go_dreamfactory/modules/hero/api_strengthenUpSkill.go

169 lines
5.0 KiB
Go

package hero
import (
"crypto/rand"
"go_dreamfactory/comm"
"go_dreamfactory/pb"
"math/big"
"google.golang.org/protobuf/proto"
)
//参数校验
func (this *apiComp) StrengthenUpSkillCheck(session comm.IUserSession, req *pb.HeroStrengthenUpSkillReq) (code pb.ErrorCode) {
if req.HeroObjID == "" || len(req.CostCardObj) == 0 {
code = pb.ErrorCode_ReqParameterError
return
}
return
}
/// 英雄技能升级
func (this *apiComp) StrengthenUpSkill(session comm.IUserSession, req *pb.HeroStrengthenUpSkillReq) (code pb.ErrorCode, data proto.Message) {
var (
tmpUpSkillID map[int32]*pb.SkillData // 即将要升级的技能id
probability map[int32]int32 // 即将升级技能的权重
upSkillPos int32 // 升级的技能位置
totalprobability int32 // 所有技能总权重
tmpValue int32 // 临时对象 存放累加权重
tagColor int32 // 目标卡品质
_hero *pb.DBHero // 操作的英雄
ChangeList []*pb.DBHero // 推送 改变的英雄
mapCostHero map[string]int32 // 消耗的技能卡
mapCostObj map[string]*pb.DBHero // 消耗的技能卡对象
)
mapCostHero = make(map[string]int32, 0)
mapCostObj = make(map[string]*pb.DBHero, 0)
ChangeList = make([]*pb.DBHero, 0)
tmpUpSkillID = make(map[int32]*pb.SkillData, 0)
code = this.StrengthenUpSkillCheck(session, req) // check
if code != pb.ErrorCode_Success {
return
}
_hero, code = this.module.GetHeroByObjID(session.GetUserId(), req.HeroObjID) // 查询目标卡是否存在
if code != pb.ErrorCode_Success {
return
}
// 查询配置表 找出原始品质
heroCfg := this.module.configure.GetHero(_hero.HeroID)
if heroCfg == nil {
code = pb.ErrorCode_HeroNoExist
return
}
tagColor = heroCfg.Color
for _, v := range req.CostCardObj { // 数组转 map
mapCostHero[v]++
}
for k, v := range mapCostHero {
costHero, c := this.module.GetHeroByObjID(session.GetUserId(), k) // 查询消耗卡是否存在
if c != pb.ErrorCode_Success {
code = c
return
}
if costHero.Block { // 锁定的卡不允许被消耗
code = pb.ErrorCode_HeroIsLock
return
}
if costHero.SameCount < v { // 数量校验
code = pb.ErrorCode_HeroNoEnough
return
}
tmp := this.module.configure.GetHero(costHero.HeroID) // 星级校验
if tmp.Color != tagColor {
code = pb.ErrorCode_HeroColorErr
return
}
if tmp.Type != comm.CardTypeSkill { // 查看是不是升级卡
code = pb.ErrorCode_HeroTypeErr
return
}
mapCostObj[k] = costHero
}
for range req.CostCardObj { // 升级技能
config, err1 := this.module.configure.GetHeroSkillUpConfig()
if err1 != nil {
code = pb.ErrorCode_ConfigNoFound
return
}
for index, skill := range _hero.NormalSkill {
skillMaxLv := this.module.configure.GetHeroSkillMaxLvConfig(uint32(skill.SkillID))
if skill.SkillLv < skillMaxLv { // 找到没有满级的技能id
tmpUpSkillID[int32(index)] = skill
}
}
if len(tmpUpSkillID) == 0 {
code = pb.ErrorCode_HeroMaxSkillLv
return
}
probability = make(map[int32]int32, 0)
// 获取权重
for k, v := range tmpUpSkillID {
for _, v2 := range config.GetDataList() {
if v2.Hid == _hero.HeroID && (k+1) == v2.Skillpos && v.SkillLv == v2.Skilllevel {
probability[k] = v2.Probability // 设置权重
}
}
}
totalprobability = 0
// 根据权重升级对应的技能
for _, v := range probability {
totalprobability += v
}
if totalprobability == 0 {
code = pb.ErrorCode_HeroSkillUpErr //技能升级失败
return
}
n, _ := rand.Int(rand.Reader, big.NewInt(int64(totalprobability)))
for k, v := range probability {
tmpValue += v
if int32(n.Int64()) < tmpValue { // 找到了
upSkillPos = k
break
}
}
for index, skill := range _hero.NormalSkill {
if int32(index) == upSkillPos { // 找到指定位置技能并升级
skill.SkillLv += 1
break
}
}
}
for k, v := range mapCostObj {
code = this.module.DelCard(session.GetUserId(), v, mapCostHero[k])
if code != pb.ErrorCode_Success {
return
}
ChangeList = append(ChangeList, v)
}
// 堆叠情况
if _hero.SameCount > 1 {
_hero.SameCount -= 1
newHero := this.module.modelHero.CloneNewHero(_hero)
ChangeList = append(ChangeList, newHero)
}
_heroMap := map[string]interface{}{
"normalSkill": _hero.NormalSkill,
"isOverlying": false,
"sameCount": 1,
}
_hero.SameCount = 1
err1 := this.module.modelHero.ChangeList(session.GetUserId(), req.HeroObjID, _heroMap) // 修改英雄信息
if err1 != nil {
this.module.Errorf("update hero skill failed:%v", err1)
code = pb.ErrorCode_DBError
return
}
this.module.modelHero.ChangeHeroProperty(session, _hero) // 推送属性变化
ChangeList = append(ChangeList, _hero)
session.SendMsg(string(this.module.GetType()), "change", &pb.HeroChangePush{List: ChangeList})
session.SendMsg(string(this.module.GetType()), StrengthenUpSkill, &pb.HeroStrengthenUpSkillResp{Hero: _hero})
return
}