2025-11-16 20:30:17 +00:00
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package model
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import (
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"blazing/cool"
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2025-11-22 22:57:32 +08:00
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"github.com/samber/lo"
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2025-11-16 20:30:17 +00:00
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"github.com/tnnmigga/enum"
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)
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type EnumMilestone int
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var MilestoneMode = enum.New[struct {
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2025-11-22 22:57:32 +08:00
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BOSS EnumMilestone //boss类 地图ID->BOSSID ,胜利次数 mapid bossid petid,防止换boss后数据不可用
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ITEM EnumMilestone //物品类 物品ID 使用精灵
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Fight EnumMilestone //挑战类 对战模式->对战类型->1是赢,0是总局数
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Moster EnumMilestone //野怪统计 地图ID->怪物ID
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2025-11-26 15:25:10 +08:00
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Task EnumMilestone
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2025-11-16 20:30:17 +00:00
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}]()
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// 里程碑数据结构,与DoneEvent对应,记录单条里程碑的详细信息
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2025-11-16 20:48:12 +00:00
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// type MilestoneData struct {
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// DoneType EnumMilestone `json:"done_type"` // 里程碑类型(如:0-地图解锁,1-BOSS击杀,2-物品收集等)
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// Args []uint32 `json:"args"` // 关联ID列表(如地图ID、BOSSID、物品ID等)
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// Results []uint32 `json:"results"` // 完成情况参数(如:击杀次数、收集数量阈值等)
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// Count uint32 `json:"count"` // 累计完成次数(如:某BOSS累计击杀3次)
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// //IsCompleted bool `json:"is_completed"` // 是否完全达成(用于区分阶段性里程碑)
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// }
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const TableNameMilestone = "milestone"
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// Milestone 数据库存储结构体,映射milestone表
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type Milestone struct {
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*cool.Model
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PlayerID uint64 `gorm:"not null;index:idx_milestone_by_player_id;comment:'所属玩家ID'" json:"player_id"`
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DoneType EnumMilestone `gorm:"not null;comment:'里程碑类型'" json:"done_type"`
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2025-11-21 02:40:27 +08:00
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Args string `gorm:"type:text;not null;comment:'里程碑ID'" json:"args"`
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2025-11-16 20:30:17 +00:00
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// 注:不单独设置"里程碑ID",通过 PlayerID + DoneType + IDs 组合唯一标识一个里程碑(更灵活)
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Results string `gorm:"type:jsonb;not null;comment:'里程碑参数'" json:"results"`
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Count uint32 `gorm:"not null;comment:'里程碑完成次数'" json:"count"`
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}
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// MilestoneEX 里程碑扩展结构体,用于业务层解析后的数据操作
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type MilestoneEX struct {
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Milestone
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Args []uint32 // 解析后的里程碑详细数据
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Results []uint32 `json:"results"` // 解析后的里程碑详细数据
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}
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2025-11-22 22:57:32 +08:00
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// 检查是否触发过,成功返回触发的次数,失败返回0
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func (m *MilestoneEX) CheakNoNumber(count uint32) bool {
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// if v.DoneType == model.MilestoneMode.BOSS && IsPrefixBasicSlice(v.Args, []uint32{mapid, bossid}) && v.Count == count {
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_, ok := lo.Find(m.Results, func(v1 uint32) bool { //寻找是否触发过
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//大于触发值就触发,然后1的返回false,因为没有奖励,这样就可以一直触发
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return v1 == count //大于等于就触发
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})
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//没找到且次数满足才能返回真
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if !ok && m.Count >= count {
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return true
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}
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//已经触发过
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return false
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// }
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}
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2025-11-16 20:30:17 +00:00
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// TableName 返回表名
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func (*Milestone) TableName() string {
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return TableNameMilestone
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}
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// GroupName 返回表组名
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func (*Milestone) GroupName() string {
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return "default"
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}
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// NewMilestone 创建新里程碑实例
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func NewMilestone() *Milestone {
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return &Milestone{
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Model: cool.NewModel(),
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}
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}
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// init 初始化表
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func init() {
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cool.CreateTable(&Milestone{})
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}
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