service.go 5.6 KB

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  1. package lineup
  2. import (
  3. "f1-game/internal/constant"
  4. "f1-game/internal/data"
  5. facade "f1-game/internal/facade"
  6. nameRoute "f1-game/internal/name/route"
  7. "f1-game/internal/pb"
  8. "f1-game/internal/sessions"
  9. "f1-game/internal/types"
  10. "f1-game/nodes/game/internal/db"
  11. dbLineup "f1-game/nodes/game/internal/db/data/lineup"
  12. cslice "github.com/cherry-game/cherry/extend/slice"
  13. clog "github.com/cherry-game/cherry/logger"
  14. cproto "github.com/cherry-game/cherry/net/proto"
  15. )
  16. var srv = &service{}
  17. func Service() *service {
  18. return srv
  19. }
  20. type service struct {
  21. facade.PlayerServiceBase[*db.PlayerTable]
  22. }
  23. func (p *service) OnLogin(playerTable *db.PlayerTable, session *cproto.Session) {
  24. lineupTable := db.GetLineupTable(playerTable.PlayerID)
  25. // 检测阵容队伍变化 // TODO 暂时默认一个队伍
  26. if lineupTable.LineupMap.AddLineups(constant.Adventure_Type, 1) {
  27. lineupTable.Save2Queue()
  28. }
  29. }
  30. // func (p *service) OnLogined(playerTable *db.PlayerTable, session *cproto.Session) {
  31. // }
  32. // func (p *service) OnLogout(playerTable *db.PlayerTable) {
  33. // }
  34. // func (p *service) OnReset(playerTable *db.PlayerTable, _ *ctime.CherryTime, byLogin bool) {
  35. // }
  36. // Push 推送队伍信息
  37. func (p *service) Push(playerTable *db.PlayerTable, session *cproto.Session) {
  38. lineupTable := db.GetLineupTable(playerTable.PlayerID)
  39. // 推送阵容数据
  40. lineupResp := pb.LineupsList{
  41. Lineups: lineupTable.LineupMap.ToProto(),
  42. }
  43. sessions.PushWithSession(session, nameRoute.PushGamePlayer_Lineup, &lineupResp)
  44. }
  45. // LineupChangePush 推送变化的阵容信息
  46. func (p *service) LineupChangePush(playerID int64, lineupType int32, lineupIDList ...int32) {
  47. var (
  48. teamTable = db.GetLineupTable(playerID)
  49. list = []*pb.Lineup{}
  50. )
  51. lineups, found := teamTable.LineupMap.GetLineups(lineupType)
  52. if !found {
  53. clog.Warnf("Lineup ChangePush lineupType not found. playerID:%d, lineupType:%d", playerID, lineupType)
  54. return
  55. }
  56. for _, lineupID := range lineupIDList {
  57. if lineup, ok := lineups.GetLineup(lineupID); ok {
  58. proto := lineup.ToProto()
  59. list = append(list, &proto)
  60. }
  61. }
  62. if len(list) == 0 {
  63. return
  64. }
  65. resp := &pb.Lineups{
  66. LineupType: lineupType,
  67. List: list,
  68. }
  69. sessions.PushPlayer(playerID, nameRoute.PushGamePlayer_LineupChange, resp)
  70. }
  71. // 通过英雄列表获取羁绊列表
  72. func (p *service) GetFetterListByHeroList(playerID int64, heroIDList types.Set[int32]) types.Set[int32] {
  73. if len(heroIDList) < 1 {
  74. return nil
  75. }
  76. activeFetterIDs := types.Set[int32]{}
  77. for heroID := range heroIDList {
  78. fetterIDs := data.HeroFetter.GetFetterIDs(heroID)
  79. // 当前英雄没有羁绊,则跳过
  80. if len(fetterIDs) < 1 {
  81. continue
  82. }
  83. for fetterID := range fetterIDs {
  84. if activeFetterIDs.Contains(fetterID) {
  85. continue
  86. }
  87. fetterRow, found := data.HeroFetter.GetByID(fetterID)
  88. if !found {
  89. clog.Warnf("[GetFetterListByHeroList] fetter not found, playerID:%d, fetterID: %d", playerID, fetterID)
  90. continue
  91. }
  92. curNum := int32(0)
  93. for _, needHeroID := range fetterRow.HeroIDs {
  94. if heroIDList.Contains(needHeroID) {
  95. curNum++
  96. // 如果当前所需英雄数量已经满足,则直接添加羁绊ID,并跳过
  97. if curNum >= fetterRow.ActiveHeroNum {
  98. activeFetterIDs.Add(fetterID)
  99. break
  100. }
  101. }
  102. }
  103. }
  104. }
  105. return activeFetterIDs
  106. }
  107. // 检测同队伍是否存在相同英雄
  108. func (p *service) CheckLineupSameHero(heroTable *db.HeroTable, lineups dbLineup.Lineups, srcLineupID, srcLineupIndex, excludeLineupID, excludeIndex int32, heroIDs ...int32) bool {
  109. if len(lineups) <= 0 {
  110. return false
  111. }
  112. for _, lineup := range lineups {
  113. // 如果排除的位置为0 且 排除的阵容ID相同 则排除整个阵容
  114. if excludeIndex == 0 && lineup.LineupID == excludeLineupID {
  115. continue
  116. }
  117. for _, member := range lineup.Members {
  118. // 如果是不同阵容切换位置 则排除原位置
  119. if lineup.LineupID == srcLineupID && member.Index == srcLineupIndex {
  120. continue
  121. }
  122. // 排除上阵位置
  123. if lineup.LineupID == excludeLineupID && member.Index == excludeIndex {
  124. continue
  125. }
  126. hero, ok := heroTable.Heroes.Get(member.HeroGUID)
  127. if !ok {
  128. // 没找到返回true 防止上阵相同英雄
  129. return true
  130. }
  131. if _, ok := cslice.Int32In(hero.HeroID, heroIDs); ok {
  132. return true
  133. }
  134. }
  135. }
  136. return false
  137. }
  138. // 更新队伍羁绊列表
  139. func (p *service) UpdateLineupFetterList(playerID int64, heroTable *db.HeroTable, updateTeams ...*dbLineup.Lineup) {
  140. if len(updateTeams) < 1 {
  141. return
  142. }
  143. for _, curTeam := range updateTeams {
  144. if len(curTeam.Members) < 1 {
  145. curTeam.FetterIDs.Clear()
  146. continue
  147. }
  148. // 获取英雄列表
  149. heroIDSet := types.Set[int32]{}
  150. for _, member := range curTeam.Members {
  151. curHeroEntity, found := heroTable.Heroes.Get(member.HeroGUID)
  152. if found {
  153. heroIDSet.Add(curHeroEntity.HeroID)
  154. }
  155. }
  156. // 刷新队伍羁绊
  157. fetterIDs := p.GetFetterListByHeroList(playerID, heroIDSet)
  158. curTeam.FetterIDs = fetterIDs
  159. }
  160. }
  161. // 检测阵容上阵人数是否已达上限
  162. // index 当前上阵位置
  163. func (p *service) CheckLineupMemberLimit(playerID int64, curLineup *dbLineup.Lineup, index int32) bool {
  164. playerTable, _ := db.GetPlayerTable(playerID)
  165. lordLevelRow, found := data.LordLevel.GetByLevel(playerTable.Lord.Level)
  166. if !found {
  167. clog.Warnf("[CheckLineupMemberLimit] lordLevelRow not found, playerID:%d, level:%d", playerID, playerTable.Lord.Level)
  168. return true
  169. }
  170. // 判断当前上阵位置是否存在英雄 如果存在
  171. memberCount := len(curLineup.Members)
  172. _, found = curLineup.GetLineupMember(index)
  173. // 上阵的位置不存在英雄 需要加上当前上阵英雄的数量
  174. if !found {
  175. memberCount++
  176. }
  177. return memberCount > lordLevelRow.LineupMemberLimit
  178. }