Merge branch 'dev' of http://git.legu.cc/liwei_3d/go_dreamfactory into dev
This commit is contained in:
commit
02c8ef307b
@ -52,7 +52,7 @@ var (
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HeroObjID: heroId,
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HeroObjID: heroId,
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},
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},
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rsp: &pb.HeroAwakenResp{},
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rsp: &pb.HeroAwakenResp{},
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enabled: true,
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//enabled: true,
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},
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},
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}
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}
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robot.addBuilders(tcs)
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robot.addBuilders(tcs)
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@ -24,13 +24,27 @@ var user_builders = []*TestCase{
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subType: "addres",
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subType: "addres",
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req: &pb.UserAddResReq{
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req: &pb.UserAddResReq{
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Res: &pb.UserAssets{
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Res: &pb.UserAssets{
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A: "attr",
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A: "item",
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T: "10001",
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T: "10011",
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N: 12,
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N: 13,
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},
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},
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},
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},
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rsp: &pb.UserAddResResp{},
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rsp: &pb.UserAddResResp{},
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enabled: true,
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//enabled: true,
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},
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{
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desc: "添加资源",
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mainType: string(comm.ModuleUser),
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subType: "addres",
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req: &pb.UserAddResReq{
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Res: &pb.UserAssets{
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A: "item",
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T: "10001",
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N: 1,
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},
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},
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rsp: &pb.UserAddResResp{},
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//enabled: true,
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},
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},
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}
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}
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@ -20,7 +20,7 @@ const ( //消息回复的头名称
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Resonance = "resonance" // 英雄共鸣属性
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Resonance = "resonance" // 英雄共鸣属性
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ResonanceReset = "resonancereset" // 共鸣重置
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ResonanceReset = "resonancereset" // 共鸣重置
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StrengthenUpSkill = "strengthenupskill" // 技能强化
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StrengthenUpSkill = "strengthenupskill" // 技能强化
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StrengthenUpStar = "strengthensupstar" // 英雄升星
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StrengthenUpStar = "strengthenupstar" // 英雄升星
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Awaken = "awaken" // 英雄觉醒
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Awaken = "awaken" // 英雄觉醒
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HeroLock = "lock" // 英雄锁定
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HeroLock = "lock" // 英雄锁定
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)
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)
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@ -86,6 +86,17 @@ func (this *apiComp) Awaken(session comm.IUserSession, req *pb.HeroAwakenReq) (c
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property[awakenData.Phasebonus[0]] += int32(value)
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property[awakenData.Phasebonus[0]] += int32(value)
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}
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}
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this.module.modelHero.mergeMainProperty(session.GetUserId(), _hero.Id, property)
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this.module.modelHero.mergeMainProperty(session.GetUserId(), _hero.Id, property)
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_heroMap := map[string]interface{}{
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"juexingLv": _hero.JuexingLv + 1,
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}
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// 保存数据
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err1 = this.module.modelHero.modifyHeroData(session.GetUserId(), _hero.Id, _heroMap)
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if err1 != nil {
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code = pb.ErrorCode_DBError
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this.module.Errorf("update hero skill failed:%v", err1)
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return
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}
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}
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}
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err1 = this.module.modelHero.PushHeroProperty(session, _hero.Id) // 推送属性变化
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err1 = this.module.modelHero.PushHeroProperty(session, _hero.Id) // 推送属性变化
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@ -14,6 +14,19 @@ func (this *apiComp) StrengthenUpStarCheck(session comm.IUserSession, req *pb.He
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code = pb.ErrorCode_ReqParameterError
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code = pb.ErrorCode_ReqParameterError
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}
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}
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for _, v := range req.Hero {
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if v.CostCardObj == req.HeroObjID { // 不允许消耗自己
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code = pb.ErrorCode_ReqParameterError
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return
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}
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}
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for _, v := range req.HeroRace {
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if v.CostCardObj == req.HeroObjID {
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code = pb.ErrorCode_ReqParameterError
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return
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}
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}
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return
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return
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}
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}
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@ -21,11 +34,24 @@ func (this *apiComp) StrengthenUpStarCheck(session comm.IUserSession, req *pb.He
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func (this *apiComp) StrengthenUpStar(session comm.IUserSession, req *pb.HeroStrengthenUpStarReq) (code pb.ErrorCode, data proto.Message) {
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func (this *apiComp) StrengthenUpStar(session comm.IUserSession, req *pb.HeroStrengthenUpStarReq) (code pb.ErrorCode, data proto.Message) {
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var (
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var (
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target *cfg.Game_heroStarupData // 配置表目标升星英雄信息
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target *cfg.Game_heroStarupData // 配置表目标升星英雄信息
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costRaceCount int32
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costNeedHeroCount int32 // 消耗指定英雄的数量
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costRaceHeroCount int32 // 消耗种族英雄的数量
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_hero *pb.DBHero // 目标英雄
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_hero *pb.DBHero // 目标英雄
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raceHero *pb.DBHero // 消耗阵容的英雄
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tagHero *pb.DBHero // 消耗指定英雄
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tagHero *pb.DBHero // 消耗指定英雄
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mapCostHero map[string]int32 // 所有消耗英雄分类
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bCheckNeedhero bool // 指定英雄校验
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bCheckRacehero bool // 种族英雄校验
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)
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)
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mapCostHero = make(map[string]int32, 0)
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for _, v := range req.Hero {
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mapCostHero[v.CostCardObj] += v.Amount
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costNeedHeroCount += v.Amount
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}
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for _, v := range req.HeroRace {
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mapCostHero[v.CostCardObj] += v.Amount
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costRaceHeroCount += v.Amount
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}
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code = this.StrengthenUpStarCheck(session, req) // check
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code = this.StrengthenUpStarCheck(session, req) // check
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if code != pb.ErrorCode_Success {
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if code != pb.ErrorCode_Success {
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return
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return
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@ -43,68 +69,53 @@ func (this *apiComp) StrengthenUpStar(session comm.IUserSession, req *pb.HeroStr
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}
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}
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for _, value := range tagHeroConfig.GetDataList() {
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for _, value := range tagHeroConfig.GetDataList() {
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if _hero.HeroID == value.Id && _hero.Star == value.Star && _hero.Lv == value.Maxlevel { // 找到了 满足升星条件
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if _hero.HeroID == value.Id && _hero.Star == value.Star && _hero.Lv >= value.Maxlevel { // 找到了 满足升星条件
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target = value
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target = value
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break
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break
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}
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}
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}
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}
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if target == nil {
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if target == nil {
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code = pb.ErrorCode_HeroNoExist
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return
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}
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// 优先校验数量对不对
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if target.Needheronum != costNeedHeroCount || target.Needracenum != costRaceHeroCount {
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code = pb.ErrorCode_ReqParameterError
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code = pb.ErrorCode_ReqParameterError
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return
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return
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}
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}
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// 指定英雄消耗校验
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// 遍历所有消耗英雄
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for _, v := range req.Hero {
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for k, v := range mapCostHero {
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if tagHero, code = this.module.GetHero(session.GetUserId(), v.CostCardObj); code != pb.ErrorCode_Success {
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if tagHero, code = this.module.GetHero(session.GetUserId(), k); code != pb.ErrorCode_Success { // 没有这个英雄
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return
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return
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} else {
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} else {
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if tagHero.Block { // 锁定的卡不允许被消耗
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if tagHero.Block { // 锁定的卡不允许被消耗
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code = pb.ErrorCode_HeroIsLock
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code = pb.ErrorCode_HeroIsLock
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return
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return
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}
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}
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if tagHero.SameCount < v.Amount { // 校验数量
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if tagHero.SameCount < v { // 校验数量
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code = pb.ErrorCode_ReqParameterError
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code = pb.ErrorCode_ReqParameterError
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return
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return
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}
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}
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// 校验ID
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if tagHero.HeroID != target.Needhero && tagHero.Star != target.Needherostar && tagHero.SameCount < target.Needheronum {
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if tagHero.HeroID == target.Needhero && tagHero.Star == target.Needherostar && tagHero.SameCount >= target.Needheronum {
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code = pb.ErrorCode_ReqParameterError
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bCheckNeedhero = true
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return
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}
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}
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}
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}
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// 校验阵容英雄消耗
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for _, v := range req.HeroRace {
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if raceHero, code = this.module.GetHero(session.GetUserId(), v.CostCardObj); code != pb.ErrorCode_Success {
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return
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} else {
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if raceHero.Block { // 锁定的卡不允许被消耗
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code = pb.ErrorCode_HeroIsLock
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return
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}
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// 校验阵容信息
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if raceHero.Star != target.Needracestar {
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code = pb.ErrorCode_ReqParameterError
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return
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}
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bFind := false
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for _, value := range target.Needrace { // 阵营校验
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for _, value := range target.Needrace { // 阵营校验
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if raceHero.Formation == value {
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if tagHero.Formation == value {
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bFind = true
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bCheckRacehero = true
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break
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break
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}
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}
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}
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}
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if !bFind {
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code = pb.ErrorCode_ReqParameterError
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this.module.Debugf("指定英雄校验结果:%b,种族英雄校验结果:%b", bCheckNeedhero, bCheckRacehero)
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return
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}
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}
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}
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}
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if !bCheckRacehero || !bCheckNeedhero {
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code = pb.ErrorCode_ReqParameterError
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return // 校验失败
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}
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costRaceCount += v.Amount
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}
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if costRaceCount != target.Needracenum { // 数量不匹配
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code = pb.ErrorCode_ReqParameterError
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return
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}
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// 金币消耗判断
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// 金币消耗判断
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curGold := this.module.ModuleUser.QueryAttributeValue(session.GetUserId(), "gold")
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curGold := this.module.ModuleUser.QueryAttributeValue(session.GetUserId(), "gold")
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if curGold < target.Gold { // 金币不足
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if curGold < target.Gold { // 金币不足
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@ -119,24 +130,15 @@ func (this *apiComp) StrengthenUpStar(session comm.IUserSession, req *pb.HeroStr
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code = pb.ErrorCode_GoldNoEnough
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code = pb.ErrorCode_GoldNoEnough
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return
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return
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}
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}
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// 消耗指定英雄
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for k, v := range mapCostHero {
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for _, v := range req.Hero {
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code = this.module.DelCard(session.GetUserId(), k, v)
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code = this.module.DelCard(session.GetUserId(), v.CostCardObj, v.Amount)
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if code != pb.ErrorCode_Success {
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if code != pb.ErrorCode_Success {
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code = pb.ErrorCode_DBError
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code = pb.ErrorCode_DBError
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this.module.Errorf("del hero err card:%s,count = %d", v.CostCardObj, v.Amount)
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this.module.Errorf("del hero err card:%s,count = %d", k, v)
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return
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return
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}
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}
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}
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}
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//消耗种族英雄
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for _, v := range req.HeroRace {
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code = this.module.DelCard(session.GetUserId(), v.CostCardObj, v.Amount)
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if code != pb.ErrorCode_Success {
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code = pb.ErrorCode_DBError
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return
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}
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}
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code = this.module.modelHero.HeroStarUp(session, _hero) // 执行升星操作
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code = this.module.modelHero.HeroStarUp(session, _hero) // 执行升星操作
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if code != pb.ErrorCode_Success {
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if code != pb.ErrorCode_Success {
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return
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return
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@ -20,15 +20,6 @@ func (this *apiComp) AddRes(session comm.IUserSession, req *pb.UserAddResReq) (c
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return
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return
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}
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}
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rsp := &pb.UserAddResResp{}
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defer func() {
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if err := session.SendMsg(string(this.module.GetType()), UserSubTypeAddRes, rsp); err != nil {
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code = pb.ErrorCode_SystemError
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return
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}
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}()
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user := this.module.modelUser.GetUser(session.GetUserId())
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user := this.module.modelUser.GetUser(session.GetUserId())
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if user == nil {
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if user == nil {
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code = pb.ErrorCode_UserSessionNobeing
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code = pb.ErrorCode_UserSessionNobeing
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@ -42,6 +33,12 @@ func (this *apiComp) AddRes(session comm.IUserSession, req *pb.UserAddResReq) (c
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}
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}
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res = append(res, atn)
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res = append(res, atn)
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code = this.module.DispenseRes(session.GetUserId(), res, true)
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code = this.module.DispenseRes(session.GetUserId(), res, true)
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rsp.Res = req.Res
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if code == pb.ErrorCode_Success {
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rsp := &pb.UserAddResResp{
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Res: req.Res,
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}
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session.SendMsg(string(this.module.GetType()), UserSubTypeAddRes, rsp)
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}
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return
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return
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}
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}
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@ -122,6 +122,8 @@ func (this *User) AddAttributeValue(uid string, attr string, add int32, bPush bo
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}
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}
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_change.Diamond += add
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_change.Diamond += add
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update[comm.ResDiamond] = user.Diamond + add
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update[comm.ResDiamond] = user.Diamond + add
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default:
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code = pb.ErrorCode_Unknown
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}
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}
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if len(update) == 0 {
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if len(update) == 0 {
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@ -67,6 +67,7 @@ enum ErrorCode {
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HeroMaxAwaken = 1312; // 达到最大觉醒等级
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HeroMaxAwaken = 1312; // 达到最大觉醒等级
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HeroIsLock = 1313; // 英雄被锁定不能被消耗
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HeroIsLock = 1313; // 英雄被锁定不能被消耗
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HeroMaxCount = 1314; // 英雄达到最大数量
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HeroMaxCount = 1314; // 英雄达到最大数量
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HeroCostTypeErr = 1315; // 消耗英雄参数不匹配
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// equipment
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// equipment
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EquipmentOnFoundEquipment = 1400; // 未找到武器
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EquipmentOnFoundEquipment = 1400; // 未找到武器
|
||||||
|
Loading…
Reference in New Issue
Block a user