怪物死亡和世界宝箱随机掉落

This commit is contained in:
flswld
2023-03-29 14:59:53 +08:00
parent 13ee58cac9
commit ecec5a67ed
41 changed files with 875 additions and 709 deletions
+11 -11
View File
@@ -14,7 +14,7 @@ import (
pb "google.golang.org/protobuf/proto"
)
func (g *GameManager) GetAllWeaponDataConfig() map[int32]*gdconf.ItemData {
func (g *Game) GetAllWeaponDataConfig() map[int32]*gdconf.ItemData {
allWeaponDataConfig := make(map[int32]*gdconf.ItemData)
for itemId, itemData := range gdconf.GetItemDataMap() {
if itemData.Type != constant.ITEM_TYPE_WEAPON {
@@ -25,7 +25,7 @@ func (g *GameManager) GetAllWeaponDataConfig() map[int32]*gdconf.ItemData {
return allWeaponDataConfig
}
func (g *GameManager) AddUserWeapon(userId uint32, itemId uint32) uint64 {
func (g *Game) AddUserWeapon(userId uint32, itemId uint32) uint64 {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
@@ -47,7 +47,7 @@ func (g *GameManager) AddUserWeapon(userId uint32, itemId uint32) uint64 {
return weaponId
}
func (g *GameManager) CostUserWeapon(userId uint32, weaponIdList []uint64) {
func (g *Game) CostUserWeapon(userId uint32, weaponIdList []uint64) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
@@ -69,7 +69,7 @@ func (g *GameManager) CostUserWeapon(userId uint32, weaponIdList []uint64) {
g.SendMsg(cmd.StoreItemDelNotify, userId, player.ClientSeq, storeItemDelNotify)
}
func (g *GameManager) PacketStoreItemChangeNotifyByWeapon(weapon *model.Weapon) *proto.StoreItemChangeNotify {
func (g *Game) PacketStoreItemChangeNotifyByWeapon(weapon *model.Weapon) *proto.StoreItemChangeNotify {
storeItemChangeNotify := &proto.StoreItemChangeNotify{
StoreType: proto.StoreType_STORE_PACK,
ItemList: make([]*proto.Item, 0),
@@ -101,7 +101,7 @@ func (g *GameManager) PacketStoreItemChangeNotifyByWeapon(weapon *model.Weapon)
}
// WeaponAwakenReq 武器精炼请求
func (g *GameManager) WeaponAwakenReq(player *model.Player, payloadMsg pb.Message) {
func (g *Game) WeaponAwakenReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.WeaponAwakenReq)
// 确保精炼的武器与精炼材料不是同一个
if req.TargetWeaponGuid == req.ItemGuid {
@@ -259,7 +259,7 @@ func (g *GameManager) WeaponAwakenReq(player *model.Player, payloadMsg pb.Messag
}
// WeaponPromoteReq 武器突破请求
func (g *GameManager) WeaponPromoteReq(player *model.Player, payloadMsg pb.Message) {
func (g *Game) WeaponPromoteReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.WeaponPromoteReq)
// 是否拥有武器
weapon, ok := player.GameObjectGuidMap[req.TargetWeaponGuid].(*model.Weapon)
@@ -362,7 +362,7 @@ func (g *GameManager) WeaponPromoteReq(player *model.Player, payloadMsg pb.Messa
}
// GetWeaponUpgradeReturnMaterial 获取武器强化返回的材料
func (g *GameManager) GetWeaponUpgradeReturnMaterial(overflowExp uint32) (returnItemList []*proto.ItemParam) {
func (g *Game) GetWeaponUpgradeReturnMaterial(overflowExp uint32) (returnItemList []*proto.ItemParam) {
returnItemList = make([]*proto.ItemParam, 0, 0)
// 武器强化材料返还
type materialExpData struct {
@@ -411,7 +411,7 @@ func (g *GameManager) GetWeaponUpgradeReturnMaterial(overflowExp uint32) (return
}
// 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) {
func (g *Game) 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.GameObjectGuidMap[weaponGuid].(*model.Weapon)
@@ -483,7 +483,7 @@ func (g *GameManager) CalcWeaponUpgradeExpAndCoin(player *model.Player, itemPara
}
// 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) {
func (g *Game) CalcWeaponUpgrade(weapon *model.Weapon, expCount uint32) (weaponLevel uint8, weaponExp uint32, returnItemList []*proto.ItemParam, success bool) {
// 获取武器配置表
weaponConfig := gdconf.GetItemDataById(int32(weapon.ItemId))
if weaponConfig == nil {
@@ -534,7 +534,7 @@ func (g *GameManager) CalcWeaponUpgrade(weapon *model.Weapon, expCount uint32) (
}
// WeaponUpgradeReq 武器升级请求
func (g *GameManager) WeaponUpgradeReq(player *model.Player, payloadMsg pb.Message) {
func (g *Game) WeaponUpgradeReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.WeaponUpgradeReq)
// 是否拥有武器
weapon, ok := player.GameObjectGuidMap[req.TargetWeaponGuid].(*model.Weapon)
@@ -674,7 +674,7 @@ func (g *GameManager) WeaponUpgradeReq(player *model.Player, payloadMsg pb.Messa
}
// CalcWeaponUpgradeReturnItemsReq 计算武器升级返回矿石请求
func (g *GameManager) CalcWeaponUpgradeReturnItemsReq(player *model.Player, payloadMsg pb.Message) {
func (g *Game) CalcWeaponUpgradeReturnItemsReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.CalcWeaponUpgradeReturnItemsReq)
// 是否拥有武器
weapon, ok := player.GameObjectGuidMap[req.TargetWeaponGuid].(*model.Weapon)