Files
hk4e/gs/model/avatar.go
2022-12-19 13:40:04 +08:00

197 lines
7.9 KiB
Go

package model
import (
"time"
gdc "hk4e/gs/config"
"hk4e/gs/constant"
"hk4e/pkg/logger"
)
type Avatar struct {
AvatarId uint32 `bson:"avatarId"` // 角色id
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
SkillExtraChargeMap map[uint32]uint32 `bson:"skillExtraChargeMap"`
ProudSkillBonusMap map[uint32]uint32 `bson:"proudSkillBonusMap"`
SkillDepotId uint32 `bson:"skillDepotId"`
CoreProudSkillLevel uint8 `bson:"coreProudSkillLevel"` // 已解锁命之座层数
TalentIdList []uint32 `bson:"talentIdList"` // 已解锁命之座技能列表
ProudSkillList []uint32 `bson:"proudSkillList"` // 被动技能列表
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
NameCardRewardId uint32 `bson:"nameCardRewardId"`
NameCardId uint32 `bson:"nameCardId"`
Guid uint64 `bson:"-"`
EquipGuidList 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) {
avatarDataConfig, ok := gdc.CONF.AvatarDataMap[int32(avatar.AvatarId)]
if !ok {
logger.Error("avatarDataConfig error, avatarId: %v", avatar.AvatarId)
return
}
// 角色战斗属性
avatar.FightPropMap = make(map[uint32]float32)
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_NONE)] = 0.0
// 白字攻防血
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_ATTACK)] = float32(avatarDataConfig.GetBaseAttackByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_DEFENSE)] = float32(avatarDataConfig.GetBaseDefenseByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP)] = float32(avatarDataConfig.GetBaseHpByLevel(avatar.Level))
// 白字+绿字攻防血
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_ATTACK)] = float32(avatarDataConfig.GetBaseAttackByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_DEFENSE)] = float32(avatarDataConfig.GetBaseDefenseByLevel(avatar.Level))
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP)] = float32(avatarDataConfig.GetBaseHpByLevel(avatar.Level))
// 当前血量
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP)] = float32(avatar.CurrHP)
// 双暴
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CRITICAL)] = float32(avatarDataConfig.Critical)
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CRITICAL_HURT)] = float32(avatarDataConfig.CriticalHurt)
// 元素充能
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CHARGE_EFFICIENCY)] = 1.0
p.SetCurrEnergy(avatar, avatar.CurrEnergy, true)
// guid
avatar.Guid = p.GetNextGameObjectGuid()
p.GameObjectGuidMap[avatar.Guid] = GameObject(avatar)
avatar.EquipGuidList = make(map[uint64]uint64)
p.AvatarMap[avatar.AvatarId] = avatar
return
}
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, ok := gdc.CONF.AvatarDataMap[int32(avatarId)]
if !ok {
logger.Error("avatarDataConfig error, avatarId: %v", avatarId)
return
}
skillDepotId := int32(0)
// 主角要单独设置
if avatarId == 10000005 {
skillDepotId = 504
} else if avatarId == 10000007 {
skillDepotId = 704
} else {
skillDepotId = avatarDataConfig.SkillDepotId
}
avatarSkillDepotDataConfig, ok := gdc.CONF.AvatarSkillDepotDataMap[skillDepotId]
if !ok {
logger.Error("avatarSkillDepotDataConfig error, skillDepotId: %v", skillDepotId)
return
}
avatar := &Avatar{
AvatarId: avatarId,
Level: 1,
Exp: 0,
Promote: 0,
Satiation: 0,
SatiationPenalty: 0,
CurrHP: 0,
CurrEnergy: 0,
FetterList: nil,
SkillLevelMap: make(map[uint32]uint32),
SkillExtraChargeMap: make(map[uint32]uint32),
ProudSkillBonusMap: nil,
SkillDepotId: uint32(avatarSkillDepotDataConfig.Id),
CoreProudSkillLevel: 0,
TalentIdList: make([]uint32, 0),
ProudSkillList: make([]uint32, 0),
FlyCloak: 140001,
Costume: 0,
BornTime: time.Now().Unix(),
FetterLevel: 1,
FetterExp: 0,
NameCardRewardId: 0,
NameCardId: 0,
Guid: 0,
EquipGuidList: nil,
EquipWeapon: nil,
EquipReliquaryList: nil,
FightPropMap: nil,
ExtraAbilityEmbryos: nil,
}
if avatarSkillDepotDataConfig.EnergySkill > 0 {
avatar.SkillLevelMap[uint32(avatarSkillDepotDataConfig.EnergySkill)] = 1
}
for _, skillId := range avatarSkillDepotDataConfig.Skills {
if skillId > 0 {
avatar.SkillLevelMap[uint32(skillId)] = 1
}
}
for _, openData := range avatarSkillDepotDataConfig.InherentProudSkillOpens {
if openData.ProudSkillGroupId == 0 {
continue
}
if openData.NeedAvatarPromoteLevel <= int32(avatar.Promote) {
proudSkillId := (openData.ProudSkillGroupId * 100) + 1
// TODO if GameData.getProudSkillDataMap().containsKey(proudSkillId) java
avatar.ProudSkillList = append(avatar.ProudSkillList, uint32(proudSkillId))
}
}
avatar.CurrHP = avatarDataConfig.GetBaseHpByLevel(avatar.Level)
p.InitAvatar(avatar)
p.AvatarMap[avatarId] = avatar
}
func (p *Player) SetCurrEnergy(avatar *Avatar, value float64, max bool) {
avatarDataConfig := gdc.CONF.AvatarDataMap[int32(avatar.AvatarId)]
avatarSkillDepotDataConfig := gdc.CONF.AvatarSkillDepotDataMap[avatarDataConfig.SkillDepotId]
if avatarSkillDepotDataConfig == nil || avatarSkillDepotDataConfig.EnergySkillData == nil {
return
}
element := avatarSkillDepotDataConfig.ElementType
avatar.FightPropMap[uint32(element.MaxEnergyProp)] = float32(avatarSkillDepotDataConfig.EnergySkillData.CostElemVal)
if max {
avatar.FightPropMap[uint32(element.CurrEnergyProp)] = float32(avatarSkillDepotDataConfig.EnergySkillData.CostElemVal)
} else {
avatar.FightPropMap[uint32(element.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.EquipGuidList[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.EquipGuidList, weapon.Guid)
}