耐力表、武器切换、无效角色修复

This commit is contained in:
UnKownOwO
2023-02-02 15:06:38 +08:00
parent bd8a68b8d6
commit 52e0cb4586
5 changed files with 64 additions and 36 deletions
+28 -7
View File
@@ -23,6 +23,10 @@ func (g *GameManager) GetAllAvatarDataConfig() map[int32]*gdconf.AvatarData {
// 跳过主角
continue
}
if avatarId >= 10000079 {
// 跳过后续版本的角色
continue
}
allAvatarDataConfig[avatarId] = avatarData
}
return allAvatarDataConfig
@@ -67,8 +71,18 @@ func (g *GameManager) WearEquipReq(player *model.Player, payloadMsg pb.Message)
req := payloadMsg.(*proto.WearEquipReq)
avatarGuid := req.AvatarGuid
equipGuid := req.EquipGuid
avatar := player.GameObjectGuidMap[avatarGuid].(*model.Avatar)
weapon := player.GameObjectGuidMap[equipGuid].(*model.Weapon)
avatar, ok := player.GameObjectGuidMap[avatarGuid].(*model.Avatar)
if !ok {
logger.Error("avatar error, avatar guid: %v", avatarGuid)
g.CommonRetError(cmd.WearEquipRsp, player, &proto.WearEquipRsp{})
return
}
weapon, ok := player.GameObjectGuidMap[equipGuid].(*model.Weapon)
if !ok {
logger.Error("equip error, equip guid: %v", equipGuid)
g.CommonRetError(cmd.WearEquipRsp, player, &proto.WearEquipRsp{})
return
}
g.WearUserAvatarEquip(player.PlayerID, avatar.AvatarId, weapon.WeaponId)
wearEquipRsp := &proto.WearEquipRsp{
@@ -203,23 +217,30 @@ func (g *GameManager) AvatarWearFlycloakReq(player *model.Player, payloadMsg pb.
}
func (g *GameManager) PacketAvatarEquipChangeNotify(avatar *model.Avatar, weapon *model.Weapon, entityId uint32) *proto.AvatarEquipChangeNotify {
itemDataConfig, ok := gdconf.CONF.ItemDataMap[int32(weapon.ItemId)]
if !ok {
logger.Error("item data config error, item id: %v")
return new(proto.AvatarEquipChangeNotify)
}
avatarEquipChangeNotify := &proto.AvatarEquipChangeNotify{
AvatarGuid: avatar.Guid,
ItemId: weapon.ItemId,
EquipGuid: weapon.Guid,
}
switch itemDataConfig.Type {
case int32(constant.ItemTypeConst.ITEM_WEAPON):
avatarEquipChangeNotify.EquipType = uint32(constant.EquipTypeConst.EQUIP_WEAPON)
case int32(constant.ItemTypeConst.ITEM_RELIQUARY):
avatarEquipChangeNotify.EquipType = uint32(itemDataConfig.ReliquaryType)
}
avatarEquipChangeNotify.Weapon = &proto.SceneWeaponInfo{
EntityId: entityId,
GadgetId: uint32(gdconf.CONF.ItemDataMap[int32(weapon.ItemId)].GadgetId),
GadgetId: uint32(itemDataConfig.GadgetId),
ItemId: weapon.ItemId,
Guid: weapon.Guid,
Level: uint32(weapon.Level),
AbilityInfo: new(proto.AbilitySyncStateInfo),
}
itemDataConfig, exist := gdconf.CONF.ItemDataMap[int32(weapon.ItemId)]
if exist {
avatarEquipChangeNotify.EquipType = uint32(itemDataConfig.Type)
}
return avatarEquipChangeNotify
}