Files
hk4e/gdconf/weapon_promote_data.go
2023-03-16 16:26:14 +08:00

58 lines
2.2 KiB
Go

package gdconf
import (
"hk4e/pkg/logger"
)
// WeaponPromoteData 武器突破配置表
type WeaponPromoteData struct {
PromoteId int32 `csv:"武器突破ID"`
PromoteLevel int32 `csv:"突破等级,omitempty"`
CostItemId1 int32 `csv:"[消耗物品]1ID,omitempty"`
CostItemCount1 int32 `csv:"[消耗物品]1数量,omitempty"`
CostItemId2 int32 `csv:"[消耗物品]2ID,omitempty"`
CostItemCount2 int32 `csv:"[消耗物品]2数量,omitempty"`
CostItemId3 int32 `csv:"[消耗物品]3ID,omitempty"`
CostItemCount3 int32 `csv:"[消耗物品]3数量,omitempty"`
CostCoin int32 `csv:"突破消耗金币,omitempty"`
LevelLimit int32 `csv:"突破后解锁等级上限,omitempty"`
MinPlayerLevel int32 `csv:"冒险等级要求,omitempty"`
CostItemMap map[uint32]uint32 // 消耗物品列表
}
func (g *GameDataConfig) loadWeaponPromoteData() {
g.WeaponPromoteDataMap = make(map[int32]map[int32]*WeaponPromoteData)
weaponPromoteDataList := make([]*WeaponPromoteData, 0)
readTable[WeaponPromoteData](g.tablePrefix+"WeaponPromoteData.txt", &weaponPromoteDataList)
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))
}
func GetWeaponPromoteDataByIdAndLevel(promoteId int32, promoteLevel int32) *WeaponPromoteData {
value, exist := CONF.WeaponPromoteDataMap[promoteId]
if !exist {
return nil
}
return value[promoteLevel]
}