253 lines
6.7 KiB
Go
253 lines
6.7 KiB
Go
package hero
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import (
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"fmt"
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"go_dreamfactory/comm"
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"go_dreamfactory/lego/core"
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"go_dreamfactory/lego/sys/log"
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"go_dreamfactory/modules"
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"go_dreamfactory/pb"
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"math"
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mengine "github.com/dengsgo/math-engine/engine"
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"go.mongodb.org/mongo-driver/bson/primitive"
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)
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type ModelHero struct {
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modules.MCompModel
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moduleHero *Hero
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}
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func (this *ModelHero) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) {
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err = this.MCompModel.Init(service, module, comp, options)
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this.moduleHero = module.(*Hero)
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this.TableName = "hero"
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return
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}
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//初始化英雄
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func (this *ModelHero) initHero(uid string, heroCfgId int32) *pb.DBHero {
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heroCfg := this.moduleHero.configure.GetHero(heroCfgId)
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if heroCfg == nil {
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log.Errorf("%v hero not found from config %v", heroCfgId)
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return nil
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}
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objId := primitive.NewObjectID().Hex()
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newHero := &pb.DBHero{
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Id: objId,
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Uid: uid,
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HeroID: heroCfg.Hid,
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Star: heroCfg.Star, //初始星级
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Lv: 1, //初始等级
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NormalSkill: []*pb.SkillData{}, //初始技能
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IsOverlying: true, //是否允许叠加,
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Block: false, //未锁定
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CardType: heroCfg.Type, //卡片类型
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Skins: []int32{},
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EquipID: make([]string, 6), //初始装备
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SameCount: 1, //默认叠加数量
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AddProperty: make(map[string]int32),
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Energy: make(map[int32]int32),
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Property: make(map[string]int32),
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}
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return newHero
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}
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//创建一个指定的英雄
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func (this *ModelHero) createOneHero(uid string, heroCfgId int32) (err error) {
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hero := this.initHero(uid, heroCfgId)
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if hero != nil {
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if err = this.moduleHero.modelHero.AddList(uid, hero.Id, hero); err != nil {
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log.Errorf("%v", err)
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return
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}
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}
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return nil
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}
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//创建多个指定的英雄 heroCfgIds可填入多个英雄ID
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func (this *ModelHero) createMultiHero(uid string, heroCfgIds ...int32) error {
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heroes, err := this.moduleHero.modelHero.getHeroList(uid)
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if err != nil {
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return err
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}
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if len(heroes) == 0 {
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for _, v := range heroCfgIds {
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if err := this.createOneHero(uid, v); err != nil {
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return err
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}
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}
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} else {
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findHero := func(heroId int32) (*pb.DBHero, bool) {
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for _, h := range heroes {
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if h.HeroID == heroId {
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return h, true
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}
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}
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return nil, false
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}
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for _, v := range heroCfgIds {
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if h, ok := findHero(v); ok {
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h.SameCount++
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data := map[string]interface{}{
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"sameCount": h.SameCount, //叠加数
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}
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if err := this.modifyHeroData(uid, h.Id, data); err != nil {
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return err
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}
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} else {
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if err := this.createOneHero(uid, v); err != nil {
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return err
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}
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}
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}
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}
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return nil
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}
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//获取一个英雄
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func (this *ModelHero) getOneHero(uid, heroId string) *pb.DBHero {
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hero := &pb.DBHero{}
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err := this.moduleHero.modelHero.GetListObj(uid, heroId, hero)
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if err != nil {
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return nil
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}
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return hero
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}
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//消耗一张英雄卡
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func (this *ModelHero) consumeOneHeroCard(uid, heroId string, count int32) (err error) {
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for i := 0; i < int(count); i++ {
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if err := this.moduleHero.modelHero.DelListlds(uid, heroId); err != nil {
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log.Errorf("%v", err)
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break
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}
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}
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return
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}
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//更新英雄数据
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func (this *ModelHero) modifyHeroData(uid, heroId string, data map[string]interface{}) error {
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return this.moduleHero.modelHero.ChangeList(uid, heroId, data)
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}
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//获取玩家的英雄列表
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func (this *ModelHero) getHeroList(uid string) ([]*pb.DBHero, error) {
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heroes := make([]*pb.DBHero, 0)
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err := this.GetList(uid, &heroes)
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if err != nil {
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return nil, err
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}
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return heroes, nil
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}
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//更新装备
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func (this *ModelHero) setEquipment(uid, heroId string, equipIds []string) pb.ErrorCode {
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hero := this.getOneHero(uid, heroId)
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if hero == nil {
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return pb.ErrorCode_HeroNoExist
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}
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hero.EquipID = equipIds
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return pb.ErrorCode_Success
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}
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//合并属性即属性值累加
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func (this *ModelHero) mergeMainProperty(uid, heroId string, data map[string]int32) {
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hero := this.getOneHero(uid, heroId)
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if hero == nil {
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return
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}
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hero.Property[comm.PropertyHp] += data[comm.PropertyHp]
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hero.Property[comm.PropertyAtk] += data[comm.PropertyAtk]
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hero.Property[comm.PropertyDef] += data[comm.PropertyDef]
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}
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//合并附加属性
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func (this *ModelHero) mergeAddProperty(uid, heroId string, data map[string]int32) {
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hero := this.getOneHero(uid, heroId)
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if hero == nil {
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return
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}
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hero.AddProperty[comm.PropertyHp] += data[comm.PropertyHp]
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hero.AddProperty[comm.PropertyAtk] += data[comm.PropertyAtk]
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hero.AddProperty[comm.PropertyDef] += data[comm.PropertyDef]
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}
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//属性计算 - 暂时放在modelHero里实现
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//英雄基础属性 + 英雄等级基础属性 * 英雄成长系数 + 英雄星级对应等级属性 * 英雄品质系数
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func (this *ModelHero) PropertyCompute(uid, heroId string) map[string]int32 {
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hero := this.getOneHero(uid, heroId)
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if hero == nil {
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return nil
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}
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//英雄等级基础属性levelup
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heroLvCfg := this.moduleHero.configure.GetHeroLv(hero.Lv)
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if heroLvCfg == nil {
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return nil
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}
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//英雄基础配置 newhero
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heroCfg := this.moduleHero.configure.GetHero(hero.HeroID)
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if heroCfg == nil {
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return nil
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}
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//品质系数
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stargrowCfg := this.moduleHero.configure.GetHeroStar(heroCfg.Star)
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if stargrowCfg == nil {
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return nil
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}
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//英雄星级对应等级属性
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heroStarCfg := this.moduleHero.configure.GetHeroLv(stargrowCfg.Level)
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if heroStarCfg == nil {
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return nil
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}
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//成长系数
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lvGrow := this.moduleHero.configure.GetHeroLvgrow(hero.HeroID)
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if lvGrow == nil {
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return nil
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}
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curHp := hero.Property[comm.PropertyHp]
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exprHp := fmt.Sprintf("%v + %v * %v/1000 + %v * %v",
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(curHp + lvGrow.Hp), heroLvCfg.Hp, lvGrow.Hpgrow, heroStarCfg.Hp, stargrowCfg.StarupHp)
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hp, _ := mengine.ParseAndExec(exprHp)
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curAtk := hero.Property[comm.PropertyAtk]
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exprAtk := fmt.Sprintf("%v +%v * %v/1000 + %v * %v",
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(curAtk + lvGrow.Atk), heroLvCfg.Atk, lvGrow.Atkgrow, heroStarCfg.Atk, stargrowCfg.StarupAtk)
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atk, _ := mengine.ParseAndExec(exprAtk)
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curDef := hero.Property[comm.PropertyDef]
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exprDef := fmt.Sprintf("%v +%v * %v/1000 + %v * %v",
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(curDef + lvGrow.Def), heroLvCfg.Def, lvGrow.Defgrow, heroStarCfg.Def, stargrowCfg.StarupDef)
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def, _ := mengine.ParseAndExec(exprDef)
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return map[string]int32{
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comm.PropertyHp: int32(math.Floor(hp)),
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comm.PropertyAtk: int32(math.Floor(atk)),
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comm.PropertyDef: int32(math.Floor(def)),
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}
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}
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//推送用户指定英雄属性
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func (this *ModelHero) PushHeroProperty(session comm.IUserSession, heroId string) (err error) {
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m := this.PropertyCompute(session.GetUserId(), heroId)
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update := map[string]interface{}{
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"property": m,
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}
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if err = this.ChangeList(session.GetUserId(), heroId, update); err != nil {
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return
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}
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return session.SendMsg("push", "property", &pb.HeroProperty{Property: m})
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}
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