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

@@ -54,28 +54,28 @@ func (p *Player) InitAvatar(avatar *Avatar) {
// InitAvatarFightProp 初始化角色面板
func (p *Player) InitAvatarFightProp(avatar *Avatar) {
avatarDataConfig, ok := gdconf.CONF.AvatarDataMap[int32(avatar.AvatarId)]
if !ok {
avatarDataConfig := gdconf.GetAvatarDataById(int32(avatar.AvatarId))
if avatarDataConfig == nil {
logger.Error("avatarDataConfig error, avatarId: %v", avatar.AvatarId)
return
}
avatar.FightPropMap = make(map[uint32]float32)
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_NONE)] = 0.0
avatar.FightPropMap[uint32(constant.FIGHT_PROP_NONE)] = 0.0
// 白字攻防血
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_ATTACK)] = float32(avatarDataConfig.GetBaseAttackByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_DEFENSE)] = float32(avatarDataConfig.GetBaseDefenseByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP)] = float32(avatarDataConfig.GetBaseHpByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FIGHT_PROP_BASE_ATTACK)] = float32(avatarDataConfig.GetBaseAttackByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FIGHT_PROP_BASE_DEFENSE)] = float32(avatarDataConfig.GetBaseDefenseByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FIGHT_PROP_BASE_HP)] = float32(avatarDataConfig.GetBaseHpByLevel(avatar.Level))
// 白字+绿字攻防血
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_ATTACK)] = float32(avatarDataConfig.GetBaseAttackByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_DEFENSE)] = float32(avatarDataConfig.GetBaseDefenseByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP)] = float32(avatarDataConfig.GetBaseHpByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FIGHT_PROP_CUR_ATTACK)] = float32(avatarDataConfig.GetBaseAttackByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FIGHT_PROP_CUR_DEFENSE)] = float32(avatarDataConfig.GetBaseDefenseByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FIGHT_PROP_MAX_HP)] = float32(avatarDataConfig.GetBaseHpByLevel(avatar.Level))
// 当前血量
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP)] = float32(avatar.CurrHP)
avatar.FightPropMap[uint32(constant.FIGHT_PROP_CUR_HP)] = float32(avatar.CurrHP)
// 双暴
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CRITICAL)] = float32(avatarDataConfig.Critical)
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CRITICAL_HURT)] = float32(avatarDataConfig.CriticalHurt)
avatar.FightPropMap[uint32(constant.FIGHT_PROP_CRITICAL)] = float32(avatarDataConfig.Critical)
avatar.FightPropMap[uint32(constant.FIGHT_PROP_CRITICAL_HURT)] = float32(avatarDataConfig.CriticalHurt)
// 元素充能
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CHARGE_EFFICIENCY)] = 1.0
avatar.FightPropMap[uint32(constant.FIGHT_PROP_CHARGE_EFFICIENCY)] = 1.0
p.SetCurrEnergy(avatar, avatar.CurrEnergy, true)
}
@@ -89,8 +89,8 @@ func (p *Player) GetAvatarIdByGuid(guid uint64) uint32 {
}
func (p *Player) AddAvatar(avatarId uint32) {
avatarDataConfig, exist := gdconf.CONF.AvatarDataMap[int32(avatarId)]
if !exist {
avatarDataConfig := gdconf.GetAvatarDataById(int32(avatarId))
if avatarDataConfig == nil {
logger.Error("avatar data config is nil, avatarId: %v", avatarId)
return
}
@@ -103,14 +103,14 @@ func (p *Player) AddAvatar(avatarId uint32) {
} else {
skillDepotId = avatarDataConfig.SkillDepotId
}
avatarSkillDepotDataConfig, exist := gdconf.CONF.AvatarSkillDepotDataMap[skillDepotId]
if !exist {
avatarSkillDepotDataConfig := gdconf.GetAvatarSkillDepotDataById(skillDepotId)
if avatarSkillDepotDataConfig == nil {
logger.Error("avatar skill depot data config is nil, skillDepotId: %v", skillDepotId)
return
}
avatar := &Avatar{
AvatarId: avatarId,
LifeState: constant.LifeStateConst.LIFE_ALIVE,
LifeState: constant.LIFE_STATE_ALIVE,
Level: 1,
Exp: 0,
Promote: 0,
@@ -155,16 +155,16 @@ func (p *Player) AddAvatar(avatarId uint32) {
func (p *Player) SetCurrEnergy(avatar *Avatar, value float64, max bool) {
var avatarSkillDataConfig *gdconf.AvatarSkillData = nil
if avatar.AvatarId == 10000005 || avatar.AvatarId == 10000007 {
avatarSkillDepotDataConfig, exist := gdconf.CONF.AvatarSkillDepotDataMap[int32(avatar.SkillDepotId)]
if !exist {
avatarSkillDepotDataConfig := gdconf.GetAvatarSkillDepotDataById(int32(avatar.SkillDepotId))
if avatarSkillDepotDataConfig == nil {
return
}
avatarSkillDataConfig, exist = gdconf.CONF.AvatarSkillDataMap[avatarSkillDepotDataConfig.EnergySkill]
if !exist {
avatarSkillDataConfig = gdconf.GetAvatarSkillDataById(avatarSkillDepotDataConfig.EnergySkill)
if avatarSkillDataConfig == nil {
return
}
} else {
avatarSkillDataConfig = gdconf.CONF.GetAvatarEnergySkillConfig(avatar.AvatarId)
avatarSkillDataConfig = gdconf.GetAvatarEnergySkillConfig(avatar.AvatarId)
}
if avatarSkillDataConfig == nil {
logger.Error("get avatar energy skill is nil, avatarId: %v", avatar.AvatarId)

View File

@@ -46,7 +46,7 @@ func (p *Player) GetItemIdByItemAndWeaponGuid(guid uint64) uint32 {
}
func (p *Player) GetItemCount(itemId uint32) uint32 {
prop, ok := constant.ItemConstantConst.VIRTUAL_ITEM_PROP[itemId]
prop, ok := constant.VIRTUAL_ITEM_PROP[itemId]
if ok {
value := p.PropertiesMap[prop]
return value

View File

@@ -48,8 +48,8 @@ func (p *Player) AddReliquary(itemId uint32, reliquaryId uint64, mainPropId uint
AvatarId: 0,
Guid: 0,
}
itemDataConfig, exist := gdconf.CONF.ItemDataMap[int32(itemId)]
if !exist {
itemDataConfig := gdconf.GetItemDataById(int32(itemId))
if itemDataConfig == nil {
logger.Error("reliquary config is nil, itemId: %v", itemId)
return
}

View File

@@ -26,35 +26,35 @@ func (s *StaminaInfo) SetStaminaCost(state proto.MotionState) {
// 消耗耐力
case proto.MotionState_MOTION_DASH:
// 快速跑步
s.CostStamina = constant.StaminaCostConst.DASH
s.CostStamina = constant.STAMINA_COST_DASH
case proto.MotionState_MOTION_FLY, proto.MotionState_MOTION_FLY_FAST, proto.MotionState_MOTION_FLY_SLOW:
// 滑翔
s.CostStamina = constant.StaminaCostConst.FLY
s.CostStamina = constant.STAMINA_COST_FLY
case proto.MotionState_MOTION_SWIM_DASH:
// 快速游泳
s.CostStamina = constant.StaminaCostConst.SWIM_DASH
s.CostStamina = constant.STAMINA_COST_SWIM_DASH
case proto.MotionState_MOTION_SKIFF_DASH:
// 浪船加速
s.CostStamina = constant.StaminaCostConst.SKIFF_DASH
s.CostStamina = constant.STAMINA_COST_SKIFF_DASH
// 恢复耐力
case proto.MotionState_MOTION_DANGER_RUN, proto.MotionState_MOTION_RUN:
// 正常跑步
s.CostStamina = constant.StaminaCostConst.RUN
s.CostStamina = constant.STAMINA_COST_RUN
case proto.MotionState_MOTION_DANGER_STANDBY_MOVE, proto.MotionState_MOTION_DANGER_STANDBY, proto.MotionState_MOTION_LADDER_TO_STANDBY, proto.MotionState_MOTION_STANDBY_MOVE, proto.MotionState_MOTION_STANDBY:
// 站立
s.CostStamina = constant.StaminaCostConst.STANDBY
s.CostStamina = constant.STAMINA_COST_STANDBY
case proto.MotionState_MOTION_DANGER_WALK, proto.MotionState_MOTION_WALK:
// 走路
s.CostStamina = constant.StaminaCostConst.WALK
s.CostStamina = constant.STAMINA_COST_WALK
case proto.MotionState_MOTION_SKIFF_BOARDING, proto.MotionState_MOTION_SKIFF_NORMAL:
// 浪船正常移动或停下
s.CostStamina = constant.StaminaCostConst.SKIFF_NORMAL
s.CostStamina = constant.STAMINA_COST_SKIFF_NORMAL
case proto.MotionState_MOTION_POWERED_FLY:
// 滑翔加速 (风圈等)
s.CostStamina = constant.StaminaCostConst.POWERED_FLY
s.CostStamina = constant.STAMINA_COST_POWERED_FLY
case proto.MotionState_MOTION_SKIFF_POWERED_DASH:
// 浪船加速 (风圈等)
s.CostStamina = constant.StaminaCostConst.POWERED_SKIFF
s.CostStamina = constant.STAMINA_COST_POWERED_SKIFF
// 缓慢动作将在客户端发送消息后消耗
case proto.MotionState_MOTION_CLIMB, proto.MotionState_MOTION_SWIM_MOVE:
// 缓慢攀爬 或 缓慢游泳

View File

@@ -61,7 +61,7 @@ func (t *TeamInfo) UpdateTeam() {
t.TeamResonancesConfig = make(map[int32]bool)
teamElementTypeCountMap := make(map[uint16]uint8)
for _, avatarId := range activeTeam.GetAvatarIdList() {
avatarSkillDataConfig := gdconf.CONF.GetAvatarEnergySkillConfig(avatarId)
avatarSkillDataConfig := gdconf.GetAvatarEnergySkillConfig(avatarId)
if avatarSkillDataConfig == nil {
logger.Error("get avatar energy skill is nil, avatarId: %v", avatarId)
continue

View File

@@ -68,8 +68,8 @@ func (p *Player) AddWeapon(itemId uint32, weaponId uint64) {
Refinement: 0,
Guid: 0,
}
itemDataConfig, exist := gdconf.CONF.ItemDataMap[int32(itemId)]
if !exist {
itemDataConfig := gdconf.GetItemDataById(int32(itemId))
if itemDataConfig == nil {
logger.Error("weapon config is nil, itemId: %v", itemId)
return
}