package hero import ( "go_dreamfactory/comm" "go_dreamfactory/lego/core" "go_dreamfactory/modules" "go_dreamfactory/pb" ) func NewModule() core.IModule { m := new(Hero) return m } type Hero struct { modules.ModuleBase api *apiComp configure *configureComp modelHero *ModelHero } //模块名 func (this *Hero) GetType() core.M_Modules { return comm.ModuleHero } //模块初始化接口 注册用户创建角色事件 func (this *Hero) Init(service core.IService, module core.IModule, options core.IModuleOptions) (err error) { err = this.ModuleBase.Init(service, module, options) return } //装备组件 func (this *Hero) OnInstallComp() { this.ModuleBase.OnInstallComp() this.api = this.RegisterComp(new(apiComp)).(*apiComp) this.modelHero = this.RegisterComp(new(ModelHero)).(*ModelHero) this.configure = this.RegisterComp(new(configureComp)).(*configureComp) } //创建新英雄 func (this *Hero) CreateHero(uid string, heroCfgId ...int32) error { return this.modelHero.createMultiHero(uid, heroCfgId...) } //获取英雄 func (this *Hero) GetHero(uid, heroId string) (*pb.DBHero, pb.ErrorCode) { hero := this.modelHero.getOneHero(uid, heroId) if hero == nil { return nil, pb.ErrorCode_HeroNoExist } return hero, pb.ErrorCode_Success } //佩戴装备 func (this *Hero) UpdateEquipment(hero *pb.DBHero, equip []*pb.DB_Equipment) (code pb.ErrorCode) { equipIds := make([]string, 6) property := make(map[string]int32) //主属性 addProperty := make(map[string]int32) //副属性 for i, v := range equip { if v == nil { continue } equipIds[i] = v.Id //主属性 property[v.MainEntry.AttrName] = v.MainEntry.Value //附加属性 for _, v := range v.AdverbEntry { addProperty[v.AttrName] = v.Value } } this.modelHero.mergeMainProperty(hero.Uid, hero.Id, property) this.modelHero.mergeAddProperty(hero.Uid, hero.Id, addProperty) if err := this.modelHero.setEquipment(hero.Uid, hero.Id, equipIds); err != nil { code = pb.ErrorCode_HeroEquipUpdate return } return } //英雄列表 func (this *Hero) GetHeroList(uid string) []*pb.DBHero { heroes := this.modelHero.getHeroList(uid) for _, h := range heroes { h.Property = this.modelHero.PropertyCompute(uid, h.Id) } return heroes } //查询英雄数量 func (this *Hero) QueryHeroAmount(uId string, heroCfgId int32) (amount uint32) { heroes := this.GetHeroList(uId) for _, v := range heroes { if v.HeroID == heroCfgId { amount++ } } return amount } // 给指定英雄加经验 func (this *Hero) AddCardExp(uid string, heroId string, exp int32) (code pb.ErrorCode) { var ( curExp int32 curLv int32 ) _hero, err := this.GetHero(uid, heroId) // 获取英雄信息 if err != 0 { code = pb.ErrorCode_HeroNoExist return } curExp = _hero.Exp curLv = _hero.Lv var maxLv int32 // 校验等级达到上限 maxLv = _hero.Star * comm.HeroStarLvRatio _data := this.configure.GetHeroLv(curLv) if _data != nil { if maxLv <= _hero.Lv && curExp >= _data.Heroexp[0].N { // 加经验之前校验是否达到最大等级 code = pb.ErrorCode_HeroMaxLv return } curExp += exp // 先把经验加上 for { // 死循环判断一键升级 if maxLv <= _hero.Lv && curExp >= _data.Heroexp[0].N { // 设置最大经验和等级 curLv = maxLv curExp = _data.Heroexp[0].N break } if _data.Heroexp[0].N > curExp { // 经验不够升级则不能执行升级操作 break } else { // 升级操作 curExp -= _data.Heroexp[0].N curLv += 1 // 经验够了 那么等级+1 _data = this.configure.GetHeroLv(curLv) if _data == nil { // 等级加失败了 回到原来的等级 curLv -= 1 break } } } // 检测等级有变化 推送属性 if curLv != _hero.Lv { data := make(map[string]int32, 0) preConfig := this.configure.GetHeroLv(_hero.Lv) nowConfig := this.configure.GetHeroLv(curLv) data["hp"] = int32(nowConfig.Hp - preConfig.Hp) data["atk"] = int32(nowConfig.Atk - preConfig.Atk) data["def"] = int32(nowConfig.Def - preConfig.Def) this.modelHero.mergeMainProperty(uid, heroId, data) } update := map[string]interface{}{ "lv": curLv, "exp": curExp, } if err := this.modelHero.modifyHeroData(uid, heroId, update); err != nil { code = pb.ErrorCode_DBError } // 修改英雄数据 } else { code = pb.ErrorCode_HeroNoExist return } return } // 删除指定卡牌 func (this *Hero) DelCard(udi string, cardid string, amount int32) (code pb.ErrorCode) { err := this.modelHero.consumeOneHeroCard(udi, cardid, amount) if err != nil { return pb.ErrorCode_DBError } return }