Ins_UserHero.php 19 KB

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  1. <?php
  2. namespace loyalsoft;
  3. /// <summary>
  4. /// 英雄属性
  5. /// </summary>
  6. class EHeroProperties extends Enum {
  7. /// <summary>
  8. /// 生命值
  9. /// </summary>
  10. const HP = 0;
  11. /// <summary>
  12. /// 能量值
  13. /// </summary>
  14. const NENGLIANGZHI = 1;
  15. /// <summary>
  16. /// 物理攻击
  17. /// </summary>
  18. const WULIGONGJI = 2;
  19. /// <summary>
  20. /// 防御护甲
  21. /// </summary>
  22. const FANGYUHUJIA = 3;
  23. /// <summary>
  24. /// 敏捷
  25. /// </summary>
  26. const GONGJISUDU = 4;
  27. /// <summary>
  28. /// 暴击
  29. /// </summary>
  30. const CRICITAL = 5;
  31. /// <summary>
  32. /// 法术强度
  33. /// </summary>
  34. const FASHUQIANGDU = 6;
  35. /// <summary>
  36. /// 魔法抗性
  37. /// </summary>
  38. const MOFAKANGXING = 7;
  39. }
  40. /**
  41. * 玩家的英雄的实体数据
  42. */
  43. class Ins_UserHero extends Object_ext {
  44. /**
  45. * 唯一的英雄ID
  46. * @var string
  47. */
  48. public $uid;
  49. /**
  50. * 英雄的模板ID
  51. * @var string
  52. */
  53. public $typeId;
  54. /**
  55. * 英雄的当前等级
  56. * @var int
  57. */
  58. public $level;
  59. /**
  60. * 英雄当前等阶
  61. * @var string
  62. */
  63. public $grade;
  64. /**
  65. * 英雄的收集的当前等级满级的累计经验值
  66. * @var int
  67. */
  68. public $maxXp;
  69. /**
  70. * 英雄的当前总经验值
  71. * @var int
  72. */
  73. public $xp;
  74. /**
  75. * 当前等阶 默认是0.
  76. * 0= 绿 1=蓝 2= 红 3= 紫 4= 橙 5
  77. * @var int
  78. * @deprecated since version 0
  79. */
  80. public $strengthLevel;
  81. /**
  82. * 当前星级 默认是0星
  83. * @var int
  84. * @deprecated since version 0
  85. */
  86. public $curStar;
  87. /**
  88. * 当前神血的 血脉等级 默认是0
  89. * @var int
  90. * @deprecated since version 0
  91. */
  92. public $curBloodId;
  93. /**
  94. * 当前卡牌的锁定状态
  95. * true = 锁定
  96. * @var bool
  97. * @deprecated since version 0
  98. */
  99. public $isLocked;
  100. /**
  101. * 技能数据
  102. * @var object
  103. * @deprecated since version 0
  104. */
  105. public $skills;
  106. /**
  107. * 子技能列表(已解锁子技能id)
  108. * @var dic<int,[]int>
  109. */
  110. public $subSkills;
  111. /**
  112. * 装备
  113. * @var object
  114. */
  115. public $equip;
  116. /**
  117. * 言灵
  118. * @var {}
  119. */
  120. public $yanling;
  121. /**
  122. * 当前主线的好感度进度
  123. * @var object
  124. * @deprecated since version 0
  125. */
  126. public $curMainFavor;
  127. /**
  128. * 所有的已经拥有的好感度进度
  129. * @var array
  130. * @deprecated since version 0
  131. */
  132. public $favors;
  133. /**
  134. *
  135. * 构造函数
  136. */
  137. public function __construct($arg = null) {
  138. if (null != $arg) {
  139. parent::__construct($arg);
  140. } else {
  141. $this->level = 1;
  142. $this->xp = 0;
  143. $this->maxXp = 0;
  144. $this->strengthLevel = 0;
  145. $this->curBloodId = 0;
  146. $this->curStar = 0;
  147. $this->isLocked = false;
  148. $this->curMainFavor = 'E';
  149. $this->favors = ArrayInit();
  150. $this->favors[] = 'E';
  151. $this->grade = "D";
  152. //-----------初始化技能的默认数据
  153. $temp = ObjectInit();
  154. $temp->normalSkill = JsonUtil::decode('{"level":1}');
  155. $temp->manuSkill1 = JsonUtil::decode('{"level":1}');
  156. $temp->manuSkill2 = JsonUtil::decode('{"level":1}');
  157. $temp->manuSkill3 = JsonUtil::decode('{"level":1}');
  158. $temp->passiveSkill = JsonUtil::decode('{"level":1}');
  159. $temp->captainSkill = JsonUtil::decode('{"level":1}');
  160. $this->skills = $temp;
  161. $this->subSkills = ObjectInit();
  162. //----初始化装备的默认数据
  163. $this->equip = ObjectInit();
  164. $tempEq = ObjectInit();
  165. $tempEq->weapon = JsonUtil::decode('{"itemuid":0}');
  166. $tempEq->armor = JsonUtil::decode('{"itemuid":0}');
  167. $tempEq->ring = JsonUtil::decode('{"itemuid":0}');
  168. $this->equip = $tempEq;
  169. // ------初始化言灵的默认数据
  170. $this->yanling = JsonUtil::decode('{"1":{"itemuid":0},"2":{"itemuid":0},"3":{"itemuid":0}}');
  171. }
  172. }
  173. /**
  174. * 判断技能是否可升级
  175. * @param type $mainSkillId
  176. * @param type $subSkillId Description
  177. * @return type
  178. */
  179. public function IsSkillUpdateAble($mainSkillId, $subSkillId) {
  180. $sarr = array("D" => 1, "C" => 2, "B" => 3, "A" => 4, "S" => 5);
  181. $isOk = false;
  182. if (CommUtil::isPropertyExists($this->subSkills, $mainSkillId)) {
  183. if (CommUtil::isPropertyExists($this->subSkills->$mainSkillId, $subSkillId)) {
  184. $sm = GameConfig::subSkill_getItem($subSkillId);
  185. switch ($sm->upgradeConditionType) {
  186. case 1: // 角色等级
  187. $isOk = $this->level >= int($sm->upgradeParameter);
  188. break;
  189. case 2: // 角色品阶
  190. $cur = (array_key_exists($this->grade, $sarr) ? $sarr[$this->grade] : 0);
  191. $require = (array_key_exists($sm->upgradeParameter, $sarr) ? $sarr[$sm->upgradeParameter] : 0);
  192. $isOk = $cur >= $require;
  193. break;
  194. default:
  195. break;
  196. }
  197. }
  198. }
  199. return $isOk;
  200. }
  201. /**
  202. * 判断技能是否可解锁
  203. * @param type $mainSkillId
  204. * @param type $subSkillId Description
  205. * @return type
  206. */
  207. public function IsSkillUnlockAble($mainSkillId, $subSkillId) {
  208. $sarr = array("D" => 1, "C" => 2, "B" => 3, "A" => 4, "S" => 5);
  209. $isOk = false;
  210. if (CommUtil::isPropertyExists($this->subSkills, $mainSkillId)) {
  211. if (CommUtil::isPropertyExists($this->subSkills->$mainSkillId, $subSkillId)) {
  212. $sm = GameConfig::subSkill_getItem($subSkillId);
  213. switch ($sm->unlockConditionType) {
  214. case 1: // 角色等级
  215. $isOk = $this->level >= int($sm->unlockParameter);
  216. break;
  217. case 2: // 角色品阶
  218. $cur = (array_key_exists($this->grade, $sarr) ? $sarr[$this->grade] : 0);
  219. $require = (array_key_exists($sm->unlockParameter, $sarr) ? $sarr[$sm->unlockParameter] : 0);
  220. $isOk = $cur >= $require;
  221. break;
  222. default:
  223. break;
  224. }
  225. }
  226. }
  227. return $isOk;
  228. }
  229. /**
  230. * 是否可继续升级(指挥官等级限制 + 全局限制)
  231. * @return bool
  232. */
  233. public function HeroCanLevelUp() {
  234. $maxLevel = glc()->Hero_Upgrade_BasicMaxLevel; # 全局设置限制了当前英雄的最高等级
  235. $playerLimit = GameConfig::playerlevel_getItem(req()->userInfo->game->baseInfo->level)->hero_max_level;
  236. return $this->level < min($maxLevel, $playerLimit);
  237. }
  238. /**
  239. * 获取该角色战斗力数值
  240. * 生命值+物理攻击*4+魔法强度*4+护甲*5+魔抗*5
  241. * @return type
  242. */
  243. public function GetPower() {
  244. return (int) ($this->getHpForBattle() * 1.0 //
  245. + $this->getNengLiangZhiJiForBattle() * 0 //
  246. + $this->getWuLiGongJiForBattle() * 4 //
  247. + $this->getFaShuQiangDuForBattle() * 4 //
  248. + $this->getFangYuHuJiaForBattle() * 5 //
  249. + $this->getMoFaKangXingForBattle() * 5 //
  250. );
  251. }
  252. //
  253. // <editor-fold defaultstate="collapsed" desc="辅助方法">
  254. /**
  255. * 获得角色装备的 物品提供的属性加成
  256. * @param type $attribute
  257. * @return type
  258. */
  259. public function getEquipExtraProperty($attribute) {
  260. $result = 0;
  261. $player = req()->userInfo->game;
  262. $equipUID = $this->equip->weapon->itemuid;
  263. if (CommUtil::isPropertyExists($player->store->equipment, $equipUID)) {
  264. $equip = $player->store->equipment->$equipUID;
  265. $itemId = my_null_default($equip->typeId, 0);
  266. $wp = GameConfig::item_weapon_getItem($itemId);
  267. my_Assert(null != $wp, ErrCode::err_const_no);
  268. switch ($attribute) {
  269. case EHeroProperties::WULIGONGJI:
  270. $result += $wp->phyAtk;
  271. break;
  272. case EHeroProperties :: FASHUQIANGDU:
  273. $result += $wp->fashuqiangdu;
  274. break;
  275. case EHeroProperties :: CRICITAL:
  276. $result += $wp->crit;
  277. break;
  278. }
  279. }
  280. return $result;
  281. }
  282. /**
  283. * 获得角色装备的言灵提供的属性加成
  284. * @param type $attribute
  285. * @return type
  286. */
  287. public function getYanlingExtraProperty($attribute) {
  288. $result = 0;
  289. $player = req()->userInfo->game;
  290. foreach ($this->yanling as $item) {
  291. $itemUID = $item->itemuid;
  292. if ($itemUID > 0) {
  293. $itemId = $player->store->yanling->$itemUID->typeId;
  294. $mo = GameConfig::item_yanling_getItem($itemId);
  295. my_Assert(null != $mo, ErrCode::err_const_no); # 言灵常量找不到
  296. switch ($attribute) {
  297. case EHeroProperties ::HP:
  298. $result += $mo->hp;
  299. break;
  300. case EHeroProperties :: WULIGONGJI:
  301. $result += $mo->phyAtk;
  302. break;
  303. case EHeroProperties :: FASHUQIANGDU:
  304. $result += $mo->fashuqiangdu;
  305. break;
  306. case EHeroProperties :: CRICITAL:
  307. $result += $mo->crit;
  308. break;
  309. case EHeroProperties ::FANGYUHUJIA:
  310. $result += $mo->phyDef;
  311. break;
  312. case EHeroProperties ::MOFAKANGXING:
  313. $result += $mo->mofakangxing;
  314. break;
  315. default:
  316. break;
  317. }
  318. }
  319. }
  320. return $result;
  321. }
  322. /**
  323. * 获得 角色某个等级 等阶 状态下的属性值
  324. * @param type $modelId moID
  325. * @param type $attType
  326. * @param type $level 等级
  327. * @param type $gradeLevel 品阶(SABCD)
  328. * @return type
  329. */
  330. public function getHeroProperty($modelId, $attType, $level, $gradeLevel) {
  331. $result = 0; # 结果
  332. $gradeF = 0; # 品阶加成
  333. /* 角色成长公式
  334. 生命=初始生命+生命成长*(角色等级-1))+武器加成+言灵加成
  335. 言能=初始言能+言能成长*(角色等级-1))
  336. 物攻=初始物攻+物攻成长*(角色等级-1))+武器加成+言灵加成
  337. 护甲=初始护甲+护甲成长*(角色等级-1))+武器加成+言灵加成
  338. 言攻=初始言攻+言攻成长*(角色等级-1))+武器加成+言灵加成
  339. 言抗=初始言抗+言抗成长*(角色等级-1))+武器加成+言灵加成
  340. 暴击=初始暴击+暴击成长*(角色等级-1))+武器加成+言灵加成
  341. 暴击率=暴击/(75+角色等级*5)
  342. */
  343. // 武器成长 和 言灵成长都是直接数值, 所以放到外面再做加法也可以. Ps. 放外面了
  344. $heroMo = GameConfig::hero_getItem($modelId);
  345. my_Assert($heroMo != null, ErrCode::hero_const_no_err); # 找不到英雄模板数据
  346. $gradeLevelMo = GameConfig::heroextra_level_getItem($heroMo->heroId, $gradeLevel); # 等阶加成配置
  347. my_Assert(null != $gradeLevelMo, ErrCode::err_const_no); # 找不到常量
  348. //
  349. ////第一步, 根据玩家的等阶,来找出,对应的等阶,的各个属性成长的曲线类型,也就是说0阶的时候, 各个属性的成长系数是SABCD的哪搞一个。
  350. ////然后 根据 SABCD的类型以及 想查找的属性, 找出对应的 这个属性的成长系数
  351. //
  352. // <editor-fold defaultstate="collapsed" desc="属性成长">
  353. switch ($attType) { # 属性类型
  354. case EHeroProperties::HP:
  355. $gradeF = $gradeLevelMo->hp;
  356. break;
  357. case EHeroProperties :: MOFAKANGXING:
  358. $gradeF = $gradeLevelMo->mofakangxing;
  359. break;
  360. case EHeroProperties ::FASHUQIANGDU:
  361. $gradeF = $gradeLevelMo->fashuqiangdu;
  362. break;
  363. case EHeroProperties ::WULIGONGJI:
  364. $gradeF = $gradeLevelMo->wuligongji;
  365. break;
  366. case EHeroProperties ::FANGYUHUJIA:
  367. $gradeF = $gradeLevelMo->fangyuhujia;
  368. break;
  369. case EHeroProperties :: NENGLIANGZHI:
  370. $gradeF = $gradeLevelMo->nengliangzhi;
  371. break;
  372. case EHeroProperties :: GONGJISUDU:
  373. $gradeF = $gradeLevelMo->gongjisudu;
  374. break;
  375. case EHeroProperties ::CRICITAL:
  376. $gradeF = 0;
  377. break;
  378. }
  379. //
  380. // </editor-fold>
  381. //
  382. // <editor-fold defaultstate="collapsed" desc="叠加加成后的结果">
  383. switch ($attType) {
  384. case EHeroProperties :: HP:
  385. $result += $heroMo->hp + $gradeF * ($level - 1);
  386. break;
  387. case EHeroProperties ::NENGLIANGZHI:
  388. $result += $heroMo->nengliangzhi + $gradeF * ($level - 1);
  389. break;
  390. case EHeroProperties ::WULIGONGJI:
  391. $result += $heroMo->wuligongji + $gradeF * ($level - 1);
  392. break;
  393. case EHeroProperties ::FANGYUHUJIA:
  394. $result += $heroMo->fangyuhujia + $gradeF * ($level - 1);
  395. break;
  396. case EHeroProperties :: FASHUQIANGDU:
  397. $result += $heroMo->fashuqiangdu + $gradeF * ($level - 1);
  398. break;
  399. case EHeroProperties :: MOFAKANGXING:
  400. $result += $heroMo->mofakangxing + $gradeF * ($level - 1);
  401. break;
  402. case EHeroProperties :: GONGJISUDU:
  403. $result += $heroMo->gongjisudu + $gradeF * ($level - 1);
  404. break;
  405. case EHeroProperties :: CRICITAL:
  406. $result += $heroMo->baoji / (75 + $level * 5);
  407. break;
  408. }
  409. // </editor-fold>
  410. //
  411. return $result;
  412. }
  413. // <editor-fold defaultstate="collapsed" desc="基础(等级+品阶)属性值">
  414. /**
  415. * 基础(等级+品阶) 血量
  416. * @return type
  417. */
  418. function getHp() {
  419. return $this->getHeroProperty($this->typeId, EHeroProperties ::HP, $this->level, $this->grade);
  420. }
  421. /**
  422. * 基础(等级+品阶)能量值
  423. * @return type
  424. */
  425. function getNengLiangZhi() {
  426. return $this->getHeroProperty($this->typeId, EHeroProperties ::NENGLIANGZHI, $this->level, $this->grade);
  427. }
  428. /**
  429. * 基础(等级+品阶)物理攻击
  430. * @return type
  431. */
  432. function getWuLiGongJi() {
  433. return $this->getHeroProperty($this->typeId, EHeroProperties ::WULIGONGJI, $this->level, $this->grade);
  434. }
  435. /**
  436. * 基础(等级+品阶)法术强度
  437. * @return type
  438. */
  439. function getFaShuQiangDu() {
  440. return $this->getHeroProperty($this->typeId, EHeroProperties ::FASHUQIANGDU, $this->level, $this->grade);
  441. }
  442. /**
  443. * 基础(等级+品阶)防御护甲
  444. * @return type
  445. */
  446. function getFangYuHuJia() {
  447. return $this->getHeroProperty($this->typeId, EHeroProperties ::FANGYUHUJIA, $this->level, $this->grade);
  448. }
  449. /**
  450. * 基础(等级+品阶)魔法抗性
  451. * @return type
  452. */
  453. function getMoFaKangXing() {
  454. return $this->getHeroProperty($this->typeId, EHeroProperties ::MOFAKANGXING, $this->level, $this->grade);
  455. }
  456. // </editor-fold>
  457. //
  458. /**
  459. * 战场血量 = 基础血量 + 武器和言灵加成
  460. * @return type
  461. */
  462. public function getHpForBattle() {
  463. return (int) ($this->getHp() // 英雄数据
  464. + $this->getEquipExtraProperty(EHeroProperties ::HP) // 武器加成
  465. + $this->getYanlingExtraProperty(EHeroProperties :: HP) // 言灵加成
  466. );
  467. }
  468. /**
  469. * 战场能量值 = 基础能量值 + 武器和言灵加成
  470. * @return type
  471. */
  472. public function getNengLiangZhiJiForBattle() {
  473. return (int) ($this->getNengLiangZhi() // 英雄本身
  474. + $this->getEquipExtraProperty(EHeroProperties :: NENGLIANGZHI) // + 武器加成
  475. + $this->getYanlingExtraProperty(EHeroProperties::NENGLIANGZHI) // + 言灵加成
  476. );
  477. }
  478. public function getWuLiGongJiForBattle() {
  479. return (int) ($this->getWuLiGongJi() // 英雄数据
  480. + $this->getEquipExtraProperty(EHeroProperties ::WULIGONGJI) // 武器加成
  481. + $this->getYanlingExtraProperty(EHeroProperties :: WULIGONGJI) // 言灵加成
  482. );
  483. }
  484. function getFaShuQiangDuForBattle() {
  485. return (int) ($this->getFaShuQiangDu() // 英雄数据
  486. + $this->getEquipExtraProperty(EHeroProperties ::FASHUQIANGDU) // 武器加成
  487. + $this->getYanlingExtraProperty(EHeroProperties :: FASHUQIANGDU) // 言灵加成
  488. );
  489. }
  490. function getFangYuHuJiaForBattle() {
  491. return (int) ($this->getFangYuHuJia() // 英雄数据
  492. + $this->getEquipExtraProperty(EHeroProperties ::FANGYUHUJIA) // 武器加成
  493. + $this->getYanlingExtraProperty(EHeroProperties :: FANGYUHUJIA) // 言灵加成
  494. );
  495. }
  496. function getMoFaKangXingForBattle() {
  497. return (int) ($this->getMoFaKangXing() // 英雄数据
  498. + $this->getEquipExtraProperty(EHeroProperties ::MOFAKANGXING) // 武器加成
  499. + $this->getYanlingExtraProperty(EHeroProperties :: MOFAKANGXING) // 言灵加成
  500. );
  501. }
  502. //
  503. // </editor-fold>
  504. //
  505. }