package combat import ( "go_dreamfactory/comm" "go_dreamfactory/lego/base" "go_dreamfactory/lego/core" "go_dreamfactory/lego/sys/event" "go_dreamfactory/modules" "go_dreamfactory/pb" cfg "go_dreamfactory/sys/configure/structs" "go_dreamfactory/lego/sys/log" ) /* 模块名:关卡编辑器 描述:新手训练营 开发:李伟 */ func NewModule() core.IModule { m := new(Combat) return m } type Combat struct { modules.ModuleBase service base.IRPCXService battle comm.IBattle api_comp *apiComp configure *configureComp modelCombat *modelCombatComp } // 模块名 func (this *Combat) GetType() core.M_Modules { return comm.ModuleCombat } // 模块初始化接口 注册用户创建角色事件 func (this *Combat) Init(service core.IService, module core.IModule, options core.IModuleOptions) (err error) { err = this.ModuleBase.Init(service, module, options) this.service = service.(base.IRPCXService) return } func (this *Combat) Start() (err error) { err = this.ModuleBase.Start() var module core.IModule if module, err = this.service.GetModule(comm.ModuleBattle); err != nil { return } this.battle = module.(comm.IBattle) event.RegisterGO(comm.EventUserOffline, this.EventUserOffline) return } // 装备组件 func (this *Combat) OnInstallComp() { this.ModuleBase.OnInstallComp() this.api_comp = this.RegisterComp(new(apiComp)).(*apiComp) this.modelCombat = this.RegisterComp(new(modelCombatComp)).(*modelCombatComp) this.configure = this.RegisterComp(new(configureComp)).(*configureComp) } // Event------------------------------------------------------------------------------------------------------------ func (this *Combat) EventUserOffline(uid, sessionid string) { this.modelCombat.delInfo(uid) } func (this *Combat) GetLevels(uid string) (levels map[int32]*pb.DBCombatLevel) { combat := &pb.DBCombatUser{} levels = make(map[int32]*pb.DBCombatLevel) if err := this.modelCombat.Get(uid, combat); err != nil { return } levels = combat.Level return } //任务埋点通知 func (this *Combat) BuriedsNotify(uid string, condis []*pb.ConIProgress) { this.Debug("收到埋点中心 进度改变通知", log.Field{Key: "uid", Value: uid}, log.Field{Key: "condis", Value: condis}) //废弃 采用主动询问机制 return var ( err error session comm.IUserSession online bool info *pb.DBCombatUser lvconf *cfg.GameCombatLevelData progress []*pb.LevelProgressItem pitem *pb.LevelProgressItem ok bool pass bool ) session, online = this.GetUserSession(uid) defer func() { if online { session.Push() } this.PutUserSession(session) }() if info, err = this.modelCombat.queryInfo(uid); err != nil { return } progress = make([]*pb.LevelProgressItem, 0) for _, l := range info.Level { l.Progress = 0 pitem = &pb.LevelProgressItem{ Level: l.Id, Passmaintask: l.Passmaintask, Passpertask: l.Passpertask, Progress: l.Progress, Pass: l.Pass, Mainaward: make([]*pb.UserAssets, 0), Peraward: make([]*pb.UserAssets, 0), } if l.Pass != 2 { ok = false pass = true for _, v := range l.Passmaintask { for _, v1 := range condis { if v.Conid == v1.Conid { ok = true v.Value = v1.Value v.State = v1.State } } l.Progress += v.Value if v.State != 1 { pass = false } } if l.Pass == 0 && pass { //基础通关达成 l.Pass = 1 pitem.Pass = l.Pass if lvconf, err = this.configure.getCombatLevel(l.Id); err != nil { this.Error("BuriedsNotify 执行错误!", log.Field{Key: "err", Value: err.Error()}) return } this.DispenseRes(session, lvconf.Award, true) atns := make([]*pb.UserAssets, len(lvconf.Award)) for i, v := range lvconf.Award { atns[i] = &pb.UserAssets{ A: v.A, T: v.T, N: v.N, } } pitem.Mainaward = atns } pass = true for _, v := range l.Passpertask { for _, v1 := range condis { if v.Conid == v1.Conid { ok = true v.Value = v1.Value v.State = v1.State } } l.Progress += v.Value if v.State != 1 { pass = false } } if l.Pass == 1 && pass { //完美通关完成 l.Pass = 2 pitem.Pass = l.Pass if lvconf, err = this.configure.getCombatLevel(l.Id); err != nil { this.Error("BuriedsNotify 执行错误!", log.Field{Key: "err", Value: err.Error()}) return } this.DispenseRes(session, lvconf.Profectaward, true) atns := make([]*pb.UserAssets, len(lvconf.Profectaward)) for i, v := range lvconf.Profectaward { atns[i] = &pb.UserAssets{ A: v.A, T: v.T, N: v.N, } } pitem.Peraward = atns } pitem.Progress = l.Progress if ok { progress = append(progress, pitem) } } } if len(progress) > 0 { session.SendMsg(string(this.GetType()), "progress", &pb.CombatProgressPush{Levels: progress}) } }