go_dreamfactory/modules/comp_configure.go
2022-08-31 13:34:06 +08:00

216 lines
5.4 KiB
Go

package modules
import (
"fmt"
"go_dreamfactory/comm"
"go_dreamfactory/lego/core"
"go_dreamfactory/lego/core/cbase"
"go_dreamfactory/lego/sys/log"
"go_dreamfactory/pb"
"go_dreamfactory/sys/configure"
cfg "go_dreamfactory/sys/configure/structs"
"sync"
)
const (
game_global = "game_global.json" //全局配置表
game_initial = "game_initial.json" //初始化表
game_playerlv = "game_playerlv.json" //玩家等级
game_facemod = "game_facemod.json" // 形象配置表
game_drop = "game_drop.json" //掉落
)
///配置管理基础组件
type MCompConfigure struct {
cbase.ModuleCompBase
hlock sync.RWMutex
_dropMap map[int32][]*cfg.GameDropData // 掉落表 key 是DiropId
}
//组件初始化接口
func (this *MCompConfigure) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) {
err = this.ModuleCompBase.Init(service, module, comp, options)
err = this.LoadConfigure(game_global, cfg.NewGameGlobal)
err = this.LoadConfigure(game_initial, cfg.NewGameInitial)
err = this.LoadConfigure(game_playerlv, cfg.NewGamePlayerlv)
err = this.LoadConfigure(game_facemod, cfg.NewGameFacemod)
this._dropMap = make(map[int32][]*cfg.GameDropData, 0)
configure.RegisterConfigure(game_drop, cfg.NewGameDrop, this.LoadDropData)
return
}
func (this *MCompConfigure) LoadConfigure(name string, fn interface{}) (err error) {
return configure.RegisterConfigure(name, fn, nil)
}
//加载一个配置文件
func (this *MCompConfigure) LoadDropData() {
if v, err := this.GetConfigure(game_drop); err == nil {
if configure, ok := v.(*cfg.GameDrop); ok {
this.hlock.Lock()
defer this.hlock.Unlock()
for _, value := range configure.GetDataList() {
this._dropMap[value.Dropid] = append(this._dropMap[value.Dropid], value)
}
return
}
} else {
log.Errorf("get game_pagoda conf err:%v", err)
}
return
}
//加载多个配置文件
func (this *MCompConfigure) LoadMultiConfigure(confs map[string]interface{}) (err error) {
for k, v := range confs {
err = configure.RegisterConfigure(k, v, nil)
if err != nil {
log.Errorf("配置文件:%s解析失败!", k)
break
}
}
return
}
//读取配置数据
func (this *MCompConfigure) GetConfigure(name string) (v interface{}, err error) {
return configure.GetConfigure(name)
}
//全局配置
func (this *MCompConfigure) GetGlobalConf() *cfg.GameGlobalData {
var (
configure *cfg.GameGlobal
ok bool
)
if v, err := this.GetConfigure(game_global); err != nil {
log.Errorf("get global conf err:%v", err)
return nil
} else {
if configure, ok = v.(*cfg.GameGlobal); !ok {
log.Errorf("%T no is *cfg.Game_global", v)
return nil
}
}
return configure.GetDataList()[0] // 返回对象信息
}
func (this *MCompConfigure) GetGlobalInitConf() (configure *cfg.GameInitial, err error) {
var (
v interface{}
ok bool
)
if v, err = this.GetConfigure(game_initial); err != nil {
return
} else {
if configure, ok = v.(*cfg.GameInitial); !ok {
err = fmt.Errorf("%T no is *cfg.Game_comInitial", v)
return
}
}
return
}
// 主角等级经验配置列表
func (this *MCompConfigure) GetPlayerlvConfList() (list []*cfg.GamePlayerlvData) {
if v, err := this.GetConfigure(game_playerlv); err != nil {
return
} else {
if configure, ok := v.(*cfg.GamePlayerlv); !ok {
err = fmt.Errorf("%T no is *cfg.Game_playerlv", v)
return
} else {
if configure != nil {
list = configure.GetDataList()
}
}
}
return
}
// 玩家等级经验配置表
func (this *MCompConfigure) GetPlayerlvConf(lv int32) (data *cfg.GamePlayerlvData) {
if v, err := this.GetConfigure(game_playerlv); err != nil {
return
} else {
if configure, ok := v.(*cfg.GamePlayerlv); !ok {
err = fmt.Errorf("%T no is *cfg.Game_playerlv", v)
return
} else {
if configure != nil {
data = configure.GetDataMap()[lv]
}
}
}
return
}
// 玩家形象预设配置
func (this *MCompConfigure) GetPlayerFigureConf() (list []*cfg.GameFacemodData) {
if v, err := this.GetConfigure(game_facemod); err != nil {
return
} else {
if configure, ok := v.(*cfg.GameFacemod); !ok {
err = fmt.Errorf("%T no is *cfg.Game_playerlv", v)
return
} else {
if configure != nil {
list = configure.GetDataList()
}
}
}
return
}
func (this *MCompConfigure) GetDropData(dropId int32) (data []*cfg.GameDropData) {
data = this._dropMap[dropId]
return
}
// todo 调用drop 表 获取掉落信息
func (this *MCompConfigure) GetMultipleDropReward(count, dropId int32, items []*pb.UserAssets) (resData []*pb.UserAssets) {
res := make([]*cfg.Gameatn, 0)
for i := 0; i < int(count); i++ {
data := this.GetDropData(dropId)
szW := make([]int32, 0)
for _, value := range data {
szW = append(szW, value.P)
}
if len(szW) > 0 {
index := comm.GetRandW(szW)
res = append(res, data[index].Prize...)
}
}
for _, v := range res {
bFind := false
for _, v1 := range items {
if v.A == v1.A && v.T == v1.T {
v1.N += v.N
bFind = true
}
}
if !bFind {
items = append(items, &pb.UserAssets{
A: v.A,
T: v.T,
N: v.N,
})
}
}
resData = append(resData, items...)
return
}
func (this *MCompConfigure) GetDropReward(dropId int32, Items []*cfg.Gameatn) {
Items = make([]*cfg.Gameatn, 0)
data := this.GetDropData(dropId)
szW := make([]int32, 0)
for _, value := range data {
szW = append(szW, value.P)
}
index := comm.GetRandW(szW)
Items = append(Items, data[index].Prize...)
return
}