切换角色等级错误问题修复

This commit is contained in:
UnKownOwO
2023-02-04 17:54:34 +08:00
parent 607806686b
commit cc01a3c846
3 changed files with 52 additions and 11 deletions

View File

@@ -102,14 +102,14 @@ func (g *GameManager) AvatarPromoteReq(player *model.Player, payloadMsg pb.Messa
// 角色等级是否达到限制 // 角色等级是否达到限制
if avatar.Level < uint8(avatarPromoteConfig.LevelLimit) { if avatar.Level < uint8(avatarPromoteConfig.LevelLimit) {
logger.Error("avatar level le level limit, level: %v", avatar.Level) logger.Error("avatar level le level limit, level: %v", avatar.Level)
g.CommonRetError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}) g.CommonRetError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}, proto.Retcode_RET_AVATAR_LEVEL_LESS_THAN)
return return
} }
// 获取角色突破下一级的配置表 // 获取角色突破下一级的配置表
avatarPromoteConfig, ok = avatarPromoteDataMap[int32(avatar.Promote+1)] avatarPromoteConfig, ok = avatarPromoteDataMap[int32(avatar.Promote+1)]
if !ok { if !ok {
logger.Error("avatar promote config error, promoteLevel: %v", avatar.Promote) logger.Error("avatar promote config error, promoteLevel: %v", avatar.Promote)
g.CommonRetError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}) g.CommonRetError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}, proto.Retcode_RET_AVATAR_ON_MAX_BREAK_LEVEL)
return return
} }
// 将被消耗的物品列表 // 将被消耗的物品列表
@@ -130,14 +130,18 @@ func (g *GameManager) AvatarPromoteReq(player *model.Player, payloadMsg pb.Messa
for _, item := range costItemList { for _, item := range costItemList {
if player.GetItemCount(item.ItemId) < item.ChangeCount { if player.GetItemCount(item.ItemId) < item.ChangeCount {
logger.Error("item count not enough, itemId: %v", item.ItemId) logger.Error("item count not enough, itemId: %v", item.ItemId)
g.CommonRetError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH) // 摩拉的错误提示与材料不同
if item.ItemId == constant.ItemConstantConst.SCOIN {
g.CommonRetError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
}
g.CommonRetError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
return return
} }
} }
// 冒险等级是否符合要求 // 冒险等级是否符合要求
if player.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL] < uint32(avatarPromoteConfig.MinPlayerLevel) { if player.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL] < uint32(avatarPromoteConfig.MinPlayerLevel) {
logger.Error("player level not enough, level: %v", player.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL]) logger.Error("player level not enough, level: %v", player.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL])
g.CommonRetError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}) g.CommonRetError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}, proto.Retcode_RET_PLAYER_LEVEL_LESS_THAN)
return return
} }
// 消耗突破材料和摩拉 // 消耗突破材料和摩拉
@@ -219,7 +223,7 @@ func (g *GameManager) AvatarUpgradeReq(player *model.Player, payloadMsg pb.Messa
// 角色等级是否达到限制 // 角色等级是否达到限制
if avatar.Level >= uint8(avatarPromoteConfig.LevelLimit) { if avatar.Level >= uint8(avatarPromoteConfig.LevelLimit) {
logger.Error("avatar level ge level limit, level: %v", avatar.Level) logger.Error("avatar level ge level limit, level: %v", avatar.Level)
g.CommonRetError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}) g.CommonRetError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_AVATAR_BREAK_LEVEL_LESS_THAN)
return return
} }
// 消耗升级材料以及摩拉 // 消耗升级材料以及摩拉

View File

@@ -654,6 +654,11 @@ func (g *GameManager) PacketSceneEntityInfoAvatar(scene *Scene, player *model.Pl
Z: float32(entity.pos.Z), Z: float32(entity.pos.Z),
} }
worldAvatar := scene.world.GetWorldAvatarByEntityId(entity.id) worldAvatar := scene.world.GetWorldAvatarByEntityId(entity.id)
avatar, ok := player.AvatarMap[worldAvatar.avatarId]
if !ok {
logger.Error("avatar error, avatarId: %v", worldAvatar.avatarId)
return new(proto.SceneEntityInfo)
}
sceneEntityInfo := &proto.SceneEntityInfo{ sceneEntityInfo := &proto.SceneEntityInfo{
EntityType: proto.ProtEntityType_PROT_ENTITY_AVATAR, EntityType: proto.ProtEntityType_PROT_ENTITY_AVATAR,
EntityId: entity.id, EntityId: entity.id,
@@ -667,11 +672,43 @@ func (g *GameManager) PacketSceneEntityInfoAvatar(scene *Scene, player *model.Pl
Speed: &proto.Vector{}, Speed: &proto.Vector{},
State: proto.MotionState(entity.moveState), State: proto.MotionState(entity.moveState),
}, },
PropList: []*proto.PropPair{{Type: uint32(constant.PlayerPropertyConst.PROP_LEVEL), PropValue: &proto.PropValue{ PropList: []*proto.PropPair{
Type: uint32(constant.PlayerPropertyConst.PROP_LEVEL), {
Value: &proto.PropValue_Ival{Ival: int64(entity.level)}, Type: uint32(constant.PlayerPropertyConst.PROP_LEVEL),
Val: int64(entity.level), PropValue: &proto.PropValue{
}}}, Type: uint32(constant.PlayerPropertyConst.PROP_LEVEL),
Value: &proto.PropValue_Ival{Ival: int64(avatar.Level)},
Val: int64(avatar.Level)},
},
{
Type: uint32(constant.PlayerPropertyConst.PROP_EXP),
PropValue: &proto.PropValue{
Type: uint32(constant.PlayerPropertyConst.PROP_EXP),
Value: &proto.PropValue_Ival{Ival: int64(avatar.Exp)},
Val: int64(avatar.Exp)},
},
{
Type: uint32(constant.PlayerPropertyConst.PROP_BREAK_LEVEL),
PropValue: &proto.PropValue{
Type: uint32(constant.PlayerPropertyConst.PROP_BREAK_LEVEL),
Value: &proto.PropValue_Ival{Ival: int64(avatar.Promote)},
Val: int64(avatar.Promote)},
},
{
Type: uint32(constant.PlayerPropertyConst.PROP_SATIATION_VAL),
PropValue: &proto.PropValue{
Type: uint32(constant.PlayerPropertyConst.PROP_SATIATION_VAL),
Value: &proto.PropValue_Ival{Ival: int64(avatar.Satiation)},
Val: int64(avatar.Satiation)},
},
{
Type: uint32(constant.PlayerPropertyConst.PROP_SATIATION_PENALTY_TIME),
PropValue: &proto.PropValue{
Type: uint32(constant.PlayerPropertyConst.PROP_SATIATION_PENALTY_TIME),
Value: &proto.PropValue_Ival{Ival: int64(avatar.SatiationPenalty)},
Val: int64(avatar.SatiationPenalty)},
},
},
FightPropList: g.PacketFightPropMapToPbFightPropList(entity.fightProp), FightPropList: g.PacketFightPropMapToPbFightPropList(entity.fightProp),
LifeState: uint32(entity.lifeState), LifeState: uint32(entity.lifeState),
AnimatorParaList: make([]*proto.AnimatorParameterValueInfoPair, 0), AnimatorParaList: make([]*proto.AnimatorParameterValueInfoPair, 0),

View File

@@ -862,7 +862,7 @@ func (s *Scene) CreateEntityAvatar(player *model.Player, avatarId uint32) uint32
lastMoveReliableSeq: 0, lastMoveReliableSeq: 0,
fightProp: player.AvatarMap[avatarId].FightPropMap, fightProp: player.AvatarMap[avatarId].FightPropMap,
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_AVATAR), entityType: uint32(proto.ProtEntityType_PROT_ENTITY_AVATAR),
level: player.AvatarMap[avatarId].Level, level: 0, // 角色等级直接读取角色对象
avatarEntity: &AvatarEntity{ avatarEntity: &AvatarEntity{
uid: player.PlayerID, uid: player.PlayerID,
avatarId: avatarId, avatarId: avatarId,