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- package model
- import (
- logutil "rocommon/util"
- "roserver/baseserver/model"
- "roserver/serverproto"
- )
- var maxSlotNum = 0
- type RoleSkill struct {
- SaveObject
- }
- func newRoleSkill(r *Role) *RoleSkill {
- roleSkill := &RoleSkill{
- SaveObject: SaveObject{
- role: r,
- },
- }
- return roleSkill
- }
- func (this *RoleSkill) CopyData(data *serverproto.RoleSkill) {
- }
- func (this *RoleSkill) Load(msg interface{}) bool {
- proRole := msg.(*serverproto.Role)
- jobConfigId := proRole.RoleBase.RoleData.HeroData.ConfigId
- jobCfgData, ok := serverproto.JobCfgLoader[jobConfigId]
- if !ok {
- return false
- }
- //默认4个技能(level为0表示未解锁)
- maxSlotNum = len(jobCfgData.SkillIds)
- mainRoleSkill := this.role.GetRoleBase().RoleData().HeroData.Skill
- if len(mainRoleSkill.SkillList) < maxSlotNum {
- for i := len(mainRoleSkill.SkillList); i < maxSlotNum; i++ {
- defaultSkillId, err := model.Str2Num(jobCfgData.SkillIds[i])
- if err != nil {
- return false
- }
- mainRoleSkill.SkillList = append(mainRoleSkill.SkillList, &serverproto.RoleSkillSlot{
- Unlock: 0,
- DefaultSkillId: int32(defaultSkillId),
- })
- }
- //当前职业信息
- mainRoleSkill.JobSkillList = append(mainRoleSkill.JobSkillList,
- &serverproto.JobSkillData{
- JobStage: jobCfgData.JobStage,
- // JobPoint: 0,
- })
- //默认解锁的槽位
- for i := 1; i <= maxSlotNum; i++ {
- slotId := this.getSkillSlotId(int32(i), 1)
- // cfgData,ok := skillSlotCfgList[slotId]
- cfgData, ok := serverproto.SkillSlotCfgLoader[slotId]
- if !ok {
- continue
- }
- conditionLen := len(cfgData.SCondition)
- // "0" 或者空
- if conditionLen <= 0 || (conditionLen == 1 && cfgData.SCondition[0] == "0") {
- if int(int32(i)) <= maxSlotNum {
- //解锁默认为1级~
- mainRoleSkill.SkillList[int32(i)-1].Unlock = 1
- }
- }
- this.role.GetRoleBase().SetDirty(true)
- }
- }
- return true
- }
- func (this *RoleSkill) InitHeroSkill(heroData *serverproto.HeroData) bool {
- partnerCfgData, ok := serverproto.ParterCfgLoader[heroData.ConfigId]
- if !ok {
- return false
- }
- //默认4个技能(level为0表示未解锁)
- maxSlotNum = len(partnerCfgData.SkillIds)
- heroSkill := heroData.Skill
- if len(heroSkill.SkillList) < maxSlotNum {
- for i := len(heroSkill.SkillList); i < maxSlotNum; i++ {
- defaultSkillId, _ := model.Str2Res(partnerCfgData.SkillIds[i])
- if defaultSkillId <= 0 {
- return false
- }
- heroSkill.SkillList = append(heroSkill.SkillList, &serverproto.RoleSkillSlot{
- Unlock: 0,
- DefaultSkillId: int32(defaultSkillId),
- })
- }
- //当前职业信息
- heroSkill.JobSkillList = append(heroSkill.JobSkillList,
- &serverproto.JobSkillData{
- JobStage: 1, //伙伴开始就是第一阶段
- })
- //默认解锁的槽位
- for i := 1; i <= maxSlotNum; i++ {
- slotId := this.getSkillSlotId(int32(i), 1)
- // cfgData,ok := skillSlotCfgList[slotId]
- _, ok := serverproto.SkillSlotCfgLoader[slotId]
- if !ok {
- continue
- }
- conditionList := model.ConvertSkillSlotPartner[slotId].ConditionList
- // "0" 或者空
- if len(conditionList) <= 0 {
- if int(int32(i)) <= maxSlotNum {
- //解锁默认为1级~
- heroSkill.SkillList[int32(i)-1].Unlock = 1
- this.SkillReplace(heroData.Id, int32(i), 0, false, true)
- }
- } else {
- //此处解锁状态需要加条件
- if this.role.GetRoleBase().checkUnLockState(heroData.Id, conditionList) != serverproto.ErrorCode_ERROR_OK {
- continue
- }
- heroSkill.SkillList[int32(i)-1].Unlock = 1
- this.SkillReplace(heroData.Id, int32(i), 0, false, true)
- }
- }
- }
- return true
- }
- func (this *RoleSkill) Save() {
- }
- func (this *RoleSkill) SlotChangeNtf(heroId int32) {
- heroData := this.role.roleHero.GetHero(heroId)
- if heroData == nil {
- return
- }
- ntfMsg := &serverproto.SCSkillSlotDataNtf{
- HeroId: heroId,
- }
- for _, data := range heroData.Skill.SkillList {
- ntfMsg.SlotInfo = append(ntfMsg.SlotInfo, data)
- }
- this.role.ReplayGate(ntfMsg, true)
- }
- //技能重置次数隔天重置
- func (this *RoleSkill) DailyReset(notify bool) {
- ntfMsg := &serverproto.SCSkillResetCountNtf{}
- this.role.GetRoleBase().RoleData().SkillResetCount = 0
- ntfMsg.ResetCount = this.role.GetRoleBase().RoleData().SkillResetCount
- this.role.GetRoleBase().SetDirty(true)
- if notify {
- this.role.ReplayGate(ntfMsg, true)
- }
- }
- func (this *RoleSkill) JobSkillChangeNtf(heroId int32, roleSkill *serverproto.RoleSkill, jobTypeList []int32) {
- ntfMsg := &serverproto.SCJobSkillDataNtf{
- HeroId: heroId,
- }
- //有变化发变化,否则全部发
- if len(jobTypeList) > 0 {
- for _, data := range jobTypeList {
- for _, jobSkill := range roleSkill.JobSkillList {
- if jobSkill.JobStage == data {
- ntfMsg.JobSkillList = append(ntfMsg.JobSkillList, jobSkill)
- break
- }
- }
- }
- } else {
- for _, jobSkill := range roleSkill.JobSkillList {
- ntfMsg.JobSkillList = append(ntfMsg.JobSkillList, jobSkill)
- }
- }
- this.role.ReplayGate(ntfMsg, true)
- }
- //获得槽位技能升级所以
- func (this *RoleSkill) getSkillSlotId(slotId, level int32) int32 {
- return slotId*1000 + level
- }
- func (this *RoleSkill) getParterSkillTreeIdx(heroId, jobType int32) int32 {
- return heroId*1000 + jobType
- }
- func (this *RoleSkill) getMainSkill() *serverproto.RoleSkill {
- return this.role.GetRoleHero().GetMainHero().Skill
- }
- //技能是否解锁
- func (this *RoleSkill) isSkillUnLock(roleSkill *serverproto.RoleSkill, skillId int32) bool {
- if roleSkill == nil {
- return false
- }
- for idx := range roleSkill.JobSkillList {
- for _, data := range roleSkill.JobSkillList[idx].UnlockSkillList {
- if data.Key == skillId {
- return true
- }
- }
- }
- return false
- }
- //技能是否已经装备
- func (this *RoleSkill) isSkillEquip(skillId int32, roleSkill *serverproto.RoleSkill) bool {
- for _, data := range roleSkill.SkillList {
- if data.SkillId == skillId {
- return true
- }
- }
- return false
- }
- //技能卸载
- func (this *RoleSkill) unloadSkillEquip(skillId int32, roleSkill *serverproto.RoleSkill) {
- for _, data := range roleSkill.SkillList {
- if data.SkillId == skillId {
- data.SkillId = 0
- break
- }
- }
- }
- //replaceSkillId=0表示放置最高级技能
- func (this *RoleSkill) SkillReplace(heroId, idx, replaceSkillId int32, notify bool, heroChange bool) serverproto.ErrorCode {
- if idx < 0 || idx > int32(maxSlotNum) {
- logutil.InfoF("uid=%v SlotLevelUp slotIdx invalid", this.role.GetUUid())
- return serverproto.ErrorCode_ERROR_FAIL
- }
- heroData := this.role.GetRoleHero().GetHero(heroId)
- if heroData == nil {
- logutil.InfoF("uid=%v SkillReplace hero not found heroid=%v", this.role.GetUUid(), heroId)
- return serverproto.ErrorCode_ERROR_FAIL
- }
- //未解锁
- skillSlotData := heroData.Skill.SkillList[idx-1]
- if skillSlotData.Unlock == 0 {
- return serverproto.ErrorCode_ERROR_SKILL_SLOT_LOCK
- }
- if replaceSkillId != 0 {
- //判断技能是否存在(技能是否解锁)
- skillId := replaceSkillId*1000 + 1
- _, ok := serverproto.SkillLvCfgLoader[skillId]
- if !ok {
- return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST
- }
- if this.isSkillUnLock(heroData.Skill, replaceSkillId) && !this.isSkillEquip(replaceSkillId, heroData.Skill) {
- skillSlotData.SkillId = replaceSkillId
- if notify {
- this.SlotChangeNtf(heroId)
- }
- if heroChange {
- this.role.GetRoleHero().addHeroChange(heroId)
- }
- return serverproto.ErrorCode_ERROR_OK
- }
- } else {
- //未装备技能的选取一个最高阶技能
- if skillSlotData.SkillId == 0 {
- for id, _ := range heroData.Skill.JobSkillList {
- for _, data := range heroData.Skill.JobSkillList[id].UnlockSkillList {
- if data.Key > replaceSkillId && !this.isSkillEquip(data.Key, heroData.Skill) {
- replaceSkillId = data.Key
- }
- }
- }
- if replaceSkillId != 0 {
- skillSlotData.SkillId = replaceSkillId
- if notify {
- this.SlotChangeNtf(heroId)
- }
- if heroChange {
- this.role.GetRoleHero().addHeroChange(heroId)
- }
- return serverproto.ErrorCode_ERROR_OK
- }
- }
- }
- //skill未激活
- return serverproto.ErrorCode_ERROR_SKILL_NOT_ACTIVE
- }
- func (this *RoleSkill) ActiveSkill(heroId int32, skillId int32) serverproto.ErrorCode {
- if skillId <= 0 {
- return serverproto.ErrorCode_ERROR_FAIL
- }
- heroData := this.role.GetRoleHero().GetHero(heroId)
- if heroData == nil {
- logutil.InfoF("uid=%v ActiveSkill hero not found heroid=%v", this.role.GetUUid(), heroId)
- return serverproto.ErrorCode_ERROR_HERO_NO_FOUND
- }
- //check active
- ret := this.CheckActiveSkill(heroData, skillId)
- if ret != serverproto.ErrorCode_ERROR_OK {
- return ret
- }
- //active
- jobStage := this.activeSkill(heroData, skillId)
- if jobStage >= 0 {
- this.JobSkillChangeNtf(heroId, heroData.Skill, []int32{jobStage})
- this.CheckAndFillSkillSlot(heroData)
- //查看当前技能是否有 被动技能。有的话计算战力,
- //this.role.roleFightPower.CalcSkillLevelUp(heroId, skillId, true)
- this.role.GetRoleHero().addHeroChange(heroData.Id)
- //attr change
- bFightChangeNotNotify := true
- if heroData.IsBattle {
- bFightChangeNotNotify = false
- }
- this.role.roleBattleAttr.AttrChange(AttrChangeST{
- ChangeType: Attr_Change_Skill,
- ChangeHeroData: heroData,
- SkillCfgId: skillId,
- OldSkillLevel: 0,
- NewSkillLevel: 1,
- FightChangeNotNotify: bFightChangeNotNotify,
- })
- //压制值计算
- this.role.GetRoleHero().CalRepress(RepressChangeST{HeroData: heroData,
- BReset: false,
- SkillCfgId: skillId,
- OldSKillLevel: 0,
- NewSKillLevel: 1})
- }
- return serverproto.ErrorCode_ERROR_OK
- }
- func (this *RoleSkill) CheckActiveSkill(heroData *serverproto.HeroData, skillId int32) serverproto.ErrorCode {
- if heroData == nil {
- return serverproto.ErrorCode_ERROR_HERO_NO_FOUND
- }
- //是否已经解锁
- for _, data := range heroData.Skill.JobSkillList {
- for _, skill := range data.UnlockSkillList {
- if skill.Key == skillId {
- return serverproto.ErrorCode_ERROR_SKILL_SKILL_REACTIVE
- }
- }
- }
- //当前职业阶段是否可学
- jobStage, jobType := this.getSkillStage(skillId)
- if this.role.roleHero.GetHeroJobStage(heroData.Id) < jobStage {
- return serverproto.ErrorCode_ERROR_SKILL_JOB_STAGE_ERROR
- }
- if jobType != 0 {
- if this.role.roleHero.GetHeroJobType(heroData.Id) != jobType {
- return serverproto.ErrorCode_ERROR_SKILL_JOB_TYPE_ERROR
- }
- } else {
- if !this.role.roleHero.IsMainHero(heroData.Id) {
- return serverproto.ErrorCode_ERROR_FAIL
- }
- }
- //等级是否够
- var consumeItemList = map[int32]int32{}
- if this.role.roleHero.IsMainHero(heroData.Id) {
- skillCfg, ok := serverproto.SkillTreeCfgLoader[skillId]
- if !ok {
- return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST
- }
- skillCfg2, ok2 := model.ConvertSkillTree[skillId]
- if !ok2 {
- return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST
- }
- if skillCfg.OpenLevel > 0 && skillCfg.OpenLevel > this.role.GetRoleLevel() {
- return serverproto.ErrorCode_ERROR_SKILL_SKILL_OPEN_LEVEL
- }
- for _, data := range skillCfg2.OpenCost {
- consumeItemList[data.Key] = data.Value
- }
- } else {
- skillCfg, ok := serverproto.ParterSkillTreeCfgLoader[skillId]
- if !ok {
- return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST
- }
- skillCfg2, ok2 := model.ConvertPartnerSkillTree[skillId]
- if !ok2 {
- return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST
- }
- if skillCfg.OpenLevel > 0 && skillCfg.OpenLevel > heroData.BaseLevel {
- return serverproto.ErrorCode_ERROR_SKILL_SKILL_OPEN_LEVEL
- }
- for _, data := range skillCfg2.OpenCost {
- if data.Key == 0 {
- continue
- }
- consumeItemList[data.Key] = data.Value
- }
- }
- if len(consumeItemList) > 0 {
- if !this.role.CheckResLitNum(consumeItemList) {
- return serverproto.ErrorCode_ERROR_SKILL_RES_NOT_ENOUGH
- }
- //扣除道具
- this.role.DelItemList(consumeItemList, AddItemST{AddFrom: AddFrom_Skill})
- }
- //如果当前阶段没学过技能。则初始化当前阶段技能列表
- return serverproto.ErrorCode_ERROR_OK
- }
- func (this *RoleSkill) SkillLevelUp(heroData *serverproto.HeroData, skillId int32) serverproto.ErrorCode {
- if heroData == nil {
- return serverproto.ErrorCode_ERROR_HERO_NO_FOUND
- }
- //stage, _ := this.getSkillStage(skillId)
- var bRet serverproto.ErrorCode
- var oldSkillLevel, newSkillLevel int32
- if this.role.roleHero.IsMainHero(heroData.Id) {
- bRet, oldSkillLevel, newSkillLevel = this.RoleSkillLevelUp(heroData, skillId)
- } else {
- bRet, oldSkillLevel, newSkillLevel = this.PartnerSkillLevelUp(heroData, skillId)
- }
- if bRet == serverproto.ErrorCode_ERROR_OK {
- //战力计算
- //this.role.roleFightPower.CalcSkillLevelUp(heroData.Id, skillId, true)
- //超值礼包开启
- this.role.GetRoleActivity().SuperChargeUnlockCheck(
- serverproto.UnlockChargeType_UChargeType_SkillLevelUp, &SuperChargeUnlockST{})
- //attr change
- bFightChangeNotNotify := true
- if heroData.IsBattle {
- bFightChangeNotNotify = false
- }
- this.role.roleBattleAttr.AttrChange(AttrChangeST{
- ChangeType: Attr_Change_Skill,
- ChangeHeroData: heroData,
- SkillCfgId: skillId,
- OldSkillLevel: oldSkillLevel,
- NewSkillLevel: newSkillLevel,
- FightChangeNotNotify: bFightChangeNotNotify,
- })
- //压制值计算
- this.role.GetRoleHero().CalRepress(RepressChangeST{HeroData: heroData,
- BReset: false,
- SkillCfgId: skillId,
- OldSKillLevel: oldSkillLevel,
- NewSKillLevel: newSkillLevel})
- }
- return bRet
- }
- func (this *RoleSkill) GetSkillLevel(heroData *serverproto.HeroData, skillId int32) int32 {
- for _, data := range heroData.Skill.JobSkillList {
- for _, subData := range data.UnlockSkillList {
- if subData.Key == skillId {
- return subData.Value
- }
- }
- }
- return -1
- }
- func (this *RoleSkill) ReplaceNewSkill(heroId, srcSkillId, dstSkillId int32) serverproto.ErrorCode {
- if dstSkillId <= 0 || srcSkillId <= 0 {
- return serverproto.ErrorCode_ERROR_FAIL
- }
- heroData := this.role.GetRoleHero().GetHero(heroId)
- if heroData == nil {
- logutil.InfoF("uid=%v ReplaceNewSkill hero not found heroid=%v", this.role.GetUUid(), heroId)
- return serverproto.ErrorCode_ERROR_HERO_NO_FOUND
- }
- //// 是否存在新技能
- //if this.GetSkillById(heroData.Id, dstSkillId) != nil{
- // return serverproto.ErrorCode_ERROR_FAIL
- //}
- //check active
- ret := this.CheckActiveSkill(heroData, dstSkillId)
- if ret != serverproto.ErrorCode_ERROR_OK {
- return ret
- }
- //------------------------------------------------------
- //判断技能是否存在(技能是否解锁)
- srcStage, srcType := this.getSkillStage(srcSkillId)
- if srcStage == -1 || srcType == -1 {
- return serverproto.ErrorCode_ERROR_OK
- }
- dstStage, dstType := this.getSkillStage(dstSkillId)
- if dstStage == -1 || dstType == -1 {
- return serverproto.ErrorCode_ERROR_OK
- }
- //找到对应的技能删除
- for _, data := range heroData.Skill.JobSkillList {
- for index, valueType := range data.UnlockSkillList {
- if valueType.Key != srcSkillId {
- continue
- }
- data.UnlockSkillList = append(data.UnlockSkillList[:index], data.UnlockSkillList[index+1:]...)
- break
- }
- }
- // 添加新技能
- var dst *serverproto.JobSkillData = nil
- for _, data := range heroData.Skill.JobSkillList {
- if data.JobStage != dstStage {
- continue
- }
- dst = data
- break
- }
- if dst == nil {
- dst = &serverproto.JobSkillData{JobStage: dstStage}
- heroData.Skill.JobSkillList = append(heroData.Skill.JobSkillList, dst)
- }
- dst.UnlockSkillList = append(dst.UnlockSkillList, &serverproto.KeyValueType{Key: dstSkillId, Value: 1})
- // 变更技能槽技能
- for _, slot := range heroData.Skill.SkillList {
- if slot.SkillId != srcSkillId {
- continue
- }
- slot.SkillId = dstSkillId
- break
- }
- //------------------------------------------------------
- this.JobSkillChangeNtf(heroId, heroData.Skill, []int32{srcStage, dstStage})
- this.CheckAndFillSkillSlot(heroData)
- //查看当前技能是否有 被动技能。有的话计算战力,
- //this.role.roleFightPower.CalcSkillLevelUp(heroId, dstSkillId, true)
- this.role.GetRoleHero().addHeroChange(heroData.Id)
- //超值礼包开启
- if this.role.GetRoleActivity() != nil {
- this.role.GetRoleActivity().SuperChargeUnlockCheck(
- serverproto.UnlockChargeType_UChargeType_SKillAdvance, &SuperChargeUnlockST{})
- }
- TaskMagCheck(this.role, serverproto.TaskType_Eve_Skill_Advance_Num, 1)
- return serverproto.ErrorCode_ERROR_OK
- }
- func (this *RoleSkill) GetSkillById(heroId, skillId int32) *serverproto.KeyValueType {
- heroData := this.role.roleHero.GetHero(heroId)
- stage, _ := this.getSkillStage(skillId)
- for _, data := range heroData.Skill.JobSkillList {
- if data.JobStage != stage {
- continue
- }
- for _, valueType := range data.UnlockSkillList {
- if valueType.Key != skillId {
- continue
- }
- return valueType
- }
- }
- return nil
- }
- func (this *RoleSkill) RoleSkillLevelUp(heroData *serverproto.HeroData, skillId int32) (serverproto.ErrorCode, int32, int32) {
- if heroData == nil {
- return serverproto.ErrorCode_ERROR_HERO_NO_FOUND, 0, 0
- }
- stage, _ := this.getSkillStage(skillId)
- //配置表中有无此等级的技能配置
- curLevel := this.GetSkillLevel(heroData, skillId)
- sCfg, _ := serverproto.SkillLvCfgLoader[skillId*1000+curLevel+1]
- if sCfg == nil {
- return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
- }
- //找到是否激活这个技能
- skillInfo := this.GetSkillById(heroData.Id, skillId)
- if skillInfo == nil || skillInfo.Value < 1 {
- return serverproto.ErrorCode_ERROR_FAIL, 0, 0
- }
- //如果达到最大等级, 判断是否可以进阶
- if skillCfg, ok := serverproto.SkillTreeCfgLoader[skillId]; ok {
- if skillInfo.Value >= skillCfg.MaxLv {
- if len(skillCfg.SuperSkill) <= 0 {
- return serverproto.ErrorCode_ERROR_SKILL_SKILL_MAX_LEVEL, 0, 0
- }
- if skillCfg.SkillBranch > this.role.GetRoleHero().GetHeroJobStage(heroData.Id) {
- return serverproto.ErrorCode_ERROR_SKILL_ORDER_NOT, 0, 0
- }
- dbJob, ok := model.DBJobChange[model.GetJobChangeKey(true, heroData.ConfigId)]
- if !ok {
- return serverproto.ErrorCode_ERROR_FAIL, 0, 0
- }
- dstSkill := int32(0)
- for _, sup := range skillCfg.SuperSkill {
- branch, dstSkillId := model.Str2Res(sup)
- if dbJob.JobBranch != branch {
- continue
- }
- dstSkill = dstSkillId
- break
- }
- return this.ReplaceNewSkill(heroData.Id, skillId, dstSkill), 0, 0
- }
- } else {
- return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
- }
- skillCost, ok := model.ConvertSkillTree[skillId]
- if !ok {
- return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
- }
- //查看等级是否够//等级不够不可以学习
- upLevel, ok := skillCost.HeroLevel[skillInfo.Value-1]
- if ok && upLevel > this.role.roleHero.GetHeroLevel(heroData.Id) {
- return serverproto.ErrorCode_ERROR_SKILL_ROLE_LEVEL_NOT_ENOUGH, 0, 0
- }
- //查看到道具是否够
- upCost, _ := skillCost.UpGradeCost[skillInfo.Value-1]
- if upCost == nil {
- return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
- }
- if upCost.Key != 0 && upCost.Value != 0 {
- var consumeItemList = map[int32]int32{}
- consumeItemList[upCost.Key] = upCost.Value
- if len(consumeItemList) > 0 {
- ret, resType := this.role.CheckResNum(consumeItemList)
- if !ret {
- bRet := this.role.GetResNotice(resType)
- return bRet, 0, 0
- }
- //扣除道具
- this.role.DelItemList(consumeItemList, AddItemST{AddFrom: AddFrom_Skill})
- }
- }
- //升级
- oldSkillLevel := skillInfo.Value
- skillInfo.Value++
- this.JobSkillChangeNtf(this.role.GetRoleBase().RoleData().HeroData.Id, heroData.Skill, []int32{stage})
- this.role.GetRoleHero().addHeroChange(heroData.Id)
- //升级技能
- return serverproto.ErrorCode_ERROR_OK, oldSkillLevel, skillInfo.Value
- }
- func (this *RoleSkill) PartnerSkillLevelUp(heroData *serverproto.HeroData, skillId int32) (serverproto.ErrorCode, int32, int32) {
- if heroData == nil {
- return serverproto.ErrorCode_ERROR_HERO_NO_FOUND, 0, 0
- }
- stage, _ := this.getSkillStage(skillId)
- //配置表中有无此等级的技能配置
- curLevel := this.GetSkillLevel(heroData, skillId)
- sCfg, _ := serverproto.SkillLvCfgLoader[skillId*1000+curLevel+1]
- if sCfg == nil {
- return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
- }
- //找到是否激活这个技能
- var skillInfo *serverproto.KeyValueType
- for _, data := range heroData.Skill.JobSkillList {
- if stage != data.JobStage {
- continue
- }
- var bFind = false
- for _, skillData := range data.UnlockSkillList {
- if skillId == skillData.Key {
- bFind = true
- skillInfo = skillData
- break
- }
- }
- if !bFind {
- return serverproto.ErrorCode_ERROR_FAIL, 0, 0
- }
- }
- if skillInfo == nil {
- return serverproto.ErrorCode_ERROR_FAIL, 0, 0
- }
- ////查看当前技能等级是否达到最大等级
- //skillCfg, ok := serverproto.ParterSkillTreeCfgLoader[skillId]
- //if !ok {
- // return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
- //}
- //if skillInfo.Value >= skillCfg.MaxLv {
- // return serverproto.ErrorCode_ERROR_SKILL_SKILL_MAX_LEVEL, 0, 0
- //}
- //如果达到最大等级, 判断是否可以进阶
- if skillCfg, ok := serverproto.ParterSkillTreeCfgLoader[skillId]; ok {
- if skillInfo.Value >= skillCfg.MaxLv {
- if len(skillCfg.SuperSkill) <= 0 {
- return serverproto.ErrorCode_ERROR_SKILL_SKILL_MAX_LEVEL, 0, 0
- }
- if skillCfg.SkillBranch > this.role.GetRoleHero().GetHeroJobStage(heroData.Id) {
- return serverproto.ErrorCode_ERROR_SKILL_ORDER_NOT, 0, 0
- }
- dbJob, ok := model.DBJobChange[model.GetJobChangeKey(true, heroData.ConfigId)]
- if !ok {
- return serverproto.ErrorCode_ERROR_FAIL, 0, 0
- }
- dstSkill := int32(0)
- for _, sup := range skillCfg.SuperSkill {
- branch, dstSkillId := model.Str2Res(sup)
- if dbJob.JobBranch != branch {
- continue
- }
- dstSkill = dstSkillId
- break
- }
- return this.ReplaceNewSkill(heroData.Id, skillId, dstSkill), 0, 0
- }
- } else {
- return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
- }
- //查看到道具是否够
- skillCost, ok := model.ConvertPartnerSkillTree[skillId]
- if !ok {
- return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
- }
- //查看等级是否够//等级不够不可以学习
- upLevel, _ := skillCost.HeroLevel[skillInfo.Value-1]
- if upLevel > this.role.roleHero.GetHeroLevel(heroData.Id) {
- return serverproto.ErrorCode_ERROR_SKILL_ROLE_LEVEL_NOT_ENOUGH, 0, 0
- }
- upCost, _ := skillCost.UpGradeCost[skillInfo.Value-1]
- if upCost == nil {
- return serverproto.ErrorCode_ERROR_SKILL_CONFIG_DATA_NOT_EXIST, 0, 0
- }
- if upCost.Key != 0 && upCost.Value != 0 {
- var consumeItemList = map[int32]int32{}
- consumeItemList[upCost.Key] = upCost.Value
- if len(consumeItemList) > 0 {
- ret, resType := this.role.CheckResNum(consumeItemList)
- if !ret {
- bRet := this.role.GetResNotice(resType)
- return bRet, 0, 0
- }
- //扣除道具
- this.role.DelItemList(consumeItemList, AddItemST{AddFrom: AddFrom_Skill})
- }
- }
- //升级
- oldSkillLevel := skillInfo.Value
- skillInfo.Value++
- this.JobSkillChangeNtf(heroData.Id, heroData.Skill, []int32{stage})
- this.role.GetRoleHero().addHeroChange(heroData.Id)
- //升级技能
- return serverproto.ErrorCode_ERROR_OK, oldSkillLevel, skillInfo.Value
- }
- func (this *RoleSkill) getSkillStage(skillId int32) (int32, int32) {
- if this.role == nil {
- return -1, -1
- }
- skillCfg, ok := serverproto.SkillTreeCfgLoader[skillId]
- if ok {
- return skillCfg.JobStage, skillCfg.JobType
- }
- skillCfg2, ok2 := model.ConvertPartnerSkillIdxList[skillId]
- if ok2 {
- partnerCfg, ok3 := serverproto.ParterCfgLoader[skillCfg2.ParterID]
- if ok3 {
- return partnerCfg.JobStage, skillCfg2.JobType
- }
- }
- return -1, -1
- }
- func (this *RoleSkill) checkJobType(skillJobType int32, heroData *serverproto.HeroData) bool {
- if heroData == nil {
- return false
- }
- if this.role.roleHero.IsMainHero(heroData.Id) {
- jobCfg, ok := serverproto.JobCfgLoader[heroData.ConfigId]
- if !ok {
- return false
- }
- if skillJobType <= jobCfg.JobType {
- return true
- }
- } else {
- partnerCfg, ok := serverproto.ParterCfgLoader[heroData.ConfigId]
- if !ok {
- return false
- }
- if skillJobType <= partnerCfg.JobType {
- return true
- }
- }
- return false
- }
- func (this *RoleSkill) activeSkill(heroData *serverproto.HeroData, skillId int32) int32 {
- //判断技能是否存在(技能是否解锁)
- // skillCfg,ok := serverproto.SkillCfgLoader[skillId*100 + 1]
- jobStage, jobType := this.getSkillStage(skillId)
- if jobStage == -1 || jobType == -1 {
- return -1
- }
- //如果还没找到该阶段数据,说明还没进行专职操作
- var jobSkillData *serverproto.JobSkillData = nil
- var bFind = false
- for idx, data := range heroData.Skill.JobSkillList {
- if data.JobStage == jobStage {
- jobSkillData = heroData.Skill.JobSkillList[idx]
- bFind = true
- break
- }
- }
- if !bFind {
- //新一阶的技能数据初始化
- jobSkillData = &serverproto.JobSkillData{
- JobStage: jobStage,
- }
- jobSkillData.UnlockSkillList = append(jobSkillData.UnlockSkillList, &serverproto.KeyValueType{
- Key: skillId,
- Value: 1,
- })
- heroData.Skill.JobSkillList = append(heroData.Skill.JobSkillList, jobSkillData)
- return jobStage
- }
- if jobSkillData != nil {
- jobSkillData.UnlockSkillList = append(jobSkillData.UnlockSkillList, &serverproto.KeyValueType{
- Key: skillId,
- Value: 1,
- })
- }
- return jobStage
- }
- func (this *RoleSkill) CheckAndFillSkillSlot(heroData *serverproto.HeroData) {
- if heroData == nil {
- return
- }
- for index, data := range heroData.Skill.SkillList {
- if data.Unlock > 0 && data.SkillId == 0 {
- this.SkillReplace(heroData.Id, int32(index+1), 0, true, true)
- }
- }
- }
- func (this *RoleSkill) CheckSlotLockState() {
- for i := 1; i <= maxSlotNum; i++ {
- slotId := this.getSkillSlotId(int32(i), 1)
- // cfgData,ok := skillSlotCfgList[slotId]
- _, ok := serverproto.SkillSlotCfgLoader[slotId]
- if ok {
- if i > maxSlotNum {
- continue
- }
- //role
- mainHero := this.role.GetRoleHero().GetMainHero()
- if this.role.GetRoleBase().checkUnLockState(mainHero.Id, model.ConvertSkillSlotMain[slotId].ConditionList) == serverproto.ErrorCode_ERROR_OK {
- if this.processSlotLockState(mainHero, int32(i), true) {
- this.role.GetRoleHero().addHeroChange(mainHero.Id)
- //技能槽位变化//战力变化
- //this.role.roleFightPower.CalcSkillSlotChange(mainHero)
- }
- }
- //hero
- for _, data := range this.role.GetRoleHero().heroList {
- if this.role.GetRoleBase().checkUnLockState(data.Id, model.ConvertSkillSlotPartner[slotId].ConditionList) == serverproto.ErrorCode_ERROR_OK {
- if this.processSlotLockState(data, int32(i), true) {
- this.role.GetRoleHero().addHeroChange(data.Id)
- //技能槽位变化//战力变化
- //this.role.roleFightPower.CalcSkillSlotChange(data)
- }
- }
- }
- }
- }
- }
- func (this *RoleSkill) processSlotLockState(heroData *serverproto.HeroData, idx int32, bCondition bool) bool {
- if heroData.Skill.SkillList[idx-1].Unlock != 0 &&
- heroData.Skill.SkillList[idx-1].SkillId != 0 { //已经装备技能返回
- return true
- }
- //已经解锁
- if heroData.Skill.SkillList[idx-1].Unlock != 0 &&
- heroData.Skill.SkillList[idx-1].SkillId == 0 {
- if this.SkillReplace(heroData.Id, idx, 0, true, false) == serverproto.ErrorCode_ERROR_OK {
- return true
- }
- }
- if bCondition {
- //解锁默认为1级
- heroData.Skill.SkillList[idx-1].Unlock = 1
- //查看是否有激活的技能,直接装备技能
- this.SkillReplace(heroData.Id, idx, 0, true, false)
- return true
- }
- return false
- }
- func (this *RoleSkill) checkSlotLevelUpState(slotData *serverproto.RoleSkillSlot) serverproto.ErrorCode {
- if slotData == nil {
- return serverproto.ErrorCode_ERROR_FAIL
- }
- //未解锁
- if slotData.Unlock == 0 {
- return serverproto.ErrorCode_ERROR_SKILL_SLOT_LOCK
- }
- //槽位上没有技能无法进行升级
- if slotData.SkillId == 0 {
- return serverproto.ErrorCode_ERROR_SKILL_SLOT_NO_SKILL
- }
- return serverproto.ErrorCode_ERROR_OK
- }
- func (this *RoleSkill) SwapSkill(heroId, firstSlotId, secondSlotId int32) serverproto.ErrorCode {
- heroData := this.role.GetRoleHero().GetHero(heroId)
- if heroData == nil {
- logutil.InfoF("uid=%v ActiveSkill hero not found heroid=%v", this.role.GetUUid(), heroId)
- return serverproto.ErrorCode_ERROR_FAIL
- }
- //判断槽位是否存在
- slotSkillLen := int32(len(heroData.Skill.SkillList))
- if firstSlotId > slotSkillLen || secondSlotId > slotSkillLen ||
- firstSlotId < 0 || secondSlotId < 0 {
- return serverproto.ErrorCode_ERROR_FAIL
- }
- //判断是否解锁
- firstSlotData := heroData.Skill.SkillList[firstSlotId-1]
- secondSlotData := heroData.Skill.SkillList[secondSlotId-1]
- if firstSlotData == nil || firstSlotData.Unlock <= 0 ||
- secondSlotData == nil || secondSlotData.Unlock <= 0 {
- return serverproto.ErrorCode_ERROR_FAIL
- }
- fistSkill := firstSlotData.SkillId
- secondSkill := secondSlotData.SkillId
- firstSlotData.SkillId = secondSkill
- secondSlotData.SkillId = fistSkill
- // this.SlotChangeNtf(heroId, firstSlotId, firstSlotData)
- // this.SlotChangeNtf(heroId, secondSlotId, secondSlotData)
- this.SlotChangeNtf(heroId)
- this.role.GetRoleHero().addHeroChange(heroId)
- logutil.DebugF("uid=%v SwapSkillBefore %v-%v,%v-%v", this.role.GetUUid(),
- firstSlotId, fistSkill, secondSlotId, secondSkill)
- logutil.DebugF("uid=%v SwapSkillAfter %v-%v,%v-%v", this.role.GetUUid(),
- firstSlotId, firstSlotData.SkillId, secondSlotId, secondSlotData.SkillId)
- return serverproto.ErrorCode_ERROR_OK
- }
- func (this *RoleSkill) SetSkillList(heroId int32, skillList []int32) serverproto.ErrorCode {
- if len(skillList) <= 0 || len(skillList) > maxSlotNum { //发过来的列表元素个数
- return serverproto.ErrorCode_ERROR_FAIL
- }
- heroData := this.role.roleHero.GetHero(heroId)
- if heroData == nil || heroData.Skill == nil || heroData.Skill.SkillList == nil || len(heroData.Skill.SkillList) <= 0 {
- return serverproto.ErrorCode_ERROR_FAIL
- }
- //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
- var isSkillUnlocked = false
- var label, hasZeroSkillId = false, false
- for _, skillId := range skillList {
- if 0 != skillId && !this.isSkillUnLock(heroData.Skill, skillId) {
- isSkillUnlocked = true
- }
- if 0 == skillId && !label {
- label = true
- }
- if 0 != skillId && label {
- hasZeroSkillId = true
- }
- }
- if isSkillUnlocked { //有未解锁的技能
- return serverproto.ErrorCode_ERROR_FAIL //未解锁
- }
- if hasZeroSkillId { //两个非零技能中间有0技能ID
- return serverproto.ErrorCode_ERROR_FAIL //有0技能在非0技能中间
- }
- //校验技能槽位是否开启,对应的技能是否不变
- for index, data := range heroData.Skill.SkillList {
- if len(skillList) <= index {
- break
- }
- if data.Unlock == 0 && skillList[index] != 0 { //槽位未解锁,但是发送来的列表却有技能
- return serverproto.ErrorCode_ERROR_FAIL
- }
- }
- //清空当前技能列表设置
- for _, skillData := range heroData.Skill.SkillList {
- skillData.SkillId = 0
- }
- //设置技能列表
- for i := 0; i < len(skillList); i++ {
- if 0 == skillList[i] {
- continue
- }
- this.SkillReplace(heroId, int32(i+1), skillList[i], false, false)
- }
- //构建消息回包
- this.SlotChangeNtf(heroId)
- this.role.GetRoleHero().addHeroChange(heroData.Id)
- return serverproto.ErrorCode_ERROR_OK
- }
- func (this *RoleSkill) CheckNeedReset(heroData *serverproto.HeroData, bsuper bool) serverproto.ErrorCode {
- if heroData == nil {
- return serverproto.ErrorCode_ERROR_FAIL
- }
- if heroData.GetSkill() == nil || len(heroData.GetSkill().JobSkillList) == 0 {
- return serverproto.ErrorCode_ERROR_SKILL_NO_SKILL_NEED_RESET
- }
- isMain := this.role.roleHero.IsMainHero(heroData.Id)
- for _, skillSet := range heroData.GetSkill().JobSkillList {
- for _, data := range skillSet.UnlockSkillList {
- if data.Value <= 1 {
- continue
- }
- if bsuper { // 是否只重置高级经验
- if isMain {
- db, ok := serverproto.SkillTreeCfgLoader[data.Key]
- if !ok {
- continue
- }
- if db.BeforeSkill <= 0 {
- continue
- }
- } else {
- db, ok := serverproto.ParterSkillTreeCfgLoader[data.Key]
- if !ok {
- continue
- }
- if db.BeforeSkill <= 0 {
- continue
- }
- }
- return serverproto.ErrorCode_ERROR_OK
- } else {
- return serverproto.ErrorCode_ERROR_OK
- }
- }
- }
- //到这里说明都是1级技能,不需要重置
- return serverproto.ErrorCode_ERROR_SKILL_NO_SKILL_NEED_RESET
- }
- func (this *RoleSkill) ConverSkillExp(cnt int32) serverproto.ErrorCode {
- skillItemId := int32(serverproto.ResType_Res_Cruise)
- curNum := this.role.GetResNum(skillItemId)
- dbValue, ok := serverproto.GlobalCfgLoader[int32(serverproto.GlobalType_Global_Skill_Exp_Conver)]
- if !ok {
- return serverproto.ErrorCode_ERROR_FAIL
- }
- totalNum := dbValue.IVal * cnt
- if uint64(totalNum) > curNum {
- return serverproto.ErrorCode_ERROR_SKILL_ORDER_NOT
- }
- this.role.DelItem(skillItemId, totalNum, AddItemST{AddFrom: AddFrom_SkillExpConver})
- this.role.AddItem(int32(serverproto.ResType_Res_HightSkillExp), cnt, AddFrom_SkillExpConver)
- return serverproto.ErrorCode_ERROR_OK
- }
- func (this *RoleSkill) ResetSkillLevel(heroId int32, bsuper bool) serverproto.ErrorCode {
- heroData := this.role.roleHero.GetHero(heroId)
- err := this.CheckNeedReset(heroData, bsuper)
- if err != serverproto.ErrorCode_ERROR_OK {
- return err
- }
- //扣资源
- resetCount := this.role.GetRoleBase().RoleData().SkillResetCount
- if resetCount < 0 { //客户端要留个-1情况下,为关闭的设定
- return serverproto.ErrorCode_ERROR_SKILL_RESET_NOT_OPEN
- }
- if resetCount >= int32(len(model.ConvertResetSkill)) {
- resetCount = int32(len(model.ConvertResetSkill)) - 1
- }
- data, ok := model.ConvertResetSkill[resetCount]
- if !ok {
- return serverproto.ErrorCode_ERROR_SKILL_RESET_CONFIG_NOT_FOUND
- }
- vipSkillReset := this.role.GetRoleBase().GetVipData(model.Vip_System_SkillReset)
- if vipSkillReset <= 0 {
- if data.Value != 0 && data.Key != 0 {
- var consumeItemList = map[int32]int32{}
- consumeItemList[data.Key] = data.Value
- if len(consumeItemList) > 0 {
- if !this.role.CheckResLitNum(consumeItemList) {
- return serverproto.ErrorCode_ERROR_SKILL_RESET_RESOURCE_NOT_ENOUGH
- }
- //扣除道具
- this.role.DelItemList(consumeItemList, AddItemST{AddFrom: AddFrom_Skill})
- }
- }
- }
- //处理技能重置//返还道具
- var addItemList = map[int32]int32{}
- isMain := this.role.roleHero.IsMainHero(heroId)
- //var payBackCount int32 = 0
- for _, skillSet := range heroData.GetSkill().JobSkillList {
- for _, skillList := range skillSet.UnlockSkillList {
- if skillList.Value <= 1 {
- continue
- }
- bHighSkill := false
- if isMain {
- db, ok := serverproto.SkillTreeCfgLoader[skillList.Key]
- if !ok {
- continue
- }
- if db.BeforeSkill > 0 {
- bHighSkill = true
- }
- } else {
- db, ok := serverproto.ParterSkillTreeCfgLoader[skillList.Key]
- if !ok {
- continue
- }
- if db.BeforeSkill > 0 {
- bHighSkill = true
- }
- }
- if bsuper {
- if !bHighSkill {
- continue
- }
- }
- count := this.CalcResetBack(skillList.Key, skillList.Value, isMain)
- skillList.Value = 1
- if count <= 0 {
- continue
- }
- if bHighSkill {
- addItemList[int32(serverproto.ResType_Res_HightSkillExp)] += count
- } else {
- addItemList[int32(serverproto.ResType_Res_Cruise)] += count
- }
- }
- }
- this.role.GetRoleBase().RoleData().SkillResetCount++
- this.JobSkillChangeNtf(heroId, heroData.Skill, []int32{})
- if len(addItemList) > 0 {
- this.role.AddItemList(addItemList, AddFrom_ResetSkill, true)
- }
- //设置藏标识
- this.role.GetRoleHero().addHeroChange(heroData.Id)
- //重新计算这个格斗家战力
- //this.role.GetRoleFightPower().CalcHeroSkillFightPower(heroId, heroData)
- //attr change
- bFightChangeNotNotify := true
- if heroData.IsBattle {
- bFightChangeNotNotify = false
- }
- this.role.roleBattleAttr.AttrChange(AttrChangeST{
- ChangeType: Attr_Change_Skill,
- ChangeHeroData: heroData,
- BSkillReset: true,
- FightChangeNotNotify: bFightChangeNotNotify,
- })
- //压制值计算
- this.role.GetRoleHero().CalRepress(RepressChangeST{HeroData: heroData,
- BReset: true})
- return serverproto.ErrorCode_ERROR_OK
- }
- func (this *RoleSkill) CalcResetBack(skillId, skillLevel int32, isMain bool) int32 {
- var count int32 = 0
- if isMain {
- data, ok := model.ConvertSkillTree[skillId]
- if !ok {
- return 0
- }
- value, ok := data.ResetBack[skillLevel]
- if !ok {
- return 0
- }
- count = value
- } else {
- data, ok := model.ConvertPartnerSkillTree[skillId]
- if !ok {
- return 0
- }
- value, ok := data.ResetBack[skillLevel]
- if !ok {
- return 0
- }
- count = value
- }
- return count
- }
- //所有英雄技能进阶次数
- func (this *RoleSkill) GetAllHeroSkillAdvanceNum() int32 {
- var retNum int32 = 0
- var heroDataList []*serverproto.HeroData
- for _, heroData := range this.role.roleHero.heroList {
- if heroData == nil {
- continue
- }
- heroDataList = append(heroDataList, heroData)
- }
- heroDataList = append(heroDataList, this.role.GetRoleHero().GetMainHero())
- for idx := 0; idx < len(heroDataList); idx++ {
- heroData := heroDataList[idx]
- for i := 0; i < len(heroData.Skill.JobSkillList); i++ {
- tmpJobSKill := heroData.Skill.JobSkillList[i]
- for j := 0; j < len(tmpJobSKill.UnlockSkillList); j++ {
- if this.role.GetRoleHero().IsMainHero(heroData.Id) {
- skillData, ok := serverproto.SkillTreeCfgLoader[tmpJobSKill.UnlockSkillList[j].Key]
- if !ok {
- continue
- }
- if skillData.BeforeSkill > 0 {
- retNum++
- }
- } else {
- skillData, ok := serverproto.ParterSkillTreeCfgLoader[tmpJobSKill.UnlockSkillList[j].Key]
- if !ok {
- continue
- }
- if skillData.BeforeSkill > 0 {
- retNum++
- }
- }
- }
- }
- }
- return retNum
- }
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