role_skill.go 37 KB

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  1. package model
  2. import (
  3. logutil "rocommon/util"
  4. "roserver/baseserver/model"
  5. "roserver/serverproto"
  6. )
  7. var maxSlotNum = 0
  8. type RoleSkill struct {
  9. SaveObject
  10. }
  11. func newRoleSkill(r *Role) *RoleSkill {
  12. roleSkill := &RoleSkill{
  13. SaveObject: SaveObject{
  14. role: r,
  15. },
  16. }
  17. return roleSkill
  18. }
  19. func (this *RoleSkill) CopyData(data *serverproto.RoleSkill) {
  20. }
  21. func (this *RoleSkill) Load(msg interface{}) bool {
  22. proRole := msg.(*serverproto.Role)
  23. jobConfigId := proRole.RoleBase.RoleData.HeroData.ConfigId
  24. jobCfgData, ok := serverproto.JobCfgLoader[jobConfigId]
  25. if !ok {
  26. return false
  27. }
  28. //默认4个技能(level为0表示未解锁)
  29. maxSlotNum = len(jobCfgData.SkillIds)
  30. mainRoleSkill := this.role.GetRoleBase().RoleData().HeroData.Skill
  31. if len(mainRoleSkill.SkillList) < maxSlotNum {
  32. for i := len(mainRoleSkill.SkillList); i < maxSlotNum; i++ {
  33. defaultSkillId, err := model.Str2Num(jobCfgData.SkillIds[i])
  34. if err != nil {
  35. return false
  36. }
  37. mainRoleSkill.SkillList = append(mainRoleSkill.SkillList, &serverproto.RoleSkillSlot{
  38. Unlock: 0,
  39. DefaultSkillId: int32(defaultSkillId),
  40. })
  41. }
  42. //当前职业信息
  43. mainRoleSkill.JobSkillList = append(mainRoleSkill.JobSkillList,
  44. &serverproto.JobSkillData{
  45. JobStage: jobCfgData.JobStage,
  46. // JobPoint: 0,
  47. })
  48. //默认解锁的槽位
  49. for i := 1; i <= maxSlotNum; i++ {
  50. slotId := this.getSkillSlotId(int32(i), 1)
  51. // cfgData,ok := skillSlotCfgList[slotId]
  52. cfgData, ok := serverproto.SkillSlotCfgLoader[slotId]
  53. if !ok {
  54. continue
  55. }
  56. conditionLen := len(cfgData.SCondition)
  57. // "0" 或者空
  58. if conditionLen <= 0 || (conditionLen == 1 && cfgData.SCondition[0] == "0") {
  59. if int(int32(i)) <= maxSlotNum {
  60. //解锁默认为1级~
  61. mainRoleSkill.SkillList[int32(i)-1].Unlock = 1
  62. }
  63. }
  64. this.role.GetRoleBase().SetDirty(true)
  65. }
  66. }
  67. return true
  68. }
  69. func (this *RoleSkill) InitHeroSkill(heroData *serverproto.HeroData) bool {
  70. partnerCfgData, ok := serverproto.ParterCfgLoader[heroData.ConfigId]
  71. if !ok {
  72. return false
  73. }
  74. //默认4个技能(level为0表示未解锁)
  75. maxSlotNum = len(partnerCfgData.SkillIds)
  76. heroSkill := heroData.Skill
  77. if len(heroSkill.SkillList) < maxSlotNum {
  78. for i := len(heroSkill.SkillList); i < maxSlotNum; i++ {
  79. defaultSkillId, _ := model.Str2Res(partnerCfgData.SkillIds[i])
  80. if defaultSkillId <= 0 {
  81. return false
  82. }
  83. heroSkill.SkillList = append(heroSkill.SkillList, &serverproto.RoleSkillSlot{
  84. Unlock: 0,
  85. DefaultSkillId: int32(defaultSkillId),
  86. })
  87. }
  88. //当前职业信息
  89. heroSkill.JobSkillList = append(heroSkill.JobSkillList,
  90. &serverproto.JobSkillData{
  91. JobStage: 1, //伙伴开始就是第一阶段
  92. })
  93. //默认解锁的槽位
  94. for i := 1; i <= maxSlotNum; i++ {
  95. slotId := this.getSkillSlotId(int32(i), 1)
  96. // cfgData,ok := skillSlotCfgList[slotId]
  97. _, ok := serverproto.SkillSlotCfgLoader[slotId]
  98. if !ok {
  99. continue
  100. }
  101. conditionList := model.ConvertSkillSlotPartner[slotId].ConditionList
  102. // "0" 或者空
  103. if len(conditionList) <= 0 {
  104. if int(int32(i)) <= maxSlotNum {
  105. //解锁默认为1级~
  106. heroSkill.SkillList[int32(i)-1].Unlock = 1
  107. this.SkillReplace(heroData.Id, int32(i), 0, false, true)
  108. }
  109. } else {
  110. //此处解锁状态需要加条件
  111. if this.role.GetRoleBase().checkUnLockState(heroData.Id, conditionList) != serverproto.ErrorCode_ERROR_OK {
  112. continue
  113. }
  114. heroSkill.SkillList[int32(i)-1].Unlock = 1
  115. this.SkillReplace(heroData.Id, int32(i), 0, false, true)
  116. }
  117. }
  118. }
  119. return true
  120. }
  121. func (this *RoleSkill) Save() {
  122. }
  123. func (this *RoleSkill) SlotChangeNtf(heroId int32) {
  124. heroData := this.role.roleHero.GetHero(heroId)
  125. if heroData == nil {
  126. return
  127. }
  128. ntfMsg := &serverproto.SCSkillSlotDataNtf{
  129. HeroId: heroId,
  130. }
  131. for _, data := range heroData.Skill.SkillList {
  132. ntfMsg.SlotInfo = append(ntfMsg.SlotInfo, data)
  133. }
  134. this.role.ReplayGate(ntfMsg, true)
  135. }
  136. //技能重置次数隔天重置
  137. func (this *RoleSkill) DailyReset(notify bool) {
  138. ntfMsg := &serverproto.SCSkillResetCountNtf{}
  139. this.role.GetRoleBase().RoleData().SkillResetCount = 0
  140. ntfMsg.ResetCount = this.role.GetRoleBase().RoleData().SkillResetCount
  141. this.role.GetRoleBase().SetDirty(true)
  142. if notify {
  143. this.role.ReplayGate(ntfMsg, true)
  144. }
  145. }
  146. func (this *RoleSkill) JobSkillChangeNtf(heroId int32, roleSkill *serverproto.RoleSkill, jobTypeList []int32) {
  147. ntfMsg := &serverproto.SCJobSkillDataNtf{
  148. HeroId: heroId,
  149. }
  150. //有变化发变化,否则全部发
  151. if len(jobTypeList) > 0 {
  152. for _, data := range jobTypeList {
  153. for _, jobSkill := range roleSkill.JobSkillList {
  154. if jobSkill.JobStage == data {
  155. ntfMsg.JobSkillList = append(ntfMsg.JobSkillList, jobSkill)
  156. break
  157. }
  158. }
  159. }
  160. } else {
  161. for _, jobSkill := range roleSkill.JobSkillList {
  162. ntfMsg.JobSkillList = append(ntfMsg.JobSkillList, jobSkill)
  163. }
  164. }
  165. this.role.ReplayGate(ntfMsg, true)
  166. }
  167. //获得槽位技能升级所以
  168. func (this *RoleSkill) getSkillSlotId(slotId, level int32) int32 {
  169. return slotId*1000 + level
  170. }
  171. func (this *RoleSkill) getParterSkillTreeIdx(heroId, jobType int32) int32 {
  172. return heroId*1000 + jobType
  173. }
  174. func (this *RoleSkill) getMainSkill() *serverproto.RoleSkill {
  175. return this.role.GetRoleHero().GetMainHero().Skill
  176. }
  177. //技能是否解锁
  178. func (this *RoleSkill) isSkillUnLock(roleSkill *serverproto.RoleSkill, skillId int32) bool {
  179. if roleSkill == nil {
  180. return false
  181. }
  182. for idx := range roleSkill.JobSkillList {
  183. for _, data := range roleSkill.JobSkillList[idx].UnlockSkillList {
  184. if data.Key == skillId {
  185. return true
  186. }
  187. }
  188. }
  189. return false
  190. }
  191. //技能是否已经装备
  192. func (this *RoleSkill) isSkillEquip(skillId int32, roleSkill *serverproto.RoleSkill) bool {
  193. for _, data := range roleSkill.SkillList {
  194. if data.SkillId == skillId {
  195. return true
  196. }
  197. }
  198. return false
  199. }
  200. //技能卸载
  201. func (this *RoleSkill) unloadSkillEquip(skillId int32, roleSkill *serverproto.RoleSkill) {
  202. for _, data := range roleSkill.SkillList {
  203. if data.SkillId == skillId {
  204. data.SkillId = 0
  205. break
  206. }
  207. }
  208. }
  209. //replaceSkillId=0表示放置最高级技能
  210. func (this *RoleSkill) SkillReplace(heroId, idx, replaceSkillId int32, notify bool, heroChange bool) serverproto.ErrorCode {
  211. if idx < 0 || idx > int32(maxSlotNum) {
  212. logutil.InfoF("uid=%v SlotLevelUp slotIdx invalid", this.role.GetUUid())
  213. return serverproto.ErrorCode_ERROR_FAIL
  214. }
  215. heroData := this.role.GetRoleHero().GetHero(heroId)
  216. if heroData == nil {
  217. logutil.InfoF("uid=%v SkillReplace hero not found heroid=%v", this.role.GetUUid(), heroId)
  218. return serverproto.ErrorCode_ERROR_FAIL
  219. }
  220. //未解锁
  221. skillSlotData := heroData.Skill.SkillList[idx-1]
  222. if skillSlotData.Unlock == 0 {
  223. return serverproto.ErrorCode_ERROR_SKILL_SLOT_LOCK
  224. }
  225. if replaceSkillId != 0 {
  226. //判断技能是否存在(技能是否解锁)
  227. skillId := replaceSkillId*1000 + 1
  228. _, ok := serverproto.SkillLvCfgLoader[skillId]
  229. if !ok {
  230. return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST
  231. }
  232. if this.isSkillUnLock(heroData.Skill, replaceSkillId) && !this.isSkillEquip(replaceSkillId, heroData.Skill) {
  233. skillSlotData.SkillId = replaceSkillId
  234. if notify {
  235. this.SlotChangeNtf(heroId)
  236. }
  237. if heroChange {
  238. this.role.GetRoleHero().addHeroChange(heroId)
  239. }
  240. return serverproto.ErrorCode_ERROR_OK
  241. }
  242. } else {
  243. //未装备技能的选取一个最高阶技能
  244. if skillSlotData.SkillId == 0 {
  245. for id, _ := range heroData.Skill.JobSkillList {
  246. for _, data := range heroData.Skill.JobSkillList[id].UnlockSkillList {
  247. if data.Key > replaceSkillId && !this.isSkillEquip(data.Key, heroData.Skill) {
  248. replaceSkillId = data.Key
  249. }
  250. }
  251. }
  252. if replaceSkillId != 0 {
  253. skillSlotData.SkillId = replaceSkillId
  254. if notify {
  255. this.SlotChangeNtf(heroId)
  256. }
  257. if heroChange {
  258. this.role.GetRoleHero().addHeroChange(heroId)
  259. }
  260. return serverproto.ErrorCode_ERROR_OK
  261. }
  262. }
  263. }
  264. //skill未激活
  265. return serverproto.ErrorCode_ERROR_SKILL_NOT_ACTIVE
  266. }
  267. func (this *RoleSkill) ActiveSkill(heroId int32, skillId int32) serverproto.ErrorCode {
  268. if skillId <= 0 {
  269. return serverproto.ErrorCode_ERROR_FAIL
  270. }
  271. heroData := this.role.GetRoleHero().GetHero(heroId)
  272. if heroData == nil {
  273. logutil.InfoF("uid=%v ActiveSkill hero not found heroid=%v", this.role.GetUUid(), heroId)
  274. return serverproto.ErrorCode_ERROR_HERO_NO_FOUND
  275. }
  276. //check active
  277. ret := this.CheckActiveSkill(heroData, skillId)
  278. if ret != serverproto.ErrorCode_ERROR_OK {
  279. return ret
  280. }
  281. //active
  282. jobStage := this.activeSkill(heroData, skillId)
  283. if jobStage >= 0 {
  284. this.JobSkillChangeNtf(heroId, heroData.Skill, []int32{jobStage})
  285. this.CheckAndFillSkillSlot(heroData)
  286. //查看当前技能是否有 被动技能。有的话计算战力,
  287. //this.role.roleFightPower.CalcSkillLevelUp(heroId, skillId, true)
  288. this.role.GetRoleHero().addHeroChange(heroData.Id)
  289. //attr change
  290. bFightChangeNotNotify := true
  291. if heroData.IsBattle {
  292. bFightChangeNotNotify = false
  293. }
  294. this.role.roleBattleAttr.AttrChange(AttrChangeST{
  295. ChangeType: Attr_Change_Skill,
  296. ChangeHeroData: heroData,
  297. SkillCfgId: skillId,
  298. OldSkillLevel: 0,
  299. NewSkillLevel: 1,
  300. FightChangeNotNotify: bFightChangeNotNotify,
  301. })
  302. //压制值计算
  303. this.role.GetRoleHero().CalRepress(RepressChangeST{HeroData: heroData,
  304. BReset: false,
  305. SkillCfgId: skillId,
  306. OldSKillLevel: 0,
  307. NewSKillLevel: 1})
  308. }
  309. return serverproto.ErrorCode_ERROR_OK
  310. }
  311. func (this *RoleSkill) CheckActiveSkill(heroData *serverproto.HeroData, skillId int32) serverproto.ErrorCode {
  312. if heroData == nil {
  313. return serverproto.ErrorCode_ERROR_HERO_NO_FOUND
  314. }
  315. //是否已经解锁
  316. for _, data := range heroData.Skill.JobSkillList {
  317. for _, skill := range data.UnlockSkillList {
  318. if skill.Key == skillId {
  319. return serverproto.ErrorCode_ERROR_SKILL_SKILL_REACTIVE
  320. }
  321. }
  322. }
  323. //当前职业阶段是否可学
  324. jobStage, jobType := this.getSkillStage(skillId)
  325. if this.role.roleHero.GetHeroJobStage(heroData.Id) < jobStage {
  326. return serverproto.ErrorCode_ERROR_SKILL_JOB_STAGE_ERROR
  327. }
  328. if jobType != 0 {
  329. if this.role.roleHero.GetHeroJobType(heroData.Id) != jobType {
  330. return serverproto.ErrorCode_ERROR_SKILL_JOB_TYPE_ERROR
  331. }
  332. } else {
  333. if !this.role.roleHero.IsMainHero(heroData.Id) {
  334. return serverproto.ErrorCode_ERROR_FAIL
  335. }
  336. }
  337. //等级是否够
  338. var consumeItemList = map[int32]int32{}
  339. if this.role.roleHero.IsMainHero(heroData.Id) {
  340. skillCfg, ok := serverproto.SkillTreeCfgLoader[skillId]
  341. if !ok {
  342. return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST
  343. }
  344. skillCfg2, ok2 := model.ConvertSkillTree[skillId]
  345. if !ok2 {
  346. return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST
  347. }
  348. if skillCfg.OpenLevel > 0 && skillCfg.OpenLevel > this.role.GetRoleLevel() {
  349. return serverproto.ErrorCode_ERROR_SKILL_SKILL_OPEN_LEVEL
  350. }
  351. for _, data := range skillCfg2.OpenCost {
  352. consumeItemList[data.Key] = data.Value
  353. }
  354. } else {
  355. skillCfg, ok := serverproto.ParterSkillTreeCfgLoader[skillId]
  356. if !ok {
  357. return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST
  358. }
  359. skillCfg2, ok2 := model.ConvertPartnerSkillTree[skillId]
  360. if !ok2 {
  361. return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST
  362. }
  363. if skillCfg.OpenLevel > 0 && skillCfg.OpenLevel > heroData.BaseLevel {
  364. return serverproto.ErrorCode_ERROR_SKILL_SKILL_OPEN_LEVEL
  365. }
  366. for _, data := range skillCfg2.OpenCost {
  367. if data.Key == 0 {
  368. continue
  369. }
  370. consumeItemList[data.Key] = data.Value
  371. }
  372. }
  373. if len(consumeItemList) > 0 {
  374. if !this.role.CheckResLitNum(consumeItemList) {
  375. return serverproto.ErrorCode_ERROR_SKILL_RES_NOT_ENOUGH
  376. }
  377. //扣除道具
  378. this.role.DelItemList(consumeItemList, AddItemST{AddFrom: AddFrom_Skill})
  379. }
  380. //如果当前阶段没学过技能。则初始化当前阶段技能列表
  381. return serverproto.ErrorCode_ERROR_OK
  382. }
  383. func (this *RoleSkill) SkillLevelUp(heroData *serverproto.HeroData, skillId int32) serverproto.ErrorCode {
  384. if heroData == nil {
  385. return serverproto.ErrorCode_ERROR_HERO_NO_FOUND
  386. }
  387. //stage, _ := this.getSkillStage(skillId)
  388. var bRet serverproto.ErrorCode
  389. var oldSkillLevel, newSkillLevel int32
  390. if this.role.roleHero.IsMainHero(heroData.Id) {
  391. bRet, oldSkillLevel, newSkillLevel = this.RoleSkillLevelUp(heroData, skillId)
  392. } else {
  393. bRet, oldSkillLevel, newSkillLevel = this.PartnerSkillLevelUp(heroData, skillId)
  394. }
  395. if bRet == serverproto.ErrorCode_ERROR_OK {
  396. //战力计算
  397. //this.role.roleFightPower.CalcSkillLevelUp(heroData.Id, skillId, true)
  398. //超值礼包开启
  399. this.role.GetRoleActivity().SuperChargeUnlockCheck(
  400. serverproto.UnlockChargeType_UChargeType_SkillLevelUp, &SuperChargeUnlockST{})
  401. //attr change
  402. bFightChangeNotNotify := true
  403. if heroData.IsBattle {
  404. bFightChangeNotNotify = false
  405. }
  406. this.role.roleBattleAttr.AttrChange(AttrChangeST{
  407. ChangeType: Attr_Change_Skill,
  408. ChangeHeroData: heroData,
  409. SkillCfgId: skillId,
  410. OldSkillLevel: oldSkillLevel,
  411. NewSkillLevel: newSkillLevel,
  412. FightChangeNotNotify: bFightChangeNotNotify,
  413. })
  414. //压制值计算
  415. this.role.GetRoleHero().CalRepress(RepressChangeST{HeroData: heroData,
  416. BReset: false,
  417. SkillCfgId: skillId,
  418. OldSKillLevel: oldSkillLevel,
  419. NewSKillLevel: newSkillLevel})
  420. }
  421. return bRet
  422. }
  423. func (this *RoleSkill) GetSkillLevel(heroData *serverproto.HeroData, skillId int32) int32 {
  424. for _, data := range heroData.Skill.JobSkillList {
  425. for _, subData := range data.UnlockSkillList {
  426. if subData.Key == skillId {
  427. return subData.Value
  428. }
  429. }
  430. }
  431. return -1
  432. }
  433. func (this *RoleSkill) ReplaceNewSkill(heroId, srcSkillId, dstSkillId int32) serverproto.ErrorCode {
  434. if dstSkillId <= 0 || srcSkillId <= 0 {
  435. return serverproto.ErrorCode_ERROR_FAIL
  436. }
  437. heroData := this.role.GetRoleHero().GetHero(heroId)
  438. if heroData == nil {
  439. logutil.InfoF("uid=%v ReplaceNewSkill hero not found heroid=%v", this.role.GetUUid(), heroId)
  440. return serverproto.ErrorCode_ERROR_HERO_NO_FOUND
  441. }
  442. //// 是否存在新技能
  443. //if this.GetSkillById(heroData.Id, dstSkillId) != nil{
  444. // return serverproto.ErrorCode_ERROR_FAIL
  445. //}
  446. //check active
  447. ret := this.CheckActiveSkill(heroData, dstSkillId)
  448. if ret != serverproto.ErrorCode_ERROR_OK {
  449. return ret
  450. }
  451. //------------------------------------------------------
  452. //判断技能是否存在(技能是否解锁)
  453. srcStage, srcType := this.getSkillStage(srcSkillId)
  454. if srcStage == -1 || srcType == -1 {
  455. return serverproto.ErrorCode_ERROR_OK
  456. }
  457. dstStage, dstType := this.getSkillStage(dstSkillId)
  458. if dstStage == -1 || dstType == -1 {
  459. return serverproto.ErrorCode_ERROR_OK
  460. }
  461. //找到对应的技能删除
  462. for _, data := range heroData.Skill.JobSkillList {
  463. for index, valueType := range data.UnlockSkillList {
  464. if valueType.Key != srcSkillId {
  465. continue
  466. }
  467. data.UnlockSkillList = append(data.UnlockSkillList[:index], data.UnlockSkillList[index+1:]...)
  468. break
  469. }
  470. }
  471. // 添加新技能
  472. var dst *serverproto.JobSkillData = nil
  473. for _, data := range heroData.Skill.JobSkillList {
  474. if data.JobStage != dstStage {
  475. continue
  476. }
  477. dst = data
  478. break
  479. }
  480. if dst == nil {
  481. dst = &serverproto.JobSkillData{JobStage: dstStage}
  482. heroData.Skill.JobSkillList = append(heroData.Skill.JobSkillList, dst)
  483. }
  484. dst.UnlockSkillList = append(dst.UnlockSkillList, &serverproto.KeyValueType{Key: dstSkillId, Value: 1})
  485. // 变更技能槽技能
  486. for _, slot := range heroData.Skill.SkillList {
  487. if slot.SkillId != srcSkillId {
  488. continue
  489. }
  490. slot.SkillId = dstSkillId
  491. break
  492. }
  493. //------------------------------------------------------
  494. this.JobSkillChangeNtf(heroId, heroData.Skill, []int32{srcStage, dstStage})
  495. this.CheckAndFillSkillSlot(heroData)
  496. //查看当前技能是否有 被动技能。有的话计算战力,
  497. //this.role.roleFightPower.CalcSkillLevelUp(heroId, dstSkillId, true)
  498. this.role.GetRoleHero().addHeroChange(heroData.Id)
  499. //超值礼包开启
  500. if this.role.GetRoleActivity() != nil {
  501. this.role.GetRoleActivity().SuperChargeUnlockCheck(
  502. serverproto.UnlockChargeType_UChargeType_SKillAdvance, &SuperChargeUnlockST{})
  503. }
  504. TaskMagCheck(this.role, serverproto.TaskType_Eve_Skill_Advance_Num, 1)
  505. return serverproto.ErrorCode_ERROR_OK
  506. }
  507. func (this *RoleSkill) GetSkillById(heroId, skillId int32) *serverproto.KeyValueType {
  508. heroData := this.role.roleHero.GetHero(heroId)
  509. stage, _ := this.getSkillStage(skillId)
  510. for _, data := range heroData.Skill.JobSkillList {
  511. if data.JobStage != stage {
  512. continue
  513. }
  514. for _, valueType := range data.UnlockSkillList {
  515. if valueType.Key != skillId {
  516. continue
  517. }
  518. return valueType
  519. }
  520. }
  521. return nil
  522. }
  523. func (this *RoleSkill) RoleSkillLevelUp(heroData *serverproto.HeroData, skillId int32) (serverproto.ErrorCode, int32, int32) {
  524. if heroData == nil {
  525. return serverproto.ErrorCode_ERROR_HERO_NO_FOUND, 0, 0
  526. }
  527. stage, _ := this.getSkillStage(skillId)
  528. //配置表中有无此等级的技能配置
  529. curLevel := this.GetSkillLevel(heroData, skillId)
  530. sCfg, _ := serverproto.SkillLvCfgLoader[skillId*1000+curLevel+1]
  531. if sCfg == nil {
  532. return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
  533. }
  534. //找到是否激活这个技能
  535. skillInfo := this.GetSkillById(heroData.Id, skillId)
  536. if skillInfo == nil || skillInfo.Value < 1 {
  537. return serverproto.ErrorCode_ERROR_FAIL, 0, 0
  538. }
  539. //如果达到最大等级, 判断是否可以进阶
  540. if skillCfg, ok := serverproto.SkillTreeCfgLoader[skillId]; ok {
  541. if skillInfo.Value >= skillCfg.MaxLv {
  542. if len(skillCfg.SuperSkill) <= 0 {
  543. return serverproto.ErrorCode_ERROR_SKILL_SKILL_MAX_LEVEL, 0, 0
  544. }
  545. if skillCfg.SkillBranch > this.role.GetRoleHero().GetHeroJobStage(heroData.Id) {
  546. return serverproto.ErrorCode_ERROR_SKILL_ORDER_NOT, 0, 0
  547. }
  548. dbJob, ok := model.DBJobChange[model.GetJobChangeKey(true, heroData.ConfigId)]
  549. if !ok {
  550. return serverproto.ErrorCode_ERROR_FAIL, 0, 0
  551. }
  552. dstSkill := int32(0)
  553. for _, sup := range skillCfg.SuperSkill {
  554. branch, dstSkillId := model.Str2Res(sup)
  555. if dbJob.JobBranch != branch {
  556. continue
  557. }
  558. dstSkill = dstSkillId
  559. break
  560. }
  561. return this.ReplaceNewSkill(heroData.Id, skillId, dstSkill), 0, 0
  562. }
  563. } else {
  564. return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
  565. }
  566. skillCost, ok := model.ConvertSkillTree[skillId]
  567. if !ok {
  568. return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
  569. }
  570. //查看等级是否够//等级不够不可以学习
  571. upLevel, ok := skillCost.HeroLevel[skillInfo.Value-1]
  572. if ok && upLevel > this.role.roleHero.GetHeroLevel(heroData.Id) {
  573. return serverproto.ErrorCode_ERROR_SKILL_ROLE_LEVEL_NOT_ENOUGH, 0, 0
  574. }
  575. //查看到道具是否够
  576. upCost, _ := skillCost.UpGradeCost[skillInfo.Value-1]
  577. if upCost == nil {
  578. return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
  579. }
  580. if upCost.Key != 0 && upCost.Value != 0 {
  581. var consumeItemList = map[int32]int32{}
  582. consumeItemList[upCost.Key] = upCost.Value
  583. if len(consumeItemList) > 0 {
  584. ret, resType := this.role.CheckResNum(consumeItemList)
  585. if !ret {
  586. bRet := this.role.GetResNotice(resType)
  587. return bRet, 0, 0
  588. }
  589. //扣除道具
  590. this.role.DelItemList(consumeItemList, AddItemST{AddFrom: AddFrom_Skill})
  591. }
  592. }
  593. //升级
  594. oldSkillLevel := skillInfo.Value
  595. skillInfo.Value++
  596. this.JobSkillChangeNtf(this.role.GetRoleBase().RoleData().HeroData.Id, heroData.Skill, []int32{stage})
  597. this.role.GetRoleHero().addHeroChange(heroData.Id)
  598. //升级技能
  599. return serverproto.ErrorCode_ERROR_OK, oldSkillLevel, skillInfo.Value
  600. }
  601. func (this *RoleSkill) PartnerSkillLevelUp(heroData *serverproto.HeroData, skillId int32) (serverproto.ErrorCode, int32, int32) {
  602. if heroData == nil {
  603. return serverproto.ErrorCode_ERROR_HERO_NO_FOUND, 0, 0
  604. }
  605. stage, _ := this.getSkillStage(skillId)
  606. //配置表中有无此等级的技能配置
  607. curLevel := this.GetSkillLevel(heroData, skillId)
  608. sCfg, _ := serverproto.SkillLvCfgLoader[skillId*1000+curLevel+1]
  609. if sCfg == nil {
  610. return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
  611. }
  612. //找到是否激活这个技能
  613. var skillInfo *serverproto.KeyValueType
  614. for _, data := range heroData.Skill.JobSkillList {
  615. if stage != data.JobStage {
  616. continue
  617. }
  618. var bFind = false
  619. for _, skillData := range data.UnlockSkillList {
  620. if skillId == skillData.Key {
  621. bFind = true
  622. skillInfo = skillData
  623. break
  624. }
  625. }
  626. if !bFind {
  627. return serverproto.ErrorCode_ERROR_FAIL, 0, 0
  628. }
  629. }
  630. if skillInfo == nil {
  631. return serverproto.ErrorCode_ERROR_FAIL, 0, 0
  632. }
  633. ////查看当前技能等级是否达到最大等级
  634. //skillCfg, ok := serverproto.ParterSkillTreeCfgLoader[skillId]
  635. //if !ok {
  636. // return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
  637. //}
  638. //if skillInfo.Value >= skillCfg.MaxLv {
  639. // return serverproto.ErrorCode_ERROR_SKILL_SKILL_MAX_LEVEL, 0, 0
  640. //}
  641. //如果达到最大等级, 判断是否可以进阶
  642. if skillCfg, ok := serverproto.ParterSkillTreeCfgLoader[skillId]; ok {
  643. if skillInfo.Value >= skillCfg.MaxLv {
  644. if len(skillCfg.SuperSkill) <= 0 {
  645. return serverproto.ErrorCode_ERROR_SKILL_SKILL_MAX_LEVEL, 0, 0
  646. }
  647. if skillCfg.SkillBranch > this.role.GetRoleHero().GetHeroJobStage(heroData.Id) {
  648. return serverproto.ErrorCode_ERROR_SKILL_ORDER_NOT, 0, 0
  649. }
  650. dbJob, ok := model.DBJobChange[model.GetJobChangeKey(true, heroData.ConfigId)]
  651. if !ok {
  652. return serverproto.ErrorCode_ERROR_FAIL, 0, 0
  653. }
  654. dstSkill := int32(0)
  655. for _, sup := range skillCfg.SuperSkill {
  656. branch, dstSkillId := model.Str2Res(sup)
  657. if dbJob.JobBranch != branch {
  658. continue
  659. }
  660. dstSkill = dstSkillId
  661. break
  662. }
  663. return this.ReplaceNewSkill(heroData.Id, skillId, dstSkill), 0, 0
  664. }
  665. } else {
  666. return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
  667. }
  668. //查看到道具是否够
  669. skillCost, ok := model.ConvertPartnerSkillTree[skillId]
  670. if !ok {
  671. return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
  672. }
  673. //查看等级是否够//等级不够不可以学习
  674. upLevel, _ := skillCost.HeroLevel[skillInfo.Value-1]
  675. if upLevel > this.role.roleHero.GetHeroLevel(heroData.Id) {
  676. return serverproto.ErrorCode_ERROR_SKILL_ROLE_LEVEL_NOT_ENOUGH, 0, 0
  677. }
  678. upCost, _ := skillCost.UpGradeCost[skillInfo.Value-1]
  679. if upCost == nil {
  680. return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
  681. }
  682. if upCost.Key != 0 && upCost.Value != 0 {
  683. var consumeItemList = map[int32]int32{}
  684. consumeItemList[upCost.Key] = upCost.Value
  685. if len(consumeItemList) > 0 {
  686. ret, resType := this.role.CheckResNum(consumeItemList)
  687. if !ret {
  688. bRet := this.role.GetResNotice(resType)
  689. return bRet, 0, 0
  690. }
  691. //扣除道具
  692. this.role.DelItemList(consumeItemList, AddItemST{AddFrom: AddFrom_Skill})
  693. }
  694. }
  695. //升级
  696. oldSkillLevel := skillInfo.Value
  697. skillInfo.Value++
  698. this.JobSkillChangeNtf(heroData.Id, heroData.Skill, []int32{stage})
  699. this.role.GetRoleHero().addHeroChange(heroData.Id)
  700. //升级技能
  701. return serverproto.ErrorCode_ERROR_OK, oldSkillLevel, skillInfo.Value
  702. }
  703. func (this *RoleSkill) getSkillStage(skillId int32) (int32, int32) {
  704. if this.role == nil {
  705. return -1, -1
  706. }
  707. skillCfg, ok := serverproto.SkillTreeCfgLoader[skillId]
  708. if ok {
  709. return skillCfg.JobStage, skillCfg.JobType
  710. }
  711. skillCfg2, ok2 := model.ConvertPartnerSkillIdxList[skillId]
  712. if ok2 {
  713. partnerCfg, ok3 := serverproto.ParterCfgLoader[skillCfg2.ParterID]
  714. if ok3 {
  715. return partnerCfg.JobStage, skillCfg2.JobType
  716. }
  717. }
  718. return -1, -1
  719. }
  720. func (this *RoleSkill) checkJobType(skillJobType int32, heroData *serverproto.HeroData) bool {
  721. if heroData == nil {
  722. return false
  723. }
  724. if this.role.roleHero.IsMainHero(heroData.Id) {
  725. jobCfg, ok := serverproto.JobCfgLoader[heroData.ConfigId]
  726. if !ok {
  727. return false
  728. }
  729. if skillJobType <= jobCfg.JobType {
  730. return true
  731. }
  732. } else {
  733. partnerCfg, ok := serverproto.ParterCfgLoader[heroData.ConfigId]
  734. if !ok {
  735. return false
  736. }
  737. if skillJobType <= partnerCfg.JobType {
  738. return true
  739. }
  740. }
  741. return false
  742. }
  743. func (this *RoleSkill) activeSkill(heroData *serverproto.HeroData, skillId int32) int32 {
  744. //判断技能是否存在(技能是否解锁)
  745. // skillCfg,ok := serverproto.SkillCfgLoader[skillId*100 + 1]
  746. jobStage, jobType := this.getSkillStage(skillId)
  747. if jobStage == -1 || jobType == -1 {
  748. return -1
  749. }
  750. //如果还没找到该阶段数据,说明还没进行专职操作
  751. var jobSkillData *serverproto.JobSkillData = nil
  752. var bFind = false
  753. for idx, data := range heroData.Skill.JobSkillList {
  754. if data.JobStage == jobStage {
  755. jobSkillData = heroData.Skill.JobSkillList[idx]
  756. bFind = true
  757. break
  758. }
  759. }
  760. if !bFind {
  761. //新一阶的技能数据初始化
  762. jobSkillData = &serverproto.JobSkillData{
  763. JobStage: jobStage,
  764. }
  765. jobSkillData.UnlockSkillList = append(jobSkillData.UnlockSkillList, &serverproto.KeyValueType{
  766. Key: skillId,
  767. Value: 1,
  768. })
  769. heroData.Skill.JobSkillList = append(heroData.Skill.JobSkillList, jobSkillData)
  770. return jobStage
  771. }
  772. if jobSkillData != nil {
  773. jobSkillData.UnlockSkillList = append(jobSkillData.UnlockSkillList, &serverproto.KeyValueType{
  774. Key: skillId,
  775. Value: 1,
  776. })
  777. }
  778. return jobStage
  779. }
  780. func (this *RoleSkill) CheckAndFillSkillSlot(heroData *serverproto.HeroData) {
  781. if heroData == nil {
  782. return
  783. }
  784. for index, data := range heroData.Skill.SkillList {
  785. if data.Unlock > 0 && data.SkillId == 0 {
  786. this.SkillReplace(heroData.Id, int32(index+1), 0, true, true)
  787. }
  788. }
  789. }
  790. func (this *RoleSkill) CheckSlotLockState() {
  791. for i := 1; i <= maxSlotNum; i++ {
  792. slotId := this.getSkillSlotId(int32(i), 1)
  793. // cfgData,ok := skillSlotCfgList[slotId]
  794. _, ok := serverproto.SkillSlotCfgLoader[slotId]
  795. if ok {
  796. if i > maxSlotNum {
  797. continue
  798. }
  799. //role
  800. mainHero := this.role.GetRoleHero().GetMainHero()
  801. if this.role.GetRoleBase().checkUnLockState(mainHero.Id, model.ConvertSkillSlotMain[slotId].ConditionList) == serverproto.ErrorCode_ERROR_OK {
  802. if this.processSlotLockState(mainHero, int32(i), true) {
  803. this.role.GetRoleHero().addHeroChange(mainHero.Id)
  804. //技能槽位变化//战力变化
  805. //this.role.roleFightPower.CalcSkillSlotChange(mainHero)
  806. }
  807. }
  808. //hero
  809. for _, data := range this.role.GetRoleHero().heroList {
  810. if this.role.GetRoleBase().checkUnLockState(data.Id, model.ConvertSkillSlotPartner[slotId].ConditionList) == serverproto.ErrorCode_ERROR_OK {
  811. if this.processSlotLockState(data, int32(i), true) {
  812. this.role.GetRoleHero().addHeroChange(data.Id)
  813. //技能槽位变化//战力变化
  814. //this.role.roleFightPower.CalcSkillSlotChange(data)
  815. }
  816. }
  817. }
  818. }
  819. }
  820. }
  821. func (this *RoleSkill) processSlotLockState(heroData *serverproto.HeroData, idx int32, bCondition bool) bool {
  822. if heroData.Skill.SkillList[idx-1].Unlock != 0 &&
  823. heroData.Skill.SkillList[idx-1].SkillId != 0 { //已经装备技能返回
  824. return true
  825. }
  826. //已经解锁
  827. if heroData.Skill.SkillList[idx-1].Unlock != 0 &&
  828. heroData.Skill.SkillList[idx-1].SkillId == 0 {
  829. if this.SkillReplace(heroData.Id, idx, 0, true, false) == serverproto.ErrorCode_ERROR_OK {
  830. return true
  831. }
  832. }
  833. if bCondition {
  834. //解锁默认为1级
  835. heroData.Skill.SkillList[idx-1].Unlock = 1
  836. //查看是否有激活的技能,直接装备技能
  837. this.SkillReplace(heroData.Id, idx, 0, true, false)
  838. return true
  839. }
  840. return false
  841. }
  842. func (this *RoleSkill) checkSlotLevelUpState(slotData *serverproto.RoleSkillSlot) serverproto.ErrorCode {
  843. if slotData == nil {
  844. return serverproto.ErrorCode_ERROR_FAIL
  845. }
  846. //未解锁
  847. if slotData.Unlock == 0 {
  848. return serverproto.ErrorCode_ERROR_SKILL_SLOT_LOCK
  849. }
  850. //槽位上没有技能无法进行升级
  851. if slotData.SkillId == 0 {
  852. return serverproto.ErrorCode_ERROR_SKILL_SLOT_NO_SKILL
  853. }
  854. return serverproto.ErrorCode_ERROR_OK
  855. }
  856. func (this *RoleSkill) SwapSkill(heroId, firstSlotId, secondSlotId int32) serverproto.ErrorCode {
  857. heroData := this.role.GetRoleHero().GetHero(heroId)
  858. if heroData == nil {
  859. logutil.InfoF("uid=%v ActiveSkill hero not found heroid=%v", this.role.GetUUid(), heroId)
  860. return serverproto.ErrorCode_ERROR_FAIL
  861. }
  862. //判断槽位是否存在
  863. slotSkillLen := int32(len(heroData.Skill.SkillList))
  864. if firstSlotId > slotSkillLen || secondSlotId > slotSkillLen ||
  865. firstSlotId < 0 || secondSlotId < 0 {
  866. return serverproto.ErrorCode_ERROR_FAIL
  867. }
  868. //判断是否解锁
  869. firstSlotData := heroData.Skill.SkillList[firstSlotId-1]
  870. secondSlotData := heroData.Skill.SkillList[secondSlotId-1]
  871. if firstSlotData == nil || firstSlotData.Unlock <= 0 ||
  872. secondSlotData == nil || secondSlotData.Unlock <= 0 {
  873. return serverproto.ErrorCode_ERROR_FAIL
  874. }
  875. fistSkill := firstSlotData.SkillId
  876. secondSkill := secondSlotData.SkillId
  877. firstSlotData.SkillId = secondSkill
  878. secondSlotData.SkillId = fistSkill
  879. // this.SlotChangeNtf(heroId, firstSlotId, firstSlotData)
  880. // this.SlotChangeNtf(heroId, secondSlotId, secondSlotData)
  881. this.SlotChangeNtf(heroId)
  882. this.role.GetRoleHero().addHeroChange(heroId)
  883. logutil.DebugF("uid=%v SwapSkillBefore %v-%v,%v-%v", this.role.GetUUid(),
  884. firstSlotId, fistSkill, secondSlotId, secondSkill)
  885. logutil.DebugF("uid=%v SwapSkillAfter %v-%v,%v-%v", this.role.GetUUid(),
  886. firstSlotId, firstSlotData.SkillId, secondSlotId, secondSlotData.SkillId)
  887. return serverproto.ErrorCode_ERROR_OK
  888. }
  889. func (this *RoleSkill) SetSkillList(heroId int32, skillList []int32) serverproto.ErrorCode {
  890. if len(skillList) <= 0 || len(skillList) > maxSlotNum { //发过来的列表元素个数
  891. return serverproto.ErrorCode_ERROR_FAIL
  892. }
  893. heroData := this.role.roleHero.GetHero(heroId)
  894. if heroData == nil || heroData.Skill == nil || heroData.Skill.SkillList == nil || len(heroData.Skill.SkillList) <= 0 {
  895. return serverproto.ErrorCode_ERROR_FAIL
  896. }
  897. //校验技能是否解锁//未解锁,直接返回//技能必须连续不可出现中间有技能ID为0的情况
  898. var isSkillUnlocked = false
  899. var label, hasZeroSkillId = false, false
  900. for _, skillId := range skillList {
  901. if 0 != skillId && !this.isSkillUnLock(heroData.Skill, skillId) {
  902. isSkillUnlocked = true
  903. }
  904. if 0 == skillId && !label {
  905. label = true
  906. }
  907. if 0 != skillId && label {
  908. hasZeroSkillId = true
  909. }
  910. }
  911. if isSkillUnlocked { //有未解锁的技能
  912. return serverproto.ErrorCode_ERROR_FAIL //未解锁
  913. }
  914. if hasZeroSkillId { //两个非零技能中间有0技能ID
  915. return serverproto.ErrorCode_ERROR_FAIL //有0技能在非0技能中间
  916. }
  917. //校验技能槽位是否开启,对应的技能是否不变
  918. for index, data := range heroData.Skill.SkillList {
  919. if len(skillList) <= index {
  920. break
  921. }
  922. if data.Unlock == 0 && skillList[index] != 0 { //槽位未解锁,但是发送来的列表却有技能
  923. return serverproto.ErrorCode_ERROR_FAIL
  924. }
  925. }
  926. //清空当前技能列表设置
  927. for _, skillData := range heroData.Skill.SkillList {
  928. skillData.SkillId = 0
  929. }
  930. //设置技能列表
  931. for i := 0; i < len(skillList); i++ {
  932. if 0 == skillList[i] {
  933. continue
  934. }
  935. this.SkillReplace(heroId, int32(i+1), skillList[i], false, false)
  936. }
  937. //构建消息回包
  938. this.SlotChangeNtf(heroId)
  939. this.role.GetRoleHero().addHeroChange(heroData.Id)
  940. return serverproto.ErrorCode_ERROR_OK
  941. }
  942. func (this *RoleSkill) CheckNeedReset(heroData *serverproto.HeroData, bsuper bool) serverproto.ErrorCode {
  943. if heroData == nil {
  944. return serverproto.ErrorCode_ERROR_FAIL
  945. }
  946. if heroData.GetSkill() == nil || len(heroData.GetSkill().JobSkillList) == 0 {
  947. return serverproto.ErrorCode_ERROR_SKILL_NO_SKILL_NEED_RESET
  948. }
  949. isMain := this.role.roleHero.IsMainHero(heroData.Id)
  950. for _, skillSet := range heroData.GetSkill().JobSkillList {
  951. for _, data := range skillSet.UnlockSkillList {
  952. if data.Value <= 1 {
  953. continue
  954. }
  955. if bsuper { // 是否只重置高级经验
  956. if isMain {
  957. db, ok := serverproto.SkillTreeCfgLoader[data.Key]
  958. if !ok {
  959. continue
  960. }
  961. if db.BeforeSkill <= 0 {
  962. continue
  963. }
  964. } else {
  965. db, ok := serverproto.ParterSkillTreeCfgLoader[data.Key]
  966. if !ok {
  967. continue
  968. }
  969. if db.BeforeSkill <= 0 {
  970. continue
  971. }
  972. }
  973. return serverproto.ErrorCode_ERROR_OK
  974. } else {
  975. return serverproto.ErrorCode_ERROR_OK
  976. }
  977. }
  978. }
  979. //到这里说明都是1级技能,不需要重置
  980. return serverproto.ErrorCode_ERROR_SKILL_NO_SKILL_NEED_RESET
  981. }
  982. func (this *RoleSkill) ConverSkillExp(cnt int32) serverproto.ErrorCode {
  983. skillItemId := int32(serverproto.ResType_Res_Cruise)
  984. curNum := this.role.GetResNum(skillItemId)
  985. dbValue, ok := serverproto.GlobalCfgLoader[int32(serverproto.GlobalType_Global_Skill_Exp_Conver)]
  986. if !ok {
  987. return serverproto.ErrorCode_ERROR_FAIL
  988. }
  989. totalNum := dbValue.IVal * cnt
  990. if uint64(totalNum) > curNum {
  991. return serverproto.ErrorCode_ERROR_SKILL_ORDER_NOT
  992. }
  993. this.role.DelItem(skillItemId, totalNum, AddItemST{AddFrom: AddFrom_SkillExpConver})
  994. this.role.AddItem(int32(serverproto.ResType_Res_HightSkillExp), cnt, AddFrom_SkillExpConver)
  995. return serverproto.ErrorCode_ERROR_OK
  996. }
  997. func (this *RoleSkill) ResetSkillLevel(heroId int32, bsuper bool) serverproto.ErrorCode {
  998. heroData := this.role.roleHero.GetHero(heroId)
  999. err := this.CheckNeedReset(heroData, bsuper)
  1000. if err != serverproto.ErrorCode_ERROR_OK {
  1001. return err
  1002. }
  1003. //扣资源
  1004. resetCount := this.role.GetRoleBase().RoleData().SkillResetCount
  1005. if resetCount < 0 { //客户端要留个-1情况下,为关闭的设定
  1006. return serverproto.ErrorCode_ERROR_SKILL_RESET_NOT_OPEN
  1007. }
  1008. if resetCount >= int32(len(model.ConvertResetSkill)) {
  1009. resetCount = int32(len(model.ConvertResetSkill)) - 1
  1010. }
  1011. data, ok := model.ConvertResetSkill[resetCount]
  1012. if !ok {
  1013. return serverproto.ErrorCode_ERROR_SKILL_RESET_CONFIG_NOT_FOUND
  1014. }
  1015. vipSkillReset := this.role.GetRoleBase().GetVipData(model.Vip_System_SkillReset)
  1016. if vipSkillReset <= 0 {
  1017. if data.Value != 0 && data.Key != 0 {
  1018. var consumeItemList = map[int32]int32{}
  1019. consumeItemList[data.Key] = data.Value
  1020. if len(consumeItemList) > 0 {
  1021. if !this.role.CheckResLitNum(consumeItemList) {
  1022. return serverproto.ErrorCode_ERROR_SKILL_RESET_RESOURCE_NOT_ENOUGH
  1023. }
  1024. //扣除道具
  1025. this.role.DelItemList(consumeItemList, AddItemST{AddFrom: AddFrom_Skill})
  1026. }
  1027. }
  1028. }
  1029. //处理技能重置//返还道具
  1030. var addItemList = map[int32]int32{}
  1031. isMain := this.role.roleHero.IsMainHero(heroId)
  1032. //var payBackCount int32 = 0
  1033. for _, skillSet := range heroData.GetSkill().JobSkillList {
  1034. for _, skillList := range skillSet.UnlockSkillList {
  1035. if skillList.Value <= 1 {
  1036. continue
  1037. }
  1038. bHighSkill := false
  1039. if isMain {
  1040. db, ok := serverproto.SkillTreeCfgLoader[skillList.Key]
  1041. if !ok {
  1042. continue
  1043. }
  1044. if db.BeforeSkill > 0 {
  1045. bHighSkill = true
  1046. }
  1047. } else {
  1048. db, ok := serverproto.ParterSkillTreeCfgLoader[skillList.Key]
  1049. if !ok {
  1050. continue
  1051. }
  1052. if db.BeforeSkill > 0 {
  1053. bHighSkill = true
  1054. }
  1055. }
  1056. if bsuper {
  1057. if !bHighSkill {
  1058. continue
  1059. }
  1060. }
  1061. count := this.CalcResetBack(skillList.Key, skillList.Value, isMain)
  1062. skillList.Value = 1
  1063. if count <= 0 {
  1064. continue
  1065. }
  1066. if bHighSkill {
  1067. addItemList[int32(serverproto.ResType_Res_HightSkillExp)] += count
  1068. } else {
  1069. addItemList[int32(serverproto.ResType_Res_Cruise)] += count
  1070. }
  1071. }
  1072. }
  1073. this.role.GetRoleBase().RoleData().SkillResetCount++
  1074. this.JobSkillChangeNtf(heroId, heroData.Skill, []int32{})
  1075. if len(addItemList) > 0 {
  1076. this.role.AddItemList(addItemList, AddFrom_ResetSkill, true)
  1077. }
  1078. //设置藏标识
  1079. this.role.GetRoleHero().addHeroChange(heroData.Id)
  1080. //重新计算这个格斗家战力
  1081. //this.role.GetRoleFightPower().CalcHeroSkillFightPower(heroId, heroData)
  1082. //attr change
  1083. bFightChangeNotNotify := true
  1084. if heroData.IsBattle {
  1085. bFightChangeNotNotify = false
  1086. }
  1087. this.role.roleBattleAttr.AttrChange(AttrChangeST{
  1088. ChangeType: Attr_Change_Skill,
  1089. ChangeHeroData: heroData,
  1090. BSkillReset: true,
  1091. FightChangeNotNotify: bFightChangeNotNotify,
  1092. })
  1093. //压制值计算
  1094. this.role.GetRoleHero().CalRepress(RepressChangeST{HeroData: heroData,
  1095. BReset: true})
  1096. return serverproto.ErrorCode_ERROR_OK
  1097. }
  1098. func (this *RoleSkill) CalcResetBack(skillId, skillLevel int32, isMain bool) int32 {
  1099. var count int32 = 0
  1100. if isMain {
  1101. data, ok := model.ConvertSkillTree[skillId]
  1102. if !ok {
  1103. return 0
  1104. }
  1105. value, ok := data.ResetBack[skillLevel]
  1106. if !ok {
  1107. return 0
  1108. }
  1109. count = value
  1110. } else {
  1111. data, ok := model.ConvertPartnerSkillTree[skillId]
  1112. if !ok {
  1113. return 0
  1114. }
  1115. value, ok := data.ResetBack[skillLevel]
  1116. if !ok {
  1117. return 0
  1118. }
  1119. count = value
  1120. }
  1121. return count
  1122. }
  1123. //所有英雄技能进阶次数
  1124. func (this *RoleSkill) GetAllHeroSkillAdvanceNum() int32 {
  1125. var retNum int32 = 0
  1126. var heroDataList []*serverproto.HeroData
  1127. for _, heroData := range this.role.roleHero.heroList {
  1128. if heroData == nil {
  1129. continue
  1130. }
  1131. heroDataList = append(heroDataList, heroData)
  1132. }
  1133. heroDataList = append(heroDataList, this.role.GetRoleHero().GetMainHero())
  1134. for idx := 0; idx < len(heroDataList); idx++ {
  1135. heroData := heroDataList[idx]
  1136. for i := 0; i < len(heroData.Skill.JobSkillList); i++ {
  1137. tmpJobSKill := heroData.Skill.JobSkillList[i]
  1138. for j := 0; j < len(tmpJobSKill.UnlockSkillList); j++ {
  1139. if this.role.GetRoleHero().IsMainHero(heroData.Id) {
  1140. skillData, ok := serverproto.SkillTreeCfgLoader[tmpJobSKill.UnlockSkillList[j].Key]
  1141. if !ok {
  1142. continue
  1143. }
  1144. if skillData.BeforeSkill > 0 {
  1145. retNum++
  1146. }
  1147. } else {
  1148. skillData, ok := serverproto.ParterSkillTreeCfgLoader[tmpJobSKill.UnlockSkillList[j].Key]
  1149. if !ok {
  1150. continue
  1151. }
  1152. if skillData.BeforeSkill > 0 {
  1153. retNum++
  1154. }
  1155. }
  1156. }
  1157. }
  1158. }
  1159. return retNum
  1160. }