优化架构

This commit is contained in:
huangxiaolei
2022-11-23 18:05:11 +08:00
parent 3efed3defe
commit 43403202b5
6760 changed files with 33748 additions and 554768 deletions

111
gs/model/Item.go Normal file
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package model
import (
"hk4e/gs/constant"
)
type Item struct {
ItemId uint32 `bson:"itemId"` // 道具id
Count uint32 `bson:"count"` // 道具数量
Guid uint64 `bson:"-"`
}
func (p *Player) InitAllItem() {
for itemId, item := range p.ItemMap {
item.Guid = p.GetNextGameObjectGuid()
p.ItemMap[itemId] = item
}
}
func (p *Player) GetItemGuid(itemId uint32) uint64 {
itemInfo := p.ItemMap[itemId]
if itemInfo == nil {
return 0
}
return itemInfo.Guid
}
func (p *Player) GetItemCount(itemId uint32) uint32 {
isVirtualItem, prop := p.GetVirtualItemProp(itemId)
if isVirtualItem {
value := p.PropertiesMap[prop]
return value
} else {
itemInfo := p.ItemMap[itemId]
if itemInfo == nil {
return 0
}
return itemInfo.Count
}
}
// 虚拟道具如下 实际值存在玩家的属性上
// 原石 201
// 摩拉 202
// 创世结晶 203
// 树脂 106
// 传说任务钥匙 107
// 洞天宝钱 204
func (p *Player) GetVirtualItemProp(itemId uint32) (isVirtualItem bool, prop uint16) {
switch itemId {
case 106:
return true, constant.PlayerPropertyConst.PROP_PLAYER_RESIN
case 107:
return true, constant.PlayerPropertyConst.PROP_PLAYER_LEGENDARY_KEY
case 201:
return true, constant.PlayerPropertyConst.PROP_PLAYER_HCOIN
case 202:
return true, constant.PlayerPropertyConst.PROP_PLAYER_SCOIN
case 203:
return true, constant.PlayerPropertyConst.PROP_PLAYER_MCOIN
case 204:
return true, constant.PlayerPropertyConst.PROP_PLAYER_HOME_COIN
default:
return false, 0
}
}
func (p *Player) AddItem(itemId uint32, count uint32) {
isVirtualItem, prop := p.GetVirtualItemProp(itemId)
if isVirtualItem {
value := p.PropertiesMap[prop]
value += count
p.PropertiesMap[prop] = value
} else {
itemInfo := p.ItemMap[itemId]
if itemInfo == nil {
itemInfo = &Item{
ItemId: itemId,
Count: 0,
Guid: p.GetNextGameObjectGuid(),
}
}
itemInfo.Count += count
p.ItemMap[itemId] = itemInfo
}
}
func (p *Player) CostItem(itemId uint32, count uint32) {
isVirtualItem, prop := p.GetVirtualItemProp(itemId)
if isVirtualItem {
value := p.PropertiesMap[prop]
if value < count {
value = 0
} else {
value -= count
}
p.PropertiesMap[prop] = value
} else {
itemInfo := p.ItemMap[itemId]
if itemInfo == nil {
return
}
if itemInfo.Count < count {
itemInfo.Count = 0
} else {
itemInfo.Count -= count
}
p.ItemMap[itemId] = itemInfo
}
}

173
gs/model/avatar.go Normal file
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package model
import (
gdc "hk4e/gs/config"
"hk4e/gs/constant"
"time"
)
type Avatar struct {
AvatarId uint32 `bson:"avatarId"` // 角色id
Level uint8 `bson:"level"` // 等级
Exp uint32 `bson:"exp"` // 经验值
Promote uint8 `bson:"promote"` // 突破等阶
Satiation uint32 `bson:"satiation"` // 饱食度
SatiationPenalty uint32 `bson:"satiationPenalty"` // 饱食度溢出
CurrHP float64 `bson:"currHP"` // 当前生命值
CurrEnergy float64 `bson:"currEnergy"` // 当前元素能量值
FetterList []uint32 `bson:"fetterList"` // 资料解锁条目
SkillLevelMap map[uint32]uint32 `bson:"skillLevelMap"` // 技能等级
SkillExtraChargeMap map[uint32]uint32 `bson:"skillExtraChargeMap"`
ProudSkillBonusMap map[uint32]uint32 `bson:"proudSkillBonusMap"`
SkillDepotId uint32 `bson:"skillDepotId"`
CoreProudSkillLevel uint8 `bson:"coreProudSkillLevel"` // 已解锁命之座层数
TalentIdList []uint32 `bson:"talentIdList"` // 已解锁命之座技能列表
ProudSkillList []uint32 `bson:"proudSkillList"` // 被动技能列表
FlyCloak uint32 `bson:"flyCloak"` // 当前风之翼
Costume uint32 `bson:"costume"` // 当前衣装
BornTime int64 `bson:"bornTime"` // 获得时间
FetterLevel uint8 `bson:"fetterLevel"` // 好感度等级
FetterExp uint32 `bson:"fetterExp"` // 好感度经验
NameCardRewardId uint32 `bson:"nameCardRewardId"`
NameCardId uint32 `bson:"nameCardId"`
Guid uint64 `bson:"-"`
EquipGuidList map[uint64]uint64 `bson:"-"`
EquipWeapon *Weapon `bson:"-"`
EquipReliquaryList []*Reliquary `bson:"-"`
FightPropMap map[uint32]float32 `bson:"-"`
ExtraAbilityEmbryos map[string]bool `bson:"-"`
}
func (p *Player) InitAllAvatar() {
for _, avatar := range p.AvatarMap {
p.InitAvatar(avatar)
}
}
func (p *Player) InitAvatar(avatar *Avatar) {
avatarDataConfig := gdc.CONF.AvatarDataMap[int32(avatar.AvatarId)]
// 角色战斗属性
avatar.FightPropMap = make(map[uint32]float32)
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_NONE)] = 0.0
// 白字攻防血
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_ATTACK)] = float32(avatarDataConfig.GetBaseAttackByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_DEFENSE)] = float32(avatarDataConfig.GetBaseDefenseByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP)] = float32(avatarDataConfig.GetBaseHpByLevel(avatar.Level))
// 白字+绿字攻防血
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_ATTACK)] = float32(avatarDataConfig.GetBaseAttackByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_DEFENSE)] = float32(avatarDataConfig.GetBaseDefenseByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP)] = float32(avatarDataConfig.GetBaseHpByLevel(avatar.Level))
// 当前血量
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP)] = float32(avatar.CurrHP)
// 双暴
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CRITICAL)] = float32(avatarDataConfig.Critical)
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CRITICAL_HURT)] = float32(avatarDataConfig.CriticalHurt)
// 元素充能
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CHARGE_EFFICIENCY)] = 1.0
p.SetCurrEnergy(avatar, avatar.CurrEnergy, true)
// guid
avatar.Guid = p.GetNextGameObjectGuid()
p.GameObjectGuidMap[avatar.Guid] = GameObject(avatar)
avatar.EquipGuidList = make(map[uint64]uint64)
p.AvatarMap[avatar.AvatarId] = avatar
return
}
func (p *Player) AddAvatar(avatarId uint32) {
avatarDataConfig := gdc.CONF.AvatarDataMap[int32(avatarId)]
skillDepotId := int32(0)
// 主角要单独设置
if avatarId == 10000005 {
skillDepotId = 504
} else if avatarId == 10000007 {
skillDepotId = 704
} else {
skillDepotId = avatarDataConfig.SkillDepotId
}
avatarSkillDepotDataConfig := gdc.CONF.AvatarSkillDepotDataMap[skillDepotId]
avatar := &Avatar{
AvatarId: avatarId,
Level: 1,
Exp: 0,
Promote: 0,
Satiation: 0,
SatiationPenalty: 0,
CurrHP: 0,
CurrEnergy: 0,
FetterList: nil,
SkillLevelMap: make(map[uint32]uint32),
SkillExtraChargeMap: make(map[uint32]uint32),
ProudSkillBonusMap: nil,
SkillDepotId: uint32(avatarSkillDepotDataConfig.Id),
CoreProudSkillLevel: 0,
TalentIdList: make([]uint32, 0),
ProudSkillList: make([]uint32, 0),
FlyCloak: 140001,
Costume: 0,
BornTime: time.Now().Unix(),
FetterLevel: 1,
FetterExp: 0,
NameCardRewardId: 0,
NameCardId: 0,
Guid: 0,
EquipGuidList: nil,
EquipWeapon: nil,
EquipReliquaryList: nil,
FightPropMap: nil,
ExtraAbilityEmbryos: nil,
}
if avatarSkillDepotDataConfig.EnergySkill > 0 {
avatar.SkillLevelMap[uint32(avatarSkillDepotDataConfig.EnergySkill)] = 1
}
for _, skillId := range avatarSkillDepotDataConfig.Skills {
if skillId > 0 {
avatar.SkillLevelMap[uint32(skillId)] = 1
}
}
for _, openData := range avatarSkillDepotDataConfig.InherentProudSkillOpens {
if openData.ProudSkillGroupId == 0 {
continue
}
if openData.NeedAvatarPromoteLevel <= int32(avatar.Promote) {
proudSkillId := (openData.ProudSkillGroupId * 100) + 1
// TODO if GameData.getProudSkillDataMap().containsKey(proudSkillId) java
avatar.ProudSkillList = append(avatar.ProudSkillList, uint32(proudSkillId))
}
}
avatar.CurrHP = avatarDataConfig.GetBaseHpByLevel(avatar.Level)
p.InitAvatar(avatar)
p.AvatarMap[avatarId] = avatar
}
func (p *Player) SetCurrEnergy(avatar *Avatar, value float64, max bool) {
avatarDataConfig := gdc.CONF.AvatarDataMap[int32(avatar.AvatarId)]
avatarSkillDepotDataConfig := gdc.CONF.AvatarSkillDepotDataMap[avatarDataConfig.SkillDepotId]
if avatarSkillDepotDataConfig == nil || avatarSkillDepotDataConfig.EnergySkillData == nil {
return
}
element := avatarSkillDepotDataConfig.ElementType
avatar.FightPropMap[uint32(element.MaxEnergyProp)] = float32(avatarSkillDepotDataConfig.EnergySkillData.CostElemVal)
if max {
avatar.FightPropMap[uint32(element.CurrEnergyProp)] = float32(avatarSkillDepotDataConfig.EnergySkillData.CostElemVal)
} else {
avatar.FightPropMap[uint32(element.CurrEnergyProp)] = float32(value)
}
}
func (p *Player) WearWeapon(avatarId uint32, weaponId uint64) {
avatar := p.AvatarMap[avatarId]
weapon := p.WeaponMap[weaponId]
avatar.EquipWeapon = weapon
weapon.AvatarId = avatarId
avatar.EquipGuidList[weapon.Guid] = weapon.Guid
}
func (p *Player) TakeOffWeapon(avatarId uint32, weaponId uint64) {
avatar := p.AvatarMap[avatarId]
weapon := p.WeaponMap[weaponId]
avatar.EquipWeapon = nil
weapon.AvatarId = 0
delete(avatar.EquipGuidList, weapon.Guid)
}

16
gs/model/chat.go Normal file
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package model
const (
ChatMsgTypeText = iota
ChatMsgTypeIcon
)
type ChatMsg struct {
Time uint32 `bson:"time"`
ToUid uint32 `bson:"toUid"`
Uid uint32 `bson:"uid"`
IsRead bool `bson:"isRead"`
MsgType uint8 `bson:"msgType"`
Text string `bson:"text"`
Icon uint32 `bson:"icon"`
}

51
gs/model/drop.go Normal file
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package model
type GachaPoolInfo struct {
GachaType uint32 `bson:"gachaType"` // 卡池类型
OrangeTimes uint32 `bson:"orangeTimes"` // 5星保底计数
PurpleTimes uint32 `bson:"purpleTimes"` // 4星保底计数
MustGetUpOrange bool `bson:"mustGetUpOrange"` // 是否5星大保底
MustGetUpPurple bool `bson:"mustGetUpPurple"` // 是否4星大保底
}
type DropInfo struct {
GachaPoolInfo map[uint32]*GachaPoolInfo `bson:"gachaPoolInfo"`
}
func NewDropInfo() (r *DropInfo) {
r = new(DropInfo)
r.GachaPoolInfo = make(map[uint32]*GachaPoolInfo)
r.GachaPoolInfo[300] = &GachaPoolInfo{
// 温迪
GachaType: 300,
OrangeTimes: 0,
PurpleTimes: 0,
MustGetUpOrange: false,
MustGetUpPurple: false,
}
r.GachaPoolInfo[400] = &GachaPoolInfo{
// 可莉
GachaType: 400,
OrangeTimes: 0,
PurpleTimes: 0,
MustGetUpOrange: false,
MustGetUpPurple: false,
}
r.GachaPoolInfo[431] = &GachaPoolInfo{
// 阿莫斯之弓&天空之傲
GachaType: 431,
OrangeTimes: 0,
PurpleTimes: 0,
MustGetUpOrange: false,
MustGetUpPurple: false,
}
r.GachaPoolInfo[201] = &GachaPoolInfo{
// 常驻
GachaType: 201,
OrangeTimes: 0,
PurpleTimes: 0,
MustGetUpOrange: false,
MustGetUpPurple: false,
}
return r
}

93
gs/model/player.go Normal file
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package model
import (
"go.mongodb.org/mongo-driver/bson/primitive"
)
const (
DbInsert = iota
DbDelete
DbUpdate
DbNormal
DbOffline
)
const (
SceneNone = iota
SceneInitFinish
SceneEnterDone
)
type GameObject interface {
}
type Player struct {
// 离线数据
ID primitive.ObjectID `bson:"_id,omitempty"`
PlayerID uint32 `bson:"playerID"` // 玩家uid
NickName string `bson:"nickname"` // 玩家昵称
Signature string `bson:"signature"` // 玩家签名
HeadImage uint32 `bson:"headImage"` // 玩家头像
NameCard uint32 `bson:"nameCard"` // 当前名片
NameCardList []uint32 `bson:"nameCardList"` // 已解锁名片列表
FriendList map[uint32]bool `bson:"friendList"` // 好友uid列表
FriendApplyList map[uint32]bool `bson:"friendApplyList"` // 好友申请uid列表
OfflineTime uint32 `bson:"offlineTime"` // 离线时间点
OnlineTime uint32 `bson:"onlineTime"` // 上线时间点
TotalOnlineTime uint32 `bson:"totalOnlineTime"` // 玩家累计在线时长
PropertiesMap map[uint16]uint32 `bson:"propertiesMap"` // 玩家自身相关的一些属性
RegionId uint32 `bson:"regionId"` // regionId
FlyCloakList []uint32 `bson:"flyCloakList"` // 风之翼列表
CostumeList []uint32 `bson:"costumeList"` // 角色衣装列表
SceneId uint32 `bson:"sceneId"` // 场景
Pos *Vector `bson:"pos"` // 玩家坐标
Rot *Vector `bson:"rot"` // 玩家朝向
ItemMap map[uint32]*Item `bson:"itemMap"` // 玩家统一大背包仓库
WeaponMap map[uint64]*Weapon `bson:"weaponMap"` // 玩家武器背包
ReliquaryMap map[uint64]*Reliquary `bson:"reliquaryMap"` // 玩家圣遗物背包
TeamConfig *TeamInfo `bson:"teamConfig"` // 队伍配置
AvatarMap map[uint32]*Avatar `bson:"avatarMap"` // 角色信息
DropInfo *DropInfo `bson:"dropInfo"` // 掉落信息
MainCharAvatarId uint32 `bson:"mainCharAvatarId"` // 主角id
ChatMsgMap map[uint32][]*ChatMsg `bson:"chatMsgMap"` // 聊天信息
// 在线数据
EnterSceneToken uint32 `bson:"-"` // 玩家的世界进入令牌
DbState int `bson:"-"` // 数据库存档状态
WorldId uint32 `bson:"-"` // 所在的世界id
PeerId uint32 `bson:"-"` // 多人世界的玩家编号
GameObjectGuidCounter uint64 `bson:"-"` // 游戏对象guid计数器
ClientTime uint32 `bson:"-"` // 玩家客户端的本地时钟
ClientRTT uint32 `bson:"-"` // 玩家客户端往返时延
GameObjectGuidMap map[uint64]GameObject `bson:"-"` // 游戏对象guid映射表
Online bool `bson:"-"` // 在线状态
Pause bool `bson:"-"` // 暂停状态
SceneLoadState int `bson:"-"` // 场景加载状态
CoopApplyMap map[uint32]int64 `bson:"-"` // 敲门申请的玩家uid及时间
ClientSeq uint32 `bson:"-"`
}
func (p *Player) GetNextGameObjectGuid() uint64 {
p.GameObjectGuidCounter++
return uint64(p.PlayerID)<<32 + p.GameObjectGuidCounter
}
func (p *Player) InitAll() {
p.GameObjectGuidMap = make(map[uint64]GameObject)
p.CoopApplyMap = make(map[uint32]int64)
p.InitAllAvatar()
p.InitAllWeapon()
p.InitAllItem()
p.InitAllReliquary()
}
func (p *Player) InitAllReliquary() {
for reliquaryId, reliquary := range p.ReliquaryMap {
reliquary.Guid = p.GetNextGameObjectGuid()
p.ReliquaryMap[reliquaryId] = reliquary
if reliquary.AvatarId != 0 {
avatar := p.AvatarMap[reliquary.AvatarId]
avatar.EquipGuidList[reliquary.Guid] = reliquary.Guid
avatar.EquipReliquaryList = append(avatar.EquipReliquaryList, reliquary)
}
}
}

16
gs/model/reliquary.go Normal file
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package model
type Reliquary struct {
ReliquaryId uint64 `bson:"reliquaryId"` // 圣遗物的唯一id
ItemId uint32 `bson:"itemId"` // 圣遗物的道具id
Level uint8 `bson:"level"` // 等级
Exp uint32 `bson:"exp"` // 当前经验值
TotalExp uint32 `bson:"totalExp"` // 升级所需总经验值
Promote uint8 `bson:"promote"` // 突破等阶
Lock bool `bson:"lock"` // 锁定状态
AffixIdList []uint32 `bson:"affixIdList"` // 词缀
Refinement uint8 `bson:"refinement"` // 精炼等阶
MainPropId uint32 `bson:"mainPropId"` // 主词条id
AvatarId uint32 `bson:"avatarId"` // 装备角色id
Guid uint64 `bson:"-"`
}

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gs/model/team.go Normal file
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package model
import (
gdc "hk4e/gs/config"
"hk4e/gs/constant"
)
type Team struct {
Name string `bson:"name"`
AvatarIdList []uint32 `bson:"avatarIdList"`
}
type TeamInfo struct {
TeamList []*Team `bson:"teamList"`
CurrTeamIndex uint8 `bson:"currTeamIndex"`
CurrAvatarIndex uint8 `bson:"currAvatarIndex"`
TeamResonances map[uint16]bool `bson:"-"`
TeamResonancesConfig map[int32]bool `bson:"-"`
}
func NewTeamInfo() (r *TeamInfo) {
r = &TeamInfo{
TeamList: []*Team{
{Name: "冒险", AvatarIdList: make([]uint32, 4)},
{Name: "委托", AvatarIdList: make([]uint32, 4)},
{Name: "秘境", AvatarIdList: make([]uint32, 4)},
{Name: "联机", AvatarIdList: make([]uint32, 4)},
},
CurrTeamIndex: 0,
CurrAvatarIndex: 0,
}
return r
}
func (t *TeamInfo) UpdateTeam() {
activeTeam := t.GetActiveTeam()
// 队伍元素共鸣
t.TeamResonances = make(map[uint16]bool)
t.TeamResonancesConfig = make(map[int32]bool)
teamElementTypeCountMap := make(map[uint16]uint8)
avatarSkillDepotDataMapConfig := gdc.CONF.AvatarSkillDepotDataMap
for _, avatarId := range activeTeam.AvatarIdList {
if avatarId == 0 {
break
}
skillData := avatarSkillDepotDataMapConfig[int32(avatarId)]
if skillData != nil {
teamElementTypeCountMap[skillData.ElementType.Value] += 1
}
}
for k, v := range teamElementTypeCountMap {
if v >= 2 {
element := constant.ElementTypeConst.VALUE_MAP[k]
if element.TeamResonanceId != 0 {
t.TeamResonances[element.TeamResonanceId] = true
t.TeamResonancesConfig[element.ConfigHash] = true
}
}
}
if len(t.TeamResonances) == 0 {
t.TeamResonances[constant.ElementTypeConst.Default.TeamResonanceId] = true
t.TeamResonancesConfig[int32(constant.ElementTypeConst.Default.TeamResonanceId)] = true
}
}
func (t *TeamInfo) GetActiveTeamId() uint8 {
return t.CurrTeamIndex + 1
}
func (t *TeamInfo) GetTeamByIndex(teamIndex uint8) *Team {
if t.TeamList == nil {
return nil
}
if teamIndex >= uint8(len(t.TeamList)) {
return nil
}
activeTeam := t.TeamList[teamIndex]
return activeTeam
}
func (t *TeamInfo) GetActiveTeam() *Team {
return t.GetTeamByIndex(t.CurrTeamIndex)
}
func (t *TeamInfo) ClearTeamAvatar(teamIndex uint8) {
team := t.GetTeamByIndex(teamIndex)
if team == nil {
return
}
team.AvatarIdList = make([]uint32, 4)
}
func (t *TeamInfo) AddAvatarToTeam(avatarId uint32, teamIndex uint8) {
team := t.GetTeamByIndex(teamIndex)
if team == nil {
return
}
for i, v := range team.AvatarIdList {
if v == 0 {
team.AvatarIdList[i] = avatarId
break
}
}
}
func (t *TeamInfo) GetActiveAvatarId() uint32 {
activeTeam := t.GetActiveTeam()
if activeTeam == nil {
return 0
}
if t.CurrAvatarIndex >= uint8(len(activeTeam.AvatarIdList)) {
return 0
}
return activeTeam.AvatarIdList[t.CurrAvatarIndex]
}

7
gs/model/vector.go Normal file
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package model
type Vector struct {
X float64 `bson:"x"`
Y float64 `bson:"y"`
Z float64 `bson:"z"`
}

76
gs/model/weapon.go Normal file
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package model
import (
gdc "hk4e/gs/config"
)
type Weapon struct {
WeaponId uint64 `bson:"weaponId"` // 武器的唯一id
ItemId uint32 `bson:"itemId"` // 武器的道具id
Level uint8 `bson:"level"` // 等级
Exp uint32 `bson:"exp"` // 当前经验值
TotalExp uint32 `bson:"totalExp"` // 升级所需总经验值
Promote uint8 `bson:"promote"` // 突破等阶
Lock bool `bson:"lock"` // 锁定状态
AffixIdList []uint32 `bson:"affixIdList"` // 词缀
Refinement uint8 `bson:"refinement"` // 精炼等阶
MainPropId uint32 `bson:"mainPropId"` // 主词条id
AvatarId uint32 `bson:"avatarId"` // 装备角色id
Guid uint64 `bson:"-"`
}
func (p *Player) InitWeapon(weapon *Weapon) {
weapon.Guid = p.GetNextGameObjectGuid()
p.GameObjectGuidMap[weapon.Guid] = GameObject(weapon)
p.WeaponMap[weapon.WeaponId] = weapon
if weapon.AvatarId != 0 {
avatar := p.AvatarMap[weapon.AvatarId]
avatar.EquipGuidList[weapon.Guid] = weapon.Guid
avatar.EquipWeapon = weapon
}
return
}
func (p *Player) InitAllWeapon() {
for _, weapon := range p.WeaponMap {
p.InitWeapon(weapon)
}
}
func (p *Player) GetWeaponGuid(weaponId uint64) uint64 {
weaponInfo := p.WeaponMap[weaponId]
if weaponInfo == nil {
return 0
}
return weaponInfo.Guid
}
func (p *Player) GetWeapon(weaponId uint64) *Weapon {
return p.WeaponMap[weaponId]
}
func (p *Player) AddWeapon(itemId uint32, weaponId uint64) {
weapon := &Weapon{
WeaponId: weaponId,
ItemId: itemId,
Level: 1,
Exp: 0,
TotalExp: 0,
Promote: 0,
Lock: false,
AffixIdList: make([]uint32, 0),
Refinement: 0,
MainPropId: 0,
Guid: 0,
}
itemDataConfig := gdc.CONF.ItemDataMap[int32(itemId)]
if itemDataConfig.SkillAffix != nil {
for _, skillAffix := range itemDataConfig.SkillAffix {
if skillAffix > 0 {
weapon.AffixIdList = append(weapon.AffixIdList, uint32(skillAffix))
}
}
}
p.InitWeapon(weapon)
p.WeaponMap[weaponId] = weapon
}