英雄和英雄名将册
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10a2bd4d15
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4ebf0badf5
@ -4,36 +4,36 @@ option go_package = "pb/";
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import "mod_item.proto";
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message BattleEnterReq {
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uint32 SceneId = 1; //战斗场景ID
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}
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message EntityProperty {
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}
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message ActionTarget {
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//战斗单位
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message BattleEntity {
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uint32 Type = 1; //目标类型, 1.英雄(自己人),2.怪物(敌人)
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uint32 TargetId = 2; //目标ID
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uint32 Status = 3; //目标状态(待定,如被击飞)
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uint64 Value = 4; //数值,可以是伤害,回血等
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uint32 Id = 2; //目标ID
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uint64 Hp = 3; //当前血量
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uint32 Rage = 4; //当前怒气
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uint32 Status = 5; //目标状态(待定,如眩晕、击飞等)
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uint64 Value = 6; //数值,可以是伤害,回血等
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}
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//战斗动作
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message BattleAction {
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uint32 BattleRound = 5; //战斗回合
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uint32 Caster = 1; //投手(动作发出者)
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BattleEntity Caster = 1; //投手(动作发出者)
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uint32 Type = 2; //类型
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uint32 SkillId = 3; //技能ID
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repeated ActionTarget TargetList = 4; //动作目标
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repeated BattleEntity TargetList = 4; //动作目标
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}
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message BattleRound {
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uint32 BattleRound = 1; //战斗回合
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repeated BattleAction ActionList = 2; //动作列表
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}
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message BattleEnterAck {
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uint32 SceneId = 1; //战斗场景ID
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uint32 Result = 2; //战斗结果, 1.表示挑战成功, 0.表示挑战失败
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uint32 Starts = 3; //战斗星数
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bool Result = 2; //战斗结果, 1.表示挑战成功, 0.表示挑战失败
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int32 Score = 3; //战斗分数(星数)
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repeated int32 Heroes = 4; //英雄阵容
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repeated int32 Enemies = 5; //敌人阵容
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uint32 BattleRounds = 6; //战斗回合数
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repeated BattleAction ActionList = 7; //动作列表
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repeated BattleRound RoundList = 7;
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repeated Item RewardList = 8; //奖励列表(掉落物品列表)
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}
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@ -9,19 +9,19 @@ import "enums.proto";
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// 如果定义的消息内没有字段或者消息被注释掉了,说明该请求不需要参数,发送消息时仅发送包头即可,包体可为空, 返回的消息亦是如此。
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message Hero {
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uint32 HeroId = 1;
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uint64 Exp = 2;
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uint32 Level = 3;
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uint32 BreakLevel = 4;
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uint32 SoulLevel = 5;
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repeated uint32 SoulList = 6;
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uint32 Awaken = 7;
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repeated uint32 General = 8;
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repeated uint64 Equips = 9;
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repeated uint64 Treasures = 10;
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repeated uint64 Mounts = 11;
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repeated uint64 Artifact = 12;
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repeated uint64 Attrs = 13;
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uint64 Uid = 1;
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uint32 Id = 2;
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uint64 Exp = 3;
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uint32 Level = 4;
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uint32 BreakLevel = 5;
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uint32 SoulLevel = 6;
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repeated uint32 SoulList = 7;
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uint32 Awaken = 8;
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repeated uint64 Equips = 10;
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repeated uint64 Treasures = 11;
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repeated uint64 Mounts = 12;
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repeated uint64 Artifact = 13;
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repeated uint64 Attrs = 14;
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}
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// ModItemChange: 6002
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@ -44,21 +44,48 @@ message HeroChangeListAck {
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// ModHeroUpgrade: 5003
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// 英雄升级请求
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message HeroUpgradeReq {
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uint32 HeroId = 1;
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uint64 HeroUid = 1;
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uint32 Levels = 2; // 1/5级
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}
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message HeroBreakReq {
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uint32 HeroId = 1;
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uint64 HeroUid = 1;
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uint32 OptItemId = 2; //选择的可选消耗物品ID
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}
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message HeroGeneralActivateReq {
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message HeroEquipReq {
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uint64 HeroUid = 1;
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uint64 EquipUid = 2;
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}
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// 英雄名将册状态
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message HeroBookItem {
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uint32 BookId = 1;
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bool Active = 2;
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}
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// 英雄名将册
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message HeroBook {
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uint32 HeroId = 1;
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repeated HeroBookItem ItemList = 8;
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}
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// ModHeroBookList: 5013
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// 英雄名将册列表返回
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message HeroBookListAck {
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repeated HeroBook BookList = 1;
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}
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// ModHeroBookActivate: 5014
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// 英雄名将册激活请求
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message HeroBookActivateReq {
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uint32 HeroId = 1;
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uint32 Index = 2;
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}
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message HeroEquipReq {
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uint32 HeroId = 1;
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uint64 EquipUid = 2;
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// ModHeroBookChange: 5015
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// 英雄名将册变更
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message HeroBookChangeAck {
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ChangeType ChangeType = 1;
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HeroBook HeroBook = 2;
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}
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@ -44,7 +44,7 @@ message Equip {
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uint32 Level = 4;
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uint32 Refine = 5;
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repeated uint32 Holes = 6;
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uint32 HeroId = 7;
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uint64 HeroUid = 7;
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}
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// ModEquipList: 6011
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@ -88,3 +88,7 @@ message Money {
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message MoneyListAck {
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repeated Money MoneyList = 1;
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}
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message TeamAck {
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}
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@ -2,7 +2,7 @@ package data
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import json "github.com/json-iterator/go"
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type HeroGeneral struct {
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type HeroBook struct {
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Id int `json:"id"`
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HeroId int `json:"hero_id"`
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NeedHeroes []int `json:"need_heroes"`
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@ -14,20 +14,20 @@ type HeroGeneral struct {
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AttrValue3 int `json:"attr_value3"`
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}
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type HeroGeneralTable struct {
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l []*HeroGeneral
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m1 map[int]*HeroGeneral
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m2 map[int][]*HeroGeneral
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type HeroBookTable struct {
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l []*HeroBook
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m1 map[int]*HeroBook
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m2 map[int][]*HeroBook
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}
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func (this *HeroGeneralTable) load(buf []byte) error {
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func (this *HeroBookTable) load(buf []byte) error {
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var err = json.Unmarshal(buf, &this.l)
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if err != nil {
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return err
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}
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this.m1 = make(map[int]*HeroGeneral)
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this.m2 = make(map[int][]*HeroGeneral)
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this.m1 = make(map[int]*HeroBook)
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this.m2 = make(map[int][]*HeroBook)
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for i := range this.l {
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this.m1[this.l[i].Id] = this.l[i]
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this.m2[this.l[i].HeroId] = append(this.m2[this.l[i].HeroId], this.l[i])
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@ -36,10 +36,10 @@ func (this *HeroGeneralTable) load(buf []byte) error {
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return nil
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}
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func (this *HeroGeneralTable) Find1(heroId int) *HeroGeneral {
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return this.m1[heroId]
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func (this *HeroBookTable) Find1(id int) *HeroBook {
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return this.m1[id]
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}
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func (this *HeroGeneralTable) Find2(heroId int) []*HeroGeneral {
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func (this *HeroBookTable) Find2(heroId int) []*HeroBook {
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return this.m2[heroId]
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}
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@ -16,7 +16,7 @@ func (this *PlayerHandler) HeroUpgrade(player *logic.Player, msg *net.Message) {
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return
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}
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if req.HeroId == 0 {
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if req.HeroUid == 0 {
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_ = player.TipNotice(proto.ErrParameterError)
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return
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}
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@ -26,7 +26,7 @@ func (this *PlayerHandler) HeroUpgrade(player *logic.Player, msg *net.Message) {
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return
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}
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var hero = player.Hero[req.HeroId]
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var hero = player.Hero[req.HeroUid]
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if hero == nil {
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_ = player.TipNotice(proto.ErrHeroNotFound)
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return
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@ -144,12 +144,12 @@ func (this *PlayerHandler) HeroBreak(player *logic.Player, msg *net.Message) {
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return
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}
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if req.HeroId == 0 || req.OptItemId == 0 {
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if req.HeroUid == 0 || req.OptItemId == 0 {
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_ = player.TipNotice(proto.ErrParameterError)
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return
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}
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var hero = player.Hero[req.HeroId]
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var hero = player.Hero[req.HeroUid]
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if hero == nil {
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_ = player.TipNotice(proto.ErrHeroNotFound)
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return
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@ -208,70 +208,6 @@ func (this *PlayerHandler) HeroBreak(player *logic.Player, msg *net.Message) {
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player.ReduceItem(optItemId, optItemNum, logic.LogTypeItemConsumeByHeroBreak)
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}
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func (this *PlayerHandler) HeroGeneralActivate(player *logic.Player, msg *net.Message) {
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var req = new(pb.HeroGeneralActivateReq)
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var err = msg.Read(req)
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if err != nil {
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this.logger.Error("Read message failed, ", err)
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_ = player.TipNotice(proto.ErrMessageError)
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return
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}
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if req.HeroId == 0 {
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_ = player.TipNotice(proto.ErrParameterError)
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return
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}
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var hero = player.Hero[req.HeroId]
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if hero == nil {
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_ = player.TipNotice(proto.ErrHeroNotFound)
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return
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}
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var heroGeneralTables = this.tables.HeroGeneral.Find2(int(hero.Id))
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if len(heroGeneralTables) == 0 {
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_ = player.TipNotice(proto.ErrDataTablesError)
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return
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}
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if req.Index >= uint32(len(heroGeneralTables)) {
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_ = player.TipNotice(proto.ErrParameterError)
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return
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}
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if req.Index >= uint32(len(hero.General)) {
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_ = player.TipNotice(proto.ErrParameterError)
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return
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}
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if len(hero.General) != len(heroGeneralTables) {
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var general = make([]uint32, len(heroGeneralTables))
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copy(general, hero.General)
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hero.General = general
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}
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if hero.General[req.Index] != 0 {
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_ = player.TipNotice(proto.ErrHeroGeneralActivated)
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return
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}
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for _, needId := range heroGeneralTables[req.Index].NeedHeroes {
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if _, ok := player.Hero[uint32(needId)]; !ok {
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_ = player.TipNotice(proto.ErrHeroGeneralCanNotActivate)
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return
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}
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}
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hero.General[req.Index] = uint32(heroGeneralTables[req.Index].HeroId)
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player.SaveModel(hero)
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player.UpdateHeroAttrs(hero)
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_ = player.Send(uint16(pb.ModId_ModuleHero), uint16(pb.MsgId_ModHeroChange), &pb.HeroChangeListAck{
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ChangeList: []*pb.HeroChange{{ChangeType: pb.ChangeType_Changed, Hero: hero.BuildMsgHero()}},
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})
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}
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func (this *PlayerHandler) HeroAwaken(player *logic.Player, msg *net.Message) {
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}
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@ -297,7 +233,7 @@ func (this *PlayerHandler) HeroEquip(player *logic.Player, msg *net.Message) {
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return
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}
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var hero = player.Hero[req.HeroId]
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var hero = player.Hero[req.HeroUid]
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if hero == nil {
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_ = player.TipNotice(proto.ErrHeroNotFound)
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return
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@ -335,7 +271,7 @@ func (this *PlayerHandler) HeroEquip(player *logic.Player, msg *net.Message) {
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if hero.Equips[equipIndex] != 0 {
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var setup = player.Equip[hero.Equips[equipIndex]]
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if setup != nil && setup.HeroId != 0 {
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if setup != nil && setup.HeroUid != 0 {
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setup.Id = 0
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player.SaveModel(setup)
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equipChangeList = append(equipChangeList, &pb.EquipChange{
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@ -352,8 +288,8 @@ func (this *PlayerHandler) HeroEquip(player *logic.Player, msg *net.Message) {
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Hero: hero.BuildMsgHero(),
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})
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if equip.HeroId != 0 {
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var setup = player.Hero[equip.HeroId]
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if equip.HeroUid != 0 {
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var setup = player.Hero[equip.HeroUid]
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if setup != nil && setup.Equips[equipIndex] != 0 {
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setup.Equips[equipIndex] = 0
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player.SaveModel(setup)
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@ -364,7 +300,7 @@ func (this *PlayerHandler) HeroEquip(player *logic.Player, msg *net.Message) {
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}
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}
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equip.HeroId = hero.Id
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equip.HeroUid = hero.Uid
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player.SaveModel(equip)
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equipChangeList = append(equipChangeList, &pb.EquipChange{
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ChangeType: pb.ChangeType_Changed,
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@ -387,3 +323,61 @@ func (this *PlayerHandler) HeroArtifacts(player *logic.Player, msg *net.Message)
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func (this *PlayerHandler) HeroTips(player *logic.Player, msg *net.Message) {
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}
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func (this *PlayerHandler) HeroBookActivate(player *logic.Player, msg *net.Message) {
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var req = new(pb.HeroBookActivateReq)
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var err = msg.Read(req)
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if err != nil {
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this.logger.Error("Read message failed, ", err)
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_ = player.TipNotice(proto.ErrMessageError)
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return
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}
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if req.HeroId == 0 {
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_ = player.TipNotice(proto.ErrParameterError)
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return
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}
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var heroBook = player.HeroBook[req.HeroId]
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if heroBook == nil {
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_ = player.TipNotice(proto.ErrHeroNotFound)
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return
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}
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if req.Index >= uint32(len(heroBook.Items)) {
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_ = player.TipNotice(proto.ErrParameterError)
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return
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}
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var heroBookTables = this.tables.HeroBook.Find2(int(heroBook.HeroId))
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if len(heroBookTables) != len(heroBook.Items) {
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_ = player.TipNotice(proto.ErrDataTablesError)
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return
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}
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if heroBook.Items[req.Index].Value {
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_ = player.TipNotice(proto.ErrHeroBookActivated)
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return
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}
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for _, needId := range heroBookTables[req.Index].NeedHeroes {
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if _, ok := player.HeroBook[uint32(needId)]; !ok {
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_ = player.TipNotice(proto.ErrHeroBookCanNotActivate)
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return
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}
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}
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heroBook.Items[req.Index].Value = true
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player.SaveModel(heroBook)
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for _, hero := range player.Hero {
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if hero.Id == heroBook.HeroId {
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player.UpdateHeroAttrs(hero)
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}
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}
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_ = player.Send(uint16(pb.ModId_ModuleHero), uint16(pb.MsgId_ModHeroBookChange), &pb.HeroBookChangeAck{
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ChangeType: pb.ChangeType_Changed,
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HeroBook: heroBook.BuildMsgHeroBook(),
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})
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}
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@ -119,8 +119,8 @@ func (this *PlayerManager) SetTables(tables *data.Tables) {
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func (this *PlayerManager) PutPlayer(player *Player) {
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this.locker.Lock()
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defer this.locker.Unlock()
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this.players[player.UserId] = player
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this.locker.Unlock()
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}
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func (this *PlayerManager) GetPlayer(userId uint64) *Player {
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@ -164,8 +164,8 @@ func (this *PlayerManager) storeChanges(player *Player) {
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}
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if this.logger.IsDebugEnabled() {
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this.logger.Debug("Save: ", util.ToJsonString(player.save))
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this.logger.Debug("Wipe: ", util.ToJsonString(player.wipe))
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this.logger.Debugf("[%s:%d] Save: %s", player.Temp.Address, player.RoleId, util.ToJsonString(player.save))
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this.logger.Debugf("[%s:%d] Wipe: %s", player.Temp.Address, player.RoleId, util.ToJsonString(player.wipe))
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}
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_, err := this.mongoClient.Collection(TablePlayer).UpdateByID(this.mongoClient.Context(), player.RoleId, m)
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@ -205,7 +205,12 @@ func (this *PlayerManager) run(player *Player) {
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player.unlock() // unlock
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if e-b >= 1000 {
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this.logger.Warnf("The executing time of the player loop function is too long, Time: %dms, userId: %d, roleId: %d", e-b, player.UserId, player.RoleId)
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this.logger.Warnf("[%s:%d] The executing time of the player loop function is too long, Time: %dms, userId: %d, roleId: %d",
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player.Temp.Address,
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player.RoleId,
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e-b,
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player.UserId,
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player.RoleId)
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}
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}
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}(player)
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@ -231,7 +236,8 @@ func (this *PlayerManager) NewPlayer() *Player {
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//CopySpeed: map[uint32]*PlayerCopySpeed{},
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//CopyStatus: map[uint64]*PlayerCopyStatus{},
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Counter: map[uint32]map[uint64]*PlayerCounter{},
|
||||
Hero: map[uint32]*PlayerHero{},
|
||||
Hero: map[uint64]*PlayerHero{},
|
||||
HeroBook: map[uint32]*PlayerHeroBook{},
|
||||
Item: map[uint32]*PlayerItem{},
|
||||
Equip: map[uint64]*PlayerEquip{},
|
||||
//GiftPack: map[uint32]*PlayerGiftPack{},
|
||||
@ -404,7 +410,7 @@ func (this *PlayerManager) ExistsRoleName(name string) (bool, error) {
|
||||
//}
|
||||
|
||||
func (this *PlayerManager) Enter(player *Player, conn *net.Conn) {
|
||||
this.logger.Infof("The player enter game_1, userId: %d, roleId: %d", player.UserId, player.RoleId)
|
||||
this.logger.Infof("[%s] The player enter game_1, userId: %d, roleId: %d", player.Temp.Address, player.UserId, player.RoleId)
|
||||
|
||||
this.PutPlayer(player)
|
||||
|
||||
@ -420,7 +426,7 @@ func (this *PlayerManager) Enter(player *Player, conn *net.Conn) {
|
||||
}
|
||||
|
||||
func (this *PlayerManager) Reenter(player *Player, conn *net.Conn) {
|
||||
this.logger.Infof("The player reenter game, userId: %d, roleId: %d", player.UserId, player.RoleId)
|
||||
this.logger.Infof("[%s] The player reenter game, userId: %d, roleId: %d", player.Temp.Address, player.UserId, player.RoleId)
|
||||
|
||||
player.lock()
|
||||
player.reenter(conn)
|
||||
@ -430,7 +436,7 @@ func (this *PlayerManager) Reenter(player *Player, conn *net.Conn) {
|
||||
}
|
||||
|
||||
func (this *PlayerManager) Exit(player *Player) {
|
||||
this.logger.Infof("The player exit game, userId: %d, roleId: %d", player.UserId, player.RoleId)
|
||||
this.logger.Infof("[%s] The player exit game, userId: %d, roleId: %d", player.Temp.Address, player.UserId, player.RoleId)
|
||||
|
||||
this.RemovePlayer(player.UserId)
|
||||
|
||||
@ -442,7 +448,7 @@ func (this *PlayerManager) Exit(player *Player) {
|
||||
}
|
||||
|
||||
func (this *PlayerManager) Lost(player *Player) {
|
||||
this.logger.Infof("The player lost, userId: %d, roleId: %d", player.UserId, player.RoleId)
|
||||
this.logger.Infof("[%s] The player lost, userId: %d, roleId: %d", player.Temp.Address, player.UserId, player.RoleId)
|
||||
|
||||
player.lock()
|
||||
player.lost(func() {
|
||||
@ -454,7 +460,7 @@ func (this *PlayerManager) Lost(player *Player) {
|
||||
}
|
||||
|
||||
func (this *PlayerManager) Kick(player *Player, message string) {
|
||||
this.logger.Infof("The player kicked, userId: %d, roleId: %d", player.UserId, player.RoleId)
|
||||
this.logger.Infof("[%s] The player kicked, userId: %d, roleId: %d", player.Temp.Address, player.UserId, player.RoleId)
|
||||
|
||||
this.RemovePlayer(player.UserId)
|
||||
|
||||
@ -514,7 +520,7 @@ func (this *PlayerManager) Handler(modId, msgId uint16, handler MessageHandler)
|
||||
func (this *PlayerManager) Handle(player *Player, msg *net.Message) {
|
||||
handler, ok := this.messageHandlers[util.Compose2uint16(msg.ModId, msg.MsgId)]
|
||||
if !ok {
|
||||
this.logger.Warnf("Could not find the message handler, modId: %d, msgId: %d ", msg.ModId, msg.MsgId)
|
||||
this.logger.Warnf("[%s] Could not find the message handler, modId: %d, msgId: %d ", player.Temp.Address, msg.ModId, msg.MsgId)
|
||||
return
|
||||
}
|
||||
|
||||
|
@ -14,7 +14,7 @@ type PlayerEquip struct {
|
||||
Level uint32 `bson:"level"`
|
||||
Refine uint32 `bson:"refine"`
|
||||
Holes []uint32 `bson:"holes"`
|
||||
HeroId uint32 `bson:"hero_id"`
|
||||
HeroUid uint64 `bson:"hero_id"`
|
||||
}
|
||||
|
||||
func (this *PlayerEquip) BuildMsgEquip() *pb.Equip {
|
||||
@ -25,7 +25,7 @@ func (this *PlayerEquip) BuildMsgEquip() *pb.Equip {
|
||||
Level: this.Level,
|
||||
Refine: this.Refine,
|
||||
Holes: this.Holes,
|
||||
HeroId: this.HeroId,
|
||||
HeroUid: this.HeroUid,
|
||||
}
|
||||
}
|
||||
|
||||
@ -45,7 +45,7 @@ func (this *Player) addEquip(equipTable *data.Equip, logType LogType) error {
|
||||
Level: uint32(equipLevelTable.Level),
|
||||
Refine: 0,
|
||||
Holes: make([]uint32, equipTable.Holes),
|
||||
HeroId: 0,
|
||||
HeroUid: 0,
|
||||
}
|
||||
|
||||
this.Equip[equip.Uid] = equip
|
||||
|
@ -4,20 +4,21 @@ import (
|
||||
"ecs/proto"
|
||||
"ecs/proto/pb"
|
||||
"ecs/servers/game/data"
|
||||
"github.com/oylshe1314/framework/util"
|
||||
"slices"
|
||||
)
|
||||
|
||||
type Attrs [pb.AttrType_Nums]uint64
|
||||
|
||||
type PlayerHero struct {
|
||||
Id uint32 `bson:"id" key:"1"`
|
||||
Uid uint64 `json:"uid" key:"1"`
|
||||
Id uint32 `bson:"id"`
|
||||
Exp uint64 `bson:"exp"`
|
||||
Level uint32 `bson:"level"`
|
||||
BreakLevel uint32 `bson:"break_level"`
|
||||
SoulLevel uint32 `bson:"soul_level"`
|
||||
SoulList []uint32 `bson:"soul_list"`
|
||||
Awaken uint32 `bson:"awaken"`
|
||||
General []uint32 `bson:"general"`
|
||||
Equips [4]uint64 `bson:"equips"`
|
||||
Treasures [2]uint64 `bson:"treasures"`
|
||||
Mounts [1]uint64 `bson:"mounts"`
|
||||
@ -28,14 +29,14 @@ type PlayerHero struct {
|
||||
|
||||
func (this *PlayerHero) BuildMsgHero() *pb.Hero {
|
||||
return &pb.Hero{
|
||||
HeroId: this.Id,
|
||||
Uid: this.Uid,
|
||||
Id: this.Id,
|
||||
Exp: this.Exp,
|
||||
Level: this.Level,
|
||||
BreakLevel: this.BreakLevel,
|
||||
SoulLevel: this.SoulLevel,
|
||||
SoulList: this.SoulList,
|
||||
Awaken: this.Awaken,
|
||||
General: this.General,
|
||||
Equips: this.Equips[:],
|
||||
Treasures: this.Treasures[:],
|
||||
Mounts: this.Mounts[:],
|
||||
@ -49,7 +50,10 @@ func (this *PlayerHero) Attrs() Attrs {
|
||||
}
|
||||
|
||||
func (this *Player) addHero(heroTable *data.Hero) error {
|
||||
var hero = &PlayerHero{Id: uint32(heroTable.Id)}
|
||||
var hero = &PlayerHero{
|
||||
Uid: util.RandomUid(),
|
||||
Id: uint32(heroTable.Id),
|
||||
}
|
||||
|
||||
var heroLevelTable *data.HeroLevel
|
||||
if heroTable.Level > 0 {
|
||||
@ -75,20 +79,14 @@ func (this *Player) addHero(heroTable *data.Hero) error {
|
||||
|
||||
//Awaken
|
||||
|
||||
var heroGeneralBookTables = this.manager.tables.HeroGeneral.Find2(heroTable.Id)
|
||||
hero.General = make([]uint32, len(heroGeneralBookTables))
|
||||
|
||||
this.Hero[hero.Id] = hero
|
||||
this.Hero[hero.Uid] = hero
|
||||
this.SaveModel(hero)
|
||||
|
||||
this.addHeroBook(hero.Id)
|
||||
return nil
|
||||
}
|
||||
|
||||
func (this *Player) AddHero(heroId uint32) error {
|
||||
var hero = this.Hero[heroId]
|
||||
if hero != nil {
|
||||
return nil
|
||||
}
|
||||
|
||||
var heroTable = this.manager.tables.Hero.Find(int(heroId))
|
||||
if heroTable == nil {
|
||||
this.manager.logger.Error("find hero table failed, heroId: ", heroId)
|
||||
@ -132,23 +130,6 @@ func (this *Player) calcHeroBreakAttrs(hero *PlayerHero) (attrs Attrs) {
|
||||
return
|
||||
}
|
||||
|
||||
func (this *Player) calcHeroGeneralAttrs(hero *PlayerHero) (attrs Attrs) {
|
||||
for i := range hero.General {
|
||||
if hero.General[i] == 0 {
|
||||
continue
|
||||
}
|
||||
var heroGeneralTable = this.manager.tables.HeroGeneral.Find1(int(hero.General[i]))
|
||||
if heroGeneralTable == nil {
|
||||
continue
|
||||
}
|
||||
|
||||
attrs[heroGeneralTable.AttrType1] += uint64(heroGeneralTable.AttrValue1)
|
||||
attrs[heroGeneralTable.AttrType2] += uint64(heroGeneralTable.AttrValue2)
|
||||
attrs[heroGeneralTable.AttrType3] += uint64(heroGeneralTable.AttrValue3)
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
func (this *Player) calcHeroBondAttrs(hero *PlayerHero) (attrs Attrs) {
|
||||
var heroBondTables = this.manager.tables.HeroBond.Find(int(hero.Id))
|
||||
for i := range heroBondTables {
|
||||
@ -184,6 +165,8 @@ func (this *Player) calcHeroBondAttrs(hero *PlayerHero) (attrs Attrs) {
|
||||
break
|
||||
}
|
||||
}
|
||||
case 4: //英雄
|
||||
|
||||
}
|
||||
if yes {
|
||||
attrs[heroBondTables[i].AttrType1] += uint64(heroBondTables[i].AttrValue1)
|
||||
@ -225,6 +208,29 @@ func (this *Player) calcHeroArtifactAttrs(hero *PlayerHero) (attrs Attrs) {
|
||||
return
|
||||
}
|
||||
|
||||
func (this *Player) calcHeroBookAttrs(hero *PlayerHero) (attrs Attrs) {
|
||||
var heroBook = this.HeroBook[hero.Id]
|
||||
if heroBook == nil {
|
||||
return
|
||||
}
|
||||
|
||||
for _, item := range heroBook.Items {
|
||||
if !item.Value {
|
||||
continue
|
||||
}
|
||||
|
||||
var heroGeneralTable = this.manager.tables.HeroBook.Find1(int(item.Key))
|
||||
if heroGeneralTable == nil {
|
||||
continue
|
||||
}
|
||||
|
||||
attrs[heroGeneralTable.AttrType1] += uint64(heroGeneralTable.AttrValue1)
|
||||
attrs[heroGeneralTable.AttrType2] += uint64(heroGeneralTable.AttrValue2)
|
||||
attrs[heroGeneralTable.AttrType3] += uint64(heroGeneralTable.AttrValue3)
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
func (this *Player) calcHeroAttrs(hero *PlayerHero, attrsList ...Attrs) bool {
|
||||
var newAttrs Attrs
|
||||
for _, attrs := range attrsList {
|
||||
@ -247,11 +253,13 @@ func (this *Player) updateHeroAttrs(hero *PlayerHero) bool {
|
||||
return this.calcHeroAttrs(hero,
|
||||
this.calcHeroLevelAttrs(hero),
|
||||
this.calcHeroBreakAttrs(hero),
|
||||
this.calcHeroBondAttrs(hero),
|
||||
this.calcHeroAwakenAttrs(hero),
|
||||
this.calcHeroEquipsAttrs(hero),
|
||||
this.calcHeroTreasuresAttrs(hero),
|
||||
this.calcHeroMountsAttrs(hero),
|
||||
this.calcHeroArtifactAttrs(hero),
|
||||
this.calcHeroBookAttrs(hero),
|
||||
)
|
||||
}
|
||||
|
||||
|
52
servers/game/logic/player_hero_book.go
Normal file
52
servers/game/logic/player_hero_book.go
Normal file
@ -0,0 +1,52 @@
|
||||
package logic
|
||||
|
||||
import (
|
||||
"ecs/proto/pb"
|
||||
"github.com/oylshe1314/framework/util"
|
||||
)
|
||||
|
||||
type PlayerHeroBook struct {
|
||||
HeroId uint32 `json:"hero_id" key:"1"`
|
||||
Items []*util.Pair[uint32, bool] `bson:"items"`
|
||||
}
|
||||
|
||||
func (this *PlayerHeroBook) BuildMsgHeroBook() *pb.HeroBook {
|
||||
var list []*pb.HeroBookItem
|
||||
for _, item := range this.Items {
|
||||
list = append(list, &pb.HeroBookItem{BookId: item.Key, Active: item.Value})
|
||||
}
|
||||
return &pb.HeroBook{HeroId: this.HeroId, ItemList: list}
|
||||
}
|
||||
|
||||
func (this *Player) addHeroBook(heroId uint32) {
|
||||
if _, ok := this.HeroBook[heroId]; ok {
|
||||
return
|
||||
}
|
||||
|
||||
var items []*util.Pair[uint32, bool]
|
||||
var heroBookTables = this.manager.tables.HeroBook.Find2(int(heroId))
|
||||
for _, heroBookTable := range heroBookTables {
|
||||
items = append(items, util.NewPair(uint32(heroBookTable.Id), false))
|
||||
}
|
||||
|
||||
var heroBook = &PlayerHeroBook{
|
||||
HeroId: heroId,
|
||||
Items: items,
|
||||
}
|
||||
|
||||
this.HeroBook[heroBook.HeroId] = heroBook
|
||||
this.SaveModel(heroBook)
|
||||
|
||||
_ = this.Send(uint16(pb.ModId_ModuleHero), uint16(pb.MsgId_ModHeroBookChange), &pb.HeroBookChangeAck{
|
||||
ChangeType: pb.ChangeType_Changed,
|
||||
HeroBook: heroBook.BuildMsgHeroBook(),
|
||||
})
|
||||
}
|
||||
|
||||
func (this *Player) BuildMsgHeroBookListAck() *pb.HeroBookListAck {
|
||||
var list []*pb.HeroBook
|
||||
for _, heroBook := range this.HeroBook {
|
||||
list = append(list, heroBook.BuildMsgHeroBook())
|
||||
}
|
||||
return &pb.HeroBookListAck{BookList: list}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user