pet_home_server/src/server/game/player_chess_mod.go
2026-04-03 14:23:07 +08:00

405 lines
12 KiB
Go

package game
import (
"fmt"
"math"
"server/conf"
mergeDataCfg "server/conf/merge_data"
orderCfg "server/conf/order"
"server/game/mod/item"
limitedTimeEvent "server/game/mod/limited_time_event"
"server/game/mod/order"
"server/game/mod/quest"
GoUtil "server/game_util"
"server/msg"
"sort"
"gitea.bywaystudios.com/pet_home/leaf/log"
"google.golang.org/protobuf/proto"
)
type PlayerChessData struct {
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) {
agent := player.GetAgentByPlayer()
res := &p.Data
ChessMod := player.PlayMod.getChessMod()
res.ChessList = ChessMod.BackData().ChessList
res.MChessData = ChessMod.ChessMap
data, _ := proto.Marshal(res)
G_getGameLogic().PackResInfo(agent, "ResPlayerChessData", data)
}
func (p *PlayerChessData) ResChessColorData(player *Player) {
agent := player.GetAgentByPlayer()
data, _ := proto.Marshal(&p.ColorData)
G_getGameLogic().PackResInfo(agent, "ResChessColorData", data)
}
// 同步棋盘数据
func (p *PlayerChessData) UpdatePlayerChessData(player *Player, req *msg.UpdatePlayerChessData) error {
update := req
lastMap := player.PlayMod.getChessMod().ChessMap
addChessList, addNewEmit, err := p.HandleChess(player, update.MChessHandle)
if err != nil {
res := &msg.ResUpdatePlayerChessData{
Code: msg.RES_CODE_FAIL,
Msg: err.Error(),
}
handleStr := ""
sort.Slice(update.MChessHandle, func(i, j int) bool {
return update.MChessHandle[i].Id < update.MChessHandle[j].Id
})
for _, v := range update.MChessHandle {
handleStr += fmt.Sprintf("%v-%v-%v,", v.Id, v.ChessId, v.Type)
}
log.Debug("棋子操作队列错误, %v===%v===%v===%v", handleStr, lastMap, update.MChessData, player.PlayMod.getChessMod().GetChessList())
player.SendErrClienRes(res)
return err
}
player.PushClientRes(&msg.ResUpdatePlayerChessData{
Code: msg.RES_CODE_SUCCESS,
})
p.Data.MChessData = update.MChessData
if !p.checkChessEqual(player) {
res := &msg.ResUpdatePlayerChessData{
Code: msg.RES_CODE_FAIL,
Msg: "棋子数据不一致",
}
handleStr := ""
sort.Slice(update.MChessHandle, func(i, j int) bool {
return update.MChessHandle[i].Id < update.MChessHandle[j].Id
})
for _, v := range update.MChessHandle {
handleStr += fmt.Sprintf("%v-%v-%v,", v.Id, v.ChessId, v.Type)
}
log.Debug("棋子数据不一致地图, %v===%v===%v===%v", handleStr, lastMap, update.MChessData, player.PlayMod.getChessMod().GetChessList())
player.SendErrClienRes(res)
player.TeLog("outsync_event", map[string]interface{}{
"outsync_event": "UpdatePlayerChessDataFunc",
})
return fmt.Errorf("棋子数据不一致")
}
ChessMod := player.PlayMod.getChessMod()
BaseMod := player.PlayMod.getBaseMod()
OrderMod := player.PlayMod.getOrderMod()
ChessMod.ChessMap = update.MChessData
Update := OrderMod.CreateExtraOrder(addChessList, addNewEmit, ChessMod.GetUnlockChessList(), BaseMod.GetEnergyMul(), BaseMod.GetLevel())
if Update {
player.InitOrderItem()
player.PushClientRes(OrderMod.BackData())
}
return nil
}
func (p *PlayerChessData) UpdateChessData(player *Player, mChessData map[string]int32) error {
p.Data.MChessData = mChessData
if !p.checkChessEqual(player) {
res := &msg.ResUpdatePlayerChessData{
Code: msg.RES_CODE_FAIL,
Msg: "棋子数据不一致",
}
log.Debug("棋子数据不一致地图, %v---%v---%v", player.PlayMod.getChessMod().ChessMap, p.Data.MChessData, player.PlayMod.getChessMod().GetChessList())
player.SendErrClienRes(res)
player.TeLog("outsync_event", map[string]interface{}{
"outsync_event": "UpdatePlayerChessDataFunc",
})
return fmt.Errorf("棋子数据不一致")
}
player.PlayMod.getChessMod().ChessMap = mChessData
return nil
}
// 检查棋子数据是否一致
func (p *PlayerChessData) checkChessEqual(player *Player) bool {
if len(p.Data.MChessData) == 0 && conf.Server.GameName == "Merge_Pet_Local" {
return true
}
chessList := player.PlayMod.getChessMod().GetChessList()
if len(chessList) != len(p.Data.MChessData) {
return false
}
aCopy := make([]int, 0, len(chessList))
bCopy := make([]int, 0, len(p.Data.MChessData))
for _, v := range chessList {
aCopy = append(aCopy, int(v))
}
for _, v := range p.Data.MChessData {
bCopy = append(bCopy, int(v))
}
if SlicesEqual(aCopy, bCopy) {
return true
}
// 找出aCopy多的元素和少的元素
aMap := make(map[int]int)
bMap := make(map[int]int)
for _, v := range aCopy {
aMap[v]++
}
for _, v := range bCopy {
bMap[v]++
}
var extra []int
var missing []int
// 找出aCopy多的元素
for k, v := range aMap {
if bMap[k] < v {
for i := 0; i < v-bMap[k]; i++ {
extra = append(extra, k)
}
}
}
// 找出aCopy少的元素
for k, v := range bMap {
if aMap[k] < v {
for i := 0; i < v-aMap[k]; i++ {
missing = append(missing, k)
}
}
}
if len(extra) > 0 || len(missing) > 0 {
log.Debug("棋子数据对比: aCopy多的元素=%v, aCopy少的元素=%v", extra, missing)
}
return false
}
// 棋子操作
func (p *PlayerChessData) HandleChess(player *Player, handle_list []*msg.ChessHandle) ([]int, []int, error) {
sort.Slice(handle_list, func(i, j int) bool {
return handle_list[i].Id < handle_list[j].Id
})
ChessMod := player.PlayMod.getChessMod()
BaseMod := player.PlayMod.getBaseMod()
HandbookMod := player.PlayMod.getHandbookMod()
var addChessCostEnergy int
var buyChess int
limitPush := false // 限时事件推送
var TriggerList []*quest.Trigger
var itemList []*item.Item
var addChessList []int
var addNewEmit []int
emitList := ChessMod.GetEmitList()
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 nil, nil, err
}
chessType := mergeDataCfg.GetTypeById(chessId)
addChessList = append(addChessList, chessId)
if !GoUtil.InArray(emitId, []int{561, 562, 563, 564, 701, 702, 703, 704, 705, 706, 0}) && chessType != "Resource" { // 宝箱生成的棋子不扣体力
addChessCostEnergy++
}
b := HandbookMod.SetHandbook(chessId) // 添加图鉴
if b {
player.TeLog("collection_add", map[string]interface{}{
"item_id": chessId,
"item_name": mergeDataCfg.GetNameById(chessId),
})
addNewEmit = append(addNewEmit, chessId)
}
player.PushClientRes(HandbookMod.BackData())
case msg.HANDLE_TYPE_COMPOSE: //合成棋子
newChessId, err := ChessMod.ComposeChess(chessId)
if err != nil {
return nil, nil, err
}
b := HandbookMod.SetHandbook(newChessId) // 添加图鉴
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})
player.PushClientRes(HandbookMod.BackData())
triggerComposeChess(player, newChessId, player.PlayMod.getBaseMod().EnergyMul, player.PlayMod.getChessMod().GetEmitList())
// 获取活动道具
ActItem := player.GetActivityItem(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 nil, nil, err
}
addChessList = append(addChessList, chessId)
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 checkChess(chessId, BaseMod.GetEnergyMul(), ChessMod.GetEmitList()) { // 在订单中无法生成的棋子 出售获得原价宠物币
items = []*item.Item{{Id: item.ITEM_STAR_ID, Num: mergeDataCfg.GetStarById(chessId)}}
}
LimitedTimeEventMod := player.PlayMod.getLimitedTimeEventMod()
chessType := mergeDataCfg.GetTypeById(chessId)
if LimitedTimeEventMod.CheckExist(limitedTimeEvent.EVENT_TYPE_PAYBACK_DAY) && chessType == "Product" { // 限时活动 返利日
err = LimitedTimeEventMod.SubPaybackDay()
if err == nil {
items = []*item.Item{{Id: item.ITEM_STAR_ID, Num: mergeDataCfg.GetStarById(chessId)}}
}
limitPush = true
}
if err != nil {
return nil, nil, err
}
get_star_num := 0
if len(items) > 0 && items[0].Id == item.ITEM_STAR_ID {
get_star_num = items[0].Num
}
player.TeLog("sell_item", map[string]interface{}{
"merge_item_id": chessId,
"product_name": mergeDataCfg.GetNameById(chessId),
"get_star_num": get_star_num,
})
itemList = item.Merge(itemList, items)
// 获取活动道具
ActItem := player.GetActivityItem(GoUtil.Int32ToInt(v.ActType))
itemList = item.Merge(itemList, ActItem)
case msg.HANDLE_TYPE_REMOVE: //移除棋子
ChessMod.RemoveChess(chessId)
}
}
//扣除体力
energyPow := BaseMod.GetEnergyMul()
reduceEneny := 0
if addChessCostEnergy > 0 {
reduceEneny = int(math.Pow(2, float64(energyPow))) * addChessCostEnergy
itemList = append(itemList, &item.Item{Id: item.ITEM_ENERGY_ID, Num: -reduceEneny})
}
err := player.HandleItem(itemList, msg.ITEM_POP_LABEL_HandleChess.String())
if err != nil {
return nil, nil, err
}
newEmitList := ChessMod.GetEmitList()
var emitProductList []string
for _, v := range emitList {
ColorList := mergeDataCfg.GetEmitProduceType(v)
emitProductList = append(emitProductList, ColorList...)
}
var newEmitProductList []string
for _, v := range newEmitList {
ColorList := mergeDataCfg.GetEmitProduceType(v)
newEmitProductList = append(newEmitProductList, ColorList...)
}
OrderMod := player.PlayMod.getOrderMod()
if !GoUtil.SlicesEqualString(emitProductList, newEmitProductList) {
// 发射器系列变化,重新洗牌
OrderMod.ResetChessPool()
}
// 限时事件 小猫戏法
LimitedTimeEventMod := player.PlayMod.getLimitedTimeEventMod()
if LimitedTimeEventMod.CheckExist(limitedTimeEvent.EVENT_TYPE_CAT_TRICK) {
LimitedTimeEventMod.AddCatTrickEnergy(reduceEneny)
limitPush = true
}
if limitPush {
player.PushClientRes(LimitedTimeEventMod.BackData())
}
player.QuestTriggerList(TriggerList)
player.EmitRetireTrigger1()
player.InitOrderItem()
player.PushClientRes(ChessMod.BackData())
player.PlayMod.save()
return addChessList, addNewEmit, nil
}
func (p *PlayerChessData) ClearData() bool {
return true
}
func checkChess(chessId, energyMul int, emit []int) bool {
if len(emit) == 0 {
return false
}
chessIdLv := mergeDataCfg.GetLvById(chessId)
chessIdType := mergeDataCfg.GetTypeById(chessId)
if chessIdType != "Product" {
return false
}
chessIdColor := mergeDataCfg.GetColorById(chessId)
if chessIdColor == "Star" || chessIdColor == "Energy" || chessIdColor == "Diamond" {
return false
}
emitId := 0
for _, v := range emit {
ProduceColor := mergeDataCfg.GetEmitProduceType(v)
if GoUtil.InStringArray(chessIdColor, ProduceColor) {
emitId = v
break
}
}
_, max := getChesslvRange(emitId, energyMul, false)
adjust := mergeDataCfg.GetAdjust(emitId, chessIdColor, energyMul)
return chessIdLv > max-adjust
}
func getChesslvRange(emit int, energyMul int, isCharge bool) (int, int) {
randEmitLv := mergeDataCfg.GetLvById(emit)
emitId := mergeDataCfg.GetEmitId(emit)
randMaxLv := mergeDataCfg.GetMaxLvById(emit)
randEmitMinLv := mergeDataCfg.GetEmitMinLvById(emitId)
ratio := mergeDataCfg.GetEmitRatio(emitId)
m := int(float64(1+randEmitLv-randEmitMinLv) / float64(1+randMaxLv-randEmitMinLv) / ratio * 100)
if isCharge {
m += 10
}
m = max(1, m)
m = min(100, m)
ChessMinLev := orderCfg.GetLvMin(energyMul)
ChessMaxLev := orderCfg.GetLvMax(energyMul, m)
return ChessMinLev, ChessMaxLev
}
func triggerComposeChess(player *Player, chessId, energyMul int, emit []int) {
OrderMod := player.PlayMod.getOrderMod()
if OrderMod.Step < 12 {
return
}
if !checkChess(chessId, energyMul, emit) {
return
}
ChessMod := player.PlayMod.getChessMod()
ChessList := ChessMod.GetUnlockChessList()
chessNum := 0
for _, v := range ChessList {
if v == chessId {
chessNum++
}
}
orderNum := 0
for _, v := range OrderMod.GetOrderList() {
if v.Type == order.Clean_Order_type && v.MergeId[0] == chessId {
orderNum++
}
}
if orderNum >= chessNum {
return
}
OrderMod.CreateCleanOrder2([]int{chessId})
player.PushClientRes(OrderMod.BackData())
}