131 lines
3.5 KiB
Go
131 lines
3.5 KiB
Go
![]() |
package logic
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//type PlayerRigWarship struct {
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// Uid uint32 `bson:"uid" key:"1"`
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// Id uint32 `bson:"id"`
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// LevelId uint32 `bson:"level_id"`
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// StarId uint32 `bson:"star_id"`
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// Skills []uint32 `bson:"skills"`
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// Setup bool `bson:"setup"`
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//}
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//
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//func (this *PlayerRigWarship) BuildMsgRigWarship() *proto.RigWarship {
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// return &proto.RigWarship{
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// Uid: this.Uid,
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// Id: this.Id,
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// LevelId: this.LevelId,
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// StarId: this.StarId,
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// Skills: this.Skills,
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// Setup: this.Setup,
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// }
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//}
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//
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//func (this *Player) addRigWarship(warshipTable *data.Warship) error {
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// var err = this.CheckFunctionOpen1(4, uint32(len(this.RigWarship)))
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// if err != nil {
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// return err
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// }
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//
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// var warshipLevelTable = this.manager.tables.WarshipLevelExtend.Get(warshipTable.Type, 1)
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// if warshipLevelTable == nil {
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// return proto.ErrDataTablesError
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// }
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//
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// var warshipStarTable = this.manager.tables.WarshipStarExtend.Get(warshipTable.Id, 0)
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// if warshipStarTable == nil {
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// return proto.ErrDataTablesError
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// }
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//
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// var exclude = map[int]struct{}{}
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// var skills = make([]uint32, warshipTable.RandomSkillNum)
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// for i := range skills {
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// var warshipSkillTable = this.manager.tables.WarshipSkillExtend.Random(1, exclude)
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// if warshipSkillTable == nil {
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// return proto.ErrDataTablesError
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// }
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//
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// var skillTable = this.manager.tables.SkillExtend.Get(warshipSkillTable.SkillId, 1)
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// if skillTable == nil {
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// return proto.ErrDataTablesError
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// }
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//
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// skills[i] = uint32(skillTable.Id)
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// exclude[skillTable.SkillId] = struct{}{}
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// }
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//
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// var maxUid = uint32(0)
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// for _, warship := range this.RigWarship {
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// if warship.Uid > maxUid {
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// maxUid = warship.Uid
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// }
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// }
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//
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// var warship = &PlayerRigWarship{
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// Uid: maxUid + 1,
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// Id: uint32(warshipTable.Id),
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// LevelId: uint32(warshipLevelTable.Id),
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// StarId: uint32(warshipStarTable.Id),
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// Skills: skills,
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// Setup: false,
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// }
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//
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// this.RigWarship[warship.Uid] = warship
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// this.SaveModel(warship)
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//
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// _ = this.Send(proto.ModIdRig, proto.MsgIdRigWarshipChange, &proto.MsgRigWarshipChangeAck{
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// List: []*proto.RigWarshipChange{{RigWarship: warship.BuildMsgRigWarship(), ChangeType: uint32(proto.ChangeTypeAdd)}},
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// })
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//
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// this.UpdateRigAttrs()
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// return nil
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//}
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//
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//func (this *Player) SetupWarship(warship *PlayerRigWarship) {
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// var changeList []*proto.RigWarshipChange
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//
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// if this.Rig.Warship != 0 {
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// var setup = this.RigWarship[this.Rig.Warship]
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// if setup != nil {
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// setup.Setup = false
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// this.SaveModel(setup)
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//
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// changeList = append(changeList, &proto.RigWarshipChange{
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// RigWarship: setup.BuildMsgRigWarship(),
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// ChangeType: uint32(proto.ChangeTypeChange),
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// })
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// }
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//
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// this.Rig.Warship = 0
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// }
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//
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// if warship != nil {
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// warship.Setup = true
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// this.SaveModel(warship)
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//
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// changeList = append(changeList, &proto.RigWarshipChange{
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// RigWarship: warship.BuildMsgRigWarship(),
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// ChangeType: uint32(proto.ChangeTypeChange),
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// })
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//
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// this.Rig.Warship = warship.Uid
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// }
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//
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// if len(changeList) > 0 {
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// this.SaveField("rig.warship", this.Rig.Warship)
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//
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// _ = this.Send(proto.ModIdRig, proto.MsgIdRigWarshipChange, &proto.MsgRigWarshipChangeAck{
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// List: changeList,
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// })
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//
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// this.UpdateRigAttrs()
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// }
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//}
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//
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//func (this *Player) BuildMsgWarshipListAck() *proto.MsgRigWarshipListAck {
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// var list []*proto.RigWarship
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// for _, warship := range this.RigWarship {
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// list = append(list, warship.BuildMsgRigWarship())
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// }
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// return &proto.MsgRigWarshipListAck{List: list}
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//}
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