Files
hk4e/gs/game/player_weapon.go
2023-02-05 07:18:43 +08:00

422 lines
15 KiB
Go

package game
import (
"sort"
"strconv"
"hk4e/common/constant"
"hk4e/gdconf"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
pb "google.golang.org/protobuf/proto"
)
func (g *GameManager) GetAllWeaponDataConfig() map[int32]*gdconf.ItemData {
allWeaponDataConfig := make(map[int32]*gdconf.ItemData)
for itemId, itemData := range gdconf.CONF.ItemDataMap {
if uint16(itemData.Type) != constant.ItemTypeConst.ITEM_WEAPON {
continue
}
if (itemId >= 10000 && itemId <= 10008) ||
itemId == 11411 ||
(itemId >= 11506 && itemId <= 11508) ||
itemId == 12505 ||
itemId == 12506 ||
itemId == 12508 ||
itemId == 12509 ||
itemId == 13503 ||
itemId == 13506 ||
itemId == 14411 ||
itemId == 14503 ||
itemId == 14505 ||
itemId == 14508 ||
(itemId >= 15504 && itemId <= 15506) ||
itemId == 20001 || itemId == 15306 || itemId == 14306 || itemId == 13304 || itemId == 12304 {
// 跳过无效武器
continue
}
allWeaponDataConfig[itemId] = itemData
}
return allWeaponDataConfig
}
func (g *GameManager) AddUserWeapon(userId uint32, itemId uint32) uint64 {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return 0
}
weaponId := uint64(g.snowflake.GenId())
player.AddWeapon(itemId, weaponId)
weapon := player.GetWeapon(weaponId)
if weapon == nil {
logger.Error("weapon is nil, itemId: %v, weaponId: %v", itemId, weaponId)
return 0
}
g.SendMsg(cmd.StoreItemChangeNotify, userId, player.ClientSeq, g.PacketStoreItemChangeNotifyByWeapon(weapon))
return weaponId
}
func (g *GameManager) PacketStoreItemChangeNotifyByWeapon(weapon *model.Weapon) *proto.StoreItemChangeNotify {
storeItemChangeNotify := &proto.StoreItemChangeNotify{
StoreType: proto.StoreType_STORE_PACK,
ItemList: make([]*proto.Item, 0),
}
affixMap := make(map[uint32]uint32)
for _, affixId := range weapon.AffixIdList {
affixMap[affixId] = uint32(weapon.Refinement)
}
pbItem := &proto.Item{
ItemId: weapon.ItemId,
Guid: weapon.Guid,
Detail: &proto.Item_Equip{
Equip: &proto.Equip{
Detail: &proto.Equip_Weapon{
Weapon: &proto.Weapon{
Level: uint32(weapon.Level),
Exp: weapon.Exp,
PromoteLevel: uint32(weapon.Promote),
// key:武器效果id value:精炼等阶
AffixMap: affixMap,
},
},
IsLocked: weapon.Lock,
},
},
}
storeItemChangeNotify.ItemList = append(storeItemChangeNotify.ItemList, pbItem)
return storeItemChangeNotify
}
// GetWeaponUpgradeReturnMaterial 获取武器强化返回的材料
func (g *GameManager) GetWeaponUpgradeReturnMaterial(overflowExp uint32) (returnItemList []*proto.ItemParam) {
returnItemList = make([]*proto.ItemParam, 0, 0)
// 武器强化材料返还
type materialExpData struct {
ItemId uint32
Exp uint32
}
// 武器强化返还材料的经验列表
materialExpList := make([]*materialExpData, 0, len(constant.ItemConstantConst.WEAPON_UPGRADE_MATERIAL))
for _, itemId := range constant.ItemConstantConst.WEAPON_UPGRADE_MATERIAL {
// 获取物品配置表
itemDataConfig, ok := gdconf.CONF.ItemDataMap[int32(itemId)]
if !ok {
logger.Error("item data config error, itemId: %v", constant.ItemConstantConst.SCOIN)
return
}
// 材料将给予的经验数
itemParam, err := strconv.Atoi(itemDataConfig.Use1Param1)
if err != nil {
logger.Error("parse item param error: %v", err)
return
}
materialExpList = append(materialExpList, &materialExpData{
ItemId: itemId,
Exp: uint32(itemParam),
})
}
// 确保能返还的材料从大到小排序
sort.Slice(materialExpList, func(i, j int) bool {
return materialExpList[i].Exp > materialExpList[j].Exp
})
// 优先给予经验多的材料
for _, data := range materialExpList {
// 可以获得的材料个数
count := overflowExp / data.Exp
if count > 0 {
// 添加到要返还材料的列表
returnItemList = append(returnItemList, &proto.ItemParam{
ItemId: data.ItemId,
Count: count,
})
}
// 武器剩余溢出的经验
overflowExp = overflowExp % data.Exp
}
return returnItemList
}
// CalcWeaponUpgradeExpAndCoin 计算使用材料给武器强化后能获得的经验以及摩拉消耗
func (g *GameManager) CalcWeaponUpgradeExpAndCoin(player *model.Player, itemParamList []*proto.ItemParam, foodWeaponGuidList []uint64) (expCount uint32, coinCost uint32, success bool) {
// 武器经验计算
for _, weaponGuid := range foodWeaponGuidList {
foodWeapon, ok := player.WeaponMap[player.GetWeaponIdByGuid(weaponGuid)]
if !ok {
logger.Error("food weapon error, weaponGuid: %v", weaponGuid)
return
}
// 确保武器不被任何人装备 否则可能会发生意想不到的问题哦
if foodWeapon.AvatarId != 0 {
logger.Error("food weapon has been equipped, weaponGuid: %v", weaponGuid)
return
}
// 获取武器配置表
weaponConfig, ok := gdconf.CONF.ItemDataMap[int32(foodWeapon.ItemId)]
if !ok {
logger.Error("weapon config error, itemId: %v", foodWeapon.ItemId)
return
}
// 武器当前等级的经验
foodWeaponTotalExp := foodWeapon.Exp
// 计算从1级到武器当前等级所需消耗的经验
for i := int32(1); i < int32(foodWeapon.Level); i++ {
// 获取武器等级配置表
weaponLevelConfig, ok := gdconf.CONF.WeaponLevelDataMap[i]
if !ok {
logger.Error("weapon level config error, level: %v", i)
return
}
// 获取武器对应星级的经验
foodWeaponExp, ok := weaponLevelConfig.ExpByStarMap[uint32(weaponConfig.EquipLevel)]
if !ok {
logger.Error("weapon equip level error, level: %v", weaponConfig.EquipLevel)
return
}
// 增加该等级时的经验
foodWeaponTotalExp += foodWeaponExp
}
// 将武器总消耗的经验转换为能获得的经验
expCount += (foodWeaponTotalExp * 4) / 5
// 增加武器初始经验
expCount += uint32(weaponConfig.EquipBaseExp)
// 增加摩拉消耗 武器为材料时摩拉的消耗只计算武器初始经验
coinCost += uint32(weaponConfig.EquipBaseExp) / 10
}
// 材料经验计算
for _, param := range itemParamList {
// 获取物品配置表
itemDataConfig, ok := gdconf.CONF.ItemDataMap[int32(param.ItemId)]
if !ok {
logger.Error("item data config error, itemId: %v", constant.ItemConstantConst.SCOIN)
return
}
// 材料将给予的经验数
itemParam, err := strconv.Atoi(itemDataConfig.Use1Param1)
if err != nil {
logger.Error("parse item param error: %v", err)
return
}
// 材料的经验
materialExp := uint32(itemParam) * param.Count
// 增加材料的经验
expCount += materialExp
// 增加材料的摩拉消耗
coinCost += materialExp / 10
}
// 表示计算过程没有报错
success = true
return
}
// CalcWeaponUpgrade 计算使用材料给武器强化后的等级经验以及返回的矿石
func (g *GameManager) CalcWeaponUpgrade(weapon *model.Weapon, expCount uint32) (weaponLevel uint8, weaponExp uint32, returnItemList []*proto.ItemParam, success bool) {
// 获取武器配置表
weaponConfig, ok := gdconf.CONF.ItemDataMap[int32(weapon.ItemId)]
if !ok {
logger.Error("weapon config error, itemId: %v", weapon.ItemId)
return
}
// 获取武器突破配置表
weaponPromoteDataMap, ok := gdconf.CONF.WeaponPromoteDataMap[weaponConfig.PromoteId]
if !ok {
logger.Error("weapon promote config error, promoteId: %v", weaponConfig.PromoteId)
return
}
// 获取武器突破等级对应的配置表
weaponPromoteConfig, ok := weaponPromoteDataMap[int32(weapon.Promote)]
if !ok {
logger.Error("weapon promote config error, promoteLevel: %v", weapon.Promote)
return
}
// 临时武器等级经验添加
weaponLevel = weapon.Level
weaponExp = weapon.Exp + expCount
for {
// 获取武器等级配置表
weaponLevelConfig, ok := gdconf.CONF.WeaponLevelDataMap[int32(weaponLevel)]
if !ok {
// 获取不到代表已经到达最大等级
break
}
// 升级所需经验
needExp, ok := weaponLevelConfig.ExpByStarMap[uint32(weaponConfig.EquipLevel)]
if !ok {
logger.Error("weapon equip level error, level: %v", weaponConfig.EquipLevel)
return
}
// 武器当前等级未突破则跳出循环
if weaponLevel >= uint8(weaponPromoteConfig.LevelLimit) {
// 溢出经验返还为材料
returnItemList = g.GetWeaponUpgradeReturnMaterial(weaponExp)
// 武器未突破溢出的经验处理
weaponExp = 0
break
}
// 武器经验小于升级所需的经验则跳出循环
if weaponExp < needExp {
break
}
// 武器等级提升
weaponExp -= needExp
weaponLevel++
}
// 表示计算过程没有报错
success = true
return
}
// WeaponUpgradeReq 武器升级请求
func (g *GameManager) WeaponUpgradeReq(player *model.Player, payloadMsg pb.Message) {
logger.Debug("user weapon upgrade, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.WeaponUpgradeReq)
// 是否拥有武器
weapon, ok := player.WeaponMap[player.GetWeaponIdByGuid(req.TargetWeaponGuid)]
if !ok {
logger.Error("weapon error, weaponGuid: %v", req.TargetWeaponGuid)
g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
return
}
// 获取武器配置表
weaponConfig, ok := gdconf.CONF.ItemDataMap[int32(weapon.ItemId)]
if !ok {
logger.Error("weapon config error, itemId: %v", weapon.ItemId)
g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
return
}
// 获取武器突破配置表
weaponPromoteDataMap, ok := gdconf.CONF.WeaponPromoteDataMap[weaponConfig.PromoteId]
if !ok {
logger.Error("weapon promote config error, promoteId: %v", weaponConfig.PromoteId)
g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
return
}
// 获取武器突破等级对应的配置表
weaponPromoteConfig, ok := weaponPromoteDataMap[int32(weapon.Promote)]
if !ok {
logger.Error("weapon promote config error, promoteLevel: %v", weapon.Promote)
g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
return
}
// 武器等级是否达到限制
if weapon.Level >= uint8(weaponPromoteConfig.LevelLimit) {
logger.Error("weapon level ge level limit, level: %v", weapon.Level)
g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_WEAPON_PROMOTE_LEVEL_EXCEED_LIMIT)
return
}
// 将被消耗的物品列表
costItemList := make([]*UserItem, 0, len(req.ItemParamList)+1)
// 突破材料是否足够并添加到消耗物品列表
for _, itemParam := range req.ItemParamList {
costItemList = append(costItemList, &UserItem{
ItemId: itemParam.ItemId,
ChangeCount: itemParam.Count,
})
}
// 计算使用材料强化武器后将会获得的经验数
expCount, coinCost, success := g.CalcWeaponUpgradeExpAndCoin(player, req.ItemParamList, req.FoodWeaponGuidList)
if !success {
logger.Error("calc weapon upgrade exp and coin error, uid: %v", player.PlayerID)
g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
return
}
// 消耗列表添加摩拉的消耗
costItemList = append(costItemList, &UserItem{
ItemId: constant.ItemConstantConst.SCOIN,
ChangeCount: coinCost,
})
// 校验物品是否足够
for _, item := range costItemList {
if player.GetItemCount(item.ItemId) < item.ChangeCount {
logger.Error("item count not enough, itemId: %v", item.ItemId)
// 摩拉的错误提示与材料不同
if item.ItemId == constant.ItemConstantConst.SCOIN {
g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
}
g.CommonRetError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
return
}
}
// 消耗升级材料和摩拉
GAME_MANAGER.CostUserItem(player.PlayerID, costItemList)
// 武器升级前的信息
oldLevel := weapon.Level
// 计算武器使用材料升级后的等级经验以及返回的矿石
weaponLevel, weaponExp, returnItemList, success := g.CalcWeaponUpgrade(weapon, expCount)
if !success {
logger.Error("calc weapon upgrade error, uid: %v", player.PlayerID)
g.CommonRetError(cmd.CalcWeaponUpgradeReturnItemsRsp, player, &proto.CalcWeaponUpgradeReturnItemsRsp{})
return
}
// 武器添加经验
weapon.Level = weaponLevel
weapon.Exp = weaponExp
// 更新武器的物品数据
g.SendMsg(cmd.StoreItemChangeNotify, player.PlayerID, player.ClientSeq, g.PacketStoreItemChangeNotifyByWeapon(weapon))
// 获取持有该武器的角色
avatar, ok := player.AvatarMap[weapon.AvatarId]
// 武器可能没被任何角色装备 仅在被装备时更新面板
if ok {
// 角色更新面板
player.InitAvatarFightProp(avatar)
}
// 将给予的材料列表
addItemList := make([]*UserItem, 0, len(returnItemList))
for _, param := range returnItemList {
addItemList = append(addItemList, &UserItem{
ItemId: param.ItemId,
ChangeCount: param.Count,
})
}
// 给予玩家返回的矿石
GAME_MANAGER.AddUserItem(player.PlayerID, addItemList, false, 0)
weaponUpgradeRsp := &proto.WeaponUpgradeRsp{
CurLevel: uint32(weapon.Level),
OldLevel: uint32(oldLevel),
ItemParamList: returnItemList,
TargetWeaponGuid: req.TargetWeaponGuid,
}
g.SendMsg(cmd.WeaponUpgradeRsp, player.PlayerID, player.ClientSeq, weaponUpgradeRsp)
}
// CalcWeaponUpgradeReturnItemsReq 计算武器升级返回矿石请求
func (g *GameManager) CalcWeaponUpgradeReturnItemsReq(player *model.Player, payloadMsg pb.Message) {
logger.Debug("user calc weapon upgrade, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.CalcWeaponUpgradeReturnItemsReq)
// 是否拥有武器
weapon, ok := player.WeaponMap[player.GetWeaponIdByGuid(req.TargetWeaponGuid)]
if !ok {
logger.Error("weapon error, weaponGuid: %v", req.TargetWeaponGuid)
g.CommonRetError(cmd.CalcWeaponUpgradeReturnItemsRsp, player, &proto.CalcWeaponUpgradeReturnItemsRsp{})
return
}
// 计算使用材料强化武器后将会获得的经验数
expCount, _, success := g.CalcWeaponUpgradeExpAndCoin(player, req.ItemParamList, req.FoodWeaponGuidList)
if !success {
logger.Error("calc weapon upgrade exp and coin error, uid: %v", player.PlayerID)
g.CommonRetError(cmd.CalcWeaponUpgradeReturnItemsRsp, player, &proto.CalcWeaponUpgradeReturnItemsRsp{})
return
}
// 计算武器使用材料升级后的等级经验以及返回的矿石
_, _, returnItemList, success := g.CalcWeaponUpgrade(weapon, expCount)
if !success {
logger.Error("calc weapon upgrade error, weaponGuid: %v", req.TargetWeaponGuid)
g.CommonRetError(cmd.CalcWeaponUpgradeReturnItemsRsp, player, &proto.CalcWeaponUpgradeReturnItemsRsp{})
return
}
calcWeaponUpgradeReturnItemsRsp := &proto.CalcWeaponUpgradeReturnItemsRsp{
ItemParamList: returnItemList,
TargetWeaponGuid: req.TargetWeaponGuid,
}
g.SendMsg(cmd.CalcWeaponUpgradeReturnItemsRsp, player.PlayerID, player.ClientSeq, calcWeaponUpgradeReturnItemsRsp)
}