StoreProc.php 37 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * Description of StoreProc
  5. * 仓库/背包 处理流程
  6. * ===========================
  7. * 尚待处理的流程:道具售出时貌似存在多种格式....
  8. * @author
  9. */
  10. class StoreProc {
  11. /**
  12. * 逻辑分发
  13. * 所有的Proc中必须有这样一个方法
  14. * @param type $req
  15. */
  16. static function procMain($req) {
  17. switch ($req->cmd) {
  18. case CmdCode::cmd_store_put: # 6401 放入仓库
  19. return StoreProc::AddItemInStore($req);
  20. case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
  21. return StoreProc::sellItem($req);
  22. case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
  23. return StoreProc::sellMultiItemFromStore($req);
  24. case CmdCode::cmd_store_use: # 6404 使用道具
  25. return StoreProc::useItem($req);
  26. case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
  27. return StoreProc::refreshStore($req);
  28. // case CmdCode::cmd_store_decomposeItem: # 6406 分解道具
  29. // return StoreProc::decomposeItem($req);
  30. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  31. return StoreProc::Test($req);
  32. // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
  33. // return StoreProc::ItemUpgrade($req);
  34. // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
  35. // return StoreProc::composeItem($req);
  36. //
  37. case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
  38. return StoreProc::WearEquipToHero($req);
  39. case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
  40. return StoreProc::UnWieldEquip($req);
  41. //
  42. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  43. return StoreProc::AddPacketNum($req);
  44. // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  45. // Err(ErrCode::err_method_obsoleted);
  46. //// return StoreProc::MeltEquip($req);
  47. // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  48. // return StoreProc::composePieces($req);
  49. case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
  50. return StoreProc::WearYanlingToHero($req);
  51. case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
  52. return StoreProc::UnWieldYanling($req);
  53. case CmdCode::cmd_store_mergeYanlingbook: # 6418 利用言灵召唤书碎片合成召唤书
  54. return self::MergeYanlingBook($req);
  55. case CmdCode::cmd_store_callyanling: # 6419 利用言灵召唤书召唤言灵
  56. return self::CallYanlingByBook($req);
  57. case CmdCode::cmd_store_yanling_upgrade: # 6420 言灵进阶
  58. return self::YanlingUpgrade($req);
  59. default:
  60. Err(ErrCode::cmd_err);
  61. }
  62. }
  63. /**
  64. * [6420] 言灵进阶
  65. * @param req $req
  66. */
  67. static function YanlingUpgrade($req) {
  68. list($yanlingUid) = $req->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  69. $user = $req->userInfo->game;
  70. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  71. $yanlingObj = $user->store->yanling->$yanlingUid;
  72. $yanlingMoId = $yanlingObj->typeId;
  73. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  74. $toGrade = $curGrade + 1; # 下一等阶
  75. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  76. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  77. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  78. $costs = explode(';', $toGradeCfg->cost_materials);
  79. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  80. foreach ($costs as $c) {
  81. list($itemId, $num) = explode(',', $c); # 解析材料
  82. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  83. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  84. }
  85. $yanlingObj->grade = $toGrade; # 修改进阶
  86. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  87. UserProc::updateUserInfo(); # 回写玩家数据
  88. return Resp::ok(array(
  89. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  90. ));
  91. }
  92. /**
  93. * [6418] 利用言灵召唤书碎片合成召唤书
  94. * @param req $req
  95. */
  96. static function MergeYanlingBook($req) {
  97. list($bookId) = $req->paras; # 参数 言灵召唤书id
  98. $user = $req->userInfo->game;
  99. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  100. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  101. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  102. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  103. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  104. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  105. UserProc::updateUserInfo(); # 回写数据
  106. return Resp::ok(array(
  107. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  108. ));
  109. }
  110. /**
  111. * [6419] 利用言灵召唤书召唤言灵
  112. * @param req $req
  113. */
  114. static function CallYanlingByBook($req) {
  115. list($bookId) = $req->paras; # 参数 利用的言灵召唤书id
  116. $user = $req->userInfo->game;
  117. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  118. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  119. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  120. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  121. $costs = explode(';', $bookIdCfg->cost_materials);
  122. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  123. foreach ($costs as $c) {
  124. list($itemId, $num) = explode(',', $c); # 解析材料
  125. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  126. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  127. }
  128. self::PutYanLingInStore($bookIdCfg->yanling_id, $req); # 添加言灵
  129. UserProc::updateUserInfo(); # 回写数据
  130. return Resp::ok(array(
  131. "store" => $req->userInfo->game->store, # # 目前来看只涉及到items变化
  132. ));
  133. }
  134. /**
  135. * 测试方法
  136. * @param Req $req
  137. * @return type
  138. */
  139. static public function Test($req) {
  140. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  141. }
  142. /**
  143. * [6404] 使用仓库道具
  144. * @param Req $req
  145. */
  146. static function useItem($req) {
  147. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  148. }
  149. /**
  150. * [6405] 刷新仓库列表
  151. * @param Req $req
  152. */
  153. static function refreshStore($req) {
  154. StoreProc::CheckItemNum($req);
  155. return Resp::ok(array('store' => $req->userInfo->game->store));
  156. }
  157. /**
  158. * [6409] 合成道具
  159. * @param Req $req
  160. */
  161. static public function composeItem($req) {
  162. Err(ErrCode::err_method_notimplement);
  163. }
  164. /**
  165. * [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)
  166. * @param Req $req
  167. */
  168. static public function composePieces($req) {
  169. Err(ErrCode::err_method_notimplement);
  170. }
  171. // </editor-fold>
  172. // --------------- 以下为辅助方法 ------------------
  173. //
  174. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  175. /**
  176. * 从仓库中移除指定数量的物品
  177. * @param StoreModel $store
  178. * @param type $itemId
  179. * @param type $itemcount
  180. * @return type
  181. */
  182. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  183. if (CommUtil::isPropertyExists($store->items, $itemId)) {
  184. if ($store->items->$itemId >= $itemcount) { # 数量足够
  185. $store->items->$itemId -= $itemcount;
  186. if ($store->items->$itemId == 0) {
  187. unset($store->items->$itemId);
  188. }
  189. return ErrCode::ok;
  190. } else {
  191. return ErrCode::store_itemnotenough; # 道具数量不足
  192. }
  193. } else {
  194. return ErrCode::store_itemno_err; # 没有这个道具
  195. }
  196. }
  197. /**
  198. * 从仓库移出装备
  199. * @param type $itemId uid
  200. * @param StoreModel $store
  201. * @return boolean
  202. */
  203. static function removeEquipFromStore($uid, $typeId, &$req) {
  204. $ok = false;
  205. if (CommUtil::isPropertyExists($req->userInfo->game->store->equipment, $uid)) {
  206. my_Assert($typeId == $req->userInfo->game->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  207. unset($req->userInfo->game->store->equipment->$uid);
  208. $ok = true;
  209. }
  210. return $ok;
  211. }
  212. /**
  213. * 从仓库移除碎片
  214. * @param StoreModel $store
  215. * @param int $segmentId
  216. * @param int $num
  217. * @return bool 成功/失败
  218. */
  219. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  220. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  221. && $store->segement->$segmentId >= $num) {
  222. $store->segement->$segmentId -= $num;
  223. return TRUE;
  224. }
  225. return false;
  226. }
  227. /**
  228. * 向仓库添加碎片
  229. * @param StoreModel $store
  230. * @param int $segmentId
  231. * @param int $num
  232. */
  233. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  234. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  235. $store->segement->$segmentId += $num;
  236. } else {
  237. $store->segement->$segmentId = $num;
  238. }
  239. $segMo = GameConfig::item_segment_getItem($segmentId);
  240. my_Assert($segMo != null, ErrCode::err_const_no);
  241. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  242. }
  243. // </editor-fold>
  244. //
  245. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  246. /**
  247. * 将其他物品放入仓库
  248. * @param type $itemId
  249. * @param UserGameModel $game
  250. */
  251. static function PutItemInStore($itemId, &$game) {
  252. if (CommUtil::isPropertyExists($game->store->items, $itemId)) {// 如果仓库中已经有这种元素,则其数目+1
  253. $game->store->items->$itemId += 1;
  254. } else {// 如果仓库中没有这种元素,则其数目置1
  255. $game->store->items->$itemId = 1;
  256. }
  257. }
  258. /**
  259. * 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
  260. * 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
  261. * @param Req $req
  262. * @param string $goodsStr itemid,num;itemid,num;...
  263. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  264. * @deprecated since version 0
  265. * @return type
  266. */
  267. public static function AddMultiItemInStore($req, $goodsStr, $src = 1) {
  268. $user = $req->userInfo->game;
  269. $ary = explode(";", $goodsStr);
  270. foreach ($ary as $value) {
  271. $val = explode(",", $value);
  272. my_Assert(count($val) > 1, "解析奖励字符串出错");
  273. list( $itemId, $num) = $val; # ID, 数量
  274. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  275. switch ($smItem->subType) { # 根据类型分别添加到容器中
  276. case META_EXP: # 指挥官经验
  277. UserGameModel::Add_Exp($user->baseInfo, $num);
  278. break;
  279. case META_GOLD_ITEMID: # 金币
  280. UserGameModel::Add_Gold($user->baseInfo, $num);
  281. break;
  282. case META_CASH_ITEMID: # 钻石
  283. UserGameModel::Add_Cash($user->baseInfo, $num);
  284. break;
  285. case META_tili_ITEMID: # 体力
  286. UserGameModel::Add_tili($req, $num);
  287. break;
  288. case META_FriendShipPoit_ItemId: # 友情值
  289. UserGameModel::Add_FriendPoint($user->baseInfo, $num);
  290. break;
  291. case META_PVPCOIN_ITEMID: # 竞技币
  292. $user->pvp->pvpCoins += $num;
  293. break;
  294. case META_ActivePoint_ITEMID:
  295. $user->task->dailyActivePoint += $num; # 每日任务活跃点
  296. break;
  297. case 101: # 武器
  298. StoreProc::PutEquipInStore($itemId, $req);
  299. CornerSignEventProc::OnBag_new_Weapon($req);
  300. break;
  301. case 401: # 言灵
  302. StoreProc::PutYanLingInStore($itemId, $req);
  303. CornerSignEventProc::OnBag_new_Yanling($req);
  304. break;
  305. case 501: # 限购礼包
  306. break;
  307. case 601: # 任务卡
  308. StoreProc::PutTaskCardInStore($itemId, $req);
  309. break;
  310. case 201: # 碎片
  311. $segMo = GameConfig::item_segment_getItem($itemId);
  312. my_Assert($segMo != null, ErrCode::err_const_no);
  313. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  314. CornerSignEventProc::OnBag_new_Fragment($req);
  315. case 202: # 召唤书碎片
  316. case 312: # 言灵召唤/进阶材料
  317. case 351: # 言灵召唤书
  318. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  319. $book = GameConfig::item_yanlingbook_getItem($itemId);
  320. my_Assert(null != $book, ErrCode::err_const_no);
  321. $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  322. my_Assert(null != $ylCfg, ErrCode::err_const_no);
  323. switch ($ylCfg->career) { # 根据不同职业更新角标系统
  324. case 1:
  325. CornerSignEventProc::OnCall_Warrior_new($req); # 战士
  326. break;
  327. case 2:
  328. CornerSignEventProc::OnCall_Magician_new($req); # 法师
  329. break;
  330. case 3:
  331. CornerSignEventProc::OnCall_Archer_new($req); # 射手
  332. break;
  333. default :
  334. break;
  335. }
  336. break;
  337. case 321: # 进阶材料
  338. case 322: # 进阶材料
  339. case 323: # 锻造材料
  340. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  341. CornerSignEventProc::OnBag_new_Material($req);
  342. break;
  343. case 311: # 基因(经验丹)
  344. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  345. break;
  346. case 341: # 战场中掉落,不会进入包裹
  347. case 342:
  348. case 343:
  349. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  350. break;
  351. default :
  352. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  353. }
  354. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  355. }
  356. return ErrCode::ok; // 返回
  357. }
  358. /**
  359. * 向包裹中添加物品
  360. * @param req $req
  361. * @return type
  362. */
  363. public static function AddItemInStore($req) {
  364. list($rwdStr) = $req->paras;
  365. $err = self::AddMultiItemInStore($req, $rwdStr);
  366. my_Assert(ErrCode::ok == $err, $err);
  367. UserProc::updateUserInfo();
  368. return Resp::ok(array('store' => $req->userInfo->game->store));
  369. }
  370. /**
  371. * 将装备放入背包
  372. * @param type $itemId
  373. * @param Req $req
  374. */
  375. static function PutEquipInStore($itemId, &$req) {
  376. $privateState = $req->userInfo->game->privateState;
  377. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  378. $req->userInfo->game->privateState->currentId = 1;
  379. }
  380. $cid = $req->userInfo->game->privateState->currentId++;
  381. $equip = ObjectInit();
  382. $equip->typeId = $itemId;
  383. $req->userInfo->game->store->equipment->$cid = $equip;
  384. return $cid;
  385. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  386. }
  387. /**
  388. * 将言灵放入背包
  389. * @param type $itemId
  390. * @param Req $req
  391. */
  392. static function PutYanLingInStore($itemId, &$req) {
  393. my_Assert(count((array) $req->userInfo->game->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  394. $privateState = $req->userInfo->game->privateState;
  395. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  396. $req->userInfo->game->privateState->currentId = 1;
  397. }
  398. $cid = $req->userInfo->game->privateState->currentId++;
  399. $equip = ObjectInit();
  400. $equip->typeId = $itemId;
  401. $req->userInfo->game->store->yanling->$cid = $equip;
  402. }
  403. /**
  404. * 将任务卡放入背包
  405. * @param type $itemId
  406. * @param Req $req
  407. */
  408. static function PutTaskCardInStore($itemId, &$req) {
  409. $privateState = $req->userInfo->game->privateState;
  410. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  411. $req->userInfo->game->privateState->currentId = 1;
  412. }
  413. $cid = $req->userInfo->game->privateState->currentId++;
  414. $mo = GameConfig::item_taskcard_getItem($itemId); // 任务卡常量
  415. my_Assert(null != $mo, ErrCode::err_const_no);
  416. $itembaseMo = GameConfig::item_base_getItem($itemId);
  417. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  418. if ($itembaseMo->pileNum > 0) { // 可叠加
  419. $taskCard = null;
  420. foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  421. $val = new TaskCardVo($val);
  422. if ($val->typeId == $itemId) {
  423. $taskCard = $val;
  424. break;
  425. }
  426. }
  427. if (null == $taskCard) { # 原来么有
  428. $taskCard = new TaskCardVo($itemId);
  429. $taskCard->uid = $cid;
  430. $req->userInfo->game->store->taskcards->$cid = $taskCard;
  431. }
  432. $taskCard->count += 1;
  433. } else {
  434. $taskCard = new TaskCardVo($itemId);
  435. $taskCard->uid = $cid;
  436. $req->userInfo->game->store->taskcards->$cid = $taskCard;
  437. }
  438. }
  439. /**
  440. * 将可叠加物品放入背包
  441. * @param int $itemId
  442. * @param int $num
  443. */
  444. static function PutOverlyingItemInStore($itemId, $num = 1) {
  445. $items = req()->userInfo->game->store->items; # dic: itemid=>number
  446. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  447. $items->$itemId += $num;
  448. } else { # 如果仓库中没有这种元素,则其数目置为num
  449. $items->$itemId = $num;
  450. }
  451. }
  452. /**
  453. * 物品包裹打散成独立道具到仓库
  454. * @param GoodsItemModel $itemModel
  455. * @param Req $req
  456. * @return type
  457. * @deprecated since version now
  458. */
  459. static function addSeprateItem($itemModel, $req) {
  460. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  461. }
  462. /**
  463. * [6417] 给英雄装上言灵
  464. * @param req $req
  465. * @return type
  466. */
  467. static function WearYanlingToHero($req) {
  468. $user = $req->userInfo->game; # user引用
  469. list($itemtype, $yanling_uid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  470. if (!CommUtil::isPropertyExists($user->store->yanling, $yanling_uid)) { # 检测是否存在该言灵
  471. Err(ErrCode::store_itemno_err);
  472. }
  473. $yanlingVo = $user->store->yanling->$yanling_uid; # 取言灵对象
  474. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  475. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  476. Err(ErrCode::store_equipWeared_err);
  477. }
  478. $collectHeros = $user->heros->collectHeros; # 英雄集合
  479. if (!$collectHeros) { # 防御对象为空
  480. Err(ErrCode::err_innerfault);
  481. }
  482. if (!CommUtil::isPropertyExists($collectHeros, $herouid)) { # 检查英雄是否存在
  483. Err(ErrCode::hero_no);
  484. }
  485. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  486. // $arr = $collectHeros->$herouid->yanling;
  487. // my_Assert(count($arr) < 3, ErrCode::hero_yanling_full); # 言灵数量最多3个
  488. // $arr[] = $yanling_uid;
  489. // $collectHeros->$herouid->yanling = $arr;
  490. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  491. if ($oldYLid > 0) { # 代表替换操作
  492. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  493. }
  494. $collectHeros->$herouid->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  495. UserProc::updateUserInfo(); # 5.回写数据
  496. $ret = array('resp' => "succeed!");
  497. $resp = Resp::ok($ret); // 返回
  498. HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
  499. return $resp;
  500. }
  501. /**
  502. * [6416] 给英雄卸下言灵
  503. * @param req $req
  504. * @return type
  505. * @deprecated since version 无法卸下,只能更换
  506. */
  507. static function UnWieldYanling($req) {
  508. $user = $req->userInfo->game; # user引用
  509. list($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
  510. $collectHeros = $user->heros->collectHeros;
  511. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  512. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  513. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  514. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  515. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  516. }
  517. // $arr = $collectHeros->$herouid->yanling;
  518. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  519. // StlUtil::arrayRemove($arr, $yanling_uid);
  520. // $collectHeros->$herouid->yanling = $arr;
  521. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  522. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  523. UserProc::updateUserInfo(); # 回写数据
  524. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  525. // StoreProc::CheckItemNum($req);
  526. return $resp;
  527. }
  528. /**
  529. * [6410] 给英雄穿装备
  530. * @param req $req
  531. * @return type
  532. */
  533. static function WearEquipToHero($req) {
  534. list($itemtype, $equipuid, $herouid) = $req->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  535. $user = $req->userInfo->game; # user引用
  536. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  537. $equipVo = $user->store->equipment->$equipuid; # 取装备对象
  538. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  539. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  540. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  541. }
  542. $collectHeros = $user->heros->collectHeros;
  543. my_default_Obj($collectHeros);
  544. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  545. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  546. $oldEquipId = 0;
  547. switch ($itemtype) { # 添加或替换英雄该部位的装备
  548. case 1: # 武器
  549. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  550. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  551. break;
  552. case 2: # 防具
  553. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  554. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  555. break;
  556. case 3: # 饰品
  557. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  558. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  559. break;
  560. default :
  561. Err(ErrCode::store_equip_type);
  562. break;
  563. }
  564. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  565. $user->store->equipment->$oldEquipId->herouid = 0;
  566. }
  567. UserProc::updateUserInfo(); // 5.回写数据
  568. // StoreProc::CheckItemNum($req);
  569. HeroProc::CalcUserFightPower($req->zoneid, $req->uid, $user); # 更新总战力榜
  570. return Resp::ok(array('resp' => "succeed!")); // 返回
  571. }
  572. /**
  573. * [6411] 给英雄脱装备
  574. * @deprecated since version 不能卸下装备, 只能更换.
  575. * @param req $req
  576. * @return type
  577. */
  578. static function UnWieldEquip($req) {
  579. 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
  580. $user = $req->userInfo->game; # user引用
  581. $collectHeros = $user->heros->collectHeros;
  582. my_default_Obj($collectHeros);
  583. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  584. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  585. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  586. $user->store->equipment->$equipuid->herouid = 0;
  587. }
  588. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  589. case 1: # 武器
  590. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  591. Err(ErrCode::store_noequip_err);
  592. }
  593. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  594. break;
  595. case 2: # 防具
  596. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  597. Err(ErrCode::store_noequip_err);
  598. }
  599. $collectHeros->$herouid->equip->armor->itemuid = 0;
  600. break;
  601. case 3: # 饰品
  602. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  603. Err(ErrCode::store_noequip_err);
  604. }
  605. $collectHeros->$herouid->equip->ring->itemuid = 0;
  606. break;
  607. default :
  608. Err(ErrCode::store_equip_type);
  609. }
  610. UserProc::updateUserInfo(); # 回写数据
  611. // StoreProc::CheckItemNum($req);
  612. return Resp::ok(array('resp' => "succeed!")); // 返回
  613. }
  614. // </editor-fold>
  615. //
  616. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  617. //
  618. /**
  619. * 检查背包中物品的个数
  620. * @param req $req
  621. * @return int
  622. */
  623. public static function CheckItemNum($req) {
  624. $ItemObj = $req->userInfo->game->store->items;
  625. $EquipObj = $req->userInfo->game->store->equipment;
  626. $SegementObj = $req->userInfo->game->store->segement;
  627. $HeroObj = $req->userInfo->game->heros->collectHeros;
  628. $ItemNum = 0;
  629. ////检查宝石类可叠加物品的格子占用
  630. if ($ItemObj) {
  631. foreach ($ItemObj as $value) {
  632. $ItemNum++;
  633. }
  634. }
  635. if ($SegementObj) {
  636. foreach ($SegementObj as $value) {
  637. $ItemNum++;
  638. }
  639. }
  640. ////检测装备类物品格子占用
  641. if ($EquipObj) {
  642. foreach ($EquipObj as $value) {
  643. $ItemNum++;
  644. }
  645. }
  646. ////检测英雄装备到身上的情况,装备到英雄身上不占格子,要减去.
  647. if ($HeroObj) {
  648. foreach ($HeroObj as $value) {
  649. // echo var_dump($HeroObj);
  650. $HeroEquipId = $value->equip->weapon->itemuid;
  651. if ($HeroEquipId > 0) {
  652. $ItemNum--;
  653. }
  654. $HeroEquipId = $value->equip->armor->itemuid;
  655. if ($HeroEquipId > 0) {
  656. $ItemNum--;
  657. }
  658. $HeroEquipId = $value->equip->ring->itemuid;
  659. if ($HeroEquipId > 0) {
  660. $ItemNum--;
  661. }
  662. }
  663. }
  664. $req->userInfo->game->privateState->ItemNum = $ItemNum;
  665. return $ItemNum;
  666. }
  667. /**
  668. * 获取物品格子的上限值
  669. * @return int 上限数值
  670. */
  671. public static function GetItemMaxNum() {
  672. $user = req()->userInfo->game;
  673. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  674. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  675. }
  676. return $user->privateState->maxItemNum;
  677. }
  678. /**
  679. * 背包扩容
  680. * @param type $req
  681. * @return type
  682. */
  683. public static function AddPacketNum($req) {
  684. $user = $req->userInfo->game; # user引用
  685. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  686. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  687. }
  688. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  689. my_Assert($costCash > 0, ErrCode::paras_err);
  690. my_Assert(UserGameModel::Consume_Cash($user, $costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  691. $user->privateState->maxItemNum += 10; # 扩容
  692. UserProc::updateUserInfo(); # 保存玩家数据
  693. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  694. StoreProc::CheckItemNum($req);
  695. return $resp;
  696. }
  697. // </editor-fold>
  698. //
  699. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  700. //
  701. /**
  702. * 出售单一的物品
  703. * @param Req $req
  704. * @return type
  705. */
  706. static function sellItem($req) {
  707. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  708. }
  709. /**
  710. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  711. * @param Req $req
  712. * @return type
  713. */
  714. static function preSellSingleFromStore(&$req, $type, $itemId, $count, $uid) {
  715. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  716. }
  717. /**
  718. * 从背包出售多个物品
  719. * @param Req $req
  720. * @return type
  721. */
  722. static function sellMultiItemFromStore($req) {
  723. $resp = new Resp();
  724. $obj = $req->paras[0]; // 获取物品的结构数组
  725. foreach ($obj as $value) {
  726. $type = $value[0];
  727. $itemId = $value[1];
  728. ////先判断一下物品类型,如果是可叠加的,就按数量取值,如果是不可叠加的就按uid取值
  729. if ($type > 3) {
  730. $count = intval($value[2]); // 数量
  731. $uid = 0;
  732. } else {
  733. $count = 1;
  734. $uid = $value[2];
  735. }//物品的uid
  736. $resp = StoreProc:: preSellSingleFromStore($req, $type, $itemId, $count, $uid);
  737. }
  738. if (0 == $resp->err) {
  739. UserProc::updateUserInfo();
  740. }
  741. StoreProc::CheckItemNum($req);
  742. return $resp;
  743. }
  744. // </editor-fold>
  745. //
  746. }