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feat: 增加背包系统,以及背包...
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package models
import (
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"fmt"
"github.com/golang/protobuf/proto"
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"pro2d/common"
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"pro2d/common/logger"
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"pro2d/csvdata"
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"pro2d/pb"
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)
//背包系统
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func (m *RoleModel) GetItemCount(key string) int32 {
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c, ok := m.Items[key]
if !ok {
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c = int32(0)
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}
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return c
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}
func (m *RoleModel) CostItem(key string, count int32) bool {
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if count > m.GetItemCount(key) {
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return false
}
return m.AddItem(key, -count)
}
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func (m *RoleModel) CostItems(params common.IMapStringNum) bool {
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for k, v := range params {
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if v > m.GetItemCount(k) {
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return false
}
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params[k] = -v
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}
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return m.AddItems(params)
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}
func (m *RoleModel) AddItem(key string, count int32) bool {
c := m.GetItemCount(key)
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num := c + count
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if num > 0 {
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m.Items[key] = num
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} else {
delete(m.Items, key)
}
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m.SetProperty("items", common.MapNumToString(m.Items))
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rsp, err := proto.Marshal(&pb.RoleUpdateItemsRsp{Items: fmt.Sprintf("%s=%d", key, num)})
if err != nil {
logger.Error(err.Error())
return true
}
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if m.GetConn() != nil {
m.GetConn().Send(0, uint32(pb.ProtoCode_RoleUpdateItemsRsp), rsp)
}
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return true
}
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func (m *RoleModel) AddItems(params common.IMapStringNum) bool {
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tmp := make(common.IMapString)
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for k, v := range params {
c := m.GetItemCount(k)
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num := c + v
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if num > 0 {
m.Items[k] = num
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} else {
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num = 0
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delete(m.Items, k)
}
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tmp[k] = num
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}
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m.SetProperty("items", common.MapNumToString(m.Items))
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rsp, err := proto.Marshal(&pb.RoleUpdateItemsRsp{Items: common.MapToString(tmp)})
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if err != nil {
logger.Error(err.Error())
return true
}
if m.GetConn() != nil {
m.GetConn().Send(0, uint32(pb.ProtoCode_RoleUpdateItemsRsp), rsp)
}
return true
}
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func (m *RoleModel) AddHero(hero *pb.Hero) {
h := NewHero(hero)
h.Create()
m.Heros[hero.Id] = h
}
func (m *RoleModel) AddTeam(team *pb.Team) {
t := NewTeam(team)
t.Create()
m.Teams[team.Id] = t
}
func (m *RoleModel) UpdateTeam(teams []*pb.Team) {
for _, team := range teams {
team.RoleId = m.Role.Id
t := m.Teams[team.Id]
if t != nil {
t.UpdateSchema(team)
}
}
}
func (m *RoleModel) AddEquip(equip *pb.Equipment) *EquipModel {
e := NewEquip(equip)
e.Create()
m.Equipments[equip.Id] = e
m.EquipmentAddNotify(equip)
return e
}
func (m *RoleModel) EquipmentAddNotify(equip *pb.Equipment) {
update := &pb.EquipmentAddRsp{Equip: equip}
if rsp, err := proto.Marshal(update); err != nil {
logger.Error(" EquipmentAddNotify err:", err.Error())
return
} else {
if m.GetConn() != nil {
m.GetConn().SendSuccess(uint32(pb.ProtoCode_EquipmentAddRsp), rsp)
}
}
}
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func (m *RoleModel) UpLevel(exp int32) (int32, int32) {
level := m.Role.Level
oldLevelExp := csvdata.Get().TbAccountLevelExp.Get(level)
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if oldLevelExp == nil {
return level, m.Role.Level
}
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if exp >= oldLevelExp.NeedExp-m.Role.Exp {
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exp = exp - (oldLevelExp.NeedExp - m.Role.Exp)
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level++
for exp > 0 {
oldLevelExp = csvdata.Get().TbAccountLevelExp.Get(level)
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if oldLevelExp == nil {
return level, exp
}
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if exp >= oldLevelExp.NeedExp {
exp = exp - oldLevelExp.NeedExp
level++
} else {
exp = exp + m.Role.Exp
break
}
}
} else {
exp = exp + m.Role.Exp
}
return level, exp
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}
func (m *RoleModel) Award(award common.IMapStringNum) common.IMapStringNum {
m.AddItems(award)
return award
}
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func (m *RoleModel) EquipmentRefer(equipId, heroId string, refer bool, left bool) int32 {
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e, ok := m.Equipments[equipId]
if !ok {
return 2
}
equip := e.(*EquipModel)
// 1 脱
// 1.1 装备直接脱掉
// 2 戴
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// 2.0.1 如果是戒指,特殊处理, 未被其他英雄穿戴直接穿,同位置装备是否穿戴, 已经被穿戴,则脱了再穿
// 2.0.2 如果是戒指,特殊处理, 如果其他英雄已经被穿戴,则脱了再穿, 同位置装备是否穿戴, 已经被穿戴,则脱了再穿
// 2.1.1 如果不是戒指,未被其他英雄穿戴直接穿,同位置装备是否穿戴, 已经被穿戴,则脱了再穿
// 2.1.2 如果不是戒指,如果其他英雄已经被穿戴,则脱了再穿, 同位置装备是否穿戴, 已经被穿戴,则脱了再穿
// 可以合并。不用判断是否是戒指。
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h1 := m.Heros[heroId]
h2 := m.Heros[equip.Equip.HeroId]
var outHero, inHero *HeroModel
inEquip := csvdata.Get().TbEquipmentData.Get(equip.Equip.GetTbId())
if !refer {
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if h1 != nil {
outHero = h1.(*HeroModel)
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outHero.DelEquipment(equip.Equip.Id)
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}
if h2 != nil {
outHero = h2.(*HeroModel)
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outHero.DelEquipment(equip.Equip.Id)
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}
equip.SetProperty("heroid", "")
} else {
if h1 == nil {
return 3
}
inHero = h1.(*HeroModel)
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pos := common.EquipmentTypToPos(inEquip.EquipType)
posT := common.EquipmentPosToT(pos, left)
// 2.1.1
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if equip.Equip.HeroId == "" {
var outEquipID string
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for id, typ := range inHero.Equipments {
if typ == posT {
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outEquipID = id
break
}
}
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if outEquipID != "" {
tmpEuqip, ok := m.Equipments[outEquipID]
if ok {
outEquip := tmpEuqip.(*EquipModel)
outEquip.SetProperty("heroid", "")
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inHero.DelEquipment(outEquipID)
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}
}
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inHero.AddEquipment(equip.Equip.Id, posT)
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equip.SetProperty("heroid", inHero.Hero.Id)
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equip.SetProperty("left", left)
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} else {
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if h2 == nil {
return 4
}
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// 2.1.2
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outHero = h2.(*HeroModel)
var outEquipID string
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for id, tpos := range inHero.Equipments {
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if tpos == posT {
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outEquipID = id
break
}
}
if outEquipID != "" {
tmpEquip, ok := m.Equipments[outEquipID]
if ok {
outEquip := tmpEquip.(*EquipModel)
outEquip.SetProperty("heroid", "")
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inHero.DelEquipment(outEquipID)
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}
}
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outHero.DelEquipment(equip.Equip.Id)
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inHero.AddEquipment(equip.Equip.Id, posT)
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equip.SetProperty("heroid", inHero.Hero.Id)
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equip.SetProperty("left", left)
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}
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}
return 0
}
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