修复问题、添加give命令

修复使用除主角外角色无法进入的问题
新增give命令 武器数量 精炼 角色等级 命座等后期增加参数
This commit is contained in:
UnKownOwO
2022-11-26 16:30:36 +08:00
parent 5fa5ef5e01
commit 86a65e6f9b
9 changed files with 274 additions and 65 deletions

View File

@@ -11,8 +11,9 @@ func (c *CommandManager) HelpCommand(cmd *CommandMessage) {
executor := cmd.Executor executor := cmd.Executor
c.SendMessage(executor, c.SendMessage(executor,
"===== 帮助 / Help =====\n"+ "========== 帮助 / Help ==========\n\n"+
"传送:/tp {-u [UID]} {-s [场景ID]} -x [坐标X] -y [坐标Y] -z [坐标Z]\n", "传送:/tp [-u <UID>] [-s <场景ID>] -x <坐标X> -y <坐标Y> -z <坐标Z>\n\n"+
"给予:/give [-u <UID>] [-c <数量>] -i <物品ID|武器ID|角色ID/item/weapon/avatar/all>\n",
) )
} }
@@ -29,7 +30,7 @@ func (c *CommandManager) OpCommand(cmd *CommandMessage) {
} }
// TeleportCommand 传送玩家命令 // TeleportCommand 传送玩家命令
// tp {-u [userId]} {-s [sceneId]} -x [posX] -y [posY] -z [posZ] // tp [-u <userId>] [-s <sceneId>] -x <posX> -y <posY> -z <posZ>
func (c *CommandManager) TeleportCommand(cmd *CommandMessage) { func (c *CommandManager) TeleportCommand(cmd *CommandMessage) {
game := c.gameManager game := c.gameManager
@@ -42,14 +43,14 @@ func (c *CommandManager) TeleportCommand(cmd *CommandMessage) {
// 判断是否填写必备参数 // 判断是否填写必备参数
if cmd.Args["x"] == "" || cmd.Args["y"] == "" || cmd.Args["z"] == "" { if cmd.Args["x"] == "" || cmd.Args["y"] == "" || cmd.Args["z"] == "" {
c.SendMessage(player, "参数不足,正确用法:/%v {-u [UID]} {-s [场景ID]} -x [坐标X] -y [坐标Y] -z [坐标Z]。", cmd.Name) c.SendMessage(player, "参数不足,正确用法:/%v [-u <UID>] [-s <场景ID>] -x <坐标X> -y <坐标Y> -z <坐标Z>", cmd.Name)
return return
} }
// 初始值 // 初始值
target := player target := player // 目标
sceneId := target.SceneId sceneId := target.SceneId // 场景Id
pos := &model.Vector{} pos := &model.Vector{} // 坐标
// 选择每个参数 // 选择每个参数
for k, v := range cmd.Args { for k, v := range cmd.Args {
@@ -57,21 +58,24 @@ func (c *CommandManager) TeleportCommand(cmd *CommandMessage) {
switch k { switch k {
case "u": case "u":
var t uint64 var uid uint64
if t, err = strconv.ParseUint(v, 10, 32); err != nil { if uid, err = strconv.ParseUint(v, 10, 32); err != nil {
// 判断目标用户是否在线 // 判断目标用户是否在线
if user := game.userManager.GetOnlineUser(uint32(t)); user != nil { if user := game.userManager.GetOnlineUser(uint32(uid)); user != nil {
target = user target = user
sceneId = target.SceneId // 防止覆盖用户指定过的sceneId
if target.SceneId != sceneId {
sceneId = target.SceneId
}
} else { } else {
c.SendMessage(player, "目标玩家不在线UID: %v。", v) c.SendMessage(player, "目标玩家不在线UID: %v。", v)
return return
} }
} }
case "s": case "s":
var s uint64 var sid uint64
if s, err = strconv.ParseUint(v, 10, 32); err == nil { if sid, err = strconv.ParseUint(v, 10, 32); err == nil {
sceneId = uint32(s) sceneId = uint32(sid)
} }
case "x": case "x":
// 玩家此时的位置X // 玩家此时的位置X
@@ -122,8 +126,133 @@ func (c *CommandManager) TeleportCommand(cmd *CommandMessage) {
} }
// 传送玩家 // 传送玩家
game.TeleportPlayer(target, sceneId, pos) c.GMTeleportPlayer(target.PlayerID, sceneId, pos.X, pos.Y, pos.Z)
// 发送消息给执行者 // 发送消息给执行者
c.SendMessage(player, "已将玩家 UID%v 传送至 场景:%v X%.2f Y%.2f Z%.2f。", target.PlayerID, sceneId, pos.X, pos.Y, pos.Z) c.SendMessage(player, "已将玩家 UID%v 传送至 场景:%v, X%.2f, Y%.2f, Z%.2f。", target.PlayerID, sceneId, pos.X, pos.Y, pos.Z)
}
// GiveCommand 给予物品命令
// give [-u <userId>] [-c <count>] -i <itemId|AvatarId/all>
func (c *CommandManager) GiveCommand(cmd *CommandMessage) {
game := c.gameManager
// 执行者如果不是玩家则必须输入目标UID
player, ok := cmd.Executor.(*model.Player)
if !ok && cmd.Args["u"] == "" {
c.SendMessage(cmd.Executor, "你不是玩家请指定目标UID。")
return
}
// 判断是否填写必备参数
if cmd.Args["i"] == "" {
c.SendMessage(player, "参数不足,正确用法:/%v [-u <UID>] [-c <数量>] -i <物品ID|武器ID|角色ID/item/weapon/avatar/all>。", cmd.Name)
return
}
// 初始值
target := player // 目标
count := uint32(1) // 数量
itemId := uint32(0) // 物品Id
// 给予物品的模式
// once 单个 / all 所有物品
// item 物品 / weapon 武器
mode := "once"
// 选择每个参数
for k, v := range cmd.Args {
var err error
switch k {
case "u":
var uid uint64
if uid, err = strconv.ParseUint(v, 10, 32); err != nil {
// 判断目标用户是否在线
if user := game.userManager.GetOnlineUser(uint32(uid)); user != nil {
target = user
} else {
c.SendMessage(player, "目标玩家不在线UID: %v。", v)
return
}
}
case "c":
var cnt uint64
if cnt, err = strconv.ParseUint(v, 10, 32); err == nil {
count = uint32(cnt)
}
case "i":
switch v {
case "all", "item", "avatar", "weapon":
// 将模式修改为参数的值
mode = v
default:
var id uint64
if id, err = strconv.ParseUint(v, 10, 32); err != nil {
c.SendMessage(player, "参数 -%v 有误,允许内容: <item | weapon | avatar | all>。", k)
return
}
itemId = uint32(id)
}
default:
c.SendMessage(player, "参数 -%v 冗余。", k)
return
}
// 解析错误的话应该是参数类型问题
if err != nil {
c.SendMessage("参数 -%v 有误,类型错误。", k)
return
}
}
switch mode {
case "once":
// 判断是否为物品
_, ok := game.GetAllItemDataConfig()[int32(itemId)]
if ok {
// 给予玩家物品
c.GMAddUserItem(target.PlayerID, itemId, count)
c.SendMessage(player, "已给予玩家 UID%v, 物品ID: %v*数量: %v。", target.PlayerID, itemId, count)
return
}
// 判断是否为武器
_, ok = game.GetAllWeaponDataConfig()[int32(itemId)]
if ok {
// 给予玩家武器
c.GMAddUserWeapon(target.PlayerID, itemId, count)
c.SendMessage(player, "已给予玩家 UID%v, 武器ID%v*数量:%v。", target.PlayerID, itemId, count)
return
}
// 判断是否为角色
_, ok = game.GetAllAvatarDataConfig()[int32(itemId)]
if ok {
// 给予玩家武器
c.GMAddUserAvatar(target.PlayerID, itemId)
c.SendMessage(player, "已给予玩家 UID%v, 角色ID%v*数量:%v。", target.PlayerID, itemId, count)
return
}
// 都执行到这里那肯定是都不匹配
c.SendMessage(player, "物品ID%v 不存在。", itemId)
case "item":
// 给予玩家所有物品
c.GMAddUserAllItem(target.PlayerID, count)
c.SendMessage(player, "已给予玩家 UID%v, 所有物品*%v。", target.PlayerID, count)
case "weapon":
// 给予玩家所有武器
c.GMAddUserAllWeapon(target.PlayerID, count)
c.SendMessage(player, "已给予玩家 UID%v, 所有武器*%v。", target.PlayerID, count)
case "avatar":
// 给予玩家所有角色
c.GMAddUserAllAvatar(target.PlayerID)
c.SendMessage(player, "已给予玩家 UID%v, 所有角色。", target.PlayerID)
case "all":
// 给予玩家所有物品
c.GMAddUserAllItem(target.PlayerID, count)
// 给予玩家所有武器
c.GMAddUserAllWeapon(target.PlayerID, count)
// 给予玩家所有角色
c.GMAddUserAllAvatar(target.PlayerID)
c.SendMessage(player, "已给予玩家 UID%v, 所有内容。", target.PlayerID)
}
} }

73
gs/game/command_gm.go Normal file
View File

@@ -0,0 +1,73 @@
package game
import (
"hk4e/gs/model"
"hk4e/pkg/logger"
)
// GMTeleportPlayer 传送玩家
func (c *CommandManager) GMTeleportPlayer(userId, sceneId uint32, posX, posY, posZ float64) {
player := c.gameManager.userManager.GetOnlineUser(userId)
if player == nil {
logger.LOG.Error("player is nil, uid: %v", userId)
return
}
c.gameManager.TeleportPlayer(player, sceneId, &model.Vector{
X: posX,
Y: posY,
Z: posZ,
})
}
// GMAddUserItem 给予玩家物品
func (c *CommandManager) GMAddUserItem(userId, itemId, itemCount uint32) {
c.gameManager.AddUserItem(userId, []*UserItem{
{
ItemId: itemId,
ChangeCount: itemCount,
},
}, true, 0)
}
// GMAddUserWeapon 给予玩家武器
func (c *CommandManager) GMAddUserWeapon(userId, itemId, itemCount uint32) {
// 武器数量
for i := uint32(0); i < itemCount; i++ {
// 给予武器
c.gameManager.AddUserWeapon(userId, itemId)
}
}
// GMAddUserAvatar 给予玩家角色
func (c *CommandManager) GMAddUserAvatar(userId, avatarId uint32) {
player := c.gameManager.userManager.GetOnlineUser(userId)
if player == nil {
logger.LOG.Error("player is nil, uid: %v", userId)
return
}
// 添加角色
c.gameManager.AddUserAvatar(userId, avatarId)
// todo 设置角色 等以后做到角色升级之类的再说
//avatar := player.AvatarMap[avatarId]
}
// GMAddUserAllItem 给予玩家所有物品
func (c *CommandManager) GMAddUserAllItem(userId, itemCount uint32) {
for itemId := range c.gameManager.GetAllItemDataConfig() {
c.GMAddUserItem(userId, uint32(itemId), itemCount)
}
}
// GMAddUserAllWeapon 给予玩家所有武器
func (c *CommandManager) GMAddUserAllWeapon(userId, itemCount uint32) {
for itemId := range c.gameManager.GetAllWeaponDataConfig() {
c.GMAddUserWeapon(userId, uint32(itemId), itemCount)
}
}
// GMAddUserAllAvatar 给予玩家所有角色
func (c *CommandManager) GMAddUserAllAvatar(userId uint32) {
for avatarId := range c.gameManager.GetAllAvatarDataConfig() {
c.GMAddUserAvatar(userId, uint32(avatarId))
}
}

View File

@@ -71,6 +71,7 @@ func (c *CommandManager) InitRouter() {
c.RegisterRouter(CommandPermNormal, c.HelpCommand, "help") c.RegisterRouter(CommandPermNormal, c.HelpCommand, "help")
c.RegisterRouter(CommandPermNormal, c.OpCommand, "op") c.RegisterRouter(CommandPermNormal, c.OpCommand, "op")
c.RegisterRouter(CommandPermNormal, c.TeleportCommand, "teleport", "tp") c.RegisterRouter(CommandPermNormal, c.TeleportCommand, "teleport", "tp")
c.RegisterRouter(CommandPermNormal, c.GiveCommand, "give", "item")
} }
// GM命令 // GM命令
{ {

View File

@@ -88,7 +88,11 @@ func (t *TickManager) onTickMinute(now int64) {
count := random.GetRandomInt32(0, 4) count := random.GetRandomInt32(0, 4)
i := int32(0) i := int32(0)
for itemId := range allItemDataConfig { for itemId := range allItemDataConfig {
itemDataConfig := allItemDataConfig[itemId] itemDataConfig, ok := allItemDataConfig[itemId]
if !ok {
logger.LOG.Error("config is nil, itemId: %v", itemId)
return
}
// TODO 3.0.0REL版本中 发送某些无效家具 可能会导致客户端背包家具界面卡死 // TODO 3.0.0REL版本中 发送某些无效家具 可能会导致客户端背包家具界面卡死
if itemDataConfig.ItemEnumType == constant.ItemTypeConst.ITEM_FURNITURE { if itemDataConfig.ItemEnumType == constant.ItemTypeConst.ITEM_FURNITURE {
continue continue

View File

@@ -35,9 +35,18 @@ func (g *GameManager) AddUserAvatar(userId uint32, avatarId uint32) {
return return
} }
player.AddAvatar(avatarId) player.AddAvatar(avatarId)
avatar := player.AvatarMap[avatarId]
if avatar == nil {
logger.LOG.Error("avatar is nil, avatarId", avatarId)
return
}
// 添加初始武器 // 添加初始武器
avatarDataConfig := gdc.CONF.AvatarDataMap[int32(avatarId)] avatarDataConfig, ok := gdc.CONF.AvatarDataMap[int32(avatarId)]
if !ok {
logger.LOG.Error("config is nil, itemId: %v", avatarId)
return
}
weaponId := g.AddUserWeapon(player.PlayerID, uint32(avatarDataConfig.InitialWeapon)) weaponId := g.AddUserWeapon(player.PlayerID, uint32(avatarDataConfig.InitialWeapon))
// 角色装上初始武器 // 角色装上初始武器
@@ -47,7 +56,6 @@ func (g *GameManager) AddUserAvatar(userId uint32, avatarId uint32) {
g.UpdateUserAvatarFightProp(player.PlayerID, avatarId) g.UpdateUserAvatarFightProp(player.PlayerID, avatarId)
// PacketAvatarAddNotify // PacketAvatarAddNotify
avatar := player.AvatarMap[avatarId]
avatarAddNotify := new(proto.AvatarAddNotify) avatarAddNotify := new(proto.AvatarAddNotify)
avatarAddNotify.Avatar = g.PacketAvatarInfo(avatar) avatarAddNotify.Avatar = g.PacketAvatarInfo(avatar)
avatarAddNotify.IsInTeam = false avatarAddNotify.IsInTeam = false
@@ -210,10 +218,12 @@ func (g *GameManager) AvatarWearFlycloakReq(player *model.Player, payloadMsg pb.
} }
func (g *GameManager) PacketAvatarEquipChangeNotify(avatar *model.Avatar, weapon *model.Weapon, entityId uint32) *proto.AvatarEquipChangeNotify { func (g *GameManager) PacketAvatarEquipChangeNotify(avatar *model.Avatar, weapon *model.Weapon, entityId uint32) *proto.AvatarEquipChangeNotify {
itemDataConfig := gdc.CONF.ItemDataMap[int32(weapon.ItemId)] itemDataConfig, ok := gdc.CONF.ItemDataMap[int32(weapon.ItemId)]
avatarEquipChangeNotify := new(proto.AvatarEquipChangeNotify) avatarEquipChangeNotify := new(proto.AvatarEquipChangeNotify)
avatarEquipChangeNotify.AvatarGuid = avatar.Guid avatarEquipChangeNotify.AvatarGuid = avatar.Guid
avatarEquipChangeNotify.EquipType = uint32(itemDataConfig.EquipEnumType) if ok {
avatarEquipChangeNotify.EquipType = uint32(itemDataConfig.EquipEnumType)
}
avatarEquipChangeNotify.ItemId = weapon.ItemId avatarEquipChangeNotify.ItemId = weapon.ItemId
avatarEquipChangeNotify.EquipGuid = weapon.Guid avatarEquipChangeNotify.EquipGuid = weapon.Guid
avatarEquipChangeNotify.Weapon = &proto.SceneWeaponInfo{ avatarEquipChangeNotify.Weapon = &proto.SceneWeaponInfo{
@@ -228,10 +238,12 @@ func (g *GameManager) PacketAvatarEquipChangeNotify(avatar *model.Avatar, weapon
} }
func (g *GameManager) PacketAvatarEquipTakeOffNotify(avatar *model.Avatar, weapon *model.Weapon) *proto.AvatarEquipChangeNotify { func (g *GameManager) PacketAvatarEquipTakeOffNotify(avatar *model.Avatar, weapon *model.Weapon) *proto.AvatarEquipChangeNotify {
itemDataConfig := gdc.CONF.ItemDataMap[int32(weapon.ItemId)]
avatarEquipChangeNotify := new(proto.AvatarEquipChangeNotify) avatarEquipChangeNotify := new(proto.AvatarEquipChangeNotify)
avatarEquipChangeNotify.AvatarGuid = avatar.Guid avatarEquipChangeNotify.AvatarGuid = avatar.Guid
avatarEquipChangeNotify.EquipType = uint32(itemDataConfig.EquipEnumType) itemDataConfig, ok := gdc.CONF.ItemDataMap[int32(weapon.ItemId)]
if ok {
avatarEquipChangeNotify.EquipType = uint32(itemDataConfig.EquipEnumType)
}
return avatarEquipChangeNotify return avatarEquipChangeNotify
} }

View File

@@ -30,12 +30,6 @@ func (g *GameManager) OnLoginOk(userId uint32, player *model.Player, clientSeq u
player.OnlineTime = uint32(time.Now().UnixMilli()) player.OnlineTime = uint32(time.Now().UnixMilli())
player.Online = true player.Online = true
// TODO 3.0.0REL版本 目前存在当前队伍活跃角色非主角时 登录进不去场景的情况 所以暂时先把四号队伍作为仅存在主角的保留队伍
team := player.TeamConfig.GetTeamByIndex(3)
team.AvatarIdList = []uint32{player.MainCharAvatarId, 0, 0, 0}
player.TeamConfig.CurrTeamIndex = 3
player.TeamConfig.CurrAvatarIndex = 0
// 初始化 // 初始化
player.InitAll() player.InitAll()
player.TeamConfig.UpdateTeam() player.TeamConfig.UpdateTeam()
@@ -94,7 +88,12 @@ func (g *GameManager) OnLoginOk(userId uint32, player *model.Player, clientSeq u
Guid: weapon.Guid, Guid: weapon.Guid,
Detail: nil, Detail: nil,
} }
if itemDataMapConfig[int32(weapon.ItemId)].ItemEnumType != constant.ItemTypeConst.ITEM_WEAPON { itemData, ok := itemDataMapConfig[int32(weapon.ItemId)]
if !ok {
logger.LOG.Error("config is nil, itemId: %v", weapon.ItemId)
return
}
if itemData.ItemEnumType != constant.ItemTypeConst.ITEM_WEAPON {
continue continue
} }
affixMap := make(map[uint32]uint32) affixMap := make(map[uint32]uint32)
@@ -169,7 +168,7 @@ func (g *GameManager) OnLoginOk(userId uint32, player *model.Player, clientSeq u
// PacketAvatarDataNotify // PacketAvatarDataNotify
avatarDataNotify := new(proto.AvatarDataNotify) avatarDataNotify := new(proto.AvatarDataNotify)
chooseAvatarId := player.TeamConfig.GetActiveAvatarId() chooseAvatarId := player.MainCharAvatarId
avatarDataNotify.CurAvatarTeamId = uint32(player.TeamConfig.GetActiveTeamId()) avatarDataNotify.CurAvatarTeamId = uint32(player.TeamConfig.GetActiveTeamId())
avatarDataNotify.ChooseAvatarGuid = player.AvatarMap[chooseAvatarId].Guid avatarDataNotify.ChooseAvatarGuid = player.AvatarMap[chooseAvatarId].Guid
avatarDataNotify.OwnedFlycloakList = player.FlyCloakList avatarDataNotify.OwnedFlycloakList = player.FlyCloakList
@@ -236,6 +235,10 @@ func (g *GameManager) OnRegOk(exist bool, req *proto.SetPlayerBornDataReq, userI
} }
player := g.CreatePlayer(userId, nickName, mainCharAvatarId) player := g.CreatePlayer(userId, nickName, mainCharAvatarId)
if player == nil {
logger.LOG.Error("player is nil, uid: %v", userId)
return
}
g.userManager.AddUser(player) g.userManager.AddUser(player)
g.SendMsg(cmd.SetPlayerBornDataRsp, userId, clientSeq, new(proto.SetPlayerBornDataRsp)) g.SendMsg(cmd.SetPlayerBornDataRsp, userId, clientSeq, new(proto.SetPlayerBornDataRsp))
@@ -337,37 +340,13 @@ func (g *GameManager) CreatePlayer(userId uint32, nickName string, mainCharAvata
player.DropInfo = model.NewDropInfo() player.DropInfo = model.NewDropInfo()
player.ChatMsgMap = make(map[uint32][]*model.ChatMsg) player.ChatMsgMap = make(map[uint32][]*model.ChatMsg)
// 选哥哥的福报
if mainCharAvatarId == 10000005 {
// 添加所有角色
allAvatarDataConfig := g.GetAllAvatarDataConfig()
for avatarId, avatarDataConfig := range allAvatarDataConfig {
player.AddAvatar(uint32(avatarId))
// 添加初始武器
weaponId := uint64(g.snowflake.GenId())
player.AddWeapon(uint32(avatarDataConfig.InitialWeapon), weaponId)
// 角色装上初始武器
player.WearWeapon(uint32(avatarId), weaponId)
}
// 添加所有武器
allWeaponDataConfig := g.GetAllWeaponDataConfig()
for itemId := range allWeaponDataConfig {
weaponId := uint64(g.snowflake.GenId())
player.AddWeapon(uint32(itemId), weaponId)
}
// 添加所有道具
allItemDataConfig := g.GetAllItemDataConfig()
for itemId := range allItemDataConfig {
player.AddItem(uint32(itemId), 1)
}
}
// 添加选定的主角 // 添加选定的主角
player.AddAvatar(mainCharAvatarId) player.AddAvatar(mainCharAvatarId)
// 添加初始武器 // 添加初始武器
avatarDataConfig, ok := gdc.CONF.AvatarDataMap[int32(mainCharAvatarId)] avatarDataConfig, ok := gdc.CONF.AvatarDataMap[int32(mainCharAvatarId)]
if !ok { if !ok {
logger.LOG.Error("avatarDataConfig error, mainCharAvatarId: %v", mainCharAvatarId) logger.LOG.Error("config is nil, mainCharAvatarId: %v", mainCharAvatarId)
return nil
} }
weaponId := uint64(g.snowflake.GenId()) weaponId := uint64(g.snowflake.GenId())
player.AddWeapon(uint32(avatarDataConfig.InitialWeapon), weaponId) player.AddWeapon(uint32(avatarDataConfig.InitialWeapon), weaponId)

View File

@@ -290,14 +290,16 @@ func (g *GameManager) PacketSceneTeamUpdateNotify(world *World) *proto.SceneTeam
acb := sceneTeamAvatar.AbilityControlBlock acb := sceneTeamAvatar.AbilityControlBlock
embryoId := 0 embryoId := 0
// add avatar abilities // add avatar abilities
for _, abilityId := range avatarDataConfig.Abilities { if avatarDataConfig != nil {
embryoId++ for _, abilityId := range avatarDataConfig.Abilities {
emb := &proto.AbilityEmbryo{ embryoId++
AbilityId: uint32(embryoId), emb := &proto.AbilityEmbryo{
AbilityNameHash: uint32(abilityId), AbilityId: uint32(embryoId),
AbilityOverrideNameHash: uint32(constant.GameConstantConst.DEFAULT_ABILITY_NAME), AbilityNameHash: uint32(abilityId),
AbilityOverrideNameHash: uint32(constant.GameConstantConst.DEFAULT_ABILITY_NAME),
}
acb.AbilityEmbryoList = append(acb.AbilityEmbryoList, emb)
} }
acb.AbilityEmbryoList = append(acb.AbilityEmbryoList, emb)
} }
// add default abilities // add default abilities
for _, abilityId := range constant.GameConstantConst.DEFAULT_ABILITY_HASHES { for _, abilityId := range constant.GameConstantConst.DEFAULT_ABILITY_HASHES {

View File

@@ -46,6 +46,10 @@ func (g *GameManager) AddUserWeapon(userId uint32, itemId uint32) uint64 {
weaponId := uint64(g.snowflake.GenId()) weaponId := uint64(g.snowflake.GenId())
player.AddWeapon(itemId, weaponId) player.AddWeapon(itemId, weaponId)
weapon := player.GetWeapon(weaponId) weapon := player.GetWeapon(weaponId)
if weapon == nil {
logger.LOG.Error("weapon is nil, itemId: %v, weaponId: %v", itemId, weaponId)
return 0
}
// PacketStoreItemChangeNotify // PacketStoreItemChangeNotify
storeItemChangeNotify := new(proto.StoreItemChangeNotify) storeItemChangeNotify := new(proto.StoreItemChangeNotify)

View File

@@ -2,6 +2,7 @@ package model
import ( import (
gdc "hk4e/gs/config" gdc "hk4e/gs/config"
"hk4e/pkg/logger"
) )
type Weapon struct { type Weapon struct {
@@ -63,7 +64,11 @@ func (p *Player) AddWeapon(itemId uint32, weaponId uint64) {
MainPropId: 0, MainPropId: 0,
Guid: 0, Guid: 0,
} }
itemDataConfig := gdc.CONF.ItemDataMap[int32(itemId)] itemDataConfig, ok := gdc.CONF.ItemDataMap[int32(itemId)]
if !ok {
logger.LOG.Error("config is nil, itemId: %v", itemId)
return
}
if itemDataConfig.SkillAffix != nil { if itemDataConfig.SkillAffix != nil {
for _, skillAffix := range itemDataConfig.SkillAffix { for _, skillAffix := range itemDataConfig.SkillAffix {
if skillAffix > 0 { if skillAffix > 0 {