  369. * @param Info_Store $store
  370. * @param int $segmentId
  371. * @param int $num
  372. */
  373. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  374. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  375. $store->segement->$segmentId += $num;
  376. } else {
  377. $store->segement->$segmentId = $num;
  378. }
  379. $segMo = GameConfig::item_segment_getItem($segmentId);
  380. my_Assert($segMo != null, ErrCode::err_const_no);
  381. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  382. }
  383. // </editor-fold>
  384. //
  385. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  386. /**
  387. * 将其他物品放入仓库
  388. * @param type $itemId
  389. * @param Data_UserGame $game
  390. */
  391. static function PutItemInStore($itemId, &$game) {
  392. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  393. $game->store->items->$itemId += 1;
  394. } else {// 如果仓库中没有这种元素,则其数目置1
  395. $game->store->items->$itemId = 1;
  396. }
  397. }
  398. /**
  399. * 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
  400. * 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
  401. * @param string $goodsStr itemid,num;itemid,num;...
  402. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  403. * @deprecated since version 0
  404. * @return type
  405. */
  406. public static function AddMultiItemInStore($goodsStr, $src = 1) {
  407. $user = req()->userInfo->game;
  408. $ary = explode(";", $goodsStr);
  409. foreach ($ary as $value) {
  410. $val = explode(",", $value);
  411. $cid = "";
  412. my_Assert(count($val) > 1, "解析奖励字符串出错");
  413. list( $itemId, $num) = $val; # ID, 数量
  414. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  415. switch ($smItem->subType) { # 根据类型分别添加到容器中
  416. case META_EXP: # 指挥官经验
  417. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  418. $user->base()->Add_Exp($num); # 加指挥官经验
  419. break;
  420. case META_GOLD_ITEMID: # 金币
  421. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  422. $user->base()->Add_Gold($num); # 增加金币
  423. break;
  424. case META_CASH_ITEMID: # 钻石
  425. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  426. $user->base()->Add_Cash($num); # 增加钻石
  427. break;
  428. case META_tili_ITEMID: # 体力
  429. // Data_UserGame::Add_tili($num);
  430. $user->base()->Add_tili($num); # 增加体力
  431. break;
  432. case META_FriendShipPoit_ItemId: # 友情值
  433. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  434. $user->base()->Add_FriendPoint($num); # 加友情点
  435. break;
  436. case META_PVPCOIN_ITEMID: # 竞技币
  437. $user->pvp->pvpCoins += $num;
  438. break;
  439. case META_ActivePoint_ITEMID:
  440. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  441. break;
  442. case META_RESPOINT_ITEMID:
  443. $user->base()->Add_resPoint($num); # 增加资源点
  444. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  445. break;
  446. case 101: # 武器
  447. for ($n = 0; $n < $num; $n++) {
  448. $cid = StoreProc::PutEquipInStore($itemId);
  449. }
  450. CornerSignEventProc::OnBag_new_Weapon();
  451. break;
  452. case 401: # 言灵
  453. for ($n = 0; $n < $num; $n++) {
  454. $cid = StoreProc::PutYanLingInStore($itemId);
  455. }
  456. CornerSignEventProc::OnBag_new_Yanling();
  457. break;
  458. case 501: # 限购礼包
  459. $itemMO = GameConfig::item_package_getItem($itemId);
  460. my_Assert(null != $itemMO, ErrCode::err_const_no);
  461. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  462. my_Assert(ErrCode::ok == $err, $err);
  463. break;
  464. case 601: # 任务卡
  465. $cid = StoreProc::PutTaskCardInStore($itemId);
  466. break;
  467. case 201: # 碎片
  468. $segMo = GameConfig::item_segment_getItem($itemId);
  469. my_Assert($segMo != null, ErrCode::err_const_no);
  470. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  471. CornerSignEventProc::OnBag_new_Fragment();
  472. case 202: # 召唤书碎片
  473. case 312: # 言灵召唤/进阶材料
  474. case 351: # 言灵召唤书
  475. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  476. $book = GameConfig::item_yanlingbook_getItem($itemId);
  477. my_Assert(null != $book, ErrCode::err_const_no);
  478. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  479. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  480. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  481. case 1:
  482. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  483. break;
  484. case 2:
  485. CornerSignEventProc::OnCall_Magician_new(); # 法师
  486. break;
  487. case 3:
  488. CornerSignEventProc::OnCall_Archer_new(); # 射手
  489. break;
  490. default :
  491. break;
  492. }
  493. break;
  494. case 321: # 进阶材料
  495. case 322: # 进阶材料
  496. case 323: # 锻造材料
  497. case 324: # 魂器
  498. case 332:
  499. case 333:
  500. case 325:
  501. case 326:
  502. case 327:
  503. case 328:
  504. case 329:
  505. case 330:
  506. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  507. CornerSignEventProc::OnBag_new_Material();
  508. break;
  509. case 311: # 基因(经验丹)
  510. case 313:
  511. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  512. break;
  513. case 341: # 战场中掉落,不会进入包裹
  514. case 342:
  515. case 343:
  516. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  517. break;
  518. default :
  519. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  520. }
  521. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  522. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  523. }
  524. return ErrCode::ok; // 返回
  525. }
  526. /**
  527. * [6401]向包裹中添加物品
  528. */
  529. public static function AddItemInStore() {
  530. list($rwdStr) = req()->paras;
  531. $user = req()->userInfo->game;
  532. $err = self::AddMultiItemInStore($rwdStr);
  533. my_Assert(ErrCode::ok == $err, $err);
  534. UserProc::updateUserInfo();
  535. return Resp::ok(array(
  536. 'gold' => $user->baseInfo->gold,
  537. 'tili' => $user->baseInfo->tili,
  538. 'cash' => $user->baseInfo->cash,
  539. 'resPoint' => $user->baseInfo->resPoint,
  540. 'store' => $user->store));
  541. }
  542. /**
  543. * 将装备放入背包
  544. * @param type $itemId
  545. */
  546. static function PutEquipInStore($itemId) {
  547. $privateState = req()->userInfo->game->privateState;
  548. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  549. req()->userInfo->game->privateState->currentId = 1;
  550. }
  551. $cid = req()->userInfo->game->privateState->currentId++;
  552. //$equip = ObjectInit();
  553. $equip = new Ins_Weapon();
  554. $equip->typeId = $itemId;
  555. req()->userInfo->game->store->equipment->$cid = $equip;
  556. return $cid;
  557. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  558. }
  559. /**
  560. * 将言灵放入背包
  561. * @param type $itemId
  562. */
  563. static function PutYanLingInStore($itemId) {
  564. my_Assert(count((array) req()->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  565. $privateState = req()->userInfo->game->privateState;
  566. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  567. req()->userInfo->game->privateState->currentId = 1;
  568. }
  569. $cid = req()->userInfo->game->privateState->currentId++;
  570. //$equip = ObjectInit();
  571. $equip = new Ins_YanLin();
  572. $equip->typeId = $itemId;
  573. req()->userInfo->game->store->yanling->$cid = $equip;
  574. return $cid;
  575. }
  576. /**
  577. * 将任务卡放入背包
  578. * @param type $itemId
  579. */
  580. static function PutTaskCardInStore($itemId) {
  581. $privateState = req()->userInfo->game->privateState;
  582. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  583. req()->userInfo->game->privateState->currentId = 1;
  584. }
  585. $cid = req()->userInfo->game->privateState->currentId++;
  586. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  587. my_Assert(null != $mo, ErrCode::err_const_no);
  588. $itembaseMo = GameConfig::item_base_getItem($itemId);
  589. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  590. if ($itembaseMo->pileNum > 0) { # 可叠加
  591. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  592. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  593. // $taskCard = null;
  594. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  595. // $val = new Ins_TaskCard($val);
  596. // if ($val->typeId == $itemId) {
  597. // $taskCard = $val;
  598. // break;
  599. // }
  600. // }
  601. // if (null == $taskCard) { # 原来么有
  602. // $taskCard = new Ins_TaskCard($itemId);
  603. // $taskCard->uid = $cid;
  604. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  605. // }
  606. // $taskCard->count += 1;
  607. // </editor-fold>
  608. } else {
  609. $taskCard = new Ins_TaskCard($itemId);
  610. $taskCard->uid = $cid;
  611. req()->userInfo->game->store->taskcards->$cid = $taskCard;
  612. }
  613. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  614. if (null != $taskCard) {
  615. req()->paras = array($cid);
  616. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  617. }
  618. return $cid;
  619. }
  620. /**
  621. * 将可叠加物品放入背包
  622. * @param int $itemId
  623. * @param int $num
  624. */
  625. static function PutOverlyingItemInStore($itemId, $num = 1) {
  626. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  627. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  628. $items->$itemId += $num;
  629. } else { # 如果仓库中没有这种元素,则其数目置为num
  630. $items->$itemId = $num;
  631. }
  632. }
  633. /**
  634. * 物品包裹打散成独立道具到仓库
  635. * @param GoodsItemModel $itemModel
  636. * @deprecated since version now
  637. */
  638. static function addSeprateItem($itemModel) {
  639. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  640. }
  641. /**
  642. * [6416] 给英雄装上言灵
  643. */
  644. static function WearYanlingToHero() {
  645. $user = req()->userInfo->game; # user引用
  646. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  647. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  648. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  649. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  650. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  651. Err(ErrCode::store_equipWeared_err);
  652. }
  653. $collectHeros = $user->heros->collectHeros; # 英雄集合
  654. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  655. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  656. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  657. my_Assert($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.
  658. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  659. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  660. if ($oldYLid > 0) { # 代表替换操作
  661. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  662. }
  663. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  664. $collectHeros->$herouid = $hero;
  665. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  666. UserProc::updateUserInfo(); # 5.回写数据
  667. $ret = array('resp' => "succeed!",
  668. 'store' => $user->store);
  669. $resp = Resp::ok($ret); // 返回
  670. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  671. return $resp;
  672. }
  673. /**
  674. * [6417] 给英雄卸下言灵
  675. * @deprecated since version 无法卸下,只能更换
  676. */
  677. static function UnWieldYanling() {
  678. $user = req()->userInfo->game; # user引用
  679. list($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
  680. $collectHeros = $user->heros->collectHeros;
  681. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  682. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  683. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  684. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  685. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  686. }
  687. // $arr = $collectHeros->$herouid->yanling;
  688. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  689. // StlUtil::arrayRemove($arr, $yanling_uid);
  690. // $collectHeros->$herouid->yanling = $arr;
  691. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  692. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  693. UserProc::updateUserInfo(); # 回写数据
  694. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  695. // StoreProc::CheckItemNum($req);
  696. return $resp;
  697. }
  698. /**
  699. * [6410] 给英雄穿装备
  700. */
  701. static function WearEquipToHero() {
  702. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  703. $user = req()->userInfo->game; # user引用
  704. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  705. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  706. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  707. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  708. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  709. }
  710. $collectHeros = $user->heros->collectHeros;
  711. my_default_Obj($collectHeros);
  712. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  713. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  714. my_Assert($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
  715. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  716. $oldEquipId = 0;
  717. switch ($itemtype) { # 添加或替换英雄该部位的装备
  718. case 1: # 武器
  719. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  720. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  721. break;
  722. case 2: # 防具
  723. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  724. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  725. break;
  726. case 3: # 饰品
  727. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  728. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  729. break;
  730. default :
  731. Err(ErrCode::store_equip_type);
  732. break;
  733. }
  734. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  735. $user->store->equipment->$oldEquipId->herouid = 0;
  736. }
  737. UserProc::updateUserInfo(); // 5.回写数据
  738. // StoreProc::CheckItemNum($req);
  739. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  740. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  741. return Resp::ok(array('resp' => "succeed!",
  742. 'store' => $user->store)); // 返回
  743. }
  744. /**
  745. * [6411] 给英雄脱装备
  746. * @deprecated since version 不能卸下装备, 只能更换.
  747. */
  748. static function UnWieldEquip() {
  749. list($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
  750. $user = req()->userInfo->game; # user引用
  751. $collectHeros = $user->heros->collectHeros;
  752. my_default_Obj($collectHeros);
  753. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  754. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  755. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  756. $user->store->equipment->$equipuid->herouid = 0;
  757. }
  758. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  759. case 1: # 武器
  760. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  761. Err(ErrCode::store_noequip_err);
  762. }
  763. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  764. break;
  765. case 2: # 防具
  766. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  767. Err(ErrCode::store_noequip_err);
  768. }
  769. $collectHeros->$herouid->equip->armor->itemuid = 0;
  770. break;
  771. case 3: # 饰品
  772. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  773. Err(ErrCode::store_noequip_err);
  774. }
  775. $collectHeros->$herouid->equip->ring->itemuid = 0;
  776. break;
  777. default :
  778. Err(ErrCode::store_equip_type);
  779. }
  780. UserProc::updateUserInfo(); # 回写数据
  781. return Resp::ok(array('resp' => "succeed!")); // 返回
  782. }
  783. // </editor-fold>
  784. //
  785. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  786. //
  787. /**
  788. * 检查背包中物品的个数
  789. * @return int
  790. */
  791. public static function CheckItemNum() {
  792. $ItemObj = req()->userInfo->game->store->items;
  793. $EquipObj = req()->userInfo->game->store->equipment;
  794. $SegementObj = req()->userInfo->game->store->segement;
  795. $HeroObj = req()->userInfo->game->heros->collectHeros;
  796. $ItemNum = 0;
  797. if ($ItemObj) {
  798. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  799. $ItemNum++;
  800. }
  801. }
  802. if ($SegementObj) {
  803. foreach ($SegementObj as $value) { # 碎片
  804. $ItemNum++;
  805. }
  806. }
  807. if ($EquipObj) {
  808. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  809. $ItemNum++;
  810. }
  811. }
  812. if ($HeroObj) {
  813. 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.
  814. $HeroEquipId = $value->equip->weapon->itemuid;
  815. if ($HeroEquipId > 0) {
  816. $ItemNum--;
  817. }
  818. $HeroEquipId = $value->equip->armor->itemuid;
  819. if ($HeroEquipId > 0) {
  820. $ItemNum--;
  821. }
  822. $HeroEquipId = $value->equip->ring->itemuid;
  823. if ($HeroEquipId > 0) {
  824. $ItemNum--;
  825. }
  826. }
  827. }
  828. req()->userInfo->game->privateState->ItemNum = $ItemNum;
  829. return $ItemNum;
  830. }
  831. /**
  832. * 获取物品格子的上限值
  833. * @return int 上限数值
  834. */
  835. public static function GetItemMaxNum() {
  836. $user = req()->userInfo->game;
  837. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  838. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  839. }
  840. return $user->privateState->maxItemNum;
  841. }
  842. /**
  843. * 6412 背包扩容
  844. */
  845. public static function AddPacketNum() {
  846. $user = req()->userInfo->game; # user引用
  847. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  848. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  849. }
  850. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  851. my_Assert($costCash > 0, ErrCode::paras_err);
  852. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  853. $user->privateState->maxItemNum += 10; # 扩容
  854. UserProc::updateUserInfo(); # 保存玩家数据
  855. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  856. StoreProc::CheckItemNum();
  857. return $resp;
  858. }
  859. // </editor-fold>
  860. //
  861. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  862. //
  863. /**
  864. * 出售单一的物品
  865. */
  866. static function sellItem() {
  867. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  868. }
  869. /**
  870. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  871. */
  872. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  873. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  874. }
  875. /**
  876. * 6403 从背包出售多个物品
  877. */
  878. static function sellMultiItemFromStore() {
  879. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  880. $obj = req()->paras[0]; // 获取物品的结构数组
  881. foreach ($obj as $value) {
  882. $type = $value[0];
  883. $itemId = $value[1];
  884. if ($type > 3) {
  885. $count = intval($value[2]); // 数量
  886. $uid = 0;
  887. } 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
  888. $count = 1;
  889. $uid = $value[2];
  890. }//物品的uid
  891. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  892. }
  893. if (0 == $resp->err) {
  894. UserProc::updateUserInfo();
  895. }
  896. StoreProc::CheckItemNum();
  897. return $resp;
  898. }
  899. // </editor-fold>
  900. //
  901. }