mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 15:52:27 +08:00
武器强化以及返还材料功能
This commit is contained in:
@@ -245,7 +245,7 @@ func (g *GameManager) AvatarUpgradeReq(player *model.Player, payloadMsg pb.Messa
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}
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// 角色添加经验
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g.UpgradeUserAvatar(player.PlayerID, avatar.AvatarId, expCount)
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g.UpgradePlayerAvatar(player, avatar, expCount)
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avatarUpgradeRsp := &proto.AvatarUpgradeRsp{
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CurLevel: uint32(avatar.Level),
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@@ -257,18 +257,8 @@ func (g *GameManager) AvatarUpgradeReq(player *model.Player, payloadMsg pb.Messa
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g.SendMsg(cmd.AvatarUpgradeRsp, player.PlayerID, player.ClientSeq, avatarUpgradeRsp)
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}
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// UpgradeUserAvatar 玩家角色升级
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func (g *GameManager) UpgradeUserAvatar(userId uint32, avatarId uint32, expCount uint32) {
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player := USER_MANAGER.GetOnlineUser(userId)
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if player == nil {
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logger.Error("player is nil, uid: %v", userId)
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return
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}
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avatar, ok := player.AvatarMap[avatarId]
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if !ok {
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logger.Error("avatar error, avatarId: %v", avatarId)
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return
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}
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// UpgradePlayerAvatar 玩家角色升级
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func (g *GameManager) UpgradePlayerAvatar(player *model.Player, avatar *model.Avatar, expCount uint32) {
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// 获取角色配置表
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avatarDataConfig, ok := gdconf.CONF.AvatarDataMap[int32(avatar.AvatarId)]
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if !ok {
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@@ -394,6 +384,9 @@ func (g *GameManager) WearUserAvatarEquip(userId uint32, avatarId uint32, weapon
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weakWorldAvatar.weaponEntityId = scene.CreateEntityWeapon()
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotify(weakAvatar, weakWeapon, weakWorldAvatar.weaponEntityId)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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} else {
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotify(weakAvatar, weakWeapon, 0)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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}
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} else if avatar.EquipWeapon != nil {
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// 角色当前有武器
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@@ -409,6 +402,9 @@ func (g *GameManager) WearUserAvatarEquip(userId uint32, avatarId uint32, weapon
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worldAvatar.weaponEntityId = scene.CreateEntityWeapon()
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotify(avatar, weapon, worldAvatar.weaponEntityId)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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} else {
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotify(avatar, weapon, 0)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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}
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}
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@@ -3,9 +3,14 @@ package game
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import (
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"hk4e/common/constant"
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"hk4e/gdconf"
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"hk4e/gs/model"
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"hk4e/pkg/logger"
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"hk4e/protocol/cmd"
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"hk4e/protocol/proto"
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"sort"
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"strconv"
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pb "google.golang.org/protobuf/proto"
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)
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func (g *GameManager) GetAllWeaponDataConfig() map[int32]*gdconf.ItemData {
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@@ -50,7 +55,11 @@ func (g *GameManager) AddUserWeapon(userId uint32, itemId uint32) uint64 {
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logger.Error("weapon is nil, itemId: %v, weaponId: %v", itemId, weaponId)
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return 0
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}
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g.SendMsg(cmd.StoreItemChangeNotify, userId, player.ClientSeq, g.PacketStoreItemChangeNotifyByWeapon(weapon))
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return weaponId
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}
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func (g *GameManager) PacketStoreItemChangeNotifyByWeapon(weapon *model.Weapon) *proto.StoreItemChangeNotify {
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storeItemChangeNotify := &proto.StoreItemChangeNotify{
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StoreType: proto.StoreType_STORE_PACK,
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ItemList: make([]*proto.Item, 0),
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@@ -60,8 +69,8 @@ func (g *GameManager) AddUserWeapon(userId uint32, itemId uint32) uint64 {
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affixMap[affixId] = uint32(weapon.Refinement)
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}
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pbItem := &proto.Item{
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ItemId: itemId,
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Guid: player.GetWeaponGuid(weaponId),
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ItemId: weapon.ItemId,
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Guid: weapon.Guid,
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Detail: &proto.Item_Equip{
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Equip: &proto.Equip{
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Detail: &proto.Equip_Weapon{
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@@ -78,6 +87,334 @@ func (g *GameManager) AddUserWeapon(userId uint32, itemId uint32) uint64 {
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},
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}
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storeItemChangeNotify.ItemList = append(storeItemChangeNotify.ItemList, pbItem)
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g.SendMsg(cmd.StoreItemChangeNotify, userId, player.ClientSeq, storeItemChangeNotify)
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return weaponId
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return storeItemChangeNotify
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}
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// GetWeaponUpgradeReturnMaterial 获取武器强化返回的材料
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func (g *GameManager) GetWeaponUpgradeReturnMaterial(overflowExp uint32) (returnItemList []*proto.ItemParam) {
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returnItemList = make([]*proto.ItemParam, 0, 0)
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// 武器强化材料返还
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type materialExpData struct {
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ItemId uint32
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Exp uint32
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}
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// 武器强化返还材料的经验列表
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materialExpList := make([]*materialExpData, 0, len(constant.ItemConstantConst.WEAPON_UPGRADE_MATERIAL))
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for _, itemId := range constant.ItemConstantConst.WEAPON_UPGRADE_MATERIAL {
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// 获取物品配置表
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itemDataConfig, ok := gdconf.CONF.ItemDataMap[int32(itemId)]
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if !ok {
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logger.Error("item data config error, itemId: %v", constant.ItemConstantConst.SCOIN)
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return
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}
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// 材料将给予的经验数
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itemParam, err := strconv.Atoi(itemDataConfig.Use1Param1)
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if err != nil {
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logger.Error("parse item param error: %v", err)
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return
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}
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materialExpList = append(materialExpList, &materialExpData{
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ItemId: itemId,
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Exp: uint32(itemParam),
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})
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}
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// 确保能返还的材料从大到小排序
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sort.Slice(materialExpList, func(i, j int) bool {
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return materialExpList[i].Exp > materialExpList[j].Exp
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})
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// 优先给予经验多的材料
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for _, data := range materialExpList {
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// 可以获得的材料个数
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count := overflowExp / data.Exp
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if count > 0 {
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// 添加到要返还材料的列表
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returnItemList = append(returnItemList, &proto.ItemParam{
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ItemId: data.ItemId,
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Count: count,
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})
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}
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// 武器剩余溢出的经验
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overflowExp = overflowExp % data.Exp
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}
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return returnItemList
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}
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// CalcWeaponUpgradeExpAndCoin 计算使用材料给武器强化后能获得的经验以及摩拉消耗
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func (g *GameManager) CalcWeaponUpgradeExpAndCoin(player *model.Player, itemParamList []*proto.ItemParam, foodWeaponGuidList []uint64) (expCount uint32, coinCost uint32, success bool) {
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// 武器经验计算
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for _, weaponGuid := range foodWeaponGuidList {
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foodWeapon, ok := player.WeaponMap[player.GetWeaponIdByGuid(weaponGuid)]
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if !ok {
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logger.Error("food weapon error, weaponGuid: %v", weaponGuid)
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return
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}
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// 确保武器不被任何人装备 否则可能会发生意想不到的问题哦
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if foodWeapon.AvatarId != 0 {
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logger.Error("food weapon has been equipped, weaponGuid: %v", weaponGuid)
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return
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}
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// 获取武器配置表
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weaponConfig, ok := gdconf.CONF.ItemDataMap[int32(foodWeapon.ItemId)]
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if !ok {
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logger.Error("weapon config error, itemId: %v", foodWeapon.ItemId)
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return
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}
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// 武器当前等级的经验
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foodWeaponTotalExp := foodWeapon.Exp
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// 计算从1级到武器当前等级所需消耗的经验
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for i := int32(1); i < int32(foodWeapon.Level); i++ {
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// 获取武器等级配置表
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weaponLevelConfig, ok := gdconf.CONF.WeaponLevelDataMap[i]
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if !ok {
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logger.Error("weapon level config error, level: %v", i)
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return
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}
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// 获取武器对应星级的经验
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foodWeaponExp, ok := weaponLevelConfig.ExpByStarMap[uint32(weaponConfig.EquipLevel)]
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if !ok {
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logger.Error("weapon equip level error, level: %v", weaponConfig.EquipLevel)
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return
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}
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// 增加该等级时的经验
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foodWeaponTotalExp += foodWeaponExp
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}
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// 将武器总消耗的经验转换为能获得的经验
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expCount += (foodWeaponTotalExp * 4) / 5
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// 增加武器初始经验
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expCount += uint32(weaponConfig.EquipBaseExp)
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// 增加摩拉消耗 武器为材料时摩拉的消耗只计算武器初始经验
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coinCost += uint32(weaponConfig.EquipBaseExp) / 10
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}
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// 材料经验计算
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for _, param := range itemParamList {
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// 获取物品配置表
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itemDataConfig, ok := gdconf.CONF.ItemDataMap[int32(param.ItemId)]
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if !ok {
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logger.Error("item data config error, itemId: %v", constant.ItemConstantConst.SCOIN)
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return
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}
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// 材料将给予的经验数
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itemParam, err := strconv.Atoi(itemDataConfig.Use1Param1)
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if err != nil {
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logger.Error("parse item param error: %v", err)
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return
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}
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// 材料的经验
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materialExp := uint32(itemParam) * param.Count
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// 增加材料的经验
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expCount += materialExp
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// 增加材料的摩拉消耗
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coinCost += materialExp / 10
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}
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// 表示计算过程没有报错
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success = true
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return
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}
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// CalcWeaponUpgrade 计算使用材料给武器强化后的等级经验以及返回的矿石
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func (g *GameManager) CalcWeaponUpgrade(weapon *model.Weapon, expCount uint32) (weaponLevel uint8, weaponExp uint32, returnItemList []*proto.ItemParam, success bool) {
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// 获取武器配置表
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weaponConfig, ok := gdconf.CONF.ItemDataMap[int32(weapon.ItemId)]
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if !ok {
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logger.Error("weapon config error, itemId: %v", weapon.ItemId)
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return
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}
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// 获取武器突破配置表
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weaponPromoteDataMap, ok := gdconf.CONF.WeaponPromoteDataMap[weaponConfig.PromoteId]
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if !ok {
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logger.Error("weapon promote config error, promoteId: %v", weaponConfig.PromoteId)
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return
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}
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// 获取武器突破等级对应的配置表
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weaponPromoteConfig, ok := weaponPromoteDataMap[int32(weapon.Promote)]
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if !ok {
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logger.Error("weapon promote config error, promoteLevel: %v", weapon.Promote)
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return
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}
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// 临时武器等级经验添加
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weaponLevel = weapon.Level
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weaponExp = weapon.Exp + expCount
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for {
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// 获取武器等级配置表
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weaponLevelConfig, ok := gdconf.CONF.WeaponLevelDataMap[int32(weaponLevel)]
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if !ok {
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// 获取不到代表已经到达最大等级
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break
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}
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// 升级所需经验
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needExp, ok := weaponLevelConfig.ExpByStarMap[uint32(weaponConfig.EquipLevel)]
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if !ok {
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logger.Error("weapon equip level error, level: %v", weaponConfig.EquipLevel)
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return
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}
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// 武器当前等级未突破则跳出循环
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if weaponLevel >= uint8(weaponPromoteConfig.LevelLimit) {
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// 溢出经验返还为材料
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returnItemList = g.GetWeaponUpgradeReturnMaterial(weaponExp)
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// 武器未突破溢出的经验处理
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weaponExp = 0
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break
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}
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// 武器经验小于升级所需的经验则跳出循环
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if weaponExp < needExp {
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break
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}
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// 武器等级提升
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weaponExp -= needExp
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weaponLevel++
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}
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// 表示计算过程没有报错
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success = true
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return
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}
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// WeaponUpgradeReq 武器升级请求
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func (g *GameManager) WeaponUpgradeReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user weapon upgrade, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.WeaponUpgradeReq)
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// 是否拥有武器
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weapon, ok := player.WeaponMap[player.GetWeaponIdByGuid(req.TargetWeaponGuid)]
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if !ok {
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logger.Error("weapon error, weaponGuid: %v", req.TargetWeaponGuid)
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g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
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return
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}
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// 获取武器配置表
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weaponConfig, ok := gdconf.CONF.ItemDataMap[int32(weapon.ItemId)]
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if !ok {
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logger.Error("weapon config error, itemId: %v", weapon.ItemId)
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g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
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return
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}
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// 获取武器突破配置表
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weaponPromoteDataMap, ok := gdconf.CONF.WeaponPromoteDataMap[weaponConfig.PromoteId]
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if !ok {
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logger.Error("weapon promote config error, promoteId: %v", weaponConfig.PromoteId)
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g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
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return
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}
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// 获取武器突破等级对应的配置表
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weaponPromoteConfig, ok := weaponPromoteDataMap[int32(weapon.Promote)]
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if !ok {
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logger.Error("weapon promote config error, promoteLevel: %v", weapon.Promote)
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g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
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return
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}
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// 武器等级是否达到限制
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if weapon.Level >= uint8(weaponPromoteConfig.LevelLimit) {
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logger.Error("weapon level ge level limit, level: %v", weapon.Level)
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g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_WEAPON_PROMOTE_LEVEL_EXCEED_LIMIT)
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return
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}
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// 将被消耗的物品列表
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costItemList := make([]*UserItem, 0, len(req.ItemParamList)+1)
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// 突破材料是否足够并添加到消耗物品列表
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for _, itemParam := range req.ItemParamList {
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costItemList = append(costItemList, &UserItem{
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ItemId: itemParam.ItemId,
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ChangeCount: itemParam.Count,
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})
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}
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// 计算使用材料强化武器后将会获得的经验数
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expCount, coinCost, success := g.CalcWeaponUpgradeExpAndCoin(player, req.ItemParamList, req.FoodWeaponGuidList)
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if !success {
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logger.Error("calc weapon upgrade exp and coin error, uid: %v", player.PlayerID)
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g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
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return
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}
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// 消耗列表添加摩拉的消耗
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costItemList = append(costItemList, &UserItem{
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ItemId: constant.ItemConstantConst.SCOIN,
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ChangeCount: coinCost,
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})
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// 校验物品是否足够
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for _, item := range costItemList {
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if player.GetItemCount(item.ItemId) < item.ChangeCount {
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logger.Error("item count not enough, itemId: %v", item.ItemId)
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// 摩拉的错误提示与材料不同
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if item.ItemId == constant.ItemConstantConst.SCOIN {
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g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
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}
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g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
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return
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}
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}
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// 消耗升级材料和摩拉
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GAME_MANAGER.CostUserItem(player.PlayerID, costItemList)
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// 武器升级前的信息
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oldLevel := weapon.Level
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// 计算武器使用材料升级后的等级经验以及返回的矿石
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weaponLevel, weaponExp, returnItemList, success := g.CalcWeaponUpgrade(weapon, expCount)
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if !success {
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logger.Error("calc weapon upgrade error, uid: %v", player.PlayerID)
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g.CommonRetError(cmd.CalcWeaponUpgradeReturnItemsRsp, player, &proto.CalcWeaponUpgradeReturnItemsRsp{})
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return
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}
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// 武器添加经验
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weapon.Level = weaponLevel
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weapon.Exp = weaponExp
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// 更新武器的物品数据
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g.SendMsg(cmd.StoreItemChangeNotify, player.PlayerID, player.ClientSeq, g.PacketStoreItemChangeNotifyByWeapon(weapon))
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// 获取持有该武器的角色
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avatar, ok := player.AvatarMap[weapon.AvatarId]
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// 武器可能没被任何角色装备 仅在被装备时更新面板
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if ok {
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// 角色更新面板
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player.InitAvatarFightProp(avatar)
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}
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// 将给予的材料列表
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addItemList := make([]*UserItem, 0, len(returnItemList))
|
||||
for _, param := range returnItemList {
|
||||
addItemList = append(addItemList, &UserItem{
|
||||
ItemId: param.ItemId,
|
||||
ChangeCount: param.Count,
|
||||
})
|
||||
}
|
||||
// 给予玩家返回的矿石
|
||||
GAME_MANAGER.AddUserItem(player.PlayerID, addItemList, false, 0)
|
||||
|
||||
weaponUpgradeRsp := &proto.WeaponUpgradeRsp{
|
||||
CurLevel: uint32(weapon.Level),
|
||||
OldLevel: uint32(oldLevel),
|
||||
ItemParamList: returnItemList,
|
||||
TargetWeaponGuid: req.TargetWeaponGuid,
|
||||
}
|
||||
g.SendMsg(cmd.WeaponUpgradeRsp, player.PlayerID, player.ClientSeq, weaponUpgradeRsp)
|
||||
}
|
||||
|
||||
// CalcWeaponUpgradeReturnItemsReq 计算武器升级返回矿石请求
|
||||
func (g *GameManager) CalcWeaponUpgradeReturnItemsReq(player *model.Player, payloadMsg pb.Message) {
|
||||
logger.Debug("user calc weapon upgrade, uid: %v", player.PlayerID)
|
||||
req := payloadMsg.(*proto.CalcWeaponUpgradeReturnItemsReq)
|
||||
// 是否拥有武器
|
||||
weapon, ok := player.WeaponMap[player.GetWeaponIdByGuid(req.TargetWeaponGuid)]
|
||||
if !ok {
|
||||
logger.Error("weapon error, weaponGuid: %v", req.TargetWeaponGuid)
|
||||
g.CommonRetError(cmd.CalcWeaponUpgradeReturnItemsRsp, player, &proto.CalcWeaponUpgradeReturnItemsRsp{})
|
||||
return
|
||||
}
|
||||
// 计算使用材料强化武器后将会获得的经验数
|
||||
expCount, _, success := g.CalcWeaponUpgradeExpAndCoin(player, req.ItemParamList, req.FoodWeaponGuidList)
|
||||
if !success {
|
||||
logger.Error("calc weapon upgrade exp and coin error, uid: %v", player.PlayerID)
|
||||
g.CommonRetError(cmd.CalcWeaponUpgradeReturnItemsRsp, player, &proto.CalcWeaponUpgradeReturnItemsRsp{})
|
||||
return
|
||||
}
|
||||
// 计算武器使用材料升级后的等级经验以及返回的矿石
|
||||
_, _, returnItemList, success := g.CalcWeaponUpgrade(weapon, expCount)
|
||||
if !success {
|
||||
logger.Error("calc weapon upgrade error, weaponGuid: %v", req.TargetWeaponGuid)
|
||||
g.CommonRetError(cmd.CalcWeaponUpgradeReturnItemsRsp, player, &proto.CalcWeaponUpgradeReturnItemsRsp{})
|
||||
return
|
||||
}
|
||||
|
||||
calcWeaponUpgradeReturnItemsRsp := &proto.CalcWeaponUpgradeReturnItemsRsp{
|
||||
ItemParamList: returnItemList,
|
||||
TargetWeaponGuid: req.TargetWeaponGuid,
|
||||
}
|
||||
g.SendMsg(cmd.CalcWeaponUpgradeReturnItemsRsp, player.PlayerID, player.ClientSeq, calcWeaponUpgradeReturnItemsRsp)
|
||||
}
|
||||
|
||||
@@ -131,6 +131,8 @@ func (r *RouteManager) initRoute() {
|
||||
r.registerRouter(cmd.ObstacleModifyNotify, GAME_MANAGER.ObstacleModifyNotify)
|
||||
r.registerRouter(cmd.AvatarUpgradeReq, GAME_MANAGER.AvatarUpgradeReq)
|
||||
r.registerRouter(cmd.AvatarPromoteReq, GAME_MANAGER.AvatarPromoteReq)
|
||||
r.registerRouter(cmd.CalcWeaponUpgradeReturnItemsReq, GAME_MANAGER.CalcWeaponUpgradeReturnItemsReq)
|
||||
r.registerRouter(cmd.WeaponUpgradeReq, GAME_MANAGER.WeaponUpgradeReq)
|
||||
}
|
||||
|
||||
func (r *RouteManager) RouteHandle(netMsg *mq.NetMsg) {
|
||||
|
||||
@@ -43,6 +43,15 @@ func (p *Player) GetWeaponGuid(weaponId uint64) uint64 {
|
||||
return weaponInfo.Guid
|
||||
}
|
||||
|
||||
func (p *Player) GetWeaponIdByGuid(guid uint64) uint64 {
|
||||
for weaponId, weapon := range p.WeaponMap {
|
||||
if guid == weapon.Guid {
|
||||
return weaponId
|
||||
}
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func (p *Player) GetWeapon(weaponId uint64) *Weapon {
|
||||
return p.WeaponMap[weaponId]
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user