package hero import ( "crypto/rand" "errors" "go_dreamfactory/comm" "go_dreamfactory/lego/core" "go_dreamfactory/modules" "go_dreamfactory/pb" cfg "go_dreamfactory/sys/configure/structs" "go_dreamfactory/sys/db" "go_dreamfactory/utils" "math" "math/big" "reflect" "strconv" "go.mongodb.org/mongo-driver/bson/primitive" "go.mongodb.org/mongo-driver/mongo" "go.mongodb.org/mongo-driver/x/bsonx" ) type ModelHero struct { modules.MCompModel module *Hero } func (this *ModelHero) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) { this.TableName = comm.TableHero err = this.MCompModel.Init(service, module, comp, options) this.module = module.(*Hero) // 通过uid创建索引 this.DB.CreateIndex(core.SqlTable(this.TableName), mongo.IndexModel{ Keys: bsonx.Doc{{Key: "uid", Value: bsonx.Int32(1)}}, }) return } // 初始化英雄 func (this *ModelHero) InitHero(uid string, heroCfgId string) *pb.DBHero { heroCfg, _ := this.module.configure.GetHeroConfig(heroCfgId) if heroCfg == nil { this.module.Errorf("%v hero not found from config %v", heroCfgId) return nil } objId := primitive.NewObjectID().Hex() newHero := &pb.DBHero{ Id: objId, Uid: uid, HeroID: heroCfg.Hid, Star: heroCfg.Star, //初始星级 Lv: 1, //初始等级 Block: false, //未锁定 CardType: heroCfg.Type, //卡片类型 Skins: []int32{}, EquipID: make([]string, 8), //初始装备 AddProperty: make(map[string]int32), Property: make(map[string]int32), JuexProperty: make(map[string]int32), TalentProperty: make(map[string]int32), HoroscopeProperty: make(map[string]int32), Fetters: make(map[string]int32), } this.PropertyCompute(newHero) this.initHeroSkill(newHero) return newHero } // 初始化英雄技能 func (this *ModelHero) initHeroSkill(hero *pb.DBHero) []*pb.SkillData { heroCfg, _ := this.module.configure.GetHeroConfig(hero.HeroID) if heroCfg != nil { if heroCfg.Skill != 0 { hero.CaptainSkill = heroCfg.Skill } skills := []*pb.SkillData{} if heroCfg.Skill1 != 0 { skills = append(skills, &pb.SkillData{SkillID: heroCfg.Skill1, SkillLv: 1}) } if heroCfg.Skill2 != 0 { skills = append(skills, &pb.SkillData{SkillID: heroCfg.Skill2, SkillLv: 1}) } if heroCfg.Skill3 != 0 { skills = append(skills, &pb.SkillData{SkillID: heroCfg.Skill3, SkillLv: 1}) } hero.NormalSkill = skills } return nil } // 创建一个指定的英雄 func (this *ModelHero) createSpecialHero(uid string, heroCfgId string) (hero *pb.DBHero, err error) { list := this.getHeroList(uid) for _, v := range list { if v.HeroID == heroCfgId { hero = v return } } hero = this.InitHero(uid, heroCfgId) if hero != nil { if err = this.AddList(uid, hero.Id, hero); err != nil { this.module.Errorf("%v", err) return } } return } // 拷贝一个指针对象 func (this *ModelHero) copyPoint(m *pb.DBHero) *pb.DBHero { vt := reflect.TypeOf(m).Elem() newoby := reflect.New(vt) newoby.Elem().Set(reflect.ValueOf(m).Elem()) return newoby.Interface().(*pb.DBHero) } // 克隆一个英雄 // 调用此方法前注意有使用map 切片等指针类型数据是 克隆完成后自行初始化这个指针对象 func (this *ModelHero) CloneNewHero(uid string, hero *pb.DBHero) (newHero *pb.DBHero) { newHero = new(pb.DBHero) *newHero = *hero //*this.copyPoint(hero) newHero.Id = primitive.NewObjectID().Hex() this.AddList(newHero.Uid, newHero.Id, newHero) // 星座图属性计算 this.module.moduleHoroscope.ComputeHeroNumeric(uid, hero) return } // 初始化可叠加的英雄 func (this *ModelHero) initHeroOverlying(uid string, heroCfgId string, count int32) (hero *pb.DBHero, err error) { var ( model *db.DBModel ) hero = this.InitHero(uid, heroCfgId) if hero != nil { if this.module.IsCross() { if model, err = this.module.GetDBModelByUid(uid, this.TableName); err != nil { this.module.Errorln(err) } else { if err = model.AddList(uid, hero.Id, hero); err != nil { this.module.Errorf("err:%v", err) } } } else { if err = this.AddList(uid, hero.Id, hero); err != nil { this.module.Errorln(err) } } } return } // 获取一个英雄(参数唯一objID) func (this *ModelHero) getOneHero(uid, heroId string) *pb.DBHero { hero := &pb.DBHero{} err := this.GetListObj(uid, heroId, hero) if err != nil { return nil } return hero } // 消耗英雄卡 func (this *ModelHero) consumeHeroCard(uid string, hero *pb.DBHero) (err error) { if hero == nil { err = errors.New("hero no exist") return } if err := this.DelListlds(uid, []string{hero.Id}); err != nil { this.module.Errorf("%v", err) } this.module.Debugf("删除卡牌uid:%s,卡牌ID:%s", uid, hero.Id) return } // 获取玩家的英雄列表 func (this *ModelHero) getHeroList(uid string) []*pb.DBHero { heroes := make([]*pb.DBHero, 0) err := this.GetList(uid, &heroes) if err != nil { return nil } return heroes } // 重置觉醒属性 func (this *ModelHero) resetJuexingProperty(hero *pb.DBHero) { hero.JuexProperty = make(map[string]int32) for i := 1; i <= int(hero.JuexingLv); i++ { awakenData, err := this.module.configure.GetHeroAwakenConfig(hero.HeroID, int32(i)) if err == nil { if len(awakenData.Phasebonus) != 2 { continue } key := awakenData.Phasebonus[0] value, err := strconv.Atoi(awakenData.Phasebonus[1]) if err != nil { continue } switch key { case comm.Hp: hero.JuexProperty[comm.Hp] += int32(value) case comm.Def: hero.JuexProperty[comm.Def] += int32(value) case comm.Atk: hero.JuexProperty[comm.Atk] += int32(value) case comm.Speed: hero.JuexProperty[comm.Speed] += int32(value) case comm.Cri: hero.JuexProperty[comm.Cri] += int32(value) case comm.ResonanceHpPro: hero.JuexProperty[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp]))) case comm.ResonanceAtkPro: hero.JuexProperty[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk]))) case comm.ResonanceDefPro: hero.JuexProperty[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def]))) default: this.module.Errorf("unkonw Resonance property:%s", key) } } } } // 觉醒 func (this *ModelHero) setJuexingProperty(hero *pb.DBHero, key string, value int32) { switch key { case comm.Hp: hero.JuexProperty[comm.Hp] += value case comm.Def: hero.JuexProperty[comm.Def] += value case comm.Atk: hero.JuexProperty[comm.Atk] += value case comm.Speed: hero.JuexProperty[comm.Speed] += value case comm.ResonanceHpPro: hero.JuexProperty[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp]))) case comm.ResonanceAtkPro: hero.JuexProperty[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk]))) case comm.ResonanceDefPro: hero.JuexProperty[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def]))) } } // 设置装备属性 func (this *ModelHero) setEquipProperty(hero *pb.DBHero, equip []*pb.DB_Equipment) { addProperty := make(map[string]int32) //副属性 equipSkill := make([]*pb.SkillData, 0) for i, v := range equip { if v == nil { continue } hero.EquipID[i] = v.Id addProperty[v.MainEntry.AttrName] += v.MainEntry.Value //主属性 for _, v := range v.AdverbEntry { addProperty[v.AttrName] += v.Value + v.EnchValue //附加属性 } if v.Adverbskill != nil { for _, v := range v.Adverbskill { equipSkill = append(equipSkill, &pb.SkillData{ SkillID: v.SkillId, SkillLv: v.Lv, }) } } } for _, v := range hero.Suits { if v.Effect { if configure, err := this.module.configure.GetEquipsuit(v.Suitid); err != nil { this.module.Errorln(err) } else { for k, v := range configure.SetBonuses { addProperty[k] += v } } } } for k, v := range addProperty { switch k { case comm.AtkPro: addProperty[comm.Atk] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Atk]))) case comm.DefPro: addProperty[comm.Def] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Def]))) case comm.HpPro: addProperty[comm.Hp] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Hp]))) case comm.SpeedPro: addProperty[comm.Speed] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Speed]))) } } this.mergeAddProperty(hero.Uid, hero, addProperty, equipSkill) } // 设置装备 func (this *ModelHero) setEquipment(uid string, hero *pb.DBHero) (newHero *pb.DBHero, err error) { if len(hero.EquipID) == 0 { return } update := make(map[string]interface{}) update["suits"] = hero.Suits update["equipID"] = hero.EquipID if err = this.ChangeList(hero.Uid, hero.Id, update); err != nil { this.module.Errorf("%v", err) return } return } // 合并属性即属性值累加 (data 额外加的属性) func (this *ModelHero) mergeMainProperty(uid string, hero *pb.DBHero, data map[string]int32) (err error) { for k, v := range hero.Property { if v1, ok := data[k]; ok { v += v1 } } if err = this.ChangeList(uid, hero.Id, map[string]interface{}{ "property": hero.Property, }); err != nil { this.module.Errorf("mergeMainProperty err %v", err) } return } // 合并附加属性 func (this *ModelHero) mergeAddProperty(uid string, hero *pb.DBHero, data map[string]int32, skills []*pb.SkillData) { hero.AddProperty = data if err := this.ChangeList(uid, hero.Id, map[string]interface{}{ "addProperty": data, "equipSkill": skills, }); err != nil { this.module.Errorf("mergeAddProperty err %v", err) } } func (this *ModelHero) StarAtkAddition(star int32) (addValue float32) { for i := 1; i <= int(star); i++ { starCfg := this.module.configure.GetHeroStar(int32(i)) cfg := this.module.configure.GetHeroLv(starCfg.Level) addValue += cfg.Atk * starCfg.StarupAtk / 1000.0 } return addValue } func (this *ModelHero) StarDefAddition(star int32) (addValue float32) { for i := 1; i <= int(star); i++ { starCfg := this.module.configure.GetHeroStar(int32(i)) cfg := this.module.configure.GetHeroLv(starCfg.Level) addValue += cfg.Def * starCfg.StarupDef / 1000.0 } return addValue } func (this *ModelHero) StarHpAddition(star int32) (addValue float32) { for i := 1; i <= int(star); i++ { starCfg := this.module.configure.GetHeroStar(int32(i)) cfg := this.module.configure.GetHeroLv(starCfg.Level) //this.moduleHero.Debugf("cfg.Atk= %f,starCfg.StarupHp = %f,addValue= %f", cfg.Atk, starCfg.StarupHp, addValue) addValue += cfg.Hp * starCfg.StarupHp / 1000.0 } return addValue } // 属性计算 基础属性 // 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 func (this *ModelHero) PropertyCompute(hero *pb.DBHero) { growCfg := this.module.configure.GetHeroLvgrow(hero.HeroID) heroCfg, _ := this.module.configure.GetHeroConfig(hero.HeroID) lvCfg := this.module.configure.GetHeroLv(hero.Lv) starCfg := this.module.configure.GetHeroStar(hero.Star) starLvfg := this.module.configure.GetHeroLv(starCfg.Level) if growCfg == nil || heroCfg == nil || lvCfg == nil || starCfg == nil || starLvfg == nil { this.module.Debugf("hero PropertyCompute Configure Info err:heroid :%s, herolv:=%d,heroStar:%d,", hero.HeroID, hero.Lv, hero.Star) return } var atk = (this.StarAtkAddition(hero.Star) + lvCfg.Atk + float32(growCfg.Atk)) * (growCfg.Atkgrow / 1000.0) var def = (this.StarDefAddition(hero.Star) + lvCfg.Def + float32(growCfg.Def)) * (growCfg.Defgrow / 1000.0) var hp = (this.StarHpAddition(hero.Star) + lvCfg.Hp + float32(growCfg.Hp)) * (growCfg.Hpgrow / 1000.0) speed := growCfg.Speed hero.Property = map[string]int32{ comm.Hp: int32(math.Floor(float64(hp))), comm.Atk: int32(math.Floor(float64(atk))), comm.Def: int32(math.Floor(float64(def))), comm.Speed: int32(math.Floor(float64(speed))), comm.Cri: int32(growCfg.Cri), //暴击 comm.Cridam: int32(growCfg.Cridam), //暴击伤害 comm.Effhit: int32(growCfg.Effhit), //效果命中 comm.Effre: int32(growCfg.Effre), //效果抵抗 comm.LostHold: int32(growCfg.Losthold), //失手率% comm.UnderStand: int32(growCfg.Understand), //会心率% comm.DamRe: int32(growCfg.Damre), //伤害减免% comm.CauseDam: int32(growCfg.Causedam), //伤害提升% comm.TreAdd: int32(growCfg.Treadd), //治疗加成% comm.BeTreAdd: int32(growCfg.Betreadd), //受疗加成% comm.SuckBlood: int32(growCfg.Suckblood), //吸血加成% } if hero.Id != "" { // objID 为空表示是怪物对象 不享受天赋属性加成 this.resetTalentProperty(hero) this.module.moduleHoroscope.ComputeHeroNumeric(hero.Uid, hero) } this.resetJuexingProperty(hero) } // 重新计算英雄属性 func (this *ModelHero) ChangeHeroProperty(session comm.IUserSession, hero *pb.DBHero) (err error) { this.PropertyCompute(hero) //重新计算 property 的值 update := map[string]interface{}{ "property": hero.Property, "talentProperty": hero.TalentProperty, "juexProperty": hero.JuexProperty, "horoscopeProperty": hero.HoroscopeProperty, } if err = this.ChangeList(session.GetUserId(), hero.Id, update); err != nil { this.module.Errorf("ChangeHeroProperty err:%v", err) return } return } func (this *ModelHero) cleanData(uid string) { userList := this.module.GetHeroList(uid) for _, v := range userList { if err := this.DelListlds(uid, []string{v.Id}); err != nil { this.module.Errorf("cleanData err:%v", err) } } } func (this *ModelHero) AddCardExp(session comm.IUserSession, hero *pb.DBHero, exp int32, model *db.DBModel) (curAddExp int32, errdata *pb.ErrorData) { var ( preLv int32 //加经验之前的等级 curExp int32 // 加经验之后的经验 curLv int32 // 加经验之后的等级 update map[string]interface{} // 属性变化 ) if hero == nil { errdata = &pb.ErrorData{ Code: pb.ErrorCode_HeroNoExist, Title: pb.ErrorCode_HeroNoExist.ToString(), } return } update = make(map[string]interface{}, 0) curExp = hero.Exp curLv = hero.Lv preLv = curLv var maxLv int32 // 校验等级达到上限 maxLv = this.module.configure.GetHeroMaxLv(hero.Star) // 校验玩家等级 if _user := this.module.ModuleUser.GetUser(session.GetUserId()); _user != nil { if expConf := this.module.configure.GetPlayerlvConf(_user.Lv); expConf != nil { if maxLv > expConf.HeroLv { maxLv = expConf.HeroLv // 英雄最大等级限制 } } } _data := this.module.configure.GetHeroLv(curLv) if _data != nil { var maxExp int32 maxExp = _data.Heroexp if maxLv <= curLv && curExp >= maxExp { // 加经验之前校验是否达到最大等级 curAddExp = 0 // 已经满级的时候 //code = pb.ErrorCode_HeroMaxLv // this.module.Debugf("英雄已经满级 不需要升级heroid:%s,addexp:%d", hero.Id, exp) return } curExp += exp // 先把经验加上 for { // 死循环判断一键升级 if _data.Heroexp == 0 { curAddExp = exp - (curExp - maxExp) // 减去超过部分的经验 curExp = 0 break } maxExp = _data.Heroexp if maxLv <= curLv && curExp >= maxExp { // 设置最大经验和等级 curAddExp = exp - (curExp - maxExp) // 减去超过部分的经验 curLv = maxLv curExp = maxExp break } if maxExp > curExp { // 经验不够升级则不能执行升级操作 break } else { // 升级操作 curExp -= maxExp curLv += 1 // 经验够了 那么等级+1 _data = this.module.configure.GetHeroLv(curLv) if _data == nil { // 等级加失败了 回到原来的等级 curLv -= 1 break } } } if curAddExp != 0 { curAddExp = exp // 真正加的经验 } this.module.Debugf("add hero exp :old lv:%d,old exp:%d,new lv:%d,new exp:%d,addexp:%d", hero.Lv, hero.Exp, curLv, curExp, exp) update["lv"] = curLv update["exp"] = curExp hero.Lv = curLv hero.Exp = curExp if curLv-preLv > 0 { // 升级了 统计任务 this.PropertyCompute(hero) update["property"] = hero.Property update["horoscopeProperty"] = hero.HoroscopeProperty update["talentProperty"] = hero.TalentProperty update["juexProperty"] = hero.JuexProperty } if model != nil { if err := model.ChangeList(session.GetUserId(), hero.Id, update); err != nil { this.module.Errorf("add hero exp failed ChangeList %v", err) errdata = &pb.ErrorData{ Code: pb.ErrorCode_DBError, Title: pb.ErrorCode_DBError.ToString(), Message: err.Error(), } } } else { if err := this.ChangeList(session.GetUserId(), hero.Id, update); err != nil { this.module.Errorf("add hero exp failed ChangeList %v", err) errdata = &pb.ErrorData{ Code: pb.ErrorCode_DBError, Title: pb.ErrorCode_DBError.ToString(), Message: err.Error(), } } } if curLv-preLv > 0 { // 升级了 统计任务 var szTask []*pb.BuriedParam szTask = append(szTask, comm.GetBuriedParam(comm.Rtype147, utils.ToInt32(hero.HeroID), curLv-preLv)) szTask = append(szTask, comm.GetBuriedParam(comm.Rtype113, curLv-preLv)) szTask = append(szTask, comm.GetBuriedParam(comm.Rtype4, hero.Lv, utils.ToInt32(hero.HeroID))) szTask = append(szTask, comm.GetBuriedParam2(comm.Rtype23, hero.HeroID, hero.Star, hero.Lv)) szTask = append(szTask, comm.GetBuriedParam(comm.Rtype24, 1)) // szTask = append(szTask, comm.GetBuriedParam(comm.Rtype29, 1, hero.Lv, utils.ToInt32(hero.HeroID))) szTask = append(szTask, comm.GetBuriedParam2(comm.Rtype23, hero.HeroID, hero.Star, hero.Lv)) if cfg, _ := this.module.configure.GetHeroConfig(hero.HeroID); cfg != nil { szTask = append(szTask, comm.GetBuriedParam2(comm.Rtype32, hero.HeroID, cfg.Color, hero.Lv)) //xx英雄满级、共鸣、觉醒至最高状态 nextAwaken, _ := this.module.configure.GetHeroAwakenConfig(hero.HeroID, hero.JuexingLv+1) if nextAwaken == nil { // 达到满级觉醒 if hero.Lv == this.module.configure.GetHeroMaxLv(hero.Star) { var _l int32 talent, err := this.module.modelTalent.GetHerotalent(session.GetUserId()) if err == nil { for _, v := range talent { if v.HeroId == hero.HeroID { _l = int32(len(v.Talent)) break } } } if this.module.configure.GetHeroTalentMaxLv(hero.HeroID) == _l { szTask = append(szTask, comm.GetBuriedParam2(comm.Rtype37, hero.HeroID, cfg.Color)) szTask = append(szTask, comm.GetBuriedParam2(comm.Rtype38, hero.HeroID)) } } } } szTask = append(szTask, comm.GetBuriedParam2(comm.Rtype111, hero.HeroID, hero.Lv)) szTask = append(szTask, comm.GetBuriedParam(comm.Rtype112, 1, hero.Lv)) szTask = append(szTask, comm.GetBuriedParam(comm.Rtype113, hero.Lv)) szTask = append(szTask, comm.GetBuriedParam(comm.Rtype33, 1, 1, hero.Lv)) szTask = append(szTask, comm.GetBuriedParam(comm.Rtype118, hero.Lv, hero.JuexingLv)) go this.module.ModuleBuried.TriggerBuried(session.GetUserId(), szTask...) } } return } // 玩家离线 清除缓存 func (this *ModelHero) RemoveUserHeroInfo(uid string) (err error) { //star := configure.Now() this.BatchDelLists(uid) //this.moduleHero.Debugf("=====%d,", time.Since(star).Milliseconds()) return } // 通过卡池的权重 获取英雄 func (this *ModelHero) GetRandHeroIdBypool(sz []int32) int32 { if len(sz) > 0 { var _totalW int64 // 总权重 var _tmpW int64 // 临时权重 for _, v := range sz { _totalW += int64(v) } // 随机权重 n, _ := rand.Int(rand.Reader, big.NewInt(_totalW)) for i, v := range sz { _tmpW += int64(v) if n.Int64() < _tmpW { // 种族保底卡池命中 return int32(i) } } } return 0 } // 初始化怪物属性 func (this *ModelHero) InitMonsterHero(heroCfgId string, star, lv int32) *pb.DBHero { heroCfg, _ := this.module.configure.GetHeroConfig(heroCfgId) if heroCfg == nil { this.module.Errorf("%v hero not found from config %v", heroCfgId) return nil } newHero := &pb.DBHero{ HeroID: heroCfg.Hid, Star: star, //初始星级 Lv: lv, //初始等级 Block: false, //未锁定 CardType: heroCfg.Type, //卡片类型 Skins: []int32{}, EquipID: make([]string, 8), //初始装备 AddProperty: make(map[string]int32), Property: make(map[string]int32), JuexProperty: make(map[string]int32), TalentProperty: make(map[string]int32), HoroscopeProperty: make(map[string]int32), } this.PropertyCompute(newHero) this.initHeroSkill(newHero) return newHero } // 设置天赋属性 func (this *ModelHero) setTalentProperty(hero *pb.DBHero, conf *cfg.GameHeroTalentData) { if conf == nil || hero == nil { return } if hero.TalentProperty == nil { hero.TalentProperty = make(map[string]int32) } if conf.Hp != -1 { if _, ok := hero.TalentProperty[comm.Hp]; ok { hero.TalentProperty[comm.Hp] += int32(math.Floor((float64(conf.Hp) / 1000) * float64(hero.Property[comm.Hp]))) } else { hero.TalentProperty[comm.Hp] = int32(math.Floor((float64(conf.Hp) / 1000) * float64(hero.Property[comm.Hp]))) } } if conf.Atk != -1 { if _, ok := hero.TalentProperty[comm.Atk]; ok { hero.TalentProperty[comm.Atk] += int32(math.Floor((float64(conf.Atk) / 1000) * float64(hero.Property[comm.Atk]))) } else { hero.TalentProperty[comm.Atk] = int32(math.Floor((float64(conf.Atk) / 1000) * float64(hero.Property[comm.Atk]))) } } if conf.Def != -1 { if _, ok := hero.TalentProperty[comm.Def]; ok { hero.TalentProperty[comm.Def] += int32(math.Floor((float64(conf.Def) / 1000) * float64(hero.Property[comm.Def]))) } else { hero.TalentProperty[comm.Def] = int32(math.Floor((float64(conf.Def) / 1000) * float64(hero.Property[comm.Def]))) } } if conf.Cri != -1 { if _, ok := hero.TalentProperty[comm.Cri]; ok { hero.TalentProperty[comm.Cri] += int32(math.Floor((float64(conf.Cri) / 1000) * float64(hero.Property[comm.Cri]))) } else { hero.TalentProperty[comm.Cri] = int32(math.Floor((float64(conf.Cri) / 1000) * float64(hero.Property[comm.Cri]))) } } if conf.Speed != -1 { if _, ok := hero.TalentProperty[comm.Speed]; ok { hero.TalentProperty[comm.Speed] += int32(math.Floor((float64(conf.Speed) / 1000) * float64(hero.Property[comm.Speed]))) } else { hero.TalentProperty[comm.Speed] = int32(math.Floor((float64(conf.Speed) / 1000) * float64(hero.Property[comm.Speed]))) } } _heroMap := make(map[string]interface{}, 0) if conf.Skill != 0 { hero.NormalSkill = append(hero.NormalSkill, &pb.SkillData{ SkillID: conf.Skill, SkillLv: 1, }) _heroMap["normalSkill"] = hero.NormalSkill } _heroMap["talentProperty"] = hero.TalentProperty if err := this.ChangeList(hero.Uid, hero.Id, _heroMap); err != nil { this.module.Errorf("mergeenegryProperty err %v", err) } } // 重置天赋属性 func (this *ModelHero) cleanTalentProperty(hero *pb.DBHero) { if hero == nil { return } hero.TalentProperty = map[string]int32{} _heroMap := make(map[string]interface{}, 0) _heroMap["talentProperty"] = hero.TalentProperty if err := this.ChangeList(hero.Uid, hero.Id, _heroMap); err != nil { this.module.Errorf("mergeenegryProperty err %v", err) } } // 重新计算天赋加成 attr hp atk def cri speed func (this *ModelHero) resetTalentProperty(hero *pb.DBHero) { var ( attr [5]int32 ) if hero == nil { return } if rst, err := this.module.modelTalent.GetHerotalent(hero.Uid); err != nil { for _, v := range rst { if v.HeroId == hero.HeroID { // 找到对应的英雄 for k := range v.Talent { if conf, _ := this.module.configure.GetHeroTalent(k); conf != nil { //获取天赋树 if conf.Hp != -1 { attr[0] += conf.Hp } if conf.Atk != -1 { attr[1] += conf.Atk } if conf.Def != -1 { attr[2] += conf.Def } if conf.Cri != -1 { attr[3] += conf.Cri } if conf.Speed != -1 { attr[4] += conf.Speed } } } break } } } hero.TalentProperty = make(map[string]int32) for k, v := range attr { if v != 0 { switch k { case 0: hero.TalentProperty[comm.Hp] = int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Hp]))) case 1: hero.TalentProperty[comm.Atk] = int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Atk]))) case 2: hero.TalentProperty[comm.Def] = int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Def]))) case 3: hero.TalentProperty[comm.Cri] = int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Cri]))) case 4: hero.TalentProperty[comm.Speed] = int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Speed]))) } } } } // 创建一条英雄信息,如果有这个英雄 则转换成对应的碎片 func (this *ModelHero) createHero(session comm.IUserSession, heroCfgId string, count int32) (hero *pb.DBHero, bFirst bool, atno []*pb.UserAtno, err error) { heros := make([]*pb.DBHero, 0) uid := session.GetUserId() heroCfg, _ := this.module.configure.GetHeroConfig(heroCfgId) if heroCfg == nil { err = errors.New("not found hero configID") this.module.Errorf("not found hero configID:%s", heroCfgId) return } if this.module.IsCross() { if dbModel, err1 := this.module.GetDBModelByUid(uid, this.TableName); err1 == nil { if err = dbModel.GetList(uid, &heros); err != nil { this.module.Errorf("err:%v", err) return } } else { this.module.Errorln(err) // 获取跨服对象失败 return } } else { if err = this.GetList(uid, &heros); err != nil { this.module.Errorf("err:%v", err) } } bFirst = true for _, obj := range heros { if obj.HeroID == heroCfgId { hero = obj bFirst = false atno = append(atno, &pb.UserAtno{ // 有英雄的时候 数量给0 A: "hero", T: hero.HeroID, N: 0, O: hero.Id, }) break } } if bFirst { // 没有当前英雄 count -= 1 hero, err = this.initHeroOverlying(uid, heroCfgId, 1) if err != nil { return } atno = append(atno, &pb.UserAtno{ A: "hero", T: hero.HeroID, N: 1, O: hero.Id, }) } res := make([]*cfg.Gameatn, 0) rst, err := this.module.ModuleUser.GetUserExpand(session.GetUserId()) if err != nil { return } if rst.Expitem == nil { rst.Expitem = make(map[string]int32) } if rst.Herofrag == nil { rst.Herofrag = make(map[string]int32) } bChange := false // 转碎片处理 for i := 0; int32(i) < count; i++ { bAdd := false //守护之星 获得 if heroCfg.Herofragnum > 0 { if v, ok := rst.Herofrag[hero.HeroID]; !ok { rst.Herofrag[hero.HeroID] = 1 bAdd = true bChange = true } else if heroCfg.Herofragnum > v { rst.Herofrag[hero.HeroID] += 1 bAdd = true bChange = true } } if bAdd { res = append(res, heroCfg.Herofrag...) for _, v := range heroCfg.Herofrag { atno = append(atno, &pb.UserAtno{ A: v.A, T: v.T, N: v.N, }) } } else { list := this.module.ModuleTools.GetGlobalConf().Moonshopmoney if list != nil { for pos, v := range list { if int32(pos)+3 == heroCfg.Star && v > 0 { res = append(res, &cfg.Gameatn{ A: "attr", T: "moongold", N: v, }) atno = append(atno, &pb.UserAtno{ A: "attr", T: "moongold", N: v, }) break } } } } bAdd = false // 初始化 // expitem 获得 if heroCfg.Expitemnum > 0 { if v, ok := rst.Expitem[hero.HeroID]; ok { if heroCfg.Expitemnum > v { rst.Expitem[hero.HeroID] += 1 bAdd = true bChange = true } } else { rst.Expitem[hero.HeroID] = 1 bAdd = true bChange = true } } if bAdd { res = append(res, heroCfg.Expitem...) for _, v := range heroCfg.Expitem { atno = append(atno, &pb.UserAtno{ A: v.A, T: v.T, N: v.N, }) } } } if bChange { this.module.ModuleUser.ChangeUserExpand(session.GetUserId(), map[string]interface{}{ "herofrag": rst.Herofrag, "expitem": rst.Expitem, }) } if len(res) > 0 { // 资源统一发放 this.module.DispenseRes(session, res, true) } return } // 校验当前技能是否是满级 func (this *ModelHero) checkHeroAllSkillMax(hero *pb.DBHero) bool { for _, v := range hero.NormalSkill { if this.module.configure.GetHeroSkillMaxLvConfig(uint32(v.SkillID)) > v.SkillLv { return false } } return true } func (this *ModelHero) SetHeroFetterProperty(hero *pb.DBHero, attr []*cfg.Gameatr) { if hero == nil || len(attr) == 0 { return } if hero.Fetters == nil { hero.Fetters = make(map[string]int32, 0) } for _, key := range attr { value := key.N switch key.A { case comm.Hp: hero.Fetters[comm.Hp] += value case comm.Def: hero.Fetters[comm.Def] += value case comm.Atk: hero.Fetters[comm.Atk] += value case comm.Speed: hero.Fetters[comm.Speed] += value case comm.HpPro: hero.Fetters[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp]))) case comm.AtkPro: hero.Fetters[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk]))) case comm.DefPro: hero.Fetters[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def]))) default: this.module.Errorf("unkonw hero fetter property:%v", key) } } }