上传套装属性调整
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@ -12,6 +12,7 @@ import (
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)
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const (
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equip_suit = "game_equipsuit.json" //装备套装表
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new_hero = "game_hero.json" //英雄
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hero_stargrow = "game_herostargrow.json" //英雄品质系数
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hero_levelgrow = "game_herolevelgrow.json" //英雄成长系数
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@ -51,6 +52,7 @@ func (this *configureComp) Init(service core.IService, module core.IModule, comp
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err = this.MCompConfigure.Init(service, module, comp, options)
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this.module = module.(*Hero)
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err = this.LoadMultiConfigure(map[string]interface{}{
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equip_suit: cfg.NewGameEquipSuit,
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new_hero: cfg.NewGameHero,
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hero_stargrow: cfg.NewGameHeroStargrow,
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hero_levelgrow: cfg.NewGameHeroLevelgrow,
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@ -498,3 +500,19 @@ func (this *configureComp) GetHeroStargrowConfigByStar(star int32) int32 {
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return 1
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}
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// 获取英雄升级属性变化相关配置数据
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func (this *configureComp) GetEquipsuit(id int32) (configure *cfg.GameEquipSuitData, err error) {
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var (
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v interface{}
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ok bool
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)
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if v, err = this.GetConfigure(equip_suit); err == nil {
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if configure, ok = v.(*cfg.GameEquipSuit).GetDataMap()[id]; !ok {
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err = fmt.Errorf("%T no is *cfg.GameEquipSuit", v)
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return
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}
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}
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return
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}
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@ -307,22 +307,6 @@ func (this *ModelHero) setEquipProperty(hero *pb.DBHero, equip []*pb.DB_Equipmen
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for _, v := range v.AdverbEntry {
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addProperty[v.AttrName] += v.Value + v.EnchValue //附加属性
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}
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for k, v := range addProperty {
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switch k {
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case comm.AtkPro:
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addProperty[comm.Atk] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Atk])))
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addProperty[comm.AtkPro] = 0
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case comm.DefPro:
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addProperty[comm.Def] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Def])))
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addProperty[comm.DefPro] = 0
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case comm.HpPro:
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addProperty[comm.Hp] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Hp])))
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addProperty[comm.HpPro] = 0
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case comm.SpeedPro:
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addProperty[comm.Speed] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Speed])))
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addProperty[comm.SpeedPro] = 0
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}
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}
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if v.Adverbskill != nil {
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for _, v := range v.Adverbskill {
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equipSkill = append(equipSkill, &pb.SkillData{
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@ -332,6 +316,37 @@ 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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if hero.SuiteId != 0 { //套装
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if configure, err := this.moduleHero.configure.GetEquipsuit(hero.SuiteId); err != nil {
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this.moduleHero.Errorln(err)
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} else {
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for k, v := range configure.SetBonuses {
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addProperty[k] += v
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}
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}
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}
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if hero.SuiteExtId != 0 { //套装
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if configure, err := this.moduleHero.configure.GetEquipsuit(hero.SuiteExtId); err != nil {
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this.moduleHero.Errorln(err)
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} else {
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for k, v := range configure.SetBonuses {
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addProperty[k] += v
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}
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}
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}
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for k, v := range addProperty {
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switch k {
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case comm.AtkPro:
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addProperty[comm.Atk] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Atk])))
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case comm.DefPro:
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addProperty[comm.Def] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Def])))
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case comm.HpPro:
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addProperty[comm.Hp] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Hp])))
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case comm.SpeedPro:
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addProperty[comm.Speed] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Speed])))
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}
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}
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this.mergeAddProperty(hero.Uid, hero, addProperty, equipSkill)
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}
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@ -16,7 +16,7 @@ type GameEquipSuitData struct {
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Skill int32
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Skillname string
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Skillintr string
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SetBonuses map[string]float32
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SetBonuses map[string]int32
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}
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const TypeId_GameEquipSuitData = -1986764885
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@ -36,15 +36,15 @@ func (_v *GameEquipSuitData)Deserialize(_buf map[string]interface{}) (err error)
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var _ok_ bool
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if _arr_, _ok_ = _buf["SetBonuses"].([]interface{}); !_ok_ { err = errors.New("SetBonuses error"); return }
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_v.SetBonuses = make(map[string]float32)
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_v.SetBonuses = make(map[string]int32)
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for _, _e_ := range _arr_ {
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var _kv_ []interface{}
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if _kv_, _ok_ = _e_.([]interface{}); !_ok_ || len(_kv_) != 2 { err = errors.New("SetBonuses error"); return }
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var _key_ string
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{ if _key_, _ok_ = _kv_[0].(string); !_ok_ { err = errors.New("_key_ error"); return } }
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var _value_ float32
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{ var _ok_ bool; var _x_ float64; if _x_, _ok_ = _kv_[1].(float64); !_ok_ { err = errors.New("_value_ error"); return }; _value_ = float32(_x_) }
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var _value_ int32
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{ var _ok_ bool; var _x_ float64; if _x_, _ok_ = _kv_[1].(float64); !_ok_ { err = errors.New("_value_ error"); return }; _value_ = int32(_x_) }
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_v.SetBonuses[_key_] = _value_
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}
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}
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