Files
hk4e/gdconf/game_data_config.go
2023-03-27 19:43:41 +08:00

443 lines
15 KiB
Go

package gdconf
import (
"bytes"
"encoding/csv"
"encoding/json"
"fmt"
"io"
"os"
"runtime"
"strconv"
"strings"
"time"
"hk4e/common/config"
"hk4e/common/constant"
"hk4e/pkg/logger"
"github.com/jszwec/csvutil"
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
txtPrefix string
jsonPrefix string
luaPrefix string
extPrefix string
// 配置表数据
SceneDataMap map[int32]*SceneData // 场景
SceneLuaConfigMap map[int32]*SceneLuaConfig // 场景LUA配置
GroupMap map[int32]*Group // 场景LUA区块group索引
LuaStateLruMap map[int32]*LuaStateLru // 场景LUA虚拟机LRU内存淘汰
TriggerDataMap map[int32]*TriggerData // 场景LUA触发器
ScenePointMap map[int32]*ScenePoint // 场景传送点
SceneTagDataMap map[int32]*SceneTagData // 场景标签
GatherDataMap map[int32]*GatherData // 采集物
GatherDataPointTypeMap map[int32]*GatherData // 采集物场景节点索引
WorldAreaDataMap map[int32]*WorldAreaData // 世界区域
AvatarDataMap map[int32]*AvatarData // 角色
AvatarSkillDataMap map[int32]*AvatarSkillData // 角色技能
AvatarSkillDepotDataMap map[int32]*AvatarSkillDepotData // 角色技能库
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
ReliquaryMainDataMap map[int32]map[int32]*ReliquaryMainData // 圣遗物主属性
ReliquaryAffixDataMap map[int32]map[int32]*ReliquaryAffixData // 圣遗物追加属性
QuestDataMap map[int32]*QuestData // 任务
DropDataMap map[int32]*DropData // 掉落
MonsterDropDataMap map[string]map[int32]*MonsterDropData // 怪物掉落
ChestDropDataMap map[string]map[int32]*ChestDropData // 宝箱掉落
DungeonDataMap map[int32]*DungeonData // 地牢
GCGCharDataMap map[int32]*GCGCharData // 七圣召唤角色卡牌
GCGSkillDataMap map[int32]*GCGSkillData // 七圣召唤卡牌技能
GachaDropGroupDataMap map[int32]*GachaDropGroupData // 卡池掉落组 临时的
}
func InitGameDataConfig() {
CONF = new(GameDataConfig)
startTime := time.Now().Unix()
CONF.loadAll()
endTime := time.Now().Unix()
runtime.GC()
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()
runtime.GC()
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.txtPrefix = pathPrefix + "/txt"
dirInfo, err = os.Stat(g.txtPrefix)
if err != nil || !dirInfo.IsDir() {
info := fmt.Sprintf("open game data config txt dir error: %v", err)
panic(info)
}
g.txtPrefix += "/"
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.extPrefix = pathPrefix + "/ext"
dirInfo, err = os.Stat(g.extPrefix)
if err != nil || !dirInfo.IsDir() {
info := fmt.Sprintf("open game data config ext dir error: %v", err)
panic(info)
}
g.extPrefix += "/"
g.load()
}
func (g *GameDataConfig) load() {
g.loadSceneData() // 场景
g.loadSceneLuaConfig() // 场景LUA配置
g.loadTriggerData() // 场景LUA触发器
g.loadScenePoint() // 场景传送点
g.loadSceneTagData() // 场景标签
g.loadGatherData() // 采集物
g.loadWorldAreaData() // 世界区域
g.loadAvatarData() // 角色
g.loadAvatarSkillData() // 角色技能
g.loadAvatarSkillDepotData() // 角色技能库
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
g.loadReliquaryMainData() // 圣遗物主属性
g.loadReliquaryAffixData() // 圣遗物追加属性
g.loadQuestData() // 任务
g.loadDropData() // 掉落
g.loadMonsterDropData() // 怪物掉落
g.loadChestDropData() // 宝箱掉落
g.loadDungeonData() // 地牢
g.loadGCGCharData() // 七圣召唤角色卡牌
g.loadGCGSkillData() // 七圣召唤卡牌技能
g.loadGachaDropGroupData() // 卡池掉落组 临时的
}
// CSV相关
func splitStringArray(str string) []string {
if str == "" {
return make([]string, 0)
} else if strings.Contains(str, ";") {
return strings.Split(str, ";")
} else if strings.Contains(str, ",") {
return strings.Split(str, ",")
} else {
return []string{str}
}
}
type IntArray []int32
func (a *IntArray) UnmarshalCSV(data []byte) error {
str := string(data)
str = strings.ReplaceAll(str, " ", "")
intStrList := splitStringArray(str)
for _, intStr := range intStrList {
v, err := strconv.ParseInt(intStr, 10, 32)
if err != nil {
panic(err)
}
*a = append(*a, int32(v))
}
return nil
}
type FloatArray []float32
func (a *FloatArray) UnmarshalCSV(data []byte) error {
str := string(data)
str = strings.ReplaceAll(str, " ", "")
floatStrList := splitStringArray(str)
for _, floatStr := range floatStrList {
v, err := strconv.ParseFloat(floatStr, 32)
if err != nil {
panic(err)
}
*a = append(*a, float32(v))
}
return nil
}
func readExtCsv[T any](tablePath string, table *[]*T) {
fileData, err := os.ReadFile(tablePath)
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):]...)
err = csvutil.Unmarshal(standardCsvData, table)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
}
func readTable[T any](tablePath string, table *[]*T) {
fileData, err := os.ReadFile(tablePath)
if err != nil {
info := fmt.Sprintf("open file error: %v", err)
panic(info)
}
reader := csv.NewReader(bytes.NewBuffer(fileData))
reader.Comma = '\t'
dec, err := csvutil.NewDecoder(reader)
if err != nil {
info := fmt.Sprintf("create decoder error: %v", err)
panic(info)
}
for {
t := new(T)
err := dec.Decode(t)
if err == io.EOF {
break
}
if err != nil {
info := fmt.Sprintf("decode file error: %v", err)
panic(info)
}
*table = append(*table, t)
}
}
// LUA相关
type ScriptLibFunc struct {
fnName string
fn lua.LGFunction
}
var SCRIPT_LIB_FUNC_LIST = make([]*ScriptLibFunc, 0)
func RegScriptLibFunc(fnName string, fn lua.LGFunction) {
SCRIPT_LIB_FUNC_LIST = append(SCRIPT_LIB_FUNC_LIST, &ScriptLibFunc{
fnName: fnName,
fn: fn,
})
}
func initLuaState(luaState *lua.LState) {
eventType := luaState.NewTable()
luaState.SetGlobal("EventType", eventType)
luaState.SetField(eventType, "EVENT_NONE", lua.LNumber(constant.LUA_EVENT_NONE))
luaState.SetField(eventType, "EVENT_ENTER_REGION", lua.LNumber(constant.LUA_EVENT_ENTER_REGION))
luaState.SetField(eventType, "EVENT_LEAVE_REGION", lua.LNumber(constant.LUA_EVENT_LEAVE_REGION))
luaState.SetField(eventType, "EVENT_ANY_MONSTER_DIE", lua.LNumber(constant.LUA_EVENT_ANY_MONSTER_DIE))
luaState.SetField(eventType, "EVENT_ANY_MONSTER_LIVE", lua.LNumber(constant.LUA_EVENT_ANY_MONSTER_LIVE))
luaState.SetField(eventType, "EVENT_QUEST_START", lua.LNumber(constant.LUA_EVENT_QUEST_START))
entityType := luaState.NewTable()
luaState.SetGlobal("EntityType", entityType)
luaState.SetField(entityType, "NONE", lua.LNumber(constant.ENTITY_TYPE_NONE))
luaState.SetField(entityType, "AVATAR", lua.LNumber(constant.ENTITY_TYPE_AVATAR))
luaState.SetField(entityType, "MONSTER", lua.LNumber(constant.ENTITY_TYPE_MONSTER))
luaState.SetField(entityType, "NPC", lua.LNumber(constant.ENTITY_TYPE_NPC))
luaState.SetField(entityType, "GADGET", lua.LNumber(constant.ENTITY_TYPE_GADGET))
regionShape := luaState.NewTable()
luaState.SetGlobal("RegionShape", regionShape)
luaState.SetField(regionShape, "NONE", lua.LNumber(constant.REGION_SHAPE_NONE))
luaState.SetField(regionShape, "SPHERE", lua.LNumber(constant.REGION_SHAPE_SPHERE))
luaState.SetField(regionShape, "CUBIC", lua.LNumber(constant.REGION_SHAPE_CUBIC))
luaState.SetField(regionShape, "CYLINDER", lua.LNumber(constant.REGION_SHAPE_CYLINDER))
luaState.SetField(regionShape, "POLYGON", lua.LNumber(constant.REGION_SHAPE_POLYGON))
questState := luaState.NewTable()
luaState.SetGlobal("QuestState", questState)
luaState.SetField(questState, "NONE", lua.LNumber(constant.QUEST_STATE_NONE))
luaState.SetField(questState, "UNSTARTED", lua.LNumber(constant.QUEST_STATE_UNSTARTED))
luaState.SetField(questState, "UNFINISHED", lua.LNumber(constant.QUEST_STATE_UNFINISHED))
luaState.SetField(questState, "FINISHED", lua.LNumber(constant.QUEST_STATE_FINISHED))
luaState.SetField(questState, "FAILED", lua.LNumber(constant.QUEST_STATE_FAILED))
gadgetState := luaState.NewTable()
luaState.SetGlobal("GadgetState", gadgetState)
luaState.SetField(gadgetState, "Default", lua.LNumber(constant.GADGET_STATE_DEFAULT))
luaState.SetField(gadgetState, "ChestLocked", lua.LNumber(constant.GADGET_STATE_CHEST_LOCKED))
luaState.SetField(gadgetState, "GearStart", lua.LNumber(constant.GADGET_STATE_GEAR_START))
luaState.SetField(gadgetState, "GearStop", lua.LNumber(constant.GADGET_STATE_GEAR_STOP))
visionLevelType := luaState.NewTable()
luaState.SetGlobal("VisionLevelType", visionLevelType)
luaState.SetField(visionLevelType, "VISION_LEVEL_NEARBY", lua.LNumber(1))
luaState.SetField(visionLevelType, "VISION_LEVEL_NORMAL", lua.LNumber(2))
luaState.SetField(visionLevelType, "VISION_LEVEL_REMOTE", lua.LNumber(3))
luaState.SetField(visionLevelType, "VISION_LEVEL_LITTLE_REMOTE", lua.LNumber(4))
}
func newLuaState(luaStr string) *lua.LState {
luaState := lua.NewState(lua.Options{
IncludeGoStackTrace: true,
})
initLuaState(luaState)
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 getSceneLuaConfigTable[T any](luaState *lua.LState, tableName string, object T) bool {
luaValue := luaState.GetGlobal(tableName)
table, ok := luaValue.(*lua.LTable)
if !ok {
// logger.Debug("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 ParseLuaTableToObject[T any](table *lua.LTable, object T) bool {
tableObject := convLuaValueToGo(table)
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
}
}