package model import ( "hk4e/common/constant" "hk4e/gdconf" "hk4e/pkg/logger" ) type Weapon struct { WeaponId uint64 // 武器的唯一id ItemId uint32 // 武器的道具id Level uint8 // 等级 Exp uint32 // 当前经验值 Promote uint8 // 突破等阶 Lock bool // 锁定状态 AffixIdList []uint32 // 词缀 Refinement uint8 // 精炼等阶 AvatarId uint32 // 装备角色id Guid uint64 `bson:"-" msgpack:"-"` } func (p *Player) InitWeapon(weapon *Weapon) { weapon.Guid = p.GetNextGameObjectGuid() p.GameObjectGuidMap[weapon.Guid] = GameObject(weapon) p.WeaponMap[weapon.WeaponId] = weapon if weapon.AvatarId != 0 { avatar := p.AvatarMap[weapon.AvatarId] avatar.EquipGuidMap[weapon.Guid] = weapon.Guid avatar.EquipWeapon = weapon } } func (p *Player) InitAllWeapon() { for _, weapon := range p.WeaponMap { p.InitWeapon(weapon) } } func (p *Player) GetWeaponGuid(weaponId uint64) uint64 { weaponInfo := p.WeaponMap[weaponId] if weaponInfo == nil { return 0 } 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] } func (p *Player) AddWeapon(itemId uint32, weaponId uint64) { // 校验背包武器容量 if len(p.WeaponMap) > constant.STORE_PACK_LIMIT_WEAPON { return } itemDataConfig := gdconf.GetItemDataById(int32(itemId)) if itemDataConfig == nil { logger.Error("weapon config is nil, itemId: %v", itemId) return } weapon := &Weapon{ WeaponId: weaponId, ItemId: itemId, Level: 1, Exp: 0, Promote: 0, Lock: false, AffixIdList: make([]uint32, 0), Refinement: 0, Guid: 0, } for _, skillAffix := range itemDataConfig.SkillAffix { weapon.AffixIdList = append(weapon.AffixIdList, uint32(skillAffix)) } p.InitWeapon(weapon) p.WeaponMap[weaponId] = weapon } func (p *Player) CostWeapon(weaponId uint64) uint64 { weapon := p.WeaponMap[weaponId] if weapon == nil { return 0 } delete(p.WeaponMap, weaponId) return weapon.Guid }