194 lines
6.2 KiB
Go
194 lines
6.2 KiB
Go
package hero
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import (
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"go_dreamfactory/comm"
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"go_dreamfactory/pb"
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"go_dreamfactory/utils"
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"google.golang.org/protobuf/proto"
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)
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//参数校验
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func (this *apiComp) StrengthenUpSkillCheck(session comm.IUserSession, req *pb.HeroStrengthenUpSkillReq) (code pb.ErrorCode) {
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if req.HeroObjID == "" || len(req.CostCardObj) == 0 {
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code = pb.ErrorCode_ReqParameterError
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return
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}
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return
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}
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/// 英雄技能升级
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func (this *apiComp) StrengthenUpSkill(session comm.IUserSession, req *pb.HeroStrengthenUpSkillReq) (code pb.ErrorCode, data proto.Message) {
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var (
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upSkillPos int32 // 升级的技能位置
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_hero *pb.DBHero // 操作的英雄
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ChangeList []*pb.DBHero // 推送 改变的英雄
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mapCostHero map[string]int32 // 消耗的技能卡
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mapCostObj map[string]*pb.DBHero // 消耗的技能卡对象
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costGold int64 // 金币消耗
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lvUpCount int32 // 技能升级的次数
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)
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mapCostHero = make(map[string]int32, 0)
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mapCostObj = make(map[string]*pb.DBHero, 0)
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ChangeList = make([]*pb.DBHero, 0)
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code = this.StrengthenUpSkillCheck(session, req) // check
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if code != pb.ErrorCode_Success {
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return
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}
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_hero, code = this.module.GetHeroByObjID(session.GetUserId(), req.HeroObjID) // 查询目标卡是否存在
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if code != pb.ErrorCode_Success {
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return
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}
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// 查询配置表 找出原始品质
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heroCfg := this.module.configure.GetHeroConfig(_hero.HeroID)
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if heroCfg == nil {
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code = pb.ErrorCode_HeroNoExist
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return
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}
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for _, v := range req.CostCardObj { // 数组转 map
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mapCostHero[v]++
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}
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for k, v := range mapCostHero {
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costHero, c := this.module.GetHeroByObjID(session.GetUserId(), k) // 查询消耗卡是否存在
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if c != pb.ErrorCode_Success {
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code = c
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return
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}
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if costHero.Block { // 锁定的卡不允许被消耗
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code = pb.ErrorCode_HeroIsLock
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return
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}
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if costHero.SameCount < v { // 数量校验
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code = pb.ErrorCode_HeroNoEnough
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return
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}
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tmp := this.module.configure.GetHeroConfig(costHero.HeroID) // 星级校验
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if tmp.Color != heroCfg.Color {
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code = pb.ErrorCode_HeroColorErr
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return
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}
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if tmp.Type != comm.CardTypeSkill { // 查看是不是升级卡
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code = pb.ErrorCode_HeroTypeErr
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return
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}
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expConf := this.module.configure.GetHeroExp(costHero.HeroID) // 消耗多少金币
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if expConf != nil {
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costGold += int64(expConf.Needgold * v)
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lvUpCount += expConf.Skilllevelup * v
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} else {
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lvUpCount += v // 计算技能升级次数
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}
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mapCostObj[k] = costHero
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}
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// 检查金币消耗
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curGold := this.module.ModuleUser.QueryAttributeValue(session.GetUserId(), comm.ResGold)
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if curGold < costGold { // 金币不足
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code = pb.ErrorCode_GoldNoEnough
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return
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}
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for i := 0; i < int(lvUpCount); i++ { // 升级技能
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szIndex := make([]int32, 0)
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sz := make([]int32, 0)
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for index, skill := range _hero.NormalSkill {
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skillMaxLv := this.module.configure.GetHeroSkillMaxLvConfig(uint32(skill.SkillID))
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if skill.SkillLv < skillMaxLv { // 找到没有满级的技能id
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skillData := this.module.configure.GetHeroSkillUpConfig(skill.SkillID)
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if skillData == nil {
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code = pb.ErrorCode_ConfigNoFound
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return
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}
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sz = append(sz, skillData.Probability[skill.SkillLv])
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szIndex = append(szIndex, int32(index))
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}
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}
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if len(sz) == 0 {
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code = pb.ErrorCode_HeroMaxSkillLv
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this.module.Errorf("技能升级失败:uid:%s,oid:%s", session.GetUserId(), _hero.Id)
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return
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}
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upSkillPos = comm.GetRandW(sz)
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_hero.NormalSkill[szIndex[upSkillPos]].SkillLv += 1
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}
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code = this.module.ModuleUser.AddAttributeValue(session, comm.ResGold, -int32(costGold), true)
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if code != pb.ErrorCode_Success { // 金币不足
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code = pb.ErrorCode_GoldNoEnough
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return
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}
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for k, v := range mapCostObj {
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code = this.module.DelCard(session.GetUserId(), v, mapCostHero[k])
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if code != pb.ErrorCode_Success {
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code = this.module.ModuleUser.AddAttributeValue(session, comm.ResGold, int32(costGold), true)
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return
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}
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ChangeList = append(ChangeList, v)
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}
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// 堆叠情况
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if _hero.SameCount > 1 {
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_hero.SameCount -= 1
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sz := make([]*pb.SkillData, 0)
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for _, v := range _hero.NormalSkill {
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sz = append(sz, &pb.SkillData{
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SkillID: v.SkillID,
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SkillLv: v.SkillLv,
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})
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v.SkillLv = 1
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}
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newHero := this.module.modelHero.CloneNewHero(_hero)
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ChangeList = append(ChangeList, newHero)
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_hero.NormalSkill = sz
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}
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_heroMap := map[string]interface{}{
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"normalSkill": _hero.NormalSkill,
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"isOverlying": false,
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"sameCount": 1,
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}
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_hero.SameCount = 1
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err1 := this.module.modelHero.ChangeList(session.GetUserId(), req.HeroObjID, _heroMap) // 修改英雄信息
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if err1 != nil {
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this.module.Errorf("update hero skill failed:%v", err1)
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code = pb.ErrorCode_DBError
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return
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}
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/////
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this.module.modelHero.ChangeHeroProperty(session, _hero) // 推送属性变化
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ChangeList = append(ChangeList, _hero)
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session.SendMsg(string(this.module.GetType()), "change", &pb.HeroChangePush{List: ChangeList})
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session.SendMsg(string(this.module.GetType()), StrengthenUpSkill, &pb.HeroStrengthenUpSkillResp{Hero: _hero})
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//英雄技能培养 【玩家名称】已将【英雄名称】技能培养至满级!
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if user := this.module.ModuleUser.GetUser(session.GetUserId()); user != nil {
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this.chat.SendSysChatToWorld(comm.ChatSystem9, nil, _hero.Lv, 0, user.Name, _hero.HeroID)
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} else {
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this.module.Errorf("no found userdata uid:%s", session.GetUserId())
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}
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this.module.ModuleRtask.SendToRtask(session, comm.Rtype52, utils.ToInt32(_hero.HeroID), 1)
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this.module.ModuleRtask.SendToRtask(session, comm.Rtype53, 1)
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// 检查是不是满级技能
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maxLv := true
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for _, skill := range _hero.NormalSkill {
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skillMaxLv := this.module.configure.GetHeroSkillMaxLvConfig(uint32(skill.SkillID))
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if skill.SkillLv < skillMaxLv { // 找到没有满级的技能id
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maxLv = false
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}
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}
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if maxLv {
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this.module.ModuleRtask.SendToRtask(session, comm.Rtype54, 1)
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this.module.ModuleRtask.SendToRtask(session, comm.Rtype57, 1)
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}
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cfg := this.module.configure.GetHeroConfig(_hero.HeroID)
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if cfg != nil {
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this.module.ModuleRtask.SendToRtask(session, comm.Rtype55, cfg.Color, 1)
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this.module.ModuleRtask.SendToRtask(session, comm.Rtype56, 1, 1, cfg.Job)
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}
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return
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}
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