修复散弹方块 随机带走元素位置不正确bug
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@ -117,7 +117,7 @@ func (this *MapData) InitMap(module *Entertainment, iType int32) {
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this.SetIndelibilityPlat()
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this.Plat = this.GetPalatData()
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//this.SetMap() // 方便测试固定地图
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// this.SetMap() // 方便测试固定地图
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}
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// 交换之前先判断是不是特殊元素的交换
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@ -741,12 +741,12 @@ func (this *MapData) SkillUp(pos int32, color int32, skillid int32, value int32,
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func (this *MapData) SetMap() {
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sz2 := []int32{
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3, 3, 2, 2, 1, 3, 1,
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5, 1, 2, 3, 1, 2, 2,
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3, 4, 3, 5, 6, 1, 6,
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1, 4, 1, 4, 2, 3, 6,
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5, 1, 3, 3, 1, 2, 2,
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3, 2, 1, 4, 3, 1, 6,
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1, 4, 3, 4, 2, 3, 6,
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1, 5, 6, 5, 6, 1, 4,
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6, 6, 3, 6, 4, 3, 3,
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3, 3, 1, 3, 1, 2, 5,
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6, 6, 3, 6, 3, 1, 3,
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3, 3, 1, 3, 3, 2, 5,
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// 1, 4, 2, 5, 4, 5, 2,
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// 3, 2, 3, 5, 2, 1, 4,
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// 2, 5, 5, 4, 5, 4, 1,
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@ -1179,8 +1179,8 @@ func (this *MapData) SpecialElem(id int, s int32) (x map[int]struct{}) {
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// 获取配置
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if c, _ := this.module.configure.GetGameBlock(this.Plat[id].Color, FiveType); c != nil {
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ids := utils.RandomNumbers(0, Total-1, int(c.Value))
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for key := range ids {
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x[key] = struct{}{}
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for _, v := range ids {
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x[v] = struct{}{}
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}
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}
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} else if s == BoomType { // 炸弹类型 带走周围一圈+ 上下左右
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