迁移配置表

This commit is contained in:
flswld
2023-01-18 15:38:50 +08:00
parent 62ae866b1e
commit a00bee14d0
882 changed files with 1639 additions and 324485 deletions

View File

@@ -4,7 +4,7 @@ import (
"time"
"hk4e/common/constant"
gdc "hk4e/gs/config"
"hk4e/gdconf"
"hk4e/pkg/logger"
)
@@ -19,20 +19,13 @@ type Avatar struct {
CurrHP float64 `bson:"currHP"` // 当前生命值
CurrEnergy float64 `bson:"currEnergy"` // 当前元素能量值
FetterList []uint32 `bson:"fetterList"` // 资料解锁条目
SkillLevelMap map[uint32]uint32 `bson:"skillLevelMap"` // 技能等级
SkillExtraChargeMap map[uint32]uint32 `bson:"skillExtraChargeMap"`
ProudSkillBonusMap map[uint32]uint32 `bson:"proudSkillBonusMap"`
SkillDepotId uint32 `bson:"skillDepotId"`
CoreProudSkillLevel uint8 `bson:"coreProudSkillLevel"` // 已解锁命之座层数
TalentIdList []uint32 `bson:"talentIdList"` // 已解锁命之座技能列表
ProudSkillList []uint32 `bson:"proudSkillList"` // 被动技能列表
FlyCloak uint32 `bson:"flyCloak"` // 当前风之翼
Costume uint32 `bson:"costume"` // 当前衣装
BornTime int64 `bson:"bornTime"` // 获得时间
FetterLevel uint8 `bson:"fetterLevel"` // 好感度等级
FetterExp uint32 `bson:"fetterExp"` // 好感度经验
NameCardRewardId uint32 `bson:"nameCardRewardId"`
NameCardId uint32 `bson:"nameCardId"`
SkillLevelMap map[uint32]uint32 `bson:"skillLevelMap"` // 技能等级数据
SkillDepotId uint32 `bson:"skillDepotId"` // 技能库id
FlyCloak uint32 `bson:"flyCloak"` // 当前风之翼
Costume uint32 `bson:"costume"` // 当前衣装
BornTime int64 `bson:"bornTime"` // 获得时间
FetterLevel uint8 `bson:"fetterLevel"` // 好感度等级
FetterExp uint32 `bson:"fetterExp"` // 好感度经验
Guid uint64 `bson:"-"`
EquipGuidList map[uint64]uint64 `bson:"-"`
EquipWeapon *Weapon `bson:"-"`
@@ -48,7 +41,7 @@ func (p *Player) InitAllAvatar() {
}
func (p *Player) InitAvatar(avatar *Avatar) {
avatarDataConfig, ok := gdc.CONF.AvatarDataMap[int32(avatar.AvatarId)]
avatarDataConfig, ok := gdconf.CONF.AvatarDataMap[int32(avatar.AvatarId)]
if !ok {
logger.Error("avatarDataConfig error, avatarId: %v", avatar.AvatarId)
return
@@ -90,13 +83,13 @@ func (p *Player) GetAvatarIdByGuid(guid uint64) uint32 {
}
func (p *Player) AddAvatar(avatarId uint32) {
avatarDataConfig, ok := gdc.CONF.AvatarDataMap[int32(avatarId)]
if !ok {
logger.Error("avatarDataConfig error, avatarId: %v", avatarId)
avatarDataConfig, exist := gdconf.CONF.AvatarDataMap[int32(avatarId)]
if !exist {
logger.Error("avatar data config is nil, avatarId: %v", avatarId)
return
}
skillDepotId := int32(0)
// 主角要单独设置
// 主角可以切换属性 技能库要单独设置 这里默认给风元素的技能库
if avatarId == 10000005 {
skillDepotId = 504
} else if avatarId == 10000007 {
@@ -104,9 +97,9 @@ func (p *Player) AddAvatar(avatarId uint32) {
} else {
skillDepotId = avatarDataConfig.SkillDepotId
}
avatarSkillDepotDataConfig, ok := gdc.CONF.AvatarSkillDepotDataMap[skillDepotId]
if !ok {
logger.Error("avatarSkillDepotDataConfig error, skillDepotId: %v", skillDepotId)
avatarSkillDepotDataConfig, exist := gdconf.CONF.AvatarSkillDepotDataMap[skillDepotId]
if !exist {
logger.Error("avatar skill depot data config is nil, skillDepotId: %v", skillDepotId)
return
}
avatar := &Avatar{
@@ -119,46 +112,27 @@ func (p *Player) AddAvatar(avatarId uint32) {
SatiationPenalty: 0,
CurrHP: 0,
CurrEnergy: 0,
FetterList: nil,
FetterList: make([]uint32, 0),
SkillLevelMap: make(map[uint32]uint32),
SkillExtraChargeMap: make(map[uint32]uint32),
ProudSkillBonusMap: nil,
SkillDepotId: uint32(avatarSkillDepotDataConfig.Id),
CoreProudSkillLevel: 0,
TalentIdList: make([]uint32, 0),
ProudSkillList: make([]uint32, 0),
SkillDepotId: uint32(skillDepotId),
FlyCloak: 140001,
Costume: 0,
BornTime: time.Now().Unix(),
FetterLevel: 1,
FetterExp: 0,
NameCardRewardId: 0,
NameCardId: 0,
Guid: 0,
EquipGuidList: nil,
EquipWeapon: nil,
EquipReliquaryList: nil,
FightPropMap: nil,
ExtraAbilityEmbryos: nil,
ExtraAbilityEmbryos: make(map[string]bool),
}
if avatarSkillDepotDataConfig.EnergySkill > 0 {
avatar.SkillLevelMap[uint32(avatarSkillDepotDataConfig.EnergySkill)] = 1
}
// 元素爆发1级
avatar.SkillLevelMap[uint32(avatarSkillDepotDataConfig.EnergySkill)] = 1
for _, skillId := range avatarSkillDepotDataConfig.Skills {
if skillId > 0 {
avatar.SkillLevelMap[uint32(skillId)] = 1
}
}
for _, openData := range avatarSkillDepotDataConfig.InherentProudSkillOpens {
if openData.ProudSkillGroupId == 0 {
continue
}
if openData.NeedAvatarPromoteLevel <= int32(avatar.Promote) {
proudSkillId := (openData.ProudSkillGroupId * 100) + 1
// TODO if GameData.getProudSkillDataMap().containsKey(proudSkillId) java
avatar.ProudSkillList = append(avatar.ProudSkillList, uint32(proudSkillId))
}
// 小技能1级
avatar.SkillLevelMap[uint32(skillId)] = 1
}
avatar.CurrHP = avatarDataConfig.GetBaseHpByLevel(avatar.Level)
@@ -167,17 +141,33 @@ func (p *Player) AddAvatar(avatarId uint32) {
}
func (p *Player) SetCurrEnergy(avatar *Avatar, value float64, max bool) {
avatarDataConfig := gdc.CONF.AvatarDataMap[int32(avatar.AvatarId)]
avatarSkillDepotDataConfig := gdc.CONF.AvatarSkillDepotDataMap[avatarDataConfig.SkillDepotId]
if avatarSkillDepotDataConfig == nil || avatarSkillDepotDataConfig.EnergySkillData == nil {
var avatarSkillDataConfig *gdconf.AvatarSkillData = nil
if avatar.AvatarId == 10000005 || avatar.AvatarId == 10000007 {
avatarSkillDepotDataConfig, exist := gdconf.CONF.AvatarSkillDepotDataMap[int32(avatar.SkillDepotId)]
if !exist {
return
}
avatarSkillDataConfig, exist = gdconf.CONF.AvatarSkillDataMap[avatarSkillDepotDataConfig.EnergySkill]
if !exist {
return
}
} else {
avatarSkillDataConfig = gdconf.CONF.GetAvatarEnergySkillConfig(avatar.AvatarId)
}
if avatarSkillDataConfig == nil {
logger.Error("get avatar energy skill is nil, avatarId: %v", avatar.AvatarId)
return
}
element := avatarSkillDepotDataConfig.ElementType
avatar.FightPropMap[uint32(element.MaxEnergyProp)] = float32(avatarSkillDepotDataConfig.EnergySkillData.CostElemVal)
elementType := constant.ElementTypeConst.VALUE_MAP[uint16(avatarSkillDataConfig.CostElemType)]
if elementType == nil {
logger.Error("get element type const is nil, value: %v", avatarSkillDataConfig.CostElemType)
return
}
avatar.FightPropMap[uint32(elementType.MaxEnergyProp)] = float32(avatarSkillDataConfig.CostElemVal)
if max {
avatar.FightPropMap[uint32(element.CurrEnergyProp)] = float32(avatarSkillDepotDataConfig.EnergySkillData.CostElemVal)
avatar.FightPropMap[uint32(elementType.CurrEnergyProp)] = float32(avatarSkillDataConfig.CostElemVal)
} else {
avatar.FightPropMap[uint32(element.CurrEnergyProp)] = float32(value)
avatar.FightPropMap[uint32(elementType.CurrEnergyProp)] = float32(value)
}
}

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@@ -1,73 +0,0 @@
package model
import (
"hk4e/pkg/logger"
"hk4e/protocol/proto"
)
// 泛型通用转发器
type InvokeEntryType interface {
proto.CombatInvokeEntry | proto.AbilityInvokeEntry
}
type InvokeHandler[T InvokeEntryType] struct {
EntryListForwardAll []*T
EntryListForwardAllExceptCur []*T
EntryListForwardHost []*T
EntryListForwardServer []*T
}
func NewInvokeHandler[T InvokeEntryType]() (r *InvokeHandler[T]) {
r = new(InvokeHandler[T])
r.InitInvokeHandler()
return r
}
func (i *InvokeHandler[T]) InitInvokeHandler() {
i.EntryListForwardAll = make([]*T, 0)
i.EntryListForwardAllExceptCur = make([]*T, 0)
i.EntryListForwardHost = make([]*T, 0)
i.EntryListForwardServer = make([]*T, 0)
}
func (i *InvokeHandler[T]) AddEntry(forward proto.ForwardType, entry *T) {
switch forward {
case proto.ForwardType_FORWARD_TYPE_TO_ALL:
i.EntryListForwardAll = append(i.EntryListForwardAll, entry)
case proto.ForwardType_FORWARD_TYPE_TO_ALL_EXCEPT_CUR:
fallthrough
case proto.ForwardType_FORWARD_TYPE_TO_ALL_EXIST_EXCEPT_CUR:
i.EntryListForwardAllExceptCur = append(i.EntryListForwardAllExceptCur, entry)
case proto.ForwardType_FORWARD_TYPE_TO_HOST:
i.EntryListForwardHost = append(i.EntryListForwardHost, entry)
case proto.ForwardType_FORWARD_TYPE_ONLY_SERVER:
i.EntryListForwardServer = append(i.EntryListForwardServer, entry)
// logger.Error("forward server entry: %v", entry)
default:
logger.Error("forward type: %v, entry: %v", forward, entry)
}
}
func (i *InvokeHandler[T]) AllLen() int {
return len(i.EntryListForwardAll)
}
func (i *InvokeHandler[T]) AllExceptCurLen() int {
return len(i.EntryListForwardAllExceptCur)
}
func (i *InvokeHandler[T]) HostLen() int {
return len(i.EntryListForwardHost)
}
func (i *InvokeHandler[T]) ServerLen() int {
return len(i.EntryListForwardServer)
}
func (i *InvokeHandler[T]) Clear() {
i.EntryListForwardAll = make([]*T, 0)
i.EntryListForwardAllExceptCur = make([]*T, 0)
i.EntryListForwardHost = make([]*T, 0)
i.EntryListForwardServer = make([]*T, 0)
}

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@@ -1,6 +1,7 @@
package model
import (
"hk4e/pkg/logger"
"hk4e/protocol/proto"
"go.mongodb.org/mongo-driver/bson/primitive"
@@ -96,14 +97,69 @@ func (p *Player) InitAll() {
p.InitAllReliquary()
}
func (p *Player) InitAllReliquary() {
for reliquaryId, reliquary := range p.ReliquaryMap {
reliquary.Guid = p.GetNextGameObjectGuid()
p.ReliquaryMap[reliquaryId] = reliquary
if reliquary.AvatarId != 0 {
avatar := p.AvatarMap[reliquary.AvatarId]
avatar.EquipGuidList[reliquary.Guid] = reliquary.Guid
avatar.EquipReliquaryList = append(avatar.EquipReliquaryList, reliquary)
}
// 多人世界网络同步包转发器
type InvokeEntryType interface {
proto.CombatInvokeEntry | proto.AbilityInvokeEntry
}
type InvokeHandler[T InvokeEntryType] struct {
EntryListForwardAll []*T
EntryListForwardAllExceptCur []*T
EntryListForwardHost []*T
EntryListForwardServer []*T
}
func NewInvokeHandler[T InvokeEntryType]() (r *InvokeHandler[T]) {
r = new(InvokeHandler[T])
r.InitInvokeHandler()
return r
}
func (i *InvokeHandler[T]) InitInvokeHandler() {
i.EntryListForwardAll = make([]*T, 0)
i.EntryListForwardAllExceptCur = make([]*T, 0)
i.EntryListForwardHost = make([]*T, 0)
i.EntryListForwardServer = make([]*T, 0)
}
func (i *InvokeHandler[T]) AddEntry(forward proto.ForwardType, entry *T) {
switch forward {
case proto.ForwardType_FORWARD_TYPE_TO_ALL:
i.EntryListForwardAll = append(i.EntryListForwardAll, entry)
case proto.ForwardType_FORWARD_TYPE_TO_ALL_EXCEPT_CUR:
fallthrough
case proto.ForwardType_FORWARD_TYPE_TO_ALL_EXIST_EXCEPT_CUR:
i.EntryListForwardAllExceptCur = append(i.EntryListForwardAllExceptCur, entry)
case proto.ForwardType_FORWARD_TYPE_TO_HOST:
i.EntryListForwardHost = append(i.EntryListForwardHost, entry)
case proto.ForwardType_FORWARD_TYPE_ONLY_SERVER:
i.EntryListForwardServer = append(i.EntryListForwardServer, entry)
// logger.Error("forward server entry: %v", entry)
default:
logger.Error("forward type: %v, entry: %v", forward, entry)
}
}
func (i *InvokeHandler[T]) AllLen() int {
return len(i.EntryListForwardAll)
}
func (i *InvokeHandler[T]) AllExceptCurLen() int {
return len(i.EntryListForwardAllExceptCur)
}
func (i *InvokeHandler[T]) HostLen() int {
return len(i.EntryListForwardHost)
}
func (i *InvokeHandler[T]) ServerLen() int {
return len(i.EntryListForwardServer)
}
func (i *InvokeHandler[T]) Clear() {
i.EntryListForwardAll = make([]*T, 0)
i.EntryListForwardAllExceptCur = make([]*T, 0)
i.EntryListForwardHost = make([]*T, 0)
i.EntryListForwardServer = make([]*T, 0)
}

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@@ -1,16 +1,58 @@
package model
import (
"hk4e/gdconf"
"hk4e/pkg/logger"
)
type Reliquary struct {
ReliquaryId uint64 `bson:"reliquaryId"` // 圣遗物的唯一id
ItemId uint32 `bson:"itemId"` // 圣遗物的道具id
Level uint8 `bson:"level"` // 等级
Exp uint32 `bson:"exp"` // 当前经验值
TotalExp uint32 `bson:"totalExp"` // 升级所需总经验值
Promote uint8 `bson:"promote"` // 突破等阶
Lock bool `bson:"lock"` // 锁定状态
AffixIdList []uint32 `bson:"affixIdList"` // 词缀
Refinement uint8 `bson:"refinement"` // 精炼等阶
MainPropId uint32 `bson:"mainPropId"` // 主词条id
AvatarId uint32 `bson:"avatarId"` // 装备角色id
Guid uint64 `bson:"-"`
}
func (p *Player) InitReliquary(reliquary *Reliquary) {
reliquary.Guid = p.GetNextGameObjectGuid()
p.ReliquaryMap[reliquary.ReliquaryId] = reliquary
if reliquary.AvatarId != 0 {
avatar := p.AvatarMap[reliquary.AvatarId]
avatar.EquipGuidList[reliquary.Guid] = reliquary.Guid
avatar.EquipReliquaryList = append(avatar.EquipReliquaryList, reliquary)
}
}
func (p *Player) InitAllReliquary() {
for _, reliquary := range p.ReliquaryMap {
p.InitReliquary(reliquary)
}
}
func (p *Player) AddReliquary(itemId uint32, reliquaryId uint64, mainPropId uint32) {
reliquary := &Reliquary{
ReliquaryId: reliquaryId,
ItemId: itemId,
Level: 1,
Exp: 0,
Promote: 0,
Lock: false,
AffixIdList: make([]uint32, 0),
MainPropId: mainPropId,
AvatarId: 0,
Guid: 0,
}
itemDataConfig, exist := gdconf.CONF.ItemDataMap[int32(itemId)]
if !exist {
logger.Error("reliquary config is nil, itemId: %v", itemId)
return
}
_ = itemDataConfig
p.InitReliquary(reliquary)
p.ReliquaryMap[reliquaryId] = reliquary
}

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@@ -2,7 +2,8 @@ package model
import (
"hk4e/common/constant"
gdc "hk4e/gs/config"
"hk4e/gdconf"
"hk4e/pkg/logger"
)
type Team struct {
@@ -55,16 +56,22 @@ func NewTeamInfo() (r *TeamInfo) {
func (t *TeamInfo) UpdateTeam() {
activeTeam := t.GetActiveTeam()
// 队伍元素共鸣
// TODO 队伍元素共鸣
t.TeamResonances = make(map[uint16]bool)
t.TeamResonancesConfig = make(map[int32]bool)
teamElementTypeCountMap := make(map[uint16]uint8)
avatarSkillDepotDataMapConfig := gdc.CONF.AvatarSkillDepotDataMap
for _, avatarId := range activeTeam.GetAvatarIdList() {
skillData := avatarSkillDepotDataMapConfig[int32(avatarId)]
if skillData != nil {
teamElementTypeCountMap[skillData.ElementType.Value] += 1
avatarSkillDataConfig := gdconf.CONF.GetAvatarEnergySkillConfig(avatarId)
if avatarSkillDataConfig == nil {
logger.Error("get avatar energy skill is nil, avatarId: %v", avatarId)
continue
}
elementType := constant.ElementTypeConst.VALUE_MAP[uint16(avatarSkillDataConfig.CostElemType)]
if elementType == nil {
logger.Error("get element type const is nil, value: %v", avatarSkillDataConfig.CostElemType)
continue
}
teamElementTypeCountMap[elementType.Value] += 1
}
for k, v := range teamElementTypeCountMap {
if v >= 2 {

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@@ -1,7 +1,7 @@
package model
import (
gdc "hk4e/gs/config"
"hk4e/gdconf"
"hk4e/pkg/logger"
)
@@ -10,12 +10,10 @@ type Weapon struct {
ItemId uint32 `bson:"itemId"` // 武器的道具id
Level uint8 `bson:"level"` // 等级
Exp uint32 `bson:"exp"` // 当前经验值
TotalExp uint32 `bson:"totalExp"` // 升级所需总经验值
Promote uint8 `bson:"promote"` // 突破等阶
Lock bool `bson:"lock"` // 锁定状态
AffixIdList []uint32 `bson:"affixIdList"` // 词缀
Refinement uint8 `bson:"refinement"` // 精炼等阶
MainPropId uint32 `bson:"mainPropId"` // 主词条id
AvatarId uint32 `bson:"avatarId"` // 装备角色id
Guid uint64 `bson:"-"`
}
@@ -29,7 +27,6 @@ func (p *Player) InitWeapon(weapon *Weapon) {
avatar.EquipGuidList[weapon.Guid] = weapon.Guid
avatar.EquipWeapon = weapon
}
return
}
func (p *Player) InitAllWeapon() {
@@ -56,25 +53,19 @@ func (p *Player) AddWeapon(itemId uint32, weaponId uint64) {
ItemId: itemId,
Level: 1,
Exp: 0,
TotalExp: 0,
Promote: 0,
Lock: false,
AffixIdList: make([]uint32, 0),
Refinement: 0,
MainPropId: 0,
Guid: 0,
}
itemDataConfig, ok := gdc.CONF.ItemDataMap[int32(itemId)]
if !ok {
logger.Error("config is nil, itemId: %v", itemId)
itemDataConfig, exist := gdconf.CONF.ItemDataMap[int32(itemId)]
if !exist {
logger.Error("weapon config is nil, itemId: %v", itemId)
return
}
if itemDataConfig.SkillAffix != nil {
for _, skillAffix := range itemDataConfig.SkillAffix {
if skillAffix > 0 {
weapon.AffixIdList = append(weapon.AffixIdList, uint32(skillAffix))
}
}
for _, skillAffix := range itemDataConfig.SkillAffix {
weapon.AffixIdList = append(weapon.AffixIdList, uint32(skillAffix))
}
p.InitWeapon(weapon)
p.WeaponMap[weaponId] = weapon