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Table.go
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package GameFight
import (
"encoding/csv"
"errors"
"fmt"
"io/ioutil"
"strconv"
"strings"
)
var G_Impact map[int]TableRowImpact
var G_Skill map[int]TableRowSkill
var G_HeroAttr map[int]TableRowHeroAttr
func init() {
G_Impact = make(map[int]TableRowImpact)
ReadImpactCsv("Impact.tab.csv")
G_Skill = make(map[int]TableRowSkill)
ReadSkillCsv("Skill.csv")
G_HeroAttr = make(map[int]TableRowHeroAttr)
ReadHeroAttrCsv("HeroAttr.csv")
}
func ReadImpactCsv(filename string) bool {
//获取数据
fileName := "./Config/" + filename
cntb, err := ioutil.ReadFile(fileName)
if err != nil {
fmt.Println(err)
return false
}
r := csv.NewReader(strings.NewReader(string(cntb)))
ss, _ := r.ReadAll()
sz := len(ss)
for i := 2; i < sz; i++ {
tmp := TableRowImpact{}
tmp.ImpactID, _ = strconv.Atoi(ss[i][0])
tmp.Description = ss[i][1]
tmp.LogicID, _ = strconv.Atoi(ss[i][2])
for j := 0; j < MaxImpactLogicParamCount; j++ {
tmp.Param[j], _ = strconv.Atoi(ss[i][3+j])
}
tmp.Icon = ss[i][MaxImpactLogicParamCount+1]
tmp.ImpactMutexID, _ = strconv.Atoi(ss[i][MaxImpactLogicParamCount+2])
tmp.ReplaceLevel, _ = strconv.Atoi(ss[i][MaxImpactLogicParamCount+3])
tmp.ReplaceLevel, _ = strconv.Atoi(ss[i][MaxImpactLogicParamCount+3])
tmp.DeadDisappear, _ = strconv.Atoi(ss[i][MaxImpactLogicParamCount+4])
tmp.OfflineTimeGO, _ = strconv.Atoi(ss[i][MaxImpactLogicParamCount+5])
tmp.ScriptID, _ = strconv.Atoi(ss[i][MaxImpactLogicParamCount+6])
tmp.Effect = ss[i][MaxImpactLogicParamCount+7]
tmp.Name = ss[i][MaxImpactLogicParamCount+8]
tmp.Desc = ss[i][MaxImpactLogicParamCount+9]
tmp.SkillEffect = ss[i][MaxImpactLogicParamCount+10]
G_Impact[tmp.ImpactID] = tmp
}
return true
}
func ReadSkillCsv(filename string) bool {
//获取数据
fileName := "./Config/" + filename
cntb, err := ioutil.ReadFile(fileName)
if err != nil {
fmt.Println(err)
return false
}
r := csv.NewReader(strings.NewReader(string(cntb)))
ss, _ := r.ReadAll()
sz := len(ss)
for i := 2; i < sz; i++ {
tmp := TableRowSkill{}
tmp.SkillId, _ = strconv.Atoi(ss[i][0])
tmp.Description = ss[i][1]
tmp.Name = ss[i][2]
tmp.SkillLevel, _ = strconv.Atoi(ss[i][3])
tmp.Tips = ss[i][4]
tmp.SelectTargetOpt, _ = strconv.Atoi(ss[i][5])
tmp.SkillRate, _ = strconv.Atoi(ss[i][6])
tmp.NeedMP, _ = strconv.Atoi(ss[i][7])
tmp.CoolDownTime, _ = strconv.Atoi(ss[i][8])
tmp.CoolDownID, _ = strconv.Atoi(ss[i][9])
tmp.StartRound, _ = strconv.Atoi(ss[i][10])
tmp.SkillType, _ = strconv.Atoi(ss[i][11])
index := 9
for j := 0; j < MaxSkillImpactCount; j++ {
index = index + 3
tmp.ImpactID[j], _ = strconv.Atoi(ss[i][index])
tmp.ImpactRate[j], _ = strconv.Atoi(ss[i][index+1])
tmp.ImpactTargetType[j], _ = strconv.Atoi(ss[i][index+2])
}
tmp.ScriptID, _ = strconv.Atoi(ss[i][24])
tmp.HeroLevel, _ = strconv.Atoi(ss[i][25])
tmp.ConsumeMoney, _ = strconv.Atoi(ss[i][26])
tmp.LearnType, _ = strconv.Atoi(ss[i][27])
G_Skill[tmp.SkillId] = tmp
}
return true
}
func ReadHeroAttrCsv(filename string) bool {
//获取数据
fileName := "./Config/" + filename
cntb, err := ioutil.ReadFile(fileName)
if err != nil {
fmt.Println(err)
return false
}
r := csv.NewReader(strings.NewReader(string(cntb)))
ss, _ := r.ReadAll()
sz := len(ss)
for i := 2; i < sz; i++ {
tmp := TableRowHeroAttr{}
tmp.ID, _ = strconv.Atoi(ss[i][0])
tmp.SpiritID, _ = strconv.Atoi(ss[i][1])
tmp.Name = ss[i][2]
tmp.Profession, _ = strconv.Atoi(ss[i][3])
tmp.InitQuality, _ = strconv.Atoi(ss[i][4])
tmp.InitLevel, _ = strconv.Atoi(ss[i][5])
tmp.LevelLimit, _ = strconv.Atoi(ss[i][6])
tmp.LevelCrossRole, _ = strconv.Atoi(ss[i][7])
tmp.InitExp, _ = strconv.Atoi(ss[i][8])
tmp.TakeLevel, _ = strconv.Atoi(ss[i][9])
tmp.EffectAttackByGrowRate, _ = strconv.Atoi(ss[i][10])
tmp.EffectDefendByGrowRate, _ = strconv.Atoi(ss[i][11])
tmp.EffectHPByGrowRate, _ = strconv.Atoi(ss[i][12])
tmp.EffectMPByGrowRate, _ = strconv.Atoi(ss[i][13])
tmp.EffectPhysicAttackByLevel, _ = strconv.Atoi(ss[i][14])
tmp.EffectPhysicDefendByLevel, _ = strconv.Atoi(ss[i][15])
tmp.EffectHpByLevel, _ = strconv.Atoi(ss[i][16])
tmp.EffectMpByLevel, _ = strconv.Atoi(ss[i][17])
tmp.InitAttackSpeed, _ = strconv.Atoi(ss[i][18])
tmp.InitPhysicAttack, _ = strconv.Atoi(ss[i][19])
tmp.InitMagicAttack, _ = strconv.Atoi(ss[i][20])
tmp.InitPhysicDefence, _ = strconv.Atoi(ss[i][21])
tmp.InitMagicDefence, _ = strconv.Atoi(ss[i][22])
tmp.InitHP, _ = strconv.Atoi(ss[i][23])
tmp.InitMP, _ = strconv.Atoi(ss[i][24])
tmp.InitHit, _ = strconv.Atoi(ss[i][25])
tmp.InitDodge, _ = strconv.Atoi(ss[i][26])
tmp.InitStrike, _ = strconv.Atoi(ss[i][27])
tmp.InitContinuous, _ = strconv.Atoi(ss[i][28])
tmp.InitBackAttack, _ = strconv.Atoi(ss[i][29])
tmp.InitStrikeHurt, _ = strconv.Atoi(ss[i][30])
tmp.InitConAttTimes, _ = strconv.Atoi(ss[i][31])
tmp.InitConAttHurt, _ = strconv.Atoi(ss[i][32])
tmp.InitBackAttHurt, _ = strconv.Atoi(ss[i][33])
tmp.InitPhysicHurtDecay, _ = strconv.Atoi(ss[i][34])
tmp.InitMagicHurtDecay, _ = strconv.Atoi(ss[i][35])
tmp.FloatingHurt, _ = strconv.Atoi(ss[i][36])
tmp.PhysicSkillID, _ = strconv.Atoi(ss[i][37])
tmp.MagicSkillID1, _ = strconv.Atoi(ss[i][38])
tmp.LearnedLevel1, _ = strconv.Atoi(ss[i][39])
tmp.MagicSkillID2, _ = strconv.Atoi(ss[i][40])
tmp.LearnedLevel2, _ = strconv.Atoi(ss[i][41])
tmp.MaxGrowPoint, _ = strconv.Atoi(ss[i][42])
tmp.InitBearPoint, _ = strconv.Atoi(ss[i][43])
tmp.BearParam, _ = strconv.Atoi(ss[i][44])
tmp.RequireHumanLevel, _ = strconv.Atoi(ss[i][47])
G_HeroAttr[tmp.ID] = tmp
}
return true
}
func ImpactTableRow(impactId int) (TableRowImpact, error) {
if impact, ok := G_Impact[impactId]; ok {
return impact, nil
} else {
return TableRowImpact{}, errors.New("config err")
}
}
func SkillTableRow(skillId int) (TableRowSkill, error) {
if skill, ok := G_Skill[skillId]; ok {
return skill, nil
} else {
return TableRowSkill{}, errors.New("config err")
}
}
func HeroTableRow(id int) (TableRowHeroAttr, error) {
if heroAttr, ok := G_HeroAttr[id]; ok {
return heroAttr, nil
} else {
return TableRowHeroAttr{}, errors.New("config err")
}
}