上传武器的装配修复
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5a3c7d08b4
commit
19f9759e63
@ -11,6 +11,9 @@ import (
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//参数校验
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//参数校验
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func (this *apiComp) EquipCheck(session comm.IUserSession, req *pb.EquipmentEquipReq) (code pb.ErrorCode) {
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func (this *apiComp) EquipCheck(session comm.IUserSession, req *pb.EquipmentEquipReq) (code pb.ErrorCode) {
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if len(req.EquipmentId) != 6 || req.HeroCardId == "" {
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code = pb.ErrorCode_ReqParameterError
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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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@ -30,6 +33,9 @@ func (this *apiComp) Equip(session comm.IUserSession, req *pb.EquipmentEquipReq)
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session.SendMsg(string(this.module.GetType()), "equip", &pb.EquipmentEquipResp{Equipments: equipments})
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session.SendMsg(string(this.module.GetType()), "equip", &pb.EquipmentEquipResp{Equipments: equipments})
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}
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}
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}()
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}()
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if code = this.EquipCheck(session, req); code != pb.ErrorCode_Success {
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return
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}
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//校验数据
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//校验数据
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confs = make([]*cfg.Game_equipData, len(req.EquipmentId))
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confs = make([]*cfg.Game_equipData, len(req.EquipmentId))
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equipments = make([]*pb.DB_Equipment, len(req.EquipmentId))
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equipments = make([]*pb.DB_Equipment, len(req.EquipmentId))
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@ -83,11 +89,12 @@ func (this *apiComp) Equip(session comm.IUserSession, req *pb.EquipmentEquipReq)
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subsit := true
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subsit := true
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for i, v := range equipments { //校验装备位置
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for i, v := range equipments { //校验装备位置
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if v != nil {
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if v != nil {
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if i != int(confs[i].Pos) {
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if i+1 != int(confs[i].Pos) {
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log.Errorf("Equip conf:%v Target:%d Incorrect range!", confs[i], i)
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log.Errorf("Equip conf:%v Target:%d Incorrect range!", confs[i], i)
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code = pb.ErrorCode_SystemError
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code = pb.ErrorCode_SystemError
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return
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return
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}
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}
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hero.EquipID[i] = v.Id
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} else {
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} else {
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if i < 4 {
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if i < 4 {
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msuit = false //主套装没有
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msuit = false //主套装没有
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@ -78,11 +78,14 @@ func (this *Hero) GetHero(uid, heroId string) (*pb.DBHero, pb.ErrorCode) {
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//佩戴装备
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//佩戴装备
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func (this *Hero) UpdateEquipment(hero *pb.DBHero, equip []*pb.DB_Equipment) (code pb.ErrorCode) {
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func (this *Hero) UpdateEquipment(hero *pb.DBHero, equip []*pb.DB_Equipment) (code pb.ErrorCode) {
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equipIds := make([]string, 4)
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equipIds := make([]string, 6)
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property := make(map[string]int32) //主属性
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property := make(map[string]int32) //主属性
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addProperty := make(map[string]int32) //副属性
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addProperty := make(map[string]int32) //副属性
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for _, v := range equip {
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for i, v := range equip {
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equipIds = append(equipIds, v.Id)
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if v == nil {
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continue
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}
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equipIds[i] = v.Id
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//主属性
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//主属性
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property[v.MainEntry.AttrName] = v.MainEntry.Value
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property[v.MainEntry.AttrName] = v.MainEntry.Value
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//附加属性
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//附加属性
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