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@@ -90,11 +90,11 @@ class HeroProc {
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return Resp::err(ErrCode::hero_strength_cost_const_no);
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}
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$needSeg = $heroUpgradeCostCfg->segNum; # 2
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-// if ($user->Consume_HeroSegment($user, # # 扣除碎片
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-// $heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum)) {
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- if (true) { # 扣除碎片直接成功
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+ if ($user->Consume_HeroSegment($user, # # 扣除碎片
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+ $heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum)) {
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+// if (true) { # 扣除碎片直接成功
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$upHero->grade = $nextGrade; # 5.强化英雄进行成功升阶
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- UserProc::updateUserInfo($req); //6.数据回存
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+ UserProc::updateUserInfo($req); # 6.数据回存
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$resp = Resp::ok($upHero);
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SystemProc::insertHero_StageUp($req->zoneid, $req->uid, $user->name, #
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GameConfig::hero_getItem($upHero->typeId)->name, $upHero->grade);
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@@ -109,62 +109,53 @@ class HeroProc {
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* @param Req $req
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*/
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static function HeroLevelUpCostExpItem($req) {
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- $gcfg = glc();
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+ $gcfg = glc(); # 全局配置
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$user = $req->userInfo->game; # user引用
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$heroUID = $req->paras[0]; # 玩家英雄实例编号
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$costItemId = $req->paras[1]; # 消耗的道具ID
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$costNumber = $req->paras[2]; # 消耗的道具数量
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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 = $user->heros->collectHeros; # 1. 检查是否存在要升级的英雄
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if (!$collectHeros) {
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$collectHeros = ObjectInit();
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}
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if (!CommUtil::isPropertyExists($collectHeros, $heroUID)) {
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return Resp::err(ErrCode::hero_no);
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}
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-
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- isEditor() and $targetHero = new UserHeroModel;
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+ isEditor() and $targetHero = new UserHeroModel; # 智能感知辅助
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$targetHero = $collectHeros->$heroUID;
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$maxLevel = $gcfg->Hero_Upgrade_BasicMaxLevel;
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- if ($targetHero->level >= $maxLevel) { // 2. 检查玩家等级是否达到当前等级上限
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+ if ($targetHero->level >= $maxLevel) { # 2. 检查玩家等级是否达到当前等级上限
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return Resp::err(ErrCode::hero_upgrade_maxupgradelevel);
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}
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-
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-
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-// 下面是检查道具的数量,在背包中是否充足
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- $myPacketItems = $user->store->items; # 道具包裹
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- if (!CommUtil::isPropertyExists($myPacketItems, $costItemId) || $myPacketItems->$costItemId < $costNumber) {
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+ $myPacketItems = $user->store->items; # 检查道具的数量,在背包中是否充足
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+ if (!CommUtil::isPropertyExists($myPacketItems, $costItemId) #
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+ || $myPacketItems->$costItemId < $costNumber) {
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return Resp::err(ErrCode::store_itemnotenough);
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}
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-
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- //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
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- $totalEXP = 0;
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-
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+ $totalEXP = 0; # 4.计算消耗的道具一共给多少经验值以及 一共要消耗多少金币
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$costItemConst = GameConfig::item_stones_getItem($costItemId);
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if (!$costItemConst) {
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return Resp::err(ErrCode::err_const_no);
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} else {
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$totalEXP += $costItemConst->baseExp;
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}
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- $heroConst = GameConfig::hero_getItem($targetHero->typeId); #
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+ $heroConst = GameConfig::hero_getItem($targetHero->typeId); # 英雄模板数据
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if (null == $heroConst) {
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return \Resp::err(ErrCode::err_const_no, "英雄 模板数据");
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}
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- if ($costItemConst->element != 0 # # 相同元素加成
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+ if ($costItemConst->element != 0 # # 相同元素加成
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&& $costItemConst->element == $heroConst->element) {
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$totalEXP += $costItemConst->extraExp;
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}
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-
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- self:: HeroAddEXP($heroUID, $totalEXP, $req); # 获得经验
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-
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+ self:: HeroAddEXP($heroUID, $totalEXP, $req); # 获得经验
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$myPacketItems->$costItemId -= $costNumber; # 消耗道具
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if ($myPacketItems->$costItemId < 0) {
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$myPacketItems->$costItemId = 0;
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}
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-
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- $req->userInfo->game->store->items = $myPacketItems;
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- UserProc::updateUserInfo($req);
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+ $req->userInfo->game->store->items = $myPacketItems; # 更新背包数据
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+ UserProc::updateUserInfo($req); # 回写玩家数据
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return Resp::ok($targetHero);
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}
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@@ -1198,9 +1189,9 @@ class HeroProc {
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* @param Req $req
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*/
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static function SaveHeroTeamConfig($req) {
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- $teamsetting = $req->paras[0]; # 配置信息json文件
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- $req->userInfo->game->heroTeamConfig = $teamsetting; # 更新配置
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- UserProc::updateUserInfo($req); # 回写数据
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+ $teamsetting = $req->paras[0]; # 配置信息json文件
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+ $req->userInfo->game->heroTeamConfig = $teamsetting; # 更新配置
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+ UserProc::updateUserInfo($req); # 回写数据
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# # 添加到战斗力隐藏榜单中, for pvp back matchers, -wg 2017.07.13
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self::CalcTeamFightPower($req->zoneid, $req->uid, $req->userInfo->game);
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return Resp::ok(array('result' => "succeed"));
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@@ -1213,7 +1204,7 @@ class HeroProc {
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*/
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static function BuyHeroMaxCountLimt($req) {
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$g = glc();
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- $user = $req->userInfo->game; # user引用
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+ $user = $req->userInfo->game; # user引用
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if (!CommUtil::isPropertyExists($user->heros, "maxCollectCount")) {
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$user->heros->maxCollectCount = $g->Game_CollectHero_BasicMaxCount;
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}
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@@ -1237,8 +1228,8 @@ class HeroProc {
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if ($user->cash < $costCash) {
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return Resp::err(ErrCode::notenough_spar);
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}
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- UserGameModel::Consume_Cash($user, $costCash); # 扣除宝石
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- $user->heros->maxCollectCount += $buyNum; # 修改上限
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+ UserGameModel::Consume_Cash($user, $costCash); # 扣除宝石
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+ $user->heros->maxCollectCount += $buyNum; # 修改上限
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UserProc::updateUserInfo($req);
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return Resp::ok(array(
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'maxCollectCount' => $user->heros->maxCollectCount
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@@ -1313,8 +1304,8 @@ class HeroProc {
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if (!$user) {
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return null;
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}
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- $heroCfg = GameConfig::hero_getItem($heromodelId); # 检查是否存在这个英雄的模板
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- if (!$heroCfg) { # 这里能不能附加错误信息给外面
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+ $heroCfg = GameConfig::hero_getItem($heromodelId); # 检查是否存在这个英雄的模板
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+ if (!$heroCfg) { # 这里能不能附加错误信息给外面
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return null;
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}
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# 先生成一个hero的UID
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@@ -1322,9 +1313,9 @@ class HeroProc {
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$uid = self::CreateNewGameHeroUID($collectHeros, $user->heros->recordMaxUID);
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$user->heros->recordMaxUID = $uid;
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$hero = self::getGameHeroModelInstance($heroCfg, $heromodelId, $uid);
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- $hero->curStar = $star; # 设定star
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- $collectHeros->$uid = $hero; # 回写
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- $user->heros->collectHeros = $collectHeros; # 回写
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+ $hero->curStar = $star; # 设定star
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+ $collectHeros->$uid = $hero; # 回写
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+ $user->heros->collectHeros = $collectHeros; # 回写
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# 更新 图鉴
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if (!CommUtil::isPropertyExists($user, "heroManual")) {
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$user->heroManual = new HeroManualModel();
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@@ -1334,7 +1325,7 @@ class HeroProc {
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self:: tryNewManual($req->mem, $manual, $hero);
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- return $hero; # 返回
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+ return $hero; # 返回
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}
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/**
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@@ -1688,8 +1679,8 @@ class HeroProc {
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*/
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static function HeroChangelockstate($req) {
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$gamedata = $req->userInfo->game;
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- $heroUID = $req->paras[0]; # 玩家英雄实例编号
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- $lockstate = $req->paras[1]; # 玩家英雄锁定状态
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+ $heroUID = $req->paras[0]; # 玩家英雄实例编号
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+ $lockstate = $req->paras[1]; # 玩家英雄锁定状态
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$collectHeros = $gamedata->heros->collectHeros;
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if (!$collectHeros) {
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$collectHeros = ObjectInit();
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@@ -1698,9 +1689,9 @@ class HeroProc {
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return Resp::err(ErrCode::hero_no);
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}
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isEditor() and $hero = new UserHeroModel;
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- $hero = $collectHeros->$heroUID; # 1. 获取这个英雄的实例数据是
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- $hero->isLocked = $lockstate; # 2. 修改英雄状态
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- UserProc::updateUserInfo($req); # 3. 保存玩家数据
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+ $hero = $collectHeros->$heroUID; # 1. 获取这个英雄的实例数据是
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+ $hero->isLocked = $lockstate; # 2. 修改英雄状态
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+ UserProc::updateUserInfo($req); # 3. 保存玩家数据
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return Resp::ok(ObjectInit()); # 4. 设置返回值
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}
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