Files
hk4e/gs/game/player_avatar.go
2023-03-29 14:59:53 +08:00

607 lines
22 KiB
Go

package game
import (
"strconv"
"hk4e/common/constant"
"hk4e/gdconf"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/pkg/object"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
pb "google.golang.org/protobuf/proto"
)
// AvatarUpgradeReq 角色升级请求
func (g *Game) AvatarUpgradeReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.AvatarUpgradeReq)
// 是否拥有角色
avatar, ok := player.GameObjectGuidMap[req.AvatarGuid].(*model.Avatar)
if !ok {
logger.Error("avatar error, avatarGuid: %v", req.AvatarGuid)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_CAN_NOT_FIND_AVATAR)
return
}
// 获取经验书物品配置表
itemDataConfig := gdconf.GetItemDataById(int32(req.ItemId))
if itemDataConfig == nil {
logger.Error("item data config error, itemId: %v", constant.ITEM_ID_SCOIN)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
return
}
// 经验书将给予的经验数
itemParam, err := strconv.Atoi(itemDataConfig.Use1Param1)
if err != nil {
logger.Error("parse item param error: %v", err)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{})
return
}
// 角色获得的经验
expCount := uint32(itemParam) * req.Count
// 摩拉数量是否足够
if g.GetPlayerItemCount(player.PlayerID, constant.ITEM_ID_SCOIN) < expCount/5 {
logger.Error("item count not enough, itemId: %v", constant.ITEM_ID_SCOIN)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
return
}
// 获取角色配置表
avatarDataConfig := gdconf.GetAvatarDataById(int32(avatar.AvatarId))
if avatarDataConfig == nil {
logger.Error("avatar config error, avatarId: %v", avatar.AvatarId)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{})
return
}
// 获取角色突破配置表
avatarPromoteConfig := gdconf.GetAvatarPromoteDataByIdAndLevel(avatarDataConfig.PromoteId, int32(avatar.Promote))
if avatarPromoteConfig == nil {
logger.Error("avatar promote config error, promoteLevel: %v", avatar.Promote)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{})
return
}
// 角色等级是否达到限制
if avatar.Level >= uint8(avatarPromoteConfig.LevelLimit) {
logger.Error("avatar level ge level limit, level: %v", avatar.Level)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_AVATAR_BREAK_LEVEL_LESS_THAN)
return
}
// 消耗升级材料以及摩拉
ok = g.CostUserItem(player.PlayerID, []*ChangeItem{
{ItemId: req.ItemId, ChangeCount: req.Count},
{ItemId: constant.ITEM_ID_SCOIN, ChangeCount: expCount / 5},
})
if !ok {
logger.Error("item count not enough, uid: %v", player.PlayerID)
g.SendError(cmd.AvatarUpgradeRsp, player, &proto.AvatarUpgradeRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
return
}
// 角色升级前的信息
oldLevel := avatar.Level
oldFightPropMap := make(map[uint32]float32, len(avatar.FightPropMap))
for propType, propValue := range avatar.FightPropMap {
oldFightPropMap[propType] = propValue
}
// 角色添加经验
g.UpgradePlayerAvatar(player, avatar, expCount)
avatarUpgradeRsp := &proto.AvatarUpgradeRsp{
CurLevel: uint32(avatar.Level),
OldLevel: uint32(oldLevel),
OldFightPropMap: oldFightPropMap,
CurFightPropMap: avatar.FightPropMap,
AvatarGuid: req.AvatarGuid,
}
g.SendMsg(cmd.AvatarUpgradeRsp, player.PlayerID, player.ClientSeq, avatarUpgradeRsp)
}
// AvatarPromoteReq 角色突破请求
func (g *Game) AvatarPromoteReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.AvatarPromoteReq)
// 是否拥有角色
avatar, ok := player.GameObjectGuidMap[req.Guid].(*model.Avatar)
if !ok {
logger.Error("avatar error, avatarGuid: %v", req.Guid)
g.SendError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}, proto.Retcode_RET_CAN_NOT_FIND_AVATAR)
return
}
// 获取角色配置表
avatarDataConfig := gdconf.GetAvatarDataById(int32(avatar.AvatarId))
if avatarDataConfig == nil {
logger.Error("avatar config error, avatarId: %v", avatar.AvatarId)
g.SendError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{})
return
}
// 获取角色突破配置表
avatarPromoteConfig := gdconf.GetAvatarPromoteDataByIdAndLevel(avatarDataConfig.PromoteId, int32(avatar.Promote))
if avatarPromoteConfig == nil {
logger.Error("avatar promote config error, promoteLevel: %v", avatar.Promote)
g.SendError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{})
return
}
// 角色等级是否达到限制
if avatar.Level < uint8(avatarPromoteConfig.LevelLimit) {
logger.Error("avatar level le level limit, level: %v", avatar.Level)
g.SendError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}, proto.Retcode_RET_AVATAR_LEVEL_LESS_THAN)
return
}
// 获取角色突破下一级的配置表
avatarPromoteConfig = gdconf.GetAvatarPromoteDataByIdAndLevel(avatarDataConfig.PromoteId, int32(avatar.Promote+1))
if avatarPromoteConfig == nil {
logger.Error("avatar promote config error, next promoteLevel: %v", avatar.Promote+1)
g.SendError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}, proto.Retcode_RET_AVATAR_ON_MAX_BREAK_LEVEL)
return
}
// 将被消耗的物品列表
costItemList := make([]*ChangeItem, 0, len(avatarPromoteConfig.CostItemMap)+1)
// 突破材料是否足够并添加到消耗物品列表
for itemId, count := range avatarPromoteConfig.CostItemMap {
costItemList = append(costItemList, &ChangeItem{
ItemId: itemId,
ChangeCount: count,
})
}
// 消耗列表添加摩拉的消耗
costItemList = append(costItemList, &ChangeItem{
ItemId: constant.ITEM_ID_SCOIN,
ChangeCount: uint32(avatarPromoteConfig.CostCoin),
})
// 突破材料以及摩拉是否足够
for _, item := range costItemList {
if g.GetPlayerItemCount(player.PlayerID, 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.ITEM_ID_SCOIN {
g.SendError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
}
g.SendError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
return
}
}
// 冒险等级是否符合要求
if player.PropertiesMap[constant.PLAYER_PROP_PLAYER_LEVEL] < uint32(avatarPromoteConfig.MinPlayerLevel) {
logger.Error("player level not enough, level: %v", player.PropertiesMap[constant.PLAYER_PROP_PLAYER_LEVEL])
g.SendError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}, proto.Retcode_RET_PLAYER_LEVEL_LESS_THAN)
return
}
// 消耗突破材料和摩拉
ok = g.CostUserItem(player.PlayerID, costItemList)
if !ok {
logger.Error("item count not enough, uid: %v", player.PlayerID)
g.SendError(cmd.AvatarPromoteRsp, player, &proto.AvatarPromoteRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
return
}
// 角色突破等级+1
avatar.Promote++
// 角色更新面板
g.UpdateUserAvatarFightProp(player.PlayerID, avatar.AvatarId)
// 角色属性表更新通知
g.SendMsg(cmd.AvatarPropNotify, player.PlayerID, player.ClientSeq, g.PacketAvatarPropNotify(avatar))
avatarPromoteRsp := &proto.AvatarPromoteRsp{
Guid: req.Guid,
}
g.SendMsg(cmd.AvatarPromoteRsp, player.PlayerID, player.ClientSeq, avatarPromoteRsp)
}
// AvatarPromoteGetRewardReq 角色突破获取奖励请求
func (g *Game) AvatarPromoteGetRewardReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.AvatarPromoteGetRewardReq)
// 是否拥有角色
avatar, ok := player.GameObjectGuidMap[req.AvatarGuid].(*model.Avatar)
if !ok {
logger.Error("avatar error, avatarGuid: %v", req.AvatarGuid)
g.SendError(cmd.AvatarPromoteGetRewardRsp, player, &proto.AvatarPromoteGetRewardRsp{}, proto.Retcode_RET_CAN_NOT_FIND_AVATAR)
return
}
// 获取角色配置表
avatarDataConfig := gdconf.GetAvatarDataById(int32(avatar.AvatarId))
if avatarDataConfig == nil {
logger.Error("avatar config error, avatarId: %v", avatar.AvatarId)
g.SendError(cmd.AvatarPromoteGetRewardRsp, player, &proto.AvatarPromoteGetRewardRsp{})
return
}
// 角色是否获取过该突破等级的奖励
if avatar.PromoteRewardMap[req.PromoteLevel] {
logger.Error("avatar config error, avatarId: %v", avatar.AvatarId)
g.SendError(cmd.AvatarPromoteGetRewardRsp, player, &proto.AvatarPromoteGetRewardRsp{}, proto.Retcode_RET_REWARD_HAS_TAKEN)
return
}
// 获取奖励配置表
rewardConfig := gdconf.GetRewardDataById(int32(avatarDataConfig.PromoteRewardMap[req.PromoteLevel]))
if rewardConfig == nil {
logger.Error("reward config error, rewardId: %v", avatarDataConfig.PromoteRewardMap[req.PromoteLevel])
g.SendError(cmd.AvatarPromoteGetRewardRsp, player, &proto.AvatarPromoteGetRewardRsp{})
return
}
// 设置该奖励为已被获取状态
avatar.PromoteRewardMap[req.PromoteLevel] = true
// 给予突破奖励
rewardItemList := make([]*ChangeItem, 0, len(rewardConfig.RewardItemMap))
for itemId, count := range rewardConfig.RewardItemMap {
rewardItemList = append(rewardItemList, &ChangeItem{
ItemId: itemId,
ChangeCount: count,
})
}
g.AddUserItem(player.PlayerID, rewardItemList, false, 0)
avatarPromoteGetRewardRsp := &proto.AvatarPromoteGetRewardRsp{
RewardId: uint32(rewardConfig.RewardID),
AvatarGuid: req.AvatarGuid,
PromoteLevel: req.PromoteLevel,
}
g.SendMsg(cmd.AvatarPromoteGetRewardRsp, player.PlayerID, player.ClientSeq, avatarPromoteGetRewardRsp)
}
// AvatarWearFlycloakReq 角色装备风之翼请求
func (g *Game) AvatarWearFlycloakReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.AvatarWearFlycloakReq)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
if scene == nil {
logger.Error("scene is nil, sceneId: %v", player.SceneId)
g.SendError(cmd.AvatarWearFlycloakRsp, player, &proto.AvatarWearFlycloakRsp{})
return
}
// 确保角色存在
avatar, ok := player.GameObjectGuidMap[req.AvatarGuid].(*model.Avatar)
if !ok {
logger.Error("avatar error, avatarGuid: %v", req.AvatarGuid)
g.SendError(cmd.AvatarWearFlycloakRsp, player, &proto.AvatarWearFlycloakRsp{}, proto.Retcode_RET_CAN_NOT_FIND_AVATAR)
return
}
// 确保要更换的风之翼已获得
exist := false
for _, v := range player.FlyCloakList {
if v == req.FlycloakId {
exist = true
}
}
if !exist {
logger.Error("flycloak not exist, flycloakId: %v", req.FlycloakId)
g.SendError(cmd.AvatarWearFlycloakRsp, player, &proto.AvatarWearFlycloakRsp{}, proto.Retcode_RET_NOT_HAS_FLYCLOAK)
return
}
// 设置角色风之翼
avatar.FlyCloak = req.FlycloakId
avatarFlycloakChangeNotify := &proto.AvatarFlycloakChangeNotify{
AvatarGuid: req.AvatarGuid,
FlycloakId: req.FlycloakId,
}
for _, scenePlayer := range scene.GetAllPlayer() {
g.SendMsg(cmd.AvatarFlycloakChangeNotify, scenePlayer.PlayerID, scenePlayer.ClientSeq, avatarFlycloakChangeNotify)
}
avatarWearFlycloakRsp := &proto.AvatarWearFlycloakRsp{
AvatarGuid: req.AvatarGuid,
FlycloakId: req.FlycloakId,
}
g.SendMsg(cmd.AvatarWearFlycloakRsp, player.PlayerID, player.ClientSeq, avatarWearFlycloakRsp)
}
// AvatarChangeCostumeReq 角色更换时装请求
func (g *Game) AvatarChangeCostumeReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.AvatarChangeCostumeReq)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
if scene == nil {
logger.Error("scene is nil, sceneId: %v", player.SceneId)
g.SendError(cmd.AvatarChangeCostumeRsp, player, &proto.AvatarChangeCostumeRsp{})
return
}
// 确保角色存在
avatar, ok := player.GameObjectGuidMap[req.AvatarGuid].(*model.Avatar)
if !ok {
logger.Error("avatar error, avatarGuid: %v", req.AvatarGuid)
g.SendError(cmd.AvatarChangeCostumeRsp, player, &proto.AvatarChangeCostumeRsp{}, proto.Retcode_RET_COSTUME_AVATAR_ERROR)
return
}
// 确保要更换的时装已获得
exist := false
for _, v := range player.CostumeList {
if v == req.CostumeId {
exist = true
}
}
if req.CostumeId == 0 {
exist = true
}
if !exist {
logger.Error("costume not exist, costumeId: %v", req.CostumeId)
g.SendError(cmd.AvatarChangeCostumeRsp, player, &proto.AvatarChangeCostumeRsp{}, proto.Retcode_RET_NOT_HAS_COSTUME)
return
}
// 设置角色时装
avatar.Costume = req.CostumeId
// 角色更换时装通知
avatarChangeCostumeNotify := new(proto.AvatarChangeCostumeNotify)
// 要更换时装的角色实体不存在代表更换的是仓库内的角色
if scene.GetWorld().GetPlayerWorldAvatarEntityId(player, avatar.AvatarId) == 0 {
avatarChangeCostumeNotify.EntityInfo = &proto.SceneEntityInfo{
Entity: &proto.SceneEntityInfo_Avatar{
Avatar: g.PacketSceneAvatarInfo(scene, player, avatar.AvatarId),
},
}
} else {
avatarChangeCostumeNotify.EntityInfo = g.PacketSceneEntityInfoAvatar(scene, player, avatar.AvatarId)
}
for _, scenePlayer := range scene.GetAllPlayer() {
g.SendMsg(cmd.AvatarChangeCostumeNotify, scenePlayer.PlayerID, scenePlayer.ClientSeq, avatarChangeCostumeNotify)
}
avatarChangeCostumeRsp := &proto.AvatarChangeCostumeRsp{
AvatarGuid: req.AvatarGuid,
CostumeId: req.CostumeId,
}
g.SendMsg(cmd.AvatarChangeCostumeRsp, player.PlayerID, player.ClientSeq, avatarChangeCostumeRsp)
}
func (g *Game) PacketAvatarInfo(avatar *model.Avatar) *proto.AvatarInfo {
isFocus := false
if avatar.AvatarId == 10000005 || avatar.AvatarId == 10000007 {
isFocus = true
}
pbAvatar := &proto.AvatarInfo{
IsFocus: isFocus,
AvatarId: avatar.AvatarId,
Guid: avatar.Guid,
PropMap: map[uint32]*proto.PropValue{
uint32(constant.PLAYER_PROP_LEVEL): {
Type: uint32(constant.PLAYER_PROP_LEVEL),
Val: int64(avatar.Level),
Value: &proto.PropValue_Ival{Ival: int64(avatar.Level)},
},
uint32(constant.PLAYER_PROP_EXP): {
Type: uint32(constant.PLAYER_PROP_EXP),
Val: int64(avatar.Exp),
Value: &proto.PropValue_Ival{Ival: int64(avatar.Exp)},
},
uint32(constant.PLAYER_PROP_BREAK_LEVEL): {
Type: uint32(constant.PLAYER_PROP_BREAK_LEVEL),
Val: int64(avatar.Promote),
Value: &proto.PropValue_Ival{Ival: int64(avatar.Promote)},
},
uint32(constant.PLAYER_PROP_SATIATION_VAL): {
Type: uint32(constant.PLAYER_PROP_SATIATION_VAL),
Val: int64(avatar.Satiation),
Value: &proto.PropValue_Ival{Ival: int64(avatar.Satiation)},
},
uint32(constant.PLAYER_PROP_SATIATION_PENALTY_TIME): {
Type: uint32(constant.PLAYER_PROP_SATIATION_PENALTY_TIME),
Val: int64(avatar.SatiationPenalty),
Value: &proto.PropValue_Ival{Ival: int64(avatar.SatiationPenalty)},
},
},
LifeState: uint32(avatar.LifeState),
EquipGuidList: object.ConvMapToList(avatar.EquipGuidMap),
FightPropMap: avatar.FightPropMap,
SkillDepotId: avatar.SkillDepotId,
FetterInfo: &proto.AvatarFetterInfo{
ExpLevel: uint32(avatar.FetterLevel),
ExpNumber: avatar.FetterExp,
FetterList: nil,
RewardedFetterLevelList: []uint32{10},
},
SkillLevelMap: avatar.SkillLevelMap,
AvatarType: 1,
WearingFlycloakId: avatar.FlyCloak,
CostumeId: avatar.Costume,
BornTime: uint32(avatar.BornTime),
PendingPromoteRewardList: make([]uint32, 0, len(avatar.PromoteRewardMap)),
}
for _, v := range avatar.FetterList {
pbAvatar.FetterInfo.FetterList = append(pbAvatar.FetterInfo.FetterList, &proto.FetterData{
FetterId: v,
FetterState: constant.FETTER_STATE_FINISH,
})
}
// 解锁全部资料
for _, v := range gdconf.GetFetterIdListByAvatarId(int32(avatar.AvatarId)) {
pbAvatar.FetterInfo.FetterList = append(pbAvatar.FetterInfo.FetterList, &proto.FetterData{
FetterId: uint32(v),
FetterState: constant.FETTER_STATE_FINISH,
})
}
// 突破等级奖励
for promoteLevel, isTaken := range avatar.PromoteRewardMap {
if !isTaken {
pbAvatar.PendingPromoteRewardList = append(pbAvatar.PendingPromoteRewardList, promoteLevel)
}
}
return pbAvatar
}
// PacketAvatarPropNotify 角色属性表更新通知
func (g *Game) PacketAvatarPropNotify(avatar *model.Avatar) *proto.AvatarPropNotify {
avatarPropNotify := &proto.AvatarPropNotify{
PropMap: make(map[uint32]int64, 5),
AvatarGuid: avatar.Guid,
}
// 角色等级
avatarPropNotify.PropMap[uint32(constant.PLAYER_PROP_LEVEL)] = int64(avatar.Level)
// 角色经验
avatarPropNotify.PropMap[uint32(constant.PLAYER_PROP_EXP)] = int64(avatar.Exp)
// 角色突破等级
avatarPropNotify.PropMap[uint32(constant.PLAYER_PROP_BREAK_LEVEL)] = int64(avatar.Promote)
// 角色饱食度
avatarPropNotify.PropMap[uint32(constant.PLAYER_PROP_SATIATION_VAL)] = int64(avatar.Satiation)
// 角色饱食度溢出
avatarPropNotify.PropMap[uint32(constant.PLAYER_PROP_SATIATION_PENALTY_TIME)] = int64(avatar.SatiationPenalty)
return avatarPropNotify
}
func (g *Game) GetAllAvatarDataConfig() map[int32]*gdconf.AvatarData {
allAvatarDataConfig := make(map[int32]*gdconf.AvatarData)
for avatarId, avatarData := range gdconf.GetAvatarDataMap() {
if avatarId <= 10000001 || avatarId >= 11000000 {
// 跳过无效角色
continue
}
if avatarId == 10000005 || avatarId == 10000007 {
// 跳过主角
continue
}
allAvatarDataConfig[avatarId] = avatarData
}
return allAvatarDataConfig
}
func (g *Game) AddUserAvatar(userId uint32, avatarId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
// 判断玩家是否已有该角色
dbAvatar := player.GetDbAvatar()
_, ok := dbAvatar.AvatarMap[avatarId]
if ok {
// TODO 如果已有转换命座材料
return
}
dbAvatar.AddAvatar(player, avatarId)
// 添加初始武器
avatarDataConfig := gdconf.GetAvatarDataById(int32(avatarId))
if avatarDataConfig == nil {
logger.Error("config is nil, itemId: %v", avatarId)
return
}
weaponId := g.AddUserWeapon(player.PlayerID, uint32(avatarDataConfig.InitialWeapon))
// 角色装上初始武器
g.WearUserAvatarWeapon(player.PlayerID, avatarId, weaponId)
g.UpdateUserAvatarFightProp(player.PlayerID, avatarId)
avatarAddNotify := &proto.AvatarAddNotify{
Avatar: g.PacketAvatarInfo(dbAvatar.AvatarMap[avatarId]),
IsInTeam: false,
}
g.SendMsg(cmd.AvatarAddNotify, userId, player.ClientSeq, avatarAddNotify)
}
// AddUserFlycloak 给予玩家风之翼
func (g *Game) AddUserFlycloak(userId uint32, flyCloakId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
// 验证玩家是否已拥有该风之翼
for _, flycloak := range player.FlyCloakList {
if flycloak == flyCloakId {
logger.Error("player has flycloak, flycloakId: %v", flyCloakId)
return
}
}
player.FlyCloakList = append(player.FlyCloakList, flyCloakId)
avatarGainFlycloakNotify := &proto.AvatarGainFlycloakNotify{
FlycloakId: flyCloakId,
}
g.SendMsg(cmd.AvatarGainFlycloakNotify, userId, player.ClientSeq, avatarGainFlycloakNotify)
}
// AddUserCostume 给予玩家时装
func (g *Game) AddUserCostume(userId uint32, costumeId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
// 验证玩家是否已拥有该时装
for _, costume := range player.CostumeList {
if costume == costumeId {
logger.Error("player has costume, costumeId: %v", costumeId)
return
}
}
player.CostumeList = append(player.CostumeList, costumeId)
avatarGainCostumeNotify := &proto.AvatarGainCostumeNotify{
CostumeId: costumeId,
}
g.SendMsg(cmd.AvatarGainCostumeNotify, userId, player.ClientSeq, avatarGainCostumeNotify)
}
// UpgradePlayerAvatar 玩家角色升级
func (g *Game) UpgradePlayerAvatar(player *model.Player, avatar *model.Avatar, expCount uint32) {
// 获取角色配置表
avatarDataConfig := gdconf.GetAvatarDataById(int32(avatar.AvatarId))
if avatarDataConfig == nil {
logger.Error("avatar config error, avatarId: %v", avatar.AvatarId)
return
}
// 获取角色突破配置表
avatarPromoteConfig := gdconf.GetAvatarPromoteDataByIdAndLevel(avatarDataConfig.PromoteId, int32(avatar.Promote))
if avatarPromoteConfig == nil {
logger.Error("avatar promote config error, promoteLevel: %v", avatar.Promote)
return
}
// 角色增加经验
avatar.Exp += expCount
// 角色升级
for {
// 获取角色等级配置表
avatarLevelConfig := gdconf.GetAvatarLevelDataByLevel(int32(avatar.Level))
if avatarLevelConfig == nil {
// 获取不到代表已经到达最大等级
break
}
// 角色当前等级未突破则跳出循环
if avatar.Level >= uint8(avatarPromoteConfig.LevelLimit) {
// 角色未突破溢出的经验处理
avatar.Exp = 0
break
}
// 角色经验小于升级所需的经验则跳出循环
if avatar.Exp < uint32(avatarLevelConfig.Exp) {
break
}
// 角色等级提升
avatar.Exp -= uint32(avatarLevelConfig.Exp)
avatar.Level++
}
// 角色更新面板
g.UpdateUserAvatarFightProp(player.PlayerID, avatar.AvatarId)
// 角色属性表更新通知
g.SendMsg(cmd.AvatarPropNotify, player.PlayerID, player.ClientSeq, g.PacketAvatarPropNotify(avatar))
}
func (g *Game) UpdateUserAvatarFightProp(userId uint32, avatarId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
dbAvatar := player.GetDbAvatar()
avatar, ok := dbAvatar.AvatarMap[avatarId]
if !ok {
logger.Error("avatar is nil, avatarId: %v", avatar)
return
}
// 角色初始化面板
dbAvatar.InitAvatarFightProp(avatar)
avatarFightPropNotify := &proto.AvatarFightPropNotify{
AvatarGuid: avatar.Guid,
FightPropMap: avatar.FightPropMap,
}
g.SendMsg(cmd.AvatarFightPropNotify, userId, player.ClientSeq, avatarFightPropNotify)
}