maxHealth = round(($this->endurance * 3) + ($this->endurance / 2) * ($this->level - 1) + ($this->endurance / 5) * (($this->level - 1) * ($this->level - 2) / 2)); $this->maxMana = round(($this->wisdom * 3) + ($this->wisdom / 2) * ($this->level - 1) + ($this->wisdom / 5) * (($this->level - 1) * ($this->level - 2) / 2)); } /** * Отдаёт информацию о базовом(!) стате. * * @param $stat_name - имя стата. Может принимать значения 'strength', 'dexterity', 'intuition', * 'endurance', 'intelligence', 'wisdom'. * @param int $isMainWindow - переключатель "главного окна". Если включить, дополнительно будет показывать ссылку * на повышение стата на 1, при условии наличия свободных очков статов. * * @return string */ public function getStat($stat_name, int $isMainWindow = 0): string { if (!in_array($stat_name, ['strength', 'dexterity', 'intuition', 'endurance', 'intelligence', 'wisdom'])) { return self::ERROR_STAT_UNKNOWN; } if ($this->free_stat_points && $isMainWindow && $this->$stat_name < self::STAT_MAXIMUM_AMOUNT) { $this->$stat_name .= " [+]"; } return $this->$stat_name; } /** * Повышает один из выбранных статов на 1, но не выше self::STAT_MAXIMUM_AMOUNT при условии наличия свободных очков * статов. * * @param string $stat_name - имя стата. Может принимать значения 'strength', 'dexterity', 'intuition', * 'endurance', 'intelligence', 'wisdom'. * * @throws GameException */ public function addOnePointToStat(string $stat_name) { if (!in_array($stat_name, ['strength', 'dexterity', 'intuition', 'endurance', 'intelligence', 'wisdom'])) { throw new GameException(self::ERROR_STAT_UNKNOWN); } if ($this->free_stat_points <= 0 || $this->$stat_name >= self::STAT_MAXIMUM_AMOUNT) { throw new GameException(self::ERROR_STAT_IS_MAXIMUM); } else { $query = "UPDATE users SET {$stat_name} = {$stat_name} + 1, free_stat_points = free_stat_points - 1 WHERE id = ?"; self::$db->execute($query, $this->id); } } public function getMaxWeight(): int { return $this->strength * 4; } /** * @return mixed */ public function getHealth() { return $this->health; } /** * @return mixed */ public function getMana() { return $this->mana; } /** * @return mixed */ public function getFreeStatPoints() { return $this->free_stat_points; } /** * @return float */ public function getMaxHealth(): float { return $this->maxHealth; } /** * @return float */ public function getMaxMana(): float { return $this->maxMana; } /** * @return int */ public function getHeadArmor(): int { return $this->headArmor; } /** * @return int */ public function getChestArmor(): int { return $this->chestArmor; } /** * @return int */ public function getLegArmor(): int { return $this->legArmor; } public function getFullStats(): object { $stats = self::$db->ofetch(" select strength, dexterity, intuition, endurance, intelligence, wisdom from users where id = $this->id"); $itemBonuses = self::$db->ofetch(" select sum(add_strength) as item_strength, sum(add_dexterity) as item_dexterity, sum(add_intuition) as item_intuition, sum(add_endurance) as item_endurance, sum(add_intelligence) as item_intelligence, sum(add_wisdom) as item_wisdom, sum(add_accuracy) as item_accuracy, sum(add_evasion) as item_evasion, sum(add_criticals) as item_criticals, sum(add_min_physical_damage) as item_min_physical_damage, sum(add_max_physical_damage) as item_max_physical_damage from inventory where dressed_slot != 0 and owner_id = $this->id"); $effectBonuses = self::$db->ofetch(" select sum(mod_strength) as effect_strength, sum(mod_dexterity) as effect_dexterity, sum(mod_intuition) as effect_intuition, sum(mod_endurance) as effect_endurance, sum(mod_intelligence) as effect_intelligence, sum(mod_wisdom) as effect_wisdom from users_effects where owner_id = $this->id"); $obj = (object)[]; $obj->strength = max(0,$stats->strength + $itemBonuses->item_strength + $effectBonuses->effect_strength); $obj->dexterity = max(0,$stats->dexterity + $itemBonuses->item_dexterity + $effectBonuses->effect_dexterity); $obj->intuition = max(0,$stats->intuition + $itemBonuses->item_intuition + $effectBonuses->effect_intuition); $obj->endurance = max(0,$stats->endurance + $itemBonuses->item_endurance + $effectBonuses->effect_endurance); $obj->intelligence = max(0,$stats->intelligence + $itemBonuses->item_intelligence + $effectBonuses->effect_intelligence); $obj->wisdom = max(0,$stats->wisdom + $itemBonuses->item_wisdom + $effectBonuses->effect_wisdom); $obj->accuracy = max(0, $itemBonuses->item_accuracy); $obj->evasion = max(0, $itemBonuses->item_evasion); $obj->criticals = max(0, $itemBonuses->item_criticals); $obj->min_physical_damage = max($this->minDamage, $this->minDamage + $itemBonuses->item_min_physical_damage); $obj->max_physical_damage = max($this->maxDamage, $this->maxDamage + $itemBonuses->item_max_physical_damage); return $obj; } public function levelUp(): string { $this->level += 1; $this->free_stat_points += 2; $this->saveStats(); Chat::addSYSMessage('Внимание, вы получили ' . $this->level . 'уровень. Доступны очки распределения параметров.'); return 'Персонаж перешёл на ' . $this->level . 'уровень.'; } /** Сохраняет в базу актуальные статы, здоровье, ману, свободные очки статов и уровень. * */ private function saveStats() { $query = 'update users set strength = ?, dexterity = ?, intuition = ?, endurance = ?, intelligence = ?, wisdom = ?, health = ?, mana = ?, free_stat_points = ?, level = ? where id = ?'; $vals = [ $this->strength, //set $this->dexterity, $this->intuition, $this->endurance, $this->intelligence, $this->wisdom, $this->health, $this->mana, $this->free_stat_points, $this->level, $this->id //where ]; DBPDO::$db->execute($query, $vals); } }