package equipment import ( "go_dreamfactory/comm" "go_dreamfactory/lego/core" "go_dreamfactory/lego/sys/log" "go_dreamfactory/modules" "go_dreamfactory/pb" cfg "go_dreamfactory/sys/configure/structs" "math/rand" "time" "go.mongodb.org/mongo-driver/bson/primitive" "go.mongodb.org/mongo-driver/mongo" "go.mongodb.org/mongo-driver/x/bsonx" ) ///装备 数据组件 type modelEquipmentComp struct { modules.MCompModel module *Equipment } //组件初始化接口 func (this *modelEquipmentComp) Init(service core.IService, module core.IModule, comp core.IModuleComp, opt core.IModuleOptions) (err error) { this.TableName = comm.TableEquipment this.MCompModel.Init(service, module, comp, opt) this.module = module.(*Equipment) //创建uid索引 this.DB.CreateIndex(core.SqlTable(this.TableName), mongo.IndexModel{ Keys: bsonx.Doc{{Key: "uid", Value: bsonx.Int32(1)}}, }) return } //查询用户装备数据 func (this *modelEquipmentComp) QueryUserEquipmentsById(uId, id string) (equipment *pb.DB_Equipment, err error) { equipment = &pb.DB_Equipment{} err = this.GetListObj(uId, id, equipment) return } //查询用户装备数据 func (this *modelEquipmentComp) QueryUserEquipmentsByIds(uId string, ids []string) (equipments []*pb.DB_Equipment, err error) { equipments = []*pb.DB_Equipment{} err = this.GetListObjs(uId, ids, &equipments) return } ///查询用户的武器背包 func (this *modelEquipmentComp) QueryUserEquipments(uId string) (equipments []*pb.DB_Equipment, err error) { equipments = make([]*pb.DB_Equipment, 0) if err = this.GetList(uId, &equipments); err != nil { this.module.Errorf("err:%v", err) } return } ///查询目标卡片数量 func (this *modelEquipmentComp) QueryEquipmentAmount(uid string, equipmentId string) (amount uint32) { var ( equipments []*pb.DB_Equipment err error ) amount = 0 if equipments, err = this.QueryUserEquipments(uid); err != nil { return } for _, v := range equipments { if v.CId == equipmentId { amount += v.OverlayNum } } return } //添加装备 func (this *modelEquipmentComp) AddEquipments(session comm.IUserSession, cIds map[string]uint32) (change []*pb.DB_Equipment, err error) { var ( configure *cfg.GameEquip equipments []*pb.DB_Equipment iskeep bool add map[string]*pb.DB_Equipment update map[string]*pb.DB_Equipment uId string = session.GetUserId() ) if configure, err = this.module.configure.GetEquipmentConfigure(); err != nil { return } if equipments, err = this.QueryUserEquipments(uId); err != nil { return } add = make(map[string]*pb.DB_Equipment) update = make(map[string]*pb.DB_Equipment) change = make([]*pb.DB_Equipment, 0, len(equipments)) for k, v := range cIds { iskeep = false for _, equipment := range equipments { if equipment.CId == k && equipment.IsInitialState { update[equipment.Id] = equipment change = append(change, equipment) equipment.OverlayNum += v iskeep = true break } } if !iskeep { if c, ok := configure.GetDataMap()[k]; ok { if equipment, err := this.newEquipment(uId, c, v); err != nil { return nil, err } else { //随机任务 this.module.ModuleRtask.SendToRtask(session, comm.Rtype50, 1, c.Star) add[equipment.Id] = equipment change = append(change, equipment) } } } } if len(add) > 0 { if err = this.AddLists(uId, add); err != nil { log.Errorf("err:%v", err) return } } for _, v := range update { if err = this.ChangeList(uId, v.Id, map[string]interface{}{"overlayNum": v.OverlayNum}); err != nil { log.Errorf("err:%v", err) return } } return } //删除装备 func (this *modelEquipmentComp) DelEquipments(uId string, eIds []string) (change []*pb.DB_Equipment, err error) { change = make([]*pb.DB_Equipment, 0) if err = this.DelListlds(uId, eIds...); err != nil { this.module.Errorln(err) return } for _, v := range eIds { change = append(change, &pb.DB_Equipment{ Id: v, UId: uId, OverlayNum: 0, }) } return } //更新武器挂载信息 func (this *modelEquipmentComp) UpdateByHeroId(uid string, equipments ...*pb.DB_Equipment) (err error) { for _, v := range equipments { if err = this.ChangeList(uid, v.Id, map[string]interface{}{ "heroId": v.HeroId, }); err != nil { log.Errorf("err:%v", err) return } } return } //创建新的武器对象 func (this *modelEquipmentComp) newEquipment(uid string, conf *cfg.GameEquipData, num uint32) (equipment *pb.DB_Equipment, err error) { var ( mattr []*cfg.GameEquipAttrlibraryData sattr []*cfg.GameEquipAttrlibraryData total int satterNum int32 ) equipment = &pb.DB_Equipment{ Id: primitive.NewObjectID().Hex(), CId: conf.Id, Lv: 1, UId: uid, OverlayNum: num, IsInitialState: false, AdverbEntry: make([]*pb.EquipmentAttributeEntry, 0), } if mattr, err = this.module.configure.GetEquipmentAttrlibraryConfigureById(conf.Leadlibrary); err != nil || len(mattr) == 0 { return } equipment.MainEntry = &pb.EquipmentAttributeEntry{ Id: mattr[0].Key, Libraryid: mattr[0].Libraryid, Lv: 1, AttrName: mattr[0].Attrkey, Value: mattr[0].Attrvar, BaseValue: mattr[0].Attrvar, } if sattr, err = this.module.configure.GetEquipmentAttrlibraryConfigureById(conf.Addlibrary); err != nil || len(mattr) == 0 { return } for _, v := range conf.Addattrnump { total += int(v) } n := rand.Intn(total) for i, v := range conf.Addattrnump { if int32(n) <= v { satterNum = conf.Addattrnum[i] break } } if satterNum > 0 && satterNum <= 4 { r := rand.New(rand.NewSource(time.Now().Unix())) for _, v := range r.Perm(len(sattr))[:satterNum] { equipment.AdverbEntry = append(equipment.AdverbEntry, &pb.EquipmentAttributeEntry{ Id: sattr[v].Key, Libraryid: sattr[v].Libraryid, Lv: 1, AttrName: sattr[v].Attrkey, Value: sattr[v].Attrvar, BaseValue: sattr[v].Attrvar, }) } } return } //升级武器 func (this *modelEquipmentComp) upgradeEquipment(equipment *pb.DB_Equipment, equip *cfg.GameEquipData, intensify *cfg.GameEquipIntensifyData) (err error) { equipment.Lv++ equipment.MainEntry.Lv++ equipment.MainEntry.Value = equipment.MainEntry.BaseValue + int32(float64(equipment.MainEntry.BaseValue)*float64(intensify.Bonus)/1000.0) if !intensify.Activation { //不触发副词条变化 return } if len(equipment.AdverbEntry) < 4 { //去随机副词条 var temp []*cfg.GameEquipAttrlibraryData var sattr []*cfg.GameEquipAttrlibraryData if temp, err = this.module.configure.GetEquipmentAttrlibraryConfigureById(equip.Addlibrary); err != nil || len(temp) == 0 { log.Errorf("升级服务错误 读取副词条配置错误!") return } //检索出未使用的词条 for _, v := range temp { iskeep := false for _, v1 := range equipment.AdverbEntry { if v.Key == v1.Id { iskeep = true } } if !iskeep { sattr = append(sattr, v) } } r := rand.New(rand.NewSource(time.Now().Unix())) index := r.Perm(len(sattr))[0] equipment.AdverbEntry = append(equipment.AdverbEntry, &pb.EquipmentAttributeEntry{ Id: sattr[index].Key, Libraryid: sattr[index].Libraryid, Lv: 1, AttrName: sattr[index].Attrkey, Value: sattr[index].Attrvar, }) } else { //随机一个副词条 强化 var attrlibrary *cfg.GameEquipAttrlibraryData r := rand.New(rand.NewSource(time.Now().Unix())) index := r.Perm(len(equipment.AdverbEntry))[0] if attrlibrary, err = this.module.configure.GetEquipmentAttrlibraryConfigureByKey(equipment.AdverbEntry[index].Id); err != nil { return } equipment.AdverbEntry[index].Value = equipment.AdverbEntry[index].BaseValue + int32(float64(attrlibrary.Addition[equipment.AdverbEntry[index].Lv-1])/1000.0*float64(equipment.AdverbEntry[index].BaseValue)) equipment.AdverbEntry[index].Lv++ } return }