package model import ( "time" "hk4e/common/constant" "hk4e/gdconf" "hk4e/pkg/logger" ) type Avatar struct { AvatarId uint32 `bson:"avatarId"` // 角色id LifeState uint16 `bson:"lifeState"` // 存活状态 Level uint8 `bson:"level"` // 等级 Exp uint32 `bson:"exp"` // 经验值 Promote uint8 `bson:"promote"` // 突破等阶 Satiation uint32 `bson:"satiation"` // 饱食度 SatiationPenalty uint32 `bson:"satiationPenalty"` // 饱食度溢出 CurrHP float64 `bson:"currHP"` // 当前生命值 CurrEnergy float64 `bson:"currEnergy"` // 当前元素能量值 FetterList []uint32 `bson:"fetterList"` // 资料解锁条目 SkillLevelMap map[uint32]uint32 `bson:"skillLevelMap"` // 技能等级数据 SkillDepotId uint32 `bson:"skillDepotId"` // 技能库id FlyCloak uint32 `bson:"flyCloak"` // 当前风之翼 Costume uint32 `bson:"costume"` // 当前衣装 BornTime int64 `bson:"bornTime"` // 获得时间 FetterLevel uint8 `bson:"fetterLevel"` // 好感度等级 FetterExp uint32 `bson:"fetterExp"` // 好感度经验 PromoteRewardMap map[uint32]bool `bson:"promoteRewardMap"` // 突破奖励 map[突破等级]是否已被领取 Guid uint64 `bson:"-"` EquipGuidMap map[uint64]uint64 `bson:"-"` EquipWeapon *Weapon `bson:"-"` EquipReliquaryList []*Reliquary `bson:"-"` FightPropMap map[uint32]float32 `bson:"-"` ExtraAbilityEmbryos map[string]bool `bson:"-"` } func (p *Player) InitAllAvatar() { for _, avatar := range p.AvatarMap { p.InitAvatar(avatar) } } func (p *Player) InitAvatar(avatar *Avatar) { // 角色战斗属性 p.InitAvatarFightProp(avatar) // guid avatar.Guid = p.GetNextGameObjectGuid() p.GameObjectGuidMap[avatar.Guid] = GameObject(avatar) avatar.EquipGuidMap = make(map[uint64]uint64) p.AvatarMap[avatar.AvatarId] = avatar return } // InitAvatarFightProp 初始化角色面板 func (p *Player) InitAvatarFightProp(avatar *Avatar) { avatarDataConfig := gdconf.GetAvatarDataById(int32(avatar.AvatarId)) if avatarDataConfig == nil { logger.Error("avatarDataConfig error, avatarId: %v", avatar.AvatarId) return } avatar.FightPropMap = make(map[uint32]float32) avatar.FightPropMap[uint32(constant.FIGHT_PROP_NONE)] = 0.0 // 白字攻防血 avatar.FightPropMap[uint32(constant.FIGHT_PROP_BASE_ATTACK)] = float32(avatarDataConfig.GetBaseAttackByLevel(avatar.Level)) avatar.FightPropMap[uint32(constant.FIGHT_PROP_BASE_DEFENSE)] = float32(avatarDataConfig.GetBaseDefenseByLevel(avatar.Level)) avatar.FightPropMap[uint32(constant.FIGHT_PROP_BASE_HP)] = float32(avatarDataConfig.GetBaseHpByLevel(avatar.Level)) // 白字+绿字攻防血 avatar.FightPropMap[uint32(constant.FIGHT_PROP_CUR_ATTACK)] = float32(avatarDataConfig.GetBaseAttackByLevel(avatar.Level)) avatar.FightPropMap[uint32(constant.FIGHT_PROP_CUR_DEFENSE)] = float32(avatarDataConfig.GetBaseDefenseByLevel(avatar.Level)) avatar.FightPropMap[uint32(constant.FIGHT_PROP_MAX_HP)] = float32(avatarDataConfig.GetBaseHpByLevel(avatar.Level)) // 当前血量 avatar.FightPropMap[uint32(constant.FIGHT_PROP_CUR_HP)] = float32(avatar.CurrHP) // 双暴 avatar.FightPropMap[uint32(constant.FIGHT_PROP_CRITICAL)] = float32(avatarDataConfig.Critical) avatar.FightPropMap[uint32(constant.FIGHT_PROP_CRITICAL_HURT)] = float32(avatarDataConfig.CriticalHurt) // 元素充能 avatar.FightPropMap[uint32(constant.FIGHT_PROP_CHARGE_EFFICIENCY)] = 1.0 p.SetCurrEnergy(avatar, avatar.CurrEnergy, true) } func (p *Player) GetAvatarIdByGuid(guid uint64) uint32 { for avatarId, avatar := range p.AvatarMap { if guid == avatar.Guid { return avatarId } } return 0 } func (p *Player) AddAvatar(avatarId uint32) { avatarDataConfig := gdconf.GetAvatarDataById(int32(avatarId)) if avatarDataConfig == nil { logger.Error("avatar data config is nil, avatarId: %v", avatarId) return } skillDepotId := int32(0) // 主角可以切换属性 技能库要单独设置 这里默认给风元素的技能库 if avatarId == 10000005 { skillDepotId = 504 } else if avatarId == 10000007 { skillDepotId = 704 } else { skillDepotId = avatarDataConfig.SkillDepotId } avatarSkillDepotDataConfig := gdconf.GetAvatarSkillDepotDataById(skillDepotId) if avatarSkillDepotDataConfig == nil { logger.Error("avatar skill depot data config is nil, skillDepotId: %v", skillDepotId) return } avatar := &Avatar{ AvatarId: avatarId, LifeState: constant.LIFE_STATE_ALIVE, Level: 1, Exp: 0, Promote: 0, Satiation: 0, SatiationPenalty: 0, CurrHP: 0, CurrEnergy: 0, FetterList: make([]uint32, 0), SkillLevelMap: make(map[uint32]uint32), SkillDepotId: uint32(skillDepotId), FlyCloak: 140001, Costume: 0, BornTime: time.Now().Unix(), FetterLevel: 1, FetterExp: 0, Guid: 0, EquipGuidMap: nil, EquipWeapon: nil, EquipReliquaryList: nil, FightPropMap: nil, ExtraAbilityEmbryos: make(map[string]bool), PromoteRewardMap: make(map[uint32]bool, len(avatarDataConfig.PromoteRewardMap)), } // 元素爆发1级 avatar.SkillLevelMap[uint32(avatarSkillDepotDataConfig.EnergySkill)] = 1 for _, skillId := range avatarSkillDepotDataConfig.Skills { // 小技能1级 avatar.SkillLevelMap[uint32(skillId)] = 1 } avatar.CurrHP = avatarDataConfig.GetBaseHpByLevel(avatar.Level) // 角色突破奖励领取状态 for promoteLevel := range avatarDataConfig.PromoteRewardMap { avatar.PromoteRewardMap[promoteLevel] = false } p.InitAvatar(avatar) p.AvatarMap[avatarId] = avatar } func (p *Player) SetCurrEnergy(avatar *Avatar, value float64, max bool) { var avatarSkillDataConfig *gdconf.AvatarSkillData = nil if avatar.AvatarId == 10000005 || avatar.AvatarId == 10000007 { avatarSkillDepotDataConfig := gdconf.GetAvatarSkillDepotDataById(int32(avatar.SkillDepotId)) if avatarSkillDepotDataConfig == nil { return } avatarSkillDataConfig = gdconf.GetAvatarSkillDataById(avatarSkillDepotDataConfig.EnergySkill) if avatarSkillDataConfig == nil { return } } else { avatarSkillDataConfig = gdconf.GetAvatarEnergySkillConfig(avatar.AvatarId) } if avatarSkillDataConfig == nil { logger.Error("get avatar energy skill is nil, avatarId: %v", avatar.AvatarId) return } elementType := constant.ElementTypeConst.VALUE_MAP[uint16(avatarSkillDataConfig.CostElemType)] if elementType == nil { logger.Error("get element type const is nil, value: %v", avatarSkillDataConfig.CostElemType) return } avatar.FightPropMap[uint32(elementType.MaxEnergyProp)] = float32(avatarSkillDataConfig.CostElemVal) if max { avatar.FightPropMap[uint32(elementType.CurrEnergyProp)] = float32(avatarSkillDataConfig.CostElemVal) } else { avatar.FightPropMap[uint32(elementType.CurrEnergyProp)] = float32(value) } } func (p *Player) WearWeapon(avatarId uint32, weaponId uint64) { avatar := p.AvatarMap[avatarId] weapon := p.WeaponMap[weaponId] avatar.EquipWeapon = weapon weapon.AvatarId = avatarId avatar.EquipGuidMap[weapon.Guid] = weapon.Guid } func (p *Player) TakeOffWeapon(avatarId uint32, weaponId uint64) { avatar := p.AvatarMap[avatarId] weapon := p.WeaponMap[weaponId] avatar.EquipWeapon = nil weapon.AvatarId = 0 delete(avatar.EquipGuidMap, weapon.Guid) }