183 lines
4.4 KiB
Go
183 lines
4.4 KiB
Go
package hero
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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/pb"
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)
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func NewModule() core.IModule {
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m := new(Hero)
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return m
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}
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type Hero struct {
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modules.ModuleBase
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api *apiComp
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configure *configureComp
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hero *ModelHero
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items comm.IItems
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}
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//模块名
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func (this *Hero) GetType() core.M_Modules {
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return comm.ModuleHero
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}
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//模块初始化接口 注册用户创建角色事件
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func (this *Hero) Init(service core.IService, module core.IModule, options core.IModuleOptions) (err error) {
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err = this.ModuleBase.Init(service, module, options)
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return
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}
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//装备组件
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func (this *Hero) OnInstallComp() {
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this.ModuleBase.OnInstallComp()
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this.api = this.RegisterComp(new(apiComp)).(*apiComp)
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this.hero = this.RegisterComp(new(ModelHero)).(*ModelHero)
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this.configure = this.RegisterComp(new(configureComp)).(*configureComp)
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}
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//创建新英雄
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func (this *Hero) CreateHero(uid string, heroCfgId ...int32) error {
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return this.hero.createMultiHero(uid, heroCfgId...)
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}
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//消耗英雄卡
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func (this *Hero) ChangeCard(uId string, heroCfgId int32, count int32) (code pb.ErrorCode) {
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heroes := this.GetHeroList(uId)
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var curList []*pb.DBHero
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for _, v := range heroes {
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if heroCfgId == v.HeroID {
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curList = append(curList, v)
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}
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}
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if int32(len(curList)) < count {
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return pb.ErrorCode_HeroNoEnough
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}
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for _, v := range curList {
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err := this.hero.consumeOneHeroCard(v.Uid, v.Id, count)
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if err != nil {
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return pb.ErrorCode_DBError
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}
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}
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return pb.ErrorCode_Success
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}
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//获取英雄
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func (this *Hero) GetHero(uid, heroId string) (*pb.DBHero, pb.ErrorCode) {
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hero := this.hero.getOneHero(uid, heroId)
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if hero == nil {
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return nil, pb.ErrorCode_HeroNoExist
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}
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return hero, pb.ErrorCode_Success
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}
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//佩戴装备
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func (this *Hero) UpdateEquipment(hero *pb.DBHero, equip []*pb.DB_Equipment) (code pb.ErrorCode) {
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equipIds := make([]string, 4)
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property := make(map[string]int32) //主属性
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addProperty := make(map[string]int32) //副属性
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for _, v := range equip {
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equipIds = append(equipIds, v.Id)
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//主属性
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property[v.MainEntry.AttrName] = v.MainEntry.Value
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//附加属性
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for _, v := range v.AdverbEntry {
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addProperty[v.AttrName] = v.Value
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}
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}
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this.hero.mergeMainProperty(hero.Uid, hero.Id, property)
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this.hero.mergeAddProperty(hero.Uid, hero.Id, addProperty)
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return this.hero.setEquipment(hero.Uid, hero.Id, equipIds)
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}
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//英雄列表
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func (this *Hero) GetHeroList(uid string) []*pb.DBHero {
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list, err := this.hero.getHeroList(uid)
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if err != nil {
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return nil
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}
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return list
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}
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//查询英雄数量
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func (this *Hero) QueryHeroAmount(uId string, heroCfgId int32) (amount uint32) {
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heroes := this.GetHeroList(uId)
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for _, v := range heroes {
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if v.HeroID == heroCfgId {
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amount++
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}
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}
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return amount
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}
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// 给指定英雄加经验
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func (this *Hero) AddCardExp(uid string, heroId string, exp int32) (code pb.ErrorCode) {
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var (
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curExp int32
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curLv int32
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)
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_hero, err := this.GetHero(uid, heroId) // 获取英雄信息
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if err != 0 {
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code = pb.ErrorCode_HeroNoExist
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return
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}
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curExp = _hero.Exp
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curLv = _hero.Lv
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var maxLv int32 // 校验等级达到上限
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maxLv = _hero.Star * comm.HeroStarLvRatio
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_data := this.configure.GetHeroLv(curLv)
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if _data != nil {
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if maxLv <= _hero.Lv && curExp >= _data.Heroexp[0].N { // 加经验之前校验是否达到最大等级
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code = pb.ErrorCode_HeroMaxLv
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return
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}
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curExp += exp // 先把经验加上
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for { // 死循环判断一键升级
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if maxLv <= _hero.Lv && curExp >= _data.Heroexp[0].N { // 设置最大经验和等级
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curLv = maxLv
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curExp = _data.Heroexp[0].N
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break
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}
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if _data.Heroexp[0].N > curExp { // 经验不够升级则不能执行升级操作
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break
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} else { // 升级操作
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curExp -= _data.Heroexp[0].N
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curLv += 1 // 经验够了 那么等级+1
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_data = this.configure.GetHeroLv(curLv)
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if _data == nil { // 等级加失败了 回到原来的等级
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curLv -= 1
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break
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}
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}
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}
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// _hero.Lv = curLv
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// _hero.Exp = curExp
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update := map[string]interface{}{
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"lv": curLv,
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"exp": curExp,
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}
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if err := this.hero.modifyHeroData(uid, heroId, update); err != nil {
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code = pb.ErrorCode_DBError
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} // 修改英雄数据
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} else {
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code = pb.ErrorCode_HeroNoExist
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return
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}
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return
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}
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// 删除指定卡牌
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func (this *Hero) DelCard(cardid string, amount int32) (code pb.ErrorCode) {
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return
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}
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