mirror of
https://github.com/FlourishingWorld/hk4e.git
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60 lines
1.6 KiB
Go
60 lines
1.6 KiB
Go
package model
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import (
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"hk4e/gdconf"
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"hk4e/pkg/logger"
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)
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type Reliquary struct {
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ReliquaryId uint64 // 圣遗物的唯一id
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ItemId uint32 // 圣遗物的道具id
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Level uint8 // 等级
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Exp uint32 // 当前经验值
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Promote uint8 // 突破等阶
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Lock bool // 锁定状态
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AffixIdList []uint32 // 词缀
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MainPropId uint32 // 主词条id
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AvatarId uint32 // 装备角色id
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Guid uint64 `bson:"-" msgpack:"-"`
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}
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func (p *Player) InitReliquary(reliquary *Reliquary) {
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reliquary.Guid = p.GetNextGameObjectGuid()
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p.GameObjectGuidMap[reliquary.Guid] = GameObject(reliquary)
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p.ReliquaryMap[reliquary.ReliquaryId] = reliquary
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if reliquary.AvatarId != 0 {
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avatar := p.AvatarMap[reliquary.AvatarId]
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avatar.EquipGuidMap[reliquary.Guid] = reliquary.Guid
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avatar.EquipReliquaryList = append(avatar.EquipReliquaryList, reliquary)
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}
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}
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func (p *Player) InitAllReliquary() {
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for _, reliquary := range p.ReliquaryMap {
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p.InitReliquary(reliquary)
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}
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}
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func (p *Player) AddReliquary(itemId uint32, reliquaryId uint64, mainPropId uint32) {
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reliquary := &Reliquary{
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ReliquaryId: reliquaryId,
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ItemId: itemId,
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Level: 1,
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Exp: 0,
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Promote: 0,
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Lock: false,
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AffixIdList: make([]uint32, 0),
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MainPropId: mainPropId,
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AvatarId: 0,
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Guid: 0,
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}
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itemDataConfig := gdconf.GetItemDataById(int32(itemId))
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if itemDataConfig == nil {
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logger.Error("reliquary config is nil, itemId: %v", itemId)
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return
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}
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_ = itemDataConfig
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p.InitReliquary(reliquary)
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p.ReliquaryMap[reliquaryId] = reliquary
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}
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