StoreProc.php 49 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. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  116. $user->baseInfo->gold -= $totalGold;
  117. req()->userInfo->game = $user;
  118. req()->userInfo->game->store->items = $myPacketItems; # 更新背包数据
  119. if ($equipVo->level != $initLevel) {
  120. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  121. }
  122. UserProc::updateUserInfo(); # 回写玩家数据
  123. return Resp::ok(array(
  124. "store" => $user->store, # # 目前来看只涉及到items变化
  125. 'gold' => $user->baseInfo->gold,
  126. ));
  127. }
  128. /**
  129. * 武器升级计算
  130. * @param type $xp
  131. * @param type $type
  132. * @return type
  133. */
  134. static function Upgrade($xp, $qual, $type) {
  135. $curLv = 0;
  136. if ($type == Enum_UpgradeType::Wuqi) {
  137. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  138. } else {
  139. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  140. }
  141. $f = (array) $heroLvDic;
  142. ksort($f);
  143. foreach ($f as $lv => $mo) {
  144. if ($xp < $mo->requiredExp) {
  145. $curLv = $lv - 1;
  146. break;
  147. }
  148. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  149. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  150. // break;
  151. // }
  152. }
  153. return $curLv;
  154. }
  155. /**
  156. * 武器突破
  157. */
  158. static function weaponTupo() {
  159. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  160. $user = req()->userInfo->game;
  161. $equipment = $user->store->equipment;
  162. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  163. $typeId = $equipment->$uid->typeId;
  164. $curStar = $equipment->$uid->starLevel;
  165. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  166. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  167. my_Assert($mo != null, ErrCode::err_const_no);
  168. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  169. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  170. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  171. // $segID = $mo->segID;
  172. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  173. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  174. $costItemsList = explode(';', $mo->costItems);
  175. foreach ($costItemsList as $value) {
  176. $list = explode(',', $value);
  177. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  178. }
  179. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  180. $user->baseInfo->gold -= $mo->gold;
  181. $equipment->$uid->starLevel += 1;
  182. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  183. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  184. $user->store->equipment = $equipment;
  185. req()->userInfo->game = $user;
  186. UserProc::updateUserInfo(); # 回写玩家数据
  187. return Resp::ok(array(
  188. "store" => $user->store, # # 目前来看只涉及到items变化
  189. 'gold' => $user->baseInfo->gold,
  190. ));
  191. }
  192. /**
  193. * 武器替换
  194. * @return type
  195. */
  196. static function weaponReplace() {
  197. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  198. $user = req()->userInfo->game;
  199. $equipment = $user->store->equipment;
  200. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  201. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  202. $herouid = $equipment->$uid->herouid;
  203. $herouid_replace = $equipment->$replaceId->herouid;
  204. $equipment->$replaceId->herouid = $herouid;
  205. $equipment->$uid->herouid = $herouid_replace;
  206. $user->store->equipment = $equipment;
  207. req()->userInfo->game = $user;
  208. UserProc::updateUserInfo(); # 回写玩家数据
  209. return Resp::ok(array(
  210. "store" => $user->store, # # 目前来看只涉及到items变化
  211. ));
  212. }
  213. /**
  214. * [6420] 言灵进阶
  215. */
  216. static function YanlingUpgrade() {
  217. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  218. $user = req()->userInfo->game;
  219. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  220. $yanlingObj = $user->store->yanling->$yanlingUid;
  221. $yanlingMoId = $yanlingObj->typeId;
  222. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  223. $toGrade = $curGrade + 1; # 下一等阶
  224. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  225. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  226. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  227. $costs = explode(';', $toGradeCfg->cost_materials);
  228. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  229. foreach ($costs as $c) {
  230. list($itemId, $num) = explode(',', $c); # 解析材料
  231. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  232. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  233. }
  234. $yanlingObj->grade = $toGrade; # 修改进阶
  235. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  236. UserProc::updateUserInfo(); # 回写玩家数据
  237. return Resp::ok(array(
  238. "store" => $user->store, # # 目前来看只涉及到items变化
  239. ));
  240. }
  241. /**
  242. * [6418] 利用言灵召唤书碎片合成召唤书
  243. */
  244. static function MergeYanlingBook() {
  245. list($bookId) = req()->paras; # 参数 言灵召唤书id
  246. $user = req()->userInfo->game;
  247. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  248. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  249. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  250. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  251. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  252. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  253. UserProc::updateUserInfo(); # 回写数据
  254. return Resp::ok(array(
  255. "store" => $user->store, # # 目前来看只涉及到items变化
  256. ));
  257. }
  258. /**
  259. * [6419] 利用言灵召唤书召唤言灵
  260. */
  261. static function CallYanlingByBook() {
  262. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  263. $user = req()->userInfo->game;
  264. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  265. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  266. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  267. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  268. $costs = explode(';', $bookIdCfg->cost_materials);
  269. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  270. foreach ($costs as $c) {
  271. list($itemId, $num) = explode(',', $c); # 解析材料
  272. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  273. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  274. }
  275. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  276. UserProc::updateUserInfo(); # 回写数据
  277. return Resp::ok(array(
  278. "store" => $user->store, # # 目前来看只涉及到items变化
  279. ));
  280. }
  281. /**
  282. * 测试方法
  283. * @return type
  284. */
  285. static public function Test() {
  286. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  287. }
  288. /**
  289. * [6404] 使用仓库道具
  290. */
  291. static function useItem() {
  292. list($itemType, $num) = req()->paras; # 提取参数
  293. $mo = GameConfig::item_base_getItem($itemType);
  294. my_Assert(null != $mo, ErrCode::err_const_no);
  295. switch ($mo->subType) {
  296. case 601: # 任务卡
  297. my_Assert($num == 1, "任务卡一次只能使用一张!");
  298. $store = req()->userInfo->game->store();
  299. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  300. my_Assert(ErrCode::ok == $err, $err);
  301. StoreProc::PutTaskCardInStore($itemType);
  302. req()->userInfo->game->store = $store;
  303. break;
  304. default :
  305. break;
  306. }
  307. UserProc::updateUserInfo();
  308. return Resp::ok(array('store' => req()->userInfo->game->store));
  309. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  310. }
  311. /**
  312. * [6405] 刷新仓库列表
  313. */
  314. static function refreshStore() {
  315. StoreProc::CheckItemNum();
  316. return Resp::ok(array('store' => req()->userInfo->game->store));
  317. }
  318. /**
  319. * [6406] 从仓库删除道具
  320. */
  321. static function delItemFromStore() {
  322. list($itemId, $num) = req()->paras;
  323. $err = self::removeItemFromStore(req()->userInfo->game->store, $itemId, $num);
  324. my_Assert(ErrCode::ok == $err, $err);
  325. UserProc::updateUserInfo();
  326. return Resp::ok(array('store' => req()->userInfo->game->store));
  327. }
  328. /**
  329. * [6409] 合成道具
  330. */
  331. static public function composeItem() {
  332. Err(ErrCode::err_method_notimplement);
  333. }
  334. /**
  335. * [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)
  336. */
  337. static public function composePieces() {
  338. Err(ErrCode::err_method_notimplement);
  339. }
  340. // </editor-fold>
  341. // --------------- 以下为辅助方法 ------------------
  342. //
  343. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  344. /**
  345. * 从仓库中移除指定数量的物品
  346. * @param Info_Store $store
  347. * @param type $itemId
  348. * @param type $itemcount
  349. * @return type
  350. */
  351. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  352. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  353. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  354. $store->items->$itemId -= $itemcount;
  355. if ($store->items->$itemId == 0) {
  356. unset($store->items->$itemId);
  357. }
  358. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  359. return ErrCode::ok;
  360. }
  361. /**
  362. * 从仓库移出装备
  363. * @param type $itemId uid
  364. * @param Info_Store $store
  365. * @return boolean
  366. */
  367. static function removeEquipFromStore($uid, $typeId) {
  368. $ok = false;
  369. if (CommUtil::isPropertyExists(req()->userInfo->game->store->equipment, $uid)) {
  370. my_Assert($typeId == req()->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  371. unset(req()->userInfo->game->store->equipment->$uid);
  372. $ok = true;
  373. }
  374. return $ok;
  375. }
  376. /**
  377. * 从仓库移除碎片
  378. * @param Info_Store $store
  379. * @param int $segmentId
  380. * @param int $num
  381. * @return bool 成功/失败
  382. */
  383. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  384. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  385. && $store->segement->$segmentId >= $num) {
  386. $store->segement->$segmentId -= $num;
  387. return TRUE;
  388. }
  389. return false;
  390. }
  391. /**
  392. * 向仓库添加碎片
  393. * @param Info_Store $store
  394. * @param int $segmentId
  395. * @param int $num
  396. */
  397. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  398. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  399. $store->segement->$segmentId += $num;
  400. } else {
  401. $store->segement->$segmentId = $num;
  402. }
  403. $segMo = GameConfig::item_segment_getItem($segmentId);
  404. my_Assert($segMo != null, ErrCode::err_const_no);
  405. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  406. }
  407. // </editor-fold>
  408. //
  409. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  410. /**
  411. * 将其他物品放入仓库
  412. * @param type $itemId
  413. * @param Data_UserGame $game
  414. */
  415. static function PutItemInStore($itemId, &$game) {
  416. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  417. $game->store->items->$itemId += 1;
  418. } else {// 如果仓库中没有这种元素,则其数目置1
  419. $game->store->items->$itemId = 1;
  420. }
  421. }
  422. /**
  423. * 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
  424. * 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
  425. * @param string $goodsStr itemid,num;itemid,num;...
  426. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  427. * @deprecated since version 0
  428. * @return type
  429. */
  430. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  431. $user = req()->userInfo->game;
  432. $ary = explode(";", $goodsStr);
  433. foreach ($ary as $value) {
  434. $val = explode(",", $value);
  435. $cid = "";
  436. my_Assert(count($val) > 1, "解析奖励字符串出错");
  437. list( $itemId, $num) = $val; # ID, 数量
  438. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  439. switch ($smItem->subType) { # 根据类型分别添加到容器中
  440. case META_EXP: # 指挥官经验
  441. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  442. $user->base()->Add_Exp($num); # 加指挥官经验
  443. break;
  444. case META_GOLD_ITEMID: # 金币
  445. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  446. $user->base()->Add_Gold($num, $mask); # 增加金币
  447. break;
  448. case META_CASH_ITEMID: # 钻石
  449. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  450. $user->base()->Add_Cash($num, $mask); # 增加钻石
  451. break;
  452. case META_tili_ITEMID: # 体力
  453. // Data_UserGame::Add_tili($num);
  454. $user->base()->Add_tili($num); # 增加体力
  455. break;
  456. case META_FriendShipPoit_ItemId: # 友情值
  457. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  458. $user->base()->Add_FriendPoint($num); # 加友情点
  459. break;
  460. case META_PVPCOIN_ITEMID: # 竞技币
  461. $user->pvp->pvpCoins += $num;
  462. break;
  463. case META_ActivePoint_ITEMID:
  464. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  465. break;
  466. case META_RESPOINT_ITEMID:
  467. $user->base()->Add_resPoint($num); # 增加资源点
  468. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  469. break;
  470. case 101: # 武器
  471. for ($n = 0; $n < $num; $n++) {
  472. $cid = StoreProc::PutEquipInStore($itemId);
  473. }
  474. CornerSignEventProc::OnBag_new_Weapon();
  475. break;
  476. case 401: # 言灵
  477. for ($n = 0; $n < $num; $n++) {
  478. $cid = StoreProc::PutYanLingInStore($itemId);
  479. }
  480. CornerSignEventProc::OnBag_new_Yanling();
  481. break;
  482. case 501: # 限购礼包
  483. $itemMO = GameConfig::item_package_getItem($itemId);
  484. my_Assert(null != $itemMO, ErrCode::err_const_no);
  485. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  486. my_Assert(ErrCode::ok == $err, $err);
  487. break;
  488. case 601: # 任务卡
  489. $cid = StoreProc::PutTaskCardInStore($itemId);
  490. break;
  491. case 201: # 碎片
  492. $segMo = GameConfig::item_segment_getItem($itemId);
  493. my_Assert($segMo != null, ErrCode::err_const_no);
  494. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  495. CornerSignEventProc::OnBag_new_Fragment();
  496. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  497. break;
  498. case 202: # 召唤书碎片
  499. case 351: # 言灵召唤书
  500. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  501. $book = GameConfig::item_yanlingbook_getItem($itemId);
  502. my_Assert(null != $book, ErrCode::err_const_no);
  503. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  504. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  505. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  506. case 1:
  507. CornerSignEventProc::OnCall_Warrior_new(); # 战士
  508. break;
  509. case 2:
  510. CornerSignEventProc::OnCall_Magician_new(); # 法师
  511. break;
  512. case 3:
  513. CornerSignEventProc::OnCall_Archer_new(); # 射手
  514. break;
  515. default :
  516. break;
  517. }
  518. break;
  519. case 321: # 进阶材料
  520. case 322: # 进阶材料
  521. case 323: # 锻造材料
  522. case 324: # 魂器
  523. case 332: #普通祈愿券
  524. case 333: #活动祈愿券
  525. case 325: #元素突破材料
  526. case 326: #职业突破材料
  527. case 327: #言灵的突破石
  528. case 328: #言灵的突破材料
  529. case 329: #武器的突破石
  530. case 330: #武器的突破材料
  531. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  532. CornerSignEventProc::OnBag_new_Material();
  533. break;
  534. case 311: # 基因(经验丹)
  535. case 312: # 强化道具
  536. case 313:
  537. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  538. break;
  539. case 341: # 战场中掉落,不会进入包裹
  540. case 342:
  541. case 343:
  542. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  543. break;
  544. default :
  545. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  546. }
  547. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  548. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  549. }
  550. return ErrCode::ok; // 返回
  551. }
  552. /**
  553. * [6401]向包裹中添加物品
  554. */
  555. public static function AddItemInStore() {
  556. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  557. $user = req()->userInfo->game;
  558. if ($mask == 1) {
  559. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  560. } else {
  561. $err = self::AddMultiItemInStore($rwdStr);
  562. }
  563. my_Assert(ErrCode::ok == $err, $err);
  564. UserProc::updateUserInfo();
  565. return Resp::ok(array(
  566. 'gold' => $user->baseInfo->gold,
  567. 'tili' => $user->baseInfo->tili,
  568. 'cash' => $user->baseInfo->cash,
  569. 'resPoint' => $user->baseInfo->resPoint,
  570. 'store' => $user->store));
  571. }
  572. /**
  573. * 将装备放入背包
  574. * @param type $itemId
  575. */
  576. static function PutEquipInStore($itemId) {
  577. $privateState = req()->userInfo->game->privateState;
  578. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  579. req()->userInfo->game->privateState->currentId = 1;
  580. }
  581. $cid = req()->userInfo->game->privateState->currentId++;
  582. //$equip = ObjectInit();
  583. $equip = new Ins_Weapon();
  584. $equip->typeId = $itemId;
  585. req()->userInfo->game->store->equipment->$cid = $equip;
  586. return $cid;
  587. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  588. }
  589. /**
  590. * 将言灵放入背包
  591. * @param type $itemId
  592. */
  593. static function PutYanLingInStore($itemId) {
  594. my_Assert(count((array) req()->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  595. $privateState = req()->userInfo->game->privateState;
  596. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  597. req()->userInfo->game->privateState->currentId = 1;
  598. }
  599. $cid = req()->userInfo->game->privateState->currentId++;
  600. //$equip = ObjectInit();
  601. $equip = new Ins_YanLin();
  602. $equip->typeId = $itemId;
  603. req()->userInfo->game->store->yanling->$cid = $equip;
  604. return $cid;
  605. }
  606. /**
  607. * 将任务卡放入背包
  608. * @param type $itemId
  609. */
  610. static function PutTaskCardInStore($itemId) {
  611. $privateState = req()->userInfo->game->privateState;
  612. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  613. req()->userInfo->game->privateState->currentId = 1;
  614. }
  615. $cid = req()->userInfo->game->privateState->currentId++;
  616. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  617. my_Assert(null != $mo, ErrCode::err_const_no);
  618. $itembaseMo = GameConfig::item_base_getItem($itemId);
  619. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  620. if ($itembaseMo->pileNum > 0) { # 可叠加
  621. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  622. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  623. // $taskCard = null;
  624. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  625. // $val = new Ins_TaskCard($val);
  626. // if ($val->typeId == $itemId) {
  627. // $taskCard = $val;
  628. // break;
  629. // }
  630. // }
  631. // if (null == $taskCard) { # 原来么有
  632. // $taskCard = new Ins_TaskCard($itemId);
  633. // $taskCard->uid = $cid;
  634. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  635. // }
  636. // $taskCard->count += 1;
  637. // </editor-fold>
  638. } else {
  639. $taskCard = new Ins_TaskCard($itemId);
  640. $taskCard->uid = $cid;
  641. req()->userInfo->game->store->taskcards->$cid = $taskCard;
  642. }
  643. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  644. if (null != $taskCard) {
  645. req()->paras = array($cid);
  646. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  647. }
  648. return $cid;
  649. }
  650. /**
  651. * 将可叠加物品放入背包
  652. * @param int $itemId
  653. * @param int $num
  654. */
  655. static function PutOverlyingItemInStore($itemId, $num = 1) {
  656. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  657. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  658. $items->$itemId += $num;
  659. } else { # 如果仓库中没有这种元素,则其数目置为num
  660. $items->$itemId = $num;
  661. }
  662. }
  663. /**
  664. * 物品包裹打散成独立道具到仓库
  665. * @param GoodsItemModel $itemModel
  666. * @deprecated since version now
  667. */
  668. static function addSeprateItem($itemModel) {
  669. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  670. }
  671. /**
  672. * [6416] 给英雄装上言灵
  673. */
  674. static function WearYanlingToHero() {
  675. $user = req()->userInfo->game; # user引用
  676. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  677. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  678. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  679. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  680. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  681. Err(ErrCode::store_equipWeared_err);
  682. }
  683. $collectHeros = $user->heros->collectHeros; # 英雄集合
  684. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  685. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  686. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  687. my_Assert($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.
  688. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  689. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  690. if ($oldYLid > 0) { # 代表替换操作
  691. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  692. }
  693. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  694. $collectHeros->$herouid = $hero;
  695. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  696. UserProc::updateUserInfo(); # 5.回写数据
  697. $ret = array('resp' => "succeed!",
  698. 'store' => $user->store);
  699. $resp = Resp::ok($ret); // 返回
  700. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  701. return $resp;
  702. }
  703. /**
  704. * [6417] 给英雄卸下言灵
  705. * @deprecated since version 无法卸下,只能更换
  706. */
  707. static function UnWieldYanling() {
  708. $user = req()->userInfo->game; # user引用
  709. list($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
  710. $collectHeros = $user->heros->collectHeros;
  711. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  712. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  713. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  714. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  715. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  716. }
  717. // $arr = $collectHeros->$herouid->yanling;
  718. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  719. // StlUtil::arrayRemove($arr, $yanling_uid);
  720. // $collectHeros->$herouid->yanling = $arr;
  721. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  722. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  723. UserProc::updateUserInfo(); # 回写数据
  724. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  725. // StoreProc::CheckItemNum($req);
  726. return $resp;
  727. }
  728. /**
  729. * [6410] 给英雄穿装备
  730. */
  731. static function WearEquipToHero() {
  732. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  733. $user = req()->userInfo->game; # user引用
  734. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  735. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  736. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  737. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  738. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  739. }
  740. $collectHeros = $user->heros->collectHeros;
  741. my_default_Obj($collectHeros);
  742. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  743. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  744. my_Assert($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
  745. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  746. $oldEquipId = 0;
  747. switch ($itemtype) { # 添加或替换英雄该部位的装备
  748. case 1: # 武器
  749. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  750. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  751. break;
  752. case 2: # 防具
  753. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  754. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  755. break;
  756. case 3: # 饰品
  757. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  758. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  759. break;
  760. default :
  761. Err(ErrCode::store_equip_type);
  762. break;
  763. }
  764. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  765. $user->store->equipment->$oldEquipId->herouid = 0;
  766. }
  767. UserProc::updateUserInfo(); // 5.回写数据
  768. // StoreProc::CheckItemNum($req);
  769. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  770. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  771. return Resp::ok(array('resp' => "succeed!",
  772. 'store' => $user->store)); // 返回
  773. }
  774. /**
  775. * [6411] 给英雄脱装备
  776. * @deprecated since version 不能卸下装备, 只能更换.
  777. */
  778. static function UnWieldEquip() {
  779. list($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
  780. $user = req()->userInfo->game; # user引用
  781. $collectHeros = $user->heros->collectHeros;
  782. my_default_Obj($collectHeros);
  783. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  784. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  785. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  786. $user->store->equipment->$equipuid->herouid = 0;
  787. }
  788. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  789. case 1: # 武器
  790. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  791. Err(ErrCode::store_noequip_err);
  792. }
  793. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  794. break;
  795. case 2: # 防具
  796. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  797. Err(ErrCode::store_noequip_err);
  798. }
  799. $collectHeros->$herouid->equip->armor->itemuid = 0;
  800. break;
  801. case 3: # 饰品
  802. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  803. Err(ErrCode::store_noequip_err);
  804. }
  805. $collectHeros->$herouid->equip->ring->itemuid = 0;
  806. break;
  807. default :
  808. Err(ErrCode::store_equip_type);
  809. }
  810. UserProc::updateUserInfo(); # 回写数据
  811. return Resp::ok(array('resp' => "succeed!")); // 返回
  812. }
  813. // </editor-fold>
  814. //
  815. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  816. //
  817. /**
  818. * 检查背包中物品的个数
  819. * @return int
  820. */
  821. public static function CheckItemNum() {
  822. $ItemObj = req()->userInfo->game->store->items;
  823. $EquipObj = req()->userInfo->game->store->equipment;
  824. $SegementObj = req()->userInfo->game->store->segement;
  825. $HeroObj = req()->userInfo->game->heros->collectHeros;
  826. $ItemNum = 0;
  827. if ($ItemObj) {
  828. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  829. $ItemNum++;
  830. }
  831. }
  832. if ($SegementObj) {
  833. foreach ($SegementObj as $value) { # 碎片
  834. $ItemNum++;
  835. }
  836. }
  837. if ($EquipObj) {
  838. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  839. $ItemNum++;
  840. }
  841. }
  842. if ($HeroObj) {
  843. 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.
  844. $HeroEquipId = $value->equip->weapon->itemuid;
  845. if ($HeroEquipId > 0) {
  846. $ItemNum--;
  847. }
  848. $HeroEquipId = $value->equip->armor->itemuid;
  849. if ($HeroEquipId > 0) {
  850. $ItemNum--;
  851. }
  852. $HeroEquipId = $value->equip->ring->itemuid;
  853. if ($HeroEquipId > 0) {
  854. $ItemNum--;
  855. }
  856. }
  857. }
  858. req()->userInfo->game->privateState->ItemNum = $ItemNum;
  859. return $ItemNum;
  860. }
  861. /**
  862. * 获取物品格子的上限值
  863. * @return int 上限数值
  864. */
  865. public static function GetItemMaxNum() {
  866. $user = req()->userInfo->game;
  867. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  868. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  869. }
  870. return $user->privateState->maxItemNum;
  871. }
  872. /**
  873. * 6412 背包扩容
  874. */
  875. public static function AddPacketNum() {
  876. $user = req()->userInfo->game; # user引用
  877. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  878. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  879. }
  880. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  881. my_Assert($costCash > 0, ErrCode::paras_err);
  882. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  883. $user->privateState->maxItemNum += 10; # 扩容
  884. UserProc::updateUserInfo(); # 保存玩家数据
  885. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  886. StoreProc::CheckItemNum();
  887. return $resp;
  888. }
  889. // </editor-fold>
  890. //
  891. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  892. //
  893. /**
  894. * 出售单一的物品
  895. */
  896. static function sellItem() {
  897. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  898. }
  899. /**
  900. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  901. */
  902. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  903. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  904. }
  905. /**
  906. * 6403 从背包出售多个物品
  907. */
  908. static function sellMultiItemFromStore() {
  909. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  910. $obj = req()->paras[0]; // 获取物品的结构数组
  911. foreach ($obj as $value) {
  912. $type = $value[0];
  913. $itemId = $value[1];
  914. if ($type > 3) {
  915. $count = intval($value[2]); // 数量
  916. $uid = 0;
  917. } 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
  918. $count = 1;
  919. $uid = $value[2];
  920. }//物品的uid
  921. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  922. }
  923. if (0 == $resp->err) {
  924. UserProc::updateUserInfo();
  925. }
  926. StoreProc::CheckItemNum();
  927. return $resp;
  928. }
  929. // </editor-fold>
  930. //
  931. }