任务接取、进度、完成状态

This commit is contained in:
flswld
2023-02-21 19:01:04 +08:00
parent 418655dea9
commit 7d21f24dc8
11 changed files with 746 additions and 52 deletions

View File

@@ -0,0 +1,15 @@
package constant
const (
QUEST_STATE_TYPE_ACCEPT uint32 = 1
QUEST_STATE_TYPE_EXEC uint32 = 2
QUEST_STATE_TYPE_FINISH uint32 = 3
)
const (
QUEST_ACCEPT_COND_TYPE_QUEST_STATE_EQ int32 = 1
)
const (
QUEST_FINISH_COND_TYPE_SCENE_TRIGGER = 6
)

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@@ -51,6 +51,7 @@ type GameDataConfig struct {
ReliquaryMainDataMap map[int32]map[int32]*ReliquaryMainData // 圣遗物主属性
ReliquaryAffixDataMap map[int32]map[int32]*ReliquaryAffixData // 圣遗物追加属性
QuestDataMap map[int32]*QuestData // 任务
TriggerDataMap map[int32]*TriggerData // 场景LUA触发器
}
func InitGameDataConfig() {
@@ -137,6 +138,7 @@ func (g *GameDataConfig) load() {
g.loadReliquaryMainData() // 圣遗物主属性
g.loadReliquaryAffixData() // 圣遗物追加属性
g.loadQuestData() // 任务
g.loadTriggerData() // 场景LUA触发器
}
func (g *GameDataConfig) readCsvFileData(fileName string) []byte {

View File

@@ -2,10 +2,10 @@ package gdconf
import (
"fmt"
"hk4e/common/constant"
"strconv"
"strings"
"hk4e/common/constant"
"hk4e/pkg/logger"
"github.com/jszwec/csvutil"

View File

@@ -8,6 +8,13 @@ import (
"github.com/jszwec/csvutil"
)
type QuestCond struct {
Type int32
Param []int32
ComplexParam string
Count int32
}
// QuestData 任务配置表
type QuestData struct {
QuestId int32 `csv:"QuestId"` // ID
@@ -61,26 +68,131 @@ type QuestData struct {
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
AcceptCondList []*QuestCond // 领取条件
FinishCondList []*QuestCond // 完成条件
FailCondList []*QuestCond // 失败条件
}
func (g *GameDataConfig) loadQuestData() {
g.QuestDataMap = make(map[int32]*QuestData)
data := g.readCsvFileData("QuestData.csv")
var questDataList []*QuestData
err := csvutil.Unmarshal(data, &questDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, questData := range questDataList {
// list -> map
g.QuestDataMap[questData.QuestId] = questData
fileNameList := []string{"QuestData.csv", "QuestData_Exported.csv"}
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)
}
for _, questData := range questDataList {
// list -> map
// 领取条件
questData.AcceptCondList = make([]*QuestCond, 0)
if questData.AcceptCondType1 != 0 {
paramList := make([]int32, 0)
if questData.AcceptCondType1Param1 != 0 {
paramList = append(paramList, questData.AcceptCondType1Param1)
}
if questData.AcceptCondType1Param2 != 0 {
paramList = append(paramList, questData.AcceptCondType1Param2)
}
if questData.AcceptCondType1Param3 != 0 {
paramList = append(paramList, questData.AcceptCondType1Param3)
}
questData.AcceptCondList = append(questData.AcceptCondList, &QuestCond{
Type: questData.AcceptCondType1,
Param: paramList,
})
}
if questData.AcceptCondType2 != 0 {
paramList := make([]int32, 0)
if questData.AcceptCondType2Param1 != 0 {
paramList = append(paramList, questData.AcceptCondType2Param1)
}
if questData.AcceptCondType2Param2 != 0 {
paramList = append(paramList, questData.AcceptCondType2Param2)
}
if questData.AcceptCondType2Param3 != 0 {
paramList = append(paramList, questData.AcceptCondType2Param3)
}
questData.AcceptCondList = append(questData.AcceptCondList, &QuestCond{
Type: questData.AcceptCondType2,
Param: paramList,
})
}
if questData.AcceptCondType3 != 0 {
paramList := make([]int32, 0)
if questData.AcceptCondType3Param1 != 0 {
paramList = append(paramList, questData.AcceptCondType3Param1)
}
if questData.AcceptCondType3Param2 != 0 {
paramList = append(paramList, questData.AcceptCondType3Param2)
}
if questData.AcceptCondType3Param3 != 0 {
paramList = append(paramList, questData.AcceptCondType3Param3)
}
questData.AcceptCondList = append(questData.AcceptCondList, &QuestCond{
Type: questData.AcceptCondType3,
Param: paramList,
})
}
// 完成条件
questData.FinishCondList = make([]*QuestCond, 0)
if questData.FinishCondType1 != 0 {
paramList := make([]int32, 0)
if questData.FinishCondType1Param1 != 0 {
paramList = append(paramList, questData.FinishCondType1Param1)
}
if questData.FinishCondType1Param2 != 0 {
paramList = append(paramList, questData.FinishCondType1Param2)
}
questData.FinishCondList = append(questData.FinishCondList, &QuestCond{
Type: questData.FinishCondType1,
Param: paramList,
ComplexParam: questData.FinishCondType1ComplexParam,
Count: questData.FinishCondType1Count,
})
}
if questData.FinishCondType2 != 0 {
paramList := make([]int32, 0)
if questData.FinishCondType2Param1 != 0 {
paramList = append(paramList, questData.FinishCondType2Param1)
}
if questData.FinishCondType2Param2 != 0 {
paramList = append(paramList, questData.FinishCondType2Param2)
}
questData.FinishCondList = append(questData.FinishCondList, &QuestCond{
Type: questData.FinishCondType2,
Param: paramList,
ComplexParam: questData.FinishCondType2ComplexParam,
Count: questData.FinishCondType2Count,
})
}
if questData.FinishCondType3 != 0 {
paramList := make([]int32, 0)
if questData.FinishCondType3Param1 != 0 {
paramList = append(paramList, questData.FinishCondType3Param1)
}
if questData.FinishCondType3Param2 != 0 {
paramList = append(paramList, questData.FinishCondType3Param2)
}
questData.FinishCondList = append(questData.FinishCondList, &QuestCond{
Type: questData.FinishCondType3,
Param: paramList,
ComplexParam: questData.FinishCondType3ComplexParam,
Count: questData.FinishCondType3Count,
})
}
// 失败条件
g.QuestDataMap[questData.QuestId] = questData
}
}
logger.Info("QuestData count: %v", len(g.QuestDataMap))
}
func GetQuestDataById(sceneId int32) *QuestData {
return CONF.QuestDataMap[sceneId]
func GetQuestDataById(questId int32) *QuestData {
return CONF.QuestDataMap[questId]
}
func GetQuestDataMap() map[int32]*QuestData {

View File

@@ -1263,5 +1263,275 @@
"origin_name": "[失败条件]3次数"
}
]
},
{
"table_name": "QuestData_Exported",
"field_list": [
{
"field_name": "QuestId",
"field_type": "int32",
"origin_name": "子任务ID"
},
{
"field_name": "ParentQuestId",
"field_type": "int32",
"origin_name": "父任务ID"
},
{
"field_name": "Sequence",
"field_type": "int32",
"origin_name": "序列"
},
{
"field_name": "AcceptCondCompose",
"field_type": "int32",
"origin_name": "[领取条件]组合"
},
{
"field_name": "AcceptCondType1",
"field_type": "int32",
"origin_name": "[领取条件]1类型"
},
{
"field_name": "AcceptCondType1Param1",
"field_type": "int32",
"origin_name": "[领取条件]1参数1"
},
{
"field_name": "AcceptCondType1Param2",
"field_type": "int32",
"origin_name": "[领取条件]1参数2"
},
{
"field_name": "AcceptCondType1Param3",
"field_type": "int32",
"origin_name": "[领取条件]1参数3"
},
{
"field_name": "AcceptCondType2",
"field_type": "int32",
"origin_name": "[领取条件]2类型"
},
{
"field_name": "AcceptCondType2Param1",
"field_type": "int32",
"origin_name": "[领取条件]2参数1"
},
{
"field_name": "AcceptCondType2Param2",
"field_type": "int32",
"origin_name": "[领取条件]2参数2"
},
{
"field_name": "AcceptCondType2Param3",
"field_type": "int32",
"origin_name": "[领取条件]2参数3"
},
{
"field_name": "AcceptCondType3",
"field_type": "int32",
"origin_name": "[领取条件]3类型"
},
{
"field_name": "AcceptCondType3Param1",
"field_type": "int32",
"origin_name": "[领取条件]3参数1"
},
{
"field_name": "AcceptCondType3Param2",
"field_type": "int32",
"origin_name": "[领取条件]3参数2"
},
{
"field_name": "AcceptCondType3Param3",
"field_type": "int32",
"origin_name": "[领取条件]3参数3"
},
{
"field_name": "FinishCondCompose",
"field_type": "int32",
"origin_name": "[完成条件]组合"
},
{
"field_name": "FinishCondType1",
"field_type": "int32",
"origin_name": "[完成条件]1类型"
},
{
"field_name": "FinishCondType1Param1",
"field_type": "int32",
"origin_name": "[完成条件]1参数1"
},
{
"field_name": "FinishCondType1Param2",
"field_type": "int32",
"origin_name": "[完成条件]1参数2"
},
{
"field_name": "FinishCondType1ComplexParam",
"field_type": "string",
"origin_name": "[完成条件]1复杂参数"
},
{
"field_name": "FinishCondType1Count",
"field_type": "int32",
"origin_name": "[完成条件]1次数"
},
{
"field_name": "FinishCondType2",
"field_type": "int32",
"origin_name": "[完成条件]2类型"
},
{
"field_name": "FinishCondType2Param1",
"field_type": "int32",
"origin_name": "[完成条件]2参数1"
},
{
"field_name": "FinishCondType2Param2",
"field_type": "int32",
"origin_name": "[完成条件]2参数2"
},
{
"field_name": "FinishCondType2ComplexParam",
"field_type": "string",
"origin_name": "[完成条件]2复杂参数"
},
{
"field_name": "FinishCondType2Count",
"field_type": "int32",
"origin_name": "[完成条件]2次数"
},
{
"field_name": "FinishCondType3",
"field_type": "int32",
"origin_name": "[完成条件]3类型"
},
{
"field_name": "FinishCondType3Param1",
"field_type": "int32",
"origin_name": "[完成条件]3参数1"
},
{
"field_name": "FinishCondType3Param2",
"field_type": "int32",
"origin_name": "[完成条件]3参数2"
},
{
"field_name": "FinishCondType3ComplexParam",
"field_type": "string",
"origin_name": "[完成条件]3复杂参数"
},
{
"field_name": "FinishCondType3Count",
"field_type": "int32",
"origin_name": "[完成条件]3次数"
},
{
"field_name": "FailCondCompose",
"field_type": "int32",
"origin_name": "[失败条件]组合"
},
{
"field_name": "FailCondType1",
"field_type": "int32",
"origin_name": "[失败条件]1类型"
},
{
"field_name": "FailCondType1Param1",
"field_type": "int32",
"origin_name": "[失败条件]1参数1"
},
{
"field_name": "FailCondType1Param2",
"field_type": "int32",
"origin_name": "[失败条件]1参数2"
},
{
"field_name": "FailCondType1ComplexParam",
"field_type": "string",
"origin_name": "[失败条件]1复杂参数"
},
{
"field_name": "FailCondType1Count",
"field_type": "int32",
"origin_name": "[失败条件]1次数"
},
{
"field_name": "FailCondType2",
"field_type": "int32",
"origin_name": "[失败条件]2类型"
},
{
"field_name": "FailCondType2Param1",
"field_type": "int32",
"origin_name": "[失败条件]2参数1"
},
{
"field_name": "FailCondType2Param2",
"field_type": "int32",
"origin_name": "[失败条件]2参数2"
},
{
"field_name": "FailCondType2ComplexParam",
"field_type": "string",
"origin_name": "[失败条件]2复杂参数"
},
{
"field_name": "FailCondType2Count",
"field_type": "int32",
"origin_name": "[失败条件]2次数"
},
{
"field_name": "FailCondType3",
"field_type": "int32",
"origin_name": "[失败条件]3类型"
},
{
"field_name": "FailCondType3Param1",
"field_type": "int32",
"origin_name": "[失败条件]3参数1"
},
{
"field_name": "FailCondType3Param2",
"field_type": "int32",
"origin_name": "[失败条件]3参数2"
},
{
"field_name": "FailCondType3ComplexParam",
"field_type": "string",
"origin_name": "[失败条件]3复杂参数"
},
{
"field_name": "FailCondType3Count",
"field_type": "int32",
"origin_name": "[失败条件]3次数"
}
]
},
{
"table_name": "TriggerData",
"field_list": [
{
"field_name": "TriggerId",
"field_type": "int32",
"origin_name": "ID"
},
{
"field_name": "SceneId",
"field_type": "int32",
"origin_name": "场景ID"
},
{
"field_name": "GroupId",
"field_type": "int32",
"origin_name": "组ID"
},
{
"field_name": "TriggerName",
"field_type": "string",
"origin_name": "触发器"
}
]
}
]

40
gdconf/trigger_data.go Normal file
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@@ -0,0 +1,40 @@
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
}
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)
}
for _, triggerData := range triggerDataList {
g.TriggerDataMap[triggerData.TriggerId] = triggerData
}
logger.Info("TriggerData count: %v", len(g.TriggerDataMap))
}
func GetTriggerDataById(triggerId int32) *TriggerData {
return CONF.TriggerDataMap[triggerId]
}
func GetTriggerDataMap() map[int32]*TriggerData {
return CONF.TriggerDataMap
}

View File

@@ -148,6 +148,7 @@ func (g *GameManager) LoginNotify(userId uint32, player *model.Player, clientSeq
g.SendMsg(cmd.PlayerStoreNotify, userId, clientSeq, g.PacketPlayerStoreNotify(player))
g.SendMsg(cmd.AvatarDataNotify, userId, clientSeq, g.PacketAvatarDataNotify(player))
g.SendMsg(cmd.OpenStateUpdateNotify, userId, clientSeq, g.PacketOpenStateUpdateNotify())
g.SendMsg(cmd.QuestListNotify, userId, clientSeq, g.PacketQuestListNotify(player))
// g.GCGLogin(player) // 发送GCG登录相关的通知包
playerLoginRsp := &proto.PlayerLoginRsp{
IsUseAbilityHash: true,
@@ -160,45 +161,6 @@ func (g *GameManager) LoginNotify(userId uint32, player *model.Player, clientSeq
TotalTickTime: 0.0,
}
g.SendMsg(cmd.PlayerLoginRsp, userId, clientSeq, playerLoginRsp)
questListNotify := &proto.QuestListNotify{
QuestList: make([]*proto.Quest, 0),
}
for _, questDataConfig := range gdconf.GetQuestDataMap() {
if questDataConfig.QuestId == 35104 {
questListNotify.QuestList = append(questListNotify.QuestList, &proto.Quest{
QuestId: 35104,
State: 2,
StartTime: uint32(time.Now().Unix()),
ParentQuestId: 351,
StartGameTime: 438,
AcceptTime: uint32(time.Now().Unix()),
FinishProgressList: []uint32{0},
})
continue
}
finishProgressList := make([]uint32, 0)
if questDataConfig.FinishCondType1 != 0 {
finishProgressList = append(finishProgressList, 0)
}
if questDataConfig.FinishCondType2 != 0 {
finishProgressList = append(finishProgressList, 0)
}
if questDataConfig.FinishCondType3 != 0 {
finishProgressList = append(finishProgressList, 0)
}
questListNotify.QuestList = append(questListNotify.QuestList, &proto.Quest{
QuestId: uint32(questDataConfig.QuestId),
State: 1,
StartTime: uint32(time.Now().Unix()),
ParentQuestId: uint32(questDataConfig.ParentQuestId),
StartGameTime: 0,
AcceptTime: uint32(time.Now().Unix()),
FinishProgressList: finishProgressList,
})
}
g.SendMsg(cmd.QuestListNotify, userId, clientSeq, questListNotify)
}
func (g *GameManager) PacketPlayerDataNotify(player *model.Player) *proto.PlayerDataNotify {
@@ -432,5 +394,7 @@ func (g *GameManager) CreatePlayer(userId uint32, nickName string, mainCharAvata
player.ChatMsgMap = make(map[uint32][]*model.ChatMsg)
g.AcceptQuest(player, false)
return player
}

157
gs/game/player_quest.go Normal file
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@@ -0,0 +1,157 @@
package game
import (
"hk4e/common/constant"
"hk4e/gdconf"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
pb "google.golang.org/protobuf/proto"
)
// AddQuestContentProgressReq 添加任务内容进度请求
func (g *GameManager) AddQuestContentProgressReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.AddQuestContentProgressReq)
logger.Error("AddQuestContentProgressReq: %v", req)
g.AddQuestProgress(player, req)
rsp := &proto.AddQuestContentProgressRsp{
ContentType: req.ContentType,
}
g.SendMsg(cmd.AddQuestContentProgressRsp, player.PlayerID, player.ClientSeq, rsp)
g.AcceptQuest(player, true)
}
// AddQuestProgress 添加任务进度
func (g *GameManager) AddQuestProgress(player *model.Player, req *proto.AddQuestContentProgressReq) {
dbQuest := player.GetDbQuest()
updateQuestIdList := make([]uint32, 0)
for _, quest := range dbQuest.GetQuestMap() {
questDataConfig := gdconf.GetQuestDataById(int32(quest.QuestId))
if questDataConfig == nil {
logger.Error("get quest data config is nil, questId: %v", quest.QuestId)
continue
}
for index, finishCond := range questDataConfig.FinishCondList {
if len(finishCond.Param) != 1 {
continue
}
if req.ContentType != uint32(finishCond.Type) || req.Param != uint32(finishCond.Param[0]) {
continue
}
dbQuest.AddQuestProgress(quest.QuestId, index, req.AddProgress)
updateQuestIdList = append(updateQuestIdList, quest.QuestId)
}
}
for _, questId := range updateQuestIdList {
quest := dbQuest.GetQuestById(questId)
if quest == nil {
logger.Error("get quest is nil, questId: %v", quest.QuestId)
continue
}
ntf := &proto.QuestProgressUpdateNotify{
QuestId: quest.QuestId,
FinishProgressList: quest.FinishProgressList,
}
g.SendMsg(cmd.QuestProgressUpdateNotify, player.PlayerID, player.ClientSeq, ntf)
}
}
// AcceptQuest 接取当前条件下能接取到的全部任务
func (g *GameManager) AcceptQuest(player *model.Player, isNtfClient bool) {
dbQuest := player.GetDbQuest()
addQuestIdList := make([]uint32, 0)
for _, questData := range gdconf.GetQuestDataMap() {
if dbQuest.GetQuestById(uint32(questData.QuestId)) != nil {
continue
}
canAccept := true
for _, acceptCond := range questData.AcceptCondList {
switch acceptCond.Type {
case constant.QUEST_ACCEPT_COND_TYPE_QUEST_STATE_EQ:
// 某个任务状态等于 参数1:任务id 参数2:任务状态
if len(acceptCond.Param) != 2 {
logger.Error("quest accept cond config format error, questId: %v", questData.QuestId)
canAccept = false
break
}
quest := dbQuest.GetQuestById(uint32(acceptCond.Param[0]))
if quest == nil {
canAccept = false
break
}
if quest.State != uint32(acceptCond.Param[1]) {
canAccept = false
break
}
default:
canAccept = false
break
}
}
if canAccept {
dbQuest.AddQuest(uint32(questData.QuestId))
// TODO 判断任务是否能开始执行
dbQuest.ExecQuest(uint32(questData.QuestId))
addQuestIdList = append(addQuestIdList, uint32(questData.QuestId))
}
}
if isNtfClient {
ntf := &proto.QuestListUpdateNotify{
QuestList: make([]*proto.Quest, 0),
}
for _, questId := range addQuestIdList {
pbQuest := g.PacketQuest(player, questId)
if pbQuest == nil {
continue
}
ntf.QuestList = append(ntf.QuestList, pbQuest)
}
g.SendMsg(cmd.QuestListUpdateNotify, player.PlayerID, player.ClientSeq, ntf)
}
}
// PacketQuest 打包一个任务
func (g *GameManager) PacketQuest(player *model.Player, questId uint32) *proto.Quest {
dbQuest := player.GetDbQuest()
questDataConfig := gdconf.GetQuestDataById(int32(questId))
if questDataConfig == nil {
logger.Error("get quest data config is nil, questId: %v", questId)
return nil
}
quest := dbQuest.GetQuestById(questId)
if quest == nil {
logger.Error("get quest is nil, questId: %v", quest.QuestId)
return nil
}
pbQuest := &proto.Quest{
QuestId: quest.QuestId,
State: quest.State,
StartTime: quest.StartTime,
ParentQuestId: uint32(questDataConfig.ParentQuestId),
StartGameTime: 0,
AcceptTime: quest.AcceptTime,
FinishProgressList: quest.FinishProgressList,
}
return pbQuest
}
// PacketQuestListNotify 打包任务列表通知
func (g *GameManager) PacketQuestListNotify(player *model.Player) *proto.QuestListNotify {
questListNotify := &proto.QuestListNotify{
QuestList: make([]*proto.Quest, 0),
}
dbQuest := player.GetDbQuest()
for _, quest := range dbQuest.GetQuestMap() {
pbQuest := g.PacketQuest(player, quest.QuestId)
if pbQuest == nil {
continue
}
questListNotify.QuestList = append(questListNotify.QuestList, pbQuest)
}
return questListNotify
}

View File

@@ -138,6 +138,7 @@ func (r *RouteManager) initRoute() {
r.registerRouter(cmd.AvatarPromoteGetRewardReq, GAME_MANAGER.AvatarPromoteGetRewardReq)
r.registerRouter(cmd.SetEquipLockStateReq, GAME_MANAGER.SetEquipLockStateReq)
r.registerRouter(cmd.TakeoffEquipReq, GAME_MANAGER.TakeoffEquipReq)
r.registerRouter(cmd.AddQuestContentProgressReq, GAME_MANAGER.AddQuestContentProgressReq)
}
func (r *RouteManager) RouteHandle(netMsg *mq.NetMsg) {

132
gs/model/db_quest.go Normal file
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@@ -0,0 +1,132 @@
package model
import (
"time"
"hk4e/common/constant"
"hk4e/gdconf"
"hk4e/pkg/logger"
)
// DbQuest 玩家任务数据
type DbQuest struct {
QuestMap map[uint32]*Quest // 任务列表 key:任务id value:任务
}
// Quest 任务
type Quest struct {
QuestId uint32 // 任务id
State uint32 // 任务状态
AcceptTime uint32 // 接取时间
StartTime uint32 // 开始执行时间
FinishProgressList []uint32 // 任务进度
}
func (p *Player) GetDbQuest() *DbQuest {
if p.DbQuest == nil {
p.DbQuest = &DbQuest{
QuestMap: make(map[uint32]*Quest),
}
}
return p.DbQuest
}
// GetQuestMap 获取全部任务
func (q *DbQuest) GetQuestMap() map[uint32]*Quest {
return q.QuestMap
}
// GetQuestById 获取一个任务
func (q *DbQuest) GetQuestById(questId uint32) *Quest {
return q.QuestMap[questId]
}
// AddQuest 添加一个任务
func (q *DbQuest) AddQuest(questId uint32) {
_, exist := q.QuestMap[questId]
if exist {
logger.Error("quest is already exist, questId: %v", questId)
return
}
questDataConfig := gdconf.GetQuestDataById(int32(questId))
if questDataConfig == nil {
logger.Error("get quest data config is nil, questId: %v", questId)
return
}
q.QuestMap[questId] = &Quest{
QuestId: uint32(questDataConfig.QuestId),
State: constant.QUEST_STATE_TYPE_ACCEPT,
AcceptTime: uint32(time.Now().Unix()),
StartTime: 0,
FinishProgressList: nil,
}
}
// ExecQuest 开始执行一个任务
func (q *DbQuest) ExecQuest(questId uint32) {
quest, exist := q.QuestMap[questId]
if !exist {
logger.Error("get quest is nil, questId: %v", questId)
return
}
if quest.State != constant.QUEST_STATE_TYPE_ACCEPT {
logger.Error("invalid quest state, questId: %v, state: %v", questId, quest.State)
return
}
questDataConfig := gdconf.GetQuestDataById(int32(questId))
if questDataConfig == nil {
logger.Error("get quest data config is nil, questId: %v", questId)
return
}
quest.State = constant.QUEST_STATE_TYPE_EXEC
quest.StartTime = uint32(time.Now().Unix())
quest.FinishProgressList = make([]uint32, len(questDataConfig.FinishCondList))
}
// DeleteQuest 删除一个任务
func (q *DbQuest) DeleteQuest(questId uint32) {
_, exist := q.QuestMap[questId]
if !exist {
logger.Error("quest is not exist, questId: %v", questId)
return
}
delete(q.QuestMap, questId)
}
// AddQuestProgress 添加一个任务的进度
func (q *DbQuest) AddQuestProgress(questId uint32, index int, progress uint32) {
quest, exist := q.QuestMap[questId]
if !exist {
logger.Error("get quest is nil, questId: %v", questId)
return
}
if quest.State != constant.QUEST_STATE_TYPE_EXEC {
logger.Error("invalid quest state, questId: %v, state: %v", questId, quest.State)
return
}
questDataConfig := gdconf.GetQuestDataById(int32(questId))
if questDataConfig == nil {
logger.Error("get quest data config is nil, questId: %v", questId)
return
}
if index >= len(quest.FinishProgressList) || index >= len(questDataConfig.FinishCondList) {
logger.Error("invalid quest progress index, questId: %v, index: %v", questId, index)
return
}
quest.FinishProgressList[index] += progress
if quest.FinishProgressList[index] >= uint32(questDataConfig.FinishCondList[index].Count) {
quest.State = constant.QUEST_STATE_TYPE_FINISH
}
}
// ForceFinishQuest 强制完成一个任务
func (q *DbQuest) ForceFinishQuest(questId uint32) {
questDataConfig := gdconf.GetQuestDataById(int32(questId))
if questDataConfig == nil {
logger.Error("get quest data config is nil, questId: %v", questId)
return
}
for index, finishCond := range questDataConfig.FinishCondList {
q.AddQuestProgress(questId, index, uint32(finishCond.Count))
}
}

View File

@@ -54,6 +54,7 @@ type Player struct {
MainCharAvatarId uint32 // 主角id
GCGInfo *GCGInfo // 七圣召唤信息
IsGM uint8 // 管理员权限等级
DbQuest *DbQuest // 任务
// 在线数据 请随意 记得加忽略字段的tag
LastSaveTime uint32 `bson:"-" msgpack:"-"` // 上一次保存时间
EnterSceneToken uint32 `bson:"-" msgpack:"-"` // 玩家的世界进入令牌