player_equip.go 11 KB

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  1. package player
  2. import (
  3. "f1-game/internal/code"
  4. "f1-game/internal/constant"
  5. "f1-game/internal/data"
  6. "f1-game/internal/enum"
  7. "f1-game/internal/event"
  8. "f1-game/internal/extend/rand"
  9. nameLocal "f1-game/internal/name/local"
  10. "f1-game/internal/pb"
  11. "f1-game/internal/types"
  12. gameFacade "f1-game/nodes/game/internal/facade"
  13. "f1-game/nodes/game/player/asset"
  14. ao "f1-game/nodes/game/player/asset/origin"
  15. "f1-game/nodes/game/player/equip"
  16. cproto "github.com/cherry-game/cherry/net/proto"
  17. )
  18. func (p *actorPlayer) initEquip() {
  19. p.Local().Register(nameLocal.Player_EquipCraft, p.equipCraft)
  20. p.Local().Register(nameLocal.Player_EquipRandomCraft, p.equipRandomCraft)
  21. p.Local().Register(nameLocal.Player_EquipEnhance, p.equipEnhance)
  22. p.Local().Register(nameLocal.Player_EquipDimantle, p.equipDimantle)
  23. p.Local().Register(nameLocal.Player_EquipSkillActive, p.equipSkillActive)
  24. p.Local().Register(nameLocal.Player_EquipExchangeUnlock, p.equipExchangeUnlock)
  25. }
  26. // equipCraft 装备打造
  27. func (p *actorPlayer) equipCraft(session *cproto.Session, req *pb.I32) {
  28. equipRow, ok := data.Equip.GetByID(req.Value)
  29. if !ok {
  30. p.ResponseCode(session, code.ConfigNotFound_Equip)
  31. return
  32. }
  33. // 检查材料
  34. errCode := asset.Service().IsAllEnough(p.playerID, equipRow.CraftCosts)
  35. if code.IsFail(errCode) {
  36. p.ResponseCode(session, errCode)
  37. return
  38. }
  39. // 添加装备
  40. addAssets, errCode := asset.Service().Add(p.playerID, equipRow.ID, 1, ao.None, true)
  41. if code.IsFail(errCode) {
  42. p.ResponseCode(session, errCode)
  43. return
  44. }
  45. // 扣除材料
  46. _, errCode = asset.Service().Subs(p.playerID, equipRow.CraftCosts, ao.None)
  47. if code.IsFail(errCode) {
  48. p.Warn("equipCraft error: equipID = %d, errCode = %d", equipRow.ID, errCode)
  49. p.ResponseCode(session, errCode)
  50. return
  51. }
  52. // 累计打造次数
  53. equipTable := p.EquipTable()
  54. equipTable.EquipExtend.AddCraftQualityCount(int32(equipRow.Quality), 1)
  55. equipTable.Save2Queue()
  56. // 发送打造事件
  57. p.PostEvent(event.NewEquipCraft(p.playerID, addAssets))
  58. // 返回新获得的装备列表
  59. rsp := addAssets.ToAssetListProto()
  60. p.Response(session, &rsp)
  61. }
  62. // equipCraftNew // TODO 后续和客户端联调时删除上面的装备打造方法,保留当前方法
  63. func (p *actorPlayer) equipCraftNew(session *cproto.Session, req *pb.I32I32) {
  64. var (
  65. equipID = req.Key
  66. num = int64(req.Value)
  67. )
  68. // 锻造数量错误
  69. if num <= 0 {
  70. p.ResponseCode(session, code.IllegalArgument)
  71. return
  72. }
  73. equipRow, ok := data.Equip.GetByID(equipID)
  74. if !ok {
  75. p.ResponseCode(session, code.ConfigNotFound_Equip)
  76. return
  77. }
  78. costs := equipRow.CalEquipCraftCosts(num)
  79. // 检查材料
  80. errCode := asset.Service().IsAllEnough(p.playerID, costs)
  81. if code.IsFail(errCode) {
  82. p.ResponseCode(session, errCode)
  83. return
  84. }
  85. // 添加装备
  86. addAssets, errCode := asset.Service().Add(p.playerID, equipRow.ID, num, ao.None, true)
  87. if code.IsFail(errCode) {
  88. p.ResponseCode(session, errCode)
  89. return
  90. }
  91. // 扣除材料
  92. _, errCode = asset.Service().Subs(p.playerID, costs, ao.None)
  93. if code.IsFail(errCode) {
  94. p.Warn("equipCraft error: equipID = %d, errCode = %d", equipRow.ID, errCode)
  95. p.ResponseCode(session, errCode)
  96. return
  97. }
  98. // 累计打造次数
  99. equipTable := p.EquipTable()
  100. equipTable.EquipExtend.AddCraftQualityCount(int32(equipRow.Quality), req.Value)
  101. equipTable.Save2Queue()
  102. // 发送打造事件
  103. p.PostEvent(event.NewEquipCraft(p.playerID, addAssets))
  104. // 返回新获得的装备列表
  105. rsp := addAssets.ToAssetListProto()
  106. p.Response(session, &rsp)
  107. }
  108. // equipRandomCraft 装备随机打造
  109. func (p *actorPlayer) equipRandomCraft(session *cproto.Session, _ *pb.None) {
  110. // 检查材料
  111. errCode := asset.Service().IsAllEnough(p.playerID, data.Const.EquipRandomCraftCost)
  112. if code.IsFail(errCode) {
  113. p.ResponseCode(session, errCode)
  114. return
  115. }
  116. // 随机一件装备
  117. itemPoolRow, errCode := data.DropPool.Random(data.Const.EquipRandomCraftPoolID)
  118. if code.IsFail(errCode) {
  119. p.ResponseCode(session, errCode)
  120. return
  121. }
  122. equipRow, found := data.Equip.GetByID(itemPoolRow.ItemID)
  123. if !found {
  124. p.ResponseCode(session, code.ConfigNotFound_Equip)
  125. return
  126. }
  127. // 加资产(装备)
  128. addAssets, errCode := asset.Service().Add(p.playerID, itemPoolRow.ItemID, itemPoolRow.Num, ao.None, true)
  129. if code.IsFail(errCode) {
  130. p.ResponseCode(session, errCode)
  131. return
  132. }
  133. // 扣除材料
  134. _, errCode = asset.Service().Subs(p.playerID, data.Const.EquipRandomCraftCost, ao.None)
  135. if code.IsFail(errCode) {
  136. p.Warn("equipRandomCraft error: errCode = %d", errCode)
  137. p.ResponseCode(session, errCode)
  138. return
  139. }
  140. // 累计打造次数
  141. equipTable := p.EquipTable()
  142. equipTable.EquipExtend.AddCraftQualityCount(int32(equipRow.Quality), int32(itemPoolRow.Num))
  143. equipTable.Save2Queue()
  144. // 发送打造事件
  145. p.PostEvent(event.NewEquipCraft(p.playerID, addAssets))
  146. // 返回新获得的装备列表
  147. rsp := addAssets.ToAssetListProto()
  148. p.Response(session, &rsp)
  149. }
  150. // equipEnhance 装备强化
  151. func (p *actorPlayer) equipEnhance(session *cproto.Session, req *pb.I64Bool) {
  152. var (
  153. equipTable = p.EquipTable()
  154. equipGUID = req.Key
  155. useMOCoin = req.Value
  156. equip, ok = equipTable.Equips.Get(equipGUID)
  157. )
  158. if !ok {
  159. p.ResponseCode(session, code.EquipNotFound)
  160. return
  161. }
  162. if equip.WearHeroGUID > 0 {
  163. // 检测英雄是否是出战状态
  164. errCode := p.checkHeroCanUpdateEquip(equip.WearHeroGUID)
  165. if code.IsFail(errCode) {
  166. p.ResponseCode(session, errCode)
  167. return
  168. }
  169. }
  170. equipRow, ok := data.Equip.GetByID(equip.EquipID)
  171. if !ok {
  172. p.ResponseCode(session, code.ConfigNotFound_Equip)
  173. return
  174. }
  175. equipLevelRow, ok := data.EquipLevel.GetByQualityLevel(equipRow.Quality, equip.Level)
  176. if !ok {
  177. p.ResponseCode(session, code.ConfigNotFound_EquipLevel)
  178. return
  179. }
  180. // 强化消耗为空,表示已经到了最高级
  181. if equipLevelRow.EnhanceCosts.IsEmpty() {
  182. p.ResponseCode(session, code.EquipLevelMax)
  183. return
  184. }
  185. var (
  186. costs types.Assets
  187. prob = equipLevelRow.SuccessProb
  188. )
  189. costs.AddAssets(equipLevelRow.EnhanceCosts)
  190. // 非100%概率使用MO币的情况
  191. if useMOCoin && prob < constant.RatioBase {
  192. // 计算增加的概率和消耗的MO币
  193. var (
  194. costAssetID = data.Const.EquipEnhanceAddProbCost.ID
  195. curNum = asset.Service().Get(p.playerID, costAssetID)
  196. )
  197. addProb, costCoin := data.Const.CalEquipEnhanceAddProb(prob, curNum)
  198. if costCoin != nil {
  199. costs.AddAssets(costCoin)
  200. prob += addProb
  201. } else {
  202. // 没有使用额外道具提升概率
  203. useMOCoin = false
  204. }
  205. }
  206. // 扣除资源
  207. _, errCode := asset.Service().Subs(p.playerID, costs, ao.None)
  208. if code.IsFail(errCode) {
  209. p.ResponseCode(session, errCode)
  210. return
  211. }
  212. var success bool
  213. // 100% 成功率直接完成
  214. if prob >= constant.RatioBase {
  215. success = true
  216. } else {
  217. success = rand.RangeInt[int32](0, constant.RatioBase) < prob
  218. }
  219. // 不成功
  220. if !success {
  221. // 如果没有使用MO币,返还部分材料
  222. costs := equipLevelRow.EnhanceFailReturn()
  223. if useMOCoin {
  224. // 如果使用了MO币,返还全部材料
  225. costs = equipLevelRow.EnhanceCosts
  226. }
  227. asset.Service().Adds(p.playerID, costs, ao.None, true)
  228. p.ResponseCode(session, code.EquipEnhanceFail)
  229. return
  230. }
  231. equip.Level++
  232. equipTable.EquipExtend.IncrEnhanceCount()
  233. equipTable.EquipExtend.IncrEnhance(equip.Level)
  234. equipTable.Save2Queue()
  235. // 判断装备是否被穿戴,如果被穿戴需要刷新英雄属性
  236. if equip.WearHeroGUID > 0 {
  237. heroTable := p.HeroTable()
  238. heroEntity, found := heroTable.Heroes.Get(equip.WearHeroGUID)
  239. if found {
  240. // 刷新英雄属性
  241. gameFacade.Hero.UpdateAttrs(p.playerID, heroEntity)
  242. heroTable.Save2Queue()
  243. // 推送变更信息
  244. gameFacade.Hero.ChangePush(p.playerID, nil, heroEntity)
  245. }
  246. }
  247. proto := equip.ToProto()
  248. p.PostEvent(event.NewEquipEnhance(p.playerID, proto))
  249. // 发送系统消息
  250. p.PostEvent(event.NewChatSystemMsg(p.playerID, enum.ChatMsgType_equipEnhance, nil, nil, equip.EquipID, equip.Level))
  251. p.Response(session, proto)
  252. }
  253. // equipDimantle 装备分解
  254. func (p *actorPlayer) equipDimantle(session *cproto.Session, req *pb.I64List) {
  255. var (
  256. equipTable = p.EquipTable()
  257. rewards types.Assets
  258. )
  259. for _, equipGUID := range req.List {
  260. equip, ok := equipTable.Equips.Get(equipGUID)
  261. if !ok {
  262. p.ResponseCode(session, code.EquipNotFound)
  263. return
  264. }
  265. // 穿戴中无法分解
  266. if equip.WearHeroGUID > 0 {
  267. p.ResponseCode(session, code.EquipGUIDHasWear)
  268. return
  269. }
  270. equipRow, found := data.Equip.GetByID(equip.EquipID)
  271. if !found {
  272. p.ResponseCode(session, code.ConfigNotFound_Equip)
  273. return
  274. }
  275. equipLevelRow, found := data.EquipLevel.GetByQualityLevel(equipRow.Quality, equip.Level)
  276. if !found {
  277. p.ResponseCode(session, code.ConfigNotFound_EquipLevel)
  278. return
  279. }
  280. // 分解奖励
  281. rewards.AddAssets(equipLevelRow.DimantleRewards)
  282. }
  283. // 加资产
  284. retAssets, errCode := asset.Service().Adds(p.playerID, rewards, ao.None, true)
  285. if code.IsFail(errCode) {
  286. p.ResponseCode(session, errCode)
  287. return
  288. }
  289. equipTable.Equips.Remove(req.List...)
  290. equipDimantleCount := int32(len(req.List))
  291. equipTable.EquipExtend.IncrEquipDimantleCount(equipDimantleCount)
  292. equipTable.Save2Queue()
  293. equip.Service().ChangePush(p.playerID, req.List)
  294. resp := retAssets.ToAssetListProto()
  295. p.Response(session, &resp)
  296. // 发送分解事件
  297. p.PostEvent(event.NewEquipDimantle(p.playerID, equipDimantleCount))
  298. }
  299. // equipSkillActive 装备技能激活
  300. func (p *actorPlayer) equipSkillActive(session *cproto.Session, req *pb.I64) {
  301. var (
  302. equipGUID = req.Value
  303. equipTable = p.EquipTable()
  304. equip, ok = equipTable.Equips.Get(equipGUID)
  305. )
  306. if !ok {
  307. p.ResponseCode(session, code.EquipNotFound)
  308. return
  309. }
  310. // TODO 可能需要判断其它条件: 比如装备在英雄身上,英雄在场景中等
  311. // 是否有可以解锁的专属技能
  312. errCode := equip.IsSkillUnlockable()
  313. if code.IsFail(errCode) {
  314. p.ResponseCode(session, errCode)
  315. return
  316. }
  317. // 扣除道具
  318. costItem := data.Const.EquipSpecailSkillUnlockCost
  319. _, errCode = asset.Service().Sub(p.playerID, costItem.ID, costItem.Num, ao.None)
  320. if code.IsFail(errCode) {
  321. p.ResponseCode(session, errCode)
  322. return
  323. }
  324. // 解锁技能
  325. equip.SpecialSkill.Value = 1
  326. equipTable.Save2Queue()
  327. proto := equip.ToProto()
  328. p.Response(session, proto)
  329. }
  330. // 上架前对装备进行解锁
  331. func (p *actorPlayer) equipExchangeUnlock(session *cproto.Session, req *pb.I64) {
  332. equipGUID := req.Value
  333. if equipGUID < 1 {
  334. p.ResponseCode(session, code.IllegalArgument)
  335. return
  336. }
  337. dbEquip, errCode := equip.Service().GetEquip(p.playerID, equipGUID)
  338. if code.IsFail(errCode) {
  339. p.ResponseCode(session, errCode)
  340. return
  341. }
  342. if dbEquip.State != enum.EquipState_Normal {
  343. p.ResponseCode(session, code.IllegalArgument)
  344. return
  345. }
  346. exchangeGoodsRow, found := data.ExchangeGoods.GetByID(dbEquip.EquipID)
  347. if !found {
  348. p.ResponseCode(session, code.ConfigNotFound_ExchangeGoods)
  349. return
  350. }
  351. cost := exchangeGoodsRow.UnbindCost
  352. if !cost.IsEmpty() {
  353. if errCode := asset.Service().IsAllEnough(p.playerID, cost); code.IsFail(errCode) {
  354. p.ResponseCode(session, errCode)
  355. return
  356. }
  357. asset.Service().Subs(p.playerID, cost, ao.ExchangeEqueipUnlockCost)
  358. }
  359. equip.Service().UpdateEquipStatus(p.playerID, equipGUID, enum.EquipState_Unlock)
  360. p.Debug("equipExchangeUnlock success. equipGUID [%d]", equipGUID)
  361. p.ResponseCode(session, code.OK)
  362. }