Files
bl/common/data/xmlres/file.go
昔念 36ca75aa03 ```
refactor(item): 优化物品添加逻辑并移除冗余代码

- 修改 ItemAdd 方法签名,从可变参数改为两个独立参数 itemId 和 itemCnt
- 移除了对 model.ItemInfo 的依赖,简化调用方式
- 更新所有调用 ItemAdd 的地方以适配新接口
- 删除未使用的 imports 和注释掉的旧配置加载逻辑
- 修复购买物品时金币扣除与物品发放的一致性问题
- 增加玩家操作消耗塞尔豆的扣费逻辑(如宠物治疗、技能设置等)

此变更提升了代码简洁性和一致性,并增强了业务逻辑的准确性。
```
2025-12-08 21:11:12 +08:00

173 lines
4.0 KiB
Go

package xmlres
import (
"blazing/common/utils"
"encoding/json"
"os"
"github.com/ECUST-XX/xml"
"github.com/gogf/gf/v2/os/gctx"
"github.com/gogf/gf/v2/os/gfile"
"github.com/gogf/gf/v2/os/gfsnotify"
"github.com/gogf/gf/v2/os/glog"
"github.com/gogf/gf/v2/util/gconv"
)
var path string
func getXml[T any](path string) T {
// 解析XML到结构体
var xmls T
t1 := gfile.GetBytes(path)
xml.Unmarshal(t1, &xmls)
return xmls
}
func getJson[T any](path string) T {
// 解析XML到结构体
var xmls T
t1 := gfile.GetBytes(path)
json.Unmarshal(t1, &xmls)
return xmls
}
var (
MapConfig Maps //地图配置
// ItemsConfig Items //物品配置
// EffectArgsConfig EffectArg //arg参数
//TalkConfig TalkRoot //任务配置
// //Monster MonsterRoot //野怪配置
MonsterMap map[int]TMapConfig
//Skill MovesTbl //技能配置
SkillMap map[int]Move
PetMAP map[int]PetInfo //宠物配置
NatureRootMap map[int]NatureItem
EffectMAP map[int]NewSeIdx
PlayerEffectMAP map[int]NewSeIdx
ItemsMAP map[int]Item
TaskMap map[int]Task
ShopMap map[int]ShopItem
SkillTypeMap map[int]SkillType
RelationsMap map[int]Relation
GoldProductMap = make(map[int]GoldProductItem, 0)
)
func Initfile() {
path1, _ := os.Getwd()
path = path1 + "/public/config/"
MapConfig = getXml[Maps](path + "210.xml")
EffectArgs = make(map[int]int)
for _, t := range getJson[EffectArg](path + "side_effect.json").SideEffects.SideEffect {
EffectArgs[t.ID] = t.SideEffectArgcount
}
ItemsMAP = utils.ToMap[Item, int](getXml[Items](path+"43.xml").Items, func(m Item) int {
return m.ID
})
//TalkConfig = getXml[TalkRoot](path + "talk.xml")
MonsterMap = utils.ToMap(getXml[MonsterRoot](path+"地图配置野怪.xml").Maps, func(m TMapConfig) int {
return m.ID
})
ShopMap = utils.ToMap(getXml[ShopRoot](path+"地图配置野怪.xml").Items, func(m ShopItem) int {
return gconv.Int(m.ProductID)
})
Skill := getXml[MovesTbl](path + "227.xml")
SkillMap = make(map[int]Move, len(Skill.Moves))
for _, v := range Skill.Moves {
v.SideEffectS = ParseSideEffectArgs(v.SideEffect)
v.SideEffectArgS = ParseSideEffectArgs(v.SideEffectArg)
SkillMap[v.ID] = v
}
TaskMap = utils.ToMap[Task, int](getXml[Tasks](path+"task.xml").Tasks, func(m Task) int {
return m.ID
})
PetMAP = utils.ToMap[PetInfo, int](getXml[Monsters](path+"226.xml").Monsters, func(m PetInfo) int {
return m.ID
})
NatureRootMap = utils.ToMap[NatureItem, int](getXml[NatureRoot](path+"nature.xml").Items, func(m NatureItem) int {
return m.ID
})
EffectMAP1 := getXml[NewSe](path + "bossbuff和特性.xml")
EffectMAP = make(map[int]NewSeIdx, len(EffectMAP1.SeIdxList))
for _, v := range EffectMAP1.SeIdxList {
v.ArgsS = ParseSideEffectArgs(v.Args)
EffectMAP[gconv.Int(v.Idx)] = v
}
PlayerEffectMAP = make(map[int]NewSeIdx)
for _, v := range EffectMAP1.SeIdxList {
if gconv.Int(v.Stat) == 1 && gconv.Int(v.StarLevel) == 0 && gconv.Int(v.Idx) > 1000 {
v.ArgsS = ParseSideEffectArgs(v.Args)
PlayerEffectMAP[gconv.Int(v.Idx)] = v
}
}
GoldProductMap = utils.ToMap(getXml[GoldProductConfig](path+"30001.xml").Items,
func(m GoldProductItem) int {
return gconv.Int(m.ProductID)
},
)
}
func init() {
go func() {
if !gfile.Exists(path) {
fileHandle, _ := gfile.Create(path)
fileHandle.Close()
}
//updatersares()
ctx := gctx.New()
_, err := gfsnotify.Add(path, func(event *gfsnotify.Event) {
if event.IsCreate() {
glog.Debug(ctx, "创建文件 : ", event.Path)
}
if event.IsWrite() {
glog.Debug(ctx, "写入文件 : ", event.Path)
//initfile() //先初始化一次
}
if event.IsRemove() {
glog.Debug(ctx, "删除文件 : ", event.Path)
}
if event.IsRename() {
glog.Debug(ctx, "重命名文件 : ", event.Path)
}
if event.IsChmod() {
glog.Debug(ctx, "修改权限 : ", event.Path)
}
glog.Debug(ctx, event)
})
if err != nil {
glog.Fatal(ctx, err)
} else {
select {}
}
}()
}