RoleAction.go
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// 游戏服角色相关操作
package action
import (
"fmt"
"github.com/golang/protobuf/proto"
"pro2d/common"
"pro2d/common/components"
"pro2d/common/db/redisproxy"
"pro2d/common/logger"
"pro2d/csvdata"
"pro2d/models"
"pro2d/pb"
)
// HeartRpc 心跳请求
func HeartRpc(role *models.RoleModel, msg components.IMessage) (int32, interface{}) {
//msg.Conn.SetLastHeartCheckTime()
return 0, nil
}
// getRandomName 随机名字
func getRandomName() string {
name := ""
for {
name = common.RandomName(common.DefaultName)
if name == "" {
continue
}
relay, err := redisproxy.SETNX(fmt.Sprintf(common.NickNames, name), "1")
if err != nil {
continue
}
if relay.(int64) == 1 {
break
}
}
return name
}
/*
CreateRpc 创建角色请求
1: proto解析错误
2: 角色不存在
*/
func CreateRpc(role1 *models.RoleModel, msg components.IMessage) (int32, interface{}) {
req := pb.CreateReq{}
if err := proto.Unmarshal(msg.GetData(), &req); err != nil {
logger.Error("CreateRpc err: %v", err)
return 1, err
}
role := models.RoleExistByUid(req.Token)
if role != nil {
return 2, "role exists"
}
roleId, err := common.GetNextRoleId()
if err != nil {
return 3, err
}
role = models.NewRole(roleId)
role.Role.Uid = req.Token
role.Role.Level = 1
role.Role.Nick = getRandomName()
if err := role.Create(); err != nil {
logger.Error("CreateRpc role create err: %v", err)
return 4, nil
}
role.InitRole()
return 0, nil
}
// ChangeTeamRpc 阵容变换
func ChangeTeamRpc(role *models.RoleModel, msg components.IMessage) (int32, interface{}) {
req := pb.ChangeTeamReq{}
if err := proto.Unmarshal(msg.GetData(), &req); err != nil {
logger.Error("loginRpc err: %v", err)
return 1, nil
}
role.UpdateTeam(req.Team)
return 0, nil
}
/*
HeroEquipReferRpc 穿戴/脱 装备
2: 装备不存在
*/
func HeroEquipReferRpc(role *models.RoleModel, msg components.IMessage) (int32, interface{}) {
req := pb.HeroEquipReferReq{}
if err := proto.Unmarshal(msg.GetData(), &req); err != nil {
logger.Error("loginRpc err: %v", err)
return 1, nil
}
for _, equipInfo := range req.EquipIds {
ret := role.EquipmentRefer(equipInfo.EquipId, req.HeroId, req.Refer, equipInfo.Pos)
if ret != 0 {
logger.Error("ret: %d, equipId: %s, heroId: %s, refer: %d, pos:%d", ret, equipInfo.EquipId, req.HeroId, req.Refer, equipInfo.Pos)
}
}
return 0, nil
}
/*
RoleClearItemsRpc 删除物品
2 删除失败
*/
func RoleClearItemsRpc(role *models.RoleModel, msg components.IMessage) (int32, interface{}) {
req := pb.RoleClearItemsReq{}
if err := proto.Unmarshal(msg.GetData(), &req); err != nil {
logger.Error("proto rpc err: %v", err)
return 1, nil
}
bkup := make(common.IMapStringNum)
for _, item := range req.Items {
for k, v := range common.StringToMapNum(item) {
tmp, ok := bkup[k]
if !ok {
tmp = 0
}
bkup[k] = v + tmp
}
}
if !role.CostItems(bkup) {
logger.Error("cost err: %s", common.MapNumToString(bkup))
return 2, nil
}
return 0, nil
}
/*
RoleStartBattleRpc 开始战斗
*/
func RoleStartBattleRpc(role *models.RoleModel, msg components.IMessage) (int32, interface{}) {
req := pb.RoleStartBattleReq{}
if err := proto.Unmarshal(msg.GetData(), &req); err != nil {
logger.Error("loginRpc err: %v", err)
return 1, nil
}
//TODO 消耗体力
return 0, nil
}
/*
RoleEndBattleRpc 结束战斗
2 关卡不存在
RoleEndBattleRsp 返回值
*/
func RoleEndBattleRpc(role *models.RoleModel, msg components.IMessage) (int32, interface{}) {
req := pb.RoleEndBattleReq{}
if err := proto.Unmarshal(msg.GetData(), &req); err != nil {
logger.Error("loginRpc err: %v", err)
return 1, nil
}
chapterInfo := csvdata.Get().TbRogueChapter.Get(req.ChapterId)
chapterCount, first := role.Role.Passchapters[req.ChapterId]
carbonInfo, ok := chapterInfo.Carbons[req.CarbonId]
if !ok {
logger.Error("carbonInfo not exists")
return 2, nil
}
//team
team, ok := role.Teams[req.TeamId]
if !ok {
logger.Error("team not exists")
return 3, nil
}
reward := make(common.IMapStringNum)
if !first {
role.Role.Passchapters[req.ChapterId] = 1
for k, v := range common.StringToMapNum(carbonInfo.FirstAward) {
reward[k] = v
}
} else {
role.Role.Passchapters[req.ChapterId] = chapterCount + 1
}
role.SetProperty("passchapters", role.Role.Passchapters)
for k, v := range common.StringToMapNum(carbonInfo.NormalAward) {
rv, ok := reward[k]
if !ok {
reward[k] = v
} else {
reward[k] = rv + v
}
}
//award
reward = role.Award(reward)
//exp
var amount int32
if req.Pass {
amount = carbonInfo.CarbonExp
} else {
amount = carbonInfo.CarbonFailExp
}
level, exp := role.UpLevel(amount)
role.UpdateProperties(map[string]interface{}{"level": level, "exp": exp}, true)
rsp := &pb.RoleEndBattleRsp{
RoleLevel: level,
RoleExp: exp,
}
//team exp
heros := make([]*pb.Hero, 3)
t := team.(*models.TeamModel).Team
h1, ok := role.Heros[t.HeroId1]
if ok {
level, exp = h1.(*models.HeroModel).UpLevel(amount)
h1.SetProperty("level", level)
h1.SetProperty("exp", exp)
heros[0] = h1.(*models.HeroModel).Hero
}
h2, ok := role.Heros[t.HeroId2]
if ok {
level, exp = h2.(*models.HeroModel).UpLevel(amount)
h2.SetProperty("level", level)
h2.SetProperty("exp", exp)
heros[1] = h2.(*models.HeroModel).Hero
}
h3, ok := role.Heros[t.HeroId3]
if ok {
level, exp = h3.(*models.HeroModel).UpLevel(amount)
h3.SetProperty("level", level)
h3.SetProperty("exp", exp)
heros[2] = h3.(*models.HeroModel).Hero
}
rsp.RoleExpamount = amount
rsp.Pass = req.Pass
rsp.Reward = common.MapNumToString(reward)
rsp.Hero = heros
return 0, rsp
}