物品、阵容、英雄列表、装备、宝物

This commit is contained in:
sk 2025-06-14 11:51:06 +08:00
parent 570f9a57fd
commit 09538cc2ba
9 changed files with 186 additions and 74 deletions

View File

@ -67,13 +67,13 @@ message ItemSaleReq {
message Equip {
uint64 Uid = 1; //ID, Id做为键
uint32 Id = 2;
uint32 Level = 3;
uint32 RefineExp = 4;
uint32 RefineLevel = 5;
repeated uint32 Holes1 = 6;
repeated uint32 Holes2 = 7;
uint64 HeroUid = 8;
uint32 Id = 2; //ID
uint32 Level = 3; //
uint32 RefineExp = 4; //
uint32 RefineLevel = 5; //
repeated uint64 Holes1 = 6; //
repeated uint64 Holes2 = 7; //
uint64 HeroUid = 8; //
}
// MsgId.ModEquipList: 6011
@ -109,8 +109,13 @@ message EquipRefineReq {
message Treasure {
uint64 Uid = 1; //ID, Id做为键
uint32 Id = 2;
uint64 HeroUid = 7;
uint32 Id = 2; //ID
uint32 Exp = 3; //
uint32 Level = 4; //
uint32 RefineLevel = 5; //
repeated uint64 Holes1 = 6; //
repeated uint64 Holes2 = 7; //
uint64 HeroUid = 8; //
}
// MsgId.ModItemTreasureList = 6021;

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@ -156,7 +156,7 @@ func (this *PlayerHandler) EquipUpgrade(player *logic.Player, msg *net.Message)
ChangeList: []*pb.EquipChange{{Equip: equip.BuildMsgEquip(), ChangeType: pb.ChangeType_Add}},
})
player.CheckUpgradeMaster(pb.UpgradeMasterType_MasterEquipUpgrade, preLevel, equip.Level, equip.HeroUid)
player.SendUpgradeMaster(pb.UpgradeMasterType_MasterEquipUpgrade, preLevel, equip.Level, equip.HeroUid)
return
}
@ -294,7 +294,7 @@ func (this *PlayerHandler) EquipRefine(player *logic.Player, msg *net.Message) {
})
if equip.RefineLevel != preLevel {
player.CheckUpgradeMaster(pb.UpgradeMasterType_MasterEquipRefine, preLevel, equip.RefineLevel, equip.HeroUid)
player.SendUpgradeMaster(pb.UpgradeMasterType_MasterEquipRefine, preLevel, equip.RefineLevel, equip.HeroUid)
}
}
@ -432,7 +432,7 @@ func (this *PlayerHandler) TreasureUpgrade(player *logic.Player, msg *net.Messag
})
if treasure.Level != preLevel {
player.CheckUpgradeMaster(pb.UpgradeMasterType_MasterTreasureUpgrade, preLevel, treasure.Level, treasure.HeroUid)
player.SendUpgradeMaster(pb.UpgradeMasterType_MasterTreasureUpgrade, preLevel, treasure.Level, treasure.HeroUid)
}
}
@ -506,6 +506,6 @@ func (this *PlayerHandler) TreasureRefine(player *logic.Player, msg *net.Message
ChangeList: []*pb.TreasureChange{{Treasure: equip.BuildMsgTreasure(), ChangeType: pb.ChangeType_Add}},
})
player.CheckUpgradeMaster(pb.UpgradeMasterType_MasterTreasureRefine, preLevel, equip.Level, equip.HeroUid)
player.SendUpgradeMaster(pb.UpgradeMasterType_MasterTreasureRefine, preLevel, equip.Level, equip.HeroUid)
return
}

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@ -143,11 +143,16 @@ func (this *PlayerHandler) LineupHeroChange(player *logic.Player, msg *net.Messa
var setups [7]bool
for i := 0; i < 8; i++ {
if lineup.Heroes[i] != nil && hero.Uid == lineup.Heroes[i].HeroUid {
if lineup.Heroes[i] == nil {
continue
}
if hero.Uid == lineup.Heroes[i].HeroUid {
this.logger.Errorf("The hero has set into the lineup, hero.Uid: %d, index: %d", hero.Uid, i)
_ = player.TipNotice(proto.TipLineupHeroHasSet)
return
}
if i < 6 {
if lineup.Heroes[i].Position > 0 {
setups[lineup.Heroes[i].Position] = true
@ -236,16 +241,10 @@ func (this *PlayerHandler) LineupHeroPosition(player *logic.Player, msg *net.Mes
setups[req.PositionList[i]] = true
}
for i, lineupHero := range lineup.Heroes {
if i > 5 {
break
for i := range 6 {
if lineup.Heroes[i] != nil {
lineup.Heroes[i].Position = req.PositionList[i]
}
if lineupHero == nil {
continue
}
lineupHero.Position = req.PositionList[i]
}
player.SaveField("lineup.heroes", lineup.Heroes)
@ -341,7 +340,11 @@ func (this *PlayerHandler) LineupHeroEquip(player *logic.Player, msg *net.Messag
if equip != nil {
if equip.HeroUid != 0 {
for i := range lineup.Heroes {
util.SliceFindValue(lineup.Heroes[:], func(i int) bool {
if lineup.Heroes[i] == nil {
return false
}
if lineup.Heroes[i].HeroUid == equip.HeroUid {
var preLineupHero = lineup.Heroes[i]
if preLineupHero.Equip[req.EquipType] != 0 {
@ -349,8 +352,10 @@ func (this *PlayerHandler) LineupHeroEquip(player *logic.Player, msg *net.Messag
player.SaveArray("lineup.heroes", i, preLineupHero)
lineupHeroList = append(lineupHeroList, preLineupHero.BuildMsgLineupHero(uint32(i)))
}
return true
}
}
return false
})
}
equip.HeroUid = lineupHero.HeroUid
@ -454,7 +459,11 @@ func (this *PlayerHandler) LineupHeroTreasure(player *logic.Player, msg *net.Mes
if treasure != nil {
if treasure.HeroUid != 0 {
for i := range lineup.Heroes {
util.SliceFindValue(lineup.Heroes[:], func(i int) bool {
if lineup.Heroes[i] == nil {
return false
}
if lineup.Heroes[i].HeroUid == treasure.HeroUid {
var preLineupHero = lineup.Heroes[i]
if preLineupHero.Treasure[req.TreasureType] != 0 {
@ -462,8 +471,10 @@ func (this *PlayerHandler) LineupHeroTreasure(player *logic.Player, msg *net.Mes
player.SaveArray("lineup.heroes", i, preLineupHero)
lineupHeroList = append(lineupHeroList, preLineupHero.BuildMsgLineupHero(uint32(i)))
}
return true
}
}
return false
})
}
treasure.HeroUid = lineupHero.HeroUid
@ -551,14 +562,9 @@ func (this *PlayerHandler) LineupCreate(player *logic.Player, msg *net.Message)
return
}
var previous *logic.PlayerLineup
for _, v := range player.Lineup {
if v.Active {
previous = v
break
}
}
var previous = util.MapFindValue(player.Lineup, func(v *logic.PlayerLineup) bool {
return v.Active
})
if previous == nil {
_ = player.TipNotice(proto.TipServerError)
return

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@ -213,6 +213,10 @@ func (this *Player) initLineup(cur *GameTime) {
var i = uint32(1)
for _, hero := range this.Hero {
if i > 5 {
break
}
var lineupHero = &PlayerLineupHero{
HeroUid: hero.Uid,
Position: i + 1,

View File

@ -12,8 +12,8 @@ type PlayerEquip struct {
Level uint32 `bson:"level"`
RefineExp uint32 `bson:"refine_exp"`
RefineLevel uint32 `bson:"refine_level"`
Holes1 []uint32 `bson:"holes"`
Holes2 []uint32 `bson:"holes"`
Holes1 []uint64 `bson:"holes"`
Holes2 []uint64 `bson:"holes"`
HeroUid uint64 `bson:"hero_id"`
}
@ -49,8 +49,8 @@ func (this *Player) addEquip(equipTable *data.Equip, logType LogType) bool {
Level: uint32(levelTable.Level),
RefineExp: 0,
RefineLevel: uint32(refineTable.RefineLevel),
Holes1: make([]uint32, equipTable.Holes1),
Holes2: make([]uint32, equipTable.Holes2),
Holes1: make([]uint64, equipTable.Holes1),
Holes2: make([]uint64, equipTable.Holes2),
HeroUid: 0,
}
@ -105,15 +105,15 @@ func (this *Player) AddEquips(equipId, nums uint32, logType LogType) bool {
Level: uint32(levelTable.Level),
RefineExp: 0,
RefineLevel: uint32(refineTable.RefineLevel),
Holes1: make([]uint32, equipTable.Holes1),
Holes2: make([]uint32, equipTable.Holes2),
Holes1: make([]uint64, equipTable.Holes1),
Holes2: make([]uint64, equipTable.Holes2),
HeroUid: 0,
}
this.Equip[equip.Uid] = equip
this.SaveModel(equip)
changeList = append(changeList, &pb.EquipChange{Equip: equip.BuildMsgEquip(), ChangeType: pb.ChangeType_Add})
changeList = append(changeList, &pb.EquipChange{ChangeType: pb.ChangeType_Add, Equip: equip.BuildMsgEquip()})
//this.CheckAchievement(proto.AchievementTypeEquipLevel, uint32(equipTable.Level), 1)
}

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@ -320,7 +320,7 @@ func (this *Player) UpdateHeroAttrs(hero *PlayerHero) bool {
for _, lineup := range this.Lineup {
if lineup.Active {
for _, lineupHero := range lineup.Heroes {
if lineupHero.HeroUid == hero.Uid {
if lineupHero != nil && lineupHero.HeroUid == hero.Uid {
return this.updateHeroAttrs(hero, lineup, lineupHero)
}
}
@ -336,16 +336,12 @@ func (this *Player) reduceHero(hero *PlayerHero, logType LogType) *pb.HeroChange
this.WipeModel(hero)
//if logType > LogTypeNone {
// this.manager.eventManager.PlayerHeroConsume(this, logType, itemId, itemNum)
// this.manager.eventManager.PlayerHeroConsume(this, logType, hero.Id, itemNum)
//}
return &pb.HeroChange{ChangeType: pb.ChangeType_Delete, Hero: hero.BuildMsgHero()}
}
func (this *Player) ReduceHero(hero *PlayerHero, logType LogType) {
_ = this.Send(uint16(pb.ModId_ModuleHero), uint16(pb.MsgId_ModHeroChange), &pb.HeroChangeListAck{ChangeList: []*pb.HeroChange{this.reduceHero(hero, logType)}})
}
func (this *Player) ReduceHeroes(heroes map[uint64]*PlayerHero, logType LogType) {
var changeList = make([]*pb.HeroChange, 0, len(heroes))
for _, hero := range heroes {

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@ -157,8 +157,13 @@ func (this *Player) CheckItem(itemId, itemNum uint32) (bool, proto.TipError) {
return true, nil
}
return false, proto.TipItemNotEnough
case pb.ItemType_ItemHero:
case pb.ItemType_ItemEquip:
case pb.ItemType_ItemTreasure:
if this.CheckTreasure(uint32(itemTable.Value), itemNum) {
return true, nil
}
return false, proto.TipItemNotEnough
case pb.ItemType_ItemArtifact:
case pb.ItemType_ItemSack:
case pb.ItemType_ItemOrnament:
@ -221,8 +226,10 @@ func (this *Player) ReduceItem(itemId, itemNum uint32, logType LogType) {
this.ReduceMoney(pb.MoneyType(itemTable.SubType), itemNum, logType)
case pb.ItemType_ItemProp:
this.reduceItem(itemId, itemNum, logType)
case pb.ItemType_ItemHero:
case pb.ItemType_ItemEquip:
case pb.ItemType_ItemTreasure:
this.ReduceTreasure(uint32(itemTable.Value), itemNum, logType)
case pb.ItemType_ItemArtifact:
case pb.ItemType_ItemSack:
case pb.ItemType_ItemOrnament:

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@ -3,6 +3,7 @@ package logic
import (
"ecs/proto/pb"
"ecs/servers/game/data"
"github.com/oylshe1314/framework/util"
"sort"
)
@ -30,7 +31,7 @@ func (this *PlayerLineup) BuildMsgLineup() *pb.Lineup {
return msg
}
func (this *Player) CheckUpgradeMaster(masterType pb.UpgradeMasterType, preLevel, curLevel uint32, heroUid uint64) {
func (this *Player) SendUpgradeMaster(masterType pb.UpgradeMasterType, preLevel, curLevel uint32, heroUid uint64) {
if heroUid == 0 {
return
}
@ -59,24 +60,16 @@ func (this *Player) CheckUpgradeMaster(masterType pb.UpgradeMasterType, preLevel
return
}
var lineup *PlayerLineup
for _, v := range this.Lineup {
if v.Active {
lineup = v
}
}
var lineup = util.MapFindValue(this.Lineup, func(v *PlayerLineup) bool {
return v.Active
})
if lineup == nil {
return
}
var lineupHero *PlayerLineupHero
for _, v := range lineup.Heroes {
if v.HeroUid == heroUid {
lineupHero = v
}
}
var lineupHero = util.SliceFindValue(lineup.Heroes[:], func(i int) bool {
return lineup.Heroes[i] != nil && lineup.Heroes[i].HeroUid == heroUid
})
if lineupHero == nil {
return
}

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@ -1,6 +1,9 @@
package logic
import "ecs/proto/pb"
import (
"ecs/proto/pb"
"github.com/oylshe1314/framework/util"
)
type PlayerTreasure struct {
Uid uint64 `bson:"uid" key:"1"`
@ -8,6 +11,8 @@ type PlayerTreasure struct {
Exp uint32 `bson:"exp"`
Level uint32 `bson:"level"`
RefineLevel uint32 `bson:"refine_level"`
Holes1 []uint64 `bson:"holes"`
Holes2 []uint64 `bson:"holes"`
HeroUid uint64 `bson:"hero_id"`
}
@ -15,14 +20,110 @@ func (this *PlayerTreasure) BuildMsgTreasure() *pb.Treasure {
return &pb.Treasure{
Uid: this.Uid,
Id: this.Id,
Exp: this.Exp,
Level: this.Level,
RefineLevel: this.RefineLevel,
Holes1: this.Holes1,
Holes2: this.Holes2,
HeroUid: this.HeroUid,
}
}
func (this *Player) AddTreasures(equipId, nums uint32, logType LogType) bool {
func (this *Player) AddTreasures(treasureId, nums uint32, logType LogType) bool {
var treasureTable = this.manager.tables.Treasure.Find1(int(treasureId))
if treasureTable == nil {
this.manager.logger.Errorf("Table 'Treasure' was not found, treasureId: %d, level: %d", treasureId, 1)
return false
}
var levelTable = this.manager.tables.TreasureLevel.Find3(treasureTable.Id, 1)
if levelTable == nil {
this.manager.logger.Errorf("Table 'TreasureLevel' was not found, treasureId %d, level: %d", treasureTable.Id, 1)
return false
}
var refineTable = this.manager.tables.TreasureRefine.Find3(treasureTable.Id, 0)
if refineTable == nil {
this.manager.logger.Errorf("Table 'EquipRefine' was not fount, treasureId %d, level: %d", treasureTable.Id, 1)
return false
}
if nums < 1 {
nums = 1
}
var changeList []*pb.TreasureChange
for range nums {
var treasure = &PlayerTreasure{
Uid: util.RandomUid(),
Id: uint32(treasureTable.Id),
Exp: 0,
Level: uint32(levelTable.Level),
RefineLevel: uint32(refineTable.RefineLevel),
Holes1: make([]uint64, treasureTable.Holes1),
Holes2: make([]uint64, treasureTable.Holes2),
HeroUid: 0,
}
this.Treasure[treasure.Uid] = treasure
this.SaveModel(treasure)
changeList = append(changeList, &pb.TreasureChange{ChangeType: pb.ChangeType_Add, Treasure: treasure.BuildMsgTreasure()})
//this.CheckAchievement(proto.AchievementTypeEquipLevel, uint32(treasureTable.Level), 1)
}
_ = this.Send(uint16(pb.ModId_ModuleItem), uint16(pb.MsgId_ModItemTreasureChange), &pb.TreasureChangeListAck{
ChangeList: changeList,
})
return true
}
func (this *Player) CheckTreasure(treasureId uint32, nums uint32) bool {
for _, treasure := range this.Treasure {
if treasure.Id == treasureId && treasure.Level <= 1 && treasure.RefineLevel == 0 && treasure.HeroUid == 0 {
nums -= 1
if nums == 0 {
return true
}
}
}
return false
}
func (this *Player) reduceTreasure(treasure *PlayerTreasure, logType LogType) *pb.TreasureChange {
delete(this.Treasure, treasure.Uid)
this.WipeModel(treasure)
//if logType > LogTypeNone {
// this.manager.eventManager.PlayerTreasureConsume(this, logType, treasure.Id, itemNum)
//}
return &pb.TreasureChange{ChangeType: pb.ChangeType_Delete, Treasure: treasure.BuildMsgTreasure()}
}
func (this *Player) ReduceTreasures(treasures map[uint64]*PlayerTreasure, logType LogType) {
var changeList = make([]*pb.TreasureChange, 0, len(treasures))
for _, treasure := range treasures {
changeList = append(changeList, this.reduceTreasure(treasure, logType))
}
_ = this.Send(uint16(pb.ModId_ModuleItem), uint16(pb.MsgId_ModItemTreasureChange), &pb.TreasureChangeListAck{ChangeList: changeList})
}
func (this *Player) ReduceTreasure(treasureId uint32, nums uint32, logType LogType) {
var treasures = map[uint64]*PlayerTreasure{}
for _, treasure := range this.Treasure {
if treasure.Id == treasureId && treasure.Level <= 1 && treasure.RefineLevel == 0 && treasure.HeroUid == 0 {
treasures[treasure.Uid] = treasure
if uint32(len(treasures)) == nums {
this.ReduceTreasures(treasures, logType)
return
}
}
}
this.manager.logger.Error("Reduce treasure out of range, did not check before deducting?")
}
func (this *Player) BuildMsgTreasureListAck() *pb.TreasureListAck {
var list []*pb.Treasure
for _, treasure := range this.Treasure {