service.go 10 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. chapterTable := db.GetChapterTable(playerID)
  108. // 当前精力/精力池都已满
  109. if chapterTable.Chapter.LastRecoverTime <= 0 {
  110. return
  111. }
  112. var (
  113. staminaAddInterval = p.GetStaminaAddInterval(playerID) // 获取单次精力恢复时间间隔
  114. diffSecond = nowSecond - chapterTable.Chapter.LastRecoverTime // 获取精力恢复间隔
  115. addStaminaTimes = diffSecond / staminaAddInterval // 添加精力次数
  116. )
  117. // 需要恢复精力数量<=0 跳过
  118. if addStaminaTimes <= 0 {
  119. return
  120. }
  121. var (
  122. staminaID = data.Const.ChapterStaminaAddValue.ID
  123. staminaLimit = p.GetStaminaLimit(playerID)
  124. curStaminaNum = asset.Service().Get(playerID, staminaID)
  125. addStaminaNum = addStaminaTimes * data.Const.ChapterStaminaAddValue.Num // 添加精力数量
  126. finalAddStaminaNum = addStaminaNum // 最终恢复精力数量
  127. staminaFull = curStaminaNum >= staminaLimit
  128. )
  129. // 当前精力未满 恢复精力
  130. if !staminaFull {
  131. // 恢复精力超出上限
  132. if curStaminaNum+finalAddStaminaNum > staminaLimit {
  133. finalAddStaminaNum = staminaLimit - curStaminaNum
  134. staminaFull = true
  135. }
  136. _, errCode := asset.Service().Add(playerID, staminaID, finalAddStaminaNum, ao.ChapterStaminaRecoverReward, true)
  137. if code.IsFail(errCode) {
  138. clog.Warnf("[StaminaRecoverTimer] recover stamina fail, playerID = %d, errCode = %d", playerID, errCode)
  139. return
  140. }
  141. addStaminaNum -= finalAddStaminaNum
  142. }
  143. // 当前仍有精力需要恢复 恢复精力池精力
  144. if addStaminaNum > 0 {
  145. var (
  146. curStaminaPoolValue = asset.Service().Get(playerID, enum.ItemIDTempStamina)
  147. staminaPoolLimit = p.GetStaminaPoolLimit(playerID)
  148. )
  149. // 当前精力池精力未满
  150. if curStaminaPoolValue < staminaPoolLimit {
  151. // 如果超出精力池上限 超出部分直接舍弃
  152. if curStaminaPoolValue+addStaminaNum > staminaPoolLimit {
  153. addStaminaNum = staminaPoolLimit - curStaminaPoolValue
  154. }
  155. _, errCode := asset.Service().Add(playerID, enum.ItemIDTempStamina, addStaminaNum, ao.ChapterStaminaRecoverReward, true)
  156. if code.IsFail(errCode) {
  157. clog.Warnf("[StaminaRecoverTimer] recover temp stamina fail, playerID = %d, errCode = %d", playerID, errCode)
  158. return
  159. }
  160. finalAddStaminaNum += addStaminaNum
  161. }
  162. }
  163. update := false
  164. // 发生精力池精力恢复
  165. if finalAddStaminaNum > 0 {
  166. // 更新最近一次恢复时间
  167. chapterTable.Chapter.LastRecoverTime += addStaminaTimes * staminaAddInterval
  168. update = true
  169. }
  170. // 精力和精力池都到达上限 重置上一次恢复时间
  171. if staminaFull && p.IsStaminaPoolFull(playerID) {
  172. chapterTable.Chapter.LastRecoverTime = 0
  173. update = true
  174. }
  175. if update {
  176. chapterTable.Save2Queue()
  177. }
  178. }
  179. // 检测更新下一章节或者下一关
  180. func (p *service) CheckNextLevelOrChapter(chapterTable *db.ChapterTable, chapterRow *data.ChapterRow, levelID int32) {
  181. // 当前章节未结束 切换到下一关 并 返回
  182. if levelID < chapterRow.EndID {
  183. chapterTable.Chapter.LevelID++
  184. return
  185. }
  186. // 判断是否存在下一章
  187. nextChapterID := chapterRow.ID + 1
  188. nextChapterRow, found := data.Chapter.GetByID(nextChapterID)
  189. if !found {
  190. return
  191. }
  192. // 下一章解锁条件不满足 返回 // TODO 感觉这个没什么用处
  193. if !chapterTable.Chapter.IsLevelPassed(nextChapterRow.UnlockID) {
  194. return
  195. }
  196. chapterTable.Chapter.ChapterID = nextChapterID
  197. chapterTable.Chapter.LevelID = nextChapterRow.StartID
  198. }
  199. // 获取探险挑战星级情况 // TODO 传入战斗结束英雄数据和结果
  200. func (p service) GetChapterStars(playerID int64, chapterLevelRow *data.ChapterLevelRow, result *pb.BattleResult) []int32 {
  201. stars := []int32{}
  202. if chapterLevelRow == nil {
  203. return stars
  204. }
  205. for _, condition := range chapterLevelRow.Conditions {
  206. chapterStarRow, found := data.ChapterStar.GetByID(condition)
  207. if !found {
  208. clog.Warnf("[playerID=%d]chapter star config not found: %d", playerID, condition)
  209. continue
  210. }
  211. parser, errCode := p.typ.get(chapterStarRow.Type)
  212. if code.IsFail(errCode) {
  213. clog.Warnf("[playerID=%d]chapter star type not found: %d", playerID, chapterStarRow.Type)
  214. continue
  215. }
  216. if parser.IsFinish(playerID, chapterStarRow, result) {
  217. stars = append(stars, condition)
  218. }
  219. }
  220. return stars
  221. }
  222. // 获取探险阵型的战斗参数
  223. func (p *service) GetChapterBattleCampParam(playerID int64, lineupID int32) (*pb.BattleCampParam, int32) {
  224. var (
  225. teamTable = db.GetLineupTable(playerID)
  226. heroTable = db.GetHeroTable(playerID)
  227. )
  228. lineups, found := teamTable.LineupMap.GetLineups(constant.Adventure_Type)
  229. if !found {
  230. return nil, code.ChapterLineupNotFound
  231. }
  232. lineup, found := lineups.GetLineup(lineupID)
  233. if !found {
  234. return nil, code.ChapterLineupNotFound
  235. }
  236. if lineup.IsNotCanFight() {
  237. return nil, code.TeamIsEmpty
  238. }
  239. ret := &pb.BattleCampParam{
  240. Camp: enum.BattleCampType_Left,
  241. PlayerID: playerID,
  242. }
  243. for _, member := range lineup.Members {
  244. if heroEntity, found := heroTable.Heroes.Get(member.HeroGUID); found {
  245. fighter := hero.Service().GetChapterFighter(playerID, heroEntity, lineupID)
  246. ret.Squads = append(ret.Squads, &pb.BattleSquadParam{
  247. TileIndex: member.Index,
  248. Fighter: fighter,
  249. // Soldiers: nil, // 探险没有小兵
  250. })
  251. }
  252. }
  253. return ret, code.OK
  254. }
  255. // 获取精力上限
  256. func (p *service) GetStaminaLimit(playerID int64) int64 {
  257. staminalLimit := data.Const.ChapterStaminaLimit
  258. // vip 精力上限加成
  259. staminalLimit += vip.Service().GetVipAttrAdd(playerID, enum.AttrStaminaLimit)
  260. return staminalLimit
  261. }
  262. // 获取精力池上限
  263. func (p *service) GetStaminaPoolLimit(playerID int64) int64 {
  264. playerTable, found := db.GetPlayerTable(playerID)
  265. if !found {
  266. return 0
  267. }
  268. staminaPoolLimit := int64(0)
  269. // 领主等级加成
  270. lordLevelRow, found := data.LordLevel.GetByLevel(playerTable.Lord.Level)
  271. if found {
  272. staminaPoolLimit += lordLevelRow.StaminaPoolLimit
  273. }
  274. // vip 精力池上限加成
  275. staminaPoolLimit += vip.Service().GetVipAttrAdd(playerID, enum.AttrStaminaLimit)
  276. return staminaPoolLimit
  277. }
  278. // 获取精力恢复的时间间隔
  279. func (p *service) GetStaminaAddInterval(playerID int64) int64 {
  280. staminalAddInterval := data.Const.ChapterStaminaAddInterval
  281. // vip 精力恢复时间加成(减少时间间隔)
  282. staminalAddInterval -= vip.Service().GetVipAttrAdd(playerID, enum.AttrStaminaRecoverTime)
  283. return max(0, staminalAddInterval)
  284. }
  285. // 检测精力是否已达上限
  286. func (p *service) IsStaminaFull(playerID int64) bool {
  287. // 1.检测当前精力是否是满的
  288. var (
  289. curStaminaNum = asset.Service().Get(playerID, data.Const.ChapterStaminaAddValue.ID)
  290. staminaLimit = p.GetStaminaLimit(playerID)
  291. )
  292. return curStaminaNum >= staminaLimit
  293. }
  294. // 检测精力池是否已达上限
  295. func (p *service) IsStaminaPoolFull(playerID int64) bool {
  296. var (
  297. curStaminaPoolValue = asset.Service().Get(playerID, enum.ItemIDTempStamina)
  298. staminaPoolLimit = p.GetStaminaPoolLimit(playerID)
  299. )
  300. return curStaminaPoolValue >= staminaPoolLimit
  301. }