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@@ -13,31 +13,152 @@ namespace loyalsoft;
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* 战力 = (基础攻击力 * 攻击力系数 + 基础生命值 * 生命值系数 + (1+暴击率) * (1+暴击伤害) * 攻击力系数 + 肉食恢复加成 * (1+肉食恢复效果)*生命值系数+伤害减免值 * (1+伤害减免效果)* 生命值系数)*(1+装备系数+角色系数)
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*/
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class FightPower_Calculate {
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- //战力 = (基础攻击力 * 攻击力系数 + 基础生命值 * 生命值系数 + (1+暴击率) * (1+暴击伤害) * 攻击力系数 + 肉食恢复加成 * (1+肉食恢复效果)*生命值系数+伤害减免值 * (1+伤害减免效果)* 生命值系数) * (1+装备系数+角色系数)
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+
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+ public static function GetFightPower() {
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+ $file = __NAMESPACE__ . '\\' . 'E_PredicateActionType';
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+ $reflectionClass = new \ReflectionClass($file);
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+ $constants = $reflectionClass->getConstants();
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+
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+ $dic = new \stdClass();
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+ foreach ($constants as $name => $predicateActionType) {
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+ $dic->$predicateActionType = 0;
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+ }
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+
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+ $CurrentHeroId = ctx()->heros->CurrentHeroId;
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+ $mo = GameConfig::hero_getItem($CurrentHeroId);
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+ my_Assert($mo != null, ErrCode::err_const_no);
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+
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+//【1.当前英雄表里的基础攻击 2.装备品质解锁的攻击力 3.装备里镶嵌的宝石攻击力 4.组成套装的攻击力5.启灵攻击力 6.英雄自带词条】 7.装备等级带来的攻击力/生命
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+ //英雄带的【1.配置表基础 2.英雄身上的词条】
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+ $addDamage = E_PredicateActionType::addDamage;
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+ $addHp = E_PredicateActionType::addHp;
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+ $addBigHitRate = E_PredicateActionType::addBigHitRate;
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+ $addBigHitVal = E_PredicateActionType::addBigHitVal;
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+
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+ $dic->$addDamage += $mo->attack;
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+ $dic->$addHp += $mo->hp;
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+ $dic->$addBigHitRate += $mo->bigHit_rate;
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+ $dic->$addBigHitVal += $mo->bigHit_Val;
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+
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+ $hero_special_predicate = explode(',', $mo->special_predicate);
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+ foreach ($hero_special_predicate as $hero_predicateId) {
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+ self::predicateActionParamVal($hero_predicateId,$dic);
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+ }
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+
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+ //装备
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+ $attck = 0;
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+ $hp = 0;
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+ $equipDic = ctx()->store->equipLocation;
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+
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+ $suitDic = new \stdClass();
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+ $equipParam = 0;
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+ foreach ($equipDic as $index => $equipUid) {
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+ //等级
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+ $ins_Equip = new Ins_Equip(ctx()->store->equip->$equipUid);
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+ $equipParam += $ins_Equip->mo()->mulFightPower;
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+ if ($ins_Equip->mo()->position % 2 == 1) {
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+ $attck += GameConfig::equip_levelupgrade_getItem($ins_Equip->mo()->rarity, $ins_Equip->qual, $ins_Equip->mo()->position, $ins_Equip->level)->attckNum;
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+ } elseif ($ins_Equip->mo()->position % 2 == 0) {
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+ $hp += GameConfig::equip_levelupgrade_getItem($ins_Equip->mo()->rarity, $ins_Equip->qual, $ins_Equip->mo()->position, $ins_Equip->level)->hpNum;
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+ }
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+ //品阶解锁
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+ $str = explode(';', $ins_Equip->mo()->qual_predicateId);
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+ foreach ($str as $val) {
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+ $str2 = explode(',', $val);
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+ if($ins_Equip->qual >= $str2[0]){
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+ self::predicateActionParamVal($str2[1],$dic);
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+ }
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+ }
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+
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+ //套装
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+ $suitId = $ins_Equip->mo()->suitId;
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+ if(StlUtil::dictHasProperty($suitDic, $suitId)){
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+ $suitDic->$suitId += 1;
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+ } else {
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+ $suitDic->$suitId = 1;
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+ }
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+
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+ //宝石
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+ if($ins_Equip->qual >=4 && $ins_Equip->gemSetSlot != null){
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+ foreach ($ins_Equip->gemSetSlot as $index => $gemUid) {
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+ if($gemUid != 0){
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+ $gem_predicateId = ctx()->store->gemStore->$gemUid->predicateId;
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+ self::predicateActionParamVal($gem_predicateId,$dic);
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+ }
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+ }
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+ }
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+ }
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+
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+ foreach ($suitDic as $suitId => $num) {
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+ $suitMo = GameConfig::equip_suit_getItem($suitId);
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+ my_Assert($suitMo != null, ErrCode::err_const_no);
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+ if($num >= $suitMo->num){
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+ self::predicateActionParamVal($suitMo->effect,$dic);
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+ }
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+ }
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+
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+ $arr = GameConfig::evolve();
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+ $evolveMaxId_left = ctx()->gates->evolveMaxId_left;
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+ $evolveMaxId_right = ctx()->gates->evolveMaxId_right;
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+ foreach ($arr as $key => $value) {
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+ isEditor() and $value = new \sm_evolve();
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+ if ($key <= $evolveMaxId_left) {
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+ self::predicateActionParamVal($value->predicateId,$dic);
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+ continue;
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+ }
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+
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+ if($value->specificEvolveId >0 && $value->specificEvolveId <= $evolveMaxId_right){
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+ self::predicateActionParamVal($value->specificPredicateId,$dic);
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+ continue;
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+ }
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+
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+ break;
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+ }
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+
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+ $dic->$addDamage +=$attck;
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+ $dic->$addHp +=$hp;
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+ //战力 = (基础攻击力 * 攻击力系数 + 基础生命值 * 生命值系数 + (1+暴击率) * (1+暴击伤害) * 攻击力系数 + 肉食恢复加成 * (1+肉食恢复效果)*生命值系数+伤害减免值 * (1+伤害减免效果)* 生命值系数) * (1+装备系数+角色系数)
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+ $attackParas = GameConfig::glc2()->attackParas;
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+ $hpParas = GameConfig::glc2()->hpParas;
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+ $base_addDamage = $dic->$addDamage;
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+ $base_addHp = $dic->$addHp;
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+ $baojilv = $dic->$addBigHitRate;
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+ $baojishanghai = $dic->$addBigHitVal;
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+ $addEatFood = E_PredicateActionType::addEatFood;
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+ $roushihuifu = $dic->$addEatFood;
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+ $mulEatFood = E_PredicateActionType::mulEatFood;
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+ $roushihuifu_xiaoguo = $dic->$mulEatFood;
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+ $addDecDamage = E_PredicateActionType::addDecDamage;
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+ $shanghaijianmian = $dic->$addDecDamage;
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+ $mulDecDamage = E_PredicateActionType::mulDecDamage;
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+ $shanghaijianmian_xiaoguo = $dic->$mulDecDamage;
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+
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+ $fightPower = ($base_addDamage*$attackParas + $base_addHp*$hpParas + (1+$baojilv)*(1+$baojishanghai)*$attackParas + $roushihuifu*(1+$roushihuifu_xiaoguo)*$hpParas + $shanghaijianmian*(1+$shanghaijianmian_xiaoguo)* $hpParas)*(1 + $equipParam + $mo->mulFightPower);
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+
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+ return round($fightPower,0);
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+ }
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+
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+
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/**
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* 获取词条对应的参数值
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* @param type $predicateId
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*/
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- public static function predicateActionParamVal($dic, $predicateId) {
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+ public static function predicateActionParamVal($predicateId,&$dic) {
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$predicateMo = GameConfig::predicate_getItem($predicateId);
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-
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- $predicateDic = new \stdClass();
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-
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+ my_Assert(null != $predicateMo, ErrCode::err_const_no);
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switch ($predicateMo->actionType) {
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- case E_PredicateActionType::mulEquipBasicProps://所有装备基础属性+5%----等级的基础攻击力/生命 攻击力取actionParam1 生命actionParam2
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+ case E_PredicateActionType::mulEquipBasicProps://所有装备基础属性+5%---基础攻击力/生命 攻击力取actionParam1 生命actionParam2
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if ($predicateMo->actionParam1 != null) {
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$actionKey = E_PredicateActionType::mulEquipBasicProps_damage;
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$actionVal = $predicateMo->actionParam1;
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-
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- $dic = self::predicateActionParamVal_Sav($dic, $actionKey,$actionVal);
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+ $dic->$actionKey += $actionVal;
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}
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if ($predicateMo->actionParam2 != null) {
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$actionKey = E_PredicateActionType::mulEquipBasicProps_hp;
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$actionVal = $predicateMo->actionParam2;
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-
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- $dic = self::predicateActionParamVal_Sav($dic, $actionKey,$actionVal);
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+ $dic->$actionKey += $actionVal;
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}
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break;
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@@ -47,26 +168,18 @@ class FightPower_Calculate {
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$actionVal1 = $predicateMo->actionParam1;
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$actionVal2 = $predicateMo->actionParam2;
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- $dic = self::predicateActionParamVal_Sav($dic, $actionKey1,$actionVal1);
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- $dic = self::predicateActionParamVal_Sav($dic, $actionKey2,$actionVal2);
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-
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+ $dic->$actionKey1 += $actionVal1;
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+ $dic->$actionKey2 += $actionVal2;
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break;
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- default:
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- $dic = self::predicateActionParamVal_Sav($dic, $predicateMo->actionType, $predicateMo->actionParam1);
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+ default:
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+ $actionKey = $predicateMo->actionType;
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+ $actionVal = $predicateMo->actionParam1;
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+
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+ if(StlUtil::dictHasProperty($dic, $actionKey)){
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+ $dic->$actionKey += $actionVal;
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+ }
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break;
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}
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-
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- return $dic;
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- }
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-
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- public static function predicateActionParamVal_Sav($dic,$actionKey, $actionVal) {
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- if (StlUtil::dictHasProperty($dic, $actionKey)) {
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- $dic->$actionKey += $actionVal;
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- } else {
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- $dic->$actionKey = $actionVal;
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- }
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-
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- return $dic;
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}
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}
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