StoreProc.php 75 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /**
  4. * Description of StoreProc
  5. * 仓库/背包 处理流程
  6. * ===========================
  7. * 尚待处理的流程:道具售出时貌似存在多种格式....
  8. * @author
  9. */
  10. class StoreProc {
  11. /**
  12. * 逻辑分发
  13. * 所有的Proc中必须有这样一个方法
  14. */
  15. static function procMain() {
  16. switch (req()->cmd) {
  17. case CmdCode::cmd_store_put: # 6401 放入仓库
  18. return StoreProc::AddItemInStore();
  19. case CmdCode::cmd_store_singleSell: # 6402 出售单个道具
  20. return StoreProc::sellItem();
  21. case CmdCode::cmd_store_mutliSell: # 6403 批量出售 卖掉
  22. return StoreProc::sellMultiItemFromStore();
  23. case CmdCode::cmd_store_use: # 6404 使用道具
  24. return StoreProc::useItem();
  25. case CmdCode::cmd_store_refresh: # 6405 获取最新的仓库数据
  26. return StoreProc::refreshStore();
  27. case CmdCode::cmd_store_delItem: # 6406 从仓库删除道具
  28. return StoreProc::delItemFromStore();
  29. case CmdCode::cmd_store_Testcmd: # 6407 测试方法
  30. return StoreProc::Test();
  31. // case CmdCode::cmd_store_ItemUpgrade: # 6408 装备升级
  32. // return StoreProc::ItemUpgrade($req);
  33. // case CmdCode::cmd_store_GemCompose: # 6408 装备合成
  34. // return StoreProc::composeItem($req);
  35. //
  36. case CmdCode::cmd_store_WearEquip: # 6410 给英雄穿装备
  37. return StoreProc::WearEquipToHero();
  38. case CmdCode::cmd_store_UnWieldEquip: # 6411 将该装备从指定英雄上脱下
  39. return StoreProc::UnWieldEquip();
  40. //
  41. case CmdCode::cmd_store_AddMaxPacketNum: # 6412 扩展包裹格子数量
  42. return StoreProc::AddPacketNum();
  43. // case CmdCode::cmd_store_MeltEquip: # 6413 装备融合
  44. // Err(ErrCode::err_method_obsoleted);
  45. //// return StoreProc::MeltEquip($req);
  46. // case CmdCode::cmd_store_PiecesCompose: # 6415 碎片合成
  47. // return StoreProc::composePieces($req);
  48. case CmdCode::cmd_store_WearYanling: # 6416 装备言灵
  49. return StoreProc::WearYanlingToHero();
  50. case CmdCode::cmd_store_UnWieldYanling: # 6417 卸下言灵
  51. return StoreProc::UnWieldYanling();
  52. case CmdCode::cmd_store_mergeYanlingbook: # 6418 利用言灵召唤书碎片合成召唤书
  53. return self::MergeYanlingBook();
  54. case CmdCode::cmd_store_callyanling: # 6419 利用言灵召唤书召唤言灵
  55. return self::CallYanlingByBook();
  56. case CmdCode::cmd_store_yanling_upgrade: # 6420 言灵进阶
  57. return self::YanlingUpgrade();
  58. case CmdCode::cmd_store__weapon_upgrade: # 6421武器升级
  59. return self::weaponUpgrade();
  60. case CmdCode::cmd_store__weapon_tupo: # 6422武器突破
  61. return self::weaponTupo();
  62. case CmdCode::cmd_store_weaponReplace: # 6423武器替换
  63. return self::weaponReplace();
  64. case CmdCode::cmd_store_GemCompose: #6424
  65. return StoreProc::GemComposeItem();
  66. case CmdCode::cmd_store_GemResearchLvUp: # 6425
  67. return StoreProc::GemResearchLvUp();
  68. case CmdCode::cmd_store_GemSet: #6426 宝石镶嵌
  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::cmd_store_buyWeapon: #6429
  75. return self::buyWeapon();
  76. case CmdCode::cmd_store_getShopWeapon: # 6430
  77. return self::getShopWeapon();
  78. case CmdCode::cmd_store_buySupplies: #6431 购买补给品
  79. return self::buySupplies();
  80. case CmdCode::cmd_store_expandStorage: # 6432
  81. return self::expandStorage();
  82. case CmdCode::cmd_store_changeStorage: # 6433
  83. return self::changeStorage();
  84. case CmdCode::cmd_store_changeBettleItem: # 6434
  85. return self::changeBettleItem();
  86. case CmdCode::cmd_store_useBettleItem: # 6435
  87. return self::useBettleItem();
  88. case CmdCode::cmd_store_setBettleItemUseVal: # 6436cmd_store_removeItem
  89. return self::setBettleItemUseVal();
  90. case CmdCode::cmd_store_removeItem: # 6437 删除所有类型道具cmd_store_killMosterAddData
  91. return self::removeItem();
  92. case CmdCode::cmd_store_killMosterAddData: # 6438 击杀怪,唤灵师获得的信息加成,暂时是经验
  93. return self::killMosterAddData();
  94. default:
  95. Err(ErrCode::cmd_err);
  96. }
  97. }
  98. /**
  99. * 6438 击杀怪,唤灵师获得的信息加成,暂时是经验
  100. */
  101. public static function killMosterAddData() {
  102. $heroUID = req()->paras[0];
  103. $mosterId = req()->paras[1]; # 提取参数
  104. $hero = ctx()->heros(true);
  105. $mo = GameConfig::hero_getItem($mosterId);
  106. my_Assert($mo != null, ErrCode::err_const_no);
  107. //经验修正率=1 + 0.05 × (怪物等级 - 角色(唤灵师)等级)
  108. //角色所得经验 = 怪物经验 * 经验修正率
  109. $lv = substr($mo->heroId,-2);
  110. $n = substr($lv,0,1);
  111. if($n == 0){
  112. $lv = substr($lv,1,1);
  113. }
  114. $collectHeros = $hero->collectHeros;
  115. my_default_Obj($collectHeros);
  116. my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no); # 要升级的英雄不存在
  117. $targetHero = new Ins_UserHero($collectHeros->$heroUID); # 英雄对象
  118. $heroLv = $targetHero->level;
  119. $per = 1 + 0.05*($lv - $heroLv);
  120. $totalExp = intval($mo->exp * $per);
  121. if($totalExp<0){
  122. $totalExp = 0;
  123. }
  124. $targetHero = HeroProc::HeroAddEXP($heroUID,$totalExp);
  125. UserProc::updateUserInfo();
  126. return Resp::ok(array('hero' => $targetHero,'exp'=>$mo->exp,));
  127. }
  128. /**
  129. * 删除所有类型道具
  130. */
  131. public static function removeItem() {
  132. $str = req()->paras[0]; # 提取参数
  133. $list = explode(';', $str);
  134. foreach ($list as $k => $val) {
  135. $slist = explode('-', $val);
  136. $itemType = $slist[0]; # 提取参数
  137. $uid = $slist[1]; # 提取参数
  138. $typeId = $slist[2];
  139. $num = $slist[3]; # 提取参数
  140. self::removeStoreItem($itemType,$uid,$typeId,$num);
  141. }
  142. UserProc::updateUserInfo();
  143. return Resp::ok(array("store" => ctx()->store(),));
  144. }
  145. public static function removeStoreItem($itemType,$uid,$typeId,$num) {
  146. $store = ctx()->store(true);
  147. switch ($itemType) {//物品大归类 0 系统 1武器,2碎片,3材料, 4 言灵, 5 礼包,6 宝石道具 7任务卡
  148. case 1:
  149. StoreProc::removeEquipFromStore($uid, $typeId);
  150. break;
  151. case 2:
  152. StoreProc::removeSegmetFromStore($store, $typeId, $num);
  153. break;
  154. case 3:
  155. case 7:
  156. case 6:
  157. StoreProc::removeItemFromStore($store, $typeId, $num);
  158. break;
  159. case 4:
  160. StoreProc::removeYanlingFromStore($uid, $typeId);
  161. break;
  162. default:
  163. break;
  164. }
  165. }
  166. /**
  167. * 6436
  168. * @return type
  169. */
  170. public static function setBettleItemUseVal() {
  171. $index = req()->paras[0]; # 提取参数
  172. $val = req()->paras[1]; # 提取参数
  173. $store = ctx()->store(true);
  174. //my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  175. $store->battleItem->$index->isAuto = 1;
  176. $store->battleItem->$index->attrVal = $val;
  177. UserProc::updateUserInfo();
  178. return Resp::ok(array("store" => ctx()->store(),));
  179. }
  180. /**
  181. * 6435
  182. * @return type
  183. */
  184. public static function useBettleItem() {
  185. $index = req()->paras[0]; # 提取参数
  186. $store = ctx()->store(true);
  187. my_Assert($store->battleItem->$index->num >= 1, ErrCode::store_bettleitemNumNotEnough);
  188. $id = $store->battleItem->$index->id;
  189. $store->battleItem->$index->num -= 1;
  190. StoreProc::removeItemFromStore($store, $id);
  191. // if(StlUtil::dictHasProperty($store->items,$id)){
  192. // $store->items->$id -= 1;
  193. // if($store->items->$id <= 0){
  194. // unset($store->items->$id);
  195. // }
  196. // }
  197. if($store->battleItem->$index->num <= 0){
  198. unset($store->battleItem->$index);
  199. }
  200. UserProc::updateUserInfo();
  201. return Resp::ok(array("store" => ctx()->store(),));
  202. }
  203. /**
  204. * 6434
  205. * @return type
  206. */
  207. public static function changeBettleItem() {
  208. $type = req()->paras[0]; # 提取参数
  209. $index = req()->paras[1]; # 提取参数
  210. $itemid = req()->paras[2]; # 提取参数
  211. $store = ctx()->store(true);
  212. $str = GameConfig::globalsettings()->YaoPingAttrInitVal;
  213. $slist = explode(';', $str);
  214. $hp = explode(',', $slist[0])[1];
  215. $mp = explode(',', $slist[1])[1];
  216. if($type == 0){//添加
  217. $item = new Ins_battleItem();
  218. $item->index = $index;
  219. $item->id = $itemid;
  220. $item->num = $store->items->$itemid;
  221. $subType = GameConfig::item_base_getItem($itemid)->subType;
  222. if($subType == 341){
  223. $item->attrVal = $hp;
  224. } else {
  225. $item->attrVal = $mp;
  226. }
  227. $store->battleItem->$index = $item;
  228. } else {
  229. unset($store->battleItem->$index);
  230. }
  231. UserProc::updateUserInfo();
  232. return Resp::ok(array("store" => ctx()->store(),));
  233. }
  234. /**
  235. * 6432
  236. * @return type
  237. */
  238. public static function changeStorage() {
  239. $index = req()->paras[0]; # 选中的第几个格子
  240. $type = req()->paras[1]; # 1:放入 2移除到背包
  241. $itemType = req()->paras[2]; # 道具类型
  242. $uid = req()->paras[3]; # 道具的uid
  243. $store = ctx()->store(true);
  244. my_Assert(StlUtil::dictHasProperty($store->storage, $index), ErrCode::store_NotHaveStorage);
  245. $storage = $store->storage->$index;
  246. $num = 0;
  247. foreach ($storage as $k => $dic) {
  248. $num += count((array) $dic);
  249. }
  250. switch ($itemType) {
  251. case 101://武器
  252. if ($type == 1) {
  253. my_Assert($num < 50, ErrCode::store_StorageEnough);
  254. $equipVo = $store->equipment->$uid;
  255. $storage->equipment->$uid = $equipVo; //添加
  256. StoreProc::removeEquipFromStore($uid, $equipVo->typeId); //移除
  257. } else {
  258. $equipVo = $storage->equipment->$uid;
  259. $store->equipment->$uid = $equipVo;
  260. unset($storage->equipment->$uid);
  261. }
  262. break;
  263. case 401://言灵
  264. if ($type == 1) {
  265. my_Assert($num < 50, ErrCode::store_StorageEnough);
  266. $yanlingVo = $store->yanling->$uid;
  267. $storage->yanling->$uid = $yanlingVo; //添加
  268. StoreProc::removeYanlingFromStore($uid, $yanlingVo->typeId); //移除
  269. } else {
  270. $yanlingVo = $storage->yanling->$uid;
  271. $store->yanling->$uid = $yanlingVo;
  272. unset($storage->yanling->$uid);
  273. }
  274. break;
  275. default://其他道具
  276. if ($type == 1) {
  277. my_Assert($num < 50, ErrCode::store_StorageEnough);
  278. $itemNum = $store->items->$uid;
  279. if (!StlUtil::dictHasProperty($storage->itemDic, $uid)) {
  280. $storage->itemDic->$uid = 0;
  281. }
  282. $storage->itemDic->$uid += $itemNum; //添加
  283. StoreProc::removeItemFromStore($store, $uid, $itemNum);
  284. } else {
  285. $itemNum = $storage->itemDic->$uid;
  286. $goodsStr = $uid . "," . $itemNum;
  287. StoreProc::AddMultiItemInStore($goodsStr);
  288. unset($storage->itemDic->$uid);
  289. }
  290. break;
  291. }
  292. $store->storage->$index = $storage;
  293. //ctx()->store(true) = $store;
  294. UserProc::updateUserInfo();
  295. return Resp::ok(array("store" => $store,));
  296. }
  297. /**
  298. * 储物间扩容
  299. * @return type
  300. */
  301. public static function expandStorage() {
  302. $cost = GameConfig::globalsettings()->expandStorageCost;
  303. $list = explode(',', $cost);
  304. $key = 3;
  305. my_Assert(!StlUtil::dictHasProperty(ctx()->store(true)->storage, $key), ErrCode::store_expandStorage);
  306. if ($list[0] == 1) {
  307. my_Assert(ctx()->base(true)->gold >= $list[1], ErrCode::notenough_gold_msg);
  308. ctx()->base(true)->Consume_Gold($list[1]);
  309. } elseif ($list[0] == 2) {
  310. my_Assert(ctx()->base(true)->cash >= $list[1], ErrCode::notenough_cash_msg);
  311. ctx()->base(true)->Consume_Cash($list[1]);
  312. }
  313. $str = $list[0] . "," . $list[1];
  314. ctx()->store(true)->storage->$key = new Ins_storage();
  315. UserProc::updateUserInfo();
  316. return Resp::ok(array("storage" => ctx()->store(true)->storage, "cost" => $str,));
  317. }
  318. /**
  319. * 6431 购买补给品
  320. */
  321. public static function buySupplies() {
  322. $npcid = req()->paras[0]; # 提取参数
  323. $itemid = req()->paras[1]; # 提取参数
  324. $num = req()->paras[2]; # 提取参数
  325. //补充shop_supplies的mo
  326. $mo = GameConfig::shop_supplies_getItem($npcid, $itemid);
  327. my_Assert($mo != null, ErrCode::err_const_no);
  328. $cost = $mo->cost * $num;
  329. my_Assert($num <= $mo->num, ErrCode::err_const_no);
  330. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  331. ctx()->base(true)->Consume_Gold($cost);
  332. $goodsStr = $itemid . ',' . $num;
  333. StoreProc::AddMultiItemInStore($goodsStr);
  334. UserProc::updateUserInfo();
  335. return Resp::ok(array("store" => ctx()->store(), "cost" => $cost,));
  336. }
  337. /**
  338. *
  339. */
  340. public static function getShopWeapon() {
  341. $npcid = req()->paras[0]; # 提取参数
  342. self::DailyRefreshWeapon($npcid);
  343. UserProc::updateUserInfo();
  344. return Resp::ok(array(
  345. "store" => ctx()->store(), #
  346. ));
  347. }
  348. /**
  349. *
  350. * @return type
  351. */
  352. public static function buyWeapon() {
  353. $npcid = req()->paras[0]; # 提取参数
  354. $weaponId = req()->paras[1]; # 提取参数
  355. $store = ctx()->store(true);
  356. $type = 0;
  357. $tag = true;
  358. if (StlUtil::dictHasProperty($store->weaponReward, $npcid)) {
  359. $dic = $store->weaponReward->$npcid;
  360. foreach ($dic as $k => $list) {
  361. if (in_array($weaponId, $list)) {
  362. $tag = false;
  363. break;
  364. }
  365. }
  366. }
  367. my_Assert($tag == true, ErrCode::store_weaponCantBuy);
  368. $list = GameConfig::shop_weapon_getItemArray($npcid);
  369. $cost = 0;
  370. foreach ($list as $item) {
  371. $weaponList = explode(';', $item->weaponlist);
  372. foreach ($weaponList as $value) {
  373. $pList = explode(',', $value);
  374. if (in_array($weaponId, $pList)) {
  375. $type = $item->id;
  376. $cost = $item->cost;
  377. break 2;
  378. }
  379. }
  380. }
  381. my_Assert(ctx()->base(true)->gold >= $cost, ErrCode::notenough_gold_msg);
  382. ctx()->base(true)->Consume_Gold($cost);
  383. if(!StlUtil::dictHasProperty($store->weaponReward,$npcid)){
  384. $store->weaponReward->$npcid = new \stdClass();
  385. }
  386. $store->weaponReward->$npcid->$type[] = $weaponId;
  387. self::PutEquipInStore($weaponId);
  388. ctx()->store = $store;
  389. UserProc::updateUserInfo();
  390. return Resp::ok(array(
  391. "store" => $store,
  392. "cost" => $cost,
  393. ));
  394. }
  395. /*
  396. * 每日刷新武器
  397. */
  398. public static function DailyRefreshWeapon($npcid = null) {
  399. //没有数据初始化,有数据不在管
  400. if ($npcid != null && !StlUtil::dictHasProperty(ctx()->store()->weaponPool, $npcid)) {
  401. $list = GameConfig::shop_weapon_getItemArray($npcid);
  402. foreach ($list as $value) {
  403. $ret = new \stdClass();
  404. $arr = explode(';', $value->weaponlist);
  405. foreach ($arr as $item) {
  406. $itemList = explode(',', $item);
  407. $id = $itemList[0];
  408. $per = $itemList[1];
  409. $ret->$id = $per;
  410. }
  411. $retArr = array();
  412. $type = $value->id;
  413. $pArr = self::randweapon($ret, $value->num);
  414. //数组合并
  415. $retArr = array_merge($retArr, $pArr);
  416. if(!StlUtil::dictHasProperty(ctx()->store()->weaponPool,$npcid)){
  417. ctx()->store()->weaponPool->$npcid = new \stdClass();
  418. }
  419. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  420. }
  421. } else if ($npcid == null) {
  422. //每日登录刷新,刷新的时候把已经购买过的武器去掉;
  423. $dic = ctx()->store()->weaponPool;
  424. foreach ($dic as $npcid => $val) {
  425. $list = GameConfig::shop_weapon_getItemArray($npcid);
  426. foreach ($list as $value) {
  427. $ret = new \stdClass();
  428. $arr = explode(';', $value->weaponlist);
  429. foreach ($arr as $item) {
  430. $itemList = explode(',', $item);
  431. $id = $itemList[0];
  432. $per = $itemList[1];
  433. $ret->$id = $per;
  434. }
  435. $ret2 = $ret;
  436. $type = $value->id;
  437. if (StlUtil::dictHasProperty(ctx()->store()->weaponReward, $npcid)) {
  438. $weaponList = ctx()->store()->weaponReward->$npcid->$type;
  439. foreach ($weaponList as $wid) {
  440. if (StlUtil::dictHasProperty($ret, $wid)) {
  441. StlUtil::dictRemove($ret, $wid);
  442. }
  443. }
  444. }
  445. $temp = $ret;
  446. 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
  447. $temp = $ret2;
  448. ctx()->store()->weaponReward->$npcid->$type = array();
  449. }
  450. $retArr = array();
  451. $pArr = self::randweapon($temp, $value->num);
  452. $retArr = array_merge($retArr, $pArr);
  453. ctx()->store()->weaponPool->$npcid->$type = $retArr;
  454. }
  455. }
  456. }
  457. }
  458. static function randweapon($temp, $limit) {
  459. $resultArr = array();
  460. $num = 0;
  461. while (true) {
  462. $total = 0;
  463. foreach ($temp as $k => $v) {
  464. $total += $v;
  465. }
  466. $n = rand(1, $total);
  467. $start = 0;
  468. foreach ($temp as $id => $per) {
  469. $start += $per;
  470. if ($n <= $start) {
  471. if (in_array($id, $resultArr)) {
  472. StlUtil::dictRemove($temp, $id);
  473. break;
  474. } else {
  475. $resultArr[] = $id;
  476. $num += 1;
  477. break;
  478. }
  479. }
  480. }
  481. if ($num >= $limit) {
  482. break;
  483. }
  484. }
  485. return $resultArr;
  486. }
  487. /**
  488. * 扩容
  489. * @return type
  490. */
  491. static function unlockStore() {
  492. //list() = req()->paras;
  493. $user = ctx();
  494. $mo = GameConfig::expandStoreNum_getItem($user->privateState->expandNum + 1);
  495. my_Assert($mo != null, ErrCode::err_const_no);
  496. my_Assert($user->baseInfo->gold >= $mo->cost, ErrCode::notenough_gold_msg);
  497. $user->base(true)->Consume_Gold($mo->cost);
  498. $user->privateState->expandNum += 1;
  499. ctx($user);
  500. UserProc::updateUserInfo(); # 回写玩家数据
  501. return Resp::ok(array(
  502. "gold" => $user->baseInfo->gold,
  503. "expandNum" => $user->privateState->expandNum,
  504. ));
  505. }
  506. /**
  507. * 宝石镶嵌
  508. */
  509. static function GemSetYanLing() {
  510. list($gemId, $yanlingUid) = req()->paras;
  511. $user = ctx();
  512. $yanling = $user->store->yanling;
  513. my_Assert(CommUtil::isPropertyExists($yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  514. my_Assert(CommUtil::isPropertyExists($user->store->items, $gemId) && $user->store->items->$gemId > 0, ErrCode::store_itemno_err);
  515. if (!StlUtil::dictHasProperty($yanling->$yanlingUid, "gemId")) {//临时
  516. $yanling->$yanlingUid->gemId = 0;
  517. }
  518. my_Assert($yanling->$yanlingUid->gemId == 0, ErrCode::store_YanLingHaveGem);
  519. StoreProc::removeItemFromStore($user->store, $gemId);
  520. $yanling->$yanlingUid->gemId = $gemId;
  521. $user->store->yanling = $yanling;
  522. ctx($user);
  523. UserProc::updateUserInfo(); # 回写玩家数据
  524. return Resp::ok(array(
  525. "store" => $user->store, # # 目前来看只涉及到items变化
  526. ));
  527. }
  528. /**
  529. * 从严灵上卸下宝石
  530. */
  531. static function GemRemoveYanLing() {
  532. list($yanlingUid) = req()->paras;
  533. $user = ctx();
  534. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanlingUid), ErrCode::hero_yanling_errorYanling);
  535. $gemId = $user->store->yanling->$yanlingUid->gemId;
  536. my_Assert($gemId != 0, ErrCode::store_YanLingNotGem);
  537. $goodsStr = $gemId . ",1";
  538. StoreProc::AddMultiItemInStore($goodsStr);
  539. $user->store->yanling->$yanlingUid->gemId = 0;
  540. ctx($user);
  541. UserProc::updateUserInfo(); # 回写玩家数据
  542. return Resp::ok(array(
  543. "store" => $user->store, # # 目前来看只涉及到items变化
  544. ));
  545. }
  546. /**
  547. * 宝石合成
  548. */
  549. static function GemComposeItem() {
  550. list($gemId, $num) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  551. $user = ctx();
  552. //my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  553. $mo = GameConfig::gem_formula_getItem($gemId);
  554. my_Assert($mo != null, ErrCode::err_const_no); #
  555. my_Assert($mo->levellimit <= $user->Gem->level, ErrCode::store_GemComplose_ResearchLevelLimit); #
  556. $itemId = $mo->drawItem;
  557. if ($itemId != "") {
  558. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > 0, ErrCode::store_GemComploseTuZhiNotEnough); #
  559. }
  560. if ($mo->composeMaterial != "") {
  561. $mList = explode(',', $mo->composeMaterial);
  562. $itemId = $mList[0];
  563. $num = $mList[1];
  564. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $num, ErrCode::store_GemComploseMaterialNotEnough);
  565. //扣除材料
  566. StoreProc::removeItemFromStore($user->store, $itemId, $num);
  567. }
  568. $gList = explode(',', $mo->composeGem);
  569. $itemId = $gList[0];
  570. my_Assert(StlUtil::dictHasProperty($user->store->items, $itemId) && $user->store->items->$itemId > $gList[1], ErrCode::store_ComploseGemNotEnough);
  571. my_Assert($user->baseInfo->gold >= $mo->composeGold, ErrCode::notenough_gold_msg);
  572. //扣除配方金币 宝石
  573. $user->base(true)->Consume_Gold($mo->composeGold);
  574. StoreProc::removeItemFromStore($user->store, $gList[0], $gList[1]);
  575. $goodsStr = $gemId . ',1';
  576. StoreProc::AddMultiItemInStore($goodsStr);
  577. ctx($user);
  578. UserProc::updateUserInfo(); # 回写玩家数据
  579. return Resp::ok(array(
  580. "store" => $user->store, # # 目前来看只涉及到items变化
  581. 'gold' => $user->baseInfo->gold,
  582. ));
  583. }
  584. /**
  585. * 宝石合成的研究等级提升
  586. */
  587. static function GemResearchLvUp() {
  588. //list() = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  589. $user = ctx();
  590. $researchLevel = $user->Gem->level; //研究等级
  591. $mo = GameConfig::gem_researchlevel_getItem($researchLevel + 1);
  592. my_Assert($mo != null, ErrCode::err_const_no);
  593. my_Assert($mo->userlevelLimit <= $user->baseInfo->level, ErrCode::store_GemResearchLvUp_UserLevelLimit);
  594. //$list = explode(',',$mo->unlockLevelGoldCost);
  595. my_Assert($mo->unlockLevelGoldCost <= $user->baseInfo->gold, ErrCode::notenough_gold_msg);
  596. $user->base(true)->Consume_Gold($mo->unlockLevelGoldCost);
  597. $user->Gem->level += 1;
  598. ctx($user);
  599. UserProc::updateUserInfo(); # 回写玩家数据
  600. return Resp::ok(array(
  601. "lv" => $user->Gem->level, # # 目前来看只涉及到items变化
  602. 'gold' => $user->baseInfo->gold,
  603. ));
  604. }
  605. /**
  606. * 武器升级
  607. */
  608. static function weaponUpgrade() {
  609. list($uid, $wuqiList, $items) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  610. $user = ctx();
  611. $equipment = $user->store->equipment;
  612. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  613. $myPacketItems = $user->store->items;
  614. //消耗材料道具
  615. $total = 0;
  616. $totalGold = 0;
  617. foreach ($items as $costItemId => $costNumber) {
  618. my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
  619. my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough); # 检查道具的数量,在背包中是否充足
  620. $mo = GameConfig::item_stones_getItem($costItemId);
  621. my_Assert($mo != null, ErrCode::err_const_no);
  622. StoreProc::removeItemFromStore($user->store, $costItemId, $costNumber);
  623. $total += $mo->baseExp * $costNumber;
  624. $totalGold += $mo->costGold * $costNumber;
  625. }
  626. $wuqiExp = 0;
  627. //消耗武器
  628. foreach ($wuqiList as $wuqiId) {
  629. my_Assert(CommUtil::isPropertyExists($equipment, $wuqiId), ErrCode::store_weapon_err); # 玩家拥有此英雄
  630. $mo = GameConfig::item_weapon_getItem($equipment->$wuqiId->typeId);
  631. $baseExp = $mo->baseExp;
  632. //$needExp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipment->$wuqiId->typeId)->quality,$equipment->$wuqiId->level)->needExp;
  633. $wuqiExp += $baseExp + $equipment->$wuqiId->exp * 0.75;
  634. $totalGold += $mo->costGold;
  635. StlUtil::dictRemove($user->store->equipment, $wuqiId);
  636. }
  637. my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
  638. $equipVo = new Ins_Weapon($equipment->$uid);
  639. $initLevel = $equipVo->level;
  640. $equipVo->exp += $total + (int) $wuqiExp;
  641. $curlevel = self::Upgrade($equipVo->exp, GameConfig::item_base_getItem($equipVo->typeId)->quality, Enum_UpgradeType::Wuqi);
  642. $curStar = $equipVo->starLevel; #当前星级
  643. $equipVo->level = $curlevel;
  644. if ($curStar < 5) {
  645. $starlimitLv = GameConfig::weaponextra_level_getItem($equipVo->typeId, $curStar + 1)->starlimitLv;
  646. if ($starlimitLv <= $curlevel) {
  647. $equipVo->level = $starlimitLv;
  648. $equipVo->exp = GameConfig::weapon_levelexp_getItem(GameConfig::item_base_getItem($equipVo->typeId)->quality, $starlimitLv)->requiredExp;
  649. }
  650. }
  651. $user->store->equipment->$uid = $equipVo;
  652. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $totalGold, $user->baseInfo->gold - $totalGold, "");
  653. $user->baseInfo->gold -= $totalGold;
  654. ctx($user);
  655. ctx()->store->items = $myPacketItems; # 更新背包数据
  656. if ($equipVo->level != $initLevel) {
  657. NormalEventProc::OnWeaponLvlUp($uid, $equipVo->level); # 广播英雄升级事件
  658. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $equipVo->typeId, "$equipVo->level", $initLevel);
  659. }
  660. UserProc::updateUserInfo(); # 回写玩家数据
  661. return Resp::ok(array(
  662. "store" => $user->store, # # 目前来看只涉及到items变化
  663. 'gold' => $user->baseInfo->gold,
  664. ));
  665. }
  666. /**
  667. * 武器升级计算
  668. * @param type $xp
  669. * @param type $type
  670. * @return type
  671. */
  672. static function Upgrade($xp, $qual, $type) {
  673. $curLv = 0;
  674. if ($type == Enum_UpgradeType::Wuqi) {
  675. $heroLvDic = GameConfig::weapon_levelexp()->$qual;
  676. } else {
  677. $heroLvDic = GameConfig::yanlingLevel_type()->$qual;
  678. }
  679. $f = (array) $heroLvDic;
  680. ksort($f);
  681. foreach ($f as $lv => $mo) {
  682. if ($xp < $mo->requiredExp) {
  683. $curLv = $lv - 1;
  684. break;
  685. }
  686. // if($lv>=glc()->Weapon_Upgrade_BasicMaxLevel){
  687. // $curLv = glc()->Weapon_Upgrade_BasicMaxLevel;
  688. // break;
  689. // }
  690. }
  691. return $curLv;
  692. }
  693. /**
  694. * 武器突破
  695. */
  696. static function weaponTupo() {
  697. list($uid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  698. $user = ctx();
  699. $equipment = $user->store->equipment;
  700. my_Assert(CommUtil::isPropertyExists($equipment, $uid), ErrCode::store_weapon_err); # 玩家拥有此英雄
  701. $typeId = $equipment->$uid->typeId;
  702. $curStar = $equipment->$uid->starLevel;
  703. my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
  704. $mo = GameConfig::weaponextra_level_getItem($typeId, $curStar + 1);
  705. my_Assert($mo != null, ErrCode::err_const_no);
  706. my_Assert($equipment->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
  707. my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
  708. my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
  709. // $segID = $mo->segID;
  710. // my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
  711. // my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
  712. $costItemsList = explode(';', $mo->costItems);
  713. foreach ($costItemsList as $value) {
  714. $list = explode(',', $value);
  715. StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
  716. }
  717. UserProc::CollectUserBaseParam(req()->cmd, 2, $user->baseInfo->gold, $mo->gold, $user->baseInfo->gold - $mo->gold, "");
  718. $user->baseInfo->gold -= $mo->gold;
  719. $equipment->$uid->starLevel += 1;
  720. NormalEventProc::OnWeaponLvTuPo($uid, $equipment->$uid->starLevel); # 广播英雄升级事件
  721. TaskProc::OnWeaponStarUp($equipment->$uid->starLevel);
  722. $user->store->equipment = $equipment;
  723. ctx($user);
  724. UserProc::updateUserInfo(); # 回写玩家数据
  725. return Resp::ok(array(
  726. "store" => $user->store, # # 目前来看只涉及到items变化
  727. 'gold' => $user->baseInfo->gold,
  728. ));
  729. }
  730. /**
  731. * 武器替换
  732. * @return type
  733. */
  734. static function weaponReplace() {
  735. list($uid, $replaceId) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  736. $user = ctx();
  737. $equipment = $user->store->equipment;
  738. my_Assert(property_exists($equipment, $uid), "找不到这个言灵");
  739. my_Assert(property_exists($equipment, $replaceId), "找不到这个言灵");
  740. $herouid = $equipment->$uid->herouid;
  741. $herouid_replace = $equipment->$replaceId->herouid;
  742. $equipment->$replaceId->herouid = $herouid;
  743. $equipment->$uid->herouid = $herouid_replace;
  744. $user->store->equipment = $equipment;
  745. ctx($user);
  746. UserProc::updateUserInfo(); # 回写玩家数据
  747. return Resp::ok(array(
  748. "store" => $user->store, # # 目前来看只涉及到items变化
  749. ));
  750. }
  751. /**
  752. * [6420] 言灵进阶
  753. */
  754. static function YanlingUpgrade() {
  755. list($yanlingUid) = req()->paras; # 参数 言灵uid(指定进阶的言灵实例id)
  756. $user = ctx();
  757. my_Assert(property_exists($user->store->yanling, $yanlingUid), "找不到这个言灵");
  758. $yanlingObj = $user->store->yanling->$yanlingUid;
  759. $yanlingMoId = $yanlingObj->typeId;
  760. $curGrade = property_exists($yanlingObj, "grade") ? $yanlingObj->grade : 1; # 当前等阶
  761. $toGrade = $curGrade + 1; # 下一等阶
  762. my_Assert($toGrade <= 5, ErrCode::store_yanlingGrade_max); # 已经进阶到最高
  763. $toGradeCfg = GameConfig::yanling_upgrade_getItem($yanlingMoId, $toGrade); # 下一阶配置
  764. my_Assert(null != $toGradeCfg, ErrCode::err_const_no); # 找不到言灵进阶常量
  765. $costs = explode(';', $toGradeCfg->cost_materials);
  766. my_Assert(count($costs) > 0, ErrCode::store_yanlingGrade_cfg); # 言灵进阶数据有误
  767. foreach ($costs as $c) {
  768. list($itemId, $num) = explode(',', $c); # 解析材料
  769. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  770. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  771. }
  772. $yanlingObj->grade = $toGrade; # 修改进阶
  773. $user->store->yanling->$yanlingUid = $yanlingObj; # 回写言灵数据
  774. UserProc::updateUserInfo(); # 回写玩家数据
  775. return Resp::ok(array(
  776. "store" => $user->store, # # 目前来看只涉及到items变化
  777. ));
  778. }
  779. /**
  780. * [6418] 利用言灵召唤书碎片合成召唤书
  781. */
  782. static function MergeYanlingBook() {
  783. list($bookId) = req()->paras; # 参数 言灵召唤书id
  784. $user = ctx();
  785. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  786. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  787. list($segId, $num) = explode(',', $bookIdCfg->seg_num); # 解析所需碎片信息
  788. $err = self::removeItemFromStore($user->store, $segId, $num); # 扣除 碎片
  789. my_Assert(ErrCode::ok == $err, $err); # 防御扣除碎片失败
  790. self::PutOverlyingItemInStore($bookId); # 添加召唤书
  791. UserProc::updateUserInfo(); # 回写数据
  792. return Resp::ok(array(
  793. "store" => $user->store, # # 目前来看只涉及到items变化
  794. ));
  795. }
  796. /**
  797. * [6419] 利用言灵召唤书召唤言灵
  798. */
  799. static function CallYanlingByBook() {
  800. list($bookId) = req()->paras; # 参数 利用的言灵召唤书id
  801. $user = ctx();
  802. $bookIdCfg = GameConfig::item_yanlingbook_getItem($bookId);
  803. my_Assert(null != $bookIdCfg, ErrCode::err_const_no); # 找不到言灵书常量
  804. $err = self::removeItemFromStore($user->store, $bookId); # 扣除 召唤书
  805. my_Assert(ErrCode::ok == $err, $err); # 防御扣除召唤书失败
  806. $costs = explode(';', $bookIdCfg->cost_materials);
  807. my_Assert(count($costs) > 0, ErrCode::store_book_info); # 召唤书数据有误
  808. foreach ($costs as $c) {
  809. list($itemId, $num) = explode(',', $c); # 解析材料
  810. $err = self::removeItemFromStore($user->store, $itemId, $num); # 扣除 材料
  811. my_Assert(ErrCode::ok == $err, $err); # 防御扣除材料失败
  812. }
  813. self::PutYanLingInStore($bookIdCfg->yanling_id); # 添加言灵
  814. UserProc::updateUserInfo(); # 回写数据
  815. return Resp::ok(array(
  816. "store" => $user->store, # # 目前来看只涉及到items变化
  817. ));
  818. }
  819. /**
  820. * 测试方法
  821. * @return type
  822. */
  823. static public function Test() {
  824. Err(ErrCode::msg_method_obsoleted, "代码需更新");
  825. }
  826. /**
  827. * [6404] 使用仓库道具
  828. */
  829. static function useItem() {
  830. list($itemType, $num) = req()->paras; # 提取参数
  831. $mo = GameConfig::item_base_getItem($itemType);
  832. my_Assert(null != $mo, ErrCode::err_const_no);
  833. switch ($mo->subType) {
  834. case 601: # 任务卡
  835. my_Assert($num == 1, "任务卡一次只能使用一张!");
  836. $store = ctx()->store();
  837. $err = $store->RemoveItemFromStore($itemType, $num); # 扣除任务卡
  838. my_Assert(ErrCode::ok == $err, $err);
  839. StoreProc::PutTaskCardInStore($itemType);
  840. ctx()->store = $store;
  841. break;
  842. default :
  843. break;
  844. }
  845. UserProc::updateUserInfo();
  846. return Resp::ok(array(
  847. 'priv' => ctx()->privateState,
  848. 'store' => ctx()->store));
  849. // Err(ErrCode::msg_method_obsoleted, "代码需更新");
  850. }
  851. /**
  852. * [6405] 刷新仓库列表
  853. */
  854. static function refreshStore() {
  855. StoreProc::CheckItemNum();
  856. return Resp::ok(array('store' => ctx()->store));
  857. }
  858. /**
  859. * [6406] 从仓库删除道具
  860. */
  861. static function delItemFromStore() {
  862. list($itemId, $num) = req()->paras;
  863. $err = self::removeItemFromStore(ctx()->store, $itemId, $num);
  864. my_Assert(ErrCode::ok == $err, $err);
  865. UserProc::updateUserInfo();
  866. return Resp::ok(array('store' => ctx()->store));
  867. }
  868. /**
  869. * [6409] 合成道具
  870. */
  871. static public function composeItem() {
  872. Err(ErrCode::err_method_notimplement);
  873. }
  874. /**
  875. * [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)
  876. */
  877. static public function composePieces() {
  878. Err(ErrCode::err_method_notimplement);
  879. }
  880. // </editor-fold>
  881. // --------------- 以下为辅助方法 ------------------
  882. //
  883. // <editor-fold defaultstate="collapsed" desc=" 移除物品 ">
  884. /**
  885. * 从仓库中移除指定数量的物品
  886. * @param Info_Store $store
  887. * @param type $itemId
  888. * @param type $itemcount
  889. * @return type
  890. */
  891. static function removeItemFromStore($store, $itemId, $itemcount = 1) {
  892. my_Assert(CommUtil::isPropertyExists($store->items, $itemId), ErrCode::store_itemno_err); # 没有这个道具
  893. my_Assert($store->items->$itemId >= $itemcount, ErrCode::store_itemnotenough); # 数量不足
  894. $store->items->$itemId -= $itemcount;
  895. if ($store->items->$itemId == 0) {
  896. unset($store->items->$itemId);
  897. }
  898. NormalEventProc::OnBag_Remove_Item($itemId, $itemcount); # 插入事件
  899. return ErrCode::ok;
  900. }
  901. /**
  902. * 从仓库移出装备
  903. * @param type $itemId uid
  904. * @param Info_Store $store
  905. * @return boolean
  906. */
  907. static function removeEquipFromStore($uid, $typeId) {
  908. $ok = false;
  909. if (CommUtil::isPropertyExists(ctx()->store->equipment, $uid)) {
  910. my_Assert($typeId == ctx()->store->equipment->$uid->typeId, "typeid检验错误"); // typeid相同;
  911. unset(ctx()->store->equipment->$uid);
  912. $ok = true;
  913. }
  914. return $ok;
  915. }
  916. static function removeYanlingFromStore($uid, $typeId) {
  917. $ok = false;
  918. if (CommUtil::isPropertyExists(ctx()->store->yanling, $uid)) {
  919. my_Assert($typeId == ctx()->store->yanling->$uid->typeId, "typeid检验错误"); // typeid相同;
  920. unset(ctx()->store->yanling->$uid);
  921. $ok = true;
  922. }
  923. return $ok;
  924. }
  925. /**
  926. * 从仓库移除碎片
  927. * @param Info_Store $store
  928. * @param int $segmentId
  929. * @param int $num
  930. * @return bool 成功/失败
  931. */
  932. static function removeSegmetFromStore($store, $segmentId, $num = 1) {
  933. if (CommUtil::isPropertyExists($store->segement, $segmentId) #
  934. && $store->segement->$segmentId >= $num) {
  935. $store->segement->$segmentId -= $num;
  936. return TRUE;
  937. }
  938. return false;
  939. }
  940. /**
  941. * 向仓库添加碎片
  942. * @param Info_Store $store
  943. * @param int $segmentId
  944. * @param int $num
  945. */
  946. static function addSegmentIntoStore($store, $segmentId, $num = 1) {
  947. if (CommUtil::isPropertyExists($store->segement, $segmentId)) {
  948. $store->segement->$segmentId += $num;
  949. } else {
  950. $store->segement->$segmentId = $num;
  951. }
  952. $segMo = GameConfig::item_segment_getItem($segmentId);
  953. my_Assert($segMo != null, ErrCode::err_const_no);
  954. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  955. }
  956. // </editor-fold>
  957. //
  958. // <editor-fold defaultstate="collapsed" desc=" 放入物品 ">
  959. /**
  960. * 将其他物品放入仓库
  961. * @param type $itemId
  962. * @param Data_UserGame $game
  963. */
  964. static function PutItemInStore($itemId, &$game) {
  965. if (CommUtil::isPropertyExists($game->store->items, $itemId)) { // 如果仓库中已经有这种元素,则其数目+1
  966. $game->store->items->$itemId += 1;
  967. } else {// 如果仓库中没有这种元素,则其数目置1
  968. $game->store->items->$itemId = 1;
  969. }
  970. }
  971. /**
  972. * 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
  973. * 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
  974. * @param string $goodsStr itemid,num;itemid,num;...
  975. * @param int $src 1:战斗奖励, 2: 任务奖励, 3: 抽奖奖品, 4: 邮件领取, 5: 现金充值
  976. * @deprecated since version 0
  977. * @return type
  978. */
  979. public static function AddMultiItemInStore($goodsStr, $src = 1, $mask = 0) {
  980. $user = ctx();
  981. $ary = explode(";", $goodsStr);
  982. //$unlockNum = $user->privateState->expandNum * 5;
  983. //$n = self::countStoreNum();
  984. foreach ($ary as $value) {
  985. $val = explode(",", $value);
  986. $cid = "";
  987. my_Assert(count($val) > 1, "解析奖励字符串出错");
  988. list( $itemId, $num) = $val; # ID, 数量
  989. $smItem = GameConfig::item_base_getItem($itemId); # 道具mo
  990. switch ($smItem->subType) { # 根据类型分别添加到容器中
  991. case META_EXP: # 指挥官经验
  992. // Data_UserGame::Add_Exp($user->baseInfo, $num);
  993. $user->base()->Add_Exp($num); # 加指挥官经验
  994. break;
  995. case META_GOLD_ITEMID: # 金币
  996. // Data_UserGame::Add_Gold($user->baseInfo, $num);
  997. $user->base()->Add_Gold($num, $mask); # 增加金币
  998. break;
  999. case META_CASH_ITEMID: # 钻石
  1000. // Data_UserGame::Add_Cash($user->baseInfo, $num);
  1001. $user->base()->Add_Cash($num, $mask); # 增加钻石
  1002. break;
  1003. case META_tili_ITEMID: # 体力
  1004. // Data_UserGame::Add_tili($num);
  1005. $user->base()->Add_tili($num); # 增加体力
  1006. break;
  1007. case META_FriendShipPoit_ItemId: # 友情值
  1008. // Data_UserGame::Add_FriendPoint($user->baseInfo, $num);
  1009. $user->base()->Add_FriendPoint($num); # 加友情点
  1010. break;
  1011. case META_PVPCOIN_ITEMID: # 竞技币
  1012. $user->pvp->pvpCoins += $num;
  1013. break;
  1014. case META_ActivePoint_ITEMID:
  1015. // $user->task->dailyActivePoint += $num; # 每日任务活跃点
  1016. break;
  1017. case META_RESPOINT_ITEMID:
  1018. $user->base()->Add_resPoint($num); # 增加资源点
  1019. // Data_UserGame::Add_resPoint($user->baseInfo, $num); # 资源点添加
  1020. break;
  1021. case 101: # 武器
  1022. for ($n = 0; $n < $num; $n++) {
  1023. $cid = StoreProc::PutEquipInStore($itemId);
  1024. }
  1025. CornerSignEventProc::OnBag_new_Weapon();
  1026. CornerSignEventProc::OnRoleWeapon();
  1027. break;
  1028. case 401: # 言灵
  1029. for ($n = 0; $n < $num; $n++) {
  1030. $cid = StoreProc::PutYanLingInStore($itemId);
  1031. }
  1032. CornerSignEventProc::OnBag_new_Yanling();
  1033. CornerSignEventProc::OnRoleYanling();
  1034. break;
  1035. case 501: # 限购礼包
  1036. $itemMO = GameConfig::item_package_getItem($itemId);
  1037. my_Assert(null != $itemMO, ErrCode::err_const_no);
  1038. $err = StoreProc::AddMultiItemInStore($itemMO->contents); # 发放奖励
  1039. my_Assert(ErrCode::ok == $err, $err);
  1040. break;
  1041. case 601: # 任务卡
  1042. $cid = StoreProc::PutTaskCardInStore($itemId);
  1043. break;
  1044. case 201: # 碎片
  1045. $segMo = GameConfig::item_segment_getItem($itemId);
  1046. my_Assert($segMo != null, ErrCode::err_const_no);
  1047. TaskProc::OnHeroSegmengNum($segMo->protoHeroID, $num);
  1048. CornerSignEventProc::OnBag_new_Fragment();
  1049. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1050. break;
  1051. case 202: # 召唤书碎片
  1052. case 351: # 言灵召唤书
  1053. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1054. // $book = GameConfig::item_yanlingbook_getItem($itemId);
  1055. // my_Assert(null != $book, ErrCode::err_const_no);
  1056. // $ylCfg = GameConfig::item_yanling_getItem($book->yanling_id);
  1057. // my_Assert(null != $ylCfg, ErrCode::err_const_no);
  1058. // switch ($ylCfg->career) { # 根据不同职业更新角标系统
  1059. // case 1:
  1060. // CornerSignEventProc::OnCall_Warrior_new(); # 战士
  1061. // break;
  1062. // case 2:
  1063. // CornerSignEventProc::OnCall_Magician_new(); # 法师
  1064. // break;
  1065. // case 3:
  1066. // CornerSignEventProc::OnCall_Archer_new(); # 射手
  1067. // break;
  1068. // default :
  1069. // break;
  1070. // }
  1071. break;
  1072. case 321: # 进阶材料
  1073. case 322: # 进阶材料
  1074. case 323: # 锻造材料
  1075. case 324: # 魂器
  1076. case 332: #普通祈愿券
  1077. case 333: #活动祈愿券
  1078. case 325: #元素突破材料
  1079. case 326: #职业突破材料
  1080. case 327: #言灵的突破石
  1081. case 328: #言灵的突破材料
  1082. case 329: #武器的突破石
  1083. case 330: #武器的突破材料
  1084. // 补给品
  1085. case 341: # 血瓶
  1086. case 342: # 能量瓶
  1087. case 343: #
  1088. case 344: # 回城券 -2022.4.13 海哥
  1089. //
  1090. case 701: #宝石
  1091. case 702: #设计图纸
  1092. case 703: #宝石辅助材料
  1093. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1094. CornerSignEventProc::OnBag_new_Material();
  1095. break;
  1096. case 311: # 基因(经验丹)
  1097. case 312: # 强化道具
  1098. case 313:
  1099. StoreProc::PutOverlyingItemInStore($itemId, $num); # 直接进包裹items
  1100. break;
  1101. default :
  1102. Err(ErrCode::err_innerfault, "落入包裹时,出现了非法物品($itemId)");
  1103. }
  1104. TaskProc::OnGainItem($itemId, $num); // 检查获得道具的任务进度
  1105. NormalEventProc::OnBag_new_Item($itemId, $num, $cid);
  1106. }
  1107. return ErrCode::ok; // 返回
  1108. }
  1109. public static function countStoreNum() {
  1110. $user = ctx();
  1111. //$num = 0;
  1112. $itemDic = $user->store->items;
  1113. //$num += count((array)$user->store->items);
  1114. $itemNum = 0;
  1115. foreach ($itemDic as $key => $num) {
  1116. if ($num == 0) {
  1117. continue;
  1118. }
  1119. if ($num > 99999) {
  1120. $itemNum += 2;
  1121. } else {
  1122. $itemNum += 1;
  1123. }
  1124. }
  1125. //var_dump($num);
  1126. //var_dump('-----------------');
  1127. $itemNum += count((array) $user->store->equipment);
  1128. //var_dump($num);
  1129. //var_dump('-----------------');
  1130. $itemNum += count((array) $user->store->yanling);
  1131. //var_dump($itemNum);
  1132. return $itemNum;
  1133. }
  1134. /**
  1135. * [6401]向包裹中添加物品
  1136. */
  1137. public static function AddItemInStore() {
  1138. list($rwdStr, $mask) = req()->paras; //mask = 1:表示战斗中掉落
  1139. $user = ctx();
  1140. if ($mask == 1) {
  1141. $err = self::AddMultiItemInStore($rwdStr, 1, 1);
  1142. } else {
  1143. $err = self::AddMultiItemInStore($rwdStr);
  1144. }
  1145. my_Assert(ErrCode::ok == $err, $err);
  1146. UserProc::updateUserInfo();
  1147. return Resp::ok(array(
  1148. 'gold' => $user->baseInfo->gold,
  1149. 'tili' => $user->baseInfo->tili,
  1150. 'cash' => $user->baseInfo->cash,
  1151. 'resPoint' => $user->baseInfo->resPoint,
  1152. 'store' => $user->store));
  1153. }
  1154. /**
  1155. * 将装备放入背包
  1156. * @param type $itemId
  1157. */
  1158. static function PutEquipInStore($itemId) {
  1159. $privateState = ctx()->privateState;
  1160. $unlockNum = $privateState->expandNum * 5;
  1161. //var_dump("wuqi==============");
  1162. $n = self::countStoreNum();
  1163. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1164. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1165. if (!CommUtil::isPropertyExists($privateState, "currentId")) { // 如果仓库中已经有这种元素,则其数目+1
  1166. ctx()->privateState->currentId = 1;
  1167. }
  1168. $cid = ctx()->privateState->currentId++;
  1169. //$equip = ObjectInit();
  1170. $equip = new Ins_Weapon();
  1171. $equip->typeId = $itemId;
  1172. ctx()->store->equipment->$cid = $equip;
  1173. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponId_UserNum, $itemId);
  1174. StatisticsProc::TargetStatistics(Enum_TargetStatistics::WeaponIdLevel_UserNum, $itemId, "1");
  1175. return $cid;
  1176. // SystemProc::GetEquip($req->zoneid, $req->userInfo->game, $itemId); # 添加获得装备的消息
  1177. }
  1178. /**
  1179. * 将言灵放入背包
  1180. * @param type $itemId
  1181. */
  1182. static function PutYanLingInStore($itemId) {
  1183. //my_Assert(count((array) ctx()->store->yanling) < 100, ErrCode::store_yanling_bagfull);
  1184. $privateState = ctx()->privateState;
  1185. $unlockNum = $privateState->expandNum * 5;
  1186. //var_dump("yanling==============");
  1187. $n = self::countStoreNum();
  1188. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1189. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1190. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1191. ctx()->privateState->currentId = 1;
  1192. }
  1193. $cid = ctx()->privateState->currentId++;
  1194. //$equip = ObjectInit();
  1195. $equip = new Ins_YanLin();
  1196. $equip->typeId = $itemId;
  1197. ctx()->store->yanling->$cid = $equip;
  1198. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingId_UserNum, $itemId);
  1199. StatisticsProc::TargetStatistics(Enum_TargetStatistics::YanLingIdLevel_UserNum, $itemId, "1");
  1200. return $cid;
  1201. }
  1202. /**
  1203. * 将任务卡放入背包
  1204. * @param type $itemId
  1205. */
  1206. static function PutTaskCardInStore($itemId) {
  1207. $privateState = ctx()->privateState;
  1208. $unlockNum = $privateState->expandNum * 5;
  1209. //var_dump("task==============");
  1210. //$n = self::countStoreNum();
  1211. //my_Assert($n<$unlockNum+50, "背包容量不够请扩容");
  1212. if (!CommUtil::isPropertyExists($privateState, "currentId")) { # 如果仓库中已经有这种元素,则其数目+1
  1213. ctx()->privateState->currentId = 1;
  1214. }
  1215. $cid = ctx()->privateState->currentId++;
  1216. $mo = GameConfig::item_taskcard_getItem($itemId); # 任务卡常量
  1217. // var_dump($mo);
  1218. my_Assert(null != $mo, ErrCode::err_const_no);
  1219. $itembaseMo = GameConfig::item_base_getItem($itemId);
  1220. my_Assert(null != $itembaseMo, ErrCode::err_const_no);
  1221. if ($itembaseMo->pileNum > 0) { # 可叠加
  1222. Err(ErrCode::taskCard_no_pile); # 不可堆叠!!! 我支持不了.gwang 2020年12月12日13:40:04
  1223. // <editor-fold defaultstate="collapsed" desc=" 折叠 ">
  1224. // $taskCard = null;
  1225. // foreach ($req->userInfo->game->store->taskcards as $uuid => &$val) {
  1226. // $val = new Ins_TaskCard($val);
  1227. // if ($val->typeId == $itemId) {
  1228. // $taskCard = $val;
  1229. // break;
  1230. // }
  1231. // }
  1232. // if (null == $taskCard) { # 原来么有
  1233. // $taskCard = new Ins_TaskCard($itemId);
  1234. // $taskCard->uid = $cid;
  1235. // $req->userInfo->game->store->taskcards->$cid = $taskCard;
  1236. // }
  1237. // $taskCard->count += 1;
  1238. // </editor-fold>
  1239. } else {
  1240. $taskCard = new Ins_TaskCard($itemId);
  1241. $taskCard->uid = $cid;
  1242. ctx()->store->taskcards->$cid = $taskCard;
  1243. }
  1244. NormalEventProc::OnTaskBag_new_Card($cid, 1); # 播放获得任务卡事件
  1245. if (null != $taskCard) {
  1246. $t = req()->paras;
  1247. req()->paras = array($cid);
  1248. TaskProc::OnTaskCard_active(); # 自动激活任务卡
  1249. req()->paras = $t;
  1250. }
  1251. return $cid;
  1252. }
  1253. /**
  1254. * 将可叠加物品放入背包
  1255. * @param int $itemId
  1256. * @param int $num
  1257. */
  1258. static function PutOverlyingItemInStore($itemId, $num = 1) {
  1259. //var_dump("item==============".$itemId);
  1260. $unlockNum = ctx()->privateState->expandNum * 5;
  1261. $n = self::countStoreNum();
  1262. $initNum = GameConfig::globalsettings()->Item_Packet_InitNum_New;
  1263. my_Assert($n < $unlockNum + $initNum, "背包容量不够请扩容");
  1264. $items = ctx()->store->items; # dic: itemid=>number
  1265. if (CommUtil::isPropertyExists($items, $itemId)) { # 如果仓库中已经有这种元素,则其数目+=num
  1266. $items->$itemId += $num;
  1267. } else { # 如果仓库中没有这种元素,则其数目置为num
  1268. $items->$itemId = $num;
  1269. }
  1270. }
  1271. /**
  1272. * 物品包裹打散成独立道具到仓库
  1273. * @param GoodsItemModel $itemModel
  1274. * @deprecated since version now
  1275. */
  1276. static function addSeprateItem($itemModel) {
  1277. Err(ErrCode::err_method_obsoleted, "未更新包裹操作");
  1278. }
  1279. /**
  1280. * [6416] 给英雄装上言灵
  1281. */
  1282. static function WearYanlingToHero() {
  1283. $user = ctx(); # user引用
  1284. list($itemtype, $yanling_uid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1285. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该言灵
  1286. $yanlingVo = new Ins_YanLin($user->store->yanling->$yanling_uid); # 取言灵对象
  1287. if (isset($yanlingVo->herouid) && $yanlingVo->herouid > 0 #
  1288. && $yanlingVo->herouid != $herouid) { # 检测该言灵是否装备到其他英雄身上
  1289. Err(ErrCode::store_equipWeared_err);
  1290. }
  1291. $collectHeros = $user->heros->collectHeros; # 英雄集合
  1292. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御对象为空
  1293. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查英雄是否存在
  1294. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1295. my_Assert($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.
  1296. $user->store->yanling->$yanling_uid->herouid = $herouid; # 言灵上添加反向引用, 避免查询时的循环
  1297. $oldYLid = $collectHeros->$herouid->yanling->$itemtype->itemuid; # 旧言灵id
  1298. if ($oldYLid > 0) { # 代表替换操作
  1299. $user->store->yanling->$oldYLid->herouid = 0; # 清理旧言灵的
  1300. }
  1301. $hero->yanling->$itemtype->itemuid = $yanling_uid; # 英雄身上添加言灵记录
  1302. $collectHeros->$herouid = $hero;
  1303. TaskProc::OnHeroWearYanling($collectHeros->$herouid->typeId, $user->store->yanling->$yanling_uid->typeId);
  1304. UserProc::updateUserInfo(); # 5.回写数据
  1305. $ret = array('resp' => "succeed!",
  1306. 'store' => $user->store);
  1307. $resp = Resp::ok($ret); // 返回
  1308. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1309. return $resp;
  1310. }
  1311. /**
  1312. * [6417] 给英雄卸下言灵
  1313. * @deprecated since version 无法卸下,只能更换
  1314. */
  1315. static function UnWieldYanling() {
  1316. $user = ctx(); # user引用
  1317. list($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
  1318. $collectHeros = $user->heros->collectHeros;
  1319. my_Assert(null != $collectHeros, ErrCode::err_innerfault); # 防御
  1320. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1321. my_Assert(CommUtil::isPropertyExists($user->store->yanling, $yanling_uid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1322. if ($user->store->yanling->$yanling_uid->herouid == $herouid) { # 取装备对象
  1323. $user->store->yanling->$yanling_uid->herouid = 0; # 清理反向引用
  1324. }
  1325. // $arr = $collectHeros->$herouid->yanling;
  1326. // my_Assert(in_array($yanling_uid, $arr), ErrCode::hero_yanling_notfound); # 未装备此言灵
  1327. // StlUtil::arrayRemove($arr, $yanling_uid);
  1328. // $collectHeros->$herouid->yanling = $arr;
  1329. my_Assert($collectHeros->$herouid->yanling->$itemtype->itemuid == $yanling_uid, ErrCode::store_noequip_err); # 防御
  1330. $collectHeros->$herouid->yanling->$itemtype->itemuid = 0; # 卸下
  1331. UserProc::updateUserInfo(); # 回写数据
  1332. $resp = Resp::ok(array('resp' => "succeed!")); // 返回
  1333. // StoreProc::CheckItemNum($req);
  1334. return $resp;
  1335. }
  1336. /**
  1337. * [6410] 给英雄穿装备
  1338. */
  1339. static function WearEquipToHero() {
  1340. list($itemtype, $equipuid, $herouid) = req()->paras; # 提取参数: 装备类型, 装备的UID, 英雄的UID
  1341. $user = ctx(); # user引用
  1342. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1343. $equipVo = new Ins_Weapon($user->store->equipment->$equipuid); # 取装备对象
  1344. if ($equipVo->herouid > 0) { # 检测该装备是否装备到其他英雄身上
  1345. my_Assert($equipVo->herouid == $herouid, ErrCode::store_equipWeared_err);
  1346. $user->store->equipment->$equipuid->herouid = 0; # 清理原来已经装备的言灵的反指向
  1347. }
  1348. $collectHeros = $user->heros->collectHeros;
  1349. my_default_Obj($collectHeros);
  1350. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检查是否存在需要装备的英雄
  1351. $hero = new Ins_UserHero($collectHeros->$herouid); # 取hero
  1352. my_Assert($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
  1353. $user->store->equipment->$equipuid->herouid = $herouid; # 装备上添加反向引用, 避免查询时的循环
  1354. $oldEquipId = 0;
  1355. switch ($itemtype) { # 添加或替换英雄该部位的装备
  1356. case 1: # 武器
  1357. $oldEquipId = $collectHeros->$herouid->equip->weapon->itemuid;
  1358. $collectHeros->$herouid->equip->weapon->itemuid = $equipuid;
  1359. break;
  1360. case 2: # 防具
  1361. $oldEquipId = $collectHeros->$herouid->equip->armor->itemuid;
  1362. $collectHeros->$herouid->equip->armor->itemuid = $equipuid;
  1363. break;
  1364. case 3: # 饰品
  1365. $oldEquipId = $collectHeros->$herouid->equip->ring->itemuid;
  1366. $collectHeros->$herouid->equip->ring->itemuid = $equipuid;
  1367. break;
  1368. default :
  1369. Err(ErrCode::store_equip_type);
  1370. break;
  1371. }
  1372. if ($oldEquipId > 0 && $oldEquipId != $equipuid) {
  1373. $user->store->equipment->$oldEquipId->herouid = 0;
  1374. }
  1375. UserProc::updateUserInfo(); // 5.回写数据
  1376. // StoreProc::CheckItemNum($req);
  1377. TaskProc::OnHeroWearWeapon($collectHeros->$herouid->typeId, $user->store->equipment->$equipuid->typeId);
  1378. HeroProc::CalcUserFightPower(req()->zoneid, req()->uid, $user); # 更新总战力榜
  1379. return Resp::ok(array('resp' => "succeed!",
  1380. 'store' => $user->store)); // 返回
  1381. }
  1382. /**
  1383. * [6411] 给英雄脱装备
  1384. * @deprecated since version 不能卸下装备, 只能更换.
  1385. */
  1386. static function UnWieldEquip() {
  1387. list($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
  1388. $user = ctx(); # user引用
  1389. $collectHeros = $user->heros->collectHeros;
  1390. my_default_Obj($collectHeros);
  1391. my_Assert(CommUtil::isPropertyExists($collectHeros, $herouid), ErrCode::hero_no); # 检测是否存在拥有该装备的英雄
  1392. my_Assert(CommUtil::isPropertyExists($user->store->equipment, $equipuid), ErrCode::store_itemno_err); # 检测是否存在该装备
  1393. if ($user->store->equipment->$equipuid->herouid == $herouid) { # 取装备对象
  1394. $user->store->equipment->$equipuid->herouid = 0;
  1395. }
  1396. switch ($itemtype) { # 检测该装备是否装备在该英雄身上
  1397. case 1: # 武器
  1398. if ($collectHeros->$herouid->equip->weapon->itemuid != $equipuid) {
  1399. Err(ErrCode::store_noequip_err);
  1400. }
  1401. $collectHeros->$herouid->equip->weapon->itemuid = 0; # 卸下
  1402. break;
  1403. case 2: # 防具
  1404. if ($collectHeros->$herouid->equip->armor->itemuid != $equipuid) {
  1405. Err(ErrCode::store_noequip_err);
  1406. }
  1407. $collectHeros->$herouid->equip->armor->itemuid = 0;
  1408. break;
  1409. case 3: # 饰品
  1410. if ($collectHeros->$herouid->equip->ring->itemuid != $equipuid) {
  1411. Err(ErrCode::store_noequip_err);
  1412. }
  1413. $collectHeros->$herouid->equip->ring->itemuid = 0;
  1414. break;
  1415. default :
  1416. Err(ErrCode::store_equip_type);
  1417. }
  1418. UserProc::updateUserInfo(); # 回写数据
  1419. return Resp::ok(array('resp' => "succeed!")); // 返回
  1420. }
  1421. // </editor-fold>
  1422. //
  1423. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  1424. //
  1425. /**
  1426. * 检查背包中物品的个数
  1427. * @return int
  1428. */
  1429. public static function CheckItemNum() {
  1430. $ItemObj = ctx()->store->items;
  1431. $EquipObj = ctx()->store->equipment;
  1432. $SegementObj = ctx()->store->segement;
  1433. $HeroObj = ctx()->heros->collectHeros;
  1434. $ItemNum = 0;
  1435. if ($ItemObj) {
  1436. foreach ($ItemObj as $value) { ////检查宝石类可叠加物品的格子占用
  1437. $ItemNum++;
  1438. }
  1439. }
  1440. if ($SegementObj) {
  1441. foreach ($SegementObj as $value) { # 碎片
  1442. $ItemNum++;
  1443. }
  1444. }
  1445. if ($EquipObj) {
  1446. foreach ($EquipObj as $value) { // 检测装备类物品格子占用
  1447. $ItemNum++;
  1448. }
  1449. }
  1450. if ($HeroObj) {
  1451. 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.
  1452. $HeroEquipId = $value->equip->weapon->itemuid;
  1453. if ($HeroEquipId > 0) {
  1454. $ItemNum--;
  1455. }
  1456. $HeroEquipId = $value->equip->armor->itemuid;
  1457. if ($HeroEquipId > 0) {
  1458. $ItemNum--;
  1459. }
  1460. $HeroEquipId = $value->equip->ring->itemuid;
  1461. if ($HeroEquipId > 0) {
  1462. $ItemNum--;
  1463. }
  1464. }
  1465. }
  1466. ctx()->privateState->ItemNum = $ItemNum;
  1467. return $ItemNum;
  1468. }
  1469. /**
  1470. * 获取物品格子的上限值---废弃了
  1471. * @return int 上限数值
  1472. */
  1473. // public static function GetItemMaxNum() {
  1474. // $user = ctx();
  1475. // if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1476. // $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1477. // }
  1478. // return $user->privateState->maxItemNum;
  1479. // }
  1480. /**
  1481. * 6412 背包扩容
  1482. */
  1483. public static function AddPacketNum() {
  1484. $user = ctx(); # user引用
  1485. if (!CommUtil::isPropertyExists($user->privateState, "maxItemNum")) {
  1486. $user->privateState->maxItemNum = glc()->Item_Packet_MaxNum;
  1487. }
  1488. $costCash = glc()->Item_Packet_NumCostCash; # 钻石花费
  1489. my_Assert($costCash > 0, ErrCode::paras_err);
  1490. my_Assert($user->base()->Consume_Cash($costCash), ErrCode::notenough_cash_msg); # 6.进行消耗
  1491. $user->privateState->maxItemNum += 10; # 扩容
  1492. UserProc::updateUserInfo(); # 保存玩家数据
  1493. $resp = Resp::ok(array('maxItemNum' => $user->privateState->maxItemNum)); # 返回值
  1494. StoreProc::CheckItemNum();
  1495. return $resp;
  1496. }
  1497. // </editor-fold>
  1498. //
  1499. // <editor-fold defaultstate="collapsed" desc=" 出售 ">
  1500. //
  1501. /**
  1502. * 出售单一的物品
  1503. */
  1504. static function sellItem() {
  1505. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1506. }
  1507. /**
  1508. * 卖出一堆物品时候,检测每个单个物品是否符合卖的条件
  1509. */
  1510. static function preSellSingleFromStore($type, $itemId, $count, $uid) {
  1511. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1512. }
  1513. /**
  1514. * 6403 从背包出售多个物品
  1515. */
  1516. static function sellMultiItemFromStore() {
  1517. Err(ErrCode::err_method_obsoleted, "代码需要更新");
  1518. $obj = req()->paras[0]; // 获取物品的结构数组
  1519. foreach ($obj as $value) {
  1520. $type = $value[0];
  1521. $itemId = $value[1];
  1522. if ($type > 3) {
  1523. $count = intval($value[2]); // 数量
  1524. $uid = 0;
  1525. } 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
  1526. $count = 1;
  1527. $uid = $value[2];
  1528. }//物品的uid
  1529. $resp = StoreProc:: preSellSingleFromStore($type, $itemId, $count, $uid);
  1530. }
  1531. if (0 == $resp->err) {
  1532. UserProc::updateUserInfo();
  1533. }
  1534. StoreProc::CheckItemNum();
  1535. return $resp;
  1536. }
  1537. // </editor-fold>
  1538. //
  1539. }