pet_home_server/src/server/game/PlayerChessMod.go
2024-12-24 12:04:59 +08:00

228 lines
6.5 KiB
Go

package game
import (
"fmt"
"math"
"server/GoUtil"
mergeDataCfg "server/conf/mergeData"
"server/game/mod/item"
"server/game/mod/quest"
"server/msg"
"server/pkg/github.com/name5566/leaf/log"
"sort"
"google.golang.org/protobuf/proto"
)
type PlayerChessData struct {
*PlayerData
Data msg.ResPlayerChessData
ColorData msg.ResChessColorData
}
func (p *PlayerChessData) LoadDataFromDB(dwUin interface{}) bool {
return true
}
func (p *PlayerChessData) Reconnect(b bool) {
}
func (p *PlayerChessData) SaveDataFromDB(Key interface{}) bool {
return true
}
func (p *PlayerChessData) ResPlayerChessData(player *Player) {
if player != p.M_Player {
return
}
agent := p.GetPlayer().GetAgentByPlayer()
Msg := &p.Data
ChessMod := p.M_Player.PlayMod.getChessMod()
Msg.ChessList = ChessMod.BackData().ChessList
Msg.MChessData = ChessMod.ChessMap
data, _ := proto.Marshal(Msg)
G_getGameLogic().PackResInfo(agent, "ResPlayerChessData", data)
}
func (p *PlayerChessData) ResChessColorData(player *Player) {
if player != p.M_Player {
return
}
agent := p.GetPlayer().GetAgentByPlayer()
data, _ := proto.Marshal(&p.ColorData)
G_getGameLogic().PackResInfo(agent, "ResChessColorData", data)
}
// 同步棋盘数据
func (p *PlayerChessData) UpdatePlayerChessData(buf []byte) error {
update := &msg.UpdatePlayerChessData{}
proto.Unmarshal(buf, update)
err := p.HandleChess(update.MChessHandle)
if err != nil {
res := &msg.ResUpdatePlayerChessData{
Code: msg.RES_CODE_FAIL,
Msg: err.Error(),
}
p.M_Player.SendErrClienRes(res)
return err
}
p.M_Player.PushClientRes(&msg.ResUpdatePlayerChessData{
Code: msg.RES_CODE_SUCCESS,
})
p.Data.MChessData = update.MChessData
if !p.checkChessEqual() {
res := &msg.ResUpdatePlayerChessData{
Code: msg.RES_CODE_FAIL,
Msg: "棋子数据不一致",
}
log.Debug("棋子数据不一致, %v---%v", p.Data.MChessData, p.M_Player.PlayMod.getChessMod().GetChessList())
p.M_Player.SendErrClienRes(res)
return fmt.Errorf("棋子数据不一致")
}
p.M_Player.PlayMod.getChessMod().ChessMap = update.MChessData
return nil
}
func (p *PlayerChessData) UpdateChessData(MChessData map[string]int32) error {
p.Data.MChessData = MChessData
if !p.checkChessEqual() {
res := &msg.ResUpdatePlayerChessData{
Code: msg.RES_CODE_FAIL,
Msg: "棋子数据不一致",
}
log.Debug("棋子数据不一致, %v---%v", p.Data.MChessData, p.M_Player.PlayMod.getChessMod().GetChessList())
p.M_Player.SendErrClienRes(res)
return fmt.Errorf("棋子数据不一致")
}
p.M_Player.PlayMod.getChessMod().ChessMap = MChessData
return nil
}
// 检查棋子数据是否一致
func (p *PlayerChessData) checkChessEqual() bool {
if len(p.Data.MChessData) == 0 {
return true
}
ChessList := p.M_Player.PlayMod.getChessMod().GetChessList()
if len(ChessList) != len(p.Data.MChessData) {
return false
}
aCopy := make([]int, len(ChessList))
bCopy := make([]int, len(p.Data.MChessData))
for _, v := range ChessList {
aCopy = append(aCopy, int(v))
}
for _, v := range p.Data.MChessData {
bCopy = append(bCopy, int(v))
}
return SlicesEqual(aCopy, bCopy)
}
// 棋子操作
func (p *PlayerChessData) HandleChess(handle_list []*msg.ChessHandle) error {
sort.Slice(handle_list, func(i, j int) bool {
return handle_list[i].Id < handle_list[j].Id
})
ChessMod := p.M_Player.PlayMod.getChessMod()
HandbookMod := p.M_Player.PlayMod.getHandbookMod()
var addChessCostEnergy int
var buyChess int
TriggerList := make([]*quest.Trigger, 0)
itemList := make([]*item.Item, 0)
AddChessList := make([]int, 0)
AddNewEmit := make([]int, 0)
for _, v := range handle_list {
ChessId := int(v.ChessId)
EmitId := int(v.Emit)
switch v.Type {
case msg.HANDLE_TYPE_ADD: //增加棋子
err := ChessMod.AddChess(ChessId)
if err != nil {
return err
}
AddChessList = append(AddChessList, ChessId)
if !GoUtil.InArray(EmitId, []int{561, 562, 563, 564, 701, 702, 703, 704, 705, 706, 0}) { // 宝箱生成的棋子不扣体力
addChessCostEnergy++
}
b := HandbookMod.SetHandbook(ChessId) // 添加图鉴
if b {
p.M_Player.TeLog("collection_add", map[string]interface{}{
"item_id": ChessId,
"item_name": mergeDataCfg.GetNameById(ChessId),
})
AddNewEmit = append(AddNewEmit, ChessId)
}
p.M_Player.PushClientRes(HandbookMod.BackData())
case msg.HANDLE_TYPE_COMPOSE: //合成棋子
NewChessId, err := ChessMod.ComposeChess(ChessId)
if err != nil {
return err
}
HandbookMod := p.M_Player.PlayMod.getHandbookMod() // 添加图鉴
b := HandbookMod.SetHandbook(NewChessId)
if b {
AddNewEmit = append(AddNewEmit, NewChessId)
}
AddChessList = append(AddChessList, NewChessId)
NewChessIdLv := mergeDataCfg.GetLvById(NewChessId)
TriggerList = append(TriggerList, &quest.Trigger{Label: quest.TRIGGER_LABEL_MERGELVTIME, A: []interface{}{NewChessIdLv}})
TriggerList = append(TriggerList, &quest.Trigger{Label: quest.TRIGGER_LABEL_MERGETIME})
p.M_Player.PushClientRes(HandbookMod.BackData())
// 获取活动道具
ActItem := GetActivityItem(p.M_Player, GoUtil.Int32ToInt(v.ActType))
itemList = item.Merge(itemList, ActItem)
case msg.HANDLE_TYPE_BUY: //购买棋子
loseGold, err := ChessMod.BuyChess(ChessId)
if err != nil {
return err
}
buyChess += loseGold
itemList = append(itemList, &item.Item{Id: item.ITEM_STAR_ID, Num: int(-loseGold)})
case msg.HANDLE_TYPE_SELL: //出售棋子
items, err := ChessMod.SellChess(ChessId)
if err != nil {
return err
}
p.M_Player.TeLog("sell_item", map[string]interface{}{
"merge_item_id": ChessId,
"get_star_num": items[0].Num,
})
itemList = item.Merge(itemList, items)
case msg.HANDLE_TYPE_REMOVE: //移除棋子
ChessMod.RemoveChess(ChessId)
}
}
//扣除体力
if addChessCostEnergy > 0 {
EnergyPow := p.M_Player.PlayMod.getBaseMod().GetEnergyMul()
ReduceEneny := int(math.Pow(2, float64(EnergyPow))) * addChessCostEnergy
itemList = append(itemList, &item.Item{Id: item.ITEM_ENERGY_ID, Num: -ReduceEneny})
}
err := p.M_Player.HandleItem(itemList, msg.ITEM_POP_LABEL_HandleChess.String())
if err != nil {
return err
}
OrderMod := p.M_Player.PlayMod.getOrderMod()
Update := OrderMod.CreateExtraOrder(AddChessList, AddNewEmit, ChessMod.GetChessList())
if Update {
p.M_Player.PushClientRes(OrderMod.BackData())
}
p.M_Player.QuestTriggerList(TriggerList)
EmitRetireTrigger1(p.M_Player)
p.M_Player.PushClientRes(ChessMod.BackData())
p.M_Player.PlayMod.save()
return nil
}
func (p *PlayerChessData) ClearData() bool {
return true
}