273 lines
7.8 KiB
Go
273 lines
7.8 KiB
Go
package equipment
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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/lego/sys/log"
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"go_dreamfactory/modules"
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"go_dreamfactory/pb"
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cfg "go_dreamfactory/sys/configure/structs"
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"math/rand"
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"time"
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"go.mongodb.org/mongo-driver/bson/primitive"
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"go.mongodb.org/mongo-driver/mongo"
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"go.mongodb.org/mongo-driver/x/bsonx"
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)
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///装备 数据组件
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type modelEquipmentComp struct {
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modules.MCompModel
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module *Equipment
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}
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//组件初始化接口
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func (this *modelEquipmentComp) Init(service core.IService, module core.IModule, comp core.IModuleComp, opt core.IModuleOptions) (err error) {
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this.TableName = comm.TableEquipment
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this.MCompModel.Init(service, module, comp, opt)
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this.module = module.(*Equipment)
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//创建uid索引
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this.DB.CreateIndex(core.SqlTable(this.TableName), mongo.IndexModel{
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Keys: bsonx.Doc{{Key: "uid", Value: bsonx.Int32(1)}},
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})
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return
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}
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//查询用户装备数据
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func (this *modelEquipmentComp) QueryUserEquipmentsById(uId, id string) (equipment *pb.DB_Equipment, err error) {
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equipment = &pb.DB_Equipment{}
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err = this.GetListObj(uId, id, equipment)
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return
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}
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//查询用户装备数据
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func (this *modelEquipmentComp) QueryUserEquipmentsByIds(uId string, ids []string) (equipments []*pb.DB_Equipment, err error) {
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equipments = []*pb.DB_Equipment{}
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err = this.GetListObjs(uId, ids, &equipments)
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return
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}
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///查询用户的武器背包
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func (this *modelEquipmentComp) QueryUserEquipments(uId string) (equipments []*pb.DB_Equipment, err error) {
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equipments = make([]*pb.DB_Equipment, 0)
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if err = this.GetList(uId, &equipments); err != nil {
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this.module.Errorf("err:%v", err)
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}
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return
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}
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///查询目标卡片数量
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func (this *modelEquipmentComp) QueryEquipmentAmount(uid string, equipmentId string) (amount uint32) {
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var (
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equipments []*pb.DB_Equipment
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err error
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)
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amount = 0
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if equipments, err = this.QueryUserEquipments(uid); err != nil {
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return
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}
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for _, v := range equipments {
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if v.CId == equipmentId {
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amount += v.OverlayNum
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}
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}
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return
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}
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//添加装备
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func (this *modelEquipmentComp) AddEquipments(session comm.IUserSession, cIds map[string]uint32) (change []*pb.DB_Equipment, err error) {
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var (
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configure *cfg.GameEquip
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equipments []*pb.DB_Equipment
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iskeep bool
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add map[string]*pb.DB_Equipment
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update map[string]*pb.DB_Equipment
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uId string = session.GetUserId()
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)
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if configure, err = this.module.configure.GetEquipmentConfigure(); err != nil {
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return
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}
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if equipments, err = this.QueryUserEquipments(uId); err != nil {
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return
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}
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add = make(map[string]*pb.DB_Equipment)
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update = make(map[string]*pb.DB_Equipment)
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change = make([]*pb.DB_Equipment, 0, len(equipments))
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for k, v := range cIds {
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iskeep = false
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for _, equipment := range equipments {
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if equipment.CId == k && equipment.IsInitialState {
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update[equipment.Id] = equipment
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change = append(change, equipment)
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equipment.OverlayNum += v
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iskeep = true
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break
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}
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}
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if !iskeep {
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if c, ok := configure.GetDataMap()[k]; ok {
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if equipment, err := this.newEquipment(uId, c, v); err != nil {
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return nil, err
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} else {
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//随机任务
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this.module.ModuleRtask.SendToRtask(session, comm.Rtype50, 1, c.Star)
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add[equipment.Id] = equipment
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change = append(change, equipment)
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}
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}
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}
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}
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if len(add) > 0 {
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if err = this.AddLists(uId, add); err != nil {
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log.Errorf("err:%v", err)
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return
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}
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}
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for _, v := range update {
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if err = this.ChangeList(uId, v.Id, map[string]interface{}{"overlayNum": v.OverlayNum}); err != nil {
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log.Errorf("err:%v", err)
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return
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}
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}
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return
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}
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//删除装备
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func (this *modelEquipmentComp) DelEquipments(uId string, eIds []string) (change []*pb.DB_Equipment, err error) {
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change = make([]*pb.DB_Equipment, 0)
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if err = this.DelListlds(uId, eIds...); err != nil {
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this.module.Errorln(err)
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return
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}
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for _, v := range eIds {
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change = append(change, &pb.DB_Equipment{
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Id: v,
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UId: uId,
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OverlayNum: 0,
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})
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}
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return
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}
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//更新武器挂载信息
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func (this *modelEquipmentComp) UpdateByHeroId(uid string, equipments ...*pb.DB_Equipment) (err error) {
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for _, v := range equipments {
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if err = this.ChangeList(uid, v.Id, map[string]interface{}{
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"heroId": v.HeroId,
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}); err != nil {
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log.Errorf("err:%v", err)
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return
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}
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}
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return
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}
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//创建新的武器对象
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func (this *modelEquipmentComp) newEquipment(uid string, conf *cfg.GameEquipData, num uint32) (equipment *pb.DB_Equipment, err error) {
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var (
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mattr []*cfg.GameEquipAttrlibraryData
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sattr []*cfg.GameEquipAttrlibraryData
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total int
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satterNum int32
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)
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equipment = &pb.DB_Equipment{
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Id: primitive.NewObjectID().Hex(),
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CId: conf.Id,
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Lv: 1,
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UId: uid,
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OverlayNum: num,
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IsInitialState: false,
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AdverbEntry: make([]*pb.EquipmentAttributeEntry, 0),
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}
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if mattr, err = this.module.configure.GetEquipmentAttrlibraryConfigureById(conf.Leadlibrary); err != nil || len(mattr) == 0 {
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return
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}
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equipment.MainEntry = &pb.EquipmentAttributeEntry{
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Id: mattr[0].Key,
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Libraryid: mattr[0].Libraryid,
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Lv: 1,
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AttrName: mattr[0].Attrkey,
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Value: mattr[0].Attrvar,
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BaseValue: mattr[0].Attrvar,
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}
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if sattr, err = this.module.configure.GetEquipmentAttrlibraryConfigureById(conf.Addlibrary); err != nil || len(mattr) == 0 {
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return
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}
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for _, v := range conf.Addattrnump {
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total += int(v)
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}
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n := rand.Intn(total)
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for i, v := range conf.Addattrnump {
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if int32(n) <= v {
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satterNum = conf.Addattrnum[i]
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break
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}
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}
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if satterNum > 0 && satterNum <= 4 {
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r := rand.New(rand.NewSource(time.Now().Unix()))
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for _, v := range r.Perm(len(sattr))[:satterNum] {
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equipment.AdverbEntry = append(equipment.AdverbEntry, &pb.EquipmentAttributeEntry{
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Id: sattr[v].Key,
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Libraryid: sattr[v].Libraryid,
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Lv: 1,
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AttrName: sattr[v].Attrkey,
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Value: sattr[v].Attrvar,
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BaseValue: sattr[v].Attrvar,
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})
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}
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}
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return
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}
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//升级武器
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func (this *modelEquipmentComp) upgradeEquipment(equipment *pb.DB_Equipment, equip *cfg.GameEquipData, intensify *cfg.GameEquipIntensifyData) (err error) {
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equipment.Lv++
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equipment.MainEntry.Lv++
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equipment.MainEntry.Value = equipment.MainEntry.BaseValue + int32(float64(equipment.MainEntry.BaseValue)*float64(intensify.Bonus)/1000.0)
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if !intensify.Activation { //不触发副词条变化
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return
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}
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if len(equipment.AdverbEntry) < 4 { //去随机副词条
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var temp []*cfg.GameEquipAttrlibraryData
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var sattr []*cfg.GameEquipAttrlibraryData
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if temp, err = this.module.configure.GetEquipmentAttrlibraryConfigureById(equip.Addlibrary); err != nil || len(temp) == 0 {
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log.Errorf("升级服务错误 读取副词条配置错误!")
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return
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}
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//检索出未使用的词条
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for _, v := range temp {
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iskeep := false
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for _, v1 := range equipment.AdverbEntry {
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if v.Key == v1.Id {
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iskeep = true
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}
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}
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if !iskeep {
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sattr = append(sattr, v)
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}
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}
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r := rand.New(rand.NewSource(time.Now().Unix()))
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index := r.Perm(len(sattr))[0]
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equipment.AdverbEntry = append(equipment.AdverbEntry, &pb.EquipmentAttributeEntry{
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Id: sattr[index].Key,
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Libraryid: sattr[index].Libraryid,
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Lv: 1,
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AttrName: sattr[index].Attrkey,
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Value: sattr[index].Attrvar,
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})
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} else { //随机一个副词条 强化
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var attrlibrary *cfg.GameEquipAttrlibraryData
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r := rand.New(rand.NewSource(time.Now().Unix()))
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index := r.Perm(len(equipment.AdverbEntry))[0]
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if attrlibrary, err = this.module.configure.GetEquipmentAttrlibraryConfigureByKey(equipment.AdverbEntry[index].Id); err != nil {
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return
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}
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equipment.AdverbEntry[index].Value = equipment.AdverbEntry[index].BaseValue + int32(float64(attrlibrary.Addition[equipment.AdverbEntry[index].Lv-1])/1000.0*float64(equipment.AdverbEntry[index].BaseValue))
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equipment.AdverbEntry[index].Lv++
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}
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return
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}
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