package hero import ( "fmt" "go_dreamfactory/modules" "go_dreamfactory/sys/configure" cfg "go_dreamfactory/sys/configure/structs" "go_dreamfactory/lego/core" ) const ( new_hero = "game_hero.json" //英雄 hero_stargrow = "game_herostargrow.json" //英雄品质系数 hero_levelgrow = "game_herolevelgrow.json" //英雄成长系数 hero_starup = "game_herostarup.json" // 升星 hero_levelup = "game_herolevelup.json" //英雄等级基础属性 hero_exp = "game_heroexp.json" // 升级 hero_skillup = "game_heroskilllevel.json" // 英雄技能升级 game_skillatk = "game_skillatk.json" // 英雄技能 hero_resonance = "game_heroresonance.json" // 英雄共鸣 hero_comatn = "game_comatn.json" // 英雄共鸣重置 hero_awaken = "game_heroawaken.json" // 英雄觉醒 hero_drawcard = "game_drawcard.json" // 抽卡 hero_drawupdraw = "game_drawupdraw.json" // 抽卡概率调整 hero_drawcost = "game_drawcost.json" // 抽卡消耗 ) ///配置管理组件 type configureComp struct { modules.MCompConfigure drawCardCfg map[string]map[int32][]*cfg.GameDrawCardData // 第一个key 卡池id 第二个key 星级 //map["base_pool1"]map[3]*cfg.Game_drawCardData } //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) { err = this.MCompConfigure.Init(service, module, comp, options) err = this.LoadMultiConfigure(map[string]interface{}{ new_hero: cfg.NewGameHero, hero_stargrow: cfg.NewGameHeroStargrow, hero_levelgrow: cfg.NewGameHeroLevelgrow, hero_starup: cfg.NewGameHeroStarup, hero_levelup: cfg.NewGameHeroLevelup, hero_exp: cfg.NewGameHeroExp, hero_skillup: cfg.NewGameHeroSkillLevel, game_skillatk: cfg.NewGameSkillAtk, hero_resonance: cfg.NewGameHeroResonance, hero_comatn: cfg.NewGameComAtn, hero_awaken: cfg.NewGameHeroAwaken, hero_drawcard: cfg.NewGameDrawCard, }) this.drawCardCfg = make(map[string]map[int32][]*cfg.GameDrawCardData, 0) configure.RegisterConfigure(hero_drawcard, cfg.NewGameDrawCard, func() { this.SetHeroDrawConfig() }) return } // 抽卡配置表 func (this *configureComp) SetHeroDrawConfig() (err error) { var ( v interface{} ) if v, err = this.GetConfigure(hero_drawcard); err == nil { if _configure, ok := v.(*cfg.GameDrawCard); !ok { err = fmt.Errorf("%T no is *cfg.Game_drawCard", v) return } else { for _, v := range _configure.GetDataList() { if _, ok := this.drawCardCfg[v.CardPoolType]; !ok { this.drawCardCfg[v.CardPoolType] = make(map[int32][]*cfg.GameDrawCardData, 0) } if _, ok := this.drawCardCfg[v.CardPoolType][v.Star]; !ok { this.drawCardCfg[v.CardPoolType][v.Star] = make([]*cfg.GameDrawCardData, 0) } this.drawCardCfg[v.CardPoolType][v.Star] = append(this.drawCardCfg[v.CardPoolType][v.Star], v) } } } else { err = fmt.Errorf("%T no is *cfg.Game_drawCard", v) } return } func (this *configureComp) GetPollByType(poosType string) map[int32][]*cfg.GameDrawCardData { return this.drawCardCfg[poosType] } //获取英雄配置数据 func (this *configureComp) getHeroConfigure() (configure *cfg.GameHero, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(new_hero); err != nil { return } else { if configure, ok = v.(*cfg.GameHero); !ok { err = fmt.Errorf("%T no is *cfg.GameHero", v) } } return } // 获取英雄强化增加属性配置数据 func (this *configureComp) GetHeroStargrowConfig() (configure *cfg.GameHeroStargrow, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_stargrow); err == nil { if configure, ok = v.(*cfg.GameHeroStargrow); !ok { err = fmt.Errorf("%T no is *cfg.GameHero", v) return } } else { err = fmt.Errorf("%T no is *cfg.GameHero", v) } return } // 获取英雄升级属性变化相关配置数据 func (this *configureComp) GetHeroLevelgrowConfig() (configure *cfg.GameHeroLevelgrow, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_levelgrow); err == nil { if configure, ok = v.(*cfg.GameHeroLevelgrow); !ok { err = fmt.Errorf("%T no is *cfg.GameHeroLevelgrow", v) return } } return } // 获取英雄升星相关配置数据 func (this *configureComp) GetHeroStarupConfig() (configure *cfg.GameHeroStarup, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_starup); err == nil { if configure, ok = v.(*cfg.GameHeroStarup); !ok { err = fmt.Errorf("%T no is *cfg.GameHeroStarup", v) return } } else { err = fmt.Errorf("%T no is *cfg.GameHeroStarup", v) } return } // 获取英雄升级相关配置数据 func (this *configureComp) GetHeroLevelUpConfig() (configure *cfg.GameHeroLevelup, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_levelup); err == nil { if configure, ok = v.(*cfg.GameHeroLevelup); !ok { err = fmt.Errorf("%T no is *cfg.GameHeroLevelup", v) return } } else { err = fmt.Errorf("%T no is *cfg.GameHeroLevelup", v) } return } func (this *configureComp) GetHeroExpConfig() (configure *cfg.GameHeroExp, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_exp); err == nil { if configure, ok = v.(*cfg.GameHeroExp); !ok { err = fmt.Errorf("%T no is *cfg.GameHeroExp", v) return } } else { err = fmt.Errorf("%T no is *cfg.GameHeroExp", v) } return } func (this *configureComp) GetHeroExp(hid string) *cfg.GameHeroExpData { if v, err := this.GetConfigure(hero_exp); err == nil { if configure, ok := v.(*cfg.GameHeroExp); !ok { err = fmt.Errorf("%T no is *cfg.GameHeroExp", v) return nil } else { return configure.Get(hid) } } else { err = fmt.Errorf("%T no is *cfg.GameHeroExp", v) } return nil } //英雄等级基础属性 func (this *configureComp) GetHeroLevelup() (configure *cfg.GameHeroLevelup, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_levelup); err != nil { return } else { if configure, ok = v.(*cfg.GameHeroLevelup); !ok { err = fmt.Errorf("%T no is *cfg.GameHeroLevelup", v) return } } return } //英雄品质系数 func (this *configureComp) GetHeroStargrow() (configure *cfg.GameHeroStargrow, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_stargrow); err != nil { return } else { if configure, ok = v.(*cfg.GameHeroStargrow); !ok { err = fmt.Errorf("%T no is *cfg.GameHeroStargrow", v) return } } return } //获取英雄配置 func (this *configureComp) GetHero(heroCfgId string) *cfg.GameHeroData { cfg, err := this.getHeroConfigure() if err != nil { return nil } if v, ok := cfg.GetDataMap()[heroCfgId]; ok { return v } return nil } //获取英雄星级配置 func (this *configureComp) GetHeroStar(star int32) *cfg.GameHeroStargrowData { cfg, err := this.GetHeroStargrow() if err != nil { return nil } if v, ok := cfg.GetDataMap()[star]; ok { return v } return nil } //获取英雄等级配置 func (this *configureComp) GetHeroLv(lv int32) *cfg.GameHeroLevelupData { cfg, err := this.GetHeroLevelup() if err != nil { return nil } if v, ok := cfg.GetDataMap()[lv]; ok { return v } return nil } // 英雄成长系数 func (this *configureComp) GetHeroLevelgrow() (configure *cfg.GameHeroLevelgrow, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_levelgrow); err != nil { return } else { if configure, ok = v.(*cfg.GameHeroLevelgrow); !ok { err = fmt.Errorf("%T no is *cfg.GameHeroLevelgrow", v) return } } return } //英雄成长配置 func (this *configureComp) GetHeroLvgrow(heroId string) *cfg.GameHeroLevelgrowData { cfg, err := this.GetHeroLevelgrow() if err != nil { return nil } if v, ok := cfg.GetDataMap()[heroId]; ok { return v } return nil } // 获取英雄技能升级相关信息 func (this *configureComp) GetHeroSkillUpConfig(skillid int32) (data *cfg.GameHeroSkillLevelData) { if v, err := this.GetConfigure(hero_skillup); err == nil { if conf, ok := v.(*cfg.GameHeroSkillLevel); ok { data = conf.Get(skillid) return } } return } // 获取英雄技能最大等级 func (this *configureComp) GetHeroSkillMaxLvConfig(skillId uint32) int32 { if v, err := this.GetConfigure(game_skillatk); err == nil { if configure, ok := v.(*cfg.GameSkillAtk); ok { //return configure.Get(int32(skillId)).MaxLV for _, v1 := range configure.GetDataList() { if v1.Id == int32(skillId) { return v1.MaxLV } } } } return 0 } // 通过英雄配置ID获取共鸣配置信息 func (this *configureComp) GetHeroResonanceConfig(cardConfigID string) (data *cfg.GameHeroResonanceData, err error) { var ( v interface{} ) if v, err = this.GetConfigure(hero_resonance); err == nil { if configure, ok := v.(*cfg.GameHeroResonance); !ok { err = fmt.Errorf("%T no is *cfg.GameHeroResonance", v) return } else { data = configure.Get(cardConfigID) } } else { err = fmt.Errorf("%T no is *cfg.GameHeroResonance", v) } return } func (this *configureComp) GetHeroResonanceRestConfig() (data *cfg.GameComAtnData, err error) { var ( v interface{} ) if v, err = this.GetConfigure(hero_comatn); err == nil { if configure, ok := v.(*cfg.GameComAtn); !ok { err = fmt.Errorf("%T no is *cfg.GamecomAtn", v) return } else { data = configure.Get("hero_reset") } } else { err = fmt.Errorf("%T no is *cfg.game_comatn", v) } return } func (this *configureComp) GetHeroAwakenConfig() (configure *cfg.GameHeroAwaken, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_awaken); err == nil { if configure, ok = v.(*cfg.GameHeroAwaken); !ok { err = fmt.Errorf("%T no is *cfg.GameHeroAwaken", v) return } } else { err = fmt.Errorf("%T no is *cfg.GameHeroAwaken", v) } return }