package battle import ( "fmt" "go_dreamfactory/lego/core" "go_dreamfactory/modules" "go_dreamfactory/sys/configure" cfg "go_dreamfactory/sys/configure/structs" "sync" ) const ( game_equipsuit = "game_equipsuit.json" //套装技能表 game_monsterformat = "game_monsterformat.json" //整容表 game_monster = "game_monster.json" //怪物表 game_skillatk = "game_skillatk" //主技能表 game_skillafteratk = "game_skillafteratk" //子技能表 game_skillbuff = "game_skillbuff" //技能buff表 game_skillpassive = "game_skillpassive" //被动技能表 ) ///背包配置管理组件 type configureComp struct { modules.MCompConfigure module *Battle skillatklock sync.RWMutex skillatk map[int32]map[int32]*cfg.GameSkillAtkData //主动技能表 } //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.(*Battle) this.LoadConfigure(game_equipsuit, cfg.NewGameEquipSuit) this.LoadConfigure(game_monster, cfg.NewGameMonster) this.LoadConfigure(game_monsterformat, cfg.NewGameMonsterFormat) configure.RegisterConfigure(game_skillatk, cfg.NewGameSkillAtk, func() { this.skillatklock.Lock() if v, err := this.GetConfigure(game_skillatk); err != nil { this.module.Errorf("err:%v", err) return } else { this.skillatk = make(map[int32]map[int32]*cfg.GameSkillAtkData) for _, v := range v.(*cfg.GameSkillAtk).GetDataList() { if this.skillatk[v.Id] == nil { this.skillatk[v.Id] = make(map[int32]*cfg.GameSkillAtkData) } this.skillatk[v.Id][v.Level] = v } } this.skillatklock.Unlock() }) this.LoadConfigure(game_skillafteratk, cfg.NewGameSkillAfteratk) this.LoadConfigure(game_skillbuff, cfg.NewGameSkillBuff) this.LoadConfigure(game_skillpassive, cfg.NewGameSkillPassive) return } //查询阵容表 func (this *configureComp) GetMonsterFormat(id int32) (result *cfg.GameMonsterFormatData, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(game_monsterformat); err != nil { this.module.Errorln(err) } else { if result, ok = v.(*cfg.GameMonsterFormat).GetDataMap()[id]; !ok { err = fmt.Errorf("on found MonsterFormat:%d", id) this.module.Errorln(err) } } return } //查询怪物表 func (this *configureComp) GetMonster(id int32) (result *cfg.GameMonsterData, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(game_monster); err != nil { this.module.Errorln(err) } else { if result, ok = v.(*cfg.GameMonster).GetDataMap()[id]; !ok { err = fmt.Errorf("on found GameMonster:%d", id) this.module.Errorln(err) } } return } //查询装备套装表 func (this *configureComp) Getequipsuit(id int32) (result *cfg.GameEquipSuitData, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(game_equipsuit); err != nil { this.module.Errorln(err) } else { if result, ok = v.(*cfg.GameEquipSuit).GetDataMap()[id]; !ok { err = fmt.Errorf("on found Getequipsuit:%d", id) this.module.Errorln(err) } } return } ///获取主动技能配置表 func (this *configureComp) GetSkillAtk(skillId int32, skillLv int32) (result *cfg.GameSkillAtkData, err error) { if skills, ok := this.skillatk[skillId]; ok { if result, ok = skills[skillLv]; ok { return } } err = fmt.Errorf("no found SkillAtk skillId:%d skillLv%d", skillId, skillLv) this.module.Error(err.Error()) return } //获取子技能配置表 func (this *configureComp) GetSkillAfteratk(skillId int32) (result *cfg.GameSkillAfteratkData, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(game_skillafteratk); err != nil { this.module.Errorln(err) } else { if result, ok = v.(*cfg.GameSkillAfteratk).GetDataMap()[skillId]; !ok { err = fmt.Errorf("on found SkillAfteratk skillId:%d", skillId) this.module.Error(err.Error()) } } return } //获取buff表 func (this *configureComp) GetSkillBuff(skillId int32) (result *cfg.GameSkillBuffData, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(game_skillbuff); err != nil { this.module.Errorln(err) } else { if result, ok = v.(*cfg.GameSkillBuff).GetDataMap()[skillId]; !ok { err = fmt.Errorf("on found SkillAfteratk skillId:%d", skillId) this.module.Error(err.Error()) } } return } //获取被动技能表 func (this *configureComp) GetSkillPassive(skillId int32) (result *cfg.GameSkillPassiveData, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(game_skillpassive); err != nil { this.module.Errorln(err) } else { if result, ok = v.(*cfg.GameSkillPassive).GetDataMap()[skillId]; !ok { err = fmt.Errorf("on found SkillAfteratk skillId:%d", skillId) this.module.Error(err.Error()) } } return }