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- package chapter
- import (
- "f1-game/internal/code"
- "f1-game/internal/constant"
- "f1-game/internal/data"
- "f1-game/internal/enum"
- facade "f1-game/internal/facade"
- nameRoute "f1-game/internal/name/route"
- "f1-game/internal/pb"
- "f1-game/internal/sessions"
- "f1-game/nodes/game/internal/db"
- "f1-game/nodes/game/player/asset"
- ao "f1-game/nodes/game/player/asset/origin"
- "f1-game/nodes/game/player/hero"
- "f1-game/nodes/game/player/vip"
- ctime "github.com/cherry-game/cherry/extend/time"
- clog "github.com/cherry-game/cherry/logger"
- cproto "github.com/cherry-game/cherry/net/proto"
- )
- var srv = &service{
- typ: newServiceType(),
- }
- func init() {
- }
- func Service() *service {
- return srv
- }
- type service struct {
- facade.PlayerServiceBase[*db.PlayerTable]
- typ serviceType // 星级类型类型服务类(封装各种星级完成细节)
- }
- func (p *service) OnLogin(playerTable *db.PlayerTable, session *cproto.Session) {
- chapterTable := db.GetChapterTable(playerTable.PlayerID)
- // 初始化
- if chapterTable.Chapter.ChapterID == 0 && chapterTable.Chapter.LevelID == 0 {
- firstChapterRow, found := data.Chapter.GetFirstChapter()
- if !found {
- clog.Warnf("[playerID=%d]OnLogin chapter init fail")
- return
- }
- chapterTable.Chapter.ChapterID = firstChapterRow.ID
- chapterTable.Chapter.LevelID = firstChapterRow.StartID
- chapterTable.Save2Queue()
- }
- }
- func (p *service) OnReset(playerTable *db.PlayerTable, _ *ctime.CherryTime, byLogin bool) {
- var (
- chapterTable = db.GetChapterTable(playerTable.PlayerID)
- updateLevelIDs = []int32{}
- )
- // 跨天重置关卡挑战次数
- for levelID, level := range chapterTable.Chapter.Levels {
- update := false
- // 重置挑战次数
- if level.DayChallengeCount > 0 {
- level.DayChallengeCount = 0
- update = true
- }
- // 重置购买挑战次数
- if level.DayBuyChallengeCount > 0 {
- level.DayBuyChallengeCount = 0
- update = true
- }
- if update {
- updateLevelIDs = append(updateLevelIDs, levelID)
- }
- }
- if len(updateLevelIDs) > 0 {
- chapterTable.Save2Queue()
- p.ChangePush(playerTable.PlayerID, updateLevelIDs...)
- clog.Infof("chapter reset level day challenge count, playerID = %d, updateLevelIDs = %v", playerTable.PlayerID, updateLevelIDs)
- }
- }
- // Push 探险数据推送
- func (*service) Push(playerTable *db.PlayerTable, session *cproto.Session) {
- chapterTable := db.GetChapterTable(playerTable.PlayerID)
- rsp := chapterTable.Chapter.ToProto()
- sessions.PushWithSession(session, nameRoute.PushGamePlayer_Chapter, &rsp)
- }
- // ChangePush 关卡信息变更推送
- func (p *service) ChangePush(playerID int64, updateLevelIDs ...int32) {
- if len(updateLevelIDs) < 1 {
- return
- }
- var (
- chapterTable = db.GetChapterTable(playerID)
- levels = []*pb.ChapterLevel{}
- )
- for _, levelID := range updateLevelIDs {
- level, found := chapterTable.Chapter.GetLevel(levelID)
- if found {
- levels = append(levels, level.ToChapterLevelProto(levelID))
- }
- }
- if len(levels) < 1 {
- return
- }
- resp := &pb.UpdateChapterLevel{
- ChapterID: chapterTable.Chapter.ChapterID,
- LevelID: chapterTable.Chapter.LevelID,
- Levels: levels,
- }
- sessions.PushPlayer(playerID, nameRoute.PushGamePlayer_ChapterLevel, resp)
- }
- // 精力定时恢复
- func (p *service) StaminaRecoverTimer(playerID int64, nowSecond int64) {
- chapterTable := db.GetChapterTable(playerID)
- // 当前精力/精力池都已满
- if chapterTable.Chapter.LastRecoverTime <= 0 {
- return
- }
- var (
- staminaAddInterval = p.GetStaminaAddInterval(playerID) // 获取单次精力恢复时间间隔
- diffSecond = nowSecond - chapterTable.Chapter.LastRecoverTime // 获取精力恢复间隔
- addStaminaTimes = diffSecond / staminaAddInterval // 添加精力次数
- )
- // 需要恢复精力数量<=0 跳过
- if addStaminaTimes <= 0 {
- return
- }
- var (
- staminaID = data.Const.ChapterStaminaAddValue.ID
- staminaLimit = p.GetStaminaLimit(playerID)
- curStaminaNum = asset.Service().Get(playerID, staminaID)
- addStaminaNum = addStaminaTimes * data.Const.ChapterStaminaAddValue.Num // 添加精力数量
- finalAddStaminaNum = addStaminaNum // 最终恢复精力数量
- staminaFull = curStaminaNum >= staminaLimit
- )
- // 当前精力未满 恢复精力
- if !staminaFull {
- // 恢复精力超出上限
- if curStaminaNum+finalAddStaminaNum > staminaLimit {
- finalAddStaminaNum = staminaLimit - curStaminaNum
- staminaFull = true
- }
- _, errCode := asset.Service().Add(playerID, staminaID, finalAddStaminaNum, ao.ChapterStaminaRecoverReward, true)
- if code.IsFail(errCode) {
- clog.Warnf("[StaminaRecoverTimer] recover stamina fail, playerID = %d, errCode = %d", playerID, errCode)
- return
- }
- addStaminaNum -= finalAddStaminaNum
- }
- // 当前仍有精力需要恢复 恢复精力池精力
- if addStaminaNum > 0 {
- var (
- curStaminaPoolValue = asset.Service().Get(playerID, enum.ItemIDTempStamina)
- staminaPoolLimit = p.GetStaminaPoolLimit(playerID)
- )
- // 当前精力池精力未满
- if curStaminaPoolValue < staminaPoolLimit {
- // 如果超出精力池上限 超出部分直接舍弃
- if curStaminaPoolValue+addStaminaNum > staminaPoolLimit {
- addStaminaNum = staminaPoolLimit - curStaminaPoolValue
- }
- _, errCode := asset.Service().Add(playerID, enum.ItemIDTempStamina, addStaminaNum, ao.ChapterStaminaRecoverReward, true)
- if code.IsFail(errCode) {
- clog.Warnf("[StaminaRecoverTimer] recover temp stamina fail, playerID = %d, errCode = %d", playerID, errCode)
- return
- }
- finalAddStaminaNum += addStaminaNum
- }
- }
- update := false
- // 发生精力池精力恢复
- if finalAddStaminaNum > 0 {
- // 更新最近一次恢复时间
- chapterTable.Chapter.LastRecoverTime += addStaminaTimes * staminaAddInterval
- update = true
- }
- // 精力和精力池都到达上限 重置上一次恢复时间
- if staminaFull && p.IsStaminaPoolFull(playerID) {
- chapterTable.Chapter.LastRecoverTime = 0
- update = true
- }
- if update {
- chapterTable.Save2Queue()
- }
- }
- // 检测更新下一章节或者下一关
- func (p *service) CheckNextLevelOrChapter(chapterTable *db.ChapterTable, chapterRow *data.ChapterRow, levelID int32) {
- // 当前章节未结束 切换到下一关 并 返回
- if levelID < chapterRow.EndID {
- chapterTable.Chapter.LevelID++
- return
- }
- // 判断是否存在下一章
- nextChapterID := chapterRow.ID + 1
- nextChapterRow, found := data.Chapter.GetByID(nextChapterID)
- if !found {
- return
- }
- // 下一章解锁条件不满足 返回 // TODO 感觉这个没什么用处
- if !chapterTable.Chapter.IsLevelPassed(nextChapterRow.UnlockID) {
- return
- }
- chapterTable.Chapter.ChapterID = nextChapterID
- chapterTable.Chapter.LevelID = nextChapterRow.StartID
- }
- // 获取探险挑战星级情况 // TODO 传入战斗结束英雄数据和结果
- func (p service) GetChapterStars(playerID int64, chapterLevelRow *data.ChapterLevelRow, result *pb.BattleResult) []int32 {
- stars := []int32{}
- if chapterLevelRow == nil {
- return stars
- }
- for _, condition := range chapterLevelRow.Conditions {
- chapterStarRow, found := data.ChapterStar.GetByID(condition)
- if !found {
- clog.Warnf("[playerID=%d]chapter star config not found: %d", playerID, condition)
- continue
- }
- parser, errCode := p.typ.get(chapterStarRow.Type)
- if code.IsFail(errCode) {
- clog.Warnf("[playerID=%d]chapter star type not found: %d", playerID, chapterStarRow.Type)
- continue
- }
- if parser.IsFinish(playerID, chapterStarRow, result) {
- stars = append(stars, condition)
- }
- }
- return stars
- }
- // 获取探险阵型的战斗参数
- func (p *service) GetChapterBattleCampParam(playerID int64, lineupID int32) (*pb.BattleCampParam, int32) {
- var (
- teamTable = db.GetLineupTable(playerID)
- heroTable = db.GetHeroTable(playerID)
- )
- lineups, found := teamTable.LineupMap.GetLineups(constant.Adventure_Type)
- if !found {
- return nil, code.ChapterLineupNotFound
- }
- lineup, found := lineups.GetLineup(lineupID)
- if !found {
- return nil, code.ChapterLineupNotFound
- }
- if lineup.IsNotCanFight() {
- return nil, code.TeamIsEmpty
- }
- ret := &pb.BattleCampParam{
- Camp: enum.BattleCampType_Left,
- PlayerID: playerID,
- }
- for _, member := range lineup.Members {
- if heroEntity, found := heroTable.Heroes.Get(member.HeroGUID); found {
- fighter := hero.Service().GetChapterFighter(playerID, heroEntity, lineupID)
- ret.Squads = append(ret.Squads, &pb.BattleSquadParam{
- TileIndex: member.Index,
- Fighter: fighter,
- // Soldiers: nil, // 探险没有小兵
- })
- }
- }
- return ret, code.OK
- }
- // 获取精力上限
- func (p *service) GetStaminaLimit(playerID int64) int64 {
- staminalLimit := data.Const.ChapterStaminaLimit
- // vip 精力上限加成
- staminalLimit += vip.Service().GetVipAttrAdd(playerID, enum.AttrStaminaLimit)
- return staminalLimit
- }
- // 获取精力池上限
- func (p *service) GetStaminaPoolLimit(playerID int64) int64 {
- playerTable, found := db.GetPlayerTable(playerID)
- if !found {
- return 0
- }
- staminaPoolLimit := int64(0)
- // 领主等级加成
- lordLevelRow, found := data.LordLevel.GetByLevel(playerTable.Lord.Level)
- if found {
- staminaPoolLimit += lordLevelRow.StaminaPoolLimit
- }
- // vip 精力池上限加成
- staminaPoolLimit += vip.Service().GetVipAttrAdd(playerID, enum.AttrStaminaLimit)
- return staminaPoolLimit
- }
- // 获取精力恢复的时间间隔
- func (p *service) GetStaminaAddInterval(playerID int64) int64 {
- staminalAddInterval := data.Const.ChapterStaminaAddInterval
- // vip 精力恢复时间加成(减少时间间隔)
- staminalAddInterval -= vip.Service().GetVipAttrAdd(playerID, enum.AttrStaminaRecoverTime)
- return max(0, staminalAddInterval)
- }
- // 检测精力是否已达上限
- func (p *service) IsStaminaFull(playerID int64) bool {
- // 1.检测当前精力是否是满的
- var (
- curStaminaNum = asset.Service().Get(playerID, data.Const.ChapterStaminaAddValue.ID)
- staminaLimit = p.GetStaminaLimit(playerID)
- )
- return curStaminaNum >= staminaLimit
- }
- // 检测精力池是否已达上限
- func (p *service) IsStaminaPoolFull(playerID int64) bool {
- var (
- curStaminaPoolValue = asset.Service().Get(playerID, enum.ItemIDTempStamina)
- staminaPoolLimit = p.GetStaminaPoolLimit(playerID)
- )
- return curStaminaPoolValue >= staminaPoolLimit
- }
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