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

@@ -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
}