mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 15:52:27 +08:00
187 lines
4.9 KiB
Go
187 lines
4.9 KiB
Go
package gdconf
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import (
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"encoding/json"
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"fmt"
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"os"
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"strings"
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"hk4e/common/config"
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"hk4e/pkg/logger"
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lua "github.com/yuin/gopher-lua"
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)
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// 游戏数据配置表
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var CONF *GameDataConfig = nil
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type GameDataConfig struct {
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// 配置表路径前缀
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csvPrefix string
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jsonPrefix string
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luaPrefix string
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// 配置表数据
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AvatarDataMap map[int32]*AvatarData // 角色
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AvatarSkillDataMap map[int32]*AvatarSkillData // 角色技能
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AvatarSkillDepotDataMap map[int32]*AvatarSkillDepotData // 角色技能库
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DropGroupDataMap map[int32]*DropGroupData // 掉落组
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GCGCharDataMap map[int32]*GCGCharData // 角色卡牌
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GCGSkillDataMap map[int32]*GCGSkillData // 卡牌技能
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SceneDataMap map[int32]*SceneData // 场景
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SceneMap map[int32]*Scene // 场景详情
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}
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func InitGameDataConfig() {
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CONF = new(GameDataConfig)
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CONF.loadAll()
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logger.Info("load all game data config finish")
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}
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func (g *GameDataConfig) loadAll() {
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pathPrefix := config.CONF.Hk4e.GameDataConfigPath
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dirInfo, err := os.Stat(pathPrefix)
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if err != nil || !dirInfo.IsDir() {
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info := fmt.Sprintf("open game data config dir error: %v", err)
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panic(info)
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}
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g.csvPrefix = pathPrefix + "/csv"
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dirInfo, err = os.Stat(g.csvPrefix)
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if err != nil || !dirInfo.IsDir() {
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info := fmt.Sprintf("open game data config csv dir error: %v", err)
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panic(info)
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}
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g.csvPrefix += "/"
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g.jsonPrefix = pathPrefix + "/json"
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dirInfo, err = os.Stat(g.jsonPrefix)
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if err != nil || !dirInfo.IsDir() {
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info := fmt.Sprintf("open game data config json dir error: %v", err)
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panic(info)
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}
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g.jsonPrefix += "/"
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g.luaPrefix = pathPrefix + "/lua"
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dirInfo, err = os.Stat(g.luaPrefix)
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if err != nil || !dirInfo.IsDir() {
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info := fmt.Sprintf("open game data config lua dir error: %v", err)
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panic(info)
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}
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g.luaPrefix += "/"
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g.load()
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}
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func (g *GameDataConfig) load() {
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g.loadAvatarData() // 角色
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g.loadAvatarSkillData() // 角色技能
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g.loadAvatarSkillDepotData() // 角色技能库
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g.loadDropGroupData() // 掉落组
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g.loadGCGCharData() // 角色卡牌
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g.loadGCGSkillData() // 卡牌技能
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g.loadSceneData() // 场景
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g.loadScene() // 场景详情
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}
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func (g *GameDataConfig) readCsvFileData(fileName string) []byte {
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fileData, err := os.ReadFile(g.csvPrefix + fileName)
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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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// 去除第二三行的内容变成标准格式的csv
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index1 := strings.Index(string(fileData), "\n")
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index2 := strings.Index(string(fileData[(index1+1):]), "\n")
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index3 := strings.Index(string(fileData[(index2+1)+(index1+1):]), "\n")
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standardCsvData := make([]byte, 0)
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standardCsvData = append(standardCsvData, fileData[:index1]...)
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standardCsvData = append(standardCsvData, fileData[index3+(index2+1)+(index1+1):]...)
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return standardCsvData
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}
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func fixLuaState(luaStr string) *lua.LState {
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fixLua := ""
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fixLua += "GadgetState = {}"
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fixLua += "EventType = {}"
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fixLua += "RegionShape = {}"
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fixLua += "VisionLevelType = {}"
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luaLineList := strings.Split(luaStr, "\n")
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luaStr = ""
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for _, luaLine := range luaLineList {
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line := strings.TrimSpace(luaLine)
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if len(line) != 0 && line[0] == '[' && strings.Contains(line, "]") && strings.Contains(line, "=") {
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luaStr += luaLine[strings.Index(luaLine, "=")+1:] + "\n"
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} else {
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luaStr += luaLine + "\n"
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}
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}
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luaStr = fixLua + luaStr
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luaState := lua.NewState()
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err := luaState.DoString(luaStr)
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if err != nil {
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if !strings.Contains(err.Error(), "module") {
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logger.Error("lua parse error: %v", err)
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}
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}
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return luaState
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}
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func parseLuaTableToObject[T any](luaState *lua.LState, tableName string, object T) bool {
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luaValue := luaState.GetGlobal(tableName)
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table, ok := luaValue.(*lua.LTable)
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if !ok {
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logger.Info("get lua table error, table name: %v, lua type: %v", tableName, luaValue.Type().String())
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return false
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}
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tableObject := convLuaValueToGo(table)
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jsonData, err := json.Marshal(tableObject)
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if err != nil {
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logger.Error("build json error: %v", err)
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return false
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}
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if string(jsonData) == "{}" {
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return true
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}
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err = json.Unmarshal(jsonData, object)
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if err != nil {
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logger.Error("parse json error: %v", err)
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return false
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}
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return true
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}
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func convLuaValueToGo(lv lua.LValue) any {
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switch v := lv.(type) {
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case *lua.LNilType:
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return nil
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case lua.LBool:
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return bool(v)
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case lua.LString:
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return string(v)
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case lua.LNumber:
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return float64(v)
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case *lua.LTable:
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maxn := v.MaxN()
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if maxn == 0 {
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// table
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ret := make(map[string]any)
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v.ForEach(func(key, value lua.LValue) {
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keystr := fmt.Sprint(convLuaValueToGo(key))
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ret[keystr] = convLuaValueToGo(value)
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})
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return ret
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} else {
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// array
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ret := make([]any, 0, maxn)
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for i := 1; i <= maxn; i++ {
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ret = append(ret, convLuaValueToGo(v.RawGetInt(i)))
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}
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return ret
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}
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default:
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return v
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}
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}
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