Merge branch 'dev' of http://git.legu.cc/liwei_3d/go_dreamfactory into dev
This commit is contained in:
commit
316487582e
@ -34,7 +34,7 @@ type (
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///添加单个物品到背包 (可以加物品和减物品)
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AddItem(session IUserSession, itemid string, addnum int32, bPush bool) (code pb.ErrorCode)
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///添加多个物品到背包 (可以加物品和减物品)
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AddItems(session IUserSession, items map[string]int32, bPush bool) (code pb.ErrorCode)
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AddItems(session IUserSession, items map[string]int32, bPush bool) (change []*pb.DB_UserItemData, code pb.ErrorCode)
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}
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//英雄
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@ -129,7 +129,7 @@ type (
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//查询服务资源数量 参数武器配置id
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QueryEquipmentAmount(uid string, equipmentId string) (amount uint32)
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//添加新武器
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AddNewEquipments(session IUserSession, cIds map[string]uint32, bPush bool) (code pb.ErrorCode)
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AddNewEquipments(session IUserSession, cIds map[string]uint32, bPush bool) (change []*pb.DB_Equipment, code pb.ErrorCode)
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//创建装备
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NewEquipment(uid, cid string) (code pb.ErrorCode, equip *pb.DB_Equipment)
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//添加装备
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@ -48,15 +48,15 @@ func (this *apiComp) GetList(session comm.IUserSession, req *pb.EnchantGetListRe
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code = pb.ErrorCode_ConfigNoFound
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return
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}
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iContt := conf.EnchantbossInitial
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iCont := conf.EnchantbossInitial
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atn := conf.EnchantbossCos
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if iContt > 0 {
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this.module.DispenseRes(session, []*cfg.Gameatn{&cfg.Gameatn{
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if iCont > 0 {
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res := &cfg.Gameatn{
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A: atn.A,
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T: atn.T,
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N: iContt,
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}}, true)
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N: iCont,
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}
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this.module.DispenseRes(session, []*cfg.Gameatn{res}, true)
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}
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} else if err != nil {
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code = pb.ErrorCode_DBError
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@ -54,7 +54,7 @@ func (this *apiComp) Forg(session comm.IUserSession, req *pb.EquipmentForgReq) (
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return
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}
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if code = this.module.AddNewEquipments(session, equis, true); code != pb.ErrorCode_Success {
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if _, code = this.module.AddNewEquipments(session, equis, true); code != pb.ErrorCode_Success {
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return
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}
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@ -95,10 +95,9 @@ func (this *Equipment) QueryEquipmentAmount(uid string, equipmentId string) (amo
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}
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//添加武器
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func (this *Equipment) AddNewEquipments(session comm.IUserSession, cIds map[string]uint32, bPush bool) (code pb.ErrorCode) {
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func (this *Equipment) AddNewEquipments(session comm.IUserSession, cIds map[string]uint32, bPush bool) (change []*pb.DB_Equipment, code pb.ErrorCode) {
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var (
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err error
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change []*pb.DB_Equipment
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err error
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)
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if change, err = this.modelEquipment.AddEquipments(session, cIds); err != nil {
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this.Errorf("err%v", err)
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@ -54,12 +54,12 @@ func (this *apiComp) GetList(session comm.IUserSession, req *pb.HuntingGetListRe
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iCont := conf.HuntingNum
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atn := conf.HuntingCos
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if iCont > 0 {
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this.module.DispenseRes(session, []*cfg.Gameatn{&cfg.Gameatn{
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res := &cfg.Gameatn{
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A: atn.A,
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T: atn.T,
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N: iCont,
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}}, true)
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}
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this.module.DispenseRes(session, []*cfg.Gameatn{res}, true)
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}
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} else if err != nil {
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@ -125,10 +125,9 @@ func (this *Items) AddItem(session comm.IUserSession, itemid string, addnum int3
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}
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///添加多个物品到背包 (可以加物品和减物品)
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func (this *Items) AddItems(session comm.IUserSession, items map[string]int32, bPush bool) (code pb.ErrorCode) {
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func (this *Items) AddItems(session comm.IUserSession, items map[string]int32, bPush bool) (change []*pb.DB_UserItemData, code pb.ErrorCode) {
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var (
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err error
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change []*pb.DB_UserItemData
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err error
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)
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defer this.Debugf("给用户添加物品 uId:%s items:%v items:%v", session.GetUserId(), items, err == nil)
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@ -307,7 +307,7 @@ func (this *ModuleBase) ConsumeRes(session comm.IUserSession, res []*cfg.Gameatn
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}
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}
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if len(items) > 0 {
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code = this.ModuleItems.AddItems(session, items, bPush)
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_, code = this.ModuleItems.AddItems(session, items, bPush)
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if code != pb.ErrorCode_Success {
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return
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}
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@ -356,7 +356,7 @@ func (this *ModuleBase) DispenseRes(session comm.IUserSession, res []*cfg.Gameat
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this.Debugf("发放用户资源: %v [%v]", attrs, code)
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}
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if len(items) > 0 { //道具资源
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code = this.ModuleItems.AddItems(session, items, bPush)
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_, code = this.ModuleItems.AddItems(session, items, bPush)
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this.Debugf("发放道具资源: %v [%v]", items, code)
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}
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if len(heros) > 0 { //卡片资源
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@ -364,7 +364,7 @@ func (this *ModuleBase) DispenseRes(session comm.IUserSession, res []*cfg.Gameat
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this.Debugf("发放英雄资源: %v [%v]", heros, code)
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}
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if len(equips) > 0 {
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code = this.ModuleEquipment.AddNewEquipments(session, equips, bPush)
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_, code = this.ModuleEquipment.AddNewEquipments(session, equips, bPush)
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this.Debugf("发放装备资源: %v [%v]", equips, code)
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}
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if len(vip) > 0 { //卡片资源
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@ -5,6 +5,7 @@ import (
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"go_dreamfactory/pb"
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"go_dreamfactory/sys/configure"
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cfg "go_dreamfactory/sys/configure/structs"
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"strconv"
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"google.golang.org/protobuf/proto"
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)
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@ -21,11 +22,10 @@ func (this *apiComp) ChallengeOverCheck(session comm.IUserSession, req *pb.Vikin
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///挑战完成
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func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.VikingChallengeOverReq) (code pb.ErrorCode, data proto.Message) {
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var (
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mapData map[string]interface{}
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newChallenge bool // 新的关卡
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reward []*cfg.Gameatn
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asset []*pb.UserAssets
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bWin bool // 战斗是否胜利
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mapData map[string]interface{}
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reward []*cfg.Gameatn
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asset []*pb.UserAssets
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bWin bool // 战斗是否胜利
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)
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mapData = make(map[string]interface{}, 0)
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reward = make([]*cfg.Gameatn, 0)
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@ -63,9 +63,7 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.VikingChal
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if !ok { // 类型校验
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viking.Boss[req.BossId] = 1
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}
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if value == req.Difficulty {
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newChallenge = true
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} else if value < req.Difficulty {
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if value < req.Difficulty {
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code = pb.ErrorCode_HuntingLvErr
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return
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}
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@ -90,11 +88,8 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.VikingChal
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mapData["recoveryTime"] = viking.RecoveryTime
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}
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}
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if bWin {
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this.module.CheckRank(session.GetUserId(), req.BossId, req.Difficulty, viking, req.Report)
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}
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mapData["bossTime"] = viking.BossTime // 更新时间
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if newChallenge && bWin { // 新关卡挑战通过 发放首通奖励
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key := strconv.Itoa(int(req.BossId)) + "_" + strconv.Itoa(int(req.Difficulty))
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if viking.BossTime[key] == 0 { // 新关卡挑战通过 发放首通奖励
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viking.Boss[req.BossId]++
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mapData["boss"] = viking.Boss
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if code = this.module.DispenseRes(session, vikingCfg.Firstprize, true); code != pb.ErrorCode_Success {
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@ -107,7 +102,9 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.VikingChal
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N: v.N,
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})
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}
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} else {
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}
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if bWin {
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this.module.CheckRank(session.GetUserId(), req.BossId, req.Difficulty, viking, req.Report)
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reward = this.module.configure.GetDropReward(vikingCfg.Drop) // 获取掉落奖励
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if code = this.module.DispenseRes(session, reward, true); code != pb.ErrorCode_Success {
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return
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@ -120,6 +117,8 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.VikingChal
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})
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}
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}
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mapData["bossTime"] = viking.BossTime // 更新时间
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code = this.module.ModifyVikingData(session.GetUserId(), mapData)
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// 发放通关随机奖励
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session.SendMsg(string(this.module.GetType()), VikingChallengeOverResp, &pb.VikingChallengeOverResp{
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@ -54,12 +54,12 @@ func (this *apiComp) GetList(session comm.IUserSession, req *pb.VikingGetListReq
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iCont := conf.VikingNum
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atn := conf.VikingExpeditionCos
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if iCont > 0 {
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this.module.DispenseRes(session, []*cfg.Gameatn{&cfg.Gameatn{
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res := &cfg.Gameatn{
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A: atn.A,
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T: atn.T,
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N: iCont,
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}}, true)
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}
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this.module.DispenseRes(session, []*cfg.Gameatn{res}, true)
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}
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}
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@ -178,9 +178,7 @@ func (this *Viking) CompleteAllLevel(session comm.IUserSession) (code pb.ErrorCo
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}
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mapData["boss"] = list.Boss
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code = this.ModifyVikingData(session.GetUserId(), mapData)
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for k := range list.Boss {
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list.Boss[k] += 1
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}
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session.SendMsg(string(this.GetType()), VikingGetListResp, &pb.VikingGetListResp{Data: list})
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return
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}
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