diff --git a/modules/hero/api_strengthenUpSkill.go b/modules/hero/api_strengthenUpSkill.go index 8c1f257c8..55461fdfc 100644 --- a/modules/hero/api_strengthenUpSkill.go +++ b/modules/hero/api_strengthenUpSkill.go @@ -11,7 +11,7 @@ import ( //参数校验 func (this *apiComp) StrengthenUpSkillCheck(session comm.IUserSession, req *pb.HeroStrengthenUpSkillReq) (code pb.ErrorCode) { - if req.HeroObjID == "" || req.CostCardObj == "" { + if req.HeroObjID == "" || len(req.CostCardObj) == 0 { code = pb.ErrorCode_ReqParameterError return } @@ -28,103 +28,119 @@ func (this *apiComp) StrengthenUpSkill(session comm.IUserSession, req *pb.HeroSt totalprobability int32 // 所有技能总权重 tmpValue int32 // 临时对象 存放累加权重 tagColor int32 // 目标卡品质 - costColor int32 // 消耗卡品质 - _hero *pb.DBHero // 操作的英雄 - _costHero *pb.DBHero // 消耗的英雄 - ChangeList []*pb.DBHero // 推送 改变的英雄 + + _hero *pb.DBHero // 操作的英雄 + ChangeList []*pb.DBHero // 推送 改变的英雄 + mapCostHero map[string]int32 // 消耗的技能卡 + mapCostObj map[string]*pb.DBHero // 消耗的技能卡对象 ) + mapCostHero = make(map[string]int32, 0) + mapCostObj = make(map[string]*pb.DBHero, 0) ChangeList = make([]*pb.DBHero, 0) tmpUpSkillID = make(map[int32]*pb.SkillData, 0) - probability = make(map[int32]int32, 0) + code = this.StrengthenUpSkillCheck(session, req) // check if code != pb.ErrorCode_Success { return } - _hero, code = this.module.GetHeroByObjID(session.GetUserId(), req.HeroObjID) // 查询目标卡是否存在 if code != pb.ErrorCode_Success { return } - _costHero, code = this.module.GetHeroByObjID(session.GetUserId(), req.CostCardObj) // 查询消耗卡是否存在 - if code != pb.ErrorCode_Success { - return - } - if _costHero.Block { // 锁定的卡不允许被消耗 - code = pb.ErrorCode_HeroIsLock - return - } // 查询配置表 找出原始品质 - tmp := this.module.configure.GetHero(_hero.HeroID) - if tmp == nil { + heroCfg := this.module.configure.GetHero(_hero.HeroID) + if heroCfg == nil { code = pb.ErrorCode_HeroNoExist return } - tagColor = tmp.Color - tmp = this.module.configure.GetHero(_costHero.HeroID) - if tmp == nil { - code = pb.ErrorCode_HeroNoExist - return + tagColor = heroCfg.Color + for _, v := range req.CostCardObj { // 数组转 map + mapCostHero[v]++ } - if tmp.Type != comm.CardTypeSkill { - code = pb.ErrorCode_HeroTypeErr - return - } - costColor = tmp.Color - if costColor != tagColor { - code = pb.ErrorCode_HeroColorErr - return - } - - config, err1 := this.module.configure.GetHeroSkillUpConfig() - if err1 != nil { - code = pb.ErrorCode_ConfigNoFound - return - } - - for index, skill := range _hero.NormalSkill { - skillMaxLv := this.module.configure.GetHeroSkillMaxLvConfig(uint32(skill.SkillID)) - if skill.SkillLv < skillMaxLv { // 找到没有满级的技能id - tmpUpSkillID[int32(index)] = skill + for k, v := range mapCostHero { + costHero, c := this.module.GetHeroByObjID(session.GetUserId(), k) // 查询消耗卡是否存在 + if c != pb.ErrorCode_Success { + code = c + return } + if costHero.Block { // 锁定的卡不允许被消耗 + code = pb.ErrorCode_HeroIsLock + return + } + if costHero.SameCount < v { // 数量校验 + code = pb.ErrorCode_HeroNoEnough + return + } + tmp := this.module.configure.GetHero(costHero.HeroID) // 星级校验 + if tmp.Color != tagColor { + code = pb.ErrorCode_HeroColorErr + return + } + if tmp.Type != comm.CardTypeSkill { // 查看是不是升级卡 + code = pb.ErrorCode_HeroTypeErr + return + } + mapCostObj[k] = costHero } - // 获取权重 - for k, v := range tmpUpSkillID { - for _, v2 := range config.GetDataList() { - if v2.Hid == _hero.HeroID && (k+1) == v2.Skillpos && v.SkillLv == v2.Skilllevel { - probability[k] = v2.Probability // 设置权重 + for range req.CostCardObj { // 升级技能 + config, err1 := this.module.configure.GetHeroSkillUpConfig() + if err1 != nil { + code = pb.ErrorCode_ConfigNoFound + return + } + + for index, skill := range _hero.NormalSkill { + skillMaxLv := this.module.configure.GetHeroSkillMaxLvConfig(uint32(skill.SkillID)) + if skill.SkillLv < skillMaxLv { // 找到没有满级的技能id + tmpUpSkillID[int32(index)] = skill } } - } - - // 根据权重升级对应的技能 - for _, v := range probability { - totalprobability += v - } - if totalprobability == 0 { - code = pb.ErrorCode_HeroSkillUpErr //技能升级失败 - return - } - n, _ := rand.Int(rand.Reader, big.NewInt(int64(totalprobability))) - - for k, v := range probability { - tmpValue += v - if int32(n.Int64()) < tmpValue { // 找到了 - upSkillPos = k - break + if len(tmpUpSkillID) == 0 { + code = pb.ErrorCode_HeroMaxSkillLv + return } - } - for index, skill := range _hero.NormalSkill { - if int32(index) == upSkillPos { // 找到指定位置技能并升级 - skill.SkillLv += 1 - break + probability = make(map[int32]int32, 0) + // 获取权重 + for k, v := range tmpUpSkillID { + for _, v2 := range config.GetDataList() { + if v2.Hid == _hero.HeroID && (k+1) == v2.Skillpos && v.SkillLv == v2.Skilllevel { + probability[k] = v2.Probability // 设置权重 + } + } } - } + totalprobability = 0 + // 根据权重升级对应的技能 + for _, v := range probability { + totalprobability += v + } + if totalprobability == 0 { + code = pb.ErrorCode_HeroSkillUpErr //技能升级失败 + return + } + n, _ := rand.Int(rand.Reader, big.NewInt(int64(totalprobability))) - // 扣除材料 - code = this.module.DelCard(session.GetUserId(), _costHero, 1) - if code != pb.ErrorCode_Success { - return + for k, v := range probability { + tmpValue += v + if int32(n.Int64()) < tmpValue { // 找到了 + upSkillPos = k + break + } + } + for index, skill := range _hero.NormalSkill { + if int32(index) == upSkillPos { // 找到指定位置技能并升级 + skill.SkillLv += 1 + break + } + } + + } + for k, v := range mapCostObj { + code = this.module.DelCard(session.GetUserId(), v, mapCostHero[k]) + if code != pb.ErrorCode_Success { + return + } + ChangeList = append(ChangeList, v) } // 堆叠情况 if _hero.SameCount > 1 { @@ -138,17 +154,15 @@ func (this *apiComp) StrengthenUpSkill(session comm.IUserSession, req *pb.HeroSt "sameCount": 1, } _hero.SameCount = 1 - err1 = this.module.modelHero.ChangeList(session.GetUserId(), req.HeroObjID, _heroMap) // 修改英雄信息 + err1 := this.module.modelHero.ChangeList(session.GetUserId(), req.HeroObjID, _heroMap) // 修改英雄信息 if err1 != nil { this.module.Errorf("update hero skill failed:%v", err1) code = pb.ErrorCode_DBError return } - ChangeList = append(ChangeList, _costHero) - session.SendMsg(string(this.module.GetType()), "change", &pb.HeroChangePush{List: ChangeList}) this.module.modelHero.ChangeHeroProperty(session, _hero) // 推送属性变化 - - session.SendMsg(string(this.module.GetType()), "change", &pb.HeroChangePush{List: []*pb.DBHero{_hero}}) + ChangeList = append(ChangeList, _hero) + session.SendMsg(string(this.module.GetType()), "change", &pb.HeroChangePush{List: ChangeList}) session.SendMsg(string(this.module.GetType()), StrengthenUpSkill, &pb.HeroStrengthenUpSkillResp{Hero: _hero}) return } diff --git a/pb/errorcode.pb.go b/pb/errorcode.pb.go index 55dc48c3c..df2c8a8a7 100644 --- a/pb/errorcode.pb.go +++ b/pb/errorcode.pb.go @@ -103,6 +103,7 @@ const ( ErrorCode_HeroStarLvErr ErrorCode = 1320 // 升星等级不够 ErrorCode_HeroMaxStarLv ErrorCode = 1321 // 达到最大升星等级 ErrorCode_DrawCardTypeNotFound ErrorCode = 1322 // 抽卡类型不匹配 + ErrorCode_HeroMaxSkillLv ErrorCode = 1323 // 达到最大技能等级 // equipment ErrorCode_EquipmentOnFoundEquipment ErrorCode = 1400 // 未找到武器 ErrorCode_EquipmentLvlimitReached ErrorCode = 1401 // 武器等级已达上限 @@ -213,6 +214,7 @@ var ( 1320: "HeroStarLvErr", 1321: "HeroMaxStarLv", 1322: "DrawCardTypeNotFound", + 1323: "HeroMaxSkillLv", 1400: "EquipmentOnFoundEquipment", 1401: "EquipmentLvlimitReached", 1402: "EquipmentIsWorn", @@ -315,6 +317,7 @@ var ( "HeroStarLvErr": 1320, "HeroMaxStarLv": 1321, "DrawCardTypeNotFound": 1322, + "HeroMaxSkillLv": 1323, "EquipmentOnFoundEquipment": 1400, "EquipmentLvlimitReached": 1401, "EquipmentIsWorn": 1402, @@ -373,7 +376,7 @@ var File_errorcode_proto protoreflect.FileDescriptor var file_errorcode_proto_rawDesc = []byte{ 0x0a, 0x0f, 0x65, 0x72, 0x72, 0x6f, 0x72, 0x63, 0x6f, 0x64, 0x65, 0x2e, 0x70, 0x72, 0x6f, 0x74, - 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HeroObjID string `protobuf:"bytes,1,opt,name=heroObjID,proto3" json:"heroObjID"` // 英雄对象ID - CostCardObj string `protobuf:"bytes,2,opt,name=costCardObj,proto3" json:"costCardObj"` // 消耗技能升级卡 + HeroObjID string `protobuf:"bytes,1,opt,name=heroObjID,proto3" json:"heroObjID"` // 英雄对象ID + CostCardObj []string `protobuf:"bytes,2,rep,name=costCardObj,proto3" json:"costCardObj"` // 消耗技能升级卡 } func (x *HeroStrengthenUpSkillReq) Reset() { @@ -631,11 +631,11 @@ func (x *HeroStrengthenUpSkillReq) GetHeroObjID() string { return "" } -func (x *HeroStrengthenUpSkillReq) GetCostCardObj() string { +func (x *HeroStrengthenUpSkillReq) GetCostCardObj() []string { if x != nil { return x.CostCardObj } - return "" + return nil } // 卡牌技能升级返回 @@ -1685,7 +1685,7 @@ var file_hero_hero_msg_proto_rawDesc = []byte{ 0x71, 0x12, 0x1c, 0x0a, 0x09, 0x68, 0x65, 0x72, 0x6f, 0x4f, 0x62, 0x6a, 0x49, 0x44, 0x18, 0x01, 0x20, 0x01, 0x28, 0x09, 0x52, 0x09, 0x68, 0x65, 0x72, 0x6f, 0x4f, 0x62, 0x6a, 0x49, 0x44, 0x12, 0x20, 0x0a, 0x0b, 0x63, 0x6f, 0x73, 0x74, 0x43, 0x61, 0x72, 0x64, 0x4f, 0x62, 0x6a, 0x18, 0x02, - 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