圣遗物追加词条初步

This commit is contained in:
UnKownOwO
2023-02-19 16:31:33 +08:00
parent 777ffea0a9
commit aaaaaccf26
7 changed files with 198 additions and 34 deletions

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@@ -24,31 +24,32 @@ type GameDataConfig struct {
jsonPrefix string
luaPrefix string
// 配置表数据
AvatarDataMap map[int32]*AvatarData // 角色
AvatarSkillDataMap map[int32]*AvatarSkillData // 角色技能
AvatarSkillDepotDataMap map[int32]*AvatarSkillDepotData // 角色技能库
DropGroupDataMap map[int32]*DropGroupData // 掉落组
GCGCharDataMap map[int32]*GCGCharData // 角色卡牌
GCGSkillDataMap map[int32]*GCGSkillData // 卡牌技能
SceneDataMap map[int32]*SceneData // 场景
ScenePointMap map[int32]*ScenePoint // 场景传送点
SceneTagDataMap map[int32]*SceneTagData // 场景标签
SceneDetailMap map[int32]*SceneDetail // 场景详情LUA配置数据
WorldAreaDataMap map[int32]*WorldAreaData // 世界区域
GatherDataMap map[int32]*GatherData // 采集物
GatherDataPointTypeMap map[int32]*GatherData // 采集物场景节点索引
FetterDataMap map[int32]*FetterData // 角色资料解锁
FetterDataAvatarIdMap map[int32][]int32 // 角色资料解锁角色id索引
ItemDataMap map[int32]*ItemData // 统一道具
AvatarLevelDataMap map[int32]*AvatarLevelData // 角色等级
AvatarPromoteDataMap map[int32]map[int32]*AvatarPromoteData // 角色突破
PlayerLevelDataMap map[int32]*PlayerLevelData // 玩家等级
WeaponLevelDataMap map[int32]*WeaponLevelData // 武器等级
WeaponPromoteDataMap map[int32]map[int32]*WeaponPromoteData // 角色突破
RewardDataMap map[int32]*RewardData // 奖励
AvatarCostumeDataMap map[int32]*AvatarCostumeData // 角色时装
AvatarFlycloakDataMap map[int32]*AvatarFlycloakData // 角色风之翼
ReliquaryMainDataMap map[int32]map[int32]*ReliquaryMainData // 圣遗物主属性
AvatarDataMap map[int32]*AvatarData // 角色
AvatarSkillDataMap map[int32]*AvatarSkillData // 角色技能
AvatarSkillDepotDataMap map[int32]*AvatarSkillDepotData // 角色技能库
DropGroupDataMap map[int32]*DropGroupData // 掉落组
GCGCharDataMap map[int32]*GCGCharData // 角色卡牌
GCGSkillDataMap map[int32]*GCGSkillData // 卡牌技能
SceneDataMap map[int32]*SceneData // 场景
ScenePointMap map[int32]*ScenePoint // 场景传送点
SceneTagDataMap map[int32]*SceneTagData // 场景标签
SceneDetailMap map[int32]*SceneDetail // 场景详情LUA配置数据
WorldAreaDataMap map[int32]*WorldAreaData // 世界区域
GatherDataMap map[int32]*GatherData // 采集物
GatherDataPointTypeMap map[int32]*GatherData // 采集物场景节点索引
FetterDataMap map[int32]*FetterData // 角色资料解锁
FetterDataAvatarIdMap map[int32][]int32 // 角色资料解锁角色id索引
ItemDataMap map[int32]*ItemData // 统一道具
AvatarLevelDataMap map[int32]*AvatarLevelData // 角色等级
AvatarPromoteDataMap map[int32]map[int32]*AvatarPromoteData // 角色突破
PlayerLevelDataMap map[int32]*PlayerLevelData // 玩家等级
WeaponLevelDataMap map[int32]*WeaponLevelData // 武器等级
WeaponPromoteDataMap map[int32]map[int32]*WeaponPromoteData // 角色突破
RewardDataMap map[int32]*RewardData // 奖励
AvatarCostumeDataMap map[int32]*AvatarCostumeData // 角色时装
AvatarFlycloakDataMap map[int32]*AvatarFlycloakData // 角色风之翼
ReliquaryMainDataMap map[int32]map[int32]*ReliquaryMainData // 圣遗物主属性
ReliquaryAffixDataMap map[int32]map[int32]*ReliquaryAffixData // 圣遗物追加属性
}
func InitGameDataConfig() {
@@ -72,7 +73,7 @@ func ReplaceGameDataConfig() {
}
func (g *GameDataConfig) loadAll() {
pathPrefix := config.CONF.Hk4e.GameDataConfigPath
pathPrefix := config.GetConfig().Hk4e.GameDataConfigPath
dirInfo, err := os.Stat(pathPrefix)
if err != nil || !dirInfo.IsDir() {
@@ -133,6 +134,7 @@ func (g *GameDataConfig) load() {
g.loadAvatarCostumeData() // 角色时装
g.loadAvatarFlycloakData() // 角色风之翼
g.loadReliquaryMainData() // 圣遗物主属性
g.loadReliquaryAffixData() // 圣遗物追加属性
}
func (g *GameDataConfig) readCsvFileData(fileName string) []byte {

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@@ -38,6 +38,7 @@ type ItemData struct {
ReliquaryType int32 `csv:"ReliquaryType,omitempty"` // 圣遗物类别
MainPropDepotId int32 `csv:"MainPropDepotId,omitempty"` // 主属性库ID
AppendPropDepotId int32 `csv:"AppendPropDepotId,omitempty"` // 追加属性库ID
AppendPropCount int32 `csv:"AppendPropCount,omitempty"` // 追加属性初始条数
}
func (g *GameDataConfig) loadItemData() {

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@@ -0,0 +1,69 @@
package gdconf
import (
"fmt"
"hk4e/pkg/logger"
"github.com/jszwec/csvutil"
"github.com/mroth/weightedrand"
)
// ReliquaryAffixData 圣遗物追加属性配置表
type ReliquaryAffixData struct {
AppendPropId int32 `csv:"AppendPropId"` // 追加属性ID
AppendPropDepotId int32 `csv:"AppendPropDepotId,omitempty"` // 追加属性库ID
PropType int32 `csv:"PropType,omitempty"` // 属性类别
RandomWeight int32 `csv:"RandomWeight,omitempty"` // 随机权重
}
func (g *GameDataConfig) loadReliquaryAffixData() {
g.ReliquaryAffixDataMap = make(map[int32]map[int32]*ReliquaryAffixData)
data := g.readCsvFileData("ReliquaryAffixData.csv")
var reliquaryAffixDataList []*ReliquaryAffixData
err := csvutil.Unmarshal(data, &reliquaryAffixDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, reliquaryAffixData := range reliquaryAffixDataList {
// 通过主属性库ID找到
_, ok := g.ReliquaryAffixDataMap[reliquaryAffixData.AppendPropDepotId]
if !ok {
g.ReliquaryAffixDataMap[reliquaryAffixData.AppendPropDepotId] = make(map[int32]*ReliquaryAffixData)
}
// list -> map
g.ReliquaryAffixDataMap[reliquaryAffixData.AppendPropDepotId][reliquaryAffixData.AppendPropId] = reliquaryAffixData
}
logger.Info("ReliquaryAffixData count: %v", len(g.ReliquaryAffixDataMap))
}
func GetReliquaryAffixDataByDepotIdAndPropId(appendPropDepotId int32, appendPropId int32) *ReliquaryAffixData {
value, exist := CONF.ReliquaryAffixDataMap[appendPropDepotId]
if !exist {
return nil
}
return value[appendPropId]
}
func GetReliquaryAffixDataRandomByDepotId(appendPropDepotId int32) *ReliquaryAffixData {
appendPropMap, exist := CONF.ReliquaryAffixDataMap[appendPropDepotId]
if !exist {
return nil
}
choices := make([]weightedrand.Choice, 0, len(appendPropMap))
for _, data := range appendPropMap {
choices = append(choices, weightedrand.NewChoice(data, uint(data.RandomWeight)))
}
chooser, err := weightedrand.NewChooser(choices...)
if err != nil {
logger.Error("reliquary append random error: %v", err)
return nil
}
result := chooser.Pick()
return result.(*ReliquaryAffixData)
}
func GetReliquaryAffixDataMap() map[int32]map[int32]*ReliquaryAffixData {
return CONF.ReliquaryAffixDataMap
}

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@@ -14,7 +14,7 @@ type ReliquaryMainData struct {
MainPropId int32 `csv:"MainPropId"` // 主属性ID
MainPropDepotId int32 `csv:"MainPropDepotId,omitempty"` // 主属性库ID
PropType int32 `csv:"PropType,omitempty"` // 属性类别
Weight int32 `csv:"Weight,omitempty"` // 随机权重
RandomWeight int32 `csv:"RandomWeight,omitempty"` // 随机权重
}
func (g *GameDataConfig) loadReliquaryMainData() {
@@ -53,11 +53,11 @@ func GetReliquaryMainDataRandomByDepotId(mainPropDepotId int32) *ReliquaryMainDa
}
choices := make([]weightedrand.Choice, 0, len(mainPropMap))
for _, data := range mainPropMap {
choices = append(choices, weightedrand.NewChoice(data, uint(data.Weight)))
choices = append(choices, weightedrand.NewChoice(data, uint(data.RandomWeight)))
}
chooser, err := weightedrand.NewChooser(choices...)
if err != nil {
logger.Error("reliquary main error: %v", err)
logger.Error("reliquary main random error: %v", err)
return nil
}
result := chooser.Pick()

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@@ -601,6 +601,11 @@
"field_name": "AppendPropDepotId",
"field_type": "int32",
"origin_name": "追加属性库ID"
},
{
"field_name": "AppendPropCount",
"field_type": "int32",
"origin_name": "追加属性初始条数"
}
]
},
@@ -983,7 +988,32 @@
"origin_name": "属性类别"
},
{
"field_name": "Weight",
"field_name": "RandomWeight",
"field_type": "int32",
"origin_name": "随机权重"
}
]
},
{
"table_name": "ReliquaryAffixData",
"field_list": [
{
"field_name": "AppendPropId",
"field_type": "int32",
"origin_name": "追加属性ID"
},
{
"field_name": "AppendPropDepotId",
"field_type": "int32",
"origin_name": "追加属性库ID"
},
{
"field_name": "PropType",
"field_type": "int32",
"origin_name": "属性类别"
},
{
"field_name": "RandomWeight",
"field_type": "int32",
"origin_name": "随机权重"
}

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@@ -18,8 +18,8 @@ func (g *GameManager) GetAllReliquaryDataConfig() map[int32]*gdconf.ItemData {
if (itemId >= 20002 && itemId <= 20004) ||
itemId == 23334 ||
(itemId >= 23300 && itemId <= 23340) {
continue
// 跳过无效圣遗物
continue
}
allReliquaryDataConfig[itemId] = itemData
}
@@ -43,17 +43,80 @@ func (g *GameManager) AddUserReliquary(userId uint32, itemId uint32) uint64 {
return 0
}
reliquaryId := uint64(g.snowflake.GenId())
// 根据圣遗物类型给予主属性Id
player.AddReliquary(itemId, reliquaryId, uint32(reliquaryMainConfig.MainPropId))
// 圣遗物主属性
mainPropId := uint32(reliquaryMainConfig.MainPropId)
// 玩家添加圣遗物
player.AddReliquary(itemId, reliquaryId, mainPropId)
reliquary := player.GetReliquary(reliquaryId)
if reliquary == nil {
logger.Error("reliquary is nil, itemId: %v, reliquaryId: %v", itemId, reliquaryId)
return 0
}
// 设置圣遗物初始词条
g.AppendReliquaryProp(reliquary, reliquaryConfig.AppendPropCount)
g.SendMsg(cmd.StoreItemChangeNotify, userId, player.ClientSeq, g.PacketStoreItemChangeNotifyByReliquary(reliquary))
return reliquaryId
}
// AppendReliquaryProp 圣遗物追加属性
func (g *GameManager) AppendReliquaryProp(reliquary *model.Reliquary, count int32) {
// 获取圣遗物配置表
reliquaryConfig := gdconf.GetItemDataById(int32(reliquary.ItemId))
if reliquaryConfig == nil {
logger.Error("reliquary config error, itemId: %v", reliquary.ItemId)
return
}
// 主属性配置表
reliquaryMainConfig := gdconf.GetReliquaryMainDataByDepotIdAndPropId(reliquaryConfig.MainPropDepotId, int32(reliquary.MainPropId))
if reliquaryMainConfig == nil {
logger.Error("reliquary main config error, mainPropDepotId: %v, propId: %v", reliquaryConfig.MainPropDepotId, reliquary.MainPropId)
return
}
// 圣遗物追加属性的次数
for i := 0; i < int(count); i++ {
// 将要添加的属性
appendAffixConfig := gdconf.GetReliquaryAffixDataRandomByDepotId(reliquaryConfig.AppendPropDepotId)
if appendAffixConfig == nil {
logger.Error("append affix config error, appendPropDepotId: %v", reliquaryConfig.AppendPropDepotId)
return
}
isNotBoth := false
// 如果圣遗物词条为0就直接加不用校验是否相同
for len(reliquary.AppendPropIdList) > 0 {
if isNotBoth {
break
}
// 追加的属性类型不能相同
for i, propId := range reliquary.AppendPropIdList {
targetAffixConfig := gdconf.GetReliquaryAffixDataByDepotIdAndPropId(reliquaryConfig.AppendPropDepotId, int32(propId))
if targetAffixConfig == nil {
logger.Error("target affix config error, propId: %v", propId)
return
}
// 如果类型相同则重新随机获取一个属性
// 追加的属性还不能和主属性相同
if appendAffixConfig.PropType == targetAffixConfig.PropType || appendAffixConfig.PropType == reliquaryMainConfig.PropType {
reliquaryAffixConfig := gdconf.GetReliquaryAffixDataRandomByDepotId(reliquaryConfig.AppendPropDepotId)
if reliquaryAffixConfig == nil {
logger.Error("reliquary affix config error, appendPropDepotId: %v", reliquaryConfig.AppendPropDepotId)
return
}
// 将属性赋值并重新查找
appendAffixConfig = reliquaryAffixConfig
break
}
// 如果循环到最后一个还不匹配那就是没有相同的了
if i == len(reliquary.AppendPropIdList)-1 {
isNotBoth = true
}
}
}
// 圣遗物添加词条
reliquary.AppendPropIdList = append(reliquary.AppendPropIdList, uint32(appendAffixConfig.AppendPropId))
}
}
func (g *GameManager) CostUserReliquary(userId uint32, reliquaryIdList []uint64) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {

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@@ -76,7 +76,6 @@ func (p *Player) AddReliquary(itemId uint32, reliquaryId uint64, mainPropId uint
AvatarId: 0,
Guid: 0,
}
_ = itemDataConfig
p.InitReliquary(reliquary)
p.ReliquaryMap[reliquaryId] = reliquary
}