Merge branch 'dev' of http://git.legu.cc/liwei_3d/go_dreamfactory into dev
This commit is contained in:
commit
b0a4811445
@ -26,7 +26,9 @@ func (this *apiComp) Awaken(session comm.IUserSession, req *pb.HeroAwakenReq) (c
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awakenData *cfg.GameHeroAwakenData
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_hero *pb.DBHero
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chanegCard []*pb.DBHero // change
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_heroMap map[string]interface{}
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)
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_heroMap = make(map[string]interface{}, 0)
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chanegCard = make([]*pb.DBHero, 0)
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code = this.AwakenCheck(session, req) // check
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if code != pb.ErrorCode_Success {
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@ -62,9 +64,11 @@ func (this *apiComp) Awaken(session comm.IUserSession, req *pb.HeroAwakenReq) (c
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_hero.SameCount -= 1
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newHero := this.module.modelHero.CloneNewHero(_hero)
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chanegCard = append(chanegCard, newHero)
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_heroMap["isOverlying"] = false
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_heroMap["sameCount"] = 1
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}
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_hero.SameCount = 1
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_hero.IsOverlying = false
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// 加属性 awakenData
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_value, ok := strconv.Atoi(awakenData.Phasebonus[0])
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if ok == nil { // 升级技能
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@ -76,41 +80,23 @@ func (this *apiComp) Awaken(session comm.IUserSession, req *pb.HeroAwakenReq) (c
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}
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}
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}
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_heroMap := map[string]interface{}{
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"normalSkill": _hero.NormalSkill,
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"sameCount": 1,
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"isOverlying": false,
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}
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// 保存数据
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err := this.module.modelHero.ChangeList(session.GetUserId(), _hero.Id, _heroMap)
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if err != nil {
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code = pb.ErrorCode_DBError
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this.module.Errorf("update hero skill failed:%v", err)
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return
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}
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_heroMap["normalSkill"] = _hero.NormalSkill
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} else { // 加属性
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property := make(map[string]int32, 0)
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value, err := strconv.Atoi(awakenData.Phasebonus[1])
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if err == nil {
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property[awakenData.Phasebonus[0]] += int32(value)
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}
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this.module.modelHero.mergeMainProperty(session.GetUserId(), _hero, property)
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_hero.JuexingLv += 1
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_heroMap := map[string]interface{}{
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"juexingLv": _hero.JuexingLv,
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"sameCount": 1,
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"isOverlying": false,
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}
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// 保存数据
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err = this.module.modelHero.ChangeList(session.GetUserId(), _hero.Id, _heroMap)
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if err != nil {
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code = pb.ErrorCode_DBError
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this.module.Errorf("update hero skill failed:%v", err)
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return
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this.module.modelHero.setJuexingProperty(_hero, awakenData.Phasebonus[0], int32(value))
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_heroMap["juexProperty"] = _hero.JuexProperty
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}
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}
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this.module.modelHero.ChangeHeroProperty(session, _hero) // 推送属性变化
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_hero.JuexingLv += 1
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_heroMap["juexingLv"] = _hero.JuexingLv
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// 保存数据
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err := this.module.modelHero.ChangeList(session.GetUserId(), _hero.Id, _heroMap)
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if err != nil {
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code = pb.ErrorCode_DBError
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this.module.Errorf("update hero skill failed:%v", err)
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return
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}
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chanegCard = append(chanegCard, _hero)
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session.SendMsg(string(this.module.GetType()), "change", &pb.HeroChangePush{List: chanegCard})
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@ -110,7 +110,7 @@ func (this *apiComp) Resonance(session comm.IUserSession, req *pb.HeroResonanceR
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}
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}
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this.module.modelHero.ChangeHeroProperty(session, _hero) // 推送属性变化
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//this.module.modelHero.ChangeHeroProperty(session, _hero) // 推送属性变化
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ChangeList = append(ChangeList, _hero)
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session.SendMsg(string(this.module.GetType()), "change", &pb.HeroChangePush{List: ChangeList})
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@ -60,19 +60,14 @@ func (this *apiComp) ResonanceReset(session comm.IUserSession, req *pb.HeroReson
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if code != pb.ErrorCode_Success {
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return
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}
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property := make(map[string]int32, 0)
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property[comm.HpPro] -= _hero.AddProperty[comm.HpPro]
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property[comm.AtkPro] -= _hero.AddProperty[comm.AtkPro]
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property[comm.DefPro] -= _hero.AddProperty[comm.DefPro]
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this.module.modelHero.mergeMainProperty(session.GetUserId(), _hero, property)
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for k := range _hero.Energy { // 清除玩家选择的共鸣属性
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delete(_hero.Energy, k)
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}
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_hero.EnergyProperty = make(map[string]int32, 0)
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_hero.Energy = make(map[string]int32)
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_hero.DistributionResonate = _hero.ResonateNum * resonConfig.Energy
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_heroMap := map[string]interface{}{
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"distributionResonate": _hero.DistributionResonate,
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"energy": _hero.Energy,
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"isOverlying": false,
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"energyProperty": _hero.EnergyProperty,
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}
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err1 = this.module.modelHero.ChangeList(session.GetUserId(), req.HeroObjID, _heroMap) // 修改英雄信息
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@ -81,9 +76,6 @@ func (this *apiComp) ResonanceReset(session comm.IUserSession, req *pb.HeroReson
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code = pb.ErrorCode_DBError
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return
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}
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// 计算属性
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this.module.modelHero.setEnergyProperty(_hero)
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//session.SendMsg(string(this.module.GetType()), "change", &pb.HeroChangePush{List: []*pb.DBHero{_hero}})
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session.SendMsg(string(this.module.GetType()), ResonanceReset, &pb.HeroResonanceResetResp{Hero: _hero, Energy: _hero.ResonateNum})
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return
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}
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@ -261,6 +261,26 @@ func (this *ModelHero) getHeroList(uid string) []*pb.DBHero {
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return heroes
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}
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// 觉醒
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func (this *ModelHero) setJuexingProperty(hero *pb.DBHero, key string, value int32) {
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switch key {
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case comm.Hp:
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hero.JuexProperty[comm.Hp] += value
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case comm.Def:
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hero.JuexProperty[comm.Def] += value
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case comm.Atk:
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hero.JuexProperty[comm.Atk] += value
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case comm.Speed:
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hero.JuexProperty[comm.Speed] += value
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case comm.ResonanceHpPro:
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hero.JuexProperty[comm.Hp] += int32(math.Floor((1.0 + float64(value)/1000) * float64(hero.Property[comm.Hp])))
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case comm.ResonanceAtkPro:
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hero.JuexProperty[comm.Atk] += int32(math.Floor((1.0 + float64(value)/1000) * float64(hero.Property[comm.Atk])))
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case comm.ResonanceDefPro:
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hero.JuexProperty[comm.Def] += int32(math.Floor((1.0 + float64(value)/1000) * float64(hero.Property[comm.Def])))
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}
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}
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// 设置共鸣能量点数属性
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func (this *ModelHero) setEnergyProperty(hero *pb.DBHero) {
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resonConfig := this.moduleHero.configure.GetHeroResonanceConfig(hero.HeroID, hero.Star)
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@ -277,7 +297,11 @@ func (this *ModelHero) setEnergyProperty(hero *pb.DBHero) {
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EnergyProperty[comm.Def] += int32(math.Floor((1.0 + float64(resonConfig.Defpro*v)/1000) * float64(hero.Property[comm.Def])))
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}
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}
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this.mergeEnegryProperty(hero.Uid, hero, EnergyProperty)
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_heroMap := make(map[string]interface{}, 0)
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_heroMap["enegryProperty"] = EnergyProperty
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if err := this.ChangeList(hero.Uid, hero.Id, _heroMap); err != nil {
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this.moduleHero.Errorf("mergeenegryProperty err %v", err)
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}
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}
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// 设置装备属性
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@ -304,8 +328,6 @@ func (this *ModelHero) setEquipProperty(hero *pb.DBHero, equip []*pb.DB_Equipmen
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}
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}
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}
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//this.mergeMainProperty(hero.Uid, hero, property)
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this.mergeAddProperty(hero.Uid, hero, addProperty)
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}
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@ -376,17 +398,6 @@ func (this *ModelHero) mergeAddProperty(uid string, hero *pb.DBHero, data map[st
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}
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}
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// 合并附加能量属性
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func (this *ModelHero) mergeEnegryProperty(uid string, hero *pb.DBHero, data map[string]int32) {
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hero.EnergyProperty = data
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if err := this.ChangeList(uid, hero.Id, map[string]interface{}{
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"enegryProperty": data,
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}); err != nil {
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this.moduleHero.Errorf("mergeAddProperty err %v", err)
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}
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}
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//属性计算
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//英雄基础属性 + 英雄等级基础属性 * 英雄成长系数 + 英雄星级对应等级属性 * 英雄品质系数
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func (this *ModelHero) PropertyCompute(hero *pb.DBHero) {
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@ -421,24 +432,24 @@ func (this *ModelHero) PropertyCompute(hero *pb.DBHero) {
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return
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}
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curHp := hero.Property[comm.Hp]
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//血量
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exprHp := fmt.Sprintf("%v + %v * %v/1000 + %v * %v/1000",
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(curHp + lvGrow.Hp), heroLvCfg.Hp, lvGrow.Hpgrow, heroStarCfg.Hp, stargrowCfg.StarupHp)
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lvGrow.Hp, heroLvCfg.Hp, lvGrow.Hpgrow, heroStarCfg.Hp, stargrowCfg.StarupHp)
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hp, _ := mengine.ParseAndExec(exprHp)
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curAtk := hero.Property[comm.Atk]
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// 攻击
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exprAtk := fmt.Sprintf("%v +%v * %v/1000 + %v * %v/1000",
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(curAtk + lvGrow.Atk), heroLvCfg.Atk, lvGrow.Atkgrow, heroStarCfg.Atk, stargrowCfg.StarupAtk)
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lvGrow.Atk, heroLvCfg.Atk, lvGrow.Atkgrow, heroStarCfg.Atk, stargrowCfg.StarupAtk)
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atk, _ := mengine.ParseAndExec(exprAtk)
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curDef := hero.Property[comm.Def]
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// 防御
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exprDef := fmt.Sprintf("%v +%v * %v/1000 + %v * %v/1000",
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(curDef + lvGrow.Def), heroLvCfg.Def, lvGrow.Defgrow, heroStarCfg.Def, stargrowCfg.StarupDef)
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lvGrow.Def, heroLvCfg.Def, lvGrow.Defgrow, heroStarCfg.Def, stargrowCfg.StarupDef)
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def, _ := mengine.ParseAndExec(exprDef)
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curSpeed := hero.Property[comm.Speed]
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// 速度
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exprSpeed := fmt.Sprintf("%v +%v * %v/1000 + %v * %v/1000",
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(curSpeed + lvGrow.Speed), 0, 0, 0, stargrowCfg.StarupSpeed)
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lvGrow.Speed, 0, 0, 0, stargrowCfg.StarupSpeed)
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speed, _ := mengine.ParseAndExec(exprSpeed)
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hero.Property = map[string]int32{
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comm.Hp: int32(math.Floor(hp)),
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