mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 15:52:27 +08:00
158 lines
7.4 KiB
Go
158 lines
7.4 KiB
Go
package gdconf
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import (
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"fmt"
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"os"
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"hk4e/pkg/endec"
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"hk4e/pkg/logger"
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"github.com/hjson/hjson-go/v4"
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"github.com/jszwec/csvutil"
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)
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// AvatarSkillDepotData 角色技能库配置表
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type AvatarSkillDepotData struct {
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AvatarSkillDepotId int32 `csv:"AvatarSkillDepotId"` // ID
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EnergySkill int32 `csv:"EnergySkill,omitempty"` // 充能技能
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Skill1 int32 `csv:"Skill1,omitempty"` // 技能1
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Skill2 int32 `csv:"Skill2,omitempty"` // 技能2
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Skill3 int32 `csv:"Skill3,omitempty"` // 技能3
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Skill4 int32 `csv:"Skill4,omitempty"` // 技能4
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ProudSkill1GroupId int32 `csv:"ProudSkill1GroupId,omitempty"` // 固有得意技组1ID
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ProudSkill1NeedAvatarPromoteLevel int32 `csv:"ProudSkill1NeedAvatarPromoteLevel,omitempty"` // 固有得意技组1激活所需角色突破等级
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ProudSkill2GroupId int32 `csv:"ProudSkill2GroupId,omitempty"` // 固有得意技组2ID
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ProudSkill2NeedAvatarPromoteLevel int32 `csv:"ProudSkill2NeedAvatarPromoteLevel,omitempty"` // 固有得意技组2激活所需角色突破等级
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ProudSkill3GroupId int32 `csv:"ProudSkill3GroupId,omitempty"` // 固有得意技组3ID
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ProudSkill3NeedAvatarPromoteLevel int32 `csv:"ProudSkill3NeedAvatarPromoteLevel,omitempty"` // 固有得意技组3激活所需角色突破等级
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ProudSkill4GroupId int32 `csv:"ProudSkill4GroupId,omitempty"` // 固有得意技组4ID
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ProudSkill4NeedAvatarPromoteLevel int32 `csv:"ProudSkill4NeedAvatarPromoteLevel,omitempty"` // 固有得意技组4激活所需角色突破等级
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ProudSkill5GroupId int32 `csv:"ProudSkill5GroupId,omitempty"` // 固有得意技组5ID
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ProudSkill5NeedAvatarPromoteLevel int32 `csv:"ProudSkill5NeedAvatarPromoteLevel,omitempty"` // 固有得意技组5激活所需角色突破等级
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SkillDepotAbilityGroup string `csv:"SkillDepotAbilityGroup,omitempty"` // AbilityGroup
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Skills []int32
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InherentProudSkillOpens []*InherentProudSkillOpens
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AbilityHashCodeList []int32
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}
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type InherentProudSkillOpens struct {
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ProudSkillGroupId int32 `json:"proudSkillGroupId"` // 固有得意技组ID
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NeedAvatarPromoteLevel int32 `json:"needAvatarPromoteLevel"` // 固有得意技组激活所需角色突破等级
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}
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func (g *GameDataConfig) loadAvatarSkillDepotData() {
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g.AvatarSkillDepotDataMap = make(map[int32]*AvatarSkillDepotData)
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data := g.readCsvFileData("AvatarSkillDepotData.csv")
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var avatarSkillDepotDataList []*AvatarSkillDepotData
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err := csvutil.Unmarshal(data, &avatarSkillDepotDataList)
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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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playerElementsFilePath := g.jsonPrefix + "ability_group/AbilityGroup_Other_PlayerElementAbility.json"
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playerElementsFile, err := os.ReadFile(playerElementsFilePath)
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if err != nil {
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info := fmt.Sprintf("open file error: %v", err)
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panic(info)
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}
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playerAbilities := make(map[string]*ConfigAvatar)
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err = hjson.Unmarshal(playerElementsFile, &playerAbilities)
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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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logger.Info("load %v PlayerAbilities", len(playerAbilities))
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for _, avatarSkillDepotData := range avatarSkillDepotDataList {
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// 把全部技能数据放进一个列表里 以后要是没用到或者不需要的话就可以删了
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avatarSkillDepotData.Skills = make([]int32, 0)
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if avatarSkillDepotData.Skill1 != 0 {
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avatarSkillDepotData.Skills = append(avatarSkillDepotData.Skills, avatarSkillDepotData.Skill1)
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}
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if avatarSkillDepotData.Skill2 != 0 {
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avatarSkillDepotData.Skills = append(avatarSkillDepotData.Skills, avatarSkillDepotData.Skill2)
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}
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if avatarSkillDepotData.Skill3 != 0 {
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avatarSkillDepotData.Skills = append(avatarSkillDepotData.Skills, avatarSkillDepotData.Skill3)
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}
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if avatarSkillDepotData.Skill4 != 0 {
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avatarSkillDepotData.Skills = append(avatarSkillDepotData.Skills, avatarSkillDepotData.Skill4)
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}
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avatarSkillDepotData.InherentProudSkillOpens = make([]*InherentProudSkillOpens, 0)
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if avatarSkillDepotData.ProudSkill1GroupId != 0 {
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avatarSkillDepotData.InherentProudSkillOpens = append(avatarSkillDepotData.InherentProudSkillOpens, &InherentProudSkillOpens{
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ProudSkillGroupId: avatarSkillDepotData.ProudSkill1GroupId,
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NeedAvatarPromoteLevel: avatarSkillDepotData.ProudSkill1NeedAvatarPromoteLevel,
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})
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}
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if avatarSkillDepotData.ProudSkill2GroupId != 0 {
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avatarSkillDepotData.InherentProudSkillOpens = append(avatarSkillDepotData.InherentProudSkillOpens, &InherentProudSkillOpens{
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ProudSkillGroupId: avatarSkillDepotData.ProudSkill2GroupId,
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NeedAvatarPromoteLevel: avatarSkillDepotData.ProudSkill2NeedAvatarPromoteLevel,
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})
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}
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if avatarSkillDepotData.ProudSkill3GroupId != 0 {
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avatarSkillDepotData.InherentProudSkillOpens = append(avatarSkillDepotData.InherentProudSkillOpens, &InherentProudSkillOpens{
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ProudSkillGroupId: avatarSkillDepotData.ProudSkill3GroupId,
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NeedAvatarPromoteLevel: avatarSkillDepotData.ProudSkill3NeedAvatarPromoteLevel,
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})
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}
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if avatarSkillDepotData.ProudSkill4GroupId != 0 {
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avatarSkillDepotData.InherentProudSkillOpens = append(avatarSkillDepotData.InherentProudSkillOpens, &InherentProudSkillOpens{
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ProudSkillGroupId: avatarSkillDepotData.ProudSkill4GroupId,
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NeedAvatarPromoteLevel: avatarSkillDepotData.ProudSkill4NeedAvatarPromoteLevel,
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})
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}
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if avatarSkillDepotData.ProudSkill5GroupId != 0 {
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avatarSkillDepotData.InherentProudSkillOpens = append(avatarSkillDepotData.InherentProudSkillOpens, &InherentProudSkillOpens{
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ProudSkillGroupId: avatarSkillDepotData.ProudSkill5GroupId,
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NeedAvatarPromoteLevel: avatarSkillDepotData.ProudSkill5NeedAvatarPromoteLevel,
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})
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}
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avatarSkillDepotData.AbilityHashCodeList = make([]int32, 0)
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if avatarSkillDepotData.SkillDepotAbilityGroup != "" {
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config := playerAbilities[avatarSkillDepotData.SkillDepotAbilityGroup]
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if config != nil {
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for _, targetAbility := range config.TargetAbilities {
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avatarSkillDepotData.AbilityHashCodeList = append(avatarSkillDepotData.AbilityHashCodeList, endec.Hk4eAbilityHashCode(targetAbility.AbilityName))
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}
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}
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}
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// list -> map
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g.AvatarSkillDepotDataMap[avatarSkillDepotData.AvatarSkillDepotId] = avatarSkillDepotData
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}
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logger.Info("AvatarSkillDepotData count: %v", len(g.AvatarSkillDepotDataMap))
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}
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func GetAvatarSkillDepotDataById(avatarSkillDepotId int32) *AvatarSkillDepotData {
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return CONF.AvatarSkillDepotDataMap[avatarSkillDepotId]
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}
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func GetAvatarSkillDepotDataMap() map[int32]*AvatarSkillDepotData {
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return CONF.AvatarSkillDepotDataMap
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}
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func GetAvatarEnergySkillConfig(avatarId uint32) *AvatarSkillData {
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if avatarId == 10000005 || avatarId == 10000007 {
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return nil
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}
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// 角色配置
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avatarDataConfig, exist := CONF.AvatarDataMap[int32(avatarId)]
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if !exist {
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return nil
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}
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// 角色技能库配置
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avatarSkillDepotDataConfig, exist := CONF.AvatarSkillDepotDataMap[avatarDataConfig.SkillDepotId]
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if !exist {
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return nil
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}
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// 角色充能技配置
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avatarSkillDataConfig, exist := CONF.AvatarSkillDataMap[avatarSkillDepotDataConfig.EnergySkill]
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if !exist {
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return nil
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}
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return avatarSkillDataConfig
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}
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