mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 14:22:26 +08:00
252 lines
7.8 KiB
Go
252 lines
7.8 KiB
Go
package gdconf
|
|
|
|
import (
|
|
"encoding/json"
|
|
"fmt"
|
|
"os"
|
|
"strings"
|
|
"time"
|
|
|
|
"hk4e/common/config"
|
|
"hk4e/pkg/logger"
|
|
|
|
lua "github.com/yuin/gopher-lua"
|
|
)
|
|
|
|
// 游戏数据配置表
|
|
|
|
var CONF *GameDataConfig = nil
|
|
var CONF_RELOAD *GameDataConfig = nil
|
|
|
|
type GameDataConfig struct {
|
|
// 配置表路径前缀
|
|
csvPrefix string
|
|
jsonPrefix string
|
|
luaPrefix string
|
|
// 配置表数据
|
|
AvatarDataMap map[int32]*AvatarData // 角色
|
|
AvatarSkillDataMap map[int32]*AvatarSkillData // 角色技能
|
|
AvatarSkillDepotDataMap map[int32]*AvatarSkillDepotData // 角色技能库
|
|
DropGroupDataMap map[int32]*DropGroupData // 掉落组
|
|
GCGCharDataMap map[int32]*GCGCharData // 角色卡牌
|
|
GCGSkillDataMap map[int32]*GCGSkillData // 卡牌技能
|
|
SceneDataMap map[int32]*SceneData // 场景
|
|
ScenePointMap map[int32]*ScenePoint // 场景传送点
|
|
SceneTagDataMap map[int32]*SceneTagData // 场景标签
|
|
SceneDetailMap map[int32]*SceneDetail // 场景详情LUA配置数据
|
|
WorldAreaDataMap map[int32]*WorldAreaData // 世界区域
|
|
GatherDataMap map[int32]*GatherData // 采集物
|
|
GatherDataPointTypeMap map[int32]*GatherData // 采集物场景节点索引
|
|
FetterDataMap map[int32]*FetterData // 角色资料解锁
|
|
FetterDataAvatarIdMap map[int32][]int32 // 角色资料解锁角色id索引
|
|
ItemDataMap map[int32]*ItemData // 统一道具
|
|
AvatarLevelDataMap map[int32]*AvatarLevelData // 角色等级
|
|
AvatarPromoteDataMap map[int32]map[int32]*AvatarPromoteData // 角色突破
|
|
PlayerLevelDataMap map[int32]*PlayerLevelData // 玩家等级
|
|
WeaponLevelDataMap map[int32]*WeaponLevelData // 武器等级
|
|
WeaponPromoteDataMap map[int32]map[int32]*WeaponPromoteData // 角色突破
|
|
RewardDataMap map[int32]*RewardData // 奖励
|
|
AvatarCostumeDataMap map[int32]*AvatarCostumeData // 角色时装
|
|
AvatarFlycloakDataMap map[int32]*AvatarFlycloakData // 角色风之翼
|
|
}
|
|
|
|
func InitGameDataConfig() {
|
|
CONF = new(GameDataConfig)
|
|
startTime := time.Now().Unix()
|
|
CONF.loadAll()
|
|
endTime := time.Now().Unix()
|
|
logger.Info("load all game data config finish, cost: %v(s)", endTime-startTime)
|
|
}
|
|
|
|
func ReloadGameDataConfig() {
|
|
CONF_RELOAD = new(GameDataConfig)
|
|
startTime := time.Now().Unix()
|
|
CONF_RELOAD.loadAll()
|
|
endTime := time.Now().Unix()
|
|
logger.Info("reload all game data config finish, cost: %v(s)", endTime-startTime)
|
|
}
|
|
|
|
func ReplaceGameDataConfig() {
|
|
CONF = CONF_RELOAD
|
|
}
|
|
|
|
func (g *GameDataConfig) loadAll() {
|
|
pathPrefix := config.GetConfig().Hk4e.GameDataConfigPath
|
|
|
|
dirInfo, err := os.Stat(pathPrefix)
|
|
if err != nil || !dirInfo.IsDir() {
|
|
info := fmt.Sprintf("open game data config dir error: %v", err)
|
|
panic(info)
|
|
}
|
|
|
|
g.csvPrefix = pathPrefix + "/csv"
|
|
dirInfo, err = os.Stat(g.csvPrefix)
|
|
if err != nil || !dirInfo.IsDir() {
|
|
info := fmt.Sprintf("open game data config csv dir error: %v", err)
|
|
panic(info)
|
|
}
|
|
g.csvPrefix += "/"
|
|
|
|
g.jsonPrefix = pathPrefix + "/json"
|
|
dirInfo, err = os.Stat(g.jsonPrefix)
|
|
if err != nil || !dirInfo.IsDir() {
|
|
info := fmt.Sprintf("open game data config json dir error: %v", err)
|
|
panic(info)
|
|
}
|
|
g.jsonPrefix += "/"
|
|
|
|
g.luaPrefix = pathPrefix + "/lua"
|
|
dirInfo, err = os.Stat(g.luaPrefix)
|
|
if err != nil || !dirInfo.IsDir() {
|
|
info := fmt.Sprintf("open game data config lua dir error: %v", err)
|
|
panic(info)
|
|
}
|
|
g.luaPrefix += "/"
|
|
|
|
g.load()
|
|
}
|
|
|
|
func (g *GameDataConfig) load() {
|
|
g.loadAvatarData() // 角色
|
|
g.loadAvatarSkillData() // 角色技能
|
|
g.loadAvatarSkillDepotData() // 角色技能库
|
|
g.loadDropGroupData() // 掉落组 卡池 临时的
|
|
g.loadGCGCharData() // 角色卡牌
|
|
g.loadGCGSkillData() // 卡牌技能
|
|
g.loadSceneData() // 场景
|
|
g.loadScenePoint() // 场景传送点
|
|
g.loadSceneTagData() // 场景地图图标
|
|
if config.GetConfig().Hk4e.LoadSceneLuaConfig {
|
|
g.loadSceneDetail() // 场景详情LUA配置数据
|
|
}
|
|
g.loadWorldAreaData() // 世界区域
|
|
g.loadGatherData() // 采集物
|
|
g.loadFetterData() // 角色资料解锁
|
|
g.loadItemData() // 统一道具
|
|
g.loadAvatarLevelData() // 角色等级
|
|
g.loadAvatarPromoteData() // 角色突破
|
|
g.loadPlayerLevelData() // 玩家等级
|
|
g.loadWeaponLevelData() // 武器等级
|
|
g.loadWeaponPromoteData() // 武器突破
|
|
g.loadRewardData() // 奖励
|
|
g.loadAvatarCostumeData() // 角色时装
|
|
g.loadAvatarFlycloakData() // 角色风之翼
|
|
}
|
|
|
|
func (g *GameDataConfig) readCsvFileData(fileName string) []byte {
|
|
fileData, err := os.ReadFile(g.csvPrefix + fileName)
|
|
if err != nil {
|
|
info := fmt.Sprintf("open file error: %v", err)
|
|
panic(info)
|
|
}
|
|
// 去除第二三行的内容变成标准格式的csv
|
|
index1 := strings.Index(string(fileData), "\n")
|
|
index2 := strings.Index(string(fileData[(index1+1):]), "\n")
|
|
index3 := strings.Index(string(fileData[(index2+1)+(index1+1):]), "\n")
|
|
standardCsvData := make([]byte, 0)
|
|
standardCsvData = append(standardCsvData, fileData[:index1]...)
|
|
standardCsvData = append(standardCsvData, fileData[index3+(index2+1)+(index1+1):]...)
|
|
return standardCsvData
|
|
}
|
|
|
|
func fixLuaState(luaStr string) *lua.LState {
|
|
fixLua := ""
|
|
fixLua += "GadgetState = {}\n"
|
|
fixLua += "EventType = {}\n"
|
|
fixLua += "RegionShape = {}\n"
|
|
fixLua += "VisionLevelType = {}\n"
|
|
luaStr = fixLua + luaStr
|
|
luaState := lua.NewState()
|
|
err := luaState.DoString(luaStr)
|
|
if err != nil {
|
|
if strings.Contains(err.Error(), "module") && strings.Contains(err.Error(), "not found") {
|
|
luaLineList := strings.Split(luaStr, "\n")
|
|
luaStr = ""
|
|
for _, luaLine := range luaLineList {
|
|
if !strings.Contains(luaLine, "require") {
|
|
luaStr += luaLine + "\n"
|
|
}
|
|
}
|
|
err = luaState.DoString(luaStr)
|
|
}
|
|
if err != nil {
|
|
logger.Error("lua parse error: %v", err)
|
|
}
|
|
}
|
|
return luaState
|
|
}
|
|
|
|
func parseLuaTableToObject[T any](luaState *lua.LState, tableName string, object T) bool {
|
|
luaValue := luaState.GetGlobal(tableName)
|
|
table, ok := luaValue.(*lua.LTable)
|
|
if !ok {
|
|
logger.Info("get lua table error, table name: %v, lua type: %v", tableName, luaValue.Type().String())
|
|
return true
|
|
}
|
|
tableObject := convLuaValueToGo(table)
|
|
switch tableObject.(type) {
|
|
case map[string]any:
|
|
case []any:
|
|
// 去除数组开头的空元素
|
|
rawObjectList := tableObject.([]any)
|
|
objectList := make([]any, 0)
|
|
for i := len(rawObjectList) - 1; i >= 0; i-- {
|
|
if rawObjectList[i] == nil {
|
|
break
|
|
}
|
|
objectList = append(objectList, rawObjectList[i])
|
|
}
|
|
tableObject = objectList
|
|
default:
|
|
logger.Error("not support type")
|
|
return false
|
|
}
|
|
jsonData, err := json.Marshal(tableObject)
|
|
if err != nil {
|
|
logger.Error("build json error: %v", err)
|
|
return false
|
|
}
|
|
if string(jsonData) == "{}" {
|
|
return true
|
|
}
|
|
err = json.Unmarshal(jsonData, object)
|
|
if err != nil {
|
|
logger.Error("parse json error: %v", err)
|
|
return false
|
|
}
|
|
return true
|
|
}
|
|
|
|
func convLuaValueToGo(lv lua.LValue) any {
|
|
switch v := lv.(type) {
|
|
case *lua.LNilType:
|
|
return nil
|
|
case lua.LBool:
|
|
return bool(v)
|
|
case lua.LString:
|
|
return string(v)
|
|
case lua.LNumber:
|
|
return float64(v)
|
|
case *lua.LTable:
|
|
maxn := v.MaxN()
|
|
if maxn == 0 {
|
|
// table
|
|
ret := make(map[string]any)
|
|
v.ForEach(func(key, value lua.LValue) {
|
|
keystr := fmt.Sprint(convLuaValueToGo(key))
|
|
ret[keystr] = convLuaValueToGo(value)
|
|
})
|
|
return ret
|
|
} else {
|
|
// array
|
|
ret := make([]any, 0, maxn)
|
|
for i := 1; i <= maxn; i++ {
|
|
ret = append(ret, convLuaValueToGo(v.RawGetInt(i)))
|
|
}
|
|
return ret
|
|
}
|
|
default:
|
|
return v
|
|
}
|
|
}
|