184 lines
4.8 KiB
Go
184 lines
4.8 KiB
Go
package mline
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import (
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"go_dreamfactory/comm"
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"go_dreamfactory/lego/core"
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"go_dreamfactory/modules"
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"go_dreamfactory/sys/configure"
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cfg "go_dreamfactory/sys/configure/structs"
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"sync"
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)
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const moduleName = "mline"
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const (
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game_mainchapter = "game_mainchapter.json"
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game_mainstage = "game_mainstage.json"
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game_mainstarreward = "game_mainstarreward.json"
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)
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///配置管理基础组件
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type configureComp struct {
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modules.MCompConfigure
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module *Mline
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hlock sync.RWMutex
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_mapMilne map[int32][]int32 // key 章节id value cid
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}
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//组件初始化接口
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func (this *configureComp) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) {
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err = this.MCompConfigure.Init(service, module, comp, options)
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this.module = module.(*Mline)
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err = this.LoadMultiConfigure(map[string]interface{}{
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game_mainchapter: cfg.NewGameMainChapter,
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game_mainstage: cfg.NewGameMainStage,
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game_mainstarreward: cfg.NewGameMainStarreward,
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})
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configure.RegisterConfigure(game_mainstage, cfg.NewGameMainStage, this.LoadMlineStage)
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return
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}
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//读取配置数据
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func (this *configureComp) GetConfigure(name string) (v interface{}, err error) {
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return configure.GetConfigure(name)
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}
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func (this *configureComp) GetMainChapterConf(id int32) (data *cfg.GameMainChapterData) {
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if v, err := this.GetConfigure(game_mainchapter); err == nil {
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if configure, ok := v.(*cfg.GameMainChapter); ok {
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return configure.Get(id)
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}
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}
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this.module.Errorf("GameMainChapterData conf not found key :%d", id)
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return
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}
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func (this *configureComp) GetMainStarRewardConf(boxId int32) (data []*cfg.GameMainStarrewardData) {
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if v, err := this.GetConfigure(game_mainstarreward); err == nil {
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if configure, ok := v.(*cfg.GameMainStarreward); ok {
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for _, v1 := range configure.GetDataList() {
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if v1.Boxid == boxId {
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data = append(data, v1)
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}
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}
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}
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}
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return
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}
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func (this *configureComp) GetMainStageConf(id int32) (data *cfg.GameMainStageData, err error) {
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var (
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v interface{}
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)
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if v, err = this.GetConfigure(game_mainstage); err == nil {
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if configure, ok := v.(*cfg.GameMainStage); ok {
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data = configure.Get(id)
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if data != nil {
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return
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}
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}
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}
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err = comm.NewNotFoundConfErr(moduleName, game_mainstage, id)
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return
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}
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// 获取上一关卡信息
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func (this *configureComp) GetPreMainChapter(stageId int32) (preStageID int32) {
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if v, err := this.GetConfigure(game_mainstage); err == nil {
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if configure, ok := v.(*cfg.GameMainStage); ok {
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for _, v1 := range configure.GetDataList() {
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if v1.Previoustage == stageId {
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preStageID = v1.Id
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break
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}
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}
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}
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}
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return
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}
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func (this *configureComp) GetFirstChapterIDByType(iType int32) (conf *cfg.GameMainChapterData, err error) {
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var (
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v interface{}
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)
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if v, err = this.GetConfigure(game_mainchapter); err == nil {
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if configure, ok := v.(*cfg.GameMainChapter); ok {
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for _, conf = range configure.GetDataList() {
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if conf.ChapterType == iType {
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return
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}
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}
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}
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}
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err = comm.NewNotFoundConfErr(moduleName, game_mainchapter, iType)
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return
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}
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func (this *configureComp) GetFirstStageIDByChapter(chapterID int32) *cfg.GameMainStageData {
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if v, err := this.GetConfigure(game_mainstage); err == nil {
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if configure, ok := v.(*cfg.GameMainStage); ok {
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for _, v := range configure.GetDataList() {
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if v.Chapterid == chapterID {
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return v
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}
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}
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}
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}
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return nil
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}
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// 红点用 获取所有章节数据
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func (this *configureComp) GetAllChapterID() (chapter []int32) {
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if v, err := this.GetConfigure(game_mainchapter); err == nil {
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if configure, ok := v.(*cfg.GameMainChapter); ok {
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for _, v1 := range configure.GetDataList() {
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chapter = append(chapter, v1.Id)
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}
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}
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}
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return
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}
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func (this *configureComp) GetAllStageByChapterID(chapterID int32) (stage []int32) {
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return this._mapMilne[chapterID]
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}
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func (this *configureComp) LoadMlineStage() {
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if v, err := this.GetConfigure(game_mainstage); err == nil {
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if configure, ok := v.(*cfg.GameMainStage); ok {
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this.hlock.Lock()
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defer this.hlock.Unlock()
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this._mapMilne = make(map[int32][]int32)
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for _, v1 := range configure.GetDataList() {
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this._mapMilne[v1.Chapterid] = append(this._mapMilne[v1.Chapterid], v1.Id)
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}
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}
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}
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return
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}
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// GM 专用 获取这个章节之前的所有章节信息
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func (this *configureComp) GMGetPreStage(chapterID int32) (chapter []int32) {
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curChapter := this.GetMainChapterConf(chapterID)
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if curChapter == nil {
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return
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}
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if v, err := this.GetConfigure(game_mainchapter); err == nil {
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if configure, ok := v.(*cfg.GameMainChapter); ok {
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for _, conf := range configure.GetDataList() {
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//if conf.ChapterType == curChapter.ChapterType {
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if chapterID == conf.Id {
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break
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}
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chapter = append(chapter, conf.Id)
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//}
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}
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}
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}
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return
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}
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