baseInfo = new Info_UserBase();
$this->baseInfo->initialize();
# 添加默认战队设置
$this->heroTeamConfig = JsonUtil::encode(GameConfig::primordial_data()->User_HeroTeamConfig);
$this->store->initialize(); # 添加默认物品
$this->privateState->currentId = count((array) $this->store->equipment) + 1;
$this->heros->InitializeHero(); # 添加初始英雄
$this->pvp = new Info_UserPVP();
// $this->task->initialize(); # 任务初始化
$this->taskCardShop = new Info_TaskCard_Shop();
}
/**
* 构造函数
* @param type $arg
*/
public function __construct($arg = null) {
if (null === $arg) { # 未传参数的情况下
$this->shopdata = ObjectInit(); # 商城数据
$this->privateState = new Info_PrivateState(); # 私有字段
$this->privateState->initialize(); # 初始化默认数据
$this->store = new Info_Store(); # 背包数据
// $this->store->initialize(); # 添加默认物品
$this->heros = new Info_UserGameHero(); # 英雄数据
// $this->heros->InitializeHero(); # 添加初始英雄
$this->gates = new Info_UserGateDifficulty(); # 初始化关卡默认数据
// $this->heroManual = new HeroManualModel(); # 初始化图鉴数据结构
$this->NewbieGuide = ObjectInit(); # 初始化新手引导结构
// $this->pvp = new UserPVPModel(); # 初始化pvp模块
$this->userSecretshop = new Info_UserSecretshop(); # 神秘商店
// $this->task = new Info_UserTask(); # 任务数据
$this->taskCardShop = new Info_TaskCard_Shop(); # 任务卡商店
} else { # 实参
parent::__construct($arg); # 调用Object的构造函数
// $this->shopdata = new Info_UserShop($this->shopdata);
//// $this->NewbieGuide= new info_us
// $this->baseInfo = new Info_UserBase($this->baseInfo);
// $this->gates = new Info_UserGateDifficulty($this->gates);
// $this->heros = new Info_UserGameHero($this->heros);
// $this->privateState = new Info_PrivateState($this->privateState);
//// $this->profile = n
// $this->pvp = new Info_UserPVP($this->pvp);
// $this->store = new Info_Store($this->store);
// $this->taskCardShop = new Info_TaskCard_Shop($this->taskCardShop);
// $this->userSecretshop = new Info_UserSecretshop($this->userSecretshop);
}
$this->profile = new Data_UserProfile(); # 初始化用户画像模块
}
//
/**
* 设置钻石数
* @param Data_UserGame $user
* @param int $amt 数量
*/
static public function set_Cash($user, $amt) {
my_Assert($amt >= 0, "数量小于0");
my_Assert($user, "user为空");
my_Assert(isset($user->cash), "找不到cash字段");
$user->cash = $amt; # 实际逻辑
}
/**
* 扣除玩家晶石
* @param Data_UserGame $user
* @param int $amt
*/
static public function Consume_Spar($user, $amt) {
if ($amt > 0 && isset($user) && isset($user->spar)) {
if ($user->spar - $amt >= 0) {
$user->spar -= $amt;
return true;
}
}
return false;
}
/**
* 扣除玩家钻石
* @param Data_UserGame $user
* @param int $amt
* @return bool 成功与否
*/
static public function Consume_Cash($user, $amt) {
if ($amt >= 0 && isset($user) && isset($user->cash)) {
if ($user->cash - $amt >= 0) {
$user->cash -= $amt;
return true;
}
}
return false;
}
/**
* 扣除玩家金币
* @param Data_UserGame $user
* @param int $amt
*/
static public function Consume_Gold($user, $amt) {
if ($amt > 0 && isset($user) && isset($user->gold)) {
if ($user->gold - $amt >= 0) {
$user->gold -= $amt;
return true;
}
}
return false;
}
/**
* 扣除玩家友情点
* @param Data_UserGame $user
* @param int $amt
*/
static public function Consume_FriendShipPoint($user, $amt) {
if ($amt > 0 && isset($user) && isset($user->friendPoint)) {
if ($user->friendPoint - $amt >= 0) {
$user->friendPoint -= $amt;
return true;
}
}
return false;
}
/**
* 扣除玩家碎片
* @param Data_UserGame $user
* @param int $segmentId 碎片ID
* @param int $amt 数量
* @return boolean true 成功, false 失败
*/
static public function Consume_HeroSegment($user, $segmentId, $amt) {
if ($amt > 0 && isset($user)) {
if (CommUtil::isPropertyExists($user->store->items, $segmentId)) {
if ($user->store->items->$segmentId - $amt >= 0) {
$user->store->items->$segmentId -= $amt;
return true;
}
}
}
return false;
}
/**
* 增加用户钻石
* @param Data_UserGame $user
* @param type $amt
* @return type
*/
static function Add_Cash($user, $amt) {
my_Assert($user, "user为空");
my_Assert($amt >= 0, "amt值为负");
$user->cash += $amt;
}
/**
* 增加用户友情点
* @param Data_UserGame $user
* @param type $amt
* @return type
*/
static function Add_FriendPoint($user, $amt) {
my_Assert($user, "user为空");
my_Assert($amt >= 0, "amt值为负");
$user->friendPoint += $amt; # 业务逻辑
}
/**
* 用户获得经验值
* @param Req $req Description
* @param int $amt
*/
static function Add_Exp($user, $amt) {
my_Assert($user, "user为空");
my_Assert($amt >= 0, "amt值为负");
$cfgLVs = GameConfig::playerlevel();
$user->xp += $amt;
$initLevel = $curLevel = $user->level;
$nextLevel = $curLevel + 1;
while ($user->xp >= $cfgLVs->$nextLevel->xp_need) { # 超过升级所需经验
if ($user->level < glc()->Game_MaxPlayerLevel) { # 如果未到达最大等级
$user->level++;
$user->xp -= $cfgLVs->$nextLevel->xp_need;
$curLevel = $user->level;
$nextLevel = $curLevel + 1;
my_Assert(CommUtil::isPropertyExists($cfgLVs, $nextLevel), ErrCode::err_const_no); // "取英雄升级常量数据失败." . $nextLevel . "级");
$user->maxXp = $cfgLVs->$nextLevel->xp_need;
// StatProc::UserLevel($nowlv); // 等级统计
// todo:: 发发宝箱奖励, 如果有的话
} else { // 如果已到达最大等级则仅补齐缺失的经验即可
$user->xp = $user->maxXp; # 经验不能超过最大值
break;
}
}
if ($user->level != $initLevel) { # 插入玩家升级的系统消息
SystemProc::UserLevelUp(req()->zoneid, $user, $user->level);
TaskProc::OnUserLevelUp($user->level); # 通知任务模块,这里应该有事件模块
}
}
/**
* 用户获得金币
* @param Data_UserGame $user 玩家数据
* @param int $amt
*/
static function Add_Gold(&$user, $amt) {
my_Assert($user, "参数null");
my_Assert($amt >= 0, "参数为负");
$user->gold += $amt;
}
/**
* 给玩家增加体力
* @param Req $req
* @param int $amt
* @return type
*/
static function Add_tili($req, $amt) {
$user = $req->userInfo->game;
my_Assert($user, "user为空");
my_Assert($amt >= 0, "体力amt小于0");
ActiveProc::ChangeTili($amt);
}
//
//
//
//
}