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 hero *ModelHero items comm.IItems } //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.hero = 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.hero.createMultiHero(uid, heroCfgId...) } //消耗英雄卡 func (this *Hero) ChangeCard(uId string, heroCfgId int32, count int32) (code pb.ErrorCode) { heroes := this.GetHeroList(uId) var curList []*pb.DBHero for _, v := range heroes { if heroCfgId == v.HeroID { curList = append(curList, v) } } if int32(len(curList)) < count { return pb.ErrorCode_HeroNoEnough } for _, v := range curList { err := this.hero.consumeOneHeroCard(v.Uid, v.Id, count) if err != nil { return pb.ErrorCode_DBError } } return pb.ErrorCode_Success } //获取英雄 func (this *Hero) GetHero(uid, heroId string) (*pb.DBHero, pb.ErrorCode) { hero := this.hero.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, 4) property := make(map[string]int32) //主属性 addProperty := make(map[string]int32) //副属性 for _, v := range equip { equipIds = append(equipIds, 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.hero.mergeMainProperty(hero.Uid, hero.Id, property) this.hero.mergeAddProperty(hero.Uid, hero.Id, addProperty) return this.hero.setEquipment(hero.Uid, hero.Id, equipIds) } //英雄列表 func (this *Hero) GetHeroList(uid string) []*pb.DBHero { list, err := this.hero.getHeroList(uid) if err != nil { return nil } return list } //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 } } } // _hero.Lv = curLv // _hero.Exp = curExp update := map[string]interface{}{ "lv": curLv, "exp": curExp, } if err := this.hero.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(cardid string, amount int32) (code pb.ErrorCode) { return }