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)
}
}