示例#1
0
 public function HandleUpgrade($Game, $Upgrades)
 {
     $HpUpgrade = false;
     foreach ($Upgrades as $UpgradeId) {
         $Upgrade = $this->GetTechTree()->GetUpgrade($UpgradeId);
         if ($Upgrade->GetCostForNextLevel() > $this->GetGold() || Upgrade::IsLevelOneUpgrade($UpgradeId) && $Upgrade->GetLevel() >= 1 || Upgrade::HasRequiredUpgrade($UpgradeId) && $this->GetTechTree()->GetUpgrade(Upgrade::GetRequiredUpgrade($UpgradeId))->GetLevel() < Upgrade::GetRequiredLevel($UpgradeId)) {
             continue;
         }
         $this->DecreaseGold($Upgrade->GetCostForNextLevel());
         $Upgrade->IncreaseLevel();
         if (Upgrade::IsElementalUpgrade($UpgradeId)) {
             $ElementalUpgrades = $this->GetTechTree()->GetElementalUpgrades();
             $TotalLevel = 0;
             foreach ($ElementalUpgrades as $ElementalUpgrade) {
                 $TotalLevel += $ElementalUpgrade->GetLevel();
             }
             // Loop again to set the next level cost for each elemental
             foreach ($ElementalUpgrades as $ElementalUpgrade) {
                 $ElementalUpgrade->SetPredictedCostForNextLevel($TotalLevel);
             }
         } else {
             if ($UpgradeId === Enums\EUpgrade::DPS_AutoFireCanon) {
                 $this->getTechTree()->BaseDps = Upgrade::GetInitialValue($UpgradeId);
                 $this->getTechTree()->Dps = $this->getTechTree()->BaseDps;
             } else {
                 if (Upgrade::GetType($UpgradeId) === Enums\EUpgradeType::HitPoints) {
                     $HpUpgrade = true;
                 } else {
                     if (Upgrade::GetType($UpgradeId) === Enums\EUpgradeType::PurchaseAbility) {
                         $this->GetTechTree()->AddAbilityItem(Upgrade::GetAbility($UpgradeId));
                     }
                 }
             }
         }
     }
     $this->GetTechTree()->RecalulateUpgrades();
     if ($HpUpgrade && !$this->IsDead()) {
         $this->Hp = $this->getTechTree()->GetMaxHp();
     }
 }