package equipment import ( "fmt" "go_dreamfactory/comm" "go_dreamfactory/modules" "go_dreamfactory/sys/configure" cfg "go_dreamfactory/sys/configure/structs" "sync" "go_dreamfactory/lego/core" ) const ( game_equip = "game_equip.json" //装备信息表 equip_attrlibrary = "game_equipattrlibrarys.json" //装备属性配置表 equip_intensify = "game_equipintensify.json" //装备等级消耗表 equip_suit = "game_equipsuit.json" //装备套装表 game_equipcompose = "game_equipscompose.json" //装备锻造 game_equipattribute = "game_equipattribute.json" //装备技能列表 game_equipenchanting = "game_equipenchanting.json" //装备附魔 game_sellcoefficient = "game_sellcoefficient.json" //装备出售品质系数 ) ///背包配置管理组件 type configureComp struct { modules.MCompConfigure module *Equipment equiplock sync.RWMutex suit map[int32][]*cfg.GameEquipData } //组件初始化接口 func (this *configureComp) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) { this.MCompConfigure.Init(service, module, comp, options) this.module = module.(*Equipment) this.LoadConfigure(game_equip, cfg.NewGameEquip) this.LoadConfigure(equip_attrlibrary, cfg.NewGameEquipAttrlibraryS) this.LoadConfigure(equip_intensify, cfg.NewGameEquipIntensify) this.LoadConfigure(equip_suit, cfg.NewGameEquipSuit) this.LoadConfigure(game_equipcompose, cfg.NewGameEquipSCompose) this.LoadConfigure(game_equipattribute, cfg.NewGameEquipAttribute) this.LoadConfigure(game_equipenchanting, cfg.NewGameEquipEnchanting) this.LoadConfigure(game_sellcoefficient, cfg.NewGameSellCoefficient) configure.RegisterConfigure(game_equip, cfg.NewGameEquip, func() { this.equiplock.Lock() if v, err := this.GetConfigure(game_equip); err != nil { this.module.Errorf("err:%v", err) return } else { this.suit = make(map[int32][]*cfg.GameEquipData) for _, v := range v.(*cfg.GameEquip).GetDataList() { if this.suit[v.Suittype] == nil { this.suit[v.Suittype] = make([]*cfg.GameEquipData, 0) } this.suit[v.Suittype] = append(this.suit[v.Suittype], v) } } this.equiplock.Unlock() }) return } //获取装备配置数据 func (this *configureComp) GetEquipmentConfigure() (configure *cfg.GameEquip, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(game_equip); err != nil { this.module.Errorf("err:%v", err) return } else { if configure, ok = v.(*cfg.GameEquip); !ok { err = fmt.Errorf("%T no is *cfg.Game_equipment", v) this.module.Errorf("err:%v", err) return } } return } //获取装备配置数据 func (this *configureComp) GetSuitEquipmentConfigure(suitid int32) (configures []*cfg.GameEquipData, err error) { var ok bool this.equiplock.RLock() configures, ok = this.suit[suitid] this.equiplock.RUnlock() if !ok { err = fmt.Errorf("no found suitid:%d", suitid) } return } //获取装备配置数据 func (this *configureComp) GetEquipmentConfigureById(equipmentId string) (configure *cfg.GameEquipData, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(game_equip); err != nil { this.module.Errorf("err:%v", err) return } else { if configure, ok = v.(*cfg.GameEquip).GetDataMap()[equipmentId]; !ok { err = fmt.Errorf("EquipmentConfigure not found:%s ", equipmentId) this.module.Errorf("err:%v", err) return } } return } //获取装备配置数据 func (this *configureComp) GetEquipmentConfigureByIds(equipmentId []string) (configure []*cfg.GameEquipData, err error) { var ( t interface{} c *cfg.GameEquipData ok bool ) if t, err = this.GetConfigure(game_equip); err != nil { this.module.Errorf("err:%v", err) return } else { configure = make([]*cfg.GameEquipData, len(equipmentId)) for i, v := range equipmentId { if c, ok = t.(*cfg.GameEquip).GetDataMap()[v]; ok { configure[i] = c return } } } return } //获取装备属性表 func (this *configureComp) GetEquipmentAttrlibraryConfigure() (configure *cfg.GameEquipAttrlibraryS, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(equip_attrlibrary); err != nil { this.module.Errorf("err:%v", err) return } else { if configure, ok = v.(*cfg.GameEquipAttrlibraryS); !ok { err = fmt.Errorf("%T no is *cfg.Game_equipment", v) this.module.Errorf("err:%v", err) return } } return } //获取属性词列表 func (this *configureComp) GetEquipmentAttrlibraryConfigureByKey(key int32) (configure *cfg.GameEquipAttrlibrarySData, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(equip_attrlibrary); err != nil { this.module.Errorf("err:%v", err) return } else { if configure, ok = v.(*cfg.GameEquipAttrlibraryS).GetDataMap()[key]; !ok { err = comm.NewNotFoundConfErr(moduleName, equip_attrlibrary, key) // err = fmt.Errorf("EquipmentConfigure GetEquipmentAttrlibraryConfigureByKey not found:%d ", key) this.module.Errorf("err:%v", err) return } } return } //获取属性词列表 func (this *configureComp) GetEquipmentAttrlibraryConfigureById(Id int32) (configure []*cfg.GameEquipAttrlibrarySData, err error) { var ( v interface{} ) if v, err = this.GetConfigure(equip_attrlibrary); err != nil { this.module.Errorf("err:%v", err) return } else { configure = make([]*cfg.GameEquipAttrlibrarySData, 0) for _, v1 := range v.(*cfg.GameEquipAttrlibraryS).GetDataList() { if v1.Libraryid == Id { configure = append(configure, v1) } } } if len(configure) == 0 { err = fmt.Errorf("game_equipattrlibrary.json on found %d", Id) this.module.Errorf("err:%v", err) return } return } //获取武器等级消耗表 func (this *configureComp) GetEquipmentIntensifyConfigure() (configure *cfg.GameEquipIntensify, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(equip_intensify); err != nil { this.module.Errorf("err:%v", err) return } else { if configure, ok = v.(*cfg.GameEquipIntensify); !ok { err = fmt.Errorf("%T no is *cfg.Game_equipment", v) this.module.Errorf("err:%v", err) return } } return } //获取武器等级消耗表 func (this *configureComp) GetEquipmentIntensifyConfigureById(etype, star, lv int32) (configure *cfg.GameEquipIntensifyData, err error) { var ( v interface{} ) if v, err = this.GetConfigure(equip_intensify); err != nil { this.module.Errorf("err:%v", err) return } else { for _, v1 := range v.(*cfg.GameEquipIntensify).GetDataList() { if v1.TypeId == etype && v1.Star == star && v1.Level == lv { configure = v1 } } if configure == nil { err = fmt.Errorf("EquipmentConfigure not found star :%d lv:%d", star, lv) this.module.Errorf("err:%v", err) return } } return } //获取装备锻造数据 func (this *configureComp) GetEquipCompose(id int32) (result *cfg.GameEquipSComposeData, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(game_equipcompose); err != nil { this.module.Errorf("err:%v", err) return } else { if result, ok = v.(*cfg.GameEquipSCompose).GetDataMap()[id]; !ok { err = fmt.Errorf("on found GetEquipCompose id:%d", id) this.module.Errorf("err:%v", err) return } } return } //获取装备锻造数据 func (this *configureComp) getEquipAttribute(sid string) (result *cfg.GameEquipAttributeData, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(game_equipattribute); err != nil { this.module.Errorf("err:%v", err) return } else { if result, ok = v.(*cfg.GameEquipAttribute).GetDataMap()[sid]; !ok { // err = fmt.Errorf("on found getEquipAttribute id:%s", sid) err = comm.NewNotFoundConfErr(moduleName, equip_attrlibrary, sid) this.module.Errorf("err:%v", err) return } } return } //获取附魔数据 func (this *configureComp) getEquipenchanting(id string) (result *cfg.GameEquipEnchantingData, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(game_equipenchanting); err != nil { this.module.Errorf("err:%v", err) return } else { if result, ok = v.(*cfg.GameEquipEnchanting).GetDataMap()[id]; !ok { err = comm.NewNotFoundConfErr(moduleName, equip_attrlibrary, id) // err = fmt.Errorf("on found getEquipenchanting id:%s", id) return } } return } //读取装备出售系数配置 func (this *configureComp) getSellcoefficient(id int32) (result *cfg.GameSellCoefficientData, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(game_sellcoefficient); err != nil { this.module.Errorf("err:%v", err) return } else { if result, ok = v.(*cfg.GameSellCoefficient).GetDataMap()[id]; !ok { err = comm.NewNotFoundConfErr(moduleName, equip_attrlibrary, id) // err = fmt.Errorf("on found getSellcoefficient id:%d", id) return } } return } //获取装备套装配置 func (this *configureComp) getEquipSuit(sid int32) (result *cfg.GameEquipSuitData, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(equip_suit); err != nil { this.module.Errorf("err:%v", err) return } else { if result, ok = v.(*cfg.GameEquipSuit).GetDataMap()[sid]; !ok { // err = fmt.Errorf("on found getEquipAttribute id:%s", sid) err = comm.NewNotFoundConfErr(moduleName, equip_suit, sid) this.module.Errorf("err:%v", err) return } } return }