# Conflicts: # modules/hero/api.go # modules/hero/api_heroStrengthen.go # modules/hero/module.go
167 lines
3.9 KiB
Go
167 lines
3.9 KiB
Go
package hero
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import (
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"go_dreamfactory/comm"
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"go_dreamfactory/lego/core"
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"go_dreamfactory/modules"
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"go_dreamfactory/pb"
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)
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func NewModule() core.IModule {
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m := new(Hero)
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return m
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}
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type Hero struct {
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modules.ModuleBase
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api_comp *Api_Comp
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configure_comp *Configure_Comp
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model_hero *ModelHero
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items comm.IItems
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}
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//模块名
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func (this *Hero) GetType() core.M_Modules {
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return comm.SM_HeroModule
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}
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//模块初始化接口 注册用户创建角色事件
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func (this *Hero) Init(service core.IService, module core.IModule, options core.IModuleOptions) (err error) {
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err = this.ModuleBase.Init(service, module, options)
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return
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}
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//装备组件
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func (this *Hero) OnInstallComp() {
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this.ModuleBase.OnInstallComp()
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this.api_comp = this.RegisterComp(new(Api_Comp)).(*Api_Comp)
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this.model_hero = this.RegisterComp(new(ModelHero)).(*ModelHero)
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this.configure_comp = this.RegisterComp(new(Configure_Comp)).(*Configure_Comp)
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}
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//创建新英雄
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func (this *Hero) CreatHero(uid string, heroCfgId ...int32) error {
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return this.model_hero.createMultiHero(uid, heroCfgId...)
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}
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//消耗英雄卡
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func (this *Hero) ChangeCard(uId string, heroCfgId int32, count int32) (code pb.ErrorCode) {
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heroes := this.GetHeroList(uId)
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var curList []*pb.DB_HeroData
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for _, v := range heroes {
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if heroCfgId == v.HeroID {
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curList = append(curList, v)
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}
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}
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if int32(len(curList)) < count {
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return pb.ErrorCode_HeroNoEnough
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}
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for _, v := range curList {
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err := this.model_hero.consumeOneHeroCard(uId, v.Id)
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if err != nil {
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return pb.ErrorCode_DBError
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}
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}
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return pb.ErrorCode_Success
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}
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//获取英雄
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func (this *Hero) GetHero(uid, heroId string) (*pb.DB_HeroData, pb.ErrorCode) {
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hero := this.model_hero.getOneHero(uid, heroId)
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if hero == nil {
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return nil, pb.ErrorCode_HeroNoExist
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}
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return hero, pb.ErrorCode_Success
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}
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//佩戴装备
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func (this *Hero) UpdateEquipment(hero *pb.DB_HeroData, equip []*pb.DB_Equipment) (code pb.ErrorCode) {
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equipIds := make([]string, 4)
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for _, v := range equip {
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equipIds = append(equipIds, v.Id)
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}
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return this.model_hero.setEquipment(hero.Uid, hero.Id, equipIds)
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}
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//英雄列表
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func (this *Hero) GetHeroList(uid string) []*pb.DB_HeroData {
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list, err := this.model_hero.getHeroList(uid)
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if err != nil {
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return nil
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}
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return list
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}
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//查询英雄数量
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func (this *Hero) QueryHeroAmount(uId string, heroCfgId int32) (amount uint32) {
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heroes := this.GetHeroList(uId)
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for _, v := range heroes {
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if v.HeroID == heroCfgId {
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amount++
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}
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}
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return amount
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}
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func (this *Hero) QueryCardAmount(uId string, cardId int32) (amount uint32) {
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return 0
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}
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// 给指定英雄加经验
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func (this *Hero) AddCardExp(uid string, cardid string, exp int32) (code pb.ErrorCode) {
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var (
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curExp int32
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curLv int32
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)
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_hero, err := this.GetHero(uid, cardid) // 获取英雄信息
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if err != 0 {
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code = pb.ErrorCode_HeroNoExist
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return
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}
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curExp = _hero.Exp
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curLv = _hero.Lv
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curExp += exp // 先把经验加上
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if _data := this.configure_comp.GetHeroLv(curLv); _data != nil {
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for { // 死循环判断一键升级
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// 校验等级达到上限
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var maxLv int32
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maxLv = _hero.Star * comm.HeroStarLvRatio
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if maxLv >= _hero.Lv && _hero.Exp >= curExp { // 设置最大经验和等级
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curLv = maxLv
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curExp = _data.Heroexp[0].N
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break
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}
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if _data.Heroexp[0].N <= curExp { // 升级操作
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curExp = _data.Heroexp[0].N
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if curExp >= 0 { // 大于下一级经验
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curLv += 1 // 经验够了 那么等级+1
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if _data := this.configure_comp.GetHeroLv(curLv); _data != nil {
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if _data.Heroexp[0].N > curExp { // 经验不足则 直接返回
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break
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}
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} else {
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break
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}
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}
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} else {
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break
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}
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}
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}
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_hero.Lv = curLv
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_hero.Exp = curExp
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// 校验是否达到最大等级
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this.ModifyHero(_hero) // 修改英雄数据
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return
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}
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// 删除指定卡牌
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func (this *Hero) DelCard(cardid string, amount int32) (code pb.ErrorCode) {
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return
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}
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