角色突破功能

This commit is contained in:
UnKownOwO
2023-02-03 22:02:38 +08:00
parent 34b87fadfc
commit 849fcdf93d
12 changed files with 436 additions and 155 deletions

View File

@@ -67,6 +67,82 @@ func (g *GameManager) AddUserAvatar(userId uint32, avatarId uint32) {
g.SendMsg(cmd.AvatarAddNotify, userId, player.ClientSeq, avatarAddNotify)
}
// AvatarPromoteReq 角色突破请求
func (g *GameManager) AvatarPromoteReq(player *model.Player, payloadMsg pb.Message) {
logger.Debug("user promote, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.AvatarPromoteReq)
// 是否拥有角色
avatar, ok := player.AvatarMap[player.GetAvatarIdByGuid(req.Guid)]
if !ok {
logger.Error("avatar error, avatarGuid: %v", req.Guid)
g.CommonRetError(cmd.AvatarPromoteRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_CAN_NOT_FIND_AVATAR)
return
}
// 获取角色配置表
avatarDataConfig, ok := gdconf.CONF.AvatarDataMap[int32(avatar.AvatarId)]
if !ok {
logger.Error("avatar config error, avatarId: %v", avatar.AvatarId)
g.CommonRetError(cmd.AvatarPromoteRsp, player, &proto.AvatarUpgradeRsp{})
return
}
// 获取角色突破配置表
avatarPromoteDataMap, ok := gdconf.CONF.AvatarPromoteDataMap[avatarDataConfig.PromoteId]
if !ok {
logger.Error("avatar promote config error, promoteId: %v", avatarDataConfig.PromoteId)
g.CommonRetError(cmd.AvatarPromoteRsp, player, &proto.AvatarUpgradeRsp{})
return
}
// 获取角色突破下一级的配置表
avatarPromoteConfig, ok := avatarPromoteDataMap[int32(avatar.Promote+1)]
if !ok {
logger.Error("avatar promote config error, promoteLevel: %v", avatar.Promote)
g.CommonRetError(cmd.AvatarPromoteRsp, player, &proto.AvatarUpgradeRsp{})
return
}
// 将被消耗的物品列表
costItemList := make([]*UserItem, 0, len(avatarPromoteConfig.CostItemMap)+1)
// 突破材料是否足够并添加到消耗物品列表
for itemId, count := range avatarPromoteConfig.CostItemMap {
costItemList = append(costItemList, &UserItem{
ItemId: itemId,
ChangeCount: count,
})
}
// 消耗列表添加摩拉的消耗
costItemList = append(costItemList, &UserItem{
ItemId: constant.ItemConstantConst.SCOIN,
ChangeCount: uint32(avatarPromoteConfig.CostCoin),
})
// 突破材料以及摩拉是否足够
for _, item := range costItemList {
if player.GetItemCount(item.ItemId) < item.ChangeCount {
logger.Error("item count not enough, itemId: %v", item.ItemId)
g.CommonRetError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
return
}
}
// 冒险等级是否符合要求
if player.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL] < uint32(avatarPromoteConfig.MinPlayerLevel) {
logger.Error("player level not enough, level: %v", player.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL])
g.CommonRetError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{})
return
}
// 消耗突破材料和摩拉
GAME_MANAGER.CostUserItem(player.PlayerID, costItemList)
// 角色突破等级+1
avatar.Promote++
// 角色更新面板
player.InitAvatarFightProp(avatar)
// 角色属性表更新通知
g.SendMsg(cmd.AvatarPropNotify, player.PlayerID, player.ClientSeq, g.PacketAvatarPropNotify(avatar))
avatarPromoteRsp := &proto.AvatarPromoteRsp{
Guid: req.Guid,
}
g.SendMsg(cmd.AvatarPromoteRsp, player.PlayerID, player.ClientSeq, avatarPromoteRsp)
}
// AvatarUpgradeReq 角色升级请求
func (g *GameManager) AvatarUpgradeReq(player *model.Player, payloadMsg pb.Message) {
logger.Debug("user upgrade, uid: %v", player.PlayerID)
@@ -106,8 +182,22 @@ func (g *GameManager) AvatarUpgradeReq(player *model.Player, payloadMsg pb.Messa
g.CommonRetError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
return
}
// 获取角色配置表
avatarDataConfig, ok := gdconf.CONF.AvatarDataMap[int32(avatar.AvatarId)]
if !ok {
logger.Error("avatar config error, avatarId: %v", avatar.AvatarId)
g.CommonRetError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{})
return
}
// 获取角色突破配置表
avatarPromoteConfig, ok := gdconf.CONF.AvatarPromoteDataMap[int32(avatar.Promote)]
avatarPromoteDataMap, ok := gdconf.CONF.AvatarPromoteDataMap[avatarDataConfig.PromoteId]
if !ok {
logger.Error("avatar promote config error, promoteId: %v", avatarDataConfig.PromoteId)
g.CommonRetError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{})
return
}
// 获取角色突破等级对应的配置表
avatarPromoteConfig, ok := avatarPromoteDataMap[int32(avatar.Promote)]
if !ok {
logger.Error("avatar promote config error, promoteLevel: %v", avatar.Promote)
g.CommonRetError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{})
@@ -115,8 +205,8 @@ func (g *GameManager) AvatarUpgradeReq(player *model.Player, payloadMsg pb.Messa
}
// 角色等级是否达到限制
if avatar.Level >= uint8(avatarPromoteConfig.LevelLimit) {
logger.Error("avatar promote config error, promoteLevel: %v", avatar.Promote)
g.CommonRetError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_AVATAR_LIMIT_LEVEL_ERROR)
logger.Error("avatar level ge level limit, level: %v", avatar.Level)
g.CommonRetError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{})
return
}
// 消耗升级材料以及摩拉
@@ -136,8 +226,10 @@ func (g *GameManager) AvatarUpgradeReq(player *model.Player, payloadMsg pb.Messa
for propType, propValue := range avatar.FightPropMap {
oldFightPropMap[propType] = propValue
}
// 角色添加经验
g.UpgradeUserAvatar(player.PlayerID, avatar.AvatarId, expCount)
avatarUpgradeRsp := &proto.AvatarUpgradeRsp{
CurLevel: uint32(avatar.Level),
OldLevel: uint32(oldLevel),
@@ -148,7 +240,7 @@ func (g *GameManager) AvatarUpgradeReq(player *model.Player, payloadMsg pb.Messa
g.SendMsg(cmd.AvatarUpgradeRsp, player.PlayerID, player.ClientSeq, avatarUpgradeRsp)
}
// UpgradeUserAvatar 用户角色升级
// UpgradeUserAvatar 玩家角色升级
func (g *GameManager) UpgradeUserAvatar(userId uint32, avatarId uint32, expCount uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
@@ -160,11 +252,22 @@ func (g *GameManager) UpgradeUserAvatar(userId uint32, avatarId uint32, expCount
logger.Error("avatar error, avatarId: %v", avatarId)
return
}
// 获取角色配置表
avatarDataConfig, ok := gdconf.CONF.AvatarDataMap[int32(avatar.AvatarId)]
if !ok {
logger.Error("avatar config error, avatarId: %v", avatar.AvatarId)
return
}
// 获取角色突破配置表
avatarPromoteConfig, ok := gdconf.CONF.AvatarPromoteDataMap[int32(avatar.Promote)]
avatarPromoteDataMap, ok := gdconf.CONF.AvatarPromoteDataMap[avatarDataConfig.PromoteId]
if !ok {
logger.Error("avatar promote config error, promoteId: %v", avatarDataConfig.PromoteId)
return
}
// 获取角色突破等级对应的配置表
avatarPromoteConfig, ok := avatarPromoteDataMap[int32(avatar.Promote)]
if !ok {
logger.Error("avatar promote config error, promoteLevel: %v", avatar.Promote)
g.CommonRetError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{})
return
}
// 角色增加经验
@@ -174,19 +277,17 @@ func (g *GameManager) UpgradeUserAvatar(userId uint32, avatarId uint32, expCount
// 获取角色等级配置表
avatarLevelConfig, ok := gdconf.CONF.AvatarLevelDataMap[int32(avatar.Level)]
if !ok {
logger.Error("avatar level config error, level: %v", avatar.Level)
g.CommonRetError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{})
return
// 获取不到代表已经到达最大等级
break
}
// 角色当前等级未突破则跳出循环
if avatar.Level >= uint8(avatarPromoteConfig.LevelLimit) {
// 角色未突破溢出的经验处理
avatar.Exp = 0
break
}
// 角色经验小于升级所需的经验则跳出循环
if avatar.Exp > uint32(avatarLevelConfig.Exp) {
// 角色当前等级未突破则跳出循环
if avatar.Level >= uint8(avatarPromoteConfig.LevelLimit) {
// 角色未突破溢出的经验处理
avatar.Exp = uint32(avatarLevelConfig.Exp)
break
}
} else {
if avatar.Exp < uint32(avatarLevelConfig.Exp) {
break
}
// 角色等级提升