StoreProc.php 66 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476
  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. case CmdCode::map_expandStorage: # 6432
  81. return self::expandStorage();
  82. case CmdCode::map_changeStorage: # 6433
  83. return self::changeStorage();
  84. default:
  85. Err(ErrCode::cmd_err);
  86. }
  87. }
  88. /**
  89. * 6432
  90. * @return type
  91. */
  92. public static function changeStorage() {
  93. $type = req()->paras[0]; # 1:放入 2移除到背包
  94. $index = req()->paras[1]; #放入第几个格子
  95. $itemid = req()->paras[2]; # itemid
  96. $store = ctx()->store(true);
  97. ctx()->store(true)->storage->$key = array();
  98. UserProc::updateUserInfo();
  99. return Resp::ok(array("store"=>$store,));
  100. }
  101. public static function expandStorage() {
  102. $cost = GameConfig::globalsettings()->expandStorageCost;
  103. $list = explode(',', $cost);
  104. $key = 3;
  105. my_Assert(StlUtil::dictHasProperty(!ctx()->store(true)->storage, $key), ErrCode::store_expandStorage);
  106. if($list[0] == 1){
  107. my_Assert(ctx()->base(true)->gold >= $list[1], ErrCode::notenough_gold_msg);
  108. ctx()->base(true)->Consume_Gold($list[1]);
  109. } elseif ($list[0] == 2) {
  110. my_Assert(ctx()->base(true)->cash >= $list[1], ErrCode::notenough_cash_msg);
  111. ctx()->base(true)->Consume_Cash($list[1]);
  112. }
  113. $str = $list[0].",". $list[1];
  114. ctx()->store(true)->storage->$key = array();
  115. UserProc::updateUserInfo();
  116. return Resp::ok(array("storage"=>ctx()->store(true)->storage,"cost"=>$str,));
  117. }
  118. /**
  119. * 6431 购买补给品
  120. */
  121. public static function buySupplies() {
  122. $npcid = req()->paras[0]; # 提取参数
  123. $itemid = req()->paras[1]; # 提取参数
  124. $num = req()->paras[2]; # 提取参数
  125. //补充shop_supplies的mo
  126. $mo = GameConfig::shop_supplies_getItem($npcid, $itemid);
  127. my_Assert($mo != null, ErrCode::err_const_no);
  128. $cost = $mo->cost * $num;
  129. my_Assert($num <= $mo->num, ErrCode::err_const_no);
  130. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  131. req()->userInfo->game->base(true)->Consume_Gold($cost);
  132. $goodsStr = $itemid . ',' . $num;
  133. StoreProc::AddMultiItemInStore($goodsStr);
  134. UserProc::updateUserInfo();
  135. return Resp::ok(array("store"=>ctx()->store(),"cost"=>$cost,));
  136. }
  137. /**
  138. *
  139. */
  140. public static function getShopWeapon() {
  141. $npcid = req()->paras[0]; # 提取参数
  142. self::DailyRefreshWeapon($npcid);
  143. UserProc::updateUserInfo();
  144. return Resp::ok(array(
  145. "store" => ctx()->store(), #
  146. ));
  147. }
  148. /**
  149. *
  150. * @return type
  151. */
  152. public static function buyWeapon() {
  153. $npcid = req()->paras[0]; # 提取参数
  154. $weaponId = req()->paras[1]; # 提取参数
  155. $store = ctx()->store(true);
  156. $type = 0;
  157. $tag = true;
  158. if (StlUtil::dictHasProperty($store->weaponReward, $npcid)) {
  159. $dic = $store->weaponReward->$npcid;
  160. foreach ($dic as $k => $list) {
  161. if (in_array($weaponId, $list)) {
  162. $tag = false;
  163. break;
  164. }
  165. }
  166. }
  167. my_Assert($tag == true, ErrCode::store_weaponCantBuy);
  168. $list = GameConfig::shop_weapon_getItemArray($npcid);
  169. $cost = 0;
  170. foreach ($list as $item) {
  171. $weaponList = explode(';', $item->weaponlist);
  172. foreach ($weaponList as $value) {
  173. $pList = explode(',', $value);
  174. if (in_array($weaponId, $pList)) {
  175. $type = $item->id;
  176. $cost = $item->cost;
  177. break 2;
  178. }
  179. }
  180. }
  181. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  182. ctx()->base(true)->Consume_Gold($cost);
  183. $store->weaponReward->$npcid->$type[] = $weaponId;
  184. ctx()->store = $store;
  185. UserProc::updateUserInfo();
  186. return Resp::ok(array(
  187. "store" => $store,
  188. "cost"=> $cost,
  189. ));
  190. }
  191. /*
  192. * 每日刷新武器
  193. */
  194. public static function DailyRefreshWeapon($npcid = null) {
  195. //没有数据初始化,有数据不在管
  196. if ($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)) {
  197. $list = GameConfig::shop_weapon_getItemArray($npcid);
  198. foreach ($list as $value) {
  199. $ret = new \stdClass();
  200. $arr = explode(';', $value->weaponlist);
  201. foreach ($arr as $item) {
  202. $itemList = explode(',', $item);
  203. $id = $itemList[0];
  204. $per = $itemList[1];
  205. $ret->$id = $per;
  206. }
  207. $retArr = array();
  208. $type = $value->id;
  209. $pArr = self::randweapon($ret, $value->num);
  210. //数组合并
  211. $retArr = array_merge($retArr, $pArr);
  212. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  213. }
  214. } else if($npcid == null){
  215. //每日登录刷新,刷新的时候把已经购买过的武器去掉;
  216. $dic = ctx()->store()->weaponPool;
  217. foreach ($dic as $npcid => $val) {
  218. $list = GameConfig::shop_weapon_getItemArray($npcid);
  219. foreach ($list as $value) {
  220. $ret = new \stdClass();
  221. $arr = explode(';', $value->weaponlist);
  222. foreach ($arr as $item) {
  223. $itemList = explode(',', $item);
  224. $id = $itemList[0];
  225. $per = $itemList[1];
  226. $ret->$id = $per;
  227. }
  228. $ret2 = $ret;
  229. $type = $value->id;
  230. if (StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)) {
  231. $weaponList = ctx()->store()->weaponReward->$npcid->$type;
  232. foreach ($weaponList as $wid) {
  233. if (StlUtil::dictHasProperty($ret, $wid)) {
  234. StlUtil::dictRemove($ret, $wid);
  235. }
  236. }
  237. }
  238. $temp = $ret;
  239. 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
  240. $temp = $ret2;
  241. ctx()->store()->weaponReward->$npcid->$type = array();
  242. }
  243. $retArr = array();
  244. $pArr = self::randweapon($temp, $value->num);
  245. $retArr = array_merge($retArr, $pArr);
  246. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  247. }
  248. }
  249. }
  250. }
  251. static function randweapon($temp, $limit) {
  252. $resultArr = array();
  253. $num = 0;
  254. while (true) {
  255. $total = 0;
  256. foreach ($temp as $k => $v) {
  257. $total += $v;
  258. }
  259. $n = rand(1, $total);
  260. $start = 0;
  261. foreach ($temp as $id => $per) {
  262. $start += $per;
  263. if ($n <= $start) {
  264. if (in_array($id, $resultArr)) {
  265. StlUtil::dictRemove($temp, $id);
  266. break;
  267. } else {
  268. $resultArr[] = $id;
  269. $num += 1;
  270. break;
  271. }
  272. }
  273. }
  274. if ($num >= $limit) {
  275. break;
  276. }
  277. }
  278. return $resultArr;
  279. }
  280. /**
  281. * 扩容
  282. * @return type
  283. */
  284. static function unlockStore() {
  285. //list() = req()->paras;
  286. $user = ctx();
  287. $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
  288. my_Assert($mo != null, ErrCode::err_const_no);
  289. my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
  290. $user->base(true)->Consume_Gold($mo->cost);
  291. $user->privateState->expandNum += 1;
  292. ctx($user);
  293. UserProc::updateUserInfo(); # 回写玩家数据
  294. return Resp::ok(array(
  295. "gold" => $user->baseInfo->gold,
  296. "expandNum" => $user->privateState->expandNum,
  297. ));
  298. }
  299. /**
  300. * 宝石镶嵌
  301. */
  302. static function GemSetYanLing() {
  303. list($gemId, $yanlingUid) = req()->paras;
  304. $user = ctx();
  305. $yanling = $user->store->yanling;
  306. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  307. my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
  308. if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
  309. $yanling->$yanlingUid->gemId = 0;
  310. }
  311. my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
  312. StoreProc::removeItemFromStore($user->store, $gemId);
  313. $yanling->$yanlingUid->gemId = $gemId;
  314. $user->store->yanling = $yanling;
  315. ctx($user);
  316. UserProc::updateUserInfo(); # 回写玩家数据
  317. return Resp::ok(array(
  318. "store" => $user->store, # # 目前来看只涉及到items变化
  319. ));
  320. }
  321. /**
  322. * 从严灵上卸下宝石
  323. */
  324. static function GemRemoveYanLing() {
  325. list($yanlingUid) = req()->paras;
  326. $user = ctx();
  327. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  328. $gemId = $user->store->yanling->$yanlingUid->gemId;
  329. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  330. $goodsStr = $gemId . ",1";
  331. StoreProc::AddMultiItemInStore($goodsStr);
  332. $user->store->yanling->$yanlingUid->gemId = 0;
  333. ctx($user);
  334. UserProc::updateUserInfo(); # 回写玩家数据
  335. return Resp::ok(array(
  336. "store" => $user->store, # # 目前来看只涉及到items变化
  337. ));
  338. }
  339. /**
  340. * 宝石合成
  341. */
  342. static function GemComposeItem() {
  343. list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  344. $user = ctx();
  345. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  346. $mo = GameConfig::gem_formula_getItem($gemId);
  347. my_Assert($mo != null, ErrCode::err_const_no); #
  348. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  349. $itemId = $mo->drawItem;
  350. if ($itemId != "") {
  351. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
  352. }
  353. if ($mo->composeMaterial != "") {
  354. $mList = explode(',', $mo->composeMaterial);
  355. $itemId = $mList[0];
  356. $num = $mList[1];
  357. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
  358. //扣除材料
  359. StoreProc::removeItemFromStore($user->store, $itemId, $num);
  360. }
  361. $gList = explode(',', $mo->composeGem);
  362. $itemId = $gList[0];
  363. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
  364. my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
  365. //扣除配方金币 宝石
  366. $user->base(true)->Consume_Gold($mo->composeGold);
  367. StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
  368. $goodsStr = $gemId . ',1';
  369. StoreProc::AddMultiItemInStore($goodsStr);
  370. ctx($user);
  371. UserProc::updateUserInfo(); # 回写玩家数据
  372. return Resp::ok(array(
  373. "store" => $user->store, # # 目前来看只涉及到items变化
  374. 'gold' => $user->baseInfo->gold,
  375. ));
  376. }
  377. /**
  378. * 宝石合成的研究等级提升
  379. */
  380. static function GemResearchLvUp() {
  381. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  382. $user = ctx();
  383. $researchLevel = $user->Gem->level; //研究等级
  384. $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
  385. my_Assert($mo != null, ErrCode::err_const_no);
  386. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  387. //$list = explode(',',$mo->unlockLevelGoldCost);
  388. my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  389. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  390. $user->Gem->level += 1;
  391. ctx($user);
  392. UserProc::updateUserInfo(); # 回写玩家数据
  393. return Resp::ok(array(
  394. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  395. 'gold' => $user->baseInfo->gold,
  396. ));
  397. }
  398. /**
  399. * 武器升级
  400. */
  401. static function weaponUpgrade() {
  402. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  403. $user = ctx();
  404. $equipment = $user->store->equipment;
  405. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  406. $myPacketItems = $user->store->items;
  407. //消耗材料道具
  408. $total = 0;
  409. $totalGold = 0;
  410. foreach ($items as $costItemId => $costNumber) {
  411. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  412. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  413. $mo = GameConfig::item_stones_getItem($costItemId);
  414. my_Assert($mo != null, ErrCode::err_const_no);
  415. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  416. $total += $mo->baseExp * $costNumber;
  417. $totalGold += $mo->costGold * $costNumber;
  418. }
  419. $wuqiExp = 0;
  420. //消耗武器
  421. foreach ($wuqiList as $wuqiId) {
  422. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  423. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  424. $baseExp = $mo->baseExp;
  425. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  426. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  427. $totalGold += $mo->costGold;
  428. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  429. }
  430. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  431. $equipVo = new Ins_Weapon($equipment->$uid);
  432. $initLevel = $equipVo->level;
  433. $equipVo->exp += $total + (int) $wuqiExp;
  434. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  435. $curStar = $equipVo->starLevel; #当前星级
  436. $equipVo->level = $curlevel;
  437. if ($curStar < 5) {
  438. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  439. if ($starlimitLv <= $curlevel) {
  440. $equipVo->level = $starlimitLv;
  441. $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  442. }
  443. }
  444. $user->store->equipment->$uid = $equipVo;
  445. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  446. $user->baseInfo->gold -= $totalGold;
  447. ctx($user);
  448. ctx()->store->items = $myPacketItems; # 更新背包数据
  449. if ($equipVo->level != $initLevel) {
  450. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  451. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
  452. }
  453. UserProc::updateUserInfo(); # 回写玩家数据
  454. return Resp::ok(array(
  455. "store" => $user->store, # # 目前来看只涉及到items变化
  456. 'gold' => $user->baseInfo->gold,
  457. ));
  458. }
  459. /**
  460. * 武器升级计算
  461. * @param type $xp
  462. * @param type $type
  463. * @return type
  464. */
  465. static function Upgrade($xp, $qual, $type) {
  466. $curLv = 0;
  467. if ($type == Enum_UpgradeType::Wuqi) {
  468. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  469. } else {
  470. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  471. }
  472. $f = (array) $heroLvDic;
  473. ksort($f);
  474. foreach ($f as $lv => $mo) {
  475. if ($xp < $mo->requiredExp) {
  476. $curLv = $lv - 1;
  477. break;
  478. }
  479. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  480. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  481. // break;
  482. // }
  483. }
  484. return $curLv;
  485. }
  486. /**
  487. * 武器突破
  488. */
  489. static function weaponTupo() {
  490. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  491. $user = ctx();
  492. $equipment = $user->store->equipment;
  493. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  494. $typeId = $equipment->$uid->typeId;
  495. $curStar = $equipment->$uid->starLevel;
  496. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  497. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  498. my_Assert($mo != null, ErrCode::err_const_no);
  499. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  500. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  501. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  502. // $segID = $mo->segID;
  503. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  504. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  505. $costItemsList = explode(';', $mo->costItems);
  506. foreach ($costItemsList as $value) {
  507. $list = explode(',', $value);
  508. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  509. }
  510. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  511. $user->baseInfo->gold -= $mo->gold;
  512. $equipment->$uid->starLevel += 1;
  513. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  514. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  515. $user->store->equipment = $equipment;
  516. ctx($user);
  517. UserProc::updateUserInfo(); # 回写玩家数据
  518. return Resp::ok(array(
  519. "store" => $user->store, # # 目前来看只涉及到items变化
  520. 'gold' => $user->baseInfo->gold,
  521. ));
  522. }
  523. /**
  524. * 武器替换
  525. * @return type
  526. */
  527. static function weaponReplace() {
  528. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  529. $user = ctx();
  530. $equipment = $user->store->equipment;
  531. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  532. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  533. $herouid = $equipment->$uid->herouid;
  534. $herouid_replace = $equipment->$replaceId->herouid;
  535. $equipment->$replaceId->herouid = $herouid;
  536. $equipment->$uid->herouid = $herouid_replace;
  537. $user->store->equipment = $equipment;
  538. ctx($user);
  539. UserProc::updateUserInfo(); # 回写玩家数据
  540. return Resp::ok(array(
  541. "store" => $user->store, # # 目前来看只涉及到items变化
  542. ));
  543. }
  544. /**
  545. * [6420] 言灵进阶
  546. */
  547. static function YanlingUpgrade() {
  548. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  549. $user = ctx();
  550. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  551. $yanlingObj = $user->store->yanling->$yanlingUid;
  552. $yanlingMoId = $yanlingObj->typeId;
  553. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  554. $toGrade = $curGrade + 1; # 下一等阶
  555. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  556. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  557. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  558. $costs = explode(';', $toGradeCfg->cost_materials);
  559. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  560. foreach ($costs as $c) {
  561. list($itemId, $num) = explode(',', $c); # 解析材料
  562. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  563. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  564. }
  565. $yanlingObj->grade = $toGrade; # 修改进阶
  566. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  567. UserProc::updateUserInfo(); # 回写玩家数据
  568. return Resp::ok(array(
  569. "store" => $user->store, # # 目前来看只涉及到items变化
  570. ));
  571. }
  572. /**
  573. * [6418] 利用言灵召唤书碎片合成召唤书
  574. */
  575. static function MergeYanlingBook() {
  576. list($bookId) = req()->paras; # 参数 言灵召唤书id
  577. $user = ctx();
  578. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  579. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  580. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  581. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  582. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  583. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  584. UserProc::updateUserInfo(); # 回写数据
  585. return Resp::ok(array(
  586. "store" => $user->store, # # 目前来看只涉及到items变化
  587. ));
  588. }
  589. /**
  590. * [6419] 利用言灵召唤书召唤言灵
  591. */
  592. static function CallYanlingByBook() {
  593. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  594. $user = ctx();
  595. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  596. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  597. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  598. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  599. $costs = explode(';', $bookIdCfg->cost_materials);
  600. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  601. foreach ($costs as $c) {
  602. list($itemId, $num) = explode(',', $c); # 解析材料
  603. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  604. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  605. }
  606. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  607. UserProc::updateUserInfo(); # 回写数据
  608. return Resp::ok(array(
  609. "store" => $user->store, # # 目前来看只涉及到items变化
  610. ));
  611. }
  612. /**
  613. * 测试方法
  614. * @return type
  615. */
  616. static public function Test() {
  617. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  618. }
  619. /**
  620. * [6404] 使用仓库道具
  621. */
  622. static function useItem() {
  623. list($itemType, $num) = req()->paras; # 提取参数
  624. $mo = GameConfig::item_base_getItem($itemType);
  625. my_Assert(null != $mo, ErrCode::err_const_no);
  626. switch ($mo->subType) {
  627. case 601: # 任务卡
  628. my_Assert($num == 1, "任务卡一次只能使用一张!");
  629. $store = ctx()->store();
  630. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  631. my_Assert(ErrCode::ok == $err, $err);
  632. StoreProc::PutTaskCardInStore($itemType);
  633. ctx()->store = $store;
  634. break;
  635. default :
  636. break;
  637. }
  638. UserProc::updateUserInfo();
  639. return Resp::ok(array(
  640. 'priv' => ctx()->privateState,
  641. 'store' => ctx()->store));
  642. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  643. }
  644. /**
  645. * [6405] 刷新仓库列表
  646. */
  647. static function refreshStore() {
  648. StoreProc::CheckItemNum();
  649. return Resp::ok(array('store' => ctx()->store));
  650. }
  651. /**
  652. * [6406] 从仓库删除道具
  653. */
  654. static function delItemFromStore() {
  655. list($itemId, $num) = req()->paras;
  656. $err = self::removeItemFromStore(ctx()->store, $itemId, $num);
  657. my_Assert(ErrCode::ok == $err, $err);
  658. UserProc::updateUserInfo();
  659. return Resp::ok(array('store' => ctx()->store));
  660. }
  661. /**
  662. * [6409] 合成道具
  663. */
  664. static public function composeItem() {
  665. Err(ErrCode::err_method_notimplement);
  666. }
  667. /**
  668. * [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)
  669. */
  670. static public function composePieces() {
  671. Err(ErrCode::err_method_notimplement);
  672. }
  673. // </editor-fold>
  674. // --------------- 以下为辅助方法 ------------------
  675. //
  676. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  677. /**
  678. * 从仓库中移除指定数量的物品
  679. * @param Info_Store $store
  680. * @param type $itemId
  681. * @param type $itemcount
  682. * @return type
  683. */
  684. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  685. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  686. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  687. $store->items->$itemId -= $itemcount;
  688. if ($store->items->$itemId == 0) {
  689. unset($store->items->$itemId);
  690. }
  691. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  692. return ErrCode::ok;
  693. }
  694. /**
  695. * 从仓库移出装备
  696. * @param type $itemId uid
  697. * @param Info_Store $store
  698. * @return boolean
  699. */
  700. static function removeEquipFromStore($uid, $typeId) {
  701. $ok = false;
  702. if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
  703. my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  704. unset(ctx()->store->equipment->$uid);
  705. $ok = true;
  706. }
  707. return $ok;
  708. }
  709. /**
  710. * 从仓库移除碎片
  711. * @param Info_Store $store
  712. * @param int $segmentId
  713. * @param int $num
  714. * @return bool 成功/失败
  715. */
  716. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  717. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  718. && $store->segement->$segmentId >= $num) {
  719. $store->segement->$segmentId -= $num;
  720. return TRUE;
  721. }
  722. return false;
  723. }
  724. /**
  725. * 向仓库添加碎片
  726. * @param Info_Store $store
  727. * @param int $segmentId
  728. * @param int $num
  729. */
  730. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  731. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  732. $store->segement->$segmentId += $num;
  733. } else {
  734. $store->segement->$segmentId = $num;
  735. }
  736. $segMo = GameConfig::item_segment_getItem($segmentId);
  737. my_Assert($segMo != null, ErrCode::err_const_no);
  738. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  739. }
  740. // </editor-fold>
  741. //
  742. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  743. /**
  744. * 将其他物品放入仓库
  745. * @param type $itemId
  746. * @param Data_UserGame $game
  747. */
  748. static function PutItemInStore($itemId, &$game) {
  749. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  750. $game->store->items->$itemId += 1;
  751. } else {// 如果仓库中没有这种元素,则其数目置1
  752. $game->store->items->$itemId = 1;
  753. }
  754. }
  755. /**
  756. * 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
  757. * 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
  758. * @param string $goodsStr itemid,num;itemid,num;...
  759. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  760. * @deprecated since version 0
  761. * @return type
  762. */
  763. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  764. $user = ctx();
  765. $ary = explode(";", $goodsStr);
  766. //$unlockNum = $user->privateState->expandNum * 5;
  767. //$n = self::countStoreNum();
  768. foreach ($ary as $value) {
  769. $val = explode(",", $value);
  770. $cid = "";
  771. my_Assert(count($val) > 1, "解析奖励字符串出错");
  772. list( $itemId, $num) = $val; # ID, 数量
  773. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  774. switch ($smItem->subType) { # 根据类型分别添加到容器中
  775. case META_EXP: # 指挥官经验
  776. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  777. $user->base()->Add_Exp($num); # 加指挥官经验
  778. break;
  779. case META_GOLD_ITEMID: # 金币
  780. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  781. $user->base()->Add_Gold($num, $mask); # 增加金币
  782. break;
  783. case META_CASH_ITEMID: # 钻石
  784. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  785. $user->base()->Add_Cash($num, $mask); # 增加钻石
  786. break;
  787. case META_tili_ITEMID: # 体力
  788. // Data_UserGame::Add_tili($num);
  789. $user->base()->Add_tili($num); # 增加体力
  790. break;
  791. case META_FriendShipPoit_ItemId: # 友情值
  792. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  793. $user->base()->Add_FriendPoint($num); # 加友情点
  794. break;
  795. case META_PVPCOIN_ITEMID: # 竞技币
  796. $user->pvp->pvpCoins += $num;
  797. break;
  798. case META_ActivePoint_ITEMID:
  799. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  800. break;
  801. case META_RESPOINT_ITEMID:
  802. $user->base()->Add_resPoint($num); # 增加资源点
  803. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  804. break;
  805. case 101: # 武器
  806. for ($n = 0; $n < $num; $n++) {
  807. $cid = StoreProc::PutEquipInStore($itemId);
  808. }
  809. CornerSignEventProc::OnBag_new_Weapon();
  810. CornerSignEventProc::OnRoleWeapon();
  811. break;
  812. case 401: # 言灵
  813. for ($n = 0; $n < $num; $n++) {
  814. $cid = StoreProc::PutYanLingInStore($itemId);
  815. }
  816. CornerSignEventProc::OnBag_new_Yanling();
  817. CornerSignEventProc::OnRoleYanling();
  818. break;
  819. case 501: # 限购礼包
  820. $itemMO = GameConfig::item_package_getItem($itemId);
  821. my_Assert(null != $itemMO, ErrCode::err_const_no);
  822. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  823. my_Assert(ErrCode::ok == $err, $err);
  824. break;
  825. case 601: # 任务卡
  826. $cid = StoreProc::PutTaskCardInStore($itemId);
  827. break;
  828. case 201: # 碎片
  829. $segMo = GameConfig::item_segment_getItem($itemId);
  830. my_Assert($segMo != null, ErrCode::err_const_no);
  831. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  832. CornerSignEventProc::OnBag_new_Fragment();
  833. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  834. break;
  835. case 202: # 召唤书碎片
  836. case 351: # 言灵召唤书
  837. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  838. $book = GameConfig::item_yanlingbook_getItem($itemId);
  839. my_Assert(null != $book, ErrCode::err_const_no);
  840. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  841. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  842. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  843. case 1:
  844. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  845. break;
  846. case 2:
  847. CornerSignEventProc::OnCall_Magician_new(); # 法师
  848. break;
  849. case 3:
  850. CornerSignEventProc::OnCall_Archer_new(); # 射手
  851. break;
  852. default :
  853. break;
  854. }
  855. break;
  856. case 321: # 进阶材料
  857. case 322: # 进阶材料
  858. case 323: # 锻造材料
  859. case 324: # 魂器
  860. case 332: #普通祈愿券
  861. case 333: #活动祈愿券
  862. case 325: #元素突破材料
  863. case 326: #职业突破材料
  864. case 327: #言灵的突破石
  865. case 328: #言灵的突破材料
  866. case 329: #武器的突破石
  867. case 330: #武器的突破材料
  868. // 补给品
  869. case 341: # 血瓶
  870. case 342: # 能量瓶
  871. case 343: #
  872. case 344: # 回城券 -2022.4.13 海哥
  873. //
  874. case 701: #宝石
  875. case 702: #设计图纸
  876. case 703: #宝石辅助材料
  877. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  878. CornerSignEventProc::OnBag_new_Material();
  879. break;
  880. case 311: # 基因(经验丹)
  881. case 312: # 强化道具
  882. case 313:
  883. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  884. break;
  885. default :
  886. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  887. }
  888. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  889. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  890. }
  891. return ErrCode::ok; // 返回
  892. }
  893. public static function countStoreNum() {
  894. $user = ctx();
  895. //$num = 0;
  896. $itemDic = $user->store->items;
  897. //$num += count((array)$user->store->items);
  898. $itemNum = 0;
  899. foreach ($itemDic as $key => $num) {
  900. if ($num == 0) {
  901. continue;
  902. }
  903. if ($num > 99999) {
  904. $itemNum += 2;
  905. } else {
  906. $itemNum += 1;
  907. }
  908. }
  909. //var_dump($num);
  910. //var_dump('-----------------');
  911. $itemNum += count((array) $user->store->equipment);
  912. //var_dump($num);
  913. //var_dump('-----------------');
  914. $itemNum += count((array) $user->store->yanling);
  915. //var_dump($itemNum);
  916. return $itemNum;
  917. }
  918. /**
  919. * [6401]向包裹中添加物品
  920. */
  921. public static function AddItemInStore() {
  922. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  923. $user = ctx();
  924. if ($mask == 1) {
  925. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  926. } else {
  927. $err = self::AddMultiItemInStore($rwdStr);
  928. }
  929. my_Assert(ErrCode::ok == $err, $err);
  930. UserProc::updateUserInfo();
  931. return Resp::ok(array(
  932. 'gold' => $user->baseInfo->gold,
  933. 'tili' => $user->baseInfo->tili,
  934. 'cash' => $user->baseInfo->cash,
  935. 'resPoint' => $user->baseInfo->resPoint,
  936. 'store' => $user->store));
  937. }
  938. /**
  939. * 将装备放入背包
  940. * @param type $itemId
  941. */
  942. static function PutEquipInStore($itemId) {
  943. $privateState = ctx()->privateState;
  944. $unlockNum = $privateState->expandNum * 5;
  945. //var_dump("wuqi==============");
  946. $n = self::countStoreNum();
  947. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  948. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  949. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  950. ctx()->privateState->currentId = 1;
  951. }
  952. $cid = ctx()->privateState->currentId++;
  953. //$equip = ObjectInit();
  954. $equip = new Ins_Weapon();
  955. $equip->typeId = $itemId;
  956. ctx()->store->equipment->$cid = $equip;
  957. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  958. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
  959. return $cid;
  960. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  961. }
  962. /**
  963. * 将言灵放入背包
  964. * @param type $itemId
  965. */
  966. static function PutYanLingInStore($itemId) {
  967. //my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  968. $privateState = ctx()->privateState;
  969. $unlockNum = $privateState->expandNum * 5;
  970. //var_dump("yanling==============");
  971. $n = self::countStoreNum();
  972. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  973. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  974. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  975. ctx()->privateState->currentId = 1;
  976. }
  977. $cid = ctx()->privateState->currentId++;
  978. //$equip = ObjectInit();
  979. $equip = new Ins_YanLin();
  980. $equip->typeId = $itemId;
  981. ctx()->store->yanling->$cid = $equip;
  982. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  983. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
  984. return $cid;
  985. }
  986. /**
  987. * 将任务卡放入背包
  988. * @param type $itemId
  989. */
  990. static function PutTaskCardInStore($itemId) {
  991. $privateState = ctx()->privateState;
  992. $unlockNum = $privateState->expandNum * 5;
  993. //var_dump("task==============");
  994. //$n = self::countStoreNum();
  995. //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
  996. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  997. ctx()->privateState->currentId = 1;
  998. }
  999. $cid = ctx()->privateState->currentId++;
  1000. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  1001. // var_dump($mo);
  1002. my_Assert(null != $mo, ErrCode::err_const_no);
  1003. $itembaseMo = GameConfig::item_base_getItem($itemId);
  1004. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  1005. if ($itembaseMo->pileNum > 0) { # 可叠加
  1006. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  1007. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  1008. // $taskCard = null;
  1009. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  1010. // $val = new Ins_TaskCard($val);
  1011. // if ($val->typeId == $itemId) {
  1012. // $taskCard = $val;
  1013. // break;
  1014. // }
  1015. // }
  1016. // if (null == $taskCard) { # 原来么有
  1017. // $taskCard = new Ins_TaskCard($itemId);
  1018. // $taskCard->uid = $cid;
  1019. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  1020. // }
  1021. // $taskCard->count += 1;
  1022. // </editor-fold>
  1023. } else {
  1024. $taskCard = new Ins_TaskCard($itemId);
  1025. $taskCard->uid = $cid;
  1026. ctx()->store->taskcards->$cid = $taskCard;
  1027. }
  1028. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  1029. if (null != $taskCard) {
  1030. req()->paras = array($cid);
  1031. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  1032. }
  1033. return $cid;
  1034. }
  1035. /**
  1036. * 将可叠加物品放入背包
  1037. * @param int $itemId
  1038. * @param int $num
  1039. */
  1040. static function PutOverlyingItemInStore($itemId, $num = 1) {
  1041. //var_dump("item==============".$itemId);
  1042. $unlockNum = ctx()->privateState->expandNum * 5;
  1043. $n = self::countStoreNum();
  1044. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1045. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1046. $items = ctx()->store->items; # dic: itemid=>number
  1047. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  1048. $items->$itemId += $num;
  1049. } else { # 如果仓库中没有这种元素,则其数目置为num
  1050. $items->$itemId = $num;
  1051. }
  1052. }
  1053. /**
  1054. * 物品包裹打散成独立道具到仓库
  1055. * @param GoodsItemModel $itemModel
  1056. * @deprecated since version now
  1057. */
  1058. static function addSeprateItem($itemModel) {
  1059. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  1060. }
  1061. /**
  1062. * [6416] 给英雄装上言灵
  1063. */
  1064. static function WearYanlingToHero() {
  1065. $user = ctx(); # user引用
  1066. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1067. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  1068. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  1069. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  1070. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  1071. Err(ErrCode::store_equipWeared_err);
  1072. }
  1073. $collectHeros = $user->heros->collectHeros; # 英雄集合
  1074. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  1075. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  1076. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1077. my_Assert($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.
  1078. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  1079. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  1080. if ($oldYLid > 0) { # 代表替换操作
  1081. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  1082. }
  1083. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  1084. $collectHeros->$herouid = $hero;
  1085. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  1086. UserProc::updateUserInfo(); # 5.回写数据
  1087. $ret = array('resp' => "succeed!",
  1088. 'store' => $user->store);
  1089. $resp = Resp::ok($ret); // 返回
  1090. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1091. return $resp;
  1092. }
  1093. /**
  1094. * [6417] 给英雄卸下言灵
  1095. * @deprecated since version 无法卸下,只能更换
  1096. */
  1097. static function UnWieldYanling() {
  1098. $user = ctx(); # user引用
  1099. list($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
  1100. $collectHeros = $user->heros->collectHeros;
  1101. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  1102. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1103. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1104. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  1105. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  1106. }
  1107. // $arr = $collectHeros->$herouid->yanling;
  1108. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  1109. // StlUtil::arrayRemove($arr, $yanling_uid);
  1110. // $collectHeros->$herouid->yanling = $arr;
  1111. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  1112. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  1113. UserProc::updateUserInfo(); # 回写数据
  1114. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  1115. // StoreProc::CheckItemNum($req);
  1116. return $resp;
  1117. }
  1118. /**
  1119. * [6410] 给英雄穿装备
  1120. */
  1121. static function WearEquipToHero() {
  1122. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1123. $user = ctx(); # user引用
  1124. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1125. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  1126. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  1127. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  1128. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  1129. }
  1130. $collectHeros = $user->heros->collectHeros;
  1131. my_default_Obj($collectHeros);
  1132. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  1133. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1134. my_Assert($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
  1135. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  1136. $oldEquipId = 0;
  1137. switch ($itemtype) { # 添加或替换英雄该部位的装备
  1138. case 1: # 武器
  1139. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  1140. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  1141. break;
  1142. case 2: # 防具
  1143. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  1144. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  1145. break;
  1146. case 3: # 饰品
  1147. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  1148. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  1149. break;
  1150. default :
  1151. Err(ErrCode::store_equip_type);
  1152. break;
  1153. }
  1154. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  1155. $user->store->equipment->$oldEquipId->herouid = 0;
  1156. }
  1157. UserProc::updateUserInfo(); // 5.回写数据
  1158. // StoreProc::CheckItemNum($req);
  1159. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  1160. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1161. return Resp::ok(array('resp' => "succeed!",
  1162. 'store' => $user->store)); // 返回
  1163. }
  1164. /**
  1165. * [6411] 给英雄脱装备
  1166. * @deprecated since version 不能卸下装备, 只能更换.
  1167. */
  1168. static function UnWieldEquip() {
  1169. list($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
  1170. $user = ctx(); # user引用
  1171. $collectHeros = $user->heros->collectHeros;
  1172. my_default_Obj($collectHeros);
  1173. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1174. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1175. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  1176. $user->store->equipment->$equipuid->herouid = 0;
  1177. }
  1178. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  1179. case 1: # 武器
  1180. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  1181. Err(ErrCode::store_noequip_err);
  1182. }
  1183. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  1184. break;
  1185. case 2: # 防具
  1186. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  1187. Err(ErrCode::store_noequip_err);
  1188. }
  1189. $collectHeros->$herouid->equip->armor->itemuid = 0;
  1190. break;
  1191. case 3: # 饰品
  1192. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  1193. Err(ErrCode::store_noequip_err);
  1194. }
  1195. $collectHeros->$herouid->equip->ring->itemuid = 0;
  1196. break;
  1197. default :
  1198. Err(ErrCode::store_equip_type);
  1199. }
  1200. UserProc::updateUserInfo(); # 回写数据
  1201. return Resp::ok(array('resp' => "succeed!")); // 返回
  1202. }
  1203. // </editor-fold>
  1204. //
  1205. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1206. //
  1207. /**
  1208. * 检查背包中物品的个数
  1209. * @return int
  1210. */
  1211. public static function CheckItemNum() {
  1212. $ItemObj = ctx()->store->items;
  1213. $EquipObj = ctx()->store->equipment;
  1214. $SegementObj = ctx()->store->segement;
  1215. $HeroObj = ctx()->heros->collectHeros;
  1216. $ItemNum = 0;
  1217. if ($ItemObj) {
  1218. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  1219. $ItemNum++;
  1220. }
  1221. }
  1222. if ($SegementObj) {
  1223. foreach ($SegementObj as $value) { # 碎片
  1224. $ItemNum++;
  1225. }
  1226. }
  1227. if ($EquipObj) {
  1228. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  1229. $ItemNum++;
  1230. }
  1231. }
  1232. if ($HeroObj) {
  1233. 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.
  1234. $HeroEquipId = $value->equip->weapon->itemuid;
  1235. if ($HeroEquipId > 0) {
  1236. $ItemNum--;
  1237. }
  1238. $HeroEquipId = $value->equip->armor->itemuid;
  1239. if ($HeroEquipId > 0) {
  1240. $ItemNum--;
  1241. }
  1242. $HeroEquipId = $value->equip->ring->itemuid;
  1243. if ($HeroEquipId > 0) {
  1244. $ItemNum--;
  1245. }
  1246. }
  1247. }
  1248. ctx()->privateState->ItemNum = $ItemNum;
  1249. return $ItemNum;
  1250. }
  1251. /**
  1252. * 获取物品格子的上限值---废弃了
  1253. * @return int 上限数值
  1254. */
  1255. // public static function GetItemMaxNum() {
  1256. // $user = ctx();
  1257. // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1258. // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1259. // }
  1260. // return $user->privateState->maxItemNum;
  1261. // }
  1262. /**
  1263. * 6412 背包扩容
  1264. */
  1265. public static function AddPacketNum() {
  1266. $user = ctx(); # user引用
  1267. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1268. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1269. }
  1270. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1271. my_Assert($costCash > 0, ErrCode::paras_err);
  1272. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1273. $user->privateState->maxItemNum += 10; # 扩容
  1274. UserProc::updateUserInfo(); # 保存玩家数据
  1275. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1276. StoreProc::CheckItemNum();
  1277. return $resp;
  1278. }
  1279. // </editor-fold>
  1280. //
  1281. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1282. //
  1283. /**
  1284. * 出售单一的物品
  1285. */
  1286. static function sellItem() {
  1287. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1288. }
  1289. /**
  1290. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1291. */
  1292. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1293. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1294. }
  1295. /**
  1296. * 6403 从背包出售多个物品
  1297. */
  1298. static function sellMultiItemFromStore() {
  1299. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1300. $obj = req()->paras[0]; // 获取物品的结构数组
  1301. foreach ($obj as $value) {
  1302. $type = $value[0];
  1303. $itemId = $value[1];
  1304. if ($type > 3) {
  1305. $count = intval($value[2]); // 数量
  1306. $uid = 0;
  1307. } 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
  1308. $count = 1;
  1309. $uid = $value[2];
  1310. }//物品的uid
  1311. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1312. }
  1313. if (0 == $resp->err) {
  1314. UserProc::updateUserInfo();
  1315. }
  1316. StoreProc::CheckItemNum();
  1317. return $resp;
  1318. }
  1319. // </editor-fold>
  1320. //
  1321. }