mirror of
https://github.com/FlourishingWorld/hk4e.git
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67 lines
2.5 KiB
Go
67 lines
2.5 KiB
Go
package gdconf
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import (
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"fmt"
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"hk4e/pkg/logger"
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"github.com/jszwec/csvutil"
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)
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// WeaponPromoteData 武器突破配置表
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type WeaponPromoteData struct {
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PromoteId int32 `csv:"PromoteId"` // 武器突破ID
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PromoteLevel int32 `csv:"PromoteLevel,omitempty"` // 突破等级
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CostItemId1 int32 `csv:"CostItemId1,omitempty"` // [消耗物品]1ID
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CostItemCount1 int32 `csv:"CostItemCount1,omitempty"` // [消耗物品]1数量
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CostItemId2 int32 `csv:"CostItemId2,omitempty"` // [消耗物品]2ID
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CostItemCount2 int32 `csv:"CostItemCount2,omitempty"` // [消耗物品]2数量
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CostItemId3 int32 `csv:"CostItemId3,omitempty"` // [消耗物品]3ID
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CostItemCount3 int32 `csv:"CostItemCount3,omitempty"` // [消耗物品]3数量
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CostCoin int32 `csv:"CostCoin,omitempty"` // 突破消耗金币
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LevelLimit int32 `csv:"LevelLimit,omitempty"` // 突破后解锁等级上限
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MinPlayerLevel int32 `csv:"MinPlayerLevel,omitempty"` // 冒险等级要求
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CostItemMap map[uint32]uint32 // 消耗物品列表
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}
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func (g *GameDataConfig) loadWeaponPromoteData() {
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g.WeaponPromoteDataMap = make(map[int32]map[int32]*WeaponPromoteData)
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data := g.readCsvFileData("WeaponPromoteData.csv")
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var weaponPromoteDataList []*WeaponPromoteData
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err := csvutil.Unmarshal(data, &weaponPromoteDataList)
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if err != nil {
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info := fmt.Sprintf("parse file error: %v", err)
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panic(info)
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}
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for _, weaponPromoteData := range weaponPromoteDataList {
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// list -> map
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_, ok := g.WeaponPromoteDataMap[weaponPromoteData.PromoteId]
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if !ok {
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g.WeaponPromoteDataMap[weaponPromoteData.PromoteId] = make(map[int32]*WeaponPromoteData)
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}
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weaponPromoteData.CostItemMap = map[uint32]uint32{
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uint32(weaponPromoteData.CostItemId1): uint32(weaponPromoteData.CostItemCount1),
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uint32(weaponPromoteData.CostItemId2): uint32(weaponPromoteData.CostItemCount2),
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uint32(weaponPromoteData.CostItemId3): uint32(weaponPromoteData.CostItemCount3),
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}
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for itemId, count := range weaponPromoteData.CostItemMap {
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// 两个值都不能为0
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if itemId == 0 || count == 0 {
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delete(weaponPromoteData.CostItemMap, itemId)
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}
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}
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// 通过突破等级找到突破数据
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g.WeaponPromoteDataMap[weaponPromoteData.PromoteId][weaponPromoteData.PromoteLevel] = weaponPromoteData
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}
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logger.Info("WeaponPromoteData count: %v", len(g.WeaponPromoteDataMap))
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}
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func GetWeaponPromoteDataByIdAndLevel(promoteId int32, promoteLevel int32) *WeaponPromoteData {
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value, exist := CONF.WeaponPromoteDataMap[promoteId]
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if !exist {
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return nil
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}
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return value[promoteLevel]
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}
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