627 lines
17 KiB
Go
627 lines
17 KiB
Go
package hero
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import (
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"crypto/rand"
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"errors"
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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/modules"
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"go_dreamfactory/pb"
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cfg "go_dreamfactory/sys/configure/structs"
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"math"
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"math/big"
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"reflect"
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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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"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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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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this.TableName = comm.TableHero
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err = this.MCompModel.Init(service, module, comp, options)
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this.moduleHero = module.(*Hero)
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// 通过uid创建索引
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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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//初始化英雄
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func (this *ModelHero) InitHero(uid string, heroCfgId string) *pb.DBHero {
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heroCfg := this.moduleHero.configure.GetHero(heroCfgId)
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if heroCfg == nil {
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this.moduleHero.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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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[string]int32),
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Property: make(map[string]int32),
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EnergyProperty: make(map[string]int32),
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JuexProperty: make(map[string]int32),
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}
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this.PropertyCompute(newHero)
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this.initHeroSkill(newHero)
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return newHero
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}
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//初始化英雄技能
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func (this *ModelHero) initHeroSkill(hero *pb.DBHero) []*pb.SkillData {
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heroCfg := this.moduleHero.configure.GetHero(hero.HeroID)
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if heroCfg != nil {
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if heroCfg.Skill != 0 {
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hero.CaptainSkill = heroCfg.Skill
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}
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skills := []*pb.SkillData{}
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if heroCfg.Skill1 != 0 {
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skills = append(skills, &pb.SkillData{SkillID: heroCfg.Skill1, SkillLv: 1})
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}
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if heroCfg.Skill2 != 0 {
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skills = append(skills, &pb.SkillData{SkillID: heroCfg.Skill2, SkillLv: 1})
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}
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if heroCfg.Skill3 != 0 {
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skills = append(skills, &pb.SkillData{SkillID: heroCfg.Skill3, SkillLv: 1})
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}
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hero.NormalSkill = skills
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}
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return nil
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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 string) (hero *pb.DBHero, 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.AddList(uid, hero.Id, hero); err != nil {
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this.moduleHero.Errorf("%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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// 拷贝一个指针对象
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func (this *ModelHero) copyPoint(m *pb.DBHero) *pb.DBHero {
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vt := reflect.TypeOf(m).Elem()
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newoby := reflect.New(vt)
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newoby.Elem().Set(reflect.ValueOf(m).Elem())
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return newoby.Interface().(*pb.DBHero)
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}
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// 克隆一个英雄
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// 调用此方法前注意有使用map 切片等指针类型数据是 克隆完成后自行初始化这个指针对象
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func (this *ModelHero) CloneNewHero(hero *pb.DBHero) (newHero *pb.DBHero) {
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newHero = new(pb.DBHero)
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*newHero = *hero //*this.copyPoint(hero)
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newHero.Id = primitive.NewObjectID().Hex()
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this.AddList(newHero.Uid, newHero.Id, newHero)
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return
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}
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//初始化可叠加的英雄
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func (this *ModelHero) initHeroOverlying(uid string, heroCfgId string, count int32) (hero *pb.DBHero, err error) {
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hero = this.InitHero(uid, heroCfgId)
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if hero != nil {
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hero.SameCount = count
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if err = this.AddList(uid, hero.Id, hero); err != nil {
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this.moduleHero.Errorf("%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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// 该方法适用创建初始英雄 叠加英雄 count叠加数量
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func (this *ModelHero) createHeroOverlying(uid string, heroCfgId string, count int32) (hero *pb.DBHero, err error) {
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heroes := this.getHeroList(uid)
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if len(heroes) == 0 {
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return this.initHeroOverlying(uid, heroCfgId, count)
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} else {
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var isExist bool
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for _, h := range heroes {
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if h.HeroID == heroCfgId &&
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h.IsOverlying {
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isExist = true
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h.SameCount += count
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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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hero = h
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if err := this.ChangeList(uid, h.Id, data); err != nil {
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return nil, err
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}
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}
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}
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if !isExist {
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return this.initHeroOverlying(uid, heroCfgId, count)
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}
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}
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return
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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 ...string) error {
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heroes := this.getHeroList(uid)
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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 string) (*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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//允许叠加
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if h.IsOverlying {
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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.ChangeList(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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} 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(参数唯一objID)
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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.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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//消耗英雄卡
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func (this *ModelHero) consumeHeroCard(uid string, hero *pb.DBHero, count int32) (err error) {
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if count == 0 {
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return
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}
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if hero == nil {
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err = errors.New("hero no exist")
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return
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}
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if hero.SameCount < count {
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err = errors.New("hero card no enough")
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return
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}
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hero.SameCount -= count // 数量-1
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if hero.SameCount == 0 {
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if err := this.DelListlds(uid, hero.Id); err != nil {
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this.moduleHero.Errorf("%v", err)
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}
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} else {
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update := map[string]interface{}{
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"sameCount": hero.SameCount,
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}
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err = this.ChangeList(uid, hero.Id, update)
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}
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this.moduleHero.Debugf("删除一张卡牌uid:%s,卡牌ID:%s", uid, hero.Id)
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return
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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 {
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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
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}
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return heroes
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}
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// 设置共鸣能量点数属性
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func (this *ModelHero) setEnergyProperty(hero *pb.DBHero) {
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resonConfig := this.moduleHero.configure.GetHeroResonanceConfig(hero.HeroID, hero.Star)
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if resonConfig == nil {
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return
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}
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EnergyProperty := make(map[string]int32) //副属性
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for k, v := range hero.Energy {
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if k == comm.ResonanceHpPro {
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EnergyProperty[comm.Hp] += int32(math.Floor((1.0 + float64(resonConfig.Hppro*v)/1000) * float64(hero.Property[comm.Hp])))
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} else if k == comm.ResonanceAtkPro {
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EnergyProperty[comm.Atk] += int32(math.Floor((1.0 + float64(resonConfig.Atkpro*v)/1000) * float64(hero.Property[comm.Atk])))
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} else if k == comm.ResonanceDefPro {
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EnergyProperty[comm.Def] += int32(math.Floor((1.0 + float64(resonConfig.Defpro*v)/1000) * float64(hero.Property[comm.Def])))
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}
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}
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this.mergeEnegryProperty(hero.Uid, hero, EnergyProperty)
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}
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// 设置装备属性
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func (this *ModelHero) setEquipProperty(hero *pb.DBHero, equip []*pb.DB_Equipment) {
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addProperty := make(map[string]int32) //副属性
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for i, v := range equip {
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if v == nil {
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continue
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}
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hero.EquipID[i] = v.Id
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addProperty[v.MainEntry.AttrName] += v.MainEntry.Value //主属性
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for _, v := range v.AdverbEntry {
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addProperty[v.AttrName] += v.Value //附加属性
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}
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for k, v := range addProperty {
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switch k {
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case comm.AtkPro:
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addProperty[comm.Atk] += int32(math.Floor((1.0 + float64(v)/1000) * float64(hero.Property[comm.Atk])))
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case comm.DefPro:
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addProperty[comm.Def] += int32(math.Floor((1.0 + float64(v)/1000) * float64(hero.Property[comm.Def])))
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case comm.HpPro:
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addProperty[comm.Hp] += int32(math.Floor((1.0 + float64(v)/1000) * float64(hero.Property[comm.Hp])))
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}
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}
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}
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//this.mergeMainProperty(hero.Uid, hero, property)
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this.mergeAddProperty(hero.Uid, hero, addProperty)
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}
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//设置装备
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func (this *ModelHero) setEquipment(hero *pb.DBHero) (newHero *pb.DBHero, err error) {
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if len(hero.EquipID) == 0 {
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return
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}
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var (
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_suiteId int32
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_equipID []string
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_suiteExtId int32
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)
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update := make(map[string]interface{})
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_suiteId = hero.SuiteId
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_equipID = hero.EquipID
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_suiteExtId = hero.SuiteExtId
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if hero.IsOverlying && hero.SameCount > 1 {
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// 克隆一个新的
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hero.SameCount -= 1
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hero.SuiteId = 0
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hero.EquipID = make([]string, 6)
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hero.SuiteExtId = 0
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newHero = this.CloneNewHero(hero)
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hero.EquipID = make([]string, 6)
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hero.SameCount = 1
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hero.IsOverlying = false
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update["isoverlying"] = false
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update["sameCount"] = 1
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}
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// 修改装备属性 并更新
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update["suiteId"] = _suiteId
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update["suiteExtId"] = _suiteExtId
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update["equipID"] = _equipID
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if err = this.ChangeList(hero.Uid, hero.Id, update); err != nil {
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this.moduleHero.Errorf("%v", err)
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return
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}
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return
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}
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//合并属性即属性值累加 (data 额外加的属性)
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func (this *ModelHero) mergeMainProperty(uid string, hero *pb.DBHero, data map[string]int32) (err error) {
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for k, v := range hero.Property {
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if v1, ok := data[k]; ok {
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v += v1
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}
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}
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if err = this.ChangeList(uid, hero.Id, map[string]interface{}{
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"property": hero.Property,
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}); err != nil {
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this.moduleHero.Errorf("mergeMainProperty err %v", err)
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}
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return
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}
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//合并附加属性
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func (this *ModelHero) mergeAddProperty(uid string, hero *pb.DBHero, data map[string]int32) {
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hero.AddProperty = data
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if err := this.ChangeList(uid, hero.Id, map[string]interface{}{
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"addProperty": data,
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}); err != nil {
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this.moduleHero.Errorf("mergeAddProperty err %v", err)
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}
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}
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// 合并附加能量属性
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func (this *ModelHero) mergeEnegryProperty(uid string, hero *pb.DBHero, data map[string]int32) {
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hero.EnergyProperty = data
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if err := this.ChangeList(uid, hero.Id, map[string]interface{}{
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"enegryProperty": data,
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}); err != nil {
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this.moduleHero.Errorf("mergeAddProperty err %v", err)
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}
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}
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//属性计算
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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(hero *pb.DBHero) {
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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
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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
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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
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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(heroCfg.Star * comm.HeroStarLvRatio)
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if heroStarCfg == nil {
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return
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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
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}
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curHp := hero.Property[comm.Hp]
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exprHp := fmt.Sprintf("%v + %v * %v/1000 + %v * %v/1000",
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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.Atk]
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exprAtk := fmt.Sprintf("%v +%v * %v/1000 + %v * %v/1000",
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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.Def]
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exprDef := fmt.Sprintf("%v +%v * %v/1000 + %v * %v/1000",
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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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curSpeed := hero.Property[comm.Speed]
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exprSpeed := fmt.Sprintf("%v +%v * %v/1000 + %v * %v/1000",
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(curSpeed + lvGrow.Speed), 0, 0, 0, stargrowCfg.StarupSpeed)
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speed, _ := mengine.ParseAndExec(exprSpeed)
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hero.Property = map[string]int32{
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comm.Hp: int32(math.Floor(hp)),
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comm.Atk: int32(math.Floor(atk)),
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comm.Def: int32(math.Floor(def)),
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comm.Speed: int32(math.Floor(speed)),
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}
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}
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//重新计算英雄属性
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func (this *ModelHero) ChangeHeroProperty(session comm.IUserSession, hero *pb.DBHero) (err error) {
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this.PropertyCompute(hero) //重新计算 property 的值
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update := map[string]interface{}{
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"property": hero.Property,
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}
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if err = this.ChangeList(session.GetUserId(), hero.Id, update); err != nil {
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this.moduleHero.Errorf("ChangeHeroProperty err:%v", err)
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return
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}
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return
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}
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func (this *ModelHero) cleanData(uid string) {
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userList := this.moduleHero.GetHeroList(uid)
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for _, v := range userList {
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if err := this.DelListlds(uid, v.Id); err != nil {
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this.moduleHero.Errorf("cleanData err:%v", err)
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}
|
|
}
|
|
}
|
|
|
|
func (this *ModelHero) AddCardExp(uid string, hero *pb.DBHero, exp int32) (newhero *pb.DBHero, code pb.ErrorCode) {
|
|
var (
|
|
curExp int32
|
|
curLv int32
|
|
update map[string]interface{} // 属性变化
|
|
)
|
|
if hero == nil {
|
|
code = pb.ErrorCode_HeroNoExist
|
|
return
|
|
}
|
|
update = make(map[string]interface{}, 0)
|
|
curExp = hero.Exp
|
|
curLv = hero.Lv
|
|
|
|
var maxLv int32 // 校验等级达到上限
|
|
maxLv = hero.Star * comm.HeroStarLvRatio
|
|
_data := this.moduleHero.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 len(_data.Heroexp) == 0 {
|
|
break
|
|
}
|
|
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.moduleHero.configure.GetHeroLv(curLv)
|
|
if _data == nil { // 等级加失败了 回到原来的等级
|
|
curLv -= 1
|
|
break
|
|
}
|
|
}
|
|
}
|
|
if hero.SameCount > 1 { //有堆叠的情况
|
|
hero.SameCount -= 1
|
|
newhero = this.CloneNewHero(hero) // 克隆一个新的
|
|
}
|
|
|
|
update["lv"] = curLv
|
|
update["exp"] = curExp
|
|
update["isOverlying"] = false
|
|
update["sameCount"] = 1
|
|
|
|
hero.Lv = curLv
|
|
hero.Exp = curExp
|
|
hero.IsOverlying = false
|
|
hero.SameCount = 1
|
|
|
|
if err := this.ChangeList(uid, hero.Id, update); err != nil {
|
|
code = pb.ErrorCode_DBError
|
|
}
|
|
}
|
|
return
|
|
}
|
|
|
|
// 玩家离线 清除缓存
|
|
func (this *ModelHero) RemoveUserHeroInfo(session comm.IUserSession) (err error) {
|
|
this.BatchDelLists(session.GetUserId())
|
|
return
|
|
}
|
|
|
|
func (this *ModelHero) CheckPool(drawCount int32, config *cfg.GameGlobalData) (pools string) {
|
|
if config.BasePool1.S <= drawCount && config.BasePool1.E >= drawCount {
|
|
return config.BasePool1.P
|
|
} else if config.BasePool2.S <= drawCount && config.BasePool2.E >= drawCount {
|
|
return config.BasePool2.P
|
|
} else if config.BasePool3.S <= drawCount && config.BasePool3.E >= drawCount {
|
|
return config.BasePool3.P
|
|
}
|
|
return config.BasePool4.P
|
|
}
|
|
|
|
// 通数组里的权重随机命中 返回值为数组的下标
|
|
func (this *ModelHero) GetRandW(sz []int32) int32 {
|
|
|
|
if len(sz) > 0 {
|
|
var _totalW int64 // 总权重
|
|
var _tmpW int64 // 临时权重
|
|
for _, v := range sz {
|
|
_totalW += int64(v)
|
|
}
|
|
// 随机权重
|
|
n, _ := rand.Int(rand.Reader, big.NewInt(_totalW))
|
|
for i, v := range sz {
|
|
_tmpW += int64(v)
|
|
if n.Int64() < _tmpW {
|
|
return int32(i)
|
|
}
|
|
}
|
|
}
|
|
return 0
|
|
}
|
|
|
|
// 通过卡池的权重 获取英雄
|
|
func (this *ModelHero) GetRandHeroIdBypool(sz []int32) int32 {
|
|
|
|
if len(sz) > 0 {
|
|
var _totalW int64 // 总权重
|
|
var _tmpW int64 // 临时权重
|
|
for _, v := range sz {
|
|
_totalW += int64(v)
|
|
}
|
|
// 随机权重
|
|
n, _ := rand.Int(rand.Reader, big.NewInt(_totalW))
|
|
for i, v := range sz {
|
|
_tmpW += int64(v)
|
|
if n.Int64() < _tmpW { // 种族保底卡池命中
|
|
return int32(i)
|
|
}
|
|
}
|
|
}
|
|
return 0
|
|
}
|
|
|
|
func (this *ModelHero) InitTempHero(heroCfgId string, star, lv int32) *pb.DBHero {
|
|
heroCfg := this.moduleHero.configure.GetHero(heroCfgId)
|
|
if heroCfg == nil {
|
|
this.moduleHero.Errorf("%v hero not found from config %v", heroCfgId)
|
|
return nil
|
|
}
|
|
|
|
newHero := &pb.DBHero{
|
|
HeroID: heroCfg.Hid,
|
|
Star: star, //初始星级
|
|
Lv: lv, //初始等级
|
|
IsOverlying: true, //是否允许叠加,
|
|
Block: false, //未锁定
|
|
CardType: heroCfg.Type, //卡片类型
|
|
Skins: []int32{},
|
|
EquipID: make([]string, 6), //初始装备
|
|
SameCount: 1, //默认叠加数量
|
|
AddProperty: make(map[string]int32),
|
|
Energy: make(map[string]int32),
|
|
Property: make(map[string]int32),
|
|
EnergyProperty: make(map[string]int32),
|
|
JuexProperty: make(map[string]int32),
|
|
}
|
|
this.PropertyCompute(newHero)
|
|
this.initHeroSkill(newHero)
|
|
return newHero
|
|
}
|