go_dreamfactory/modules/viking/api_challengeover.go
2022-11-14 13:53:47 +08:00

136 lines
3.7 KiB
Go

package viking
import (
"go_dreamfactory/comm"
"go_dreamfactory/pb"
"go_dreamfactory/sys/configure"
cfg "go_dreamfactory/sys/configure/structs"
"google.golang.org/protobuf/proto"
)
//参数校验
func (this *apiComp) ChallengeOverCheck(session comm.IUserSession, req *pb.VikingChallengeOverReq) (code pb.ErrorCode) {
if req.BossId <= 0 && req.Difficulty > 0 {
code = pb.ErrorCode_ReqParameterError
return
}
return
}
///挑战完成
func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.VikingChallengeOverReq) (code pb.ErrorCode, data proto.Message) {
var (
mapData map[string]interface{}
newChallenge bool // 新的关卡
reward []*cfg.Gameatn
asset []*pb.UserAssets
)
mapData = make(map[string]interface{}, 0)
reward = make([]*cfg.Gameatn, 0)
asset = make([]*pb.UserAssets, 0)
code = this.ChallengeOverCheck(session, req)
if code != pb.ErrorCode_Success {
return // 参数校验失败直接返回
}
viking, err := this.module.modelViking.getVikingList(session.GetUserId())
if err != nil {
code = pb.ErrorCode_VikingBoosType
return
}
if viking.ChallengeCount > this.module.configure.GetGlobalConf().VikingNum+viking.BuyCount {
code = pb.ErrorCode_VikingMaxChallengeCount
return
}
cfg := this.module.configure.GetVikingBossConfigData(req.BossId, req.Difficulty)
if cfg == nil {
code = pb.ErrorCode_ConfigNoFound
return
}
value, ok := viking.Boss[req.BossId]
if !ok { // 类型校验
viking.Boss[req.BossId] = 0
}
if value < req.Difficulty {
if value+1 != req.Difficulty {
code = pb.ErrorCode_VikingLvErr
return
}
newChallenge = true
viking.Boss[req.BossId]++
// 校验是不是达到最大难度
maxDifficulity := this.module.configure.GetMaxDifficultyByBossID(req.BossId)
if viking.Boss[req.BossId] > maxDifficulity {
viking.Boss[req.BossId] = maxDifficulity
}
mapData["boss"] = viking.Boss
}
if req.Report != nil && req.Report.Info != nil && len(req.Report.Info.Redflist) > 0 && value == req.Difficulty {
sz := make([]*pb.LineUp, 5)
for i, v := range req.Report.Info.Redflist[0].Team {
if v != nil {
sz[i] = &pb.LineUp{
Cid: v.HeroID,
Star: v.Star,
Lv: v.Lv,
}
}
}
// 刷新难度最高的记录
this.module.modulerank.updateVikingRankList(session, req.Difficulty, req.BossId, req.Report.Info.Redflist[0].Leadpos, sz, req.Report.Costtime)
}
// 耗时校验 当前战斗胜利时间消耗小于之前刷新数据
code, _ = this.module.battle.CheckBattleReport(session, req.Report)
if code != pb.ErrorCode_Success {
return
}
conf := this.module.configure.GetGlobalConf()
if conf != nil {
if viking.LeftCount >= conf.VikingNum {
viking.RecoveryTime = configure.Now().Unix()
}
}
viking.LeftCount--
mapData["leftCount"] = viking.LeftCount
viking.ChallengeCount++
mapData["challengeCount"] = viking.ChallengeCount
code = this.module.ModifyVikingData(session.GetUserId(), mapData)
if newChallenge { // 新关卡挑战通过 发放首通奖励
if code = this.module.DispenseRes(session, cfg.Firstprize, true); code != pb.ErrorCode_Success {
return
}
viking.Boss[req.BossId] += 1
mapData["boss"] = viking.Boss
for _, v := range cfg.Firstprize {
asset = append(asset, &pb.UserAssets{
A: v.A,
T: v.T,
N: v.N,
})
}
} else {
reward = this.module.configure.GetDropReward(cfg.Drop) // 获取掉落奖励
if code = this.module.DispenseRes(session, reward, true); code != pb.ErrorCode_Success {
return
}
for _, v := range reward {
asset = append(asset, &pb.UserAssets{
A: v.A,
T: v.T,
N: v.N,
})
}
}
// 发放通关随机奖励
session.SendMsg(string(this.module.GetType()), VikingChallengeOverResp, &pb.VikingChallengeOverResp{
Data: viking,
Asset: asset,
})
return
}