mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 14:22:26 +08:00
简化配置表读取
This commit is contained in:
@@ -1,28 +1,19 @@
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package gdconf
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import (
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"fmt"
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"hk4e/pkg/logger"
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"github.com/jszwec/csvutil"
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)
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// AvatarCostumeData 角色时装配置表
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type AvatarCostumeData struct {
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CostumeID int32 `csv:"CostumeID"` // 时装ID
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ItemID int32 `csv:"ItemID,omitempty"` // 道具ID
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CostumeID int32 `csv:"时装ID"`
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ItemID int32 `csv:"道具ID,omitempty"`
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}
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func (g *GameDataConfig) loadAvatarCostumeData() {
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g.AvatarCostumeDataMap = make(map[int32]*AvatarCostumeData)
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data := g.readCsvFileData("AvatarCostumeData.csv")
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var avatarCostumeDataList []*AvatarCostumeData
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err := csvutil.Unmarshal(data, &avatarCostumeDataList)
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if err != nil {
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info := fmt.Sprintf("parse file error: %v", err)
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panic(info)
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}
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avatarCostumeDataList := make([]*AvatarCostumeData, 0)
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readTable[AvatarCostumeData](g.tablePrefix+"AvatarCostumeData.txt", &avatarCostumeDataList)
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for _, avatarCostumeData := range avatarCostumeDataList {
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// 屏蔽默认时装
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if avatarCostumeData.ItemID == 0 {
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@@ -3,32 +3,29 @@ package gdconf
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import (
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"fmt"
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"os"
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"strconv"
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"strings"
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"hk4e/pkg/endec"
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"hk4e/pkg/logger"
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"github.com/hjson/hjson-go/v4"
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"github.com/jszwec/csvutil"
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)
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// AvatarData 角色配置表
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type AvatarData struct {
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AvatarId int32 `csv:"AvatarId"` // ID
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HpBase float32 `csv:"HpBase,omitempty"` // 基础生命值
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AttackBase float32 `csv:"AttackBase,omitempty"` // 基础攻击力
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DefenseBase float32 `csv:"DefenseBase,omitempty"` // 基础防御力
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Critical float32 `csv:"Critical,omitempty"` // 暴击率
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CriticalHurt float32 `csv:"CriticalHurt,omitempty"` // 暴击伤害
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QualityType int32 `csv:"QualityType,omitempty"` // 角色品质
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ConfigJson string `csv:"ConfigJson,omitempty"` // 战斗config
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InitialWeapon int32 `csv:"InitialWeapon,omitempty"` // 初始武器
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WeaponType int32 `csv:"WeaponType,omitempty"` // 武器种类
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SkillDepotId int32 `csv:"SkillDepotId,omitempty"` // 技能库ID
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PromoteId int32 `csv:"PromoteId,omitempty"` // 角色突破ID
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PromoteRewardLevelStr string `csv:"PromoteRewardLevelStr,omitempty"` // 角色突破奖励获取等阶
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PromoteRewardStr string `csv:"PromoteRewardStr,omitempty"` // 角色突破奖励
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AvatarId int32 `csv:"ID"`
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HpBase float32 `csv:"基础生命值,omitempty"`
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AttackBase float32 `csv:"基础攻击力,omitempty"`
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DefenseBase float32 `csv:"基础防御力,omitempty"`
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Critical float32 `csv:"暴击率,omitempty"`
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CriticalHurt float32 `csv:"暴击伤害,omitempty"`
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QualityType int32 `csv:"角色品质,omitempty"`
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ConfigJson string `csv:"战斗config,omitempty"`
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InitialWeapon int32 `csv:"初始武器,omitempty"`
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WeaponType int32 `csv:"武器种类,omitempty"`
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SkillDepotId int32 `csv:"技能库ID,omitempty"`
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PromoteId int32 `csv:"角色突破ID,omitempty"`
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PromoteRewardLevel IntArray `csv:"角色突破奖励获取等阶,omitempty"`
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PromoteReward IntArray `csv:"角色突破奖励,omitempty"`
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AbilityHashCodeList []int32
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PromoteRewardMap map[uint32]uint32
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@@ -45,13 +42,8 @@ type ConfigAvatarAbility struct {
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func (g *GameDataConfig) loadAvatarData() {
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g.AvatarDataMap = make(map[int32]*AvatarData)
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data := g.readCsvFileData("AvatarData.csv")
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var avatarDataList []*AvatarData
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err := csvutil.Unmarshal(data, &avatarDataList)
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if err != nil {
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info := fmt.Sprintf("parse file error: %v", err)
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panic(info)
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}
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avatarDataList := make([]*AvatarData, 0)
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readTable[AvatarData](g.tablePrefix+"AvatarData.txt", &avatarDataList)
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for _, avatarData := range avatarDataList {
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// 读取战斗config解析技能并转化为哈希码
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fileData, err := os.ReadFile(g.jsonPrefix + "avatar/" + avatarData.ConfigJson + ".json")
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@@ -73,21 +65,10 @@ func (g *GameDataConfig) loadAvatarData() {
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avatarData.AbilityHashCodeList = append(avatarData.AbilityHashCodeList, abilityHashCode)
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}
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// 突破奖励转换列表
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if avatarData.PromoteRewardLevelStr != "" && avatarData.PromoteRewardStr != "" {
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tempRewardLevelList := strings.Split(strings.ReplaceAll(avatarData.PromoteRewardLevelStr, " ", ""), "#")
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tempRewardList := strings.Split(strings.ReplaceAll(avatarData.PromoteRewardStr, " ", ""), "#")
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avatarData.PromoteRewardMap = make(map[uint32]uint32, len(tempRewardList))
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for i, s := range tempRewardList {
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promoteLevel, err := strconv.Atoi(tempRewardLevelList[i])
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if err != nil {
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logger.Error("level to i err, %v", err)
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return
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}
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rewardId, err := strconv.Atoi(s)
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if err != nil {
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logger.Error("reward id to i err, %v", err)
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return
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}
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if len(avatarData.PromoteRewardLevel) != 0 && len(avatarData.PromoteReward) != 0 {
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avatarData.PromoteRewardMap = make(map[uint32]uint32, len(avatarData.PromoteReward))
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for index, rewardId := range avatarData.PromoteReward {
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promoteLevel := avatarData.PromoteRewardLevel[index]
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avatarData.PromoteRewardMap[uint32(promoteLevel)] = uint32(rewardId)
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}
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}
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@@ -1,28 +1,19 @@
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package gdconf
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import (
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"fmt"
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"hk4e/pkg/logger"
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"github.com/jszwec/csvutil"
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)
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// AvatarFlycloakData 角色风之翼配置表
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type AvatarFlycloakData struct {
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FlycloakID int32 `csv:"FlycloakID"` // 风之翼ID
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ItemID int32 `csv:"ItemID,omitempty"` // 道具ID
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FlycloakID int32 `csv:"风之翼ID"`
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ItemID int32 `csv:"道具ID,omitempty"`
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}
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func (g *GameDataConfig) loadAvatarFlycloakData() {
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g.AvatarFlycloakDataMap = make(map[int32]*AvatarFlycloakData)
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data := g.readCsvFileData("AvatarFlycloakData.csv")
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var avatarFlycloakDataList []*AvatarFlycloakData
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err := csvutil.Unmarshal(data, &avatarFlycloakDataList)
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if err != nil {
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info := fmt.Sprintf("parse file error: %v", err)
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panic(info)
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}
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avatarFlycloakDataList := make([]*AvatarFlycloakData, 0)
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readTable[AvatarFlycloakData](g.tablePrefix+"AvatarFlycloakData.txt", &avatarFlycloakDataList)
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for _, avatarFlycloakData := range avatarFlycloakDataList {
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// list -> map
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g.AvatarFlycloakDataMap[avatarFlycloakData.FlycloakID] = avatarFlycloakData
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@@ -1,28 +1,19 @@
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package gdconf
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import (
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"fmt"
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"hk4e/pkg/logger"
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"github.com/jszwec/csvutil"
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)
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// AvatarLevelData 角色等级配置表
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type AvatarLevelData struct {
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Level int32 `csv:"Level"` // 等级
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Exp int32 `csv:"Exp,omitempty"` // 升到下一级所需经验
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Level int32 `csv:"等级"`
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Exp int32 `csv:"升到下一级所需经验,omitempty"`
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}
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func (g *GameDataConfig) loadAvatarLevelData() {
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g.AvatarLevelDataMap = make(map[int32]*AvatarLevelData)
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data := g.readCsvFileData("AvatarLevelData.csv")
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var avatarLevelDataList []*AvatarLevelData
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err := csvutil.Unmarshal(data, &avatarLevelDataList)
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if err != nil {
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info := fmt.Sprintf("parse file error: %v", err)
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panic(info)
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}
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avatarLevelDataList := make([]*AvatarLevelData, 0)
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readTable[AvatarLevelData](g.tablePrefix+"AvatarLevelData.txt", &avatarLevelDataList)
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for _, avatarLevelData := range avatarLevelDataList {
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// list -> map
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g.AvatarLevelDataMap[avatarLevelData.Level] = avatarLevelData
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@@ -1,41 +1,32 @@
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package gdconf
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import (
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"fmt"
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"hk4e/pkg/logger"
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"github.com/jszwec/csvutil"
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)
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// AvatarPromoteData 角色突破配置表
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type AvatarPromoteData struct {
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PromoteId int32 `csv:"PromoteId"` // 角色突破ID
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PromoteLevel int32 `csv:"PromoteLevel,omitempty"` // 突破等级
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CostCoin int32 `csv:"CostCoin,omitempty"` // 消耗金币
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CostItemId1 int32 `csv:"CostItemId1,omitempty"` // [消耗物品]1ID
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CostItemCount1 int32 `csv:"CostItemCount1,omitempty"` // [消耗物品]1数量
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CostItemId2 int32 `csv:"CostItemId2,omitempty"` // [消耗物品]2ID
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CostItemCount2 int32 `csv:"CostItemCount2,omitempty"` // [消耗物品]2数量
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CostItemId3 int32 `csv:"CostItemId3,omitempty"` // [消耗物品]3ID
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CostItemCount3 int32 `csv:"CostItemCount3,omitempty"` // [消耗物品]3数量
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CostItemId4 int32 `csv:"CostItemId4,omitempty"` // [消耗物品]4ID
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CostItemCount4 int32 `csv:"CostItemCount4,omitempty"` // [消耗物品]4数量
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LevelLimit int32 `csv:"LevelLimit,omitempty"` // 解锁等级上限
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MinPlayerLevel int32 `csv:"MinPlayerLevel,omitempty"` // 冒险等级要求
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PromoteId int32 `csv:"角色突破ID"`
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PromoteLevel int32 `csv:"突破等级,omitempty"`
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CostCoin int32 `csv:"消耗金币,omitempty"`
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CostItemId1 int32 `csv:"[消耗物品]1ID,omitempty"`
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CostItemCount1 int32 `csv:"[消耗物品]1数量,omitempty"`
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CostItemId2 int32 `csv:"[消耗物品]2ID,omitempty"`
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CostItemCount2 int32 `csv:"[消耗物品]2数量,omitempty"`
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CostItemId3 int32 `csv:"[消耗物品]3ID,omitempty"`
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CostItemCount3 int32 `csv:"[消耗物品]3数量,omitempty"`
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CostItemId4 int32 `csv:"[消耗物品]4ID,omitempty"`
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CostItemCount4 int32 `csv:"[消耗物品]4数量,omitempty"`
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LevelLimit int32 `csv:"解锁等级上限,omitempty"`
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MinPlayerLevel int32 `csv:"冒险等级要求,omitempty"`
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CostItemMap map[uint32]uint32 // 消耗物品列表
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}
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func (g *GameDataConfig) loadAvatarPromoteData() {
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g.AvatarPromoteDataMap = make(map[int32]map[int32]*AvatarPromoteData)
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data := g.readCsvFileData("AvatarPromoteData.csv")
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var avatarPromoteDataList []*AvatarPromoteData
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err := csvutil.Unmarshal(data, &avatarPromoteDataList)
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if err != nil {
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info := fmt.Sprintf("parse file error: %v", err)
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panic(info)
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}
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avatarPromoteDataList := make([]*AvatarPromoteData, 0)
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readTable[AvatarPromoteData](g.tablePrefix+"AvatarPromoteData.txt", &avatarPromoteDataList)
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for _, avatarPromoteData := range avatarPromoteDataList {
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// list -> map
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_, ok := g.AvatarPromoteDataMap[avatarPromoteData.PromoteId]
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@@ -1,32 +1,23 @@
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package gdconf
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import (
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"fmt"
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"hk4e/pkg/logger"
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"github.com/jszwec/csvutil"
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)
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// AvatarSkillData 角色技能配置表
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type AvatarSkillData struct {
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AvatarSkillId int32 `csv:"AvatarSkillId"` // ID
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AbilityName string `csv:"AbilityName,omitempty"` // Ability名称
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AvatarSkillId int32 `csv:"ID"`
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AbilityName string `csv:"Ability名称,omitempty"`
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// TODO 这个字段实际上并不是拿来直接扣体力的 体力应该由ability来做 但是现在我捋不清所以摆烂了 改了一下表暂时先这么用着
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CostStamina int32 `csv:"CostStamina,omitempty"` // 消耗体力
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CostElemType int32 `csv:"CostElemType,omitempty"` // 消耗能量类型
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CostElemVal int32 `csv:"CostElemVal,omitempty"` // 消耗能量值
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CostStamina int32 `csv:"消耗体力,omitempty"`
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CostElemType int32 `csv:"消耗能量类型,omitempty"`
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CostElemVal int32 `csv:"消耗能量值,omitempty"`
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}
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func (g *GameDataConfig) loadAvatarSkillData() {
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g.AvatarSkillDataMap = make(map[int32]*AvatarSkillData)
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data := g.readCsvFileData("AvatarSkillData.csv")
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var avatarSkillDataList []*AvatarSkillData
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err := csvutil.Unmarshal(data, &avatarSkillDataList)
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if err != nil {
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info := fmt.Sprintf("parse file error: %v", err)
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panic(info)
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}
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avatarSkillDataList := make([]*AvatarSkillData, 0)
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readTable[AvatarSkillData](g.tablePrefix+"AvatarSkillData.txt", &avatarSkillDataList)
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for _, avatarSkillData := range avatarSkillDataList {
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// list -> map
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g.AvatarSkillDataMap[avatarSkillData.AvatarSkillId] = avatarSkillData
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@@ -8,28 +8,27 @@ import (
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"hk4e/pkg/logger"
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"github.com/hjson/hjson-go/v4"
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"github.com/jszwec/csvutil"
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)
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// AvatarSkillDepotData 角色技能库配置表
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type AvatarSkillDepotData struct {
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AvatarSkillDepotId int32 `csv:"AvatarSkillDepotId"` // ID
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EnergySkill int32 `csv:"EnergySkill,omitempty"` // 充能技能
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Skill1 int32 `csv:"Skill1,omitempty"` // 技能1
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Skill2 int32 `csv:"Skill2,omitempty"` // 技能2
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Skill3 int32 `csv:"Skill3,omitempty"` // 技能3
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Skill4 int32 `csv:"Skill4,omitempty"` // 技能4
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ProudSkill1GroupId int32 `csv:"ProudSkill1GroupId,omitempty"` // 固有得意技组1ID
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ProudSkill1NeedAvatarPromoteLevel int32 `csv:"ProudSkill1NeedAvatarPromoteLevel,omitempty"` // 固有得意技组1激活所需角色突破等级
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ProudSkill2GroupId int32 `csv:"ProudSkill2GroupId,omitempty"` // 固有得意技组2ID
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ProudSkill2NeedAvatarPromoteLevel int32 `csv:"ProudSkill2NeedAvatarPromoteLevel,omitempty"` // 固有得意技组2激活所需角色突破等级
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ProudSkill3GroupId int32 `csv:"ProudSkill3GroupId,omitempty"` // 固有得意技组3ID
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ProudSkill3NeedAvatarPromoteLevel int32 `csv:"ProudSkill3NeedAvatarPromoteLevel,omitempty"` // 固有得意技组3激活所需角色突破等级
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ProudSkill4GroupId int32 `csv:"ProudSkill4GroupId,omitempty"` // 固有得意技组4ID
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ProudSkill4NeedAvatarPromoteLevel int32 `csv:"ProudSkill4NeedAvatarPromoteLevel,omitempty"` // 固有得意技组4激活所需角色突破等级
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ProudSkill5GroupId int32 `csv:"ProudSkill5GroupId,omitempty"` // 固有得意技组5ID
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ProudSkill5NeedAvatarPromoteLevel int32 `csv:"ProudSkill5NeedAvatarPromoteLevel,omitempty"` // 固有得意技组5激活所需角色突破等级
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SkillDepotAbilityGroup string `csv:"SkillDepotAbilityGroup,omitempty"` // AbilityGroup
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AvatarSkillDepotId int32 `csv:"ID"`
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EnergySkill int32 `csv:"充能技能,omitempty"`
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Skill1 int32 `csv:"技能1,omitempty"`
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Skill2 int32 `csv:"技能2,omitempty"`
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Skill3 int32 `csv:"技能3,omitempty"`
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Skill4 int32 `csv:"技能4,omitempty"`
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ProudSkill1GroupId int32 `csv:"固有得意技组1ID,omitempty"`
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ProudSkill1NeedAvatarPromoteLevel int32 `csv:"固有得意技组1激活所需角色突破等级,omitempty"`
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ProudSkill2GroupId int32 `csv:"固有得意技组2ID,omitempty"`
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ProudSkill2NeedAvatarPromoteLevel int32 `csv:"固有得意技组2激活所需角色突破等级,omitempty"`
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ProudSkill3GroupId int32 `csv:"固有得意技组3ID,omitempty"`
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ProudSkill3NeedAvatarPromoteLevel int32 `csv:"固有得意技组3激活所需角色突破等级,omitempty"`
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ProudSkill4GroupId int32 `csv:"固有得意技组4ID,omitempty"`
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ProudSkill4NeedAvatarPromoteLevel int32 `csv:"固有得意技组4激活所需角色突破等级,omitempty"`
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ProudSkill5GroupId int32 `csv:"固有得意技组5ID,omitempty"`
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ProudSkill5NeedAvatarPromoteLevel int32 `csv:"固有得意技组5激活所需角色突破等级,omitempty"`
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SkillDepotAbilityGroup string `csv:"AbilityGroup,omitempty"`
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Skills []int32
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InherentProudSkillOpens []*InherentProudSkillOpens
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@@ -43,14 +42,8 @@ type InherentProudSkillOpens struct {
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func (g *GameDataConfig) loadAvatarSkillDepotData() {
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g.AvatarSkillDepotDataMap = make(map[int32]*AvatarSkillDepotData)
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data := g.readCsvFileData("AvatarSkillDepotData.csv")
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var avatarSkillDepotDataList []*AvatarSkillDepotData
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err := csvutil.Unmarshal(data, &avatarSkillDepotDataList)
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if err != nil {
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||||
info := fmt.Sprintf("parse file error: %v", err)
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||||
panic(info)
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||||
}
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|
||||
avatarSkillDepotDataList := make([]*AvatarSkillDepotData, 0)
|
||||
readTable[AvatarSkillDepotData](g.tablePrefix+"AvatarSkillDepotData.txt", &avatarSkillDepotDataList)
|
||||
playerElementsFilePath := g.jsonPrefix + "ability_group/AbilityGroup_Other_PlayerElementAbility.json"
|
||||
playerElementsFile, err := os.ReadFile(playerElementsFilePath)
|
||||
if err != nil {
|
||||
|
||||
@@ -2,8 +2,6 @@ package gdconf
|
||||
|
||||
import (
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
// 当初写卡池算法的时候临时建立的表 以后再做迁移吧
|
||||
@@ -25,13 +23,8 @@ func (g *GameDataConfig) loadDropGroupData() {
|
||||
g.DropGroupDataMap = make(map[int32]*DropGroupData)
|
||||
fileNameList := []string{"DropGachaAvatarUp.csv", "DropGachaWeaponUp.csv", "DropGachaNormal.csv"}
|
||||
for _, fileName := range fileNameList {
|
||||
data := g.readCsvFileData("../ext/" + fileName)
|
||||
var dropList []*Drop
|
||||
err := csvutil.Unmarshal(data, &dropList)
|
||||
if err != nil {
|
||||
logger.Error("parse file error: %v", err)
|
||||
return
|
||||
}
|
||||
dropList := make([]*Drop, 0)
|
||||
readExtCsv[Drop](g.extPrefix+fileName, &dropList)
|
||||
for _, drop := range dropList {
|
||||
dropGroupData, exist := g.DropGroupDataMap[drop.DropId]
|
||||
if !exist {
|
||||
|
||||
@@ -1,31 +1,22 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
// FetterData 角色资料解锁配置表
|
||||
type FetterData struct {
|
||||
FetterId int32 `csv:"FetterId"` // ID
|
||||
AvatarId int32 `csv:"AvatarId"` // 角色ID
|
||||
FetterId int32 `csv:"ID"`
|
||||
AvatarId int32 `csv:"角色ID"`
|
||||
}
|
||||
|
||||
func (g *GameDataConfig) loadFetterData() {
|
||||
g.FetterDataMap = make(map[int32]*FetterData)
|
||||
g.FetterDataAvatarIdMap = make(map[int32][]int32)
|
||||
fileNameList := []string{"FettersData.csv", "FetterDataStory.csv", "FetterDataIformation.csv", "PhotographExpressionName.csv", "PhotographPoseName.csv"}
|
||||
fileNameList := []string{"FettersData.txt", "FetterDataStory.txt", "FetterDataIformation.txt", "PhotographExpressionName.txt", "PhotographPoseName.txt"}
|
||||
for _, fileName := range fileNameList {
|
||||
data := g.readCsvFileData(fileName)
|
||||
var fetterDataList []*FetterData
|
||||
err := csvutil.Unmarshal(data, &fetterDataList)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
fetterDataList := make([]*FetterData, 0)
|
||||
readTable[FetterData](g.tablePrefix+fileName, &fetterDataList)
|
||||
for _, fetterData := range fetterDataList {
|
||||
// list -> map
|
||||
g.FetterDataMap[fetterData.FetterId] = fetterData
|
||||
|
||||
@@ -1,10 +1,14 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/csv"
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"io"
|
||||
"os"
|
||||
"runtime"
|
||||
"strconv"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
@@ -12,6 +16,7 @@ import (
|
||||
"hk4e/common/constant"
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
lua "github.com/yuin/gopher-lua"
|
||||
)
|
||||
|
||||
@@ -22,9 +27,10 @@ var CONF_RELOAD *GameDataConfig = nil
|
||||
|
||||
type GameDataConfig struct {
|
||||
// 配置表路径前缀
|
||||
csvPrefix string
|
||||
jsonPrefix string
|
||||
luaPrefix string
|
||||
tablePrefix string
|
||||
jsonPrefix string
|
||||
luaPrefix string
|
||||
extPrefix string
|
||||
// 配置表数据
|
||||
AvatarDataMap map[int32]*AvatarData // 角色
|
||||
AvatarSkillDataMap map[int32]*AvatarSkillData // 角色技能
|
||||
@@ -89,13 +95,13 @@ func (g *GameDataConfig) loadAll() {
|
||||
panic(info)
|
||||
}
|
||||
|
||||
g.csvPrefix = pathPrefix + "/csv"
|
||||
dirInfo, err = os.Stat(g.csvPrefix)
|
||||
g.tablePrefix = pathPrefix + "/txt"
|
||||
dirInfo, err = os.Stat(g.tablePrefix)
|
||||
if err != nil || !dirInfo.IsDir() {
|
||||
info := fmt.Sprintf("open game data config csv dir error: %v", err)
|
||||
info := fmt.Sprintf("open game data config txt dir error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
g.csvPrefix += "/"
|
||||
g.tablePrefix += "/"
|
||||
|
||||
g.jsonPrefix = pathPrefix + "/json"
|
||||
dirInfo, err = os.Stat(g.jsonPrefix)
|
||||
@@ -113,6 +119,14 @@ func (g *GameDataConfig) loadAll() {
|
||||
}
|
||||
g.luaPrefix += "/"
|
||||
|
||||
g.extPrefix = pathPrefix + "/ext"
|
||||
dirInfo, err = os.Stat(g.extPrefix)
|
||||
if err != nil || !dirInfo.IsDir() {
|
||||
info := fmt.Sprintf("open game data config ext dir error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
g.extPrefix += "/"
|
||||
|
||||
g.load()
|
||||
}
|
||||
|
||||
@@ -147,8 +161,38 @@ func (g *GameDataConfig) load() {
|
||||
g.loadTriggerData() // 场景LUA触发器
|
||||
}
|
||||
|
||||
func (g *GameDataConfig) readCsvFileData(fileName string) []byte {
|
||||
fileData, err := os.ReadFile(g.csvPrefix + fileName)
|
||||
// CSV相关
|
||||
|
||||
func splitStringArray(str string) []string {
|
||||
if str == "" {
|
||||
return make([]string, 0)
|
||||
} else if strings.Contains(str, ";") {
|
||||
return strings.Split(str, ";")
|
||||
} else if strings.Contains(str, ",") {
|
||||
return strings.Split(str, ",")
|
||||
} else {
|
||||
return []string{str}
|
||||
}
|
||||
}
|
||||
|
||||
type IntArray []int32
|
||||
|
||||
func (a *IntArray) UnmarshalCSV(data []byte) error {
|
||||
str := string(data)
|
||||
str = strings.ReplaceAll(str, " ", "")
|
||||
intStrList := splitStringArray(str)
|
||||
for _, intStr := range intStrList {
|
||||
v, err := strconv.ParseInt(intStr, 10, 32)
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
*a = append(*a, int32(v))
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func readExtCsv[T any](tablePath string, table *[]*T) {
|
||||
fileData, err := os.ReadFile(tablePath)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("open file error: %v", err)
|
||||
panic(info)
|
||||
@@ -160,9 +204,42 @@ func (g *GameDataConfig) readCsvFileData(fileName string) []byte {
|
||||
standardCsvData := make([]byte, 0)
|
||||
standardCsvData = append(standardCsvData, fileData[:index1]...)
|
||||
standardCsvData = append(standardCsvData, fileData[index3+(index2+1)+(index1+1):]...)
|
||||
return standardCsvData
|
||||
err = csvutil.Unmarshal(standardCsvData, table)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
}
|
||||
|
||||
func readTable[T any](tablePath string, table *[]*T) {
|
||||
fileData, err := os.ReadFile(tablePath)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("open file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
reader := csv.NewReader(bytes.NewBuffer(fileData))
|
||||
reader.Comma = '\t'
|
||||
dec, err := csvutil.NewDecoder(reader)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("create decoder error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
for {
|
||||
t := new(T)
|
||||
err := dec.Decode(t)
|
||||
if err == io.EOF {
|
||||
break
|
||||
}
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("decode file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
*table = append(*table, t)
|
||||
}
|
||||
}
|
||||
|
||||
// LUA相关
|
||||
|
||||
type ScriptLibFunc struct {
|
||||
fnName string
|
||||
fn lua.LGFunction
|
||||
|
||||
@@ -1,11 +1,9 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"image"
|
||||
"image/color"
|
||||
"image/jpeg"
|
||||
"log"
|
||||
"os"
|
||||
"strings"
|
||||
"testing"
|
||||
@@ -17,79 +15,6 @@ import (
|
||||
"github.com/hjson/hjson-go/v4"
|
||||
)
|
||||
|
||||
type TableField struct {
|
||||
FieldName string `json:"field_name"`
|
||||
FieldType string `json:"field_type"`
|
||||
OriginName string `json:"origin_name"`
|
||||
}
|
||||
|
||||
type TableStructMapping struct {
|
||||
TableName string `json:"table_name"`
|
||||
FieldList []*TableField `json:"field_list"`
|
||||
}
|
||||
|
||||
// 生成最终服务器读取的配置表
|
||||
func TestGenGdCsv(t *testing.T) {
|
||||
tableStructMappingList := make([]*TableStructMapping, 0)
|
||||
configFileData, err := os.ReadFile("./table_struct_mapping.json")
|
||||
if err != nil {
|
||||
log.Printf("open config file error: %v", err)
|
||||
return
|
||||
}
|
||||
err = json.Unmarshal(configFileData, &tableStructMappingList)
|
||||
if err != nil {
|
||||
log.Printf("parse config file error: %v", err)
|
||||
return
|
||||
}
|
||||
for _, tableStructMapping := range tableStructMappingList {
|
||||
txtFileData, err := os.ReadFile("./game_data_config/txt/" + tableStructMapping.TableName + ".txt")
|
||||
if err != nil {
|
||||
log.Printf("read txt file error: %v", err)
|
||||
continue
|
||||
}
|
||||
// 转换txt配置表格式为csv
|
||||
originCsv := string(txtFileData)
|
||||
originCsv = strings.ReplaceAll(originCsv, "\r\n", "\n")
|
||||
originCsv = strings.ReplaceAll(originCsv, "\r", "\n")
|
||||
originCsv = strings.ReplaceAll(originCsv, ",", "#")
|
||||
originCsv = strings.ReplaceAll(originCsv, ";", "#")
|
||||
originCsv = strings.ReplaceAll(originCsv, "\t", ",")
|
||||
originCsvLineList := strings.Split(originCsv, "\n")
|
||||
if len(originCsvLineList) == 0 {
|
||||
log.Printf("origin csv file is empty")
|
||||
continue
|
||||
}
|
||||
originCsvHeadList := strings.Split(originCsvLineList[0], ",")
|
||||
if len(originCsvHeadList) == 0 {
|
||||
log.Printf("origin csv file head is empty")
|
||||
continue
|
||||
}
|
||||
fieldNameHead := ""
|
||||
fieldTypeHead := ""
|
||||
for index, originCsvHead := range originCsvHeadList {
|
||||
for _, tableField := range tableStructMapping.FieldList {
|
||||
if originCsvHead == tableField.OriginName {
|
||||
// 字段名匹配成功
|
||||
fieldNameHead += tableField.FieldName
|
||||
fieldTypeHead += tableField.FieldType
|
||||
}
|
||||
}
|
||||
if index < len(originCsvHeadList)-1 {
|
||||
fieldNameHead += ","
|
||||
fieldTypeHead += ","
|
||||
}
|
||||
}
|
||||
fieldNameHead += "\n"
|
||||
fieldTypeHead += "\n"
|
||||
gdCsvFile := fieldNameHead + fieldTypeHead + originCsv
|
||||
err = os.WriteFile("./game_data_config/csv/"+tableStructMapping.TableName+".csv", []byte(gdCsvFile), 0644)
|
||||
if err != nil {
|
||||
log.Printf("write gd csv file error: %v", err)
|
||||
continue
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 测试初始化加载配置表
|
||||
func TestInitGameDataConfig(t *testing.T) {
|
||||
config.InitConfig("./bin/application.toml")
|
||||
@@ -99,7 +24,7 @@ func TestInitGameDataConfig(t *testing.T) {
|
||||
}()
|
||||
logger.Info("start load conf")
|
||||
InitGameDataConfig()
|
||||
logger.Info("load conf finish, conf: %v", CONF)
|
||||
logger.Info("load conf finish")
|
||||
time.Sleep(time.Second)
|
||||
}
|
||||
|
||||
|
||||
@@ -1,30 +1,21 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
// GatherData 采集物配置表
|
||||
type GatherData struct {
|
||||
PointType int32 `csv:"PointType"` // 挂节点类型
|
||||
GatherId int32 `csv:"GatherId"` // ID
|
||||
GadgetId int32 `csv:"GadgetId"` // 采集物ID
|
||||
ItemId int32 `csv:"ItemId"` // 获得物品ID
|
||||
PointType int32 `csv:"挂节点类型"`
|
||||
GatherId int32 `csv:"ID"`
|
||||
GadgetId int32 `csv:"采集物ID"`
|
||||
ItemId int32 `csv:"获得物品ID"`
|
||||
}
|
||||
|
||||
func (g *GameDataConfig) loadGatherData() {
|
||||
g.GatherDataMap = make(map[int32]*GatherData)
|
||||
data := g.readCsvFileData("GatherData.csv")
|
||||
var gatherDataList []*GatherData
|
||||
err := csvutil.Unmarshal(data, &gatherDataList)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
gatherDataList := make([]*GatherData, 0)
|
||||
readTable[GatherData](g.tablePrefix+"GatherData.txt", &gatherDataList)
|
||||
g.GatherDataPointTypeMap = make(map[int32]*GatherData)
|
||||
for _, gatherData := range gatherDataList {
|
||||
// list -> map
|
||||
|
||||
@@ -1,40 +1,28 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"strconv"
|
||||
"strings"
|
||||
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
// GCGCharData 角色卡牌配置表
|
||||
type GCGCharData struct {
|
||||
CharId int32 `csv:"CharId"` // ID
|
||||
TagId1 int32 `csv:"TagId1,omitempty"` // 卡牌标签列表1
|
||||
TagId2 int32 `csv:"TagId2,omitempty"` // 卡牌标签列表2
|
||||
TagId3 int32 `csv:"TagId3,omitempty"` // 卡牌标签列表3
|
||||
TagId4 int32 `csv:"TagId4,omitempty"` // 卡牌标签列表4
|
||||
TagId5 int32 `csv:"TagId5,omitempty"` // 卡牌标签列表5
|
||||
SkillListStr string `csv:"SkillListStr,omitempty"` // 卡牌技能列表文本
|
||||
HPBase int32 `csv:"HPBase,omitempty"` // 角色生命值
|
||||
MaxElemVal int32 `csv:"MaxElemVal,omitempty"` // 角色充能上限
|
||||
CharId int32 `csv:"ID"`
|
||||
TagId1 int32 `csv:"[卡牌标签列表]1,omitempty"`
|
||||
TagId2 int32 `csv:"[卡牌标签列表]2,omitempty"`
|
||||
TagId3 int32 `csv:"[卡牌标签列表]3,omitempty"`
|
||||
TagId4 int32 `csv:"[卡牌标签列表]4,omitempty"`
|
||||
TagId5 int32 `csv:"[卡牌标签列表]5,omitempty"`
|
||||
SkillList IntArray `csv:"卡牌技能列表,omitempty"`
|
||||
HPBase int32 `csv:"角色生命值,omitempty"`
|
||||
MaxElemVal int32 `csv:"角色充能上限,omitempty"`
|
||||
|
||||
TagList []uint32 // 卡牌标签列表
|
||||
SkillList []uint32 // 卡牌技能列表
|
||||
TagList []uint32 // 卡牌标签列表
|
||||
}
|
||||
|
||||
func (g *GameDataConfig) loadGCGCharData() {
|
||||
g.GCGCharDataMap = make(map[int32]*GCGCharData)
|
||||
data := g.readCsvFileData("GCGCharData.csv")
|
||||
var gcgCharDataList []*GCGCharData
|
||||
err := csvutil.Unmarshal(data, &gcgCharDataList)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
gcgCharDataList := make([]*GCGCharData, 0)
|
||||
readTable[GCGCharData](g.tablePrefix+"GCGCharData.txt", &gcgCharDataList)
|
||||
for _, gcgCharData := range gcgCharDataList {
|
||||
// 将TagId整合进TagList
|
||||
gcgCharData.TagList = make([]uint32, 0, 5)
|
||||
@@ -47,17 +35,6 @@ func (g *GameDataConfig) loadGCGCharData() {
|
||||
}
|
||||
gcgCharData.TagList = append(gcgCharData.TagList, uint32(tagId))
|
||||
}
|
||||
// 技能列表读取转换
|
||||
tempSkillList := strings.Split(strings.ReplaceAll(gcgCharData.SkillListStr, " ", ""), "#")
|
||||
gcgCharData.SkillList = make([]uint32, 0, len(tempSkillList))
|
||||
for _, s := range tempSkillList {
|
||||
skillId, err := strconv.Atoi(s)
|
||||
if err != nil {
|
||||
logger.Error("skill id to i err, %v", err)
|
||||
return
|
||||
}
|
||||
gcgCharData.SkillList = append(gcgCharData.SkillList, uint32(skillId))
|
||||
}
|
||||
// list -> map
|
||||
g.GCGCharDataMap[gcgCharData.CharId] = gcgCharData
|
||||
}
|
||||
|
||||
@@ -7,18 +7,16 @@ import (
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/hjson/hjson-go/v4"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
// GCGSkillData 卡牌技能配置表
|
||||
type GCGSkillData struct {
|
||||
SkillId int32 `csv:"SkillId"` // ID
|
||||
ConfigJson string `csv:"ConfigJson,omitempty"` // 效果config
|
||||
CostType1 int32 `csv:"CostType1,omitempty"` // 消耗的元素骰子类型1
|
||||
CostValue1 int32 `csv:"CostValue1,omitempty"` // 消耗的元素骰子数量1
|
||||
CostType2 int32 `csv:"CostType2,omitempty"` // 消耗的元素骰子类型2
|
||||
CostValue2 int32 `csv:"CostValue2,omitempty"` // 消耗的元素骰子数量2
|
||||
SkillId int32 `csv:"ID"`
|
||||
ConfigJson string `csv:"效果JSON文件,omitempty"`
|
||||
CostType1 int32 `csv:"[技能费用]1类型,omitempty"`
|
||||
CostValue1 int32 `csv:"[技能费用]1值,omitempty"`
|
||||
CostType2 int32 `csv:"[技能费用]2类型,omitempty"`
|
||||
CostValue2 int32 `csv:"[技能费用]2值,omitempty"`
|
||||
|
||||
CostMap map[uint32]uint32 // 技能骰子消耗列表
|
||||
Damage uint32 // 技能伤害
|
||||
@@ -36,13 +34,8 @@ type ConfigSkillEffectValue struct {
|
||||
|
||||
func (g *GameDataConfig) loadGCGSkillData() {
|
||||
g.GCGSkillDataMap = make(map[int32]*GCGSkillData)
|
||||
data := g.readCsvFileData("GCGSkillData.csv")
|
||||
var gcgSkillDataList []*GCGSkillData
|
||||
err := csvutil.Unmarshal(data, &gcgSkillDataList)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
gcgSkillDataList := make([]*GCGSkillData, 0)
|
||||
readTable[GCGSkillData](g.tablePrefix+"GCGSkillData.txt", &gcgSkillDataList)
|
||||
for _, gcgSkillData := range gcgSkillDataList {
|
||||
// 技能消耗整合进CostMap
|
||||
gcgSkillData.CostMap = map[uint32]uint32{
|
||||
|
||||
@@ -1,57 +1,44 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"strconv"
|
||||
"strings"
|
||||
|
||||
"hk4e/common/constant"
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
// ItemData 道具分类分表整合配置表
|
||||
type ItemData struct {
|
||||
// 公共表头字段
|
||||
ItemId int32 `csv:"ItemId"` // ID
|
||||
Type int32 `csv:"Type,omitempty"` // 类型
|
||||
Weight int32 `csv:"Weight,omitempty"` // 重量
|
||||
RankLevel int32 `csv:"RankLevel,omitempty"` // 排序权重
|
||||
GadgetId int32 `csv:"GadgetId,omitempty"` // 物件ID
|
||||
Name string `csv:"Name,omitempty"` // 数值用类型
|
||||
ItemId int32 `csv:"ID"`
|
||||
Type int32 `csv:"类型,omitempty"`
|
||||
Weight int32 `csv:"重量,omitempty"`
|
||||
RankLevel int32 `csv:"排序权重,omitempty"`
|
||||
GadgetId int32 `csv:"物件ID,omitempty"`
|
||||
Name string `csv:"数值用类型,omitempty"`
|
||||
// 材料
|
||||
MaterialType int32 `csv:"MaterialType,omitempty"` // 材料类型
|
||||
Use1Param1 string `csv:"Use1Param1,omitempty"` // [使用]1参数1
|
||||
MaterialType int32 `csv:"材料类型,omitempty"`
|
||||
Use1Param1 string `csv:"[使用]1参数1,omitempty"`
|
||||
// 武器
|
||||
EquipType int32 `csv:"EquipType,omitempty"` // 武器种类
|
||||
EquipLevel int32 `csv:"EquipLevel,omitempty"` // 武器阶数
|
||||
SkillAffix1 int32 `csv:"SkillAffix1,omitempty"` // 初始技能词缀1
|
||||
SkillAffix2 int32 `csv:"SkillAffix2,omitempty"` // 初始技能词缀2
|
||||
PromoteId int32 `csv:"PromoteId,omitempty"` // 武器突破ID
|
||||
EquipBaseExp int32 `csv:"EquipBaseExp,omitempty"` // 武器初始经验
|
||||
AwakenMaterial int32 `csv:"AwakenMaterial,omitempty"` // 武器精炼道具
|
||||
AwakenCoinCostStr string `csv:"AwakenCoinCostStr,omitempty"` // 精炼摩拉消耗
|
||||
SkillAffix []int32
|
||||
AwakenCoinCostList []uint32
|
||||
EquipType int32 `csv:"武器种类,omitempty"`
|
||||
EquipLevel int32 `csv:"武器阶数,omitempty"`
|
||||
SkillAffix1 int32 `csv:"初始技能词缀1,omitempty"`
|
||||
SkillAffix2 int32 `csv:"初始技能词缀2,omitempty"`
|
||||
PromoteId int32 `csv:"武器突破ID,omitempty"`
|
||||
EquipBaseExp int32 `csv:"武器初始经验,omitempty"`
|
||||
AwakenMaterial int32 `csv:"精炼道具,omitempty"`
|
||||
AwakenCoinCost IntArray `csv:"精炼摩拉消耗,omitempty"`
|
||||
SkillAffix []int32
|
||||
// 圣遗物
|
||||
ReliquaryType int32 `csv:"ReliquaryType,omitempty"` // 圣遗物类别
|
||||
MainPropDepotId int32 `csv:"MainPropDepotId,omitempty"` // 主属性库ID
|
||||
AppendPropDepotId int32 `csv:"AppendPropDepotId,omitempty"` // 追加属性库ID
|
||||
AppendPropCount int32 `csv:"AppendPropCount,omitempty"` // 追加属性初始条数
|
||||
ReliquaryType int32 `csv:"圣遗物类别,omitempty"`
|
||||
MainPropDepotId int32 `csv:"主属性库ID,omitempty"`
|
||||
AppendPropDepotId int32 `csv:"追加属性库ID,omitempty"`
|
||||
AppendPropCount int32 `csv:"追加属性初始条数,omitempty"`
|
||||
}
|
||||
|
||||
func (g *GameDataConfig) loadItemData() {
|
||||
g.ItemDataMap = make(map[int32]*ItemData)
|
||||
fileNameList := []string{"MaterialData.csv", "WeaponData.csv", "ReliquaryData.csv", "FurnitureExcelData.csv"}
|
||||
fileNameList := []string{"MaterialData.txt", "WeaponData.txt", "ReliquaryData.txt", "FurnitureExcelData.txt"}
|
||||
for _, fileName := range fileNameList {
|
||||
data := g.readCsvFileData(fileName)
|
||||
var itemDataList []*ItemData
|
||||
err := csvutil.Unmarshal(data, &itemDataList)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
itemDataList := make([]*ItemData, 0)
|
||||
readTable[ItemData](g.tablePrefix+fileName, &itemDataList)
|
||||
for _, itemData := range itemDataList {
|
||||
// list -> map
|
||||
itemData.SkillAffix = make([]int32, 0)
|
||||
@@ -61,19 +48,6 @@ func (g *GameDataConfig) loadItemData() {
|
||||
if itemData.SkillAffix2 != 0 {
|
||||
itemData.SkillAffix = append(itemData.SkillAffix, itemData.SkillAffix2)
|
||||
}
|
||||
// 武器精炼摩拉消耗列表读取转换
|
||||
if itemData.Type == constant.ITEM_TYPE_WEAPON && itemData.AwakenCoinCostStr != "" {
|
||||
tempCostList := strings.Split(strings.ReplaceAll(itemData.AwakenCoinCostStr, " ", ""), "#")
|
||||
itemData.AwakenCoinCostList = make([]uint32, 0, len(tempCostList))
|
||||
for _, s := range tempCostList {
|
||||
costCount, err := strconv.Atoi(s)
|
||||
if err != nil {
|
||||
logger.Error("cost count to i err, %v", err)
|
||||
return
|
||||
}
|
||||
itemData.AwakenCoinCostList = append(itemData.AwakenCoinCostList, uint32(costCount))
|
||||
}
|
||||
}
|
||||
g.ItemDataMap[itemData.ItemId] = itemData
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,28 +1,19 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
// PlayerLevelData 玩家等级配置表
|
||||
type PlayerLevelData struct {
|
||||
Level int32 `csv:"Level"` // 等级
|
||||
Exp int32 `csv:"Exp,omitempty"` // 升到下一级所需经验
|
||||
Level int32 `csv:"等级"`
|
||||
Exp int32 `csv:"升到下一级所需经验,omitempty"`
|
||||
}
|
||||
|
||||
func (g *GameDataConfig) loadPlayerLevelData() {
|
||||
g.PlayerLevelDataMap = make(map[int32]*PlayerLevelData)
|
||||
data := g.readCsvFileData("PlayerLevelData.csv")
|
||||
var playerLevelDataList []*PlayerLevelData
|
||||
err := csvutil.Unmarshal(data, &playerLevelDataList)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
playerLevelDataList := make([]*PlayerLevelData, 0)
|
||||
readTable[PlayerLevelData](g.tablePrefix+"PlayerLevelData.txt", &playerLevelDataList)
|
||||
for _, playerLevelData := range playerLevelDataList {
|
||||
// list -> map
|
||||
g.PlayerLevelDataMap[playerLevelData.Level] = playerLevelData
|
||||
|
||||
@@ -1,11 +1,7 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
type QuestCond struct {
|
||||
@@ -17,57 +13,57 @@ type QuestCond struct {
|
||||
|
||||
// QuestData 任务配置表
|
||||
type QuestData struct {
|
||||
QuestId int32 `csv:"QuestId"` // ID
|
||||
ParentQuestId int32 `csv:"ParentQuestId,omitempty"` // 父任务ID
|
||||
Sequence int32 `csv:"Sequence,omitempty"` // 序列
|
||||
QuestId int32 `csv:"子任务ID"`
|
||||
ParentQuestId int32 `csv:"父任务ID,omitempty"`
|
||||
Sequence int32 `csv:"序列,omitempty"`
|
||||
// 领取条件
|
||||
AcceptCondCompose int32 `csv:"AcceptCondCompose,omitempty"` // [领取条件]组合
|
||||
AcceptCondType1 int32 `csv:"AcceptCondType1,omitempty"` // [领取条件]1类型
|
||||
AcceptCondType1Param1 int32 `csv:"AcceptCondType1Param1,omitempty"` // [领取条件]1参数1
|
||||
AcceptCondType1Param2 int32 `csv:"AcceptCondType1Param2,omitempty"` // [领取条件]1参数2
|
||||
AcceptCondType1Param3 int32 `csv:"AcceptCondType1Param3,omitempty"` // [领取条件]1参数3
|
||||
AcceptCondType2 int32 `csv:"AcceptCondType2,omitempty"` // [领取条件]2类型
|
||||
AcceptCondType2Param1 int32 `csv:"AcceptCondType2Param1,omitempty"` // [领取条件]2参数1
|
||||
AcceptCondType2Param2 int32 `csv:"AcceptCondType2Param2,omitempty"` // [领取条件]2参数2
|
||||
AcceptCondType2Param3 int32 `csv:"AcceptCondType2Param3,omitempty"` // [领取条件]2参数3
|
||||
AcceptCondType3 int32 `csv:"AcceptCondType3,omitempty"` // [领取条件]3类型
|
||||
AcceptCondType3Param1 int32 `csv:"AcceptCondType3Param1,omitempty"` // [领取条件]3参数1
|
||||
AcceptCondType3Param2 int32 `csv:"AcceptCondType3Param2,omitempty"` // [领取条件]3参数2
|
||||
AcceptCondType3Param3 int32 `csv:"AcceptCondType3Param3,omitempty"` // [领取条件]3参数3
|
||||
AcceptCondCompose int32 `csv:"[领取条件]组合,omitempty"`
|
||||
AcceptCondType1 int32 `csv:"[领取条件]1类型,omitempty"`
|
||||
AcceptCondType1Param1 int32 `csv:"[领取条件]1参数1,omitempty"`
|
||||
AcceptCondType1Param2 int32 `csv:"[领取条件]1参数2,omitempty"`
|
||||
AcceptCondType1Param3 int32 `csv:"[领取条件]1参数3,omitempty"`
|
||||
AcceptCondType2 int32 `csv:"[领取条件]2类型,omitempty"`
|
||||
AcceptCondType2Param1 int32 `csv:"[领取条件]2参数1,omitempty"`
|
||||
AcceptCondType2Param2 int32 `csv:"[领取条件]2参数2,omitempty"`
|
||||
AcceptCondType2Param3 int32 `csv:"[领取条件]2参数3,omitempty"`
|
||||
AcceptCondType3 int32 `csv:"[领取条件]3类型,omitempty"`
|
||||
AcceptCondType3Param1 int32 `csv:"[领取条件]3参数1,omitempty"`
|
||||
AcceptCondType3Param2 int32 `csv:"[领取条件]3参数2,omitempty"`
|
||||
AcceptCondType3Param3 int32 `csv:"[领取条件]3参数3,omitempty"`
|
||||
// 完成条件
|
||||
FinishCondCompose int32 `csv:"FinishCondCompose,omitempty"` // [完成条件]组合
|
||||
FinishCondType1 int32 `csv:"FinishCondType1,omitempty"` // [完成条件]1类型
|
||||
FinishCondType1Param1 int32 `csv:"FinishCondType1Param1,omitempty"` // [完成条件]1参数1
|
||||
FinishCondType1Param2 int32 `csv:"FinishCondType1Param2,omitempty"` // [完成条件]1参数2
|
||||
FinishCondType1ComplexParam string `csv:"FinishCondType1ComplexParam,omitempty"` // [完成条件]1复杂参数
|
||||
FinishCondType1Count int32 `csv:"FinishCondType1Count,omitempty"` // [完成条件]1次数
|
||||
FinishCondType2 int32 `csv:"FinishCondType2,omitempty"` // [完成条件]2类型
|
||||
FinishCondType2Param1 int32 `csv:"FinishCondType2Param1,omitempty"` // [完成条件]2参数1
|
||||
FinishCondType2Param2 int32 `csv:"FinishCondType2Param2,omitempty"` // [完成条件]2参数2
|
||||
FinishCondType2ComplexParam string `csv:"FinishCondType2ComplexParam,omitempty"` // [完成条件]2复杂参数
|
||||
FinishCondType2Count int32 `csv:"FinishCondType2Count,omitempty"` // [完成条件]2次数
|
||||
FinishCondType3 int32 `csv:"FinishCondType3,omitempty"` // [完成条件]3类型
|
||||
FinishCondType3Param1 int32 `csv:"FinishCondType3Param1,omitempty"` // [完成条件]3参数1
|
||||
FinishCondType3Param2 int32 `csv:"FinishCondType3Param2,omitempty"` // [完成条件]3参数2
|
||||
FinishCondType3ComplexParam string `csv:"FinishCondType3ComplexParam,omitempty"` // [完成条件]3复杂参数
|
||||
FinishCondType3Count int32 `csv:"FinishCondType3Count,omitempty"` // [完成条件]3次数
|
||||
FinishCondCompose int32 `csv:"[完成条件]组合,omitempty"`
|
||||
FinishCondType1 int32 `csv:"[完成条件]1类型,omitempty"`
|
||||
FinishCondType1Param1 int32 `csv:"[完成条件]1参数1,omitempty"`
|
||||
FinishCondType1Param2 int32 `csv:"[完成条件]1参数2,omitempty"`
|
||||
FinishCondType1ComplexParam string `csv:"[完成条件]1复杂参数,omitempty"`
|
||||
FinishCondType1Count int32 `csv:"[完成条件]1次数,omitempty"`
|
||||
FinishCondType2 int32 `csv:"[完成条件]2类型,omitempty"`
|
||||
FinishCondType2Param1 int32 `csv:"[完成条件]2参数1,omitempty"`
|
||||
FinishCondType2Param2 int32 `csv:"[完成条件]2参数2,omitempty"`
|
||||
FinishCondType2ComplexParam string `csv:"[完成条件]2复杂参数,omitempty"`
|
||||
FinishCondType2Count int32 `csv:"[完成条件]2次数,omitempty"`
|
||||
FinishCondType3 int32 `csv:"[完成条件]3类型,omitempty"`
|
||||
FinishCondType3Param1 int32 `csv:"[完成条件]3参数1,omitempty"`
|
||||
FinishCondType3Param2 int32 `csv:"[完成条件]3参数2,omitempty"`
|
||||
FinishCondType3ComplexParam string `csv:"[完成条件]3复杂参数,omitempty"`
|
||||
FinishCondType3Count int32 `csv:"[完成条件]3次数,omitempty"`
|
||||
// 失败条件
|
||||
FailCondCompose int32 `csv:"FailCondCompose,omitempty"` // [失败条件]组合
|
||||
FailCondType1 int32 `csv:"FailCondType1,omitempty"` // [失败条件]1类型
|
||||
FailCondType1Param1 int32 `csv:"FailCondType1Param1,omitempty"` // [失败条件]1参数1
|
||||
FailCondType1Param2 int32 `csv:"FailCondType1Param2,omitempty"` // [失败条件]1参数2
|
||||
FailCondType1ComplexParam string `csv:"FailCondType1ComplexParam,omitempty"` // [失败条件]1复杂参数
|
||||
FailCondType1Count int32 `csv:"FailCondType1Count,omitempty"` // [失败条件]1次数
|
||||
FailCondType2 int32 `csv:"FailCondType2,omitempty"` // [失败条件]2类型
|
||||
FailCondType2Param1 int32 `csv:"FailCondType2Param1,omitempty"` // [失败条件]2参数1
|
||||
FailCondType2Param2 int32 `csv:"FailCondType2Param2,omitempty"` // [失败条件]2参数2
|
||||
FailCondType2ComplexParam string `csv:"FailCondType2ComplexParam,omitempty"` // [失败条件]2复杂参数
|
||||
FailCondType2Count int32 `csv:"FailCondType2Count,omitempty"` // [失败条件]2次数
|
||||
FailCondType3 int32 `csv:"FailCondType3,omitempty"` // [失败条件]3类型
|
||||
FailCondType3Param1 int32 `csv:"FailCondType3Param1,omitempty"` // [失败条件]3参数1
|
||||
FailCondType3Param2 int32 `csv:"FailCondType3Param2,omitempty"` // [失败条件]3参数2
|
||||
FailCondType3ComplexParam string `csv:"FailCondType3ComplexParam,omitempty"` // [失败条件]3复杂参数
|
||||
FailCondType3Count int32 `csv:"FailCondType3Count,omitempty"` // [失败条件]3次数
|
||||
FailCondCompose int32 `csv:"[失败条件]组合,omitempty"`
|
||||
FailCondType1 int32 `csv:"[失败条件]1类型,omitempty"`
|
||||
FailCondType1Param1 int32 `csv:"[失败条件]1参数1,omitempty"`
|
||||
FailCondType1Param2 int32 `csv:"[失败条件]1参数2,omitempty"`
|
||||
FailCondType1ComplexParam string `csv:"[失败条件]1复杂参数,omitempty"`
|
||||
FailCondType1Count int32 `csv:"[失败条件]1次数,omitempty"`
|
||||
FailCondType2 int32 `csv:"[失败条件]2类型,omitempty"`
|
||||
FailCondType2Param1 int32 `csv:"[失败条件]2参数1,omitempty"`
|
||||
FailCondType2Param2 int32 `csv:"[失败条件]2参数2,omitempty"`
|
||||
FailCondType2ComplexParam string `csv:"[失败条件]2复杂参数,omitempty"`
|
||||
FailCondType2Count int32 `csv:"[失败条件]2次数,omitempty"`
|
||||
FailCondType3 int32 `csv:"[失败条件]3类型,omitempty"`
|
||||
FailCondType3Param1 int32 `csv:"[失败条件]3参数1,omitempty"`
|
||||
FailCondType3Param2 int32 `csv:"[失败条件]3参数2,omitempty"`
|
||||
FailCondType3ComplexParam string `csv:"[失败条件]3复杂参数,omitempty"`
|
||||
FailCondType3Count int32 `csv:"[失败条件]3次数,omitempty"`
|
||||
|
||||
AcceptCondList []*QuestCond // 领取条件
|
||||
FinishCondList []*QuestCond // 完成条件
|
||||
@@ -76,15 +72,10 @@ type QuestData struct {
|
||||
|
||||
func (g *GameDataConfig) loadQuestData() {
|
||||
g.QuestDataMap = make(map[int32]*QuestData)
|
||||
fileNameList := []string{"QuestData.csv", "QuestData_Exported.csv"}
|
||||
fileNameList := []string{"QuestData.txt", "QuestData_Exported.txt"}
|
||||
for _, fileName := range fileNameList {
|
||||
data := g.readCsvFileData(fileName)
|
||||
var questDataList []*QuestData
|
||||
err := csvutil.Unmarshal(data, &questDataList)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
questDataList := make([]*QuestData, 0)
|
||||
readTable[QuestData](g.tablePrefix+fileName, &questDataList)
|
||||
for _, questData := range questDataList {
|
||||
// list -> map
|
||||
// 领取条件
|
||||
|
||||
@@ -1,30 +1,21 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
// ReliquaryAffixData 圣遗物追加属性配置表
|
||||
type ReliquaryAffixData struct {
|
||||
AppendPropId int32 `csv:"AppendPropId"` // 追加属性ID
|
||||
AppendPropDepotId int32 `csv:"AppendPropDepotId,omitempty"` // 追加属性库ID
|
||||
PropType int32 `csv:"PropType,omitempty"` // 属性类别
|
||||
RandomWeight int32 `csv:"RandomWeight,omitempty"` // 随机权重
|
||||
AppendPropId int32 `csv:"追加属性ID"`
|
||||
AppendPropDepotId int32 `csv:"追加属性库ID,omitempty"`
|
||||
PropType int32 `csv:"属性类别,omitempty"`
|
||||
RandomWeight int32 `csv:"随机权重,omitempty"`
|
||||
}
|
||||
|
||||
func (g *GameDataConfig) loadReliquaryAffixData() {
|
||||
g.ReliquaryAffixDataMap = make(map[int32]map[int32]*ReliquaryAffixData)
|
||||
data := g.readCsvFileData("ReliquaryAffixData.csv")
|
||||
var reliquaryAffixDataList []*ReliquaryAffixData
|
||||
err := csvutil.Unmarshal(data, &reliquaryAffixDataList)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
reliquaryAffixDataList := make([]*ReliquaryAffixData, 0)
|
||||
readTable[ReliquaryAffixData](g.tablePrefix+"ReliquaryAffixData.txt", &reliquaryAffixDataList)
|
||||
for _, reliquaryAffixData := range reliquaryAffixDataList {
|
||||
// 通过主属性库ID找到
|
||||
_, ok := g.ReliquaryAffixDataMap[reliquaryAffixData.AppendPropDepotId]
|
||||
|
||||
@@ -1,30 +1,21 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
// ReliquaryMainData 圣遗物主属性配置表
|
||||
type ReliquaryMainData struct {
|
||||
MainPropId int32 `csv:"MainPropId"` // 主属性ID
|
||||
MainPropDepotId int32 `csv:"MainPropDepotId,omitempty"` // 主属性库ID
|
||||
PropType int32 `csv:"PropType,omitempty"` // 属性类别
|
||||
RandomWeight int32 `csv:"RandomWeight,omitempty"` // 随机权重
|
||||
MainPropId int32 `csv:"主属性ID"`
|
||||
MainPropDepotId int32 `csv:"主属性库ID,omitempty"`
|
||||
PropType int32 `csv:"属性类别,omitempty"`
|
||||
RandomWeight int32 `csv:"随机权重,omitempty"`
|
||||
}
|
||||
|
||||
func (g *GameDataConfig) loadReliquaryMainData() {
|
||||
g.ReliquaryMainDataMap = make(map[int32]map[int32]*ReliquaryMainData)
|
||||
data := g.readCsvFileData("ReliquaryMainData.csv")
|
||||
var reliquaryMainDataList []*ReliquaryMainData
|
||||
err := csvutil.Unmarshal(data, &reliquaryMainDataList)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
reliquaryMainDataList := make([]*ReliquaryMainData, 0)
|
||||
readTable[ReliquaryMainData](g.tablePrefix+"ReliquaryMainData.txt", &reliquaryMainDataList)
|
||||
for _, reliquaryMainData := range reliquaryMainDataList {
|
||||
// 通过主属性库ID找到
|
||||
_, ok := g.ReliquaryMainDataMap[reliquaryMainData.MainPropDepotId]
|
||||
|
||||
@@ -1,47 +1,38 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
// RewardData 奖励配置表
|
||||
type RewardData struct {
|
||||
RewardID int32 `csv:"RewardID"` // 奖励ID
|
||||
RewardItem1ID int32 `csv:"RewardItem1ID,omitempty"` // Reward道具1ID
|
||||
RewardItem1Count int32 `csv:"RewardItem1Count,omitempty"` // Reward道具1数量
|
||||
RewardItem2ID int32 `csv:"RewardItem2ID,omitempty"` // Reward道具2ID
|
||||
RewardItem2Count int32 `csv:"RewardItem2Count,omitempty"` // Reward道具2数量
|
||||
RewardItem3ID int32 `csv:"RewardItem3ID,omitempty"` // Reward道具3ID
|
||||
RewardItem3Count int32 `csv:"RewardItem3Count,omitempty"` // Reward道具3数量
|
||||
RewardItem4ID int32 `csv:"RewardItem4ID,omitempty"` // Reward道具4ID
|
||||
RewardItem4Count int32 `csv:"RewardItem4Count,omitempty"` // Reward道具4数量
|
||||
RewardItem5ID int32 `csv:"RewardItem5ID,omitempty"` // Reward道具5ID
|
||||
RewardItem5Count int32 `csv:"RewardItem5Count,omitempty"` // Reward道具5数量
|
||||
RewardItem6ID int32 `csv:"RewardItem6ID,omitempty"` // Reward道具6ID
|
||||
RewardItem6Count int32 `csv:"RewardItem6Count,omitempty"` // Reward道具6数量
|
||||
RewardItem7ID int32 `csv:"RewardItem7ID,omitempty"` // Reward道具7ID
|
||||
RewardItem7Count int32 `csv:"RewardItem7Count,omitempty"` // Reward道具7数量
|
||||
RewardItem8ID int32 `csv:"RewardItem8ID,omitempty"` // Reward道具8ID
|
||||
RewardItem8Count int32 `csv:"RewardItem8Count,omitempty"` // Reward道具8数量
|
||||
RewardItem9ID int32 `csv:"RewardItem9ID,omitempty"` // Reward道具9ID
|
||||
RewardItem9Count int32 `csv:"RewardItem9Count,omitempty"` // Reward道具9数量
|
||||
RewardID int32 `csv:"RewardID"`
|
||||
RewardItem1ID int32 `csv:"Reward道具1ID,omitempty"`
|
||||
RewardItem1Count int32 `csv:"Reward道具1数量,omitempty"`
|
||||
RewardItem2ID int32 `csv:"Reward道具2ID,omitempty"`
|
||||
RewardItem2Count int32 `csv:"Reward道具2数量,omitempty"`
|
||||
RewardItem3ID int32 `csv:"Reward道具3ID,omitempty"`
|
||||
RewardItem3Count int32 `csv:"Reward道具3数量,omitempty"`
|
||||
RewardItem4ID int32 `csv:"Reward道具4ID,omitempty"`
|
||||
RewardItem4Count int32 `csv:"Reward道具4数量,omitempty"`
|
||||
RewardItem5ID int32 `csv:"Reward道具5ID,omitempty"`
|
||||
RewardItem5Count int32 `csv:"Reward道具5数量,omitempty"`
|
||||
RewardItem6ID int32 `csv:"Reward道具6ID,omitempty"`
|
||||
RewardItem6Count int32 `csv:"Reward道具6数量,omitempty"`
|
||||
RewardItem7ID int32 `csv:"Reward道具7ID,omitempty"`
|
||||
RewardItem7Count int32 `csv:"Reward道具7数量,omitempty"`
|
||||
RewardItem8ID int32 `csv:"Reward道具8ID,omitempty"`
|
||||
RewardItem8Count int32 `csv:"Reward道具8数量,omitempty"`
|
||||
RewardItem9ID int32 `csv:"Reward道具9ID,omitempty"`
|
||||
RewardItem9Count int32 `csv:"Reward道具9数量,omitempty"`
|
||||
|
||||
RewardItemMap map[uint32]uint32
|
||||
}
|
||||
|
||||
func (g *GameDataConfig) loadRewardData() {
|
||||
g.RewardDataMap = make(map[int32]*RewardData)
|
||||
data := g.readCsvFileData("RewardData.csv")
|
||||
var rewardDataList []*RewardData
|
||||
err := csvutil.Unmarshal(data, &rewardDataList)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
rewardDataList := make([]*RewardData, 0)
|
||||
readTable[RewardData](g.tablePrefix+"RewardData.txt", &rewardDataList)
|
||||
for _, rewardData := range rewardDataList {
|
||||
// list -> map
|
||||
// 奖励物品整合
|
||||
|
||||
@@ -1,28 +1,19 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
// SceneData 场景配置表
|
||||
type SceneData struct {
|
||||
SceneId int32 `csv:"SceneId"` // ID
|
||||
SceneType int32 `csv:"SceneType,omitempty"` // 类型
|
||||
SceneId int32 `csv:"ID"`
|
||||
SceneType int32 `csv:"类型,omitempty"`
|
||||
}
|
||||
|
||||
func (g *GameDataConfig) loadSceneData() {
|
||||
g.SceneDataMap = make(map[int32]*SceneData)
|
||||
data := g.readCsvFileData("SceneData.csv")
|
||||
var sceneDataList []*SceneData
|
||||
err := csvutil.Unmarshal(data, &sceneDataList)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
sceneDataList := make([]*SceneData, 0)
|
||||
readTable[SceneData](g.tablePrefix+"SceneData.txt", &sceneDataList)
|
||||
for _, sceneData := range sceneDataList {
|
||||
// list -> map
|
||||
g.SceneDataMap[sceneData.SceneId] = sceneData
|
||||
|
||||
@@ -1,28 +1,19 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
// SceneTagData 场景标签配置表
|
||||
type SceneTagData struct {
|
||||
SceneTagId int32 `csv:"SceneTagId"` // ID
|
||||
SceneId int32 `csv:"SceneId,omitempty"` // 场景ID
|
||||
SceneTagId int32 `csv:"ID"`
|
||||
SceneId int32 `csv:"场景ID,omitempty"`
|
||||
}
|
||||
|
||||
func (g *GameDataConfig) loadSceneTagData() {
|
||||
g.SceneTagDataMap = make(map[int32]*SceneTagData)
|
||||
data := g.readCsvFileData("SceneTagData.csv")
|
||||
var sceneTagDataList []*SceneTagData
|
||||
err := csvutil.Unmarshal(data, &sceneTagDataList)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
sceneTagDataList := make([]*SceneTagData, 0)
|
||||
readTable[SceneTagData](g.tablePrefix+"SceneTagData.txt", &sceneTagDataList)
|
||||
for _, sceneTagData := range sceneTagDataList {
|
||||
// list -> map
|
||||
g.SceneTagDataMap[sceneTagData.SceneTagId] = sceneTagData
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,30 +1,21 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
// TriggerData 场景LUA触发器配置表
|
||||
type TriggerData struct {
|
||||
TriggerId int32 `csv:"TriggerId"` // ID
|
||||
SceneId int32 `csv:"SceneId,omitempty"` // 场景ID
|
||||
GroupId int32 `csv:"GroupId,omitempty"` // 组ID
|
||||
TriggerName string `csv:"TriggerName,omitempty"` // 触发器
|
||||
TriggerId int32 `csv:"ID"`
|
||||
SceneId int32 `csv:"场景ID,omitempty"`
|
||||
GroupId int32 `csv:"组ID,omitempty"`
|
||||
TriggerName string `csv:"触发器,omitempty"`
|
||||
}
|
||||
|
||||
func (g *GameDataConfig) loadTriggerData() {
|
||||
g.TriggerDataMap = make(map[int32]*TriggerData)
|
||||
data := g.readCsvFileData("TriggerData.csv")
|
||||
var triggerDataList []*TriggerData
|
||||
err := csvutil.Unmarshal(data, &triggerDataList)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
triggerDataList := make([]*TriggerData, 0)
|
||||
readTable[TriggerData](g.tablePrefix+"TriggerData.txt", &triggerDataList)
|
||||
for _, triggerData := range triggerDataList {
|
||||
g.TriggerDataMap[triggerData.TriggerId] = triggerData
|
||||
}
|
||||
|
||||
@@ -1,34 +1,25 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
// WeaponLevelData 武器等级配置表
|
||||
type WeaponLevelData struct {
|
||||
Level int32 `csv:"Level"` // 等级
|
||||
ExpByStar1 int32 `csv:"ExpByStar1,omitempty"` // 武器升级经验1
|
||||
ExpByStar2 int32 `csv:"ExpByStar2,omitempty"` // 武器升级经验2
|
||||
ExpByStar3 int32 `csv:"ExpByStar3,omitempty"` // 武器升级经验3
|
||||
ExpByStar4 int32 `csv:"ExpByStar4,omitempty"` // 武器升级经验4
|
||||
ExpByStar5 int32 `csv:"ExpByStar5,omitempty"` // 武器升级经验5
|
||||
Level int32 `csv:"等级"`
|
||||
ExpByStar1 int32 `csv:"武器升级经验1,omitempty"`
|
||||
ExpByStar2 int32 `csv:"武器升级经验2,omitempty"`
|
||||
ExpByStar3 int32 `csv:"武器升级经验3,omitempty"`
|
||||
ExpByStar4 int32 `csv:"武器升级经验4,omitempty"`
|
||||
ExpByStar5 int32 `csv:"武器升级经验5,omitempty"`
|
||||
|
||||
ExpByStarMap map[uint32]uint32 // 星级对应武器升级经验
|
||||
}
|
||||
|
||||
func (g *GameDataConfig) loadWeaponLevelData() {
|
||||
g.WeaponLevelDataMap = make(map[int32]*WeaponLevelData)
|
||||
data := g.readCsvFileData("WeaponLevelData.csv")
|
||||
var weaponLevelDataList []*WeaponLevelData
|
||||
err := csvutil.Unmarshal(data, &weaponLevelDataList)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
weaponLevelDataList := make([]*WeaponLevelData, 0)
|
||||
readTable[WeaponLevelData](g.tablePrefix+"WeaponLevelData.txt", &weaponLevelDataList)
|
||||
for _, weaponLevelData := range weaponLevelDataList {
|
||||
// list -> map
|
||||
weaponLevelData.ExpByStarMap = map[uint32]uint32{
|
||||
|
||||
@@ -1,39 +1,30 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
// WeaponPromoteData 武器突破配置表
|
||||
type WeaponPromoteData struct {
|
||||
PromoteId int32 `csv:"PromoteId"` // 武器突破ID
|
||||
PromoteLevel int32 `csv:"PromoteLevel,omitempty"` // 突破等级
|
||||
CostItemId1 int32 `csv:"CostItemId1,omitempty"` // [消耗物品]1ID
|
||||
CostItemCount1 int32 `csv:"CostItemCount1,omitempty"` // [消耗物品]1数量
|
||||
CostItemId2 int32 `csv:"CostItemId2,omitempty"` // [消耗物品]2ID
|
||||
CostItemCount2 int32 `csv:"CostItemCount2,omitempty"` // [消耗物品]2数量
|
||||
CostItemId3 int32 `csv:"CostItemId3,omitempty"` // [消耗物品]3ID
|
||||
CostItemCount3 int32 `csv:"CostItemCount3,omitempty"` // [消耗物品]3数量
|
||||
CostCoin int32 `csv:"CostCoin,omitempty"` // 突破消耗金币
|
||||
LevelLimit int32 `csv:"LevelLimit,omitempty"` // 突破后解锁等级上限
|
||||
MinPlayerLevel int32 `csv:"MinPlayerLevel,omitempty"` // 冒险等级要求
|
||||
PromoteId int32 `csv:"武器突破ID"`
|
||||
PromoteLevel int32 `csv:"突破等级,omitempty"`
|
||||
CostItemId1 int32 `csv:"[消耗物品]1ID,omitempty"`
|
||||
CostItemCount1 int32 `csv:"[消耗物品]1数量,omitempty"`
|
||||
CostItemId2 int32 `csv:"[消耗物品]2ID,omitempty"`
|
||||
CostItemCount2 int32 `csv:"[消耗物品]2数量,omitempty"`
|
||||
CostItemId3 int32 `csv:"[消耗物品]3ID,omitempty"`
|
||||
CostItemCount3 int32 `csv:"[消耗物品]3数量,omitempty"`
|
||||
CostCoin int32 `csv:"突破消耗金币,omitempty"`
|
||||
LevelLimit int32 `csv:"突破后解锁等级上限,omitempty"`
|
||||
MinPlayerLevel int32 `csv:"冒险等级要求,omitempty"`
|
||||
|
||||
CostItemMap map[uint32]uint32 // 消耗物品列表
|
||||
}
|
||||
|
||||
func (g *GameDataConfig) loadWeaponPromoteData() {
|
||||
g.WeaponPromoteDataMap = make(map[int32]map[int32]*WeaponPromoteData)
|
||||
data := g.readCsvFileData("WeaponPromoteData.csv")
|
||||
var weaponPromoteDataList []*WeaponPromoteData
|
||||
err := csvutil.Unmarshal(data, &weaponPromoteDataList)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
weaponPromoteDataList := make([]*WeaponPromoteData, 0)
|
||||
readTable[WeaponPromoteData](g.tablePrefix+"WeaponPromoteData.txt", &weaponPromoteDataList)
|
||||
for _, weaponPromoteData := range weaponPromoteDataList {
|
||||
// list -> map
|
||||
_, ok := g.WeaponPromoteDataMap[weaponPromoteData.PromoteId]
|
||||
|
||||
@@ -1,30 +1,21 @@
|
||||
package gdconf
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"hk4e/pkg/logger"
|
||||
|
||||
"github.com/jszwec/csvutil"
|
||||
)
|
||||
|
||||
// WorldAreaData 世界区域配置表
|
||||
type WorldAreaData struct {
|
||||
WorldAreaId int32 `csv:"WorldAreaId"` // 条目ID
|
||||
SceneId int32 `csv:"SceneId,omitempty"` // 场景ID
|
||||
AreaId1 int32 `csv:"AreaId1,omitempty"` // 一级区域ID
|
||||
AreaId2 int32 `csv:"AreaId2,omitempty"` // 二级区域ID
|
||||
WorldAreaId int32 `csv:"条目ID"`
|
||||
SceneId int32 `csv:"场景ID,omitempty"`
|
||||
AreaId1 int32 `csv:"一级区域ID,omitempty"`
|
||||
AreaId2 int32 `csv:"二级区域ID,omitempty"`
|
||||
}
|
||||
|
||||
func (g *GameDataConfig) loadWorldAreaData() {
|
||||
g.WorldAreaDataMap = make(map[int32]*WorldAreaData)
|
||||
data := g.readCsvFileData("WorldAreaData.csv")
|
||||
var worldAreaDataList []*WorldAreaData
|
||||
err := csvutil.Unmarshal(data, &worldAreaDataList)
|
||||
if err != nil {
|
||||
info := fmt.Sprintf("parse file error: %v", err)
|
||||
panic(info)
|
||||
}
|
||||
worldAreaDataList := make([]*WorldAreaData, 0)
|
||||
readTable[WorldAreaData](g.tablePrefix+"WorldAreaData.txt", &worldAreaDataList)
|
||||
for _, worldAreaData := range worldAreaDataList {
|
||||
// list -> map
|
||||
g.WorldAreaDataMap[worldAreaData.WorldAreaId] = worldAreaData
|
||||
|
||||
Reference in New Issue
Block a user