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@@ -10,7 +10,7 @@ class HeroProc {
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/**
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/**
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* 英雄处理逻辑分发
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* 英雄处理逻辑分发
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- * 所有的Proc中必须有这样一个方法
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+ * 所有的Proc中必须有这样一个方法
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*/
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*/
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static function procMain() {
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static function procMain() {
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switch (req()->cmd) {
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switch (req()->cmd) {
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@@ -18,17 +18,17 @@ class HeroProc {
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return HeroProc::HeroLevelUpCostExpItem();
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return HeroProc::HeroLevelUpCostExpItem();
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case CmdCode::cmd_hero_tupo: # [6301] 英雄升级
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case CmdCode::cmd_hero_tupo: # [6301] 英雄升级
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return HeroProc::tupo();
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return HeroProc::tupo();
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-
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- // <editor-fold defaultstate="collapsed" desc="过时 接口">
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+
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+ // <editor-fold defaultstate="collapsed" desc="过时 接口">
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case CmdCode::cmd_hero_stageup: # [6304] 英雄进阶 SABCD
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case CmdCode::cmd_hero_stageup: # [6304] 英雄进阶 SABCD
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return HeroProc::HeroStageUp();
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return HeroProc::HeroStageUp();
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// case CmdCode::cmd_hero_upstar: # [6305] 英雄升星
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// case CmdCode::cmd_hero_upstar: # [6305] 英雄升星
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// return HeroProc::HeroUpStarByPieces();
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// return HeroProc::HeroUpStarByPieces();
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// case CmdCode::cmd_hero_changelockstate: # [6306] 英雄-修改锁定状态
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// case CmdCode::cmd_hero_changelockstate: # [6306] 英雄-修改锁定状态
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-// return HeroProc::HeroChangelockstate();
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+// return HeroProc::HeroChangelockstate();
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// case CmdCode::cmd_hero_buyCollectHeroLimtCount: # [6312] 扩展英雄数量上限
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// case CmdCode::cmd_hero_buyCollectHeroLimtCount: # [6312] 扩展英雄数量上限
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-// return HeroProc::BuyHeroMaxCountLimt();
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+// return HeroProc::BuyHeroMaxCountLimt();
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// <editor-fold defaultstate="collapsed" desc="---------------英雄评论----------------">
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// <editor-fold defaultstate="collapsed" desc="---------------英雄评论----------------">
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// case CmdCode::cmd_hero_GetDiscuss: # [6316]拉取英雄评论
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// case CmdCode::cmd_hero_GetDiscuss: # [6316]拉取英雄评论
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// return HeroDiscussProc::GetDiscusses();
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// return HeroDiscussProc::GetDiscusses();
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@@ -47,13 +47,13 @@ class HeroProc {
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// case CmdCode::cmd_hero_upGodBlood: # [6322] 神血升级
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// case CmdCode::cmd_hero_upGodBlood: # [6322] 神血升级
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// return HeroProc::UpGodBloodHeroByPieces();
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// return HeroProc::UpGodBloodHeroByPieces();
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// case CmdCode::cmd_hero_unlockByPieces: # [6323] 解锁碎片
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// case CmdCode::cmd_hero_unlockByPieces: # [6323] 解锁碎片
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-// return HeroProc::UnLockHeroByPieces();
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+// return HeroProc::UnLockHeroByPieces();
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// </editor-fold>
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// </editor-fold>
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// </editor-fold>
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// </editor-fold>
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-# --------- 英雄技能 -----------
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+# --------- 英雄技能 -----------
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case CmdCode::cmd_hero_upgradeSkillLevel: # [6314] 英雄的技能升级
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case CmdCode::cmd_hero_upgradeSkillLevel: # [6314] 英雄的技能升级
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return HeroProc::UpgradeSkillLevel();
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return HeroProc::UpgradeSkillLevel();
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- case CmdCode::cmd_hero_unlockSkill: # [6324] 英雄技能 - 解锁技能
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+ case CmdCode::cmd_hero_unlockSkill: # [6324] 英雄技能 - 解锁技能
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return HeroProc::UnlockSkill();
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return HeroProc::UnlockSkill();
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case CmdCode::cmd_hero_skillLevel_onekeyupgrade: # [6325] 英雄技能 - 一键升级
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case CmdCode::cmd_hero_skillLevel_onekeyupgrade: # [6325] 英雄技能 - 一键升级
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return HeroProc::OnekeyUpgradeSkillLevel();
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return HeroProc::OnekeyUpgradeSkillLevel();
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@@ -76,20 +76,20 @@ class HeroProc {
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// <editor-fold defaultstate="collapsed" desc="技能升级与解锁">
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// <editor-fold defaultstate="collapsed" desc="技能升级与解锁">
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/**
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/**
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- * [6324] 英雄技能解锁
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+ * [6324] 英雄技能解锁
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* @version 2020.1.13 至今未进行对接, 再次整理版
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* @version 2020.1.13 至今未进行对接, 再次整理版
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- * 2019.12.10 加班弄完第一版
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+ * 2019.12.10 加班弄完第一版
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*/
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*/
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static function UnlockSkill() {
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static function UnlockSkill() {
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- list($huid, $mainSkillId, $subSkillId) = req()->paras; # 提取参数: 英雄的UID, 主技能Id, 要升级的子技能ID
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+ list($huid, $mainSkillId, $subSkillId) = req()->paras; # 提取参数: 英雄的UID, 主技能Id, 要升级的子技能ID
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- $user = req()->userInfo->game; # user引用
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+ $user = req()->userInfo->game; # user引用
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$cHeros = $user->heros->collectHeros;
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$cHeros = $user->heros->collectHeros;
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my_default_Obj($cHeros);
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my_default_Obj($cHeros);
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my_Assert(CommUtil::isPropertyExists($cHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要解锁的英雄
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my_Assert(CommUtil::isPropertyExists($cHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要解锁的英雄
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-# # 2.判断英雄的该技能能否升级....
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- $targetHero = new Ins_UserHero($cHeros->$huid); # 直接类型识别
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- $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
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+# # 2.判断英雄的该技能能否升级....
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+ $targetHero = new Ins_UserHero($cHeros->$huid); # 直接类型识别
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+ $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
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my_default_Arr($targteHeroSkills->$mainSkillId); # 保护子技能数组数据结构
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my_default_Arr($targteHeroSkills->$mainSkillId); # 保护子技能数组数据结构
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my_Assert(!CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能已解锁"); # 子技能已经解锁
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my_Assert(!CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能已解锁"); # 子技能已经解锁
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// if (!$targetHero->IsSkillUnlockAble($mainSkillId, $subSkillId)) { # 3.判断技能是否处于待解锁状态
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// if (!$targetHero->IsSkillUnlockAble($mainSkillId, $subSkillId)) { # 3.判断技能是否处于待解锁状态
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@@ -97,7 +97,7 @@ class HeroProc {
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// }
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// }
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$sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
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$sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
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- my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
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+ my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
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// my_Assert(Data_UserGame::Consume_Gold($user->baseInfo, $sm->unlockCost), # # 5. 扣除金币消耗
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// my_Assert(Data_UserGame::Consume_Gold($user->baseInfo, $sm->unlockCost), # # 5. 扣除金币消耗
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// ErrCode::notenough_gold_msg);
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// ErrCode::notenough_gold_msg);
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my_Assert($user->base()->Consume_Gold($sm->unlockCost), # # 5. 扣除金币消耗
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my_Assert($user->base()->Consume_Gold($sm->unlockCost), # # 5. 扣除金币消耗
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@@ -116,13 +116,13 @@ class HeroProc {
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static function OnekeyUpgradeSkillLevel() {
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static function OnekeyUpgradeSkillLevel() {
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list($huid, $mainSkillId, $subSkillId, $targetSubSkillId, $costGold) = req()->paras; # 提取参数: 英雄的UID, 主技能ID, 要升级的子技能ID, 升级到的子技能ID, 升级要消耗的金币
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list($huid, $mainSkillId, $subSkillId, $targetSubSkillId, $costGold) = req()->paras; # 提取参数: 英雄的UID, 主技能ID, 要升级的子技能ID, 升级到的子技能ID, 升级要消耗的金币
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- $user = req()->userInfo->game; # user引用#
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+ $user = req()->userInfo->game; # user引用#
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$collectHeros = $user->heros->collectHeros;
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$collectHeros = $user->heros->collectHeros;
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my_default_Obj($collectHeros); # 防御变量为空
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my_default_Obj($collectHeros); # 防御变量为空
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my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
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my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
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# # 2.判断英雄的该技能能否升级....
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# # 2.判断英雄的该技能能否升级....
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$targetHero = new Ins_UserHero($collectHeros->$huid); # 直接类型识别
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$targetHero = new Ins_UserHero($collectHeros->$huid); # 直接类型识别
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- $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
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+ $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
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my_default_Arr($targteHeroSkills->$mainSkillId); # 保护数据结构
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my_default_Arr($targteHeroSkills->$mainSkillId); # 保护数据结构
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my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
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my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
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// if (!$targetHero->IsSkillUpdateAble($mainSkillId, $subSkillId)) { # 3.判断技能等级能否在继续升级了
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// if (!$targetHero->IsSkillUpdateAble($mainSkillId, $subSkillId)) { # 3.判断技能等级能否在继续升级了
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@@ -142,17 +142,17 @@ class HeroProc {
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}
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}
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/**
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/**
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- * [6314]英雄技能升级
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+ * [6314]英雄技能升级
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*/
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*/
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static function UpgradeSkillLevel() {
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static function UpgradeSkillLevel() {
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- list($huid, $mainSkillId, $subSkillId) = req()->paras; # 提取参数: 英雄的UID, 主技能Id, 要升级的子技能Id
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+ list($huid, $mainSkillId, $subSkillId) = req()->paras; # 提取参数: 英雄的UID, 主技能Id, 要升级的子技能Id
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$user = req()->userInfo->game; # user引用
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$user = req()->userInfo->game; # user引用
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$collectHeros = $user->heros->collectHeros;
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$collectHeros = $user->heros->collectHeros;
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my_default_Obj($collectHeros); # 防御变量为空
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my_default_Obj($collectHeros); # 防御变量为空
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my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
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my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
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$targetHero = new Ins_UserHero($collectHeros->$huid);
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$targetHero = new Ins_UserHero($collectHeros->$huid);
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- $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
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+ $targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
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my_Assert(CommUtil::isPropertyExists($targteHeroSkills, $mainSkillId), "玩家数据结构有问题."); # 主技能Id.
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my_Assert(CommUtil::isPropertyExists($targteHeroSkills, $mainSkillId), "玩家数据结构有问题."); # 主技能Id.
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my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
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my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
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my_Assert($targetHero->IsSkillUpdateAble($mainSkillId, $subSkillId), ErrCode::hero_upgradeSkill_maxLevel); # 3.判断技能等级能否在继续升级了
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my_Assert($targetHero->IsSkillUpdateAble($mainSkillId, $subSkillId), ErrCode::hero_upgradeSkill_maxLevel); # 3.判断技能等级能否在继续升级了
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@@ -174,25 +174,25 @@ class HeroProc {
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// <editor-fold defaultstate="collapsed" desc="英雄 强化">
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// <editor-fold defaultstate="collapsed" desc="英雄 强化">
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/**
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/**
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- * 6304 英雄 升阶(消耗碎片)
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+ * 6304 英雄 升阶(消耗碎片)
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*/
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*/
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static function HeroStageUp() {
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static function HeroStageUp() {
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list($huid, $nextGrade) = req()->paras; # 提取参数: 英雄的UID,下一阶
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list($huid, $nextGrade) = req()->paras; # 提取参数: 英雄的UID,下一阶
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$user = req()->userInfo->game; # user引用
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$user = req()->userInfo->game; # user引用
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$collectHeros = $user->heros->collectHeros; # 角色容器
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$collectHeros = $user->heros->collectHeros; # 角色容器
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my_default_Obj($collectHeros); # 保证不为null
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my_default_Obj($collectHeros); # 保证不为null
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- my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
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+ my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
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$upHero = new Ins_UserHero($collectHeros->$huid); # 直接类型识别
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$upHero = new Ins_UserHero($collectHeros->$huid); # 直接类型识别
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- my_Assert($upHero->grade < "S", ErrCode::hero_strength_maxstrengthlevel); # 已经达到S级
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+ my_Assert($upHero->grade < "S", ErrCode::hero_strength_maxstrengthlevel); # 已经达到S级
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$heroUpgradeCostCfg = GameConfig::heroextra_level_getItem($upHero->typeId, $nextGrade);
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$heroUpgradeCostCfg = GameConfig::heroextra_level_getItem($upHero->typeId, $nextGrade);
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my_Assert($heroUpgradeCostCfg, ErrCode::hero_strength_cost_const_no); # 1.检查是否存在这个升阶数据的模板
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my_Assert($heroUpgradeCostCfg, ErrCode::hero_strength_cost_const_no); # 1.检查是否存在这个升阶数据的模板
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-// my_Assert(Data_UserGame::Consume_HeroSegment($user, # # 扣除碎片
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+// my_Assert(Data_UserGame::Consume_HeroSegment($user, # # 扣除碎片
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// $heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum), ErrCode::hero_segment_not_enough);
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// $heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum), ErrCode::hero_segment_not_enough);
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- my_Assert($user->store()->Consume_HeroSegment($heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum), # 扣除碎片
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+ my_Assert($user->store()->Consume_HeroSegment($heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum), # 扣除碎片
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ErrCode::hero_segment_not_enough); # 碎片数量不足
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ErrCode::hero_segment_not_enough); # 碎片数量不足
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# 扣除碎片成功
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# 扣除碎片成功
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- $upHero->grade = $nextGrade; # 5.强化英雄进行成功升阶
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+ $upHero->grade = $nextGrade; # 5.强化英雄进行成功升阶
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$collectHeros->$huid = $upHero; # 更新Hero数据
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$collectHeros->$huid = $upHero; # 更新Hero数据
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UserProc::updateUserInfo(); # 6.数据回存
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UserProc::updateUserInfo(); # 6.数据回存
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$resp = Resp::ok($upHero);
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$resp = Resp::ok($upHero);
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@@ -206,29 +206,29 @@ class HeroProc {
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}
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}
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/**
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/**
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- * [6301] 英雄升级 - 消耗经验道具,获得经验(按照经验提升等级)
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+ * [6301] 英雄升级 - 消耗经验道具,获得经验(按照经验提升等级)
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*/
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*/
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- static function HeroLevelUpCostExpItem() {
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- list($huid, $costItemId, $costNumber) = req()->paras; # 提取参数: 玩家英雄实例编号, 消耗的道具ID, 消耗的道具数量
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- $user = req()->userInfo->game; # user引用
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+ static function HeroLevelUpCostExpItem() {
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+ list($huid, $costItemId, $costNumber) = req()->paras; # 提取参数: 玩家英雄实例编号, 消耗的道具ID, 消耗的道具数量
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+ $user = req()->userInfo->game; # user引用
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$collectHeros = $user->heros->collectHeros; # 1. 检查是否存在要升级的英雄
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$collectHeros = $user->heros->collectHeros; # 1. 检查是否存在要升级的英雄
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my_default_Obj($collectHeros);
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my_default_Obj($collectHeros);
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my_Assert(is_int($costNumber) && $costNumber >= 1, ErrCode::paras_err); # 参数合法性判断
|
|
my_Assert(is_int($costNumber) && $costNumber >= 1, ErrCode::paras_err); # 参数合法性判断
|
|
my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 玩家拥有此英雄
|
|
my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 玩家拥有此英雄
|
|
- $targetHero = new Ins_UserHero($collectHeros->$huid); #
|
|
|
|
|
|
+ $targetHero = new Ins_UserHero($collectHeros->$huid); #
|
|
//my_Assert($targetHero->HeroCanLevelUp(), "请提升指挥官等级."); # 2. 检查玩家等级是否可以继续升级, Ps. 全局限制 + 指挥官等级限制
|
|
//my_Assert($targetHero->HeroCanLevelUp(), "请提升指挥官等级."); # 2. 检查玩家等级是否可以继续升级, Ps. 全局限制 + 指挥官等级限制
|
|
$myPacketItems = $user->store->items; # 检查道具的数量,在背包中是否充足
|
|
$myPacketItems = $user->store->items; # 检查道具的数量,在背包中是否充足
|
|
- my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
|
|
|
|
- my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);
|
|
|
|
|
|
+ my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
|
|
|
|
+ my_Assert($myPacketItems->$costItemId >= $costNumber, ErrCode::store_itemnotenough);
|
|
$initLevel = $targetHero->level; # 初始等级
|
|
$initLevel = $targetHero->level; # 初始等级
|
|
- $totalEXP = 0; # 4.计算消耗的道具一共给多少经验值以及 一共要消耗多少金币
|
|
|
|
|
|
+ $totalEXP = 0; # 4.计算消耗的道具一共给多少经验值以及 一共要消耗多少金币
|
|
$costItemConst = GameConfig::item_stones_getItem($costItemId);
|
|
$costItemConst = GameConfig::item_stones_getItem($costItemId);
|
|
my_Assert(null != $costItemConst, ErrCode::err_const_no);
|
|
my_Assert(null != $costItemConst, ErrCode::err_const_no);
|
|
-
|
|
|
|
|
|
+
|
|
$totalGold = $costItemConst->costGold * $costNumber; #验证金币是否充足
|
|
$totalGold = $costItemConst->costGold * $costNumber; #验证金币是否充足
|
|
my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
|
|
my_Assert($user->baseInfo->gold >= $totalGold, ErrCode::notenough_gold_msg);
|
|
$user->baseInfo->gold -= $totalGold;
|
|
$user->baseInfo->gold -= $totalGold;
|
|
-
|
|
|
|
|
|
+
|
|
$totalEXP += $costItemConst->baseExp;
|
|
$totalEXP += $costItemConst->baseExp;
|
|
$heroConst = GameConfig::hero_getItem($targetHero->typeId); # 英雄模板数据
|
|
$heroConst = GameConfig::hero_getItem($targetHero->typeId); # 英雄模板数据
|
|
my_Assert(null != $heroConst, ErrCode::err_const_no, "英雄 模板数据");
|
|
my_Assert(null != $heroConst, ErrCode::err_const_no, "英雄 模板数据");
|
|
@@ -236,8 +236,8 @@ class HeroProc {
|
|
// && $costItemConst->element == $heroConst->element) {
|
|
// && $costItemConst->element == $heroConst->element) {
|
|
// $totalEXP += $costItemConst->extraExp;
|
|
// $totalEXP += $costItemConst->extraExp;
|
|
// }
|
|
// }
|
|
- $totalEXP *= $costNumber; # 消耗N个道具
|
|
|
|
- $targetHero = self:: HeroAddEXP($huid, $totalEXP); # 获得经验
|
|
|
|
|
|
+ $totalEXP *= $costNumber; # 消耗N个道具
|
|
|
|
+ $targetHero = self:: HeroAddEXP($huid, $totalEXP); # 获得经验
|
|
$myPacketItems->$costItemId -= $costNumber; # 消耗道具
|
|
$myPacketItems->$costItemId -= $costNumber; # 消耗道具
|
|
if ($myPacketItems->$costItemId < 0) {
|
|
if ($myPacketItems->$costItemId < 0) {
|
|
$myPacketItems->$costItemId = 0;
|
|
$myPacketItems->$costItemId = 0;
|
|
@@ -252,7 +252,7 @@ class HeroProc {
|
|
$ret = array(
|
|
$ret = array(
|
|
'hero' => $targetHero,
|
|
'hero' => $targetHero,
|
|
'store' => $user->store,
|
|
'store' => $user->store,
|
|
- 'gold'=>$user->baseInfo->gold,
|
|
|
|
|
|
+ 'gold' => $user->baseInfo->gold,
|
|
);
|
|
);
|
|
return Resp::ok($ret);
|
|
return Resp::ok($ret);
|
|
}
|
|
}
|
|
@@ -260,43 +260,43 @@ class HeroProc {
|
|
/**
|
|
/**
|
|
* 唤灵师突破
|
|
* 唤灵师突破
|
|
*/
|
|
*/
|
|
- static function tupo() {
|
|
|
|
|
|
+ static function tupo() {
|
|
list($uid) = req()->paras;
|
|
list($uid) = req()->paras;
|
|
$user = req()->userInfo->game;
|
|
$user = req()->userInfo->game;
|
|
$collectHeros = $user->heros->collectHeros; # 1. 检查是否存在要升级的英雄
|
|
$collectHeros = $user->heros->collectHeros; # 1. 检查是否存在要升级的英雄
|
|
- my_default_Obj($collectHeros);
|
|
|
|
|
|
+ my_default_Obj($collectHeros);
|
|
my_Assert(StlUtil::dictHasProperty($collectHeros, $uid), ErrCode::hero_no); # 参数合法性判断
|
|
my_Assert(StlUtil::dictHasProperty($collectHeros, $uid), ErrCode::hero_no); # 参数合法性判断
|
|
-
|
|
|
|
|
|
+
|
|
$typeId = $collectHeros->$uid->typeId;
|
|
$typeId = $collectHeros->$uid->typeId;
|
|
$curStar = $collectHeros->$uid->curStar;
|
|
$curStar = $collectHeros->$uid->curStar;
|
|
my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
|
|
my_Assert($curStar < 5, ErrCode::hero_yanling_canotTupo);
|
|
-
|
|
|
|
- $mo = GameConfig::heroextra_level_tupo_getItem($typeId, $curStar+1);
|
|
|
|
|
|
+
|
|
|
|
+ $mo = GameConfig::heroextra_level_tupo_getItem($typeId, $curStar + 1);
|
|
my_Assert($mo != null, ErrCode::err_const_no);
|
|
my_Assert($mo != null, ErrCode::err_const_no);
|
|
-
|
|
|
|
|
|
+
|
|
my_Assert($collectHeros->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
|
|
my_Assert($collectHeros->$uid->level >= $mo->starlimitLv, ErrCode::hero_yanling_canotTupo);
|
|
my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
|
|
my_Assert($user->baseInfo->level >= $mo->userlvLimit, ErrCode::hero_yanling_canotTupo);
|
|
- my_Assert($user->baseInfo->gold >= $mo->gold , ErrCode::notenough_gold_msg);
|
|
|
|
|
|
+ my_Assert($user->baseInfo->gold >= $mo->gold, ErrCode::notenough_gold_msg);
|
|
$segID = $mo->segID;
|
|
$segID = $mo->segID;
|
|
- my_Assert(StlUtil::dictHasProperty($user->store->items,$segID) , ErrCode::store_itemnotenough);
|
|
|
|
- my_Assert($user->store->items->$segID>=$mo->segNum , ErrCode::store_itemnotenough);
|
|
|
|
-
|
|
|
|
- $costItemsList = explode(';',$mo->costItems);
|
|
|
|
|
|
+ my_Assert(StlUtil::dictHasProperty($user->store->items, $segID), ErrCode::store_itemnotenough);
|
|
|
|
+ my_Assert($user->store->items->$segID >= $mo->segNum, ErrCode::store_itemnotenough);
|
|
|
|
+
|
|
|
|
+ $costItemsList = explode(';', $mo->costItems);
|
|
foreach ($costItemsList as $value) {
|
|
foreach ($costItemsList as $value) {
|
|
$list = explode(',', $value);
|
|
$list = explode(',', $value);
|
|
- StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
|
|
|
|
|
|
+ StoreProc::removeItemFromStore($user->store, $list[0], $list[1]);
|
|
}
|
|
}
|
|
$user->store->items->$segID -= $mo->segNum;
|
|
$user->store->items->$segID -= $mo->segNum;
|
|
$user->baseInfo->gold -= $mo->gold;
|
|
$user->baseInfo->gold -= $mo->gold;
|
|
- $collectHeros->$uid->curStar+=1;
|
|
|
|
-
|
|
|
|
|
|
+ $collectHeros->$uid->curStar += 1;
|
|
|
|
+
|
|
NormalEventProc::OnHeroTuPo($uid, $collectHeros->$uid->curStar); # 广播英雄升级事件
|
|
NormalEventProc::OnHeroTuPo($uid, $collectHeros->$uid->curStar); # 广播英雄升级事件
|
|
-
|
|
|
|
- $user->heros->collectHeros=$collectHeros;
|
|
|
|
- req()->userInfo->game = $user;
|
|
|
|
|
|
+
|
|
|
|
+ $user->heros->collectHeros = $collectHeros;
|
|
|
|
+ req()->userInfo->game = $user;
|
|
$targetHero = new Ins_UserHero($collectHeros->$uid);
|
|
$targetHero = new Ins_UserHero($collectHeros->$uid);
|
|
-
|
|
|
|
- UserProc::updateUserInfo();# 回写玩家数据
|
|
|
|
|
|
+
|
|
|
|
+ UserProc::updateUserInfo(); # 回写玩家数据
|
|
$ret = array(
|
|
$ret = array(
|
|
'hero' => $targetHero,
|
|
'hero' => $targetHero,
|
|
'store' => $user->store,
|
|
'store' => $user->store,
|
|
@@ -305,9 +305,8 @@ class HeroProc {
|
|
return Resp::ok($ret);
|
|
return Resp::ok($ret);
|
|
}
|
|
}
|
|
|
|
|
|
-
|
|
|
|
// </editor-fold>
|
|
// </editor-fold>
|
|
-//
|
|
|
|
|
|
+//
|
|
// <editor-fold defaultstate="collapsed" desc="队伍配置">
|
|
// <editor-fold defaultstate="collapsed" desc="队伍配置">
|
|
|
|
|
|
/**
|
|
/**
|
|
@@ -323,11 +322,11 @@ class HeroProc {
|
|
}
|
|
}
|
|
|
|
|
|
// </editor-fold>
|
|
// </editor-fold>
|
|
-//
|
|
|
|
|
|
+//
|
|
// <editor-fold defaultstate="collapsed" desc="已过时代码">
|
|
// <editor-fold defaultstate="collapsed" desc="已过时代码">
|
|
|
|
|
|
/**
|
|
/**
|
|
- * 6323 解锁英雄
|
|
|
|
|
|
+ * 6323 解锁英雄
|
|
*/
|
|
*/
|
|
static function UnLockHeroByPieces() {
|
|
static function UnLockHeroByPieces() {
|
|
Err(ErrCode::err_method_obsoleted, "策划未设定解锁功能-2021.5.6");
|
|
Err(ErrCode::err_method_obsoleted, "策划未设定解锁功能-2021.5.6");
|
|
@@ -337,7 +336,7 @@ class HeroProc {
|
|
$piecesNum = req()->paras[2];
|
|
$piecesNum = req()->paras[2];
|
|
my_default_Obj($user->heros->recordUnLockHeroDic); # 防御解锁列表未初始化,空对象
|
|
my_default_Obj($user->heros->recordUnLockHeroDic); # 防御解锁列表未初始化,空对象
|
|
$recordUnLockHeroDic = $user->heros->recordUnLockHeroDic; # 已解锁记录
|
|
$recordUnLockHeroDic = $user->heros->recordUnLockHeroDic; # 已解锁记录
|
|
- if (!CommUtil::isPropertyExists($recordUnLockHeroDic, $heroModelId)) { # 检查是不是已经解锁过了
|
|
|
|
|
|
+ if (!CommUtil::isPropertyExists($recordUnLockHeroDic, $heroModelId)) { # 检查是不是已经解锁过了
|
|
$recordUnLockHeroDic->$heroModelId = 0;
|
|
$recordUnLockHeroDic->$heroModelId = 0;
|
|
}
|
|
}
|
|
my_Assert(0 == $recordUnLockHeroDic->$heroModelId, ErrCode::hero_lockState); # 防御英雄已经解锁
|
|
my_Assert(0 == $recordUnLockHeroDic->$heroModelId, ErrCode::hero_lockState); # 防御英雄已经解锁
|
|
@@ -361,7 +360,7 @@ class HeroProc {
|
|
}
|
|
}
|
|
my_Assert($enoughPieces, ErrCode::hero_godblood_notengoughitem);
|
|
my_Assert($enoughPieces, ErrCode::hero_godblood_notengoughitem);
|
|
$myPacketItems->$piecesId -= $requirePiecesNum;
|
|
$myPacketItems->$piecesId -= $requirePiecesNum;
|
|
- if ($myPacketItems->$piecesId < 0) { # 6.进行 # # 消耗道具
|
|
|
|
|
|
+ if ($myPacketItems->$piecesId < 0) { # 6.进行 # # 消耗道具
|
|
$myPacketItems->$piecesId = 0;
|
|
$myPacketItems->$piecesId = 0;
|
|
}
|
|
}
|
|
$recordUnLockHeroDic->$heroModelId = 1;
|
|
$recordUnLockHeroDic->$heroModelId = 1;
|
|
@@ -397,7 +396,7 @@ class HeroProc {
|
|
// </editor-fold>
|
|
// </editor-fold>
|
|
|
|
|
|
/**
|
|
/**
|
|
- * 6321 购买英雄 消耗碎片
|
|
|
|
|
|
+ * 6321 购买英雄 消耗碎片
|
|
*/
|
|
*/
|
|
static function BuyHeroByCostPieces() {
|
|
static function BuyHeroByCostPieces() {
|
|
Err(ErrCode::err_method_obsoleted, "策划未设定碎片功能-2021.5.6");
|
|
Err(ErrCode::err_method_obsoleted, "策划未设定碎片功能-2021.5.6");
|
|
@@ -436,8 +435,8 @@ class HeroProc {
|
|
Err(ErrCode::paras_err, "参数错误: [costType] " . $costType);
|
|
Err(ErrCode::paras_err, "参数错误: [costType] " . $costType);
|
|
}
|
|
}
|
|
|
|
|
|
- # 4.消耗来获得英雄
|
|
|
|
- $myPacketItems->$piecesId -= $requirePiecesNum; # 消耗道具
|
|
|
|
|
|
+ # 4.消耗来获得英雄
|
|
|
|
+ $myPacketItems->$piecesId -= $requirePiecesNum; # 消耗道具
|
|
req()->userInfo->game->store->items = $myPacketItems; # 回存背包
|
|
req()->userInfo->game->store->items = $myPacketItems; # 回存背包
|
|
UserProc::updateUserInfo(); # 回写数据
|
|
UserProc::updateUserInfo(); # 回写数据
|
|
$resp = HeroProc::GetHero();
|
|
$resp = HeroProc::GetHero();
|
|
@@ -446,7 +445,7 @@ class HeroProc {
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
/**
|
|
- * 购买玩家可以收集的英雄的数量上限
|
|
|
|
|
|
+ * 购买玩家可以收集的英雄的数量上限
|
|
* @return type
|
|
* @return type
|
|
*/
|
|
*/
|
|
static function BuyHeroMaxCountLimt() {
|
|
static function BuyHeroMaxCountLimt() {
|
|
@@ -472,13 +471,13 @@ class HeroProc {
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
/**
|
|
- * 获得英雄(测试已经OK)
|
|
|
|
|
|
+ * 获得英雄(测试已经OK)
|
|
*/
|
|
*/
|
|
static function GetHero() {
|
|
static function GetHero() {
|
|
- $heroModelId = req()->paras[0]; # 英雄的模板ID
|
|
|
|
|
|
+ $heroModelId = req()->paras[0]; # 英雄的模板ID
|
|
$heroCfg = GameConfig::hero_getItem($heroModelId); # 1.检查是否存在这个英雄的模板
|
|
$heroCfg = GameConfig::hero_getItem($heroModelId); # 1.检查是否存在这个英雄的模板
|
|
my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
|
|
my_Assert(null != $heroCfg, ErrCode::hero_const_no_err);
|
|
- $hero = self::AddHeroTFromStore(req(), $heroModelId); # 创建英雄
|
|
|
|
|
|
+ $hero = self::AddHeroTFromStore($heroModelId); # 创建英雄
|
|
UserProc::updateUserInfo();
|
|
UserProc::updateUserInfo();
|
|
$result = array('result' => "succeed", 'heros' => $hero); # 4. 设置返回值
|
|
$result = array('result' => "succeed", 'heros' => $hero); # 4. 设置返回值
|
|
return Resp::ok($result);
|
|
return Resp::ok($result);
|
|
@@ -488,23 +487,21 @@ class HeroProc {
|
|
|
|
|
|
/**
|
|
/**
|
|
* 获得一个英雄, 并且给他指定星级
|
|
* 获得一个英雄, 并且给他指定星级
|
|
- * @param Req $req
|
|
|
|
* @param int $heromodelId 原型数据id
|
|
* @param int $heromodelId 原型数据id
|
|
* @param int $star 星级
|
|
* @param int $star 星级
|
|
* @return Ins_UserHero
|
|
* @return Ins_UserHero
|
|
*/
|
|
*/
|
|
- static function AddHeroWithStar(&$req, $heromodelId, $star) {
|
|
|
|
- $user = $req->userInfo->game;
|
|
|
|
- my_Assert(null != $user, ErrCode::err_innerfault);
|
|
|
|
- $collectHeros = $user->heros->collectHeros;
|
|
|
|
- $uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID); # 先生成一个hero的UID
|
|
|
|
- $user->heros->recordMaxUID = $uid;
|
|
|
|
|
|
+ static function AddHeroWithStar($heromodelId, $star) {
|
|
|
|
+ my_Assert(null != ctx(), ErrCode::err_innerfault);
|
|
|
|
+ $collectHeros = ctx()->heros()->collectHeros;
|
|
|
|
+ $uid = self::CreateNewGameHeroUID($collectHeros, ctx()->heros()->recordMaxUID); # 先生成一个hero的UID
|
|
|
|
+ ctx()->heros()->recordMaxUID = $uid;
|
|
$hero = self::getGameHeroModelInstance($heromodelId, $uid);
|
|
$hero = self::getGameHeroModelInstance($heromodelId, $uid);
|
|
if ($star > 0) {
|
|
if ($star > 0) {
|
|
- $hero->curStar = $star; # 设定star
|
|
|
|
|
|
+ $hero->curStar = $star; # 设定star
|
|
}
|
|
}
|
|
$collectHeros->$uid = $hero; # 回写
|
|
$collectHeros->$uid = $hero; # 回写
|
|
- $user->heros->collectHeros = $collectHeros; # 回写
|
|
|
|
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+ ctx()->heros()->collectHeros = $collectHeros; # 回写
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return $hero; # 返回
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return $hero; # 返回
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}
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}
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|
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@@ -514,20 +511,20 @@ class HeroProc {
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* @param int $heromodelId
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* @param int $heromodelId
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* @return type
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* @return type
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*/
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*/
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- static function AddHeroTFromStore(&$req, $heromodelId) {
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- $user = $req->userInfo->game; # 玩家数据
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- $collectHeros = $user->heros->collectHeros; #
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|
|
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+ static function AddHeroTFromStore($heromodelId) {
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+ $user = ctx(); # 玩家数据
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|
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+ $collectHeros = ctx()->heros()->collectHeros; #
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my_default_Obj($collectHeros);
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my_default_Obj($collectHeros);
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- $uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID); # 先生成一个UID
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|
|
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+ $uid = self::CreateNewGameHeroUID($collectHeros, ctx()->heros()->recordMaxUID); # 先生成一个UID
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$user->heros->recordMaxUID = $uid; # 更新最大编号记录
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$user->heros->recordMaxUID = $uid; # 更新最大编号记录
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$hero = self::getGameHeroModelInstance($heromodelId, $uid); # 3.创建英雄实例
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$hero = self::getGameHeroModelInstance($heromodelId, $uid); # 3.创建英雄实例
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$collectHeros->$uid = $hero;
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$collectHeros->$uid = $hero;
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- $user->heros->collectHeros = $collectHeros;
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|
|
|
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+ ctx()->heros()->collectHeros = $collectHeros;
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return $hero;
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|
return $hero;
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|
}
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|
}
|
|
|
|
|
|
/**
|
|
/**
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- * 根据一个英雄的模板id,来获得一个英雄的实例数据
|
|
|
|
|
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+ * 根据一个英雄的模板id,来获得一个英雄的实例数据
|
|
* @param string $heroModelId 模板数据ID
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|
* @param string $heroModelId 模板数据ID
|
|
* @param string $uid 唯一ID
|
|
* @param string $uid 唯一ID
|
|
* @return Ins_UserHero
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|
* @return Ins_UserHero
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|
@@ -584,50 +581,50 @@ class HeroProc {
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|
/**
|
|
/**
|
|
* 英雄卡牌增加经验值
|
|
* 英雄卡牌增加经验值
|
|
* @param string $heroUID
|
|
* @param string $heroUID
|
|
- * @param int $totalEXP
|
|
|
|
|
|
+ * @param int $totalEXP
|
|
*/
|
|
*/
|
|
static function HeroAddEXP($heroUID, $totalEXP) {
|
|
static function HeroAddEXP($heroUID, $totalEXP) {
|
|
$req = req();
|
|
$req = req();
|
|
$collectHeros = $req->userInfo->game->heros->collectHeros;
|
|
$collectHeros = $req->userInfo->game->heros->collectHeros;
|
|
my_default_Obj($collectHeros);
|
|
my_default_Obj($collectHeros);
|
|
my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no); # 要升级的英雄不存在
|
|
my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no); # 要升级的英雄不存在
|
|
- $targetHero = new Ins_UserHero($collectHeros->$heroUID); # 英雄对象
|
|
|
|
|
|
+ $targetHero = new Ins_UserHero($collectHeros->$heroUID); # 英雄对象
|
|
// $playerLimit = GameConfig::playerlevel_getItem(ctx()->base()->level)->hero_max_level;
|
|
// $playerLimit = GameConfig::playerlevel_getItem(ctx()->base()->level)->hero_max_level;
|
|
// $maxLevel = min(glc()->Hero_Upgrade_BasicMaxLevel, $playerLimit); # 最大等级= max(英雄最高等级上限,玩家等级限制的上限)
|
|
// $maxLevel = min(glc()->Hero_Upgrade_BasicMaxLevel, $playerLimit); # 最大等级= max(英雄最高等级上限,玩家等级限制的上限)
|
|
// if ($targetHero->level >= $maxLevel) {
|
|
// if ($targetHero->level >= $maxLevel) {
|
|
// return; # 已达顶级
|
|
// return; # 已达顶级
|
|
// }
|
|
// }
|
|
- //$lvs = GameConfig::hero_levelexp_getItem($targetHero->level + 1);
|
|
|
|
- $targetHero->xp += $totalEXP;
|
|
|
|
|
|
+ //$lvs = GameConfig::hero_levelexp_getItem($targetHero->level + 1);
|
|
|
|
+ $targetHero->xp += $totalEXP;
|
|
my_Assert($targetHero->xp >= 0, "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
|
|
my_Assert($targetHero->xp >= 0, "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
|
|
$initLevel = $targetHero->level;
|
|
$initLevel = $targetHero->level;
|
|
$curLv = 0;
|
|
$curLv = 0;
|
|
$heroLvDic = GameConfig::hero_levelexp();
|
|
$heroLvDic = GameConfig::hero_levelexp();
|
|
- $f = (array) $heroLvDic;
|
|
|
|
- ksort($f);
|
|
|
|
|
|
+ $f = (array) $heroLvDic;
|
|
|
|
+ ksort($f);
|
|
foreach ($f as $lv => $mo) {
|
|
foreach ($f as $lv => $mo) {
|
|
- if($targetHero->xp < $mo->needExp){
|
|
|
|
- $curLv = $lv-1;
|
|
|
|
|
|
+ if ($targetHero->xp < $mo->needExp) {
|
|
|
|
+ $curLv = $lv - 1;
|
|
break;
|
|
break;
|
|
}
|
|
}
|
|
-
|
|
|
|
- if($lv>=glc()->Hero_Upgrade_BasicMaxLevel){
|
|
|
|
|
|
+
|
|
|
|
+ if ($lv >= glc()->Hero_Upgrade_BasicMaxLevel) {
|
|
$curLv = glc()->Hero_Upgrade_BasicMaxLevel;
|
|
$curLv = glc()->Hero_Upgrade_BasicMaxLevel;
|
|
break;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
$targetHero->level = $curLv;
|
|
$targetHero->level = $curLv;
|
|
-
|
|
|
|
- $curStar = $targetHero->curStar;#当前星级
|
|
|
|
- if($curStar < 5){
|
|
|
|
- $starlimitLv = GameConfig::heroextra_level_tupo_getItem($targetHero->typeId, $curStar +1)->starlimitLv;
|
|
|
|
- if($starlimitLv < $curLv){
|
|
|
|
|
|
+
|
|
|
|
+ $curStar = $targetHero->curStar; #当前星级
|
|
|
|
+ if ($curStar < 5) {
|
|
|
|
+ $starlimitLv = GameConfig::heroextra_level_tupo_getItem($targetHero->typeId, $curStar + 1)->starlimitLv;
|
|
|
|
+ if ($starlimitLv < $curLv) {
|
|
$targetHero->level = $starlimitLv;
|
|
$targetHero->level = $starlimitLv;
|
|
$targetHero->xp = GameConfig::hero_levelexp_getItem($starlimitLv)->needExp;
|
|
$targetHero->xp = GameConfig::hero_levelexp_getItem($starlimitLv)->needExp;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
-
|
|
|
|
-
|
|
|
|
|
|
+
|
|
|
|
+
|
|
// while ($targetHero->xp >= $lvs->needExp) {
|
|
// while ($targetHero->xp >= $lvs->needExp) {
|
|
// if ($targetHero->level < $maxLevel) { # 如果未到达最大等级
|
|
// if ($targetHero->level < $maxLevel) { # 如果未到达最大等级
|
|
// $targetHero->level += 1;
|
|
// $targetHero->level += 1;
|
|
@@ -643,7 +640,7 @@ class HeroProc {
|
|
// }
|
|
// }
|
|
// } // end while
|
|
// } // end while
|
|
my_Assert($targetHero->xp >= 0, "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
|
|
my_Assert($targetHero->xp >= 0, "[" . $req->uid . "] : HeroLevelUpgrade Exp is negative!");
|
|
- $collectHeros->$heroUID = $targetHero; # 更新英雄的数据
|
|
|
|
|
|
+ $collectHeros->$heroUID = $targetHero; # 更新英雄的数据
|
|
if ($targetHero->level != $initLevel) {
|
|
if ($targetHero->level != $initLevel) {
|
|
NormalEventProc::OnHeroLvlUp($targetHero->uid, $initLevel); # 广播英雄升级事件
|
|
NormalEventProc::OnHeroLvlUp($targetHero->uid, $initLevel); # 广播英雄升级事件
|
|
}
|
|
}
|
|
@@ -655,7 +652,7 @@ class HeroProc {
|
|
|
|
|
|
/**
|
|
/**
|
|
* [6306] 英雄-更改英雄的锁定状态
|
|
* [6306] 英雄-更改英雄的锁定状态
|
|
- * (测试已经OK)
|
|
|
|
|
|
+ * (测试已经OK)
|
|
*/
|
|
*/
|
|
static function HeroChangelockstate() {
|
|
static function HeroChangelockstate() {
|
|
$gamedata = req()->userInfo->game;
|
|
$gamedata = req()->userInfo->game;
|
|
@@ -691,8 +688,8 @@ class HeroProc {
|
|
$tag = false;
|
|
$tag = false;
|
|
break;
|
|
break;
|
|
}
|
|
}
|
|
-
|
|
|
|
- if($store->yanling->$costUid->herouid != 0){
|
|
|
|
|
|
+
|
|
|
|
+ if ($store->yanling->$costUid->herouid != 0) {
|
|
$tag = false;
|
|
$tag = false;
|
|
break;
|
|
break;
|
|
}
|
|
}
|
|
@@ -794,7 +791,7 @@ class HeroProc {
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
- //todo: 这里的战斗力榜被总战力榜征用了key, 重启PVP机制时再
|
|
|
|
|
|
+ //todo: 这里的战斗力榜被总战力榜征用了key, 重启PVP机制时再
|
|
}
|
|
}
|
|
return $fp;
|
|
return $fp;
|
|
}
|
|
}
|