mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
配置表访问接口化,简化常量访问
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+12
-12
@@ -357,8 +357,8 @@ func (g *GCGGame) InitDeckCard(controller *GCGController, cardIdList ...uint32)
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// GiveCharCard 给予操控者角色卡牌
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func (g *GCGGame) GiveCharCard(controller *GCGController, charId uint32) {
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// 读取角色卡牌配置表
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gcgCharConfig, ok := gdconf.CONF.GCGCharDataMap[int32(charId)]
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if !ok {
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gcgCharConfig := gdconf.GetGCGCharDataById(int32(charId))
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if gcgCharConfig == nil {
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logger.Error("gcg char config error, charId: %v", charId)
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return
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}
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@@ -372,10 +372,10 @@ func (g *GCGGame) GiveCharCard(controller *GCGController, charId uint32) {
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faceType: 0, // 1为金卡
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tagList: gcgCharConfig.TagList,
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tokenMap: map[uint32]uint32{
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constant.GCGTokenConst.TOKEN_CUR_HEALTH: uint32(gcgCharConfig.HPBase), // 血量
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constant.GCGTokenConst.TOKEN_MAX_HEALTH: uint32(gcgCharConfig.HPBase), // 最大血量(不确定)
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constant.GCGTokenConst.TOKEN_CUR_ELEM: 0, // 充能
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constant.GCGTokenConst.TOKEN_MAX_ELEM: uint32(gcgCharConfig.MaxElemVal), // 充能条
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constant.GCG_TOKEN_TYPE_CUR_HEALTH: uint32(gcgCharConfig.HPBase), // 血量
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constant.GCG_TOKEN_TYPE_MAX_HEALTH: uint32(gcgCharConfig.HPBase), // 最大血量(不确定)
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constant.GCG_TOKEN_TYPE_CUR_ELEM: 0, // 充能
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constant.GCG_TOKEN_TYPE_MAX_ELEM: uint32(gcgCharConfig.MaxElemVal), // 充能条
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},
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skillList: make([]*GCGSkillInfo, 0, len(gcgCharConfig.SkillList)),
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skillLimitList: []uint32{},
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@@ -571,13 +571,13 @@ func (g *GCGGame) ControllerUseSkill(controller *GCGController, skillId uint32,
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msgList = append(msgList, g.GCGMsgUseSkill(controller.selectedCharCardGuid, skillId))
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msgList = append(msgList, g.GCGMsgTokenChange(targetSelectedCharCard.guid, proto.GCGReason_GCG_REASON_EFFECT, 11, 1))
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msgList = append(msgList, g.GCGMsgTokenChange(targetSelectedCharCard.guid, proto.GCGReason_GCG_REASON_EFFECT_DAMAGE, constant.GCGTokenConst.TOKEN_CUR_HEALTH, 6))
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msgList = append(msgList, g.GCGMsgTokenChange(targetSelectedCharCard.guid, proto.GCGReason_GCG_REASON_EFFECT_DAMAGE, constant.GCG_TOKEN_TYPE_CUR_HEALTH, 6))
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msgList = append(msgList, g.GCGMsgSkillResult(targetSelectedCharCard.guid, skillId))
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msgList = append(msgList, g.GCGMsgUseSkillEnd(controller.selectedCharCardGuid, skillId))
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// 因为使用技能自身充能+1
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msgList = append(msgList, g.GCGMsgTokenChange(controller.selectedCharCardGuid, proto.GCGReason_GCG_REASON_ATTACK, constant.GCGTokenConst.TOKEN_CUR_ELEM, 3))
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msgList = append(msgList, g.GCGMsgTokenChange(controller.selectedCharCardGuid, proto.GCGReason_GCG_REASON_ATTACK, constant.GCG_TOKEN_TYPE_CUR_ELEM, 3))
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g.AddAllMsgPack(controller.controllerId, proto.GCGActionType_GCG_ACTION_ATTACK, msgList...)
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g.ChangePhase(proto.GCGPhaseType_GCG_PHASE_MAIN)
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}
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@@ -949,8 +949,8 @@ func (g *GCGGame) GCGMsgCostRevise(controller *GCGController) *proto.GCGMessage
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// AttackCostList
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for _, skillInfo := range selectedCharCard.skillList {
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// 读取卡牌技能配置表
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gcgSkillConfig, ok := gdconf.CONF.GCGSkillDataMap[int32(skillInfo.skillId)]
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if !ok {
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gcgSkillConfig := gdconf.GetGCGSkillDataById(int32(skillInfo.skillId))
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if gcgSkillConfig == nil {
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logger.Error("gcg skill config error, skillId: %v", skillInfo.skillId)
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return new(proto.GCGMessage)
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}
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@@ -1048,8 +1048,8 @@ func (g *GCGGame) GCGMsgTokenChange(cardGuid uint32, reason proto.GCGReason, tok
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// GCGMsgSkillResult GCG消息技能结果
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func (g *GCGGame) GCGMsgSkillResult(selectedCharCardGuid uint32, skillId uint32) *proto.GCGMessage {
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// 读取卡牌技能配置表
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gcgSkillConfig, ok := gdconf.CONF.GCGSkillDataMap[int32(skillId)]
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if !ok {
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gcgSkillConfig := gdconf.GetGCGSkillDataById(int32(skillId))
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if gcgSkillConfig == nil {
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logger.Error("gcg skill config error, skillId: %v", skillId)
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return new(proto.GCGMessage)
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}
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