优化代码

This commit is contained in:
flswld
2023-03-14 15:29:18 +08:00
parent 2ce948a5ce
commit 2c35fc0df4
12 changed files with 559 additions and 587 deletions

View File

@@ -8,6 +8,11 @@ import (
"go.mongodb.org/mongo-driver/bson"
"go.mongodb.org/mongo-driver/bson/primitive"
"go.mongodb.org/mongo-driver/mongo"
"go.mongodb.org/mongo-driver/mongo/options"
)
const (
MaxQueryChatMsgLen = 1000 // 最大可查询聊天记录条数
)
func (d *Dao) InsertPlayer(player *model.Player) error {
@@ -250,6 +255,8 @@ func (d *Dao) QueryChatMsgListByUid(uid uint32) ([]*model.ChatMsg, error) {
find, err := db.Find(
context.TODO(),
bson.D{{"$or", []bson.D{{{"ToUid", uid}}, {{"Uid", uid}}}}},
options.Find().SetLimit(MaxQueryChatMsgLen),
options.Find().SetSort(bson.M{"Time": -1}),
)
if err != nil {
return nil, err

View File

@@ -14,105 +14,86 @@ import (
pb "google.golang.org/protobuf/proto"
)
func (g *GameManager) GetAllAvatarDataConfig() map[int32]*gdconf.AvatarData {
allAvatarDataConfig := make(map[int32]*gdconf.AvatarData)
for avatarId, avatarData := range gdconf.GetAvatarDataMap() {
if avatarId <= 10000001 || avatarId >= 11000000 {
// 跳过无效角色
continue
}
if avatarId == 10000005 || avatarId == 10000007 {
// 跳过主角
continue
}
allAvatarDataConfig[avatarId] = avatarData
}
return allAvatarDataConfig
}
func (g *GameManager) AddUserAvatar(userId uint32, avatarId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
// 判断玩家是否已有该角色
dbAvatar := player.GetDbAvatar()
_, ok := dbAvatar.AvatarMap[avatarId]
if ok {
// TODO 如果已有转换命座材料
return
}
dbAvatar.AddAvatar(player, avatarId)
// 添加初始武器
avatarDataConfig := gdconf.GetAvatarDataById(int32(avatarId))
if avatarDataConfig == nil {
logger.Error("config is nil, itemId: %v", avatarId)
return
}
weaponId := g.AddUserWeapon(player.PlayerID, uint32(avatarDataConfig.InitialWeapon))
// 角色装上初始武器
g.WearUserAvatarWeapon(player.PlayerID, avatarId, weaponId)
g.UpdateUserAvatarFightProp(player.PlayerID, avatarId)
avatarAddNotify := &proto.AvatarAddNotify{
Avatar: g.PacketAvatarInfo(dbAvatar.AvatarMap[avatarId]),
IsInTeam: false,
}
g.SendMsg(cmd.AvatarAddNotify, userId, player.ClientSeq, avatarAddNotify)
}
// AvatarPromoteGetRewardReq 角色突破获取奖励请求
func (g *GameManager) AvatarPromoteGetRewardReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.AvatarPromoteGetRewardReq)
// AvatarUpgradeReq 角色升级请求
func (g *GameManager) AvatarUpgradeReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.AvatarUpgradeReq)
// 是否拥有角色
avatar, ok := player.GameObjectGuidMap[req.AvatarGuid].(*model.Avatar)
if !ok {
logger.Error("avatar error, avatarGuid: %v", req.AvatarGuid)
g.SendError(cmd.AvatarPromoteGetRewardRsp, player, &proto.AvatarPromoteGetRewardRsp{}, proto.Retcode_RET_CAN_NOT_FIND_AVATAR)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_CAN_NOT_FIND_AVATAR)
return
}
// 获取经验书物品配置表
itemDataConfig := gdconf.GetItemDataById(int32(req.ItemId))
if itemDataConfig == nil {
logger.Error("item data config error, itemId: %v", constant.ITEM_ID_SCOIN)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
return
}
// 经验书将给予的经验数
itemParam, err := strconv.Atoi(itemDataConfig.Use1Param1)
if err != nil {
logger.Error("parse item param error: %v", err)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{})
return
}
// 角色获得的经验
expCount := uint32(itemParam) * req.Count
// 摩拉数量是否足够
if g.GetPlayerItemCount(player.PlayerID, constant.ITEM_ID_SCOIN) < expCount/5 {
logger.Error("item count not enough, itemId: %v", constant.ITEM_ID_SCOIN)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
return
}
// 获取角色配置表
avatarDataConfig := gdconf.GetAvatarDataById(int32(avatar.AvatarId))
if avatarDataConfig == nil {
logger.Error("avatar config error, avatarId: %v", avatar.AvatarId)
g.SendError(cmd.AvatarPromoteGetRewardRsp, player, &proto.AvatarPromoteGetRewardRsp{})
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{})
return
}
// 角色是否获取过该突破等级的奖励
if avatar.PromoteRewardMap[req.PromoteLevel] {
logger.Error("avatar config error, avatarId: %v", avatar.AvatarId)
g.SendError(cmd.AvatarPromoteGetRewardRsp, player, &proto.AvatarPromoteGetRewardRsp{}, proto.Retcode_RET_REWARD_HAS_TAKEN)
// 获取角色突破配置表
avatarPromoteConfig := gdconf.GetAvatarPromoteDataByIdAndLevel(avatarDataConfig.PromoteId, int32(avatar.Promote))
if avatarPromoteConfig == nil {
logger.Error("avatar promote config error, promoteLevel: %v", avatar.Promote)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{})
return
}
// 获取奖励配置表
rewardConfig := gdconf.GetRewardDataById(int32(avatarDataConfig.PromoteRewardMap[req.PromoteLevel]))
if rewardConfig == nil {
logger.Error("reward config error, rewardId: %v", avatarDataConfig.PromoteRewardMap[req.PromoteLevel])
g.SendError(cmd.AvatarPromoteGetRewardRsp, player, &proto.AvatarPromoteGetRewardRsp{})
// 角色等级是否达到限制
if avatar.Level >= uint8(avatarPromoteConfig.LevelLimit) {
logger.Error("avatar level ge level limit, level: %v", avatar.Level)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_AVATAR_BREAK_LEVEL_LESS_THAN)
return
}
// 设置该奖励为已被获取状态
avatar.PromoteRewardMap[req.PromoteLevel] = true
// 给予突破奖励
rewardItemList := make([]*ChangeItem, 0, len(rewardConfig.RewardItemMap))
for itemId, count := range rewardConfig.RewardItemMap {
rewardItemList = append(rewardItemList, &ChangeItem{
ItemId: itemId,
ChangeCount: count,
})
// 消耗升级材料以及摩拉
ok = g.CostUserItem(player.PlayerID, []*ChangeItem{
{ItemId: req.ItemId, ChangeCount: req.Count},
{ItemId: constant.ITEM_ID_SCOIN, ChangeCount: expCount / 5},
})
if !ok {
logger.Error("item count not enough, uid: %v", player.PlayerID)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
return
}
// 角色升级前的信息
oldLevel := avatar.Level
oldFightPropMap := make(map[uint32]float32, len(avatar.FightPropMap))
for propType, propValue := range avatar.FightPropMap {
oldFightPropMap[propType] = propValue
}
g.AddUserItem(player.PlayerID, rewardItemList, false, 0)
avatarPromoteGetRewardRsp := &proto.AvatarPromoteGetRewardRsp{
RewardId: uint32(rewardConfig.RewardID),
AvatarGuid: req.AvatarGuid,
PromoteLevel: req.PromoteLevel,
// 角色添加经验
g.UpgradePlayerAvatar(player, avatar, expCount)
avatarUpgradeRsp := &proto.AvatarUpgradeRsp{
CurLevel: uint32(avatar.Level),
OldLevel: uint32(oldLevel),
OldFightPropMap: oldFightPropMap,
CurFightPropMap: avatar.FightPropMap,
AvatarGuid: req.AvatarGuid,
}
g.SendMsg(cmd.AvatarPromoteGetRewardRsp, player.PlayerID, player.ClientSeq, avatarPromoteGetRewardRsp)
g.SendMsg(cmd.AvatarUpgradeRsp, player.PlayerID, player.ClientSeq, avatarUpgradeRsp)
}
// AvatarPromoteReq 角色突破请求
@@ -167,9 +148,8 @@ func (g *GameManager) AvatarPromoteReq(player *model.Player, payloadMsg pb.Messa
ChangeCount: uint32(avatarPromoteConfig.CostCoin),
})
// 突破材料以及摩拉是否足够
dbItem := player.GetDbItem()
for _, item := range costItemList {
if dbItem.GetItemCount(player, item.ItemId) < item.ChangeCount {
if g.GetPlayerItemCount(player.PlayerID, item.ItemId) < item.ChangeCount {
logger.Error("item count not enough, itemId: %v", item.ItemId)
// 摩拉的错误提示与材料不同
if item.ItemId == constant.ITEM_ID_SCOIN {
@@ -186,7 +166,12 @@ func (g *GameManager) AvatarPromoteReq(player *model.Player, payloadMsg pb.Messa
return
}
// 消耗突破材料和摩拉
g.CostUserItem(player.PlayerID, costItemList)
ok = g.CostUserItem(player.PlayerID, costItemList)
if !ok {
logger.Error("item count not enough, uid: %v", player.PlayerID)
g.SendError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
return
}
// 角色突破等级+1
avatar.Promote++
@@ -201,180 +186,167 @@ func (g *GameManager) AvatarPromoteReq(player *model.Player, payloadMsg pb.Messa
g.SendMsg(cmd.AvatarPromoteRsp, player.PlayerID, player.ClientSeq, avatarPromoteRsp)
}
// AvatarUpgradeReq 角色升级请求
func (g *GameManager) AvatarUpgradeReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.AvatarUpgradeReq)
// AvatarPromoteGetRewardReq 角色突破获取奖励请求
func (g *GameManager) AvatarPromoteGetRewardReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.AvatarPromoteGetRewardReq)
// 是否拥有角色
avatar, ok := player.GameObjectGuidMap[req.AvatarGuid].(*model.Avatar)
if !ok {
logger.Error("avatar error, avatarGuid: %v", req.AvatarGuid)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_CAN_NOT_FIND_AVATAR)
return
}
// 经验书数量是否足够
dbItem := player.GetDbItem()
if dbItem.GetItemCount(player, req.ItemId) < req.Count {
logger.Error("item count not enough, itemId: %v", req.ItemId)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
return
}
// 获取经验书物品配置表
itemDataConfig := gdconf.GetItemDataById(int32(req.ItemId))
if itemDataConfig == nil {
logger.Error("item data config error, itemId: %v", constant.ITEM_ID_SCOIN)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
return
}
// 经验书将给予的经验数
itemParam, err := strconv.Atoi(itemDataConfig.Use1Param1)
if err != nil {
logger.Error("parse item param error: %v", err)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{})
return
}
// 角色获得的经验
expCount := uint32(itemParam) * req.Count
// 摩拉数量是否足够
if dbItem.GetItemCount(player, constant.ITEM_ID_SCOIN) < expCount/5 {
logger.Error("item count not enough, itemId: %v", constant.ITEM_ID_SCOIN)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
g.SendError(cmd.AvatarPromoteGetRewardRsp, player, &proto.AvatarPromoteGetRewardRsp{}, proto.Retcode_RET_CAN_NOT_FIND_AVATAR)
return
}
// 获取角色配置表
avatarDataConfig := gdconf.GetAvatarDataById(int32(avatar.AvatarId))
if avatarDataConfig == nil {
logger.Error("avatar config error, avatarId: %v", avatar.AvatarId)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{})
g.SendError(cmd.AvatarPromoteGetRewardRsp, player, &proto.AvatarPromoteGetRewardRsp{})
return
}
// 获取角色突破配置表
avatarPromoteConfig := gdconf.GetAvatarPromoteDataByIdAndLevel(avatarDataConfig.PromoteId, int32(avatar.Promote))
if avatarPromoteConfig == nil {
logger.Error("avatar promote config error, promoteLevel: %v", avatar.Promote)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{})
return
}
// 角色等级是否达到限制
if avatar.Level >= uint8(avatarPromoteConfig.LevelLimit) {
logger.Error("avatar level ge level limit, level: %v", avatar.Level)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_AVATAR_BREAK_LEVEL_LESS_THAN)
return
}
// 消耗升级材料以及摩拉
g.CostUserItem(player.PlayerID, []*ChangeItem{
{
ItemId: req.ItemId,
ChangeCount: req.Count,
},
{
ItemId: constant.ITEM_ID_SCOIN,
ChangeCount: expCount / 5,
},
})
// 角色升级前的信息
oldLevel := avatar.Level
oldFightPropMap := make(map[uint32]float32, len(avatar.FightPropMap))
for propType, propValue := range avatar.FightPropMap {
oldFightPropMap[propType] = propValue
}
// 角色添加经验
g.UpgradePlayerAvatar(player, avatar, expCount)
avatarUpgradeRsp := &proto.AvatarUpgradeRsp{
CurLevel: uint32(avatar.Level),
OldLevel: uint32(oldLevel),
OldFightPropMap: oldFightPropMap,
CurFightPropMap: avatar.FightPropMap,
AvatarGuid: req.AvatarGuid,
}
g.SendMsg(cmd.AvatarUpgradeRsp, player.PlayerID, player.ClientSeq, avatarUpgradeRsp)
}
// UpgradePlayerAvatar 玩家角色升级
func (g *GameManager) UpgradePlayerAvatar(player *model.Player, avatar *model.Avatar, expCount uint32) {
// 获取角色配置表
avatarDataConfig := gdconf.GetAvatarDataById(int32(avatar.AvatarId))
if avatarDataConfig == nil {
// 角色是否获取过该突破等级的奖励
if avatar.PromoteRewardMap[req.PromoteLevel] {
logger.Error("avatar config error, avatarId: %v", avatar.AvatarId)
g.SendError(cmd.AvatarPromoteGetRewardRsp, player, &proto.AvatarPromoteGetRewardRsp{}, proto.Retcode_RET_REWARD_HAS_TAKEN)
return
}
// 获取角色突破配置表
avatarPromoteConfig := gdconf.GetAvatarPromoteDataByIdAndLevel(avatarDataConfig.PromoteId, int32(avatar.Promote))
if avatarPromoteConfig == nil {
logger.Error("avatar promote config error, promoteLevel: %v", avatar.Promote)
// 获取奖励配置表
rewardConfig := gdconf.GetRewardDataById(int32(avatarDataConfig.PromoteRewardMap[req.PromoteLevel]))
if rewardConfig == nil {
logger.Error("reward config error, rewardId: %v", avatarDataConfig.PromoteRewardMap[req.PromoteLevel])
g.SendError(cmd.AvatarPromoteGetRewardRsp, player, &proto.AvatarPromoteGetRewardRsp{})
return
}
// 角色增加经验
avatar.Exp += expCount
// 角色升级
for {
// 获取角色等级配置表
avatarLevelConfig := gdconf.GetAvatarLevelDataByLevel(int32(avatar.Level))
if avatarLevelConfig == nil {
// 获取不到代表已经到达最大等级
break
}
// 角色当前等级未突破则跳出循环
if avatar.Level >= uint8(avatarPromoteConfig.LevelLimit) {
// 角色未突破溢出的经验处理
avatar.Exp = 0
break
}
// 角色经验小于升级所需的经验则跳出循环
if avatar.Exp < uint32(avatarLevelConfig.Exp) {
break
}
// 角色等级提升
avatar.Exp -= uint32(avatarLevelConfig.Exp)
avatar.Level++
// 设置该奖励为已被获取状态
avatar.PromoteRewardMap[req.PromoteLevel] = true
// 给予突破奖励
rewardItemList := make([]*ChangeItem, 0, len(rewardConfig.RewardItemMap))
for itemId, count := range rewardConfig.RewardItemMap {
rewardItemList = append(rewardItemList, &ChangeItem{
ItemId: itemId,
ChangeCount: count,
})
}
// 角色更新面板
g.UpdateUserAvatarFightProp(player.PlayerID, avatar.AvatarId)
// 角色属性表更新通知
g.SendMsg(cmd.AvatarPropNotify, player.PlayerID, player.ClientSeq, g.PacketAvatarPropNotify(avatar))
g.AddUserItem(player.PlayerID, rewardItemList, false, 0)
avatarPromoteGetRewardRsp := &proto.AvatarPromoteGetRewardRsp{
RewardId: uint32(rewardConfig.RewardID),
AvatarGuid: req.AvatarGuid,
PromoteLevel: req.PromoteLevel,
}
g.SendMsg(cmd.AvatarPromoteGetRewardRsp, player.PlayerID, player.ClientSeq, avatarPromoteGetRewardRsp)
}
// PacketAvatarPropNotify 角色属性表更新通知
func (g *GameManager) PacketAvatarPropNotify(avatar *model.Avatar) *proto.AvatarPropNotify {
avatarPropNotify := &proto.AvatarPropNotify{
PropMap: make(map[uint32]int64, 5),
AvatarGuid: avatar.Guid,
}
// 角色等级
avatarPropNotify.PropMap[uint32(constant.PLAYER_PROP_LEVEL)] = int64(avatar.Level)
// 角色经验
avatarPropNotify.PropMap[uint32(constant.PLAYER_PROP_EXP)] = int64(avatar.Exp)
// 角色突破等级
avatarPropNotify.PropMap[uint32(constant.PLAYER_PROP_BREAK_LEVEL)] = int64(avatar.Promote)
// 角色饱食度
avatarPropNotify.PropMap[uint32(constant.PLAYER_PROP_SATIATION_VAL)] = int64(avatar.Satiation)
// 角色饱食度溢出
avatarPropNotify.PropMap[uint32(constant.PLAYER_PROP_SATIATION_PENALTY_TIME)] = int64(avatar.SatiationPenalty)
// AvatarWearFlycloakReq 角色装备风之翼请求
func (g *GameManager) AvatarWearFlycloakReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.AvatarWearFlycloakReq)
return avatarPropNotify
}
func (g *GameManager) UpdateUserAvatarFightProp(userId uint32, avatarId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
if scene == nil {
logger.Error("scene is nil, sceneId: %v", player.SceneId)
g.SendError(cmd.AvatarWearFlycloakRsp, player, &proto.AvatarWearFlycloakRsp{})
return
}
dbAvatar := player.GetDbAvatar()
avatar, ok := dbAvatar.AvatarMap[avatarId]
// 确保角色存在
avatar, ok := player.GameObjectGuidMap[req.AvatarGuid].(*model.Avatar)
if !ok {
logger.Error("avatar is nil, avatarId: %v", avatar)
logger.Error("avatar error, avatarGuid: %v", req.AvatarGuid)
g.SendError(cmd.AvatarWearFlycloakRsp, player, &proto.AvatarWearFlycloakRsp{}, proto.Retcode_RET_CAN_NOT_FIND_AVATAR)
return
}
// 角色初始化面板
dbAvatar.InitAvatarFightProp(avatar)
avatarFightPropNotify := &proto.AvatarFightPropNotify{
AvatarGuid: avatar.Guid,
FightPropMap: avatar.FightPropMap,
// 确保要更换的风之翼已获得
exist := false
for _, v := range player.FlyCloakList {
if v == req.FlycloakId {
exist = true
}
}
g.SendMsg(cmd.AvatarFightPropNotify, userId, player.ClientSeq, avatarFightPropNotify)
if !exist {
logger.Error("flycloak not exist, flycloakId: %v", req.FlycloakId)
g.SendError(cmd.AvatarWearFlycloakRsp, player, &proto.AvatarWearFlycloakRsp{}, proto.Retcode_RET_NOT_HAS_FLYCLOAK)
return
}
// 设置角色风之翼
avatar.FlyCloak = req.FlycloakId
avatarFlycloakChangeNotify := &proto.AvatarFlycloakChangeNotify{
AvatarGuid: req.AvatarGuid,
FlycloakId: req.FlycloakId,
}
for _, scenePlayer := range scene.GetAllPlayer() {
g.SendMsg(cmd.AvatarFlycloakChangeNotify, scenePlayer.PlayerID, scenePlayer.ClientSeq, avatarFlycloakChangeNotify)
}
avatarWearFlycloakRsp := &proto.AvatarWearFlycloakRsp{
AvatarGuid: req.AvatarGuid,
FlycloakId: req.FlycloakId,
}
g.SendMsg(cmd.AvatarWearFlycloakRsp, player.PlayerID, player.ClientSeq, avatarWearFlycloakRsp)
}
// AvatarChangeCostumeReq 角色更换时装请求
func (g *GameManager) AvatarChangeCostumeReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.AvatarChangeCostumeReq)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
if scene == nil {
logger.Error("scene is nil, sceneId: %v", player.SceneId)
g.SendError(cmd.AvatarChangeCostumeRsp, player, &proto.AvatarChangeCostumeRsp{})
return
}
// 确保角色存在
avatar, ok := player.GameObjectGuidMap[req.AvatarGuid].(*model.Avatar)
if !ok {
logger.Error("avatar error, avatarGuid: %v", req.AvatarGuid)
g.SendError(cmd.AvatarChangeCostumeRsp, player, &proto.AvatarChangeCostumeRsp{}, proto.Retcode_RET_COSTUME_AVATAR_ERROR)
return
}
// 确保要更换的时装已获得
exist := false
for _, v := range player.CostumeList {
if v == req.CostumeId {
exist = true
}
}
if req.CostumeId == 0 {
exist = true
}
if !exist {
logger.Error("costume not exist, costumeId: %v", req.CostumeId)
g.SendError(cmd.AvatarChangeCostumeRsp, player, &proto.AvatarChangeCostumeRsp{}, proto.Retcode_RET_NOT_HAS_COSTUME)
return
}
// 设置角色时装
avatar.Costume = req.CostumeId
// 角色更换时装通知
avatarChangeCostumeNotify := new(proto.AvatarChangeCostumeNotify)
// 要更换时装的角色实体不存在代表更换的是仓库内的角色
if scene.GetWorld().GetPlayerWorldAvatarEntityId(player, avatar.AvatarId) == 0 {
avatarChangeCostumeNotify.EntityInfo = &proto.SceneEntityInfo{
Entity: &proto.SceneEntityInfo_Avatar{
Avatar: g.PacketSceneAvatarInfo(scene, player, avatar.AvatarId),
},
}
} else {
avatarChangeCostumeNotify.EntityInfo = g.PacketSceneEntityInfoAvatar(scene, player, avatar.AvatarId)
}
for _, scenePlayer := range scene.GetAllPlayer() {
g.SendMsg(cmd.AvatarChangeCostumeNotify, scenePlayer.PlayerID, scenePlayer.ClientSeq, avatarChangeCostumeNotify)
}
avatarChangeCostumeRsp := &proto.AvatarChangeCostumeRsp{
AvatarGuid: req.AvatarGuid,
CostumeId: req.CostumeId,
}
g.SendMsg(cmd.AvatarChangeCostumeRsp, player.PlayerID, player.ClientSeq, avatarChangeCostumeRsp)
}
func (g *GameManager) PacketAvatarInfo(avatar *model.Avatar) *proto.AvatarInfo {
@@ -451,3 +423,184 @@ func (g *GameManager) PacketAvatarInfo(avatar *model.Avatar) *proto.AvatarInfo {
}
return pbAvatar
}
// PacketAvatarPropNotify 角色属性表更新通知
func (g *GameManager) PacketAvatarPropNotify(avatar *model.Avatar) *proto.AvatarPropNotify {
avatarPropNotify := &proto.AvatarPropNotify{
PropMap: make(map[uint32]int64, 5),
AvatarGuid: avatar.Guid,
}
// 角色等级
avatarPropNotify.PropMap[uint32(constant.PLAYER_PROP_LEVEL)] = int64(avatar.Level)
// 角色经验
avatarPropNotify.PropMap[uint32(constant.PLAYER_PROP_EXP)] = int64(avatar.Exp)
// 角色突破等级
avatarPropNotify.PropMap[uint32(constant.PLAYER_PROP_BREAK_LEVEL)] = int64(avatar.Promote)
// 角色饱食度
avatarPropNotify.PropMap[uint32(constant.PLAYER_PROP_SATIATION_VAL)] = int64(avatar.Satiation)
// 角色饱食度溢出
avatarPropNotify.PropMap[uint32(constant.PLAYER_PROP_SATIATION_PENALTY_TIME)] = int64(avatar.SatiationPenalty)
return avatarPropNotify
}
func (g *GameManager) GetAllAvatarDataConfig() map[int32]*gdconf.AvatarData {
allAvatarDataConfig := make(map[int32]*gdconf.AvatarData)
for avatarId, avatarData := range gdconf.GetAvatarDataMap() {
if avatarId <= 10000001 || avatarId >= 11000000 {
// 跳过无效角色
continue
}
if avatarId == 10000005 || avatarId == 10000007 {
// 跳过主角
continue
}
allAvatarDataConfig[avatarId] = avatarData
}
return allAvatarDataConfig
}
func (g *GameManager) AddUserAvatar(userId uint32, avatarId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
// 判断玩家是否已有该角色
dbAvatar := player.GetDbAvatar()
_, ok := dbAvatar.AvatarMap[avatarId]
if ok {
// TODO 如果已有转换命座材料
return
}
dbAvatar.AddAvatar(player, avatarId)
// 添加初始武器
avatarDataConfig := gdconf.GetAvatarDataById(int32(avatarId))
if avatarDataConfig == nil {
logger.Error("config is nil, itemId: %v", avatarId)
return
}
weaponId := g.AddUserWeapon(player.PlayerID, uint32(avatarDataConfig.InitialWeapon))
// 角色装上初始武器
g.WearUserAvatarWeapon(player.PlayerID, avatarId, weaponId)
g.UpdateUserAvatarFightProp(player.PlayerID, avatarId)
avatarAddNotify := &proto.AvatarAddNotify{
Avatar: g.PacketAvatarInfo(dbAvatar.AvatarMap[avatarId]),
IsInTeam: false,
}
g.SendMsg(cmd.AvatarAddNotify, userId, player.ClientSeq, avatarAddNotify)
}
// AddUserFlycloak 给予玩家风之翼
func (g *GameManager) AddUserFlycloak(userId uint32, flyCloakId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
// 验证玩家是否已拥有该风之翼
for _, flycloak := range player.FlyCloakList {
if flycloak == flyCloakId {
logger.Error("player has flycloak, flycloakId: %v", flyCloakId)
return
}
}
player.FlyCloakList = append(player.FlyCloakList, flyCloakId)
avatarGainFlycloakNotify := &proto.AvatarGainFlycloakNotify{
FlycloakId: flyCloakId,
}
g.SendMsg(cmd.AvatarGainFlycloakNotify, userId, player.ClientSeq, avatarGainFlycloakNotify)
}
// AddUserCostume 给予玩家时装
func (g *GameManager) AddUserCostume(userId uint32, costumeId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
// 验证玩家是否已拥有该时装
for _, costume := range player.CostumeList {
if costume == costumeId {
logger.Error("player has costume, costumeId: %v", costumeId)
return
}
}
player.CostumeList = append(player.CostumeList, costumeId)
avatarGainCostumeNotify := &proto.AvatarGainCostumeNotify{
CostumeId: costumeId,
}
g.SendMsg(cmd.AvatarGainCostumeNotify, userId, player.ClientSeq, avatarGainCostumeNotify)
}
// UpgradePlayerAvatar 玩家角色升级
func (g *GameManager) UpgradePlayerAvatar(player *model.Player, avatar *model.Avatar, expCount uint32) {
// 获取角色配置表
avatarDataConfig := gdconf.GetAvatarDataById(int32(avatar.AvatarId))
if avatarDataConfig == nil {
logger.Error("avatar config error, avatarId: %v", avatar.AvatarId)
return
}
// 获取角色突破配置表
avatarPromoteConfig := gdconf.GetAvatarPromoteDataByIdAndLevel(avatarDataConfig.PromoteId, int32(avatar.Promote))
if avatarPromoteConfig == nil {
logger.Error("avatar promote config error, promoteLevel: %v", avatar.Promote)
return
}
// 角色增加经验
avatar.Exp += expCount
// 角色升级
for {
// 获取角色等级配置表
avatarLevelConfig := gdconf.GetAvatarLevelDataByLevel(int32(avatar.Level))
if avatarLevelConfig == nil {
// 获取不到代表已经到达最大等级
break
}
// 角色当前等级未突破则跳出循环
if avatar.Level >= uint8(avatarPromoteConfig.LevelLimit) {
// 角色未突破溢出的经验处理
avatar.Exp = 0
break
}
// 角色经验小于升级所需的经验则跳出循环
if avatar.Exp < uint32(avatarLevelConfig.Exp) {
break
}
// 角色等级提升
avatar.Exp -= uint32(avatarLevelConfig.Exp)
avatar.Level++
}
// 角色更新面板
g.UpdateUserAvatarFightProp(player.PlayerID, avatar.AvatarId)
// 角色属性表更新通知
g.SendMsg(cmd.AvatarPropNotify, player.PlayerID, player.ClientSeq, g.PacketAvatarPropNotify(avatar))
}
func (g *GameManager) UpdateUserAvatarFightProp(userId uint32, avatarId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
dbAvatar := player.GetDbAvatar()
avatar, ok := dbAvatar.AvatarMap[avatarId]
if !ok {
logger.Error("avatar is nil, avatarId: %v", avatar)
return
}
// 角色初始化面板
dbAvatar.InitAvatarFightProp(avatar)
avatarFightPropNotify := &proto.AvatarFightPropNotify{
AvatarGuid: avatar.Guid,
FightPropMap: avatar.FightPropMap,
}
g.SendMsg(cmd.AvatarFightPropNotify, userId, player.ClientSeq, avatarFightPropNotify)
}

View File

@@ -8,15 +8,13 @@ import (
"hk4e/protocol/proto"
)
// AddUserPlayerExp 基于玩家冒险阅历
func (g *GameManager) AddUserPlayerExp(userId uint32, expCount uint32) {
// HandlePlayerExpAdd 玩家冒险阅历增加处理
func (g *GameManager) HandlePlayerExpAdd(userId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
// 玩家增加冒险阅历
player.PropertiesMap[constant.PLAYER_PROP_PLAYER_EXP] += expCount
// 玩家升级
for {
playerLevel := player.PropertiesMap[constant.PLAYER_PROP_PLAYER_LEVEL]

View File

@@ -1,94 +0,0 @@
package game
import (
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
pb "google.golang.org/protobuf/proto"
)
// AddUserCostume 给予玩家时装
func (g *GameManager) AddUserCostume(userId uint32, costumeId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
// 验证玩家是否已拥有该时装
for _, costume := range player.CostumeList {
if costume == costumeId {
logger.Error("player has costume, costumeId: %v", costumeId)
return
}
}
player.CostumeList = append(player.CostumeList, costumeId)
avatarGainCostumeNotify := &proto.AvatarGainCostumeNotify{
CostumeId: costumeId,
}
g.SendMsg(cmd.AvatarGainCostumeNotify, userId, player.ClientSeq, avatarGainCostumeNotify)
}
// AvatarChangeCostumeReq 角色更换时装请求
func (g *GameManager) AvatarChangeCostumeReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.AvatarChangeCostumeReq)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
if scene == nil {
logger.Error("scene is nil, sceneId: %v", player.SceneId)
g.SendError(cmd.AvatarChangeCostumeRsp, player, &proto.AvatarChangeCostumeRsp{})
return
}
// 确保角色存在
avatar, ok := player.GameObjectGuidMap[req.AvatarGuid].(*model.Avatar)
if !ok {
logger.Error("avatar error, avatarGuid: %v", req.AvatarGuid)
g.SendError(cmd.AvatarChangeCostumeRsp, player, &proto.AvatarChangeCostumeRsp{}, proto.Retcode_RET_COSTUME_AVATAR_ERROR)
return
}
// 确保要更换的时装已获得
exist := false
for _, v := range player.CostumeList {
if v == req.CostumeId {
exist = true
}
}
if req.CostumeId == 0 {
exist = true
}
if !exist {
logger.Error("costume not exist, costumeId: %v", req.CostumeId)
g.SendError(cmd.AvatarChangeCostumeRsp, player, &proto.AvatarChangeCostumeRsp{}, proto.Retcode_RET_NOT_HAS_COSTUME)
return
}
// 设置角色时装
avatar.Costume = req.CostumeId
// 角色更换时装通知
avatarChangeCostumeNotify := new(proto.AvatarChangeCostumeNotify)
// 要更换时装的角色实体不存在代表更换的是仓库内的角色
if scene.GetWorld().GetPlayerWorldAvatarEntityId(player, avatar.AvatarId) == 0 {
avatarChangeCostumeNotify.EntityInfo = &proto.SceneEntityInfo{
Entity: &proto.SceneEntityInfo_Avatar{
Avatar: g.PacketSceneAvatarInfo(scene, player, avatar.AvatarId),
},
}
} else {
avatarChangeCostumeNotify.EntityInfo = g.PacketSceneEntityInfoAvatar(scene, player, avatar.AvatarId)
}
for _, scenePlayer := range scene.GetAllPlayer() {
g.SendMsg(cmd.AvatarChangeCostumeNotify, scenePlayer.PlayerID, scenePlayer.ClientSeq, avatarChangeCostumeNotify)
}
avatarChangeCostumeRsp := &proto.AvatarChangeCostumeRsp{
AvatarGuid: req.AvatarGuid,
CostumeId: req.CostumeId,
}
g.SendMsg(cmd.AvatarChangeCostumeRsp, player.PlayerID, player.ClientSeq, avatarChangeCostumeRsp)
}

View File

@@ -230,10 +230,10 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
}
entry.CombatData = newCombatData
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
g.SendToWorldAEC(world, cmd.EvtAnimatorParameterNotify, player.ClientSeq, &proto.EvtAnimatorParameterNotify{
AnimatorParamInfo: evtAnimatorParameterInfo,
ForwardType: entry.ForwardType,
}, player.PlayerID)
// g.SendToWorldAEC(world, cmd.EvtAnimatorParameterNotify, player.ClientSeq, &proto.EvtAnimatorParameterNotify{
// AnimatorParamInfo: evtAnimatorParameterInfo,
// ForwardType: entry.ForwardType,
// }, player.PlayerID)
case proto.CombatTypeArgument_COMBAT_ANIMATOR_STATE_CHANGED:
evtAnimatorStateChangedInfo := new(proto.EvtAnimatorStateChangedInfo)
err := pb.Unmarshal(entry.CombatData, evtAnimatorStateChangedInfo)
@@ -252,10 +252,10 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
}
entry.CombatData = newCombatData
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
g.SendToWorldAEC(world, cmd.EvtAnimatorStateChangedNotify, player.ClientSeq, &proto.EvtAnimatorStateChangedNotify{
ForwardType: entry.ForwardType,
EvtAnimatorStateChangedInfo: evtAnimatorStateChangedInfo,
}, player.PlayerID)
// g.SendToWorldAEC(world, cmd.EvtAnimatorStateChangedNotify, player.ClientSeq, &proto.EvtAnimatorStateChangedNotify{
// ForwardType: entry.ForwardType,
// EvtAnimatorStateChangedInfo: evtAnimatorStateChangedInfo,
// }, player.PlayerID)
default:
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
}

View File

@@ -1,83 +0,0 @@
package game
import (
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
pb "google.golang.org/protobuf/proto"
)
// AddUserFlycloak 给予玩家风之翼
func (g *GameManager) AddUserFlycloak(userId uint32, flyCloakId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
// 验证玩家是否已拥有该风之翼
for _, flycloak := range player.FlyCloakList {
if flycloak == flyCloakId {
logger.Error("player has flycloak, flycloakId: %v", flyCloakId)
return
}
}
player.FlyCloakList = append(player.FlyCloakList, flyCloakId)
avatarGainFlycloakNotify := &proto.AvatarGainFlycloakNotify{
FlycloakId: flyCloakId,
}
g.SendMsg(cmd.AvatarGainFlycloakNotify, userId, player.ClientSeq, avatarGainFlycloakNotify)
}
// AvatarWearFlycloakReq 角色装备风之翼请求
func (g *GameManager) AvatarWearFlycloakReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.AvatarWearFlycloakReq)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
if scene == nil {
logger.Error("scene is nil, sceneId: %v", player.SceneId)
g.SendError(cmd.AvatarWearFlycloakRsp, player, &proto.AvatarWearFlycloakRsp{})
return
}
// 确保角色存在
avatar, ok := player.GameObjectGuidMap[req.AvatarGuid].(*model.Avatar)
if !ok {
logger.Error("avatar error, avatarGuid: %v", req.AvatarGuid)
g.SendError(cmd.AvatarWearFlycloakRsp, player, &proto.AvatarWearFlycloakRsp{}, proto.Retcode_RET_CAN_NOT_FIND_AVATAR)
return
}
// 确保要更换的风之翼已获得
exist := false
for _, v := range player.FlyCloakList {
if v == req.FlycloakId {
exist = true
}
}
if !exist {
logger.Error("flycloak not exist, flycloakId: %v", req.FlycloakId)
g.SendError(cmd.AvatarWearFlycloakRsp, player, &proto.AvatarWearFlycloakRsp{}, proto.Retcode_RET_NOT_HAS_FLYCLOAK)
return
}
// 设置角色风之翼
avatar.FlyCloak = req.FlycloakId
avatarFlycloakChangeNotify := &proto.AvatarFlycloakChangeNotify{
AvatarGuid: req.AvatarGuid,
FlycloakId: req.FlycloakId,
}
for _, scenePlayer := range scene.GetAllPlayer() {
g.SendMsg(cmd.AvatarFlycloakChangeNotify, scenePlayer.PlayerID, scenePlayer.ClientSeq, avatarFlycloakChangeNotify)
}
avatarWearFlycloakRsp := &proto.AvatarWearFlycloakRsp{
AvatarGuid: req.AvatarGuid,
FlycloakId: req.FlycloakId,
}
g.SendMsg(cmd.AvatarWearFlycloakRsp, player.PlayerID, player.ClientSeq, avatarWearFlycloakRsp)
}

View File

@@ -220,12 +220,10 @@ func (g *GameManager) DoGachaReq(player *model.Player, payloadMsg pb.Message) {
}
// 先扣掉粉球或蓝球再进行抽卡
g.CostUserItem(player.PlayerID, []*ChangeItem{
{
ItemId: costItemId,
ChangeCount: gachaTimes,
},
})
ok := g.CostUserItem(player.PlayerID, []*ChangeItem{{ItemId: costItemId, ChangeCount: gachaTimes}})
if !ok {
return
}
doGachaRsp := &proto.DoGachaRsp{
GachaType: gachaType,
@@ -272,8 +270,7 @@ func (g *GameManager) DoGachaReq(player *model.Player, payloadMsg pb.Message) {
g.AddUserAvatar(player.PlayerID, avatarId)
} else {
constellationItemId := itemId + 100
dbItem := player.GetDbItem()
if dbItem.GetItemCount(player, constellationItemId) < 6 {
if g.GetPlayerItemCount(player.PlayerID, constellationItemId) < 6 {
g.AddUserItem(player.PlayerID, []*ChangeItem{{ItemId: constellationItemId, ChangeCount: 1}}, false, 0)
}
}

View File

@@ -29,30 +29,43 @@ func (g *GameManager) GetAllItemDataConfig() map[int32]*gdconf.ItemData {
return allItemDataConfig
}
// AddUserItem 玩家添加物品
func (g *GameManager) AddUserItem(userId uint32, itemList []*ChangeItem, isHint bool, hintReason uint16) {
func (g *GameManager) GetPlayerItemCount(userId uint32, itemId uint32) uint32 {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
return 0
}
prop, ok := constant.VIRTUAL_ITEM_PROP[itemId]
if ok {
value := player.PropertiesMap[prop]
return value
} else {
dbItem := player.GetDbItem()
value := dbItem.GetItemCount(itemId)
return value
}
}
// AddUserItem 玩家添加物品
func (g *GameManager) AddUserItem(userId uint32, itemList []*ChangeItem, isHint bool, hintReason uint16) bool {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return false
}
dbItem := player.GetDbItem()
playerPropNotify := &proto.PlayerPropNotify{
PropMap: make(map[uint32]*proto.PropValue),
}
dbItem := player.GetDbItem()
for _, userItem := range itemList {
// 物品为虚拟物品则另外处理
switch userItem.ItemId {
case constant.ITEM_ID_RESIN, constant.ITEM_ID_LEGENDARY_KEY, constant.ITEM_ID_HCOIN, constant.ITEM_ID_SCOIN,
constant.ITEM_ID_MCOIN, constant.ITEM_ID_HOME_COIN:
// 树脂 传说任务钥匙 原石 摩拉 创世结晶 洞天宝钱
prop, ok := constant.VIRTUAL_ITEM_PROP[userItem.ItemId]
if !ok {
continue
}
// 角色属性物品数量增加
player.PropertiesMap[prop] += userItem.ChangeCount
storeItemChangeNotify := &proto.StoreItemChangeNotify{
StoreType: proto.StoreType_STORE_PACK,
ItemList: make([]*proto.Item, 0),
}
for _, changeItem := range itemList {
prop, exist := constant.VIRTUAL_ITEM_PROP[changeItem.ItemId]
if exist {
// 物品为虚拟物品 角色属性物品数量增加
player.PropertiesMap[prop] += changeItem.ChangeCount
playerPropNotify.PropMap[uint32(prop)] = &proto.PropValue{
Type: uint32(prop),
Val: int64(player.PropertiesMap[prop]),
@@ -60,36 +73,35 @@ func (g *GameManager) AddUserItem(userId uint32, itemList []*ChangeItem, isHint
Ival: int64(player.PropertiesMap[prop]),
},
}
case constant.ITEM_ID_PLAYER_EXP:
// 冒险阅历
g.AddUserPlayerExp(userId, userItem.ChangeCount)
default:
// 普通物品直接进背包
dbItem.AddItem(player, userItem.ItemId, userItem.ChangeCount)
// 特殊属性变化处理函数
switch changeItem.ItemId {
case constant.ITEM_ID_PLAYER_EXP:
// 冒险阅历
g.HandlePlayerExpAdd(userId)
}
} else {
// 物品为普通物品 直接进背包
// 校验背包物品容量 目前物品包括材料和家具
if dbItem.GetItemMapLen() > constant.STORE_PACK_LIMIT_MATERIAL+constant.STORE_PACK_LIMIT_FURNITURE {
return false
}
dbItem.AddItem(player, changeItem.ItemId, changeItem.ChangeCount)
}
}
if len(playerPropNotify.PropMap) > 0 {
g.SendMsg(cmd.PlayerPropNotify, userId, player.ClientSeq, playerPropNotify)
}
storeItemChangeNotify := &proto.StoreItemChangeNotify{
StoreType: proto.StoreType_STORE_PACK,
ItemList: make([]*proto.Item, 0),
}
for _, userItem := range itemList {
pbItem := &proto.Item{
ItemId: userItem.ItemId,
Guid: dbItem.GetItemGuid(userItem.ItemId),
ItemId: changeItem.ItemId,
Guid: dbItem.GetItemGuid(changeItem.ItemId),
Detail: &proto.Item_Material{
Material: &proto.Material{
Count: dbItem.GetItemCount(player, userItem.ItemId),
Count: dbItem.GetItemCount(changeItem.ItemId),
},
},
}
storeItemChangeNotify.ItemList = append(storeItemChangeNotify.ItemList, pbItem)
}
if len(playerPropNotify.PropMap) > 0 {
g.SendMsg(cmd.PlayerPropNotify, userId, player.ClientSeq, playerPropNotify)
}
g.SendMsg(cmd.StoreItemChangeNotify, userId, player.ClientSeq, storeItemChangeNotify)
if isHint {
if hintReason == 0 {
hintReason = uint16(proto.ActionReasonType_ACTION_REASON_SUBFIELD_DROP)
@@ -98,44 +110,46 @@ func (g *GameManager) AddUserItem(userId uint32, itemList []*ChangeItem, isHint
Reason: uint32(hintReason),
ItemList: make([]*proto.ItemHint, 0),
}
for _, userItem := range itemList {
for _, changeItem := range itemList {
itemAddHintNotify.ItemList = append(itemAddHintNotify.ItemList, &proto.ItemHint{
ItemId: userItem.ItemId,
Count: userItem.ChangeCount,
ItemId: changeItem.ItemId,
Count: changeItem.ChangeCount,
IsNew: false,
})
}
g.SendMsg(cmd.ItemAddHintNotify, userId, player.ClientSeq, itemAddHintNotify)
}
return true
}
func (g *GameManager) CostUserItem(userId uint32, itemList []*ChangeItem) {
func (g *GameManager) CostUserItem(userId uint32, itemList []*ChangeItem) bool {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
return false
}
dbItem := player.GetDbItem()
playerPropNotify := &proto.PlayerPropNotify{
PropMap: make(map[uint32]*proto.PropValue),
}
dbItem := player.GetDbItem()
for _, userItem := range itemList {
// 物品为虚拟物品则另外处理
switch userItem.ItemId {
case constant.ITEM_ID_RESIN, constant.ITEM_ID_LEGENDARY_KEY, constant.ITEM_ID_HCOIN, constant.ITEM_ID_SCOIN,
constant.ITEM_ID_MCOIN, constant.ITEM_ID_HOME_COIN:
// 树脂 传说任务钥匙 原石 摩拉 创世结晶 洞天宝钱
prop, ok := constant.VIRTUAL_ITEM_PROP[userItem.ItemId]
if !ok {
continue
}
// 角色属性物品数量减少
if player.PropertiesMap[prop] < userItem.ChangeCount {
player.PropertiesMap[prop] = 0
} else {
player.PropertiesMap[prop] -= userItem.ChangeCount
}
storeItemChangeNotify := &proto.StoreItemChangeNotify{
StoreType: proto.StoreType_STORE_PACK,
ItemList: make([]*proto.Item, 0),
}
storeItemDelNotify := &proto.StoreItemDelNotify{
StoreType: proto.StoreType_STORE_PACK,
GuidList: make([]uint64, 0),
}
for _, changeItem := range itemList {
// 检查剩余道具数量
count := g.GetPlayerItemCount(player.PlayerID, changeItem.ItemId)
if count < changeItem.ChangeCount {
return false
}
prop, exist := constant.VIRTUAL_ITEM_PROP[changeItem.ItemId]
if exist {
// 物品为虚拟物品 角色属性物品数量减少
player.PropertiesMap[prop] -= changeItem.ChangeCount
playerPropNotify.PropMap[uint32(prop)] = &proto.PropValue{
Type: uint32(prop),
Val: int64(player.PropertiesMap[prop]),
@@ -143,53 +157,42 @@ func (g *GameManager) CostUserItem(userId uint32, itemList []*ChangeItem) {
Ival: int64(player.PropertiesMap[prop]),
},
}
case constant.ITEM_ID_PLAYER_EXP:
// 冒险阅历应该也没人会去扣吧?
default:
// 普通物品直接扣除
dbItem.CostItem(player, userItem.ItemId, userItem.ChangeCount)
// 特殊属性变化处理函数
switch changeItem.ItemId {
case constant.ITEM_ID_PLAYER_EXP:
// 冒险阅历应该也没人会去扣吧?
g.HandlePlayerExpAdd(userId)
}
} else {
// 物品为普通物品 直接扣除
dbItem.CostItem(player, changeItem.ItemId, changeItem.ChangeCount)
}
count = g.GetPlayerItemCount(player.PlayerID, changeItem.ItemId)
if count > 0 {
pbItem := &proto.Item{
ItemId: changeItem.ItemId,
Guid: dbItem.GetItemGuid(changeItem.ItemId),
Detail: &proto.Item_Material{
Material: &proto.Material{
Count: count,
},
},
}
storeItemChangeNotify.ItemList = append(storeItemChangeNotify.ItemList, pbItem)
} else if count == 0 {
storeItemDelNotify.GuidList = append(storeItemDelNotify.GuidList, dbItem.GetItemGuid(changeItem.ItemId))
}
}
if len(playerPropNotify.PropMap) > 0 {
g.SendMsg(cmd.PlayerPropNotify, userId, player.ClientSeq, playerPropNotify)
}
storeItemChangeNotify := &proto.StoreItemChangeNotify{
StoreType: proto.StoreType_STORE_PACK,
ItemList: make([]*proto.Item, 0),
}
for _, userItem := range itemList {
count := dbItem.GetItemCount(player, userItem.ItemId)
if count == 0 {
continue
}
pbItem := &proto.Item{
ItemId: userItem.ItemId,
Guid: dbItem.GetItemGuid(userItem.ItemId),
Detail: &proto.Item_Material{
Material: &proto.Material{
Count: count,
},
},
}
storeItemChangeNotify.ItemList = append(storeItemChangeNotify.ItemList, pbItem)
if len(playerPropNotify.PropMap) > 0 {
g.SendMsg(cmd.PlayerPropNotify, userId, player.ClientSeq, playerPropNotify)
}
if len(storeItemChangeNotify.ItemList) > 0 {
g.SendMsg(cmd.StoreItemChangeNotify, userId, player.ClientSeq, storeItemChangeNotify)
}
storeItemDelNotify := &proto.StoreItemDelNotify{
StoreType: proto.StoreType_STORE_PACK,
GuidList: make([]uint64, 0),
}
for _, userItem := range itemList {
count := dbItem.GetItemCount(player, userItem.ItemId)
if count > 0 {
continue
}
storeItemDelNotify.GuidList = append(storeItemDelNotify.GuidList, dbItem.GetItemGuid(userItem.ItemId))
}
if len(storeItemDelNotify.GuidList) > 0 {
g.SendMsg(cmd.StoreItemDelNotify, userId, player.ClientSeq, storeItemDelNotify)
}
return true
}

View File

@@ -74,20 +74,19 @@ func (g *GameManager) BuyGoodsReq(player *model.Player, payloadMsg pb.Message) {
return
}
dbItem := player.GetDbItem()
if dbItem.GetItemCount(player, 201) < costHcoinCount {
if g.GetPlayerItemCount(player.PlayerID, 201) < costHcoinCount {
return
}
ok := g.CostUserItem(player.PlayerID, []*ChangeItem{{ItemId: 201, ChangeCount: costHcoinCount}})
if !ok {
return
}
g.CostUserItem(player.PlayerID, []*ChangeItem{{
ItemId: 201,
ChangeCount: costHcoinCount,
}})
g.AddUserItem(player.PlayerID, []*ChangeItem{{
ItemId: buyItemId,
ChangeCount: buyItemCount,
}}, true, uint16(proto.ActionReasonType_ACTION_REASON_SHOP))
req.Goods.BoughtNum = dbItem.GetItemCount(player, buyItemId)
req.Goods.BoughtNum = g.GetPlayerItemCount(player.PlayerID, buyItemId)
buyGoodsRsp := &proto.BuyGoodsRsp{
ShopType: req.ShopType,
@@ -104,14 +103,13 @@ func (g *GameManager) McoinExchangeHcoinReq(player *model.Player, payloadMsg pb.
}
count := req.Hcoin
dbItem := player.GetDbItem()
if dbItem.GetItemCount(player, 203) < count {
if g.GetPlayerItemCount(player.PlayerID, 203) < count {
return
}
ok := g.CostUserItem(player.PlayerID, []*ChangeItem{{ItemId: 203, ChangeCount: count}})
if !ok {
return
}
g.CostUserItem(player.PlayerID, []*ChangeItem{{
ItemId: 203,
ChangeCount: count,
}})
g.AddUserItem(player.PlayerID, []*ChangeItem{{
ItemId: 201,

View File

@@ -124,13 +124,6 @@ func (g *GameManager) WeaponAwakenReq(player *model.Player, payloadMsg pb.Messag
logger.Error("weapon config cost coin error, itemId: %v", weapon.ItemId)
return
}
// 摩拉数量是否足够
dbItem := player.GetDbItem()
if dbItem.GetItemCount(player, constant.ITEM_ID_SCOIN) < weaponConfig.AwakenCoinCostList[weapon.Refinement] {
logger.Error("item count not enough, itemId: %v", constant.ITEM_ID_SCOIN)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
return
}
// 一星二星的武器不能精炼
if weaponConfig.EquipLevel < constant.WEAPON_AWAKEN_MIN_EQUIPLEVEL {
logger.Error("weapon equip level le 3, itemId: %v", weapon.ItemId)
@@ -208,24 +201,24 @@ func (g *GameManager) WeaponAwakenReq(player *model.Player, payloadMsg pb.Messag
return
}
// 消耗作为精炼材料的道具
g.CostUserItem(player.PlayerID, []*ChangeItem{
{
ItemId: item.ItemId,
ChangeCount: 1,
},
})
ok = g.CostUserItem(player.PlayerID, []*ChangeItem{{ItemId: item.ItemId, ChangeCount: 1}})
if !ok {
logger.Error("item count not enough, uid: %v", player.PlayerID)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
return
}
default:
logger.Error("weapon awaken item type error, itemType: %v", itemDataConfig.Type)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{})
return
}
// 消耗摩拉
g.CostUserItem(player.PlayerID, []*ChangeItem{
{
ItemId: constant.ITEM_ID_SCOIN,
ChangeCount: weaponConfig.AwakenCoinCostList[weapon.Refinement],
},
})
ok = g.CostUserItem(player.PlayerID, []*ChangeItem{{ItemId: constant.ITEM_ID_SCOIN, ChangeCount: weaponConfig.AwakenCoinCostList[weapon.Refinement]}})
if !ok {
logger.Error("item count not enough, uid: %v", player.PlayerID)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
return
}
weaponAwakenRsp := &proto.WeaponAwakenRsp{
AvatarGuid: 0,
@@ -313,9 +306,8 @@ func (g *GameManager) WeaponPromoteReq(player *model.Player, payloadMsg pb.Messa
ChangeCount: uint32(weaponPromoteConfig.CostCoin),
})
// 突破材料以及摩拉是否足够
dbItem := player.GetDbItem()
for _, item := range costItemList {
if dbItem.GetItemCount(player, item.ItemId) < item.ChangeCount {
if g.GetPlayerItemCount(player.PlayerID, item.ItemId) < item.ChangeCount {
logger.Error("item count not enough, itemId: %v", item.ItemId)
// 摩拉的错误提示与材料不同
if item.ItemId == constant.ITEM_ID_SCOIN {
@@ -332,7 +324,14 @@ func (g *GameManager) WeaponPromoteReq(player *model.Player, payloadMsg pb.Messa
return
}
// 消耗突破材料和摩拉
g.CostUserItem(player.PlayerID, costItemList)
ok = g.CostUserItem(player.PlayerID, costItemList)
if !ok {
if !ok {
logger.Error("item count not enough, uid: %v", player.PlayerID)
g.SendError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
return
}
}
// 突破前的信息
oldPromote := weapon.Promote
@@ -582,9 +581,8 @@ func (g *GameManager) WeaponUpgradeReq(player *model.Player, payloadMsg pb.Messa
ChangeCount: coinCost,
})
// 校验物品是否足够
dbItem := player.GetDbItem()
for _, item := range costItemList {
if dbItem.GetItemCount(player, item.ItemId) < item.ChangeCount {
if g.GetPlayerItemCount(player.PlayerID, item.ItemId) < item.ChangeCount {
logger.Error("item count not enough, itemId: %v", item.ItemId)
// 摩拉的错误提示与材料不同
if item.ItemId == constant.ITEM_ID_SCOIN {
@@ -617,7 +615,12 @@ func (g *GameManager) WeaponUpgradeReq(player *model.Player, payloadMsg pb.Messa
costWeaponIdList = append(costWeaponIdList, foodWeapon.WeaponId)
}
// 消耗升级材料和摩拉
g.CostUserItem(player.PlayerID, costItemList)
ok = g.CostUserItem(player.PlayerID, costItemList)
if !ok {
logger.Error("item count not enough, uid: %v", player.PlayerID)
g.SendError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
return
}
// 消耗作为升级材料的武器
g.CostUserWeapon(player.PlayerID, costWeaponIdList)
// 武器升级前的信息

View File

@@ -82,7 +82,8 @@ type PlayerRegInfo struct {
}
// CheckUserExistOnReg 玩家注册检查是否已存在
func (u *UserManager) CheckUserExistOnReg(userId uint32, req *proto.SetPlayerBornDataReq, clientSeq uint32, gateAppId string) (exist bool, asyncWait bool) {
func (u *UserManager) CheckUserExistOnReg(userId uint32,
req *proto.SetPlayerBornDataReq, clientSeq uint32, gateAppId string) (exist bool, asyncWait bool) {
_, exist = u.playerMap[userId]
if exist {
return true, false

View File

@@ -1,7 +1,5 @@
package model
import "hk4e/common/constant"
type DbItem struct {
ItemMap map[uint32]*Item // 道具仓库
}
@@ -37,28 +35,21 @@ func (i *DbItem) GetItemGuid(itemId uint32) uint64 {
return itemInfo.Guid
}
func (i *DbItem) GetItemCount(player *Player, itemId uint32) uint32 {
prop, ok := constant.VIRTUAL_ITEM_PROP[itemId]
if ok {
value := player.PropertiesMap[prop]
return value
} else {
itemInfo := i.ItemMap[itemId]
if itemInfo == nil {
return 0
}
return itemInfo.Count
func (i *DbItem) GetItemCount(itemId uint32) uint32 {
itemInfo := i.ItemMap[itemId]
if itemInfo == nil {
return 0
}
return itemInfo.Count
}
func (i *DbItem) GetItemMapLen() int {
return len(i.ItemMap)
}
func (i *DbItem) AddItem(player *Player, itemId uint32, count uint32) {
itemInfo := i.ItemMap[itemId]
if itemInfo == nil {
// 该物品为新物品时校验背包物品容量
// 目前物品包括材料和家具
if len(i.ItemMap) > constant.STORE_PACK_LIMIT_MATERIAL+constant.STORE_PACK_LIMIT_FURNITURE {
return
}
itemInfo = &Item{
ItemId: itemId,
Count: 0,
@@ -76,14 +67,12 @@ func (i *DbItem) CostItem(player *Player, itemId uint32, count uint32) {
return
}
if itemInfo.Count < count {
itemInfo.Count = 0
} else {
itemInfo.Count -= count
return
}
itemInfo.Count -= count
i.ItemMap[itemId] = itemInfo
if itemInfo.Count == 0 {
delete(i.ItemMap, itemId)
delete(player.GameObjectGuidMap, itemInfo.Guid)
} else {
i.ItemMap[itemId] = itemInfo
}
}