配置表访问接口化,简化常量访问

This commit is contained in:
flswld
2023-02-09 19:20:47 +08:00
parent 867448b80d
commit ae4c505e48
74 changed files with 2313 additions and 3189 deletions

View File

@@ -244,28 +244,28 @@ func (g *GameManager) PacketSceneTeamUpdateNotify(world *World) *proto.SceneTeam
sceneTeamAvatar.SceneAvatarInfo = g.PacketSceneAvatarInfo(worldPlayerScene, worldPlayer, worldAvatar.GetAvatarId())
}
// add AbilityControlBlock
avatarDataConfig := gdconf.CONF.AvatarDataMap[int32(worldAvatar.GetAvatarId())]
acb := sceneTeamAvatar.AbilityControlBlock
embryoId := 0
// add avatar abilities
avatarDataConfig := gdconf.GetAvatarDataById(int32(worldAvatar.GetAvatarId()))
if avatarDataConfig != nil {
for _, abilityId := range avatarDataConfig.AbilityHashCodeList {
embryoId++
emb := &proto.AbilityEmbryo{
AbilityId: uint32(embryoId),
AbilityNameHash: uint32(abilityId),
AbilityOverrideNameHash: uint32(constant.GameConstantConst.DEFAULT_ABILITY_NAME),
AbilityOverrideNameHash: uint32(constant.DEFAULT_ABILITY_NAME),
}
acb.AbilityEmbryoList = append(acb.AbilityEmbryoList, emb)
}
}
// add default abilities
for _, abilityId := range constant.GameConstantConst.DEFAULT_ABILITY_HASHES {
for _, abilityId := range constant.DEFAULT_ABILITY_HASHES {
embryoId++
emb := &proto.AbilityEmbryo{
AbilityId: uint32(embryoId),
AbilityNameHash: uint32(abilityId),
AbilityOverrideNameHash: uint32(constant.GameConstantConst.DEFAULT_ABILITY_NAME),
AbilityOverrideNameHash: uint32(constant.DEFAULT_ABILITY_NAME),
}
acb.AbilityEmbryoList = append(acb.AbilityEmbryoList, emb)
}
@@ -280,14 +280,14 @@ func (g *GameManager) PacketSceneTeamUpdateNotify(world *World) *proto.SceneTeam
// acb.AbilityEmbryoList = append(acb.AbilityEmbryoList, emb)
// }
// add skill depot abilities
skillDepot := gdconf.CONF.AvatarSkillDepotDataMap[int32(worldPlayerAvatar.SkillDepotId)]
skillDepot := gdconf.GetAvatarSkillDepotDataById(int32(worldPlayerAvatar.SkillDepotId))
if skillDepot != nil && len(skillDepot.AbilityHashCodeList) != 0 {
for _, id := range skillDepot.AbilityHashCodeList {
embryoId++
emb := &proto.AbilityEmbryo{
AbilityId: uint32(embryoId),
AbilityNameHash: uint32(id),
AbilityOverrideNameHash: uint32(constant.GameConstantConst.DEFAULT_ABILITY_NAME),
AbilityOverrideNameHash: uint32(constant.DEFAULT_ABILITY_NAME),
}
acb.AbilityEmbryoList = append(acb.AbilityEmbryoList, emb)
}
@@ -298,7 +298,7 @@ func (g *GameManager) PacketSceneTeamUpdateNotify(world *World) *proto.SceneTeam
emb := &proto.AbilityEmbryo{
AbilityId: uint32(embryoId),
AbilityNameHash: uint32(endec.Hk4eAbilityHashCode(skill)),
AbilityOverrideNameHash: uint32(constant.GameConstantConst.DEFAULT_ABILITY_NAME),
AbilityOverrideNameHash: uint32(constant.DEFAULT_ABILITY_NAME),
}
acb.AbilityEmbryoList = append(acb.AbilityEmbryoList, emb)
}