service.go 7.1 KB

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  1. package chapter
  2. import (
  3. "f1-game/internal/code"
  4. "f1-game/internal/constant"
  5. "f1-game/internal/data"
  6. "f1-game/internal/enum"
  7. facade "f1-game/internal/facade"
  8. nameRoute "f1-game/internal/name/route"
  9. "f1-game/internal/pb"
  10. "f1-game/internal/sessions"
  11. "f1-game/nodes/game/internal/db"
  12. "f1-game/nodes/game/player/asset"
  13. ao "f1-game/nodes/game/player/asset/origin"
  14. "f1-game/nodes/game/player/hero"
  15. "f1-game/nodes/game/player/vip"
  16. ctime "github.com/cherry-game/cherry/extend/time"
  17. clog "github.com/cherry-game/cherry/logger"
  18. cproto "github.com/cherry-game/cherry/net/proto"
  19. )
  20. var srv = &service{
  21. typ: newServiceType(),
  22. }
  23. func init() {
  24. }
  25. func Service() *service {
  26. return srv
  27. }
  28. type service struct {
  29. facade.PlayerServiceBase[*db.PlayerTable]
  30. typ serviceType // 星级类型类型服务类(封装各种星级完成细节)
  31. }
  32. func (p *service) OnLogin(playerTable *db.PlayerTable, session *cproto.Session) {
  33. chapterTable := db.GetChapterTable(playerTable.PlayerID)
  34. // 初始化
  35. if chapterTable.Chapter.ChapterID == 0 && chapterTable.Chapter.LevelID == 0 {
  36. firstChapterRow, found := data.Chapter.GetFirstChapter()
  37. if !found {
  38. clog.Warnf("[playerID=%d]OnLogin chapter init fail")
  39. return
  40. }
  41. chapterTable.Chapter.ChapterID = firstChapterRow.ID
  42. chapterTable.Chapter.LevelID = firstChapterRow.StartID
  43. chapterTable.Save2Queue()
  44. }
  45. }
  46. func (p *service) OnReset(playerTable *db.PlayerTable, _ *ctime.CherryTime, byLogin bool) {
  47. var (
  48. chapterTable = db.GetChapterTable(playerTable.PlayerID)
  49. updateLevelIDs = []int32{}
  50. )
  51. // 跨天重置关卡挑战次数
  52. for levelID, level := range chapterTable.Chapter.Levels {
  53. update := false
  54. // 重置挑战次数
  55. if level.DayChallengeCount > 0 {
  56. level.DayChallengeCount = 0
  57. update = true
  58. }
  59. // 重置购买挑战次数
  60. if level.DayBuyChallengeCount > 0 {
  61. level.DayBuyChallengeCount = 0
  62. update = true
  63. }
  64. if update {
  65. updateLevelIDs = append(updateLevelIDs, levelID)
  66. }
  67. }
  68. if len(updateLevelIDs) > 0 {
  69. chapterTable.Save2Queue()
  70. p.ChangePush(playerTable.PlayerID, updateLevelIDs...)
  71. clog.Infof("chapter reset level day challenge count, playerID = %d, updateLevelIDs = %v", playerTable.PlayerID, updateLevelIDs)
  72. }
  73. }
  74. // Push 探险数据推送
  75. func (*service) Push(playerTable *db.PlayerTable, session *cproto.Session) {
  76. chapterTable := db.GetChapterTable(playerTable.PlayerID)
  77. rsp := chapterTable.Chapter.ToProto()
  78. sessions.PushWithSession(session, nameRoute.PushGamePlayer_Chapter, &rsp)
  79. }
  80. // ChangePush 关卡信息变更推送
  81. func (p *service) ChangePush(playerID int64, updateLevelIDs ...int32) {
  82. if len(updateLevelIDs) < 1 {
  83. return
  84. }
  85. var (
  86. chapterTable = db.GetChapterTable(playerID)
  87. levels = []*pb.ChapterLevel{}
  88. )
  89. for _, levelID := range updateLevelIDs {
  90. level, found := chapterTable.Chapter.GetLevel(levelID)
  91. if found {
  92. levels = append(levels, level.ToChapterLevelProto(levelID))
  93. }
  94. }
  95. if len(levels) < 1 {
  96. return
  97. }
  98. resp := &pb.UpdateChapterLevel{
  99. ChapterID: chapterTable.Chapter.ChapterID,
  100. LevelID: chapterTable.Chapter.LevelID,
  101. Levels: levels,
  102. }
  103. sessions.PushPlayer(playerID, nameRoute.PushGamePlayer_ChapterLevel, resp)
  104. }
  105. // 精力定时恢复
  106. func (p *service) StaminaRecoverTimer(playerID int64, nowSecond int64) {
  107. var (
  108. chapterTable = db.GetChapterTable(playerID)
  109. staminaID = data.Const.ChapterStaminaAddValue.ID
  110. staminaLimit = data.Const.ChapterStaminaLimit
  111. curStaminaNum = asset.Service().Get(playerID, staminaID)
  112. staminaAddInterval = data.Const.ChapterStaminaAddInterval
  113. )
  114. // vip 精力上限加成
  115. staminaLimit += vip.Service().GetVipAttrAdd(playerID, enum.AttrStaminaLimit)
  116. // vip 精力恢复时间加成
  117. staminaAddInterval = max(0, staminaAddInterval-vip.Service().GetVipAttrAdd(playerID, enum.AttrStaminaRecoverTime))
  118. // 当前精力已满
  119. if curStaminaNum >= staminaLimit {
  120. return
  121. }
  122. diffSecond := nowSecond - chapterTable.Chapter.LastRecoverTime
  123. // 添加精力次数
  124. addStaminaTimes := diffSecond / staminaAddInterval
  125. if addStaminaTimes <= 0 {
  126. return
  127. }
  128. // 添加精力数量
  129. addStaminaNum := addStaminaTimes * data.Const.ChapterStaminaAddValue.Num
  130. // 超出上限
  131. if curStaminaNum+addStaminaNum > staminaLimit {
  132. addStaminaNum = staminaLimit - curStaminaNum
  133. }
  134. _, errCode := asset.Service().Add(playerID, staminaID, addStaminaNum, ao.ChapterStaminaRecoverReward, true)
  135. if code.IsFail(errCode) {
  136. clog.Warnf("[StaminaRecoverTimer] recover stamina fail, playerID = %d, errCode = %d", playerID, errCode)
  137. return
  138. }
  139. chapterTable.Chapter.LastRecoverTime += addStaminaNum * data.Const.ChapterStaminaAddInterval
  140. chapterTable.Save2Queue()
  141. }
  142. // 检测更新下一章节或者下一关
  143. func (p *service) CheckNextLevelOrChapter(chapterTable *db.ChapterTable, chapterRow *data.ChapterRow, levelID int32) {
  144. // 当前章节未结束 切换到下一关 并 返回
  145. if levelID < chapterRow.EndID {
  146. chapterTable.Chapter.LevelID++
  147. return
  148. }
  149. // 判断是否存在下一章
  150. nextChapterID := chapterRow.ID + 1
  151. nextChapterRow, found := data.Chapter.GetByID(nextChapterID)
  152. if !found {
  153. return
  154. }
  155. // 下一章解锁条件不满足 返回 // TODO 感觉这个没什么用处
  156. if !chapterTable.Chapter.IsLevelPassed(nextChapterRow.UnlockID) {
  157. return
  158. }
  159. chapterTable.Chapter.ChapterID = nextChapterID
  160. chapterTable.Chapter.LevelID = nextChapterRow.StartID
  161. }
  162. // 获取探险挑战星级情况 // TODO 传入战斗结束英雄数据和结果
  163. func (p service) GetChapterStars(playerID int64, chapterLevelRow *data.ChapterLevelRow, result *pb.BattleResult) []int32 {
  164. stars := []int32{}
  165. if chapterLevelRow == nil {
  166. return stars
  167. }
  168. for _, condition := range chapterLevelRow.Conditions {
  169. chapterStarRow, found := data.ChapterStar.GetByID(condition)
  170. if !found {
  171. clog.Warnf("[playerID=%d]chapter star config not found: %d", playerID, condition)
  172. continue
  173. }
  174. parser, errCode := p.typ.get(chapterStarRow.Type)
  175. if code.IsFail(errCode) {
  176. clog.Warnf("[playerID=%d]chapter star type not found: %d", playerID, chapterStarRow.Type)
  177. continue
  178. }
  179. if parser.IsFinish(playerID, chapterStarRow, result) {
  180. stars = append(stars, condition)
  181. }
  182. }
  183. return stars
  184. }
  185. // 获取探险阵型的战斗参数
  186. func (p *service) GetChapterBattleCampParam(playerID int64, lineupID int32) (*pb.BattleCampParam, int32) {
  187. var (
  188. teamTable = db.GetLineupTable(playerID)
  189. heroTable = db.GetHeroTable(playerID)
  190. )
  191. lineups, found := teamTable.LineupMap.GetLineups(constant.Adventure_Type)
  192. if !found {
  193. return nil, code.ChapterLineupNotFound
  194. }
  195. lineup, found := lineups.GetLineup(lineupID)
  196. if !found {
  197. return nil, code.ChapterLineupNotFound
  198. }
  199. if lineup.IsNotCanFight() {
  200. return nil, code.TeamIsEmpty
  201. }
  202. ret := &pb.BattleCampParam{
  203. Camp: enum.BattleCampType_Left,
  204. PlayerID: playerID,
  205. }
  206. for _, member := range lineup.Members {
  207. if heroEntity, found := heroTable.Heroes.Get(member.HeroGUID); found {
  208. fighter := hero.Service().GetChapterFighter(playerID, heroEntity, lineupID)
  209. ret.Squads = append(ret.Squads, &pb.BattleSquadParam{
  210. TileIndex: member.Index,
  211. Fighter: fighter,
  212. // Soldiers: nil, // 探险没有小兵
  213. })
  214. }
  215. }
  216. return ret, code.OK
  217. }