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

@@ -3,6 +3,7 @@ package constant
var ItemConstantConst *ItemConstant
type ItemConstant struct {
// 虚拟物品
HCOIN uint32 // 原石 201
SCOIN uint32 // 摩拉 202
MCOIN uint32 // 创世结晶 203
@@ -11,6 +12,11 @@ type ItemConstant struct {
HOME_COIN uint32 // 洞天宝钱 204
PLAYER_EXP uint32 // 冒险阅历 102
VIRTUAL_ITEM_PROP map[uint32]uint16 // 虚拟物品对应玩家的属性
// 武器强化物品
WEAPON_UPGRADE_MAGIC uint32 // 精锻用魔矿 104013
WEAPON_UPGRADE_GOOD uint32 // 精锻用良矿 104012
WEAPON_UPGRADE_MOTLEY uint32 // 精锻用杂矿 104011
WEAPON_UPGRADE_MATERIAL []uint32 // 武器强化返还材料列表
}
func InitItemConstantConst() {
@@ -32,4 +38,12 @@ func InitItemConstantConst() {
ItemConstantConst.HOME_COIN: PlayerPropertyConst.PROP_PLAYER_HOME_COIN,
ItemConstantConst.PLAYER_EXP: PlayerPropertyConst.PROP_PLAYER_EXP,
}
ItemConstantConst.WEAPON_UPGRADE_MAGIC = 104013
ItemConstantConst.WEAPON_UPGRADE_GOOD = 104012
ItemConstantConst.WEAPON_UPGRADE_MOTLEY = 104011
ItemConstantConst.WEAPON_UPGRADE_MATERIAL = []uint32{
ItemConstantConst.WEAPON_UPGRADE_MAGIC,
ItemConstantConst.WEAPON_UPGRADE_GOOD,
ItemConstantConst.WEAPON_UPGRADE_MOTLEY,
}
}

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@@ -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
}

View File

@@ -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))
}

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@@ -245,7 +245,7 @@ func (g *GameManager) AvatarUpgradeReq(player *model.Player, payloadMsg pb.Messa
}
// 角色添加经验
g.UpgradeUserAvatar(player.PlayerID, avatar.AvatarId, expCount)
g.UpgradePlayerAvatar(player, avatar, expCount)
avatarUpgradeRsp := &proto.AvatarUpgradeRsp{
CurLevel: uint32(avatar.Level),
@@ -257,18 +257,8 @@ func (g *GameManager) AvatarUpgradeReq(player *model.Player, payloadMsg pb.Messa
g.SendMsg(cmd.AvatarUpgradeRsp, player.PlayerID, player.ClientSeq, avatarUpgradeRsp)
}
// UpgradeUserAvatar 玩家角色升级
func (g *GameManager) UpgradeUserAvatar(userId uint32, avatarId uint32, expCount uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
avatar, ok := player.AvatarMap[avatarId]
if !ok {
logger.Error("avatar error, avatarId: %v", avatarId)
return
}
// UpgradePlayerAvatar 玩家角色升级
func (g *GameManager) UpgradePlayerAvatar(player *model.Player, avatar *model.Avatar, expCount uint32) {
// 获取角色配置表
avatarDataConfig, ok := gdconf.CONF.AvatarDataMap[int32(avatar.AvatarId)]
if !ok {
@@ -394,6 +384,9 @@ func (g *GameManager) WearUserAvatarEquip(userId uint32, avatarId uint32, weapon
weakWorldAvatar.weaponEntityId = scene.CreateEntityWeapon()
avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotify(weakAvatar, weakWeapon, weakWorldAvatar.weaponEntityId)
g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
} else {
avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotify(weakAvatar, weakWeapon, 0)
g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
}
} else if avatar.EquipWeapon != nil {
// 角色当前有武器
@@ -409,6 +402,9 @@ func (g *GameManager) WearUserAvatarEquip(userId uint32, avatarId uint32, weapon
worldAvatar.weaponEntityId = scene.CreateEntityWeapon()
avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotify(avatar, weapon, worldAvatar.weaponEntityId)
g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
} else {
avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotify(avatar, weapon, 0)
g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
}
}

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@@ -3,9 +3,14 @@ package game
import (
"hk4e/common/constant"
"hk4e/gdconf"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
"sort"
"strconv"
pb "google.golang.org/protobuf/proto"
)
func (g *GameManager) GetAllWeaponDataConfig() map[int32]*gdconf.ItemData {
@@ -50,7 +55,11 @@ func (g *GameManager) AddUserWeapon(userId uint32, itemId uint32) uint64 {
logger.Error("weapon is nil, itemId: %v, weaponId: %v", itemId, weaponId)
return 0
}
g.SendMsg(cmd.StoreItemChangeNotify, userId, player.ClientSeq, g.PacketStoreItemChangeNotifyByWeapon(weapon))
return weaponId
}
func (g *GameManager) PacketStoreItemChangeNotifyByWeapon(weapon *model.Weapon) *proto.StoreItemChangeNotify {
storeItemChangeNotify := &proto.StoreItemChangeNotify{
StoreType: proto.StoreType_STORE_PACK,
ItemList: make([]*proto.Item, 0),
@@ -60,8 +69,8 @@ func (g *GameManager) AddUserWeapon(userId uint32, itemId uint32) uint64 {
affixMap[affixId] = uint32(weapon.Refinement)
}
pbItem := &proto.Item{
ItemId: itemId,
Guid: player.GetWeaponGuid(weaponId),
ItemId: weapon.ItemId,
Guid: weapon.Guid,
Detail: &proto.Item_Equip{
Equip: &proto.Equip{
Detail: &proto.Equip_Weapon{
@@ -78,6 +87,334 @@ func (g *GameManager) AddUserWeapon(userId uint32, itemId uint32) uint64 {
},
}
storeItemChangeNotify.ItemList = append(storeItemChangeNotify.ItemList, pbItem)
g.SendMsg(cmd.StoreItemChangeNotify, userId, player.ClientSeq, storeItemChangeNotify)
return weaponId
return storeItemChangeNotify
}
// GetWeaponUpgradeReturnMaterial 获取武器强化返回的材料
func (g *GameManager) GetWeaponUpgradeReturnMaterial(overflowExp uint32) (returnItemList []*proto.ItemParam) {
returnItemList = make([]*proto.ItemParam, 0, 0)
// 武器强化材料返还
type materialExpData struct {
ItemId uint32
Exp uint32
}
// 武器强化返还材料的经验列表
materialExpList := make([]*materialExpData, 0, len(constant.ItemConstantConst.WEAPON_UPGRADE_MATERIAL))
for _, itemId := range constant.ItemConstantConst.WEAPON_UPGRADE_MATERIAL {
// 获取物品配置表
itemDataConfig, ok := gdconf.CONF.ItemDataMap[int32(itemId)]
if !ok {
logger.Error("item data config error, itemId: %v", constant.ItemConstantConst.SCOIN)
return
}
// 材料将给予的经验数
itemParam, err := strconv.Atoi(itemDataConfig.Use1Param1)
if err != nil {
logger.Error("parse item param error: %v", err)
return
}
materialExpList = append(materialExpList, &materialExpData{
ItemId: itemId,
Exp: uint32(itemParam),
})
}
// 确保能返还的材料从大到小排序
sort.Slice(materialExpList, func(i, j int) bool {
return materialExpList[i].Exp > materialExpList[j].Exp
})
// 优先给予经验多的材料
for _, data := range materialExpList {
// 可以获得的材料个数
count := overflowExp / data.Exp
if count > 0 {
// 添加到要返还材料的列表
returnItemList = append(returnItemList, &proto.ItemParam{
ItemId: data.ItemId,
Count: count,
})
}
// 武器剩余溢出的经验
overflowExp = overflowExp % data.Exp
}
return returnItemList
}
// 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
func (g *GameManager) CalcWeaponUpgradeExpAndCoin(player *model.Player, itemParamList []*proto.ItemParam, foodWeaponGuidList []uint64) (expCount uint32, coinCost uint32, success bool) {
// 武器经验计算
for _, weaponGuid := range foodWeaponGuidList {
foodWeapon, ok := player.WeaponMap[player.GetWeaponIdByGuid(weaponGuid)]
if !ok {
logger.Error("food weapon error, weaponGuid: %v", weaponGuid)
return
}
// 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
if foodWeapon.AvatarId != 0 {
logger.Error("food weapon has been equipped, weaponGuid: %v", weaponGuid)
return
}
// 获取武器配置表
weaponConfig, ok := gdconf.CONF.ItemDataMap[int32(foodWeapon.ItemId)]
if !ok {
logger.Error("weapon config error, itemId: %v", foodWeapon.ItemId)
return
}
// 武器当前等级的经验
foodWeaponTotalExp := foodWeapon.Exp
// 计算从1级到武器当前等级所需消耗的经验
for i := int32(1); i < int32(foodWeapon.Level); i++ {
// 获取武器等级配置表
weaponLevelConfig, ok := gdconf.CONF.WeaponLevelDataMap[i]
if !ok {
logger.Error("weapon level config error, level: %v", i)
return
}
// 获取武器对应星级的经验
foodWeaponExp, ok := weaponLevelConfig.ExpByStarMap[uint32(weaponConfig.EquipLevel)]
if !ok {
logger.Error("weapon equip level error, level: %v", weaponConfig.EquipLevel)
return
}
// 增加该等级时的经验
foodWeaponTotalExp += foodWeaponExp
}
// 将武器总消耗的经验转换为能获得的经验
expCount += (foodWeaponTotalExp * 4) / 5
// 增加武器初始经验
expCount += uint32(weaponConfig.EquipBaseExp)
// 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
coinCost += uint32(weaponConfig.EquipBaseExp) / 10
}
// 材料经验计算
for _, param := range itemParamList {
// 获取物品配置表
itemDataConfig, ok := gdconf.CONF.ItemDataMap[int32(param.ItemId)]
if !ok {
logger.Error("item data config error, itemId: %v", constant.ItemConstantConst.SCOIN)
return
}
// 材料将给予的经验数
itemParam, err := strconv.Atoi(itemDataConfig.Use1Param1)
if err != nil {
logger.Error("parse item param error: %v", err)
return
}
// 材料的经验
materialExp := uint32(itemParam) * param.Count
// 增加材料的经验
expCount += materialExp
// 增加材料的摩拉消耗
coinCost += materialExp / 10
}
// 表示计算过程没有报错
success = true
return
}
// 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
func (g *GameManager) CalcWeaponUpgrade(weapon *model.Weapon, expCount uint32) (weaponLevel uint8, weaponExp uint32, returnItemList []*proto.ItemParam, success bool) {
// 获取武器配置表
weaponConfig, ok := gdconf.CONF.ItemDataMap[int32(weapon.ItemId)]
if !ok {
logger.Error("weapon config error, itemId: %v", weapon.ItemId)
return
}
// 获取武器突破配置表
weaponPromoteDataMap, ok := gdconf.CONF.WeaponPromoteDataMap[weaponConfig.PromoteId]
if !ok {
logger.Error("weapon promote config error, promoteId: %v", weaponConfig.PromoteId)
return
}
// 获取武器突破等级对应的配置表
weaponPromoteConfig, ok := weaponPromoteDataMap[int32(weapon.Promote)]
if !ok {
logger.Error("weapon promote config error, promoteLevel: %v", weapon.Promote)
return
}
// 临时武器等级经验添加
weaponLevel = weapon.Level
weaponExp = weapon.Exp + expCount
for {
// 获取武器等级配置表
weaponLevelConfig, ok := gdconf.CONF.WeaponLevelDataMap[int32(weaponLevel)]
if !ok {
// 获取不到代表已经到达最大等级
break
}
// 升级所需经验
needExp, ok := weaponLevelConfig.ExpByStarMap[uint32(weaponConfig.EquipLevel)]
if !ok {
logger.Error("weapon equip level error, level: %v", weaponConfig.EquipLevel)
return
}
// 武器当前等级未突破则跳出循环
if weaponLevel >= uint8(weaponPromoteConfig.LevelLimit) {
// 溢出经验返还为材料
returnItemList = g.GetWeaponUpgradeReturnMaterial(weaponExp)
// 武器未突破溢出的经验处理
weaponExp = 0
break
}
// 武器经验小于升级所需的经验则跳出循环
if weaponExp < needExp {
break
}
// 武器等级提升
weaponExp -= needExp
weaponLevel++
}
// 表示计算过程没有报错
success = true
return
}
// WeaponUpgradeReq 武器升级请求
func (g *GameManager) WeaponUpgradeReq(player *model.Player, payloadMsg pb.Message) {
logger.Debug("user weapon upgrade, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.WeaponUpgradeReq)
// 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.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
return
}
// 获取武器配置表
weaponConfig, ok := gdconf.CONF.ItemDataMap[int32(weapon.ItemId)]
if !ok {
logger.Error("weapon config error, itemId: %v", weapon.ItemId)
g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
return
}
// 获取武器突破配置表
weaponPromoteDataMap, ok := gdconf.CONF.WeaponPromoteDataMap[weaponConfig.PromoteId]
if !ok {
logger.Error("weapon promote config error, promoteId: %v", weaponConfig.PromoteId)
g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
return
}
// 获取武器突破等级对应的配置表
weaponPromoteConfig, ok := weaponPromoteDataMap[int32(weapon.Promote)]
if !ok {
logger.Error("weapon promote config error, promoteLevel: %v", weapon.Promote)
g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
return
}
// 武器等级是否达到限制
if weapon.Level >= uint8(weaponPromoteConfig.LevelLimit) {
logger.Error("weapon level ge level limit, level: %v", weapon.Level)
g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_WEAPON_PROMOTE_LEVEL_EXCEED_LIMIT)
return
}
// 将被消耗的物品列表
costItemList := make([]*UserItem, 0, len(req.ItemParamList)+1)
// 突破材料是否足够并添加到消耗物品列表
for _, itemParam := range req.ItemParamList {
costItemList = append(costItemList, &UserItem{
ItemId: itemParam.ItemId,
ChangeCount: itemParam.Count,
})
}
// 计算使用材料强化武器后将会获得的经验数
expCount, coinCost, 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.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
return
}
// 消耗列表添加摩拉的消耗
costItemList = append(costItemList, &UserItem{
ItemId: constant.ItemConstantConst.SCOIN,
ChangeCount: coinCost,
})
// 校验物品是否足够
for _, item := range costItemList {
if player.GetItemCount(item.ItemId) < item.ChangeCount {
logger.Error("item count not enough, itemId: %v", item.ItemId)
// 摩拉的错误提示与材料不同
if item.ItemId == constant.ItemConstantConst.SCOIN {
g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
}
g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
return
}
}
// 消耗升级材料和摩拉
GAME_MANAGER.CostUserItem(player.PlayerID, costItemList)
// 武器升级前的信息
oldLevel := weapon.Level
// 计算武器使用材料升级后的等级经验以及返回的矿石
weaponLevel, weaponExp, returnItemList, success := g.CalcWeaponUpgrade(weapon, expCount)
if !success {
logger.Error("calc weapon upgrade error, uid: %v", player.PlayerID)
g.CommonRetError(cmd.CalcWeaponUpgradeReturnItemsRsp, player, &proto.CalcWeaponUpgradeReturnItemsRsp{})
return
}
// 武器添加经验
weapon.Level = weaponLevel
weapon.Exp = weaponExp
// 更新武器的物品数据
g.SendMsg(cmd.StoreItemChangeNotify, player.PlayerID, player.ClientSeq, g.PacketStoreItemChangeNotifyByWeapon(weapon))
// 获取持有该武器的角色
avatar, ok := player.AvatarMap[weapon.AvatarId]
// 武器可能没被任何角色装备 仅在被装备时更新面板
if ok {
// 角色更新面板
player.InitAvatarFightProp(avatar)
}
// 将给予的材料列表
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)
}

View File

@@ -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) {

View File

@@ -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]
}

View File

@@ -235,9 +235,13 @@ func (c *CmdProtoMap) registerAllMessage() {
c.registerMessage(StoreItemDelNotify, &proto.StoreItemDelNotify{}) // 背包道具删除通知
// 装备
c.registerMessage(WearEquipReq, &proto.WearEquipReq{}) // 装备穿戴请求
c.registerMessage(WearEquipRsp, &proto.WearEquipRsp{}) // 装备穿戴响应
c.registerMessage(AvatarEquipChangeNotify, &proto.AvatarEquipChangeNotify{}) // 角色装备改变通知
c.registerMessage(WearEquipReq, &proto.WearEquipReq{}) // 装备穿戴请求
c.registerMessage(WearEquipRsp, &proto.WearEquipRsp{}) // 装备穿戴响应
c.registerMessage(AvatarEquipChangeNotify, &proto.AvatarEquipChangeNotify{}) // 角色装备改变通知
c.registerMessage(CalcWeaponUpgradeReturnItemsReq, &proto.CalcWeaponUpgradeReturnItemsReq{}) // 计算武器升级返回矿石请求
c.registerMessage(CalcWeaponUpgradeReturnItemsRsp, &proto.CalcWeaponUpgradeReturnItemsRsp{}) // 计算武器升级返回矿石响应
c.registerMessage(WeaponUpgradeReq, &proto.WeaponUpgradeReq{}) // 武器升级请求
c.registerMessage(WeaponUpgradeRsp, &proto.WeaponUpgradeRsp{}) // 武器升级响应
// 商店
c.registerMessage(GetShopmallDataReq, &proto.GetShopmallDataReq{}) // 商店信息请求