go_dreamfactory/modules/hero/model_hero.go
2024-02-28 11:21:17 +08:00

1210 lines
38 KiB
Go

package hero
import (
"crypto/rand"
"errors"
"fmt"
"go_dreamfactory/comm"
"go_dreamfactory/lego/core"
"go_dreamfactory/lego/sys/log"
"go_dreamfactory/lego/sys/redis"
"go_dreamfactory/modules"
"go_dreamfactory/pb"
cfg "go_dreamfactory/sys/configure/structs"
"go_dreamfactory/sys/db"
"go_dreamfactory/utils"
"math"
"math/big"
"reflect"
"strconv"
"go.mongodb.org/mongo-driver/bson/primitive"
"go.mongodb.org/mongo-driver/mongo"
"go.mongodb.org/mongo-driver/x/bsonx"
)
type ModelHero struct {
modules.MCompModel
module *Hero
}
func (this *ModelHero) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) {
this.TableName = comm.TableHero
err = this.MCompModel.Init(service, module, comp, options)
this.module = module.(*Hero)
// 通过uid创建索引
this.DB.CreateIndex(core.SqlTable(this.TableName), mongo.IndexModel{
Keys: bsonx.Doc{{Key: "uid", Value: bsonx.Int32(1)}},
})
return
}
func (p *ModelHero) cloneTags(tags map[int32]int32) map[int32]int32 {
cloneTags := make(map[int32]int32)
for k, v := range tags {
cloneTags[k] = v
}
return cloneTags
}
// 计算英雄战力
func (this *ModelHero) calFigthValue(hero *pb.DBHero) (addValue int32, err error) {
var (
skillValue int32 // 技能战力
baseValue int32 // 基础战力
heroCfg *cfg.GameHeroData //英雄配置
tmpHero *pb.DBHero
preValue int32
skillpos *cfg.GameFightingSkilllvData
skilllv *cfg.GameFightingSkilllvData
skillStar *cfg.GameFightingSkillStarData
)
tmpHero = new(pb.DBHero)
*tmpHero = *hero // 克隆一个对象
tmpHero.Property = this.cloneTags(hero.Property)
tmpHero.AddProperty = this.cloneTags(hero.AddProperty)
tmpHero.JuexProperty = this.cloneTags(hero.JuexProperty)
tmpHero.HoroscopeProperty = this.cloneTags(hero.HoroscopeProperty)
tmpHero.TalentProperty = this.cloneTags(hero.TalentProperty)
preValue = hero.Fightvalue
if heroCfg, err = this.module.configure.GetHeroConfig(tmpHero.HeroID); err != nil {
return
}
for k, v := range tmpHero.Property {
switch k {
case cfg.GamePropertyType_Base_MaxHp_Per:
tmpHero.Property[cfg.GamePropertyType_Base_MaxHp_Per] = 0
tmpHero.Property[cfg.GamePropertyType_Base_MaxHp_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_MaxHp_Base])))
case cfg.GamePropertyType_Base_Atk_Per:
tmpHero.Property[cfg.GamePropertyType_Base_Atk_Per] = 0
tmpHero.Property[cfg.GamePropertyType_Base_Atk_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_Atk_Base])))
case cfg.GamePropertyType_Base_Def_Per:
tmpHero.Property[cfg.GamePropertyType_Base_Def_Per] = 0
tmpHero.Property[cfg.GamePropertyType_Base_Def_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_Def_Base])))
case cfg.GamePropertyType_Base_Speed_Per:
tmpHero.Property[cfg.GamePropertyType_Base_Speed_Per] = 0
tmpHero.Property[cfg.GamePropertyType_Base_Speed_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_Speed_Base])))
}
}
for k, v := range tmpHero.AddProperty {
switch k {
case cfg.GamePropertyType_Base_MaxHp_Per:
tmpHero.AddProperty[cfg.GamePropertyType_Base_MaxHp_Per] = 0
tmpHero.AddProperty[cfg.GamePropertyType_Base_MaxHp_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_MaxHp_Base])))
case cfg.GamePropertyType_Base_Atk_Per:
tmpHero.AddProperty[cfg.GamePropertyType_Base_Atk_Per] = 0
tmpHero.AddProperty[cfg.GamePropertyType_Base_Atk_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_Atk_Base])))
case cfg.GamePropertyType_Base_Def_Per:
tmpHero.AddProperty[cfg.GamePropertyType_Base_Def_Per] = 0
tmpHero.AddProperty[cfg.GamePropertyType_Base_Def_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_Def_Base])))
case cfg.GamePropertyType_Base_Speed_Per:
tmpHero.AddProperty[cfg.GamePropertyType_Base_Speed_Per] = 0
tmpHero.AddProperty[cfg.GamePropertyType_Base_Speed_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_Speed_Base])))
}
}
for k, v := range tmpHero.JuexProperty {
switch k {
case cfg.GamePropertyType_Base_MaxHp_Per:
tmpHero.JuexProperty[cfg.GamePropertyType_Base_MaxHp_Per] = 0
tmpHero.JuexProperty[cfg.GamePropertyType_Base_MaxHp_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_MaxHp_Base])))
case cfg.GamePropertyType_Base_Atk_Per:
tmpHero.JuexProperty[cfg.GamePropertyType_Base_Atk_Per] = 0
tmpHero.JuexProperty[cfg.GamePropertyType_Base_Atk_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_Atk_Base])))
case cfg.GamePropertyType_Base_Def_Per:
tmpHero.JuexProperty[cfg.GamePropertyType_Base_Def_Per] = 0
tmpHero.JuexProperty[cfg.GamePropertyType_Base_Def_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_Def_Base])))
case cfg.GamePropertyType_Base_Speed_Per:
tmpHero.JuexProperty[cfg.GamePropertyType_Base_Speed_Per] = 0
tmpHero.JuexProperty[cfg.GamePropertyType_Base_Speed_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_Speed_Base])))
}
}
for k, v := range tmpHero.HoroscopeProperty {
switch k {
case cfg.GamePropertyType_Base_MaxHp_Per:
tmpHero.HoroscopeProperty[cfg.GamePropertyType_Base_MaxHp_Per] = 0
tmpHero.HoroscopeProperty[cfg.GamePropertyType_Base_MaxHp_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_MaxHp_Base])))
case cfg.GamePropertyType_Base_Atk_Per:
tmpHero.HoroscopeProperty[cfg.GamePropertyType_Base_Atk_Per] = 0
tmpHero.HoroscopeProperty[cfg.GamePropertyType_Base_Atk_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_Atk_Base])))
case cfg.GamePropertyType_Base_Def_Per:
tmpHero.HoroscopeProperty[cfg.GamePropertyType_Base_Def_Per] = 0
tmpHero.HoroscopeProperty[cfg.GamePropertyType_Base_Def_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_Def_Base])))
case cfg.GamePropertyType_Base_Speed_Per:
tmpHero.HoroscopeProperty[cfg.GamePropertyType_Base_Speed_Per] = 0
tmpHero.HoroscopeProperty[cfg.GamePropertyType_Base_Speed_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_Speed_Base])))
}
}
for k, v := range tmpHero.TalentProperty {
switch k {
case cfg.GamePropertyType_Base_MaxHp_Per:
tmpHero.TalentProperty[cfg.GamePropertyType_Base_MaxHp_Per] = 0
tmpHero.TalentProperty[cfg.GamePropertyType_Base_MaxHp_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_MaxHp_Base])))
case cfg.GamePropertyType_Base_Atk_Per:
tmpHero.TalentProperty[cfg.GamePropertyType_Base_Atk_Per] = 0
tmpHero.TalentProperty[cfg.GamePropertyType_Base_Atk_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_Atk_Base])))
case cfg.GamePropertyType_Base_Def_Per:
tmpHero.TalentProperty[cfg.GamePropertyType_Base_Def_Per] = 0
tmpHero.TalentProperty[cfg.GamePropertyType_Base_Def_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_Def_Base])))
case cfg.GamePropertyType_Base_Speed_Per:
tmpHero.TalentProperty[cfg.GamePropertyType_Base_Speed_Per] = 0
tmpHero.TalentProperty[cfg.GamePropertyType_Base_Speed_Base] += int32(math.Floor((float64(v) / 1000) * float64(tmpHero.Property[cfg.GamePropertyType_Base_Speed_Base])))
}
}
// 属性汇总
for k, v := range tmpHero.TalentProperty {
tmpHero.Property[k] += v
}
for k, v := range tmpHero.HoroscopeProperty {
tmpHero.Property[k] += v
}
for k, v := range tmpHero.JuexProperty {
tmpHero.Property[k] += v
}
for k, v := range tmpHero.AddProperty {
tmpHero.Property[k] += v
}
// 算基础属性
for k, v := range this.module.configure.GetGameFightingCapacityData() {
if _, ok := tmpHero.Property[k]; ok {
baseValue += tmpHero.Property[k] * v / 1000
}
}
for pos, v := range tmpHero.NormalSkill {
if skillpos, err = this.module.configure.GetGameFightingSkilllv(int32(pos + 1)); err == nil {
if skilllv, err = this.module.configure.GetGameFightingSkilllv(v.SkillLv); err == nil {
skillValue += skillpos.Value * skilllv.Value / 1000
} else {
return
}
} else {
return
}
}
// 乘以星级系数
if skillStar, err = this.module.configure.GetGameFightingSkillStar(heroCfg.Star); err == nil {
skillValue = skillValue * skillStar.Value / 1000
}
hero.Fightvalue = skillValue + baseValue
addValue = hero.Fightvalue - preValue
return
}
// 初始化英雄
func (this *ModelHero) InitHero(uid string, heroCfgId string) (newHero *pb.DBHero, err error) {
var (
heroCfg *cfg.GameHeroData
)
if heroCfg, err = this.module.configure.GetHeroConfig(heroCfgId); err != nil {
return
}
objId := primitive.NewObjectID().Hex()
newHero = &pb.DBHero{
Id: objId,
Uid: uid,
HeroID: heroCfg.Hid,
Star: heroCfg.Star, //初始星级
Lv: 1, //初始等级
Block: false, //未锁定
CardType: heroCfg.Type, //卡片类型
Skins: []int32{},
EquipID: make([]string, 8), //初始装备
AddProperty: make(map[int32]int32),
Property: make(map[int32]int32),
JuexProperty: make(map[int32]int32),
TalentProperty: make(map[int32]int32),
HoroscopeProperty: make(map[int32]int32),
Fetters: make(map[int32]int32),
ExclusiveProperty: make(map[int32]int32),
ExclusiveSkill: make([]*pb.SkillData, 0),
Lvreward: make(map[int32]bool),
Awakenreward: make(map[int32]bool),
}
this.initHeroSkill(newHero)
err = this.PropertyCompute(newHero)
return
}
// 初始化英雄技能
func (this *ModelHero) initHeroSkill(hero *pb.DBHero) []*pb.SkillData {
heroCfg, _ := this.module.configure.GetHeroConfig(hero.HeroID)
if heroCfg != nil {
if heroCfg.Skill != 0 {
hero.CaptainSkill = heroCfg.Skill
}
skills := []*pb.SkillData{}
if heroCfg.Skill1 != 0 {
skills = append(skills, &pb.SkillData{SkillID: heroCfg.Skill1, SkillLv: 1})
}
if heroCfg.Skill2 != 0 {
skills = append(skills, &pb.SkillData{SkillID: heroCfg.Skill2, SkillLv: 1})
}
if heroCfg.Skill3 != 0 {
skills = append(skills, &pb.SkillData{SkillID: heroCfg.Skill3, SkillLv: 1})
}
if heroCfg.Skill4 != 0 {
skills = append(skills, &pb.SkillData{SkillID: heroCfg.Skill4, SkillLv: 1})
}
if heroCfg.Skill5 != 0 {
skills = append(skills, &pb.SkillData{SkillID: heroCfg.Skill5, SkillLv: 1})
}
if heroCfg.Skill6 != 0 {
skills = append(skills, &pb.SkillData{SkillID: heroCfg.Skill6, SkillLv: 1})
}
hero.NormalSkill = skills
}
return nil
}
// 创建一个指定的英雄
func (this *ModelHero) gmCreateSpecialHero(uid string, heroCfgId string) (hero *pb.DBHero, err error) {
list := this.getHeroList(uid)
for _, v := range list {
if v.HeroID == heroCfgId {
hero = v
return
}
}
hero, err = this.InitHero(uid, heroCfgId)
if err == nil {
if err = this.AddList(uid, hero.Id, hero); err != nil {
this.module.Errorf("%v", err)
return
}
this.module.moduleFetter.AddHeroFetterData(uid, heroCfgId)
}
return
}
// 拷贝一个指针对象
func (this *ModelHero) copyPoint(m *pb.DBHero) *pb.DBHero {
vt := reflect.TypeOf(m).Elem()
newoby := reflect.New(vt)
newoby.Elem().Set(reflect.ValueOf(m).Elem())
return newoby.Interface().(*pb.DBHero)
}
// 克隆一个英雄
// 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
func (this *ModelHero) CloneNewHero(uid string, hero *pb.DBHero) (newHero *pb.DBHero) {
newHero = new(pb.DBHero)
*newHero = *hero //*this.copyPoint(hero)
newHero.Id = primitive.NewObjectID().Hex()
this.AddList(newHero.Uid, newHero.Id, newHero)
// 星座图属性计算
this.module.moduleHoroscope.ComputeHeroNumeric(uid, hero)
return
}
// 初始化可叠加的英雄
func (this *ModelHero) initHeroOverlying(uid string, heroCfgId string, count int32) (hero *pb.DBHero, err error) {
var (
model *db.DBModel
)
hero, err = this.InitHero(uid, heroCfgId)
if err == nil {
if this.module.IsCross() {
if model, err = this.module.GetDBModelByUid(uid, this.TableName); err != nil {
this.module.Errorln(err)
} else {
if err = model.AddList(uid, hero.Id, hero); err != nil {
this.module.Errorf("err:%v", err)
}
}
} else {
if err = this.AddList(uid, hero.Id, hero); err != nil {
this.module.Errorln(err)
}
}
}
return
}
// 获取一个英雄(参数唯一objID)
func (this *ModelHero) getOneHero(uid, heroId string) *pb.DBHero {
var (
err error
model *db.DBModel
)
hero := &pb.DBHero{}
if this.module.IsCross() {
if model, err = this.module.GetDBModelByUid(uid, this.TableName); err != nil {
this.module.Errorln(err)
} else {
if err = model.GetListObj(uid, heroId, hero); err != nil {
this.module.Errorf("err:%v", err)
}
}
} else {
if err = this.GetListObj(uid, heroId, hero); err != nil {
this.module.Errorln(err)
}
}
return hero
}
// 获取一个英雄(参数唯一objID)
func (this *ModelHero) getHeros(uid string, heroIds []string) (heros []*pb.DBHero, err error) {
heros = make([]*pb.DBHero, 0)
if err = this.GetListObjs(uid, heroIds, &heros); err != nil {
return
}
return
}
// 消耗英雄卡
func (this *ModelHero) consumeHeroCard(uid string, hero *pb.DBHero) (err error) {
if hero == nil {
err = errors.New("hero no exist")
return
}
if err := this.DelListlds(uid, []string{hero.Id}); err != nil {
this.module.Errorf("%v", err)
}
this.module.Debugf("删除卡牌uid:%s,卡牌ID:%s", uid, hero.Id)
return
}
// 获取玩家的英雄列表
func (this *ModelHero) getHeroList(uid string) []*pb.DBHero {
var (
err error
model *db.DBModel
heroes []*pb.DBHero
)
if this.module.IsCross() {
if model, err = this.module.GetDBModelByUid(uid, this.TableName); err != nil {
this.module.Errorln(err)
} else {
if err = model.GetList(uid, &heroes); err != nil {
this.module.Errorf("err:%v", err)
}
}
} else {
if err := this.GetList(uid, &heroes); err != nil {
this.module.Errorln(err)
}
}
return heroes
}
// 重置觉醒属性
func (this *ModelHero) resetJuexingProperty(hero *pb.DBHero) (err error) {
var (
awakenData *cfg.GameHeroAwakenData
)
hero.JuexProperty = make(map[int32]int32)
for i := 1; i <= int(hero.JuexingLv); i++ {
if awakenData, err = this.module.configure.GetHeroAwakenConfig(hero.HeroID, int32(i)); err == nil {
for _, v := range awakenData.Phasebonus {
hero.JuexProperty[v.A] += int32(v.N)
}
} else {
return
}
}
return
}
// 设置装备属性
func (this *ModelHero) setEquipProperty(hero *pb.DBHero, equip []*pb.DB_Equipment) {
addProperty := make(map[int32]int32) //副属性
equipSkill := make([]*pb.SkillData, 0)
for i, v := range equip {
if v == nil {
continue
}
hero.EquipID[i] = v.Id
addProperty[v.MainEntry.AttrName] += v.MainEntry.Value //主属性
if v.Inscribe == hero.Id { //铭刻生效
addProperty[v.MainEntry.AttrName] += v.Inscribevalue
}
for _, v := range v.AdverbEntry {
addProperty[v.AttrName] += v.Value + v.EnchValue //附加属性
}
if v.Adverbskill != nil {
for _, v := range v.Adverbskill {
equipSkill = append(equipSkill, &pb.SkillData{
SkillID: v.SkillId,
SkillLv: v.Lv,
})
}
}
}
for _, v := range hero.Suits {
if v.Effect {
if configure, err := this.module.configure.GetEquipsuit(v.Suitid); err != nil {
this.module.Errorln(err)
} else {
for _, v := range configure.SetBonuses {
addProperty[v.A] += v.N
}
}
}
}
this.mergeAddProperty(hero.Uid, hero, addProperty, equipSkill)
}
// 设置装备属性
func (this *ModelHero) setExclusiveProperty(hero *pb.DBHero, exw *pb.DB_Exclusive) {
addProperty := make(map[int32]int32) //副属性
equipSkill := make([]*pb.SkillData, 0)
hero.Exclusiveid = exw.Id
for k, v := range exw.Property {
addProperty[k] = v //附加属性
}
hero.ExclusiveProperty = addProperty
if exw.Commonskill != 0 {
equipSkill = append(equipSkill, &pb.SkillData{
SkillID: exw.Commonskill,
SkillLv: 1,
})
}
if exw.Exclusiveskill != 0 {
equipSkill = append(equipSkill, &pb.SkillData{
SkillID: exw.Exclusiveskill,
SkillLv: 1,
})
}
hero.ExclusiveSkill = equipSkill
this.calFigthValue(hero)
if err := this.ChangeList(hero.Uid, hero.Id, map[string]interface{}{
"exclusiveid": hero.Exclusiveid,
"exclusiveProperty": hero.ExclusiveProperty,
"exclusiveSkill": hero.ExclusiveSkill,
}); err != nil {
this.module.Errorf("mergeAddProperty err %v", err)
}
}
// 设置装备
func (this *ModelHero) setEquipment(uid string, hero *pb.DBHero) (newHero *pb.DBHero, err error) {
if len(hero.EquipID) == 0 {
return
}
update := make(map[string]interface{})
update["suits"] = hero.Suits
update["equipID"] = hero.EquipID
if err = this.ChangeList(hero.Uid, hero.Id, update); err != nil {
this.module.Errorf("%v", err)
return
}
return
}
// 合并附加属性
func (this *ModelHero) mergeAddProperty(uid string, hero *pb.DBHero, data map[int32]int32, skills []*pb.SkillData) {
hero.AddProperty = data
this.calFigthValue(hero)
if err := this.ChangeList(uid, hero.Id, map[string]interface{}{
"addProperty": data,
"equipSkill": skills,
"fightvalue": hero.Fightvalue,
"suits": hero.Suits,
"equipID": hero.EquipID,
}); err != nil {
this.module.Errorf("mergeAddProperty err %v", err)
}
}
func (this *ModelHero) StarAtkAddition(star int32) (addValue float32, err error) {
var (
starCfg *cfg.GameHeroStargrowData
cfg *cfg.GameHeroLevelupData
)
for i := 1; i <= int(star); i++ {
if starCfg, err = this.module.configure.GetHeroStar(int32(i)); err == nil {
if cfg, err = this.module.configure.GetHeroLv(starCfg.Level); err == nil {
addValue += cfg.Atk * starCfg.StarupAtk / 1000.0
} else {
return
}
} else {
return
}
}
return
}
func (this *ModelHero) StarDefAddition(star int32) (addValue float32, err error) {
var (
starCfg *cfg.GameHeroStargrowData
cfg *cfg.GameHeroLevelupData
)
for i := 1; i <= int(star); i++ {
if starCfg, err = this.module.configure.GetHeroStar(int32(i)); err == nil {
if cfg, err = this.module.configure.GetHeroLv(starCfg.Level); err == nil {
addValue += cfg.Def * starCfg.StarupDef / 1000.0
} else {
return
}
} else {
return
}
}
return
}
func (this *ModelHero) StarHpAddition(star int32) (addValue float32, err error) {
var (
starCfg *cfg.GameHeroStargrowData
cfg *cfg.GameHeroLevelupData
)
for i := 1; i <= int(star); i++ {
if starCfg, err = this.module.configure.GetHeroStar(int32(i)); err == nil {
if cfg, err = this.module.configure.GetHeroLv(starCfg.Level); err == nil {
addValue += cfg.Hp * starCfg.StarupHp / 1000.0
} else {
return
}
} else {
return
}
}
return
}
// 属性计算 基础属性
// 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
func (this *ModelHero) PropertyCompute(hero *pb.DBHero) (err error) {
var (
growCfg *cfg.GameHeroLevelgrowData
lvCfg *cfg.GameHeroLevelupData
atk float32
def float32
hp float32
)
growCfg, err = this.module.configure.GetHeroLvgrow(hero.HeroID)
if err != nil {
this.module.Debugf("hero propertyCompute Configure Info err:heroid :%s, herolv:=%d,heroStar:%d,", hero.HeroID, hero.Lv, hero.Star)
return
}
lvCfg, err = this.module.configure.GetHeroLv(hero.Lv)
if err != nil {
this.module.Debugf("hero propertyCompute Configure Info err:heroid :%s, herolv:=%d,heroStar:%d,", hero.HeroID, hero.Lv, hero.Star)
return
}
atk, err = this.StarAtkAddition(hero.Star)
if err != nil {
return
}
def, err = this.StarDefAddition(hero.Star)
if err != nil {
return
}
hp, err = this.StarHpAddition(hero.Star)
if err != nil {
return
}
atk = (atk + lvCfg.Atk + float32(growCfg.Atk)) * (growCfg.Atkgrow / 1000.0)
def = (def + lvCfg.Def + float32(growCfg.Def)) * (growCfg.Defgrow / 1000.0)
hp = (hp + lvCfg.Hp + float32(growCfg.Hp)) * (growCfg.Hpgrow / 1000.0)
speed := growCfg.Speed
hero.Property = map[int32]int32{
cfg.GamePropertyType_Base_MaxHp_Base: int32(math.Floor(float64(hp))),
cfg.GamePropertyType_Base_Atk_Base: int32(math.Floor(float64(atk))),
cfg.GamePropertyType_Base_Def_Base: int32(math.Floor(float64(def))),
cfg.GamePropertyType_Base_Speed_Base: int32(math.Floor(float64(speed))),
cfg.GamePropertyType_Base_Crit_Base: int32(growCfg.Cri), //暴击
cfg.GamePropertyType_Base_CritDam_Base: int32(growCfg.Cridam), //暴击伤害
cfg.GamePropertyType_Base_EffectHit_Base: int32(growCfg.Effhit), //效果命中
cfg.GamePropertyType_Base_EffectResist_Base: int32(growCfg.Effre), //效果抵抗
cfg.GamePropertyType_LostHold: int32(growCfg.Losthold), //失手率%
cfg.GamePropertyType_UnderStand: int32(growCfg.Understand), //会心率%
cfg.GamePropertyType_DamRe: int32(growCfg.Damre), //伤害减免%
cfg.GamePropertyType_CauseDam: int32(growCfg.Causedam), //伤害提升%
cfg.GamePropertyType_TreAdd: int32(growCfg.Treadd), //治疗加成%
cfg.GamePropertyType_BeTreAdd: int32(growCfg.Betreadd), //受疗加成%
cfg.GamePropertyType_SuckBlood_Per: int32(growCfg.Suckblood), //吸血加成%
}
if hero.Id != "" { // objID 为空表示是怪物对象 不享受天赋属性加成
this.resetTalentProperty(hero)
this.module.moduleHoroscope.ComputeHeroNumeric(hero.Uid, hero)
}
err = this.resetJuexingProperty(hero)
if err != nil {
return
}
_, err = this.calFigthValue(hero)
return
}
func (this *ModelHero) cleanData(uid string) {
userList := this.module.GetHeroList(uid)
for _, v := range userList {
if err := this.DelListlds(uid, []string{v.Id}); err != nil {
this.module.Errorf("cleanData err:%v", err)
}
}
}
func (this *ModelHero) AddCardExp(session comm.IUserSession, heros []*pb.DBHero, exp int32, model *db.DBModel) (curAddExp map[string]int32, award []*cfg.Gameatn, errdata *pb.ErrorData) {
var (
tasks []*pb.BuriedParam
changeupdate map[string]interface{} = make(map[string]interface{})
maxlvhero *pb.DBHero
err error
)
curAddExp = make(map[string]int32, len(heros))
for _, hero := range heros {
var (
user *pb.DBUser
expConf *cfg.GamePlayerlvData
heroconf *cfg.GameHeroData
preLv int32 //加经验之前的等级
curExp int32 // 加经验之后的经验
curLv int32 // 加经验之后的等级
update map[string]interface{} // 属性变化
)
if hero == nil {
errdata = &pb.ErrorData{
Code: pb.ErrorCode_HeroNoExist,
Title: pb.ErrorCode_HeroNoExist.ToString(),
}
return
}
if hero.HeroID == "" { // 这里出bug了
this.module.Errorf("获取英雄数据出问题.玩家id:%s 英雄对象:%v", session.GetUserId(), hero)
continue
}
update = make(map[string]interface{}, 0)
curExp = hero.Exp
curLv = hero.Lv
preLv = curLv
var maxLv int32 // 校验等级达到上限
if maxLv, err = this.module.configure.GetHeroMaxLv(hero.Star); err != nil {
errdata = &pb.ErrorData{
Code: pb.ErrorCode_ConfigNoFound,
Message: fmt.Sprintf("cid:%s id:%s err:%s", hero.HeroID, hero.Id, err.Error()),
}
return
}
// 校验玩家等级
if user, err = this.module.GetUserForSession(session); err != nil {
errdata = &pb.ErrorData{
Code: pb.ErrorCode_DBError,
Message: err.Error(),
}
return
}
if expConf, err = this.module.configure.GetPlayerlvConf(user.Lv); err != nil {
errdata = &pb.ErrorData{
Code: pb.ErrorCode_ConfigNoFound,
Message: err.Error(),
}
return
}
if maxLv > expConf.HeroLv {
maxLv = expConf.HeroLv // 英雄最大等级限制
}
_data, _ := this.module.configure.GetHeroLv(curLv)
if _data == nil {
errdata = &pb.ErrorData{
Code: pb.ErrorCode_ConfigNoFound,
Title: pb.ErrorCode_ConfigNoFound.ToString(),
}
return
}
if heroconf, err = this.module.configure.GetHeroConfig(hero.HeroID); err != nil {
errdata = &pb.ErrorData{
Code: pb.ErrorCode_ConfigNoFound,
Message: err.Error(),
}
return
}
var maxExp int32
maxExp = _data.Heroexp
if maxLv <= curLv && curExp >= maxExp { // 加经验之前校验是否达到最大等级
curAddExp[hero.Id] = 0
this.module.Debugf("英雄已经满级 不需要升级heroid:%s,addexp:%d", hero.Id, exp)
return
}
var fullexp int32 // 溢出的经验
curExp += exp // 先把经验加上
for { // 死循环判断一键升级
if _data.Heroexp == 0 {
fullexp = (curExp - maxExp)
//curAddExp[hero.Id] = exp - (curExp - maxExp) // 减去超过部分的经验
curExp = 0
break
}
maxExp = _data.Heroexp
if maxLv <= curLv && curExp >= maxExp { // 设置最大经验和等级
fullexp = (curExp - maxExp)
//curAddExp[hero.Id] = exp - (curExp - maxExp) // 减去超过部分的经验
curLv = maxLv
curExp = maxExp
break
}
if maxExp > curExp { // 经验不够升级则不能执行升级操作
break
} else { // 升级操作
curExp -= maxExp
curLv += 1 // 经验够了 那么等级+1
_data, _ = this.module.configure.GetHeroLv(curLv)
if _data == nil { // 等级加失败了 回到原来的等级
fullexp = (curExp - maxExp)
curLv -= 1
break
}
}
}
if curAddExp[hero.Id] == 0 {
curAddExp[hero.Id] = exp // 真正加的经验
} else {
curAddExp[hero.Id] = (exp - fullexp)
}
this.module.Debugf("add hero exp :old lv:%d,old exp:%d,new lv:%d,new exp:%d,addexp:%d", hero.Lv, hero.Exp, curLv, curExp, exp)
update["lv"] = curLv
update["exp"] = curExp
hero.Lv = curLv
hero.Exp = curExp
if curLv-preLv > 0 { // 升级了 统计任务
if maxlvhero == nil || curLv > maxlvhero.Lv {
maxlvhero = hero
}
this.PropertyCompute(hero)
update["property"] = hero.Property
update["horoscopeProperty"] = hero.HoroscopeProperty
update["talentProperty"] = hero.TalentProperty
update["juexProperty"] = hero.JuexProperty
update["fightvalue"] = hero.Fightvalue
}
changeupdate[hero.Id] = update
if curLv-preLv > 0 { // 升级了 统计任务
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype147, utils.ToInt32(hero.HeroID), curLv-preLv))
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype113, curLv))
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype4, hero.Lv, utils.ToInt32(hero.HeroID)))
tasks = append(tasks, comm.GetBuriedParam2(comm.Rtype23, hero.HeroID, hero.Star, hero.Lv))
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype24, curLv-preLv))
// szTask = append(szTask, comm.GetBuriedParam(comm.Rtype29, 1, hero.Lv, utils.ToInt32(hero.HeroID)))
tasks = append(tasks, comm.GetBuriedParam2(comm.Rtype23, hero.HeroID, hero.Star, hero.Lv))
tasks = append(tasks, comm.GetBuriedParam2(comm.Rtype32, hero.HeroID, heroconf.Color, hero.Lv))
//xx英雄满级、共鸣、觉醒至最高状态
nextAwaken, _ := this.module.configure.GetHeroAwakenConfig(hero.HeroID, hero.JuexingLv+1)
if nextAwaken == nil { // 达到满级觉醒
var maxlv int32
if maxlv, err = this.module.configure.GetHeroMaxLv(hero.Star); err != nil {
errdata = &pb.ErrorData{
Code: pb.ErrorCode_ConfigNoFound,
Title: pb.ErrorCode_ConfigNoFound.ToString(),
Message: fmt.Sprintf("cid:%s id:%s err:%s", hero.HeroID, hero.Id, err.Error()),
}
return
}
if hero.Lv == maxlv {
var _l int32
talent, err := this.module.modelTalent.GetHerotalent(session.GetUserId())
if err == nil {
for _, v := range talent {
if v.HeroId == hero.HeroID {
_l = int32(len(v.Talent))
break
}
}
}
if maxlv, e := this.module.configure.GetHeroTalentMaxLv(hero.HeroID); e == nil {
if maxlv == _l {
tasks = append(tasks, comm.GetBuriedParam2(comm.Rtype37, hero.HeroID, heroconf.Color))
tasks = append(tasks, comm.GetBuriedParam2(comm.Rtype38, hero.HeroID))
iHeroId, _ := strconv.Atoi(hero.HeroID)
tasks = append(tasks, comm.GetBuriedParam2(comm.Rtype243, hero.HeroID, int32(iHeroId)))
}
}
}
}
tasks = append(tasks, comm.GetBuriedParam2(comm.Rtype111, hero.HeroID, hero.Lv))
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype112, 1, hero.Lv))
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype113, hero.Lv))
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype33, 1, 1, hero.Lv))
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype118, hero.Lv, hero.JuexingLv))
}
}
if model != nil {
if err := model.ChangeLists(session.GetUserId(), changeupdate); err != nil {
this.module.Errorln(err)
errdata = &pb.ErrorData{
Code: pb.ErrorCode_DBError,
Title: pb.ErrorCode_DBError.ToString(),
Message: err.Error(),
}
return
}
} else {
if err := this.ChangeLists(session.GetUserId(), changeupdate); err != nil {
this.module.Errorln(err)
errdata = &pb.ErrorData{
Code: pb.ErrorCode_DBError,
Title: pb.ErrorCode_DBError.ToString(),
Message: err.Error(),
}
return
}
}
award = make([]*cfg.Gameatn, 0)
go this.module.AsynHandleSession(session.Clone(), func(session comm.IUserSession) {
if maxlvhero != nil {
this.module.passon.HeroUpLv(session, maxlvhero.HeroID, maxlvhero.Lv)
}
this.module.ModuleBuried.TriggerBuried(session, tasks...)
})
return
}
// 玩家离线 清除缓存
func (this *ModelHero) RemoveUserHeroInfo(uid string) (err error) {
//star := configure.Now()
this.BatchDelLists(uid)
//this.moduleHero.Debugf("=====%d,", time.Since(star).Milliseconds())
return
}
// 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
}
// 初始化怪物属性
func (this *ModelHero) InitMonsterHero(heroCfgId string, star, lv int32) *pb.DBHero {
heroCfg, _ := this.module.configure.GetHeroConfig(heroCfgId)
if heroCfg == nil {
this.module.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
Block: false, //未锁定
CardType: heroCfg.Type, //卡片类型
Skins: []int32{},
EquipID: make([]string, 8), //初始装备
AddProperty: make(map[int32]int32),
Property: make(map[int32]int32),
JuexProperty: make(map[int32]int32),
TalentProperty: make(map[int32]int32),
HoroscopeProperty: make(map[int32]int32),
}
this.initHeroSkill(newHero)
this.PropertyCompute(newHero)
return newHero
}
// 设置天赋属性
func (this *ModelHero) setTalentProperty(hero *pb.DBHero, conf *cfg.GameHeroTalentData) {
if conf == nil || hero == nil {
return
}
if hero.TalentProperty == nil {
hero.TalentProperty = make(map[int32]int32)
}
hero.TalentProperty[conf.Attr.A] += conf.Attr.N
_heroMap := make(map[string]interface{}, 0)
_heroMap["talentProperty"] = hero.TalentProperty
this.module.modelHero.calFigthValue(hero)
_heroMap["fightvalue"] = hero.Fightvalue
if err := this.ChangeList(hero.Uid, hero.Id, _heroMap); err != nil {
this.module.Errorf("mergeenegryProperty err %v", err)
}
}
// 重置天赋属性
func (this *ModelHero) cleanTalentProperty(hero *pb.DBHero) {
if hero == nil {
return
}
hero.TalentProperty = map[int32]int32{}
hero.Talentskill = make([]*pb.SkillData, 0) // 重置技能
_heroMap := make(map[string]interface{}, 0)
_heroMap["talentProperty"] = hero.TalentProperty
_heroMap["talentskill"] = hero.Talentskill
if err := this.ChangeList(hero.Uid, hero.Id, _heroMap); err != nil {
this.module.Errorf("mergeenegryProperty err %v", err)
}
}
// 重新计算天赋加成 attr hp atk def cri speed
func (this *ModelHero) resetTalentProperty(hero *pb.DBHero) {
if hero == nil {
return
}
if rst, err := this.module.modelTalent.GetHerotalent(hero.Uid); err == nil {
for _, v := range rst {
if v.HeroId == hero.HeroID { // 找到对应的英雄
for k := range v.Talent {
if conf, _ := this.module.configure.GetHeroTalent(k); conf != nil { //获取天赋
hero.TalentProperty[conf.Attr.A] = conf.Attr.N
}
}
break
}
}
}
}
// 校验当前技能是否是满级
func (this *ModelHero) checkHeroAllSkillMax(hero *pb.DBHero) bool {
for _, v := range hero.NormalSkill {
if this.module.configure.GetHeroSkillMaxLvConfig(uint32(v.SkillID)) > v.SkillLv {
return false
}
}
return true
}
func (this *ModelHero) SetHeroFetterProperty(hero *pb.DBHero, attr []*cfg.Gameatr) {
if hero == nil || len(attr) == 0 {
return
}
if hero.Fetters == nil {
hero.Fetters = make(map[int32]int32, 0)
}
for _, key := range attr {
hero.Fetters[key.A] += key.N
}
}
func (this *ModelHero) CheckDrawCardRes(session comm.IUserSession, drawConf *cfg.GameDrawPoolData, consume int32, drawCount int32) (costRes []*cfg.Gameatn, errdata *pb.ErrorData) {
if consume == 0 { // 消耗A
if drawCount == 1 {
costRes = drawConf.ConsumeA // 单抽消耗
} else {
costRes = drawConf.ConsumeA10 // 十连消耗
}
} else { // 消耗B
if drawCount == 1 {
costRes = drawConf.ConsumeB // 单抽消耗
} else {
costRes = drawConf.ConsumeB10 // 十连消耗
}
}
if errdata = this.module.CheckRes(session, costRes); errdata != nil { // 消耗数量不足直接返回
return
}
return
}
// 模拟获得英雄 (bImitate : true 表示模拟获得 并不发英雄)
func (this *ModelHero) ImitateHeros(session comm.IUserSession, cids []string, bImitate bool) (addres [][]*cfg.Gameatn, add []*pb.DBHero, err error) {
var (
szCard map[string]int32
bChange bool
hero *pb.DBHero
tasks []*pb.BuriedParam
)
szCard = make(map[string]int32)
heros := make([]*pb.DBHero, 0)
uid := session.GetUserId()
list := this.module.ModuleTools.GetGlobalConf().Moonshopmoney
if list == nil {
return
}
rst, err := this.module.ModuleUser.GetUserExpand(session.GetUserId())
if err != nil {
return
}
lock, _ := this.userlock(session.GetUserId())
err = lock.Lock()
if err != nil {
this.module.Error("创建英雄分布式锁失效 err!", log.Field{Key: "uid", Value: uid}, log.Field{Key: "err", Value: err.Error()})
return
}
defer lock.Unlock()
heros = this.module.modelHero.getHeroList(uid)
for _, heroCfgId := range cids {
var (
res []*cfg.Gameatn
)
heroCfg, _ := this.module.configure.GetHeroConfig(heroCfgId)
bFirst := true
if heroCfg == nil {
err = errors.New("not found hero configID")
this.module.Errorf("not found hero configID:%s", heroCfgId)
return
}
szCard[heroCfgId] += 1 //统计卡片数量
for _, obj := range heros {
if obj.HeroID == heroCfgId {
hero = obj
bFirst = false
res = append(res, &cfg.Gameatn{
A: "hero",
T: obj.HeroID,
N: 0,
})
break
}
}
if bFirst { // 没有当前英雄
if bImitate {
// 模拟英雄不用真实数据
hero = &pb.DBHero{
HeroID: heroCfgId,
}
//hero = this.InitHero(uid, heroCfgId)
} else {
hero, err = this.initHeroOverlying(uid, heroCfgId, 1)
}
if err != nil {
return
}
res = append(res, &cfg.Gameatn{
A: "hero",
T: hero.HeroID,
N: 1,
})
heros = append(heros, hero)
add = append(add, hero)
}
// 转碎片处理
bAdd := false
//守护之星 获得
if heroCfg.Herofragnum > 0 {
if v, ok := rst.Herofrag[hero.HeroID]; !ok {
rst.Herofrag[hero.HeroID] = 1
bAdd = true
bChange = true
} else if heroCfg.Herofragnum > v {
rst.Herofrag[hero.HeroID] += 1
bAdd = true
bChange = true
}
}
if bAdd {
res = append(res, heroCfg.Herofrag...)
} else {
for pos, v := range list {
if int32(pos)+3 == heroCfg.Star && v > 0 {
res = append(res, &cfg.Gameatn{
A: "attr",
T: "moongold",
N: v,
})
break
}
}
}
bAdd = false // 初始化
// expitem 获得
if heroCfg.Expitemnum > 0 {
if v, ok := rst.Expitem[hero.HeroID]; ok {
if heroCfg.Expitemnum > v {
rst.Expitem[hero.HeroID] += 1
bAdd = true
bChange = true
}
} else {
rst.Expitem[hero.HeroID] = 1
bAdd = true
bChange = true
}
}
if bAdd {
res = append(res, heroCfg.Expitem...)
}
addres = append(addres, res)
}
if !bImitate {
var szAddHero []string
for _, v := range add {
if cfg, err := this.module.configure.GetHeroConfig(v.HeroID); err == nil {
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype228, cfg.Star))
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype1, 1, utils.ToInt32(v.HeroID)))
tasks = append(tasks, comm.GetBuriedParam2(comm.Rtype30, v.HeroID, cfg.Color))
tasks = append(tasks, comm.GetBuriedParam(comm.Rtype31, 1, cfg.Color))
szAddHero = append(szAddHero, v.HeroID)
}
}
if len(add) > 0 {
session.SendMsg("hero", "change", &pb.HeroChangePush{List: add})
}
if db.IsCross() {
go this.module.moduleFetter.SendRpcAddHero(session.GetUserId(), szAddHero, session.GetServiecTag())
} else {
go this.module.moduleFetter.AddHerosFetterData(session.GetUserId(), szAddHero)
}
go this.module.AsynHandleSession(session.Clone(), func(session comm.IUserSession) {
this.module.ModuleEntertain.AddXxlCard(session, szCard, true)
if len(tasks) > 0 {
this.module.ModuleBuried.TriggerBuried(session, tasks...)
}
})
if bChange {
this.module.ModuleUser.ChangeUserExpand(session.GetUserId(), map[string]interface{}{
"herofrag": rst.Herofrag,
"expitem": rst.Expitem,
})
}
}
return
}
// 分布式锁
func (this *ModelHero) userlock(id string) (result *redis.RedisMutex, err error) {
return this.module.modelHero.Redis.NewRedisMutex(fmt.Sprintf("%s-herolock:%s", this.module.modelHero.DBModel.ServiceId, id))
}