武器上锁功能

This commit is contained in:
UnKownOwO
2023-02-09 21:17:48 +08:00
parent ae4c505e48
commit 8f8525e434
7 changed files with 224 additions and 133 deletions
+29
View File
@@ -136,12 +136,23 @@ func (g *GameManager) WeaponAwakenReq(player *model.Player, payloadMsg pb.Messag
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
return
}
// 确保获取消耗的摩拉索引不越界
if int(weapon.Refinement) >= len(weaponConfig.AwakenCoinCostList) {
logger.Error("weapon config cost coin error, itemId: %v", weapon.ItemId)
return
}
// 摩拉数量是否足够
if player.GetItemCount(constant.ITEM_ID_SCOIN) < weaponConfig.AwakenCoinCostList[weapon.Refinement] {
logger.Error("item count not enough, itemId: %v", constant.ITEM_ID_SCOIN)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
return
}
// 一星二星的武器不能精炼
if weaponConfig.EquipLevel < 3 {
logger.Error("weapon equip level le 3, itemId: %v", weapon.ItemId)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_AWAKEN_LEVEL_MAX)
return
}
// 武器精炼等级是否不超过限制
// 暂时精炼等级是写死的 应该最大精炼等级就是5级
if weapon.Refinement >= 4 {
@@ -174,6 +185,12 @@ func (g *GameManager) WeaponAwakenReq(player *model.Player, payloadMsg pb.Messag
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_EQUIP_HAS_BEEN_WEARED)
return
}
// 确保被精炼武器没有上锁
if foodWeapon.Lock {
logger.Error("food weapon has been lock, weaponGuid: %v", req.ItemGuid)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_EQUIP_IS_LOCKED)
return
}
// 消耗作为精炼材料的武器
g.CostUserWeapon(player.PlayerID, []uint64{foodWeapon.WeaponId})
case int32(constant.ITEM_TYPE_MATERIAL):
@@ -584,6 +601,18 @@ func (g *GameManager) WeaponUpgradeReq(player *model.Player, payloadMsg pb.Messa
logger.Error("food weapon error, weaponGuid: %v", weaponGuid)
g.SendError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
}
// 确保被精炼武器没有被任何角色装备
if foodWeapon.AvatarId != 0 {
logger.Error("food weapon has been wear, weaponGuid: %v", weaponGuid)
g.SendError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_EQUIP_HAS_BEEN_WEARED)
return
}
// 确保被精炼武器没有上锁
if foodWeapon.Lock {
logger.Error("food weapon has been lock, weaponGuid: %v", weaponGuid)
g.SendError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_EQUIP_IS_LOCKED)
return
}
costWeaponIdList = append(costWeaponIdList, foodWeapon.WeaponId)
}
// 消耗升级材料和摩拉