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圣遗物装备卸下功能
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+57
-21
@@ -6,26 +6,32 @@ import (
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)
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type Reliquary struct {
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ReliquaryId uint64 // 圣遗物的唯一id
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ItemId uint32 // 圣遗物的道具id
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Level uint8 // 等级
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Exp uint32 // 当前经验值
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Promote uint8 // 突破等阶
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Lock bool // 锁定状态
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AffixIdList []uint32 // 词缀
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MainPropId uint32 // 主词条id
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AvatarId uint32 // 装备角色id
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Guid uint64 `bson:"-" msgpack:"-"`
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ReliquaryId uint64 // 圣遗物的唯一id
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ItemId uint32 // 圣遗物的道具id
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Level uint8 // 等级
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Exp uint32 // 当前经验值
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Promote uint8 // 突破等阶
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Lock bool // 锁定状态
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AppendPropIdList []uint32 // 追加词条id
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MainPropId uint32 // 主词条id
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AvatarId uint32 // 装备角色id
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Guid uint64 `bson:"-" msgpack:"-"`
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}
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func (p *Player) InitReliquary(reliquary *Reliquary) {
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// 获取圣遗物配置表
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reliquaryConfig := gdconf.GetItemDataById(int32(reliquary.ItemId))
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if reliquaryConfig == nil {
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logger.Error("reliquary config error, itemId: %v", reliquary.ItemId)
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return
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}
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reliquary.Guid = p.GetNextGameObjectGuid()
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p.GameObjectGuidMap[reliquary.Guid] = GameObject(reliquary)
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p.ReliquaryMap[reliquary.ReliquaryId] = reliquary
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if reliquary.AvatarId != 0 {
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avatar := p.AvatarMap[reliquary.AvatarId]
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avatar.EquipGuidMap[reliquary.Guid] = reliquary.Guid
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avatar.EquipReliquaryList = append(avatar.EquipReliquaryList, reliquary)
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avatar.EquipReliquaryMap[uint8(reliquaryConfig.ReliquaryType)] = reliquary
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}
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}
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@@ -35,18 +41,39 @@ func (p *Player) InitAllReliquary() {
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}
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}
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func (p *Player) GetReliquaryGuid(reliquaryId uint64) uint64 {
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reliquaryInfo := p.ReliquaryMap[reliquaryId]
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if reliquaryInfo == nil {
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return 0
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}
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return reliquaryInfo.Guid
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}
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func (p *Player) GetReliquaryIdByGuid(guid uint64) uint64 {
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for reliquaryId, reliquary := range p.ReliquaryMap {
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if guid == reliquary.Guid {
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return reliquaryId
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}
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}
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return 0
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}
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func (p *Player) GetReliquary(reliquaryId uint64) *Reliquary {
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return p.ReliquaryMap[reliquaryId]
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}
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func (p *Player) AddReliquary(itemId uint32, reliquaryId uint64, mainPropId uint32) {
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reliquary := &Reliquary{
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ReliquaryId: reliquaryId,
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ItemId: itemId,
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Level: 1,
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Exp: 0,
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Promote: 0,
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Lock: false,
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AffixIdList: make([]uint32, 0),
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MainPropId: mainPropId,
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AvatarId: 0,
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Guid: 0,
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ReliquaryId: reliquaryId,
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ItemId: itemId,
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Level: 1,
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Exp: 0,
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Promote: 0,
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Lock: false,
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AppendPropIdList: make([]uint32, 0),
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MainPropId: mainPropId,
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AvatarId: 0,
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Guid: 0,
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}
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itemDataConfig := gdconf.GetItemDataById(int32(itemId))
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if itemDataConfig == nil {
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@@ -57,3 +84,12 @@ func (p *Player) AddReliquary(itemId uint32, reliquaryId uint64, mainPropId uint
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p.InitReliquary(reliquary)
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p.ReliquaryMap[reliquaryId] = reliquary
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}
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func (p *Player) CostReliquary(reliquaryId uint64) uint64 {
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reliquary := p.ReliquaryMap[reliquaryId]
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if reliquary == nil {
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return 0
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}
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delete(p.ReliquaryMap, reliquaryId)
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return reliquary.Guid
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}
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