武器强化以及返还材料功能

This commit is contained in:
UnKownOwO
2023-02-04 23:52:40 +08:00
parent 67821ba780
commit cfb001c18a
13 changed files with 614 additions and 33 deletions

View File

@@ -19,6 +19,8 @@ type AvatarPromoteData struct {
CostItemCount2 int32 `csv:"CostItemCount2,omitempty"` // [消耗物品]2数量
CostItemId3 int32 `csv:"CostItemId3,omitempty"` // [消耗物品]3ID
CostItemCount3 int32 `csv:"CostItemCount3,omitempty"` // [消耗物品]3数量
CostItemId4 int32 `csv:"CostItemId4,omitempty"` // [消耗物品]4ID
CostItemCount4 int32 `csv:"CostItemCount4,omitempty"` // [消耗物品]4数量
LevelLimit int32 `csv:"LevelLimit,omitempty"` // 解锁等级上限
MinPlayerLevel int32 `csv:"MinPlayerLevel,omitempty"` // 冒险等级要求
@@ -40,10 +42,12 @@ func (g *GameDataConfig) loadAvatarPromoteData() {
if !ok {
g.AvatarPromoteDataMap[avatarPromoteData.PromoteId] = make(map[int32]*AvatarPromoteData)
}
avatarPromoteData.CostItemMap = make(map[uint32]uint32, 3)
avatarPromoteData.CostItemMap[uint32(avatarPromoteData.CostItemId1)] = uint32(avatarPromoteData.CostItemCount1)
avatarPromoteData.CostItemMap[uint32(avatarPromoteData.CostItemId2)] = uint32(avatarPromoteData.CostItemCount2)
avatarPromoteData.CostItemMap[uint32(avatarPromoteData.CostItemId3)] = uint32(avatarPromoteData.CostItemCount3)
avatarPromoteData.CostItemMap = map[uint32]uint32{
uint32(avatarPromoteData.CostItemId1): uint32(avatarPromoteData.CostItemCount1),
uint32(avatarPromoteData.CostItemId2): uint32(avatarPromoteData.CostItemCount2),
uint32(avatarPromoteData.CostItemId3): uint32(avatarPromoteData.CostItemCount3),
uint32(avatarPromoteData.CostItemId4): uint32(avatarPromoteData.CostItemCount4),
}
for itemId, count := range avatarPromoteData.CostItemMap {
// 两个值都不能为0
if itemId == 0 || count == 0 {

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@@ -43,6 +43,8 @@ type GameDataConfig struct {
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
}
func InitGameDataConfig() {
@@ -119,6 +121,8 @@ func (g *GameDataConfig) load() {
g.loadAvatarLevelData() // 角色等级
g.loadAvatarPromoteData() // 角色突破
g.loadPlayerLevelData() // 玩家等级
g.loadWeaponLevelData() // 武器等级
g.loadWeaponPromoteData() // 武器突破
}
func (g *GameDataConfig) readCsvFileData(fileName string) []byte {

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@@ -2,10 +2,11 @@ package gdconf
import (
"fmt"
"github.com/hjson/hjson-go/v4"
"hk4e/pkg/logger"
"os"
"github.com/hjson/hjson-go/v4"
"github.com/jszwec/csvutil"
)
@@ -44,9 +45,10 @@ func (g *GameDataConfig) loadGCGSkillData() {
}
for _, gcgSkillData := range gcgSkillDataList {
// 技能消耗整合进CostMap
gcgSkillData.CostMap = make(map[uint32]uint32, 2)
gcgSkillData.CostMap[uint32(gcgSkillData.CostType1)] = uint32(gcgSkillData.CostValue1)
gcgSkillData.CostMap[uint32(gcgSkillData.CostType2)] = uint32(gcgSkillData.CostValue2)
gcgSkillData.CostMap = map[uint32]uint32{
uint32(gcgSkillData.CostType1): uint32(gcgSkillData.CostValue1),
uint32(gcgSkillData.CostType2): uint32(gcgSkillData.CostValue2),
}
for costType, costValue := range gcgSkillData.CostMap {
// 两个值都不能为0
if costType == 0 || costValue == 0 {

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@@ -20,11 +20,13 @@ type ItemData struct {
MaterialType int32 `csv:"MaterialType,omitempty"` // 材料类型
Use1Param1 string `csv:"Use1Param1,omitempty"` // [使用]1参数1
// 武器
EquipType int32 `csv:"EquipType,omitempty"` // 武器种类
EquipLevel int32 `csv:"EquipLevel,omitempty"` // 武器阶数
SkillAffix1 int32 `csv:"SkillAffix1,omitempty"` // 初始技能词缀1
SkillAffix2 int32 `csv:"SkillAffix2,omitempty"` // 初始技能词缀2
SkillAffix []int32
EquipType int32 `csv:"EquipType,omitempty"` // 武器种类
EquipLevel int32 `csv:"EquipLevel,omitempty"` // 武器阶数
SkillAffix1 int32 `csv:"SkillAffix1,omitempty"` // 初始技能词缀1
SkillAffix2 int32 `csv:"SkillAffix2,omitempty"` // 初始技能词缀2
PromoteId int32 `csv:"PromoteId,omitempty"` // 武器突破ID
EquipBaseExp int32 `csv:"EquipBaseExp,omitempty"` // 武器初始经验
SkillAffix []int32
// 圣遗物
ReliquaryType int32 `csv:"ReliquaryType,omitempty"` // 圣遗物类别
}

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@@ -521,6 +521,16 @@
"field_name": "SkillAffix2",
"field_type": "int32",
"origin_name": "初始技能词缀2"
},
{
"field_name": "PromoteId",
"field_type": "int32",
"origin_name": "武器突破ID"
},
{
"field_name": "EquipBaseExp",
"field_type": "int32",
"origin_name": "武器初始经验"
}
]
},
@@ -698,5 +708,100 @@
"origin_name": "升到下一级所需经验"
}
]
},
{
"table_name": "WeaponLevelData",
"field_list": [
{
"field_name": "Level",
"field_type": "int32",
"origin_name": "等级"
},
{
"field_name": "ExpByStar1",
"field_type": "int32",
"origin_name": "武器升级经验1"
},
{
"field_name": "ExpByStar2",
"field_type": "int32",
"origin_name": "武器升级经验2"
},
{
"field_name": "ExpByStar3",
"field_type": "int32",
"origin_name": "武器升级经验3"
},
{
"field_name": "ExpByStar4",
"field_type": "int32",
"origin_name": "武器升级经验4"
},
{
"field_name": "ExpByStar5",
"field_type": "int32",
"origin_name": "武器升级经验5"
}
]
},
{
"table_name": "WeaponPromoteData",
"field_list": [
{
"field_name": "PromoteId",
"field_type": "int32",
"origin_name": "武器突破ID"
},
{
"field_name": "PromoteLevel",
"field_type": "int32",
"origin_name": "突破等级"
},
{
"field_name": "CostItemId1",
"field_type": "int32",
"origin_name": "[消耗物品]1ID"
},
{
"field_name": "CostItemCount1",
"field_type": "int32",
"origin_name": "[消耗物品]1数量"
},
{
"field_name": "CostItemId2",
"field_type": "int32",
"origin_name": "[消耗物品]2ID"
},
{
"field_name": "CostItemCount2",
"field_type": "int32",
"origin_name": "[消耗物品]2数量"
},
{
"field_name": "CostItemId3",
"field_type": "int32",
"origin_name": "[消耗物品]3ID"
},
{
"field_name": "CostItemCount3",
"field_type": "int32",
"origin_name": "[消耗物品]3数量"
},
{
"field_name": "CostCoin",
"field_type": "int32",
"origin_name": "突破消耗金币"
},
{
"field_name": "LevelLimit",
"field_type": "int32",
"origin_name": "突破后解锁等级上限"
},
{
"field_name": "MinPlayerLevel",
"field_type": "int32",
"origin_name": "冒险等级要求"
}
]
}
]

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@@ -0,0 +1,44 @@
package gdconf
import (
"fmt"
"hk4e/pkg/logger"
"github.com/jszwec/csvutil"
)
// 武器等级配置表
type WeaponLevelData struct {
Level int32 `csv:"Level"` // 等级
ExpByStar1 int32 `csv:"ExpByStar1,omitempty"` // 武器升级经验1
ExpByStar2 int32 `csv:"ExpByStar2,omitempty"` // 武器升级经验2
ExpByStar3 int32 `csv:"ExpByStar3,omitempty"` // 武器升级经验3
ExpByStar4 int32 `csv:"ExpByStar4,omitempty"` // 武器升级经验4
ExpByStar5 int32 `csv:"ExpByStar5,omitempty"` // 武器升级经验5
ExpByStarMap map[uint32]uint32 // 星级对应武器升级经验
}
func (g *GameDataConfig) loadWeaponLevelData() {
g.WeaponLevelDataMap = make(map[int32]*WeaponLevelData)
data := g.readCsvFileData("WeaponLevelData.csv")
var weaponLevelDataList []*WeaponLevelData
err := csvutil.Unmarshal(data, &weaponLevelDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, weaponLevelData := range weaponLevelDataList {
// list -> map
weaponLevelData.ExpByStarMap = map[uint32]uint32{
1: uint32(weaponLevelData.ExpByStar1),
2: uint32(weaponLevelData.ExpByStar2),
3: uint32(weaponLevelData.ExpByStar3),
4: uint32(weaponLevelData.ExpByStar4),
5: uint32(weaponLevelData.ExpByStar5),
}
g.WeaponLevelDataMap[weaponLevelData.Level] = weaponLevelData
}
logger.Info("WeaponLevelData count: %v", len(g.WeaponLevelDataMap))
}

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@@ -0,0 +1,58 @@
package gdconf
import (
"fmt"
"hk4e/pkg/logger"
"github.com/jszwec/csvutil"
)
// 武器突破配置表
type WeaponPromoteData struct {
PromoteId int32 `csv:"PromoteId"` // 武器突破ID
PromoteLevel int32 `csv:"PromoteLevel,omitempty"` // 突破等级
CostItemId1 int32 `csv:"CostItemId1,omitempty"` // [消耗物品]1ID
CostItemCount1 int32 `csv:"CostItemCount1,omitempty"` // [消耗物品]1数量
CostItemId2 int32 `csv:"CostItemId2,omitempty"` // [消耗物品]2ID
CostItemCount2 int32 `csv:"CostItemCount2,omitempty"` // [消耗物品]2数量
CostItemId3 int32 `csv:"CostItemId3,omitempty"` // [消耗物品]3ID
CostItemCount3 int32 `csv:"CostItemCount3,omitempty"` // [消耗物品]3数量
CostCoin int32 `csv:"CostCoin,omitempty"` // 突破消耗金币
LevelLimit int32 `csv:"LevelLimit,omitempty"` // 突破后解锁等级上限
MinPlayerLevel int32 `csv:"MinPlayerLevel,omitempty"` // 冒险等级要求
CostItemMap map[uint32]uint32 // 消耗物品列表
}
func (g *GameDataConfig) loadWeaponPromoteData() {
g.WeaponPromoteDataMap = make(map[int32]map[int32]*WeaponPromoteData)
data := g.readCsvFileData("WeaponPromoteData.csv")
var weaponPromoteDataList []*WeaponPromoteData
err := csvutil.Unmarshal(data, &weaponPromoteDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, weaponPromoteData := range weaponPromoteDataList {
// list -> map
_, ok := g.WeaponPromoteDataMap[weaponPromoteData.PromoteId]
if !ok {
g.WeaponPromoteDataMap[weaponPromoteData.PromoteId] = make(map[int32]*WeaponPromoteData)
}
weaponPromoteData.CostItemMap = map[uint32]uint32{
uint32(weaponPromoteData.CostItemId1): uint32(weaponPromoteData.CostItemCount1),
uint32(weaponPromoteData.CostItemId2): uint32(weaponPromoteData.CostItemCount2),
uint32(weaponPromoteData.CostItemId3): uint32(weaponPromoteData.CostItemCount3),
}
for itemId, count := range weaponPromoteData.CostItemMap {
// 两个值都不能为0
if itemId == 0 || count == 0 {
delete(weaponPromoteData.CostItemMap, itemId)
}
}
// 通过突破等级找到突破数据
g.WeaponPromoteDataMap[weaponPromoteData.PromoteId][weaponPromoteData.PromoteLevel] = weaponPromoteData
}
logger.Info("WeaponPromoteData count: %v", len(g.WeaponPromoteDataMap))
}