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

707 lines
26 KiB
Go

package game
import (
"sort"
"strconv"
"hk4e/common/constant"
"hk4e/gdconf"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
pb "google.golang.org/protobuf/proto"
)
func (g *Game) GetAllWeaponDataConfig() map[int32]*gdconf.ItemData {
allWeaponDataConfig := make(map[int32]*gdconf.ItemData)
for itemId, itemData := range gdconf.GetItemDataMap() {
if itemData.Type != constant.ITEM_TYPE_WEAPON {
continue
}
allWeaponDataConfig[itemId] = itemData
}
return allWeaponDataConfig
}
func (g *Game) AddUserWeapon(userId uint32, itemId uint32) uint64 {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return 0
}
weaponId := uint64(g.snowflake.GenId())
dbWeapon := player.GetDbWeapon()
// 校验背包武器容量
if dbWeapon.GetWeaponMapLen() > constant.STORE_PACK_LIMIT_WEAPON {
return 0
}
dbWeapon.AddWeapon(player, itemId, weaponId)
weapon := dbWeapon.GetWeapon(weaponId)
if weapon == nil {
logger.Error("weapon is nil, itemId: %v, weaponId: %v", itemId, weaponId)
return 0
}
g.SendMsg(cmd.StoreItemChangeNotify, userId, player.ClientSeq, g.PacketStoreItemChangeNotifyByWeapon(weapon))
return weaponId
}
func (g *Game) CostUserWeapon(userId uint32, weaponIdList []uint64) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
storeItemDelNotify := &proto.StoreItemDelNotify{
GuidList: make([]uint64, 0, len(weaponIdList)),
StoreType: proto.StoreType_STORE_PACK,
}
dbWeapon := player.GetDbWeapon()
for _, weaponId := range weaponIdList {
weaponGuid := dbWeapon.CostWeapon(player, weaponId)
if weaponGuid == 0 {
logger.Error("weapon cost error, weaponId: %v", weaponId)
return
}
storeItemDelNotify.GuidList = append(storeItemDelNotify.GuidList, weaponGuid)
}
g.SendMsg(cmd.StoreItemDelNotify, userId, player.ClientSeq, storeItemDelNotify)
}
func (g *Game) PacketStoreItemChangeNotifyByWeapon(weapon *model.Weapon) *proto.StoreItemChangeNotify {
storeItemChangeNotify := &proto.StoreItemChangeNotify{
StoreType: proto.StoreType_STORE_PACK,
ItemList: make([]*proto.Item, 0),
}
affixMap := make(map[uint32]uint32)
for _, affixId := range weapon.AffixIdList {
affixMap[affixId] = uint32(weapon.Refinement)
}
pbItem := &proto.Item{
ItemId: weapon.ItemId,
Guid: weapon.Guid,
Detail: &proto.Item_Equip{
Equip: &proto.Equip{
Detail: &proto.Equip_Weapon{
Weapon: &proto.Weapon{
Level: uint32(weapon.Level),
Exp: weapon.Exp,
PromoteLevel: uint32(weapon.Promote),
// key:武器效果id value:精炼等阶
AffixMap: affixMap,
},
},
IsLocked: weapon.Lock,
},
},
}
storeItemChangeNotify.ItemList = append(storeItemChangeNotify.ItemList, pbItem)
return storeItemChangeNotify
}
// WeaponAwakenReq 武器精炼请求
func (g *Game) WeaponAwakenReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.WeaponAwakenReq)
// 确保精炼的武器与精炼材料不是同一个
if req.TargetWeaponGuid == req.ItemGuid {
logger.Error("weapon awaken guid equal, guid: %v", req.TargetWeaponGuid)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_INVALID_TARGET)
return
}
// 是否拥有武器
weapon, ok := player.GameObjectGuidMap[req.TargetWeaponGuid].(*model.Weapon)
if !ok {
logger.Error("weapon error, weaponGuid: %v", req.TargetWeaponGuid)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
return
}
// 获取武器物品配置表
weaponConfig := gdconf.GetItemDataById(int32(weapon.ItemId))
if weaponConfig == nil {
logger.Error("weapon config error, itemId: %v", weapon.ItemId)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
return
}
// 确保获取消耗的摩拉索引不越界
if int(weapon.Refinement) >= len(weaponConfig.AwakenCoinCost) {
logger.Error("weapon config cost coin error, itemId: %v", weapon.ItemId)
return
}
// 一星二星的武器不能精炼
if weaponConfig.EquipLevel < constant.WEAPON_AWAKEN_MIN_EQUIPLEVEL {
logger.Error("weapon equip level le 3, itemId: %v", weapon.ItemId)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_AWAKEN_LEVEL_MAX)
return
}
// 武器精炼等级是否不超过限制
// 暂时精炼等级是写死的 应该最大精炼等级就是5级
if weapon.Refinement+1 >= constant.WEAPON_AWAKEN_MAX_REFINEMENT {
logger.Error("weapon refinement ge 4, refinement: %v", weapon.Refinement)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_AWAKEN_LEVEL_MAX)
return
}
// 获取精炼材料物品配置表
// 精炼的材料可能是武器也可能是物品
gameObj, ok := player.GameObjectGuidMap[req.ItemGuid]
if !ok {
logger.Error("item guid error, itemGuid: %v", req.ItemGuid)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{})
return
}
itemId := uint32(0)
switch gameObj.(type) {
case *model.Item:
item := gameObj.(*model.Item)
itemId = item.ItemId
case *model.Weapon:
weapon := gameObj.(*model.Weapon)
itemId = weapon.ItemId
}
itemDataConfig := gdconf.GetItemDataById(int32(itemId))
if itemDataConfig == nil {
logger.Error("item data config error, itemGuid: %v", req.ItemGuid)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
return
}
// 根据精炼材料的类型做不同操作
switch itemDataConfig.Type {
case constant.ITEM_TYPE_WEAPON:
// 精炼材料为武器
// 是否拥有将被用于精炼的武器
foodWeapon, ok := player.GameObjectGuidMap[req.ItemGuid].(*model.Weapon)
if !ok {
logger.Error("weapon error, weaponGuid: %v", req.ItemGuid)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
return
}
// 确保被精炼武器没有被任何角色装备
if foodWeapon.AvatarId != 0 {
logger.Error("food weapon has been wear, weaponGuid: %v", req.ItemGuid)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_EQUIP_HAS_BEEN_WEARED)
return
}
// 确保被精炼武器没有上锁
if foodWeapon.Lock {
logger.Error("food weapon has been lock, weaponGuid: %v", req.ItemGuid)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_EQUIP_IS_LOCKED)
return
}
// 消耗作为精炼材料的武器
g.CostUserWeapon(player.PlayerID, []uint64{foodWeapon.WeaponId})
case constant.ITEM_TYPE_MATERIAL:
// 精炼材料为道具
// 是否拥有将被用于精炼的道具
item, ok := player.GameObjectGuidMap[req.ItemGuid].(*model.Item)
if !ok {
logger.Error("item error, itemGuid: %v", req.ItemGuid)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
return
}
// 武器的精炼材料是否为这个
if item.ItemId != uint32(weaponConfig.AwakenMaterial) {
logger.Error("awaken material item error, itemId: %v", item.ItemId)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_INVALID_TARGET)
return
}
// 消耗作为精炼材料的道具
ok = g.CostUserItem(player.PlayerID, []*ChangeItem{{ItemId: item.ItemId, ChangeCount: 1}})
if !ok {
logger.Error("item count not enough, uid: %v", player.PlayerID)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
return
}
default:
logger.Error("weapon awaken item type error, itemType: %v", itemDataConfig.Type)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{})
return
}
// 消耗摩拉
ok = g.CostUserItem(player.PlayerID, []*ChangeItem{{ItemId: constant.ITEM_ID_SCOIN, ChangeCount: uint32(weaponConfig.AwakenCoinCost[weapon.Refinement])}})
if !ok {
logger.Error("item count not enough, uid: %v", player.PlayerID)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
return
}
weaponAwakenRsp := &proto.WeaponAwakenRsp{
AvatarGuid: 0,
OldAffixLevelMap: make(map[uint32]uint32),
TargetWeaponAwakenLevel: 0,
TargetWeaponGuid: req.TargetWeaponGuid,
CurAffixLevelMap: make(map[uint32]uint32),
}
// 武器精炼前的信息
for _, affixId := range weapon.AffixIdList {
weaponAwakenRsp.OldAffixLevelMap[affixId] = uint32(weapon.Refinement)
}
// 武器精炼等级+1
weapon.Refinement++
// 更新武器的物品数据
g.SendMsg(cmd.StoreItemChangeNotify, player.PlayerID, player.ClientSeq, g.PacketStoreItemChangeNotifyByWeapon(weapon))
// 获取持有该武器的角色
dbAvatar := player.GetDbAvatar()
avatar, ok := dbAvatar.AvatarMap[weapon.AvatarId]
// 武器可能没被任何角色装备 仅在被装备时更新面板
if ok {
weaponAwakenRsp.AvatarGuid = avatar.Guid
// 角色更新面板
g.UpdateUserAvatarFightProp(player.PlayerID, avatar.AvatarId)
}
// 武器精炼后的信息
weaponAwakenRsp.TargetWeaponAwakenLevel = uint32(weapon.Refinement)
for _, affixId := range weapon.AffixIdList {
weaponAwakenRsp.CurAffixLevelMap[affixId] = uint32(weapon.Refinement)
}
g.SendMsg(cmd.WeaponAwakenRsp, player.PlayerID, player.ClientSeq, weaponAwakenRsp)
}
// WeaponPromoteReq 武器突破请求
func (g *Game) WeaponPromoteReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.WeaponPromoteReq)
// 是否拥有武器
weapon, ok := player.GameObjectGuidMap[req.TargetWeaponGuid].(*model.Weapon)
if !ok {
logger.Error("weapon error, weaponGuid: %v", req.TargetWeaponGuid)
g.SendError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
return
}
// 获取武器配置表
weaponConfig := gdconf.GetItemDataById(int32(weapon.ItemId))
if weaponConfig == nil {
logger.Error("weapon config error, itemId: %v", weapon.ItemId)
g.SendError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{})
return
}
// 获取武器突破配置表
weaponPromoteConfig := gdconf.GetWeaponPromoteDataByIdAndLevel(weaponConfig.PromoteId, int32(weapon.Promote))
if weaponPromoteConfig == nil {
logger.Error("weapon promote config error, promoteLevel: %v", weapon.Promote)
g.SendError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{})
return
}
// 武器等级是否达到限制
if weapon.Level < uint8(weaponPromoteConfig.LevelLimit) {
logger.Error("weapon level le level limit, level: %v", weapon.Level)
g.SendError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{}, proto.Retcode_RET_WEAPON_LEVEL_INVALID)
return
}
// 获取武器突破下一级的配置表
weaponPromoteConfig = gdconf.GetWeaponPromoteDataByIdAndLevel(weaponConfig.PromoteId, int32(weapon.Promote+1))
if weaponPromoteConfig == nil {
logger.Error("weapon promote config error, next promoteLevel: %v", weapon.Promote+1)
g.SendError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{}, proto.Retcode_RET_WEAPON_PROMOTE_LEVEL_EXCEED_LIMIT)
return
}
// 将被消耗的物品列表
costItemList := make([]*ChangeItem, 0, len(weaponPromoteConfig.CostItemMap)+1)
// 突破材料是否足够并添加到消耗物品列表
for itemId, count := range weaponPromoteConfig.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(weaponPromoteConfig.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.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
}
g.SendError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{}, 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(weaponPromoteConfig.MinPlayerLevel) {
logger.Error("player level not enough, level: %v", player.PropertiesMap[constant.PLAYER_PROP_PLAYER_LEVEL])
g.SendError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{}, 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 {
if !ok {
logger.Error("item count not enough, uid: %v", player.PlayerID)
g.SendError(cmd.WeaponPromoteRsp, player, &proto.WeaponPromoteRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
return
}
}
// 突破前的信息
oldPromote := weapon.Promote
// 武器突破等级+1
weapon.Promote++
// 更新武器的物品数据
g.SendMsg(cmd.StoreItemChangeNotify, player.PlayerID, player.ClientSeq, g.PacketStoreItemChangeNotifyByWeapon(weapon))
// 获取持有该武器的角色
dbAvatar := player.GetDbAvatar()
avatar, ok := dbAvatar.AvatarMap[weapon.AvatarId]
// 武器可能没被任何角色装备 仅在被装备时更新面板
if ok {
// 角色更新面板
g.UpdateUserAvatarFightProp(player.PlayerID, avatar.AvatarId)
}
weaponPromoteRsp := &proto.WeaponPromoteRsp{
TargetWeaponGuid: req.TargetWeaponGuid,
OldPromoteLevel: uint32(oldPromote),
CurPromoteLevel: uint32(weapon.Promote),
}
g.SendMsg(cmd.WeaponPromoteRsp, player.PlayerID, player.ClientSeq, weaponPromoteRsp)
}
// GetWeaponUpgradeReturnMaterial 获取武器强化返回的材料
func (g *Game) GetWeaponUpgradeReturnMaterial(overflowExp uint32) (returnItemList []*proto.ItemParam) {
returnItemList = make([]*proto.ItemParam, 0, 0)
// 武器强化材料返还
type materialExpData struct {
ItemId uint32
Exp uint32
}
// 武器强化返还材料的经验列表
materialExpList := make([]*materialExpData, 0, len(constant.WEAPON_UPGRADE_MATERIAL))
for _, itemId := range constant.WEAPON_UPGRADE_MATERIAL {
// 获取物品配置表
itemDataConfig := gdconf.GetItemDataById(int32(itemId))
if itemDataConfig == nil {
logger.Error("item data config error, itemId: %v", constant.ITEM_ID_SCOIN)
return
}
// 材料将给予的经验数
itemParam, err := strconv.Atoi(itemDataConfig.Use1Param1)
if err != nil {
logger.Error("parse item param error: %v", err)
return
}
materialExpList = append(materialExpList, &materialExpData{
ItemId: itemId,
Exp: uint32(itemParam),
})
}
// 确保能返还的材料从大到小排序
sort.Slice(materialExpList, func(i, j int) bool {
return materialExpList[i].Exp > materialExpList[j].Exp
})
// 优先给予经验多的材料
for _, data := range materialExpList {
// 可以获得的材料个数
count := overflowExp / data.Exp
if count > 0 {
// 添加到要返还材料的列表
returnItemList = append(returnItemList, &proto.ItemParam{
ItemId: data.ItemId,
Count: count,
})
}
// 武器剩余溢出的经验
overflowExp = overflowExp % data.Exp
}
return returnItemList
}
// CalcWeaponUpgradeExpAndCoin 计算使用材料给武器强化后能获得的经验以及摩拉消耗
func (g *Game) CalcWeaponUpgradeExpAndCoin(player *model.Player, itemParamList []*proto.ItemParam, foodWeaponGuidList []uint64) (expCount uint32, coinCost uint32, success bool) {
// 武器经验计算
for _, weaponGuid := range foodWeaponGuidList {
foodWeapon, ok := player.GameObjectGuidMap[weaponGuid].(*model.Weapon)
if !ok {
logger.Error("food weapon error, weaponGuid: %v", weaponGuid)
return
}
// 确保武器不被任何人装备 否则可能会发生意想不到的问题哦
if foodWeapon.AvatarId != 0 {
logger.Error("food weapon has been equipped, weaponGuid: %v", weaponGuid)
return
}
// 获取武器配置表
weaponConfig := gdconf.GetItemDataById(int32(foodWeapon.ItemId))
if weaponConfig == nil {
logger.Error("weapon config error, itemId: %v", foodWeapon.ItemId)
return
}
// 武器当前等级的经验
foodWeaponTotalExp := foodWeapon.Exp
// 计算从1级到武器当前等级所需消耗的经验
for i := int32(1); i < int32(foodWeapon.Level); i++ {
// 获取武器等级配置表
weaponLevelConfig := gdconf.GetWeaponLevelDataByLevel(i)
if weaponLevelConfig == nil {
logger.Error("weapon level config error, level: %v", i)
return
}
// 获取武器对应星级的经验
foodWeaponExp, ok := weaponLevelConfig.ExpByStarMap[uint32(weaponConfig.EquipLevel)]
if !ok {
logger.Error("weapon equip level error, level: %v", weaponConfig.EquipLevel)
return
}
// 增加该等级时的经验
foodWeaponTotalExp += foodWeaponExp
}
// 将武器总消耗的经验转换为能获得的经验
expCount += (foodWeaponTotalExp * 4) / 5
// 增加武器初始经验
expCount += uint32(weaponConfig.EquipBaseExp)
// 增加摩拉消耗 武器为材料时摩拉的消耗只计算武器初始经验
coinCost += uint32(weaponConfig.EquipBaseExp) / 10
}
// 材料经验计算
for _, param := range itemParamList {
// 获取物品配置表
itemDataConfig := gdconf.GetItemDataById(int32(param.ItemId))
if itemDataConfig == nil {
logger.Error("item data config error, itemId: %v", constant.ITEM_ID_SCOIN)
return
}
// 材料将给予的经验数
itemParam, err := strconv.Atoi(itemDataConfig.Use1Param1)
if err != nil {
logger.Error("parse item param error: %v", err)
return
}
// 材料的经验
materialExp := uint32(itemParam) * param.Count
// 增加材料的经验
expCount += materialExp
// 增加材料的摩拉消耗
coinCost += materialExp / 10
}
// 表示计算过程没有报错
success = true
return
}
// CalcWeaponUpgrade 计算使用材料给武器强化后的等级经验以及返回的矿石
func (g *Game) CalcWeaponUpgrade(weapon *model.Weapon, expCount uint32) (weaponLevel uint8, weaponExp uint32, returnItemList []*proto.ItemParam, success bool) {
// 获取武器配置表
weaponConfig := gdconf.GetItemDataById(int32(weapon.ItemId))
if weaponConfig == nil {
logger.Error("weapon config error, itemId: %v", weapon.ItemId)
return
}
// 获取武器突破配置表
weaponPromoteConfig := gdconf.GetWeaponPromoteDataByIdAndLevel(weaponConfig.PromoteId, int32(weapon.Promote))
if weaponPromoteConfig == nil {
logger.Error("weapon promote config error, promoteLevel: %v", weapon.Promote)
return
}
// 临时武器等级经验添加
weaponLevel = weapon.Level
weaponExp = weapon.Exp + expCount
for {
// 获取武器等级配置表
weaponLevelConfig := gdconf.GetWeaponLevelDataByLevel(int32(weaponLevel))
if weaponLevelConfig == nil {
// 获取不到代表已经到达最大等级
break
}
// 升级所需经验
needExp, ok := weaponLevelConfig.ExpByStarMap[uint32(weaponConfig.EquipLevel)]
if !ok {
logger.Error("weapon equip level error, level: %v", weaponConfig.EquipLevel)
return
}
// 武器当前等级未突破则跳出循环
if weaponLevel >= uint8(weaponPromoteConfig.LevelLimit) {
// 溢出经验返还为材料
returnItemList = g.GetWeaponUpgradeReturnMaterial(weaponExp)
// 武器未突破溢出的经验处理
weaponExp = 0
break
}
// 武器经验小于升级所需的经验则跳出循环
if weaponExp < needExp {
break
}
// 武器等级提升
weaponExp -= needExp
weaponLevel++
}
// 表示计算过程没有报错
success = true
return
}
// WeaponUpgradeReq 武器升级请求
func (g *Game) WeaponUpgradeReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.WeaponUpgradeReq)
// 是否拥有武器
weapon, ok := player.GameObjectGuidMap[req.TargetWeaponGuid].(*model.Weapon)
if !ok {
logger.Error("weapon error, weaponGuid: %v", req.TargetWeaponGuid)
g.SendError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
return
}
// 获取武器配置表
weaponConfig := gdconf.GetItemDataById(int32(weapon.ItemId))
if weaponConfig == nil {
logger.Error("weapon config error, itemId: %v", weapon.ItemId)
g.SendError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
return
}
// 获取武器突破配置表
weaponPromoteConfig := gdconf.GetWeaponPromoteDataByIdAndLevel(weaponConfig.PromoteId, int32(weapon.Promote))
if weaponPromoteConfig == nil {
logger.Error("weapon promote config error, promoteLevel: %v", weapon.Promote)
g.SendError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
return
}
// 武器等级是否达到限制
if weapon.Level >= uint8(weaponPromoteConfig.LevelLimit) {
logger.Error("weapon level ge level limit, level: %v", weapon.Level)
g.SendError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_WEAPON_PROMOTE_LEVEL_EXCEED_LIMIT)
return
}
// 将被消耗的物品列表
costItemList := make([]*ChangeItem, 0, len(req.ItemParamList)+1)
// 突破材料是否足够并添加到消耗物品列表
for _, itemParam := range req.ItemParamList {
costItemList = append(costItemList, &ChangeItem{
ItemId: itemParam.ItemId,
ChangeCount: itemParam.Count,
})
}
// 计算使用材料强化武器后将会获得的经验数
expCount, coinCost, success := g.CalcWeaponUpgradeExpAndCoin(player, req.ItemParamList, req.FoodWeaponGuidList)
if !success {
logger.Error("calc weapon upgrade exp and coin error, uid: %v", player.PlayerID)
g.SendError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{})
return
}
// 消耗列表添加摩拉的消耗
costItemList = append(costItemList, &ChangeItem{
ItemId: constant.ITEM_ID_SCOIN,
ChangeCount: coinCost,
})
// 校验物品是否足够
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.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)
}
g.SendError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
return
}
}
// 校验作为升级材料的武器是否存在
costWeaponIdList := make([]uint64, 0, len(req.FoodWeaponGuidList))
for _, weaponGuid := range req.FoodWeaponGuidList {
foodWeapon, ok := player.GameObjectGuidMap[weaponGuid].(*model.Weapon)
if !ok {
logger.Error("food weapon error, weaponGuid: %v", weaponGuid)
g.SendError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
}
// 确保被精炼武器没有被任何角色装备
if foodWeapon.AvatarId != 0 {
logger.Error("food weapon has been wear, weaponGuid: %v", weaponGuid)
g.SendError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_EQUIP_HAS_BEEN_WEARED)
return
}
// 确保被精炼武器没有上锁
if foodWeapon.Lock {
logger.Error("food weapon has been lock, weaponGuid: %v", weaponGuid)
g.SendError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_EQUIP_IS_LOCKED)
return
}
costWeaponIdList = append(costWeaponIdList, foodWeapon.WeaponId)
}
// 消耗升级材料和摩拉
ok = g.CostUserItem(player.PlayerID, costItemList)
if !ok {
logger.Error("item count not enough, uid: %v", player.PlayerID)
g.SendError(cmd.WeaponUpgradeRsp, player, &proto.WeaponUpgradeRsp{}, proto.Retcode_RET_ITEM_COUNT_NOT_ENOUGH)
return
}
// 消耗作为升级材料的武器
g.CostUserWeapon(player.PlayerID, costWeaponIdList)
// 武器升级前的信息
oldLevel := weapon.Level
// 计算武器使用材料升级后的等级经验以及返回的矿石
weaponLevel, weaponExp, returnItemList, success := g.CalcWeaponUpgrade(weapon, expCount)
if !success {
logger.Error("calc weapon upgrade error, uid: %v", player.PlayerID)
g.SendError(cmd.CalcWeaponUpgradeReturnItemsRsp, player, &proto.CalcWeaponUpgradeReturnItemsRsp{})
return
}
// 武器添加经验
weapon.Level = weaponLevel
weapon.Exp = weaponExp
// 更新武器的物品数据
g.SendMsg(cmd.StoreItemChangeNotify, player.PlayerID, player.ClientSeq, g.PacketStoreItemChangeNotifyByWeapon(weapon))
// 获取持有该武器的角色
dbAvatar := player.GetDbAvatar()
avatar, ok := dbAvatar.AvatarMap[weapon.AvatarId]
// 武器可能没被任何角色装备 仅在被装备时更新面板
if ok {
// 角色更新面板
g.UpdateUserAvatarFightProp(player.PlayerID, avatar.AvatarId)
}
// 将给予的材料列表
addItemList := make([]*ChangeItem, 0, len(returnItemList))
for _, param := range returnItemList {
addItemList = append(addItemList, &ChangeItem{
ItemId: param.ItemId,
ChangeCount: param.Count,
})
}
// 给予玩家返回的矿石
g.AddUserItem(player.PlayerID, addItemList, false, 0)
weaponUpgradeRsp := &proto.WeaponUpgradeRsp{
CurLevel: uint32(weapon.Level),
OldLevel: uint32(oldLevel),
ItemParamList: returnItemList,
TargetWeaponGuid: req.TargetWeaponGuid,
}
g.SendMsg(cmd.WeaponUpgradeRsp, player.PlayerID, player.ClientSeq, weaponUpgradeRsp)
}
// CalcWeaponUpgradeReturnItemsReq 计算武器升级返回矿石请求
func (g *Game) CalcWeaponUpgradeReturnItemsReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.CalcWeaponUpgradeReturnItemsReq)
// 是否拥有武器
weapon, ok := player.GameObjectGuidMap[req.TargetWeaponGuid].(*model.Weapon)
if !ok {
logger.Error("weapon error, weaponGuid: %v", req.TargetWeaponGuid)
g.SendError(cmd.CalcWeaponUpgradeReturnItemsRsp, player, &proto.CalcWeaponUpgradeReturnItemsRsp{}, proto.Retcode_RET_ITEM_NOT_EXIST)
return
}
// 计算使用材料强化武器后将会获得的经验数
expCount, _, success := g.CalcWeaponUpgradeExpAndCoin(player, req.ItemParamList, req.FoodWeaponGuidList)
if !success {
logger.Error("calc weapon upgrade exp and coin error, uid: %v", player.PlayerID)
g.SendError(cmd.CalcWeaponUpgradeReturnItemsRsp, player, &proto.CalcWeaponUpgradeReturnItemsRsp{})
return
}
// 计算武器使用材料升级后的等级经验以及返回的矿石
_, _, returnItemList, success := g.CalcWeaponUpgrade(weapon, expCount)
if !success {
logger.Error("calc weapon upgrade error, weaponGuid: %v", req.TargetWeaponGuid)
g.SendError(cmd.CalcWeaponUpgradeReturnItemsRsp, player, &proto.CalcWeaponUpgradeReturnItemsRsp{})
return
}
calcWeaponUpgradeReturnItemsRsp := &proto.CalcWeaponUpgradeReturnItemsRsp{
ItemParamList: returnItemList,
TargetWeaponGuid: req.TargetWeaponGuid,
}
g.SendMsg(cmd.CalcWeaponUpgradeReturnItemsRsp, player.PlayerID, player.ClientSeq, calcWeaponUpgradeReturnItemsRsp)
}