秘境房间随机规则优化

This commit is contained in:
meixiongfeng 2023-10-09 10:18:31 +08:00
parent e6c43b0520
commit 3de38ab74c

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@ -41,15 +41,14 @@ type configureComp struct {
// buff // buff
buff map[int32]map[int32]struct{} // key buff 类型 value buffid buff map[int32]map[int32]struct{} // key buff 类型 value buffid
// 房间随机 // 房间随机
_groupR map[int64][]int32 // key 小组ID value cid
// 类型为1 的数据 该大组中的小组为权重掉落必定从N个小组中随机出1个小组 // 类型为1 的数据 该大组中的小组为权重掉落必定从N个小组中随机出1个小组
_lotteryType1R map[int32][]int32 // key 大组ID value cid _lotteryTypeR map[int32][]*cfg.GameRoomlotteryData // key 大组ID value cid
// 类型为2 的数据 有多个小组ID // 类型为2 的数据 有多个小组ID
_lotteryType2R map[int32][]int32 // key 大组ID value 小组ID _lotteryType2R map[int32][]*cfg.GameRoomlotteryData // key 大组ID value 小组ID
// 小组类型为1 // 小组类型为1
_groupType1R map[int64][]int32 //value cid _groupType1R map[int64][]*cfg.GameRoomlotteryData //value cid
// 小组类型为2 // 小组类型为2
_groupType2R map[int64][]int32 //value cid _groupType2R map[int64][]*cfg.GameRoomlotteryData //value cid
//Btype map[int32]int32 //Btype map[int32]int32
StypeR map[int64]int32 // subtype StypeR map[int64]int32 // subtype
SNumR map[int64]int32 // 小组产出数量 SNumR map[int64]int32 // 小组产出数量
@ -101,6 +100,7 @@ func (this *configureComp) Init(service core.IService, module core.IModule, comp
configure.RegisterConfigure(game_buffconf, cfg.NewGameStoneBuff, this.LoadGameStoneBuff) configure.RegisterConfigure(game_buffconf, cfg.NewGameStoneBuff, this.LoadGameStoneBuff)
configure.RegisterConfigure(game_storyconf, cfg.NewGameStoneStory, this.LoadGameStoneStory) configure.RegisterConfigure(game_storyconf, cfg.NewGameStoneStory, this.LoadGameStoneStory)
this.GetRoomGroupDataByLottery(110100)
return return
} }
@ -171,89 +171,68 @@ func (this *configureComp) LoadRoomGroupData() {
if configure, ok := v.(*cfg.GameRoomlottery); ok { if configure, ok := v.(*cfg.GameRoomlottery); ok {
this.hlock.Lock() this.hlock.Lock()
defer this.hlock.Unlock() defer this.hlock.Unlock()
this._groupR = make(map[int64][]int32, 0) this._lotteryTypeR = make(map[int32][]*cfg.GameRoomlotteryData, 0)
this._lotteryType1R = make(map[int32][]int32, 0) this._lotteryType2R = make(map[int32][]*cfg.GameRoomlotteryData, 0)
this._lotteryType2R = make(map[int32][]int32, 0) this._groupType1R = make(map[int64][]*cfg.GameRoomlotteryData, 0)
this._groupType1R = make(map[int64][]int32, 0) this._groupType2R = make(map[int64][]*cfg.GameRoomlotteryData, 0)
this._groupType2R = make(map[int64][]int32, 0)
//this.Btype = make(map[int32]int32, 0) //this.Btype = make(map[int32]int32, 0)
this.StypeR = make(map[int64]int32, 0) this.StypeR = make(map[int64]int32, 0)
this.SNumR = make(map[int64]int32, 0) this.SNumR = make(map[int64]int32, 0)
var tmp1 int64
var tmp2 int64
var itype int32 var itype int32
var wt int32 var groupwt int32
var subid int32 var groupid int32
for _, value := range configure.GetDataList() { for _, value := range configure.GetDataList() {
if value.SubGroupId == 0 { if value.SubGroupId == 0 {
value.SubGroupId = subid value.SubGroupId = groupid
} else { } else {
subid = value.SubGroupId groupid = value.SubGroupId
} }
key := int64(value.GroupId)<<31 + int64(value.SubGroupId) key := int64(value.GroupId)<<31 + int64(value.SubGroupId)
// key2 := int64(value.Lotteryid)<<31 + int64(value.Type)
this._groupR[key] = append(this._groupR[key], value.Id)
if value.GroupType == 0 { if value.GroupType == 0 {
value.GroupType = itype value.GroupType = itype
} else { } else {
itype = value.GroupType itype = value.GroupType
} }
if value.SubGroupWt == 0 { if value.SubGroupWt == 0 {
value.SubGroupWt = wt value.SubGroupWt = groupwt
} else { } else {
wt = value.SubGroupWt groupwt = value.SubGroupWt
} }
if _, ok := this.StypeR[key]; !ok { if _, ok := this.StypeR[key]; !ok {
this.StypeR[key] = value.SubGroupType this.StypeR[key] = value.GroupType
} }
if _, ok := this.SNumR[key]; !ok { if _, ok := this.SNumR[key]; !ok {
this.SNumR[key] = value.SubGroupNum this.SNumR[key] = value.SubGroupNum //value.Groupnum
} }
if value.GroupType == 1 { if value.GroupType == 1 {
if tmp1 != key { this._lotteryTypeR[value.GroupId] = append(this._lotteryTypeR[value.GroupId], value)
this._lotteryType1R[value.GroupId] = append(this._lotteryType2R[value.GroupId], value.Id)
tmp1 = key
}
} }
if value.GroupType == 2 { if value.GroupType == 2 {
if tmp2 != key { this._lotteryType2R[value.GroupId] = append(this._lotteryType2R[value.GroupId], value)
this._lotteryType2R[value.GroupId] = append(this._lotteryType2R[value.GroupId], value.Id)
tmp2 = key
}
} }
if this.StypeR[key] == 1 { // 小组ID为1 if this.StypeR[key] == 1 { // 小组ID为1
this._groupType1R[key] = append(this._groupType1R[key], value.Id) this._groupType1R[key] = append(this._groupType1R[key], value)
} else if this.StypeR[key] == 2 { } else if this.StypeR[key] == 2 {
this._groupType2R[key] = append(this._groupType2R[key], value.Id) this._groupType2R[key] = append(this._groupType2R[key], value)
} }
} }
return return
} }
} else { } else {
log.Errorf("get NewGameBufflottery conf err:%v", err) log.Errorf("get LoadGroupData conf err:%v", err)
}
return
}
func (this *configureComp) GetRoomLotterConfById(id int32) (data *cfg.GameRoomlotteryData) {
if v, err := this.GetConfigure(game_roomlottery); err == nil {
if configure, ok := v.(*cfg.GameRoomlottery); ok {
data = configure.Get(id)
return
}
} }
return return
} }
// 实际掉落逻辑 (传入 掉落组ID vip等级 玩家等级 返回获得的道具) // 实际掉落逻辑 (传入 掉落组ID vip等级 玩家等级 返回获得的道具)
func (this *configureComp) GetRoomGroupDataByLottery(lotteryId int32) (rooms []int32) { func (this *configureComp) GetRoomGroupDataByLottery(lotteryId int32) (rooms []int32) {
if _, ok := this._lotteryTypeR[lotteryId]; !ok {
if _, ok := this._lotteryType1R[lotteryId]; !ok {
if _, ok := this._lotteryType2R[lotteryId]; !ok { if _, ok := this._lotteryType2R[lotteryId]; !ok {
this.module.Errorf("not found config lotterId:%d", lotteryId) //this.module.Errorf("not found config lotterId:%d", lotteryId)
return return
} }
} }
@ -263,16 +242,14 @@ func (this *configureComp) GetRoomGroupDataByLottery(lotteryId int32) (rooms []i
szID []int32 // 小组ID 数组 szID []int32 // 小组ID 数组
groupID int32 groupID int32
) )
//this.module.Debugf("config lotterId:%d")
// 随机小组id // 随机小组id
for _, v := range this._lotteryType1R[lotteryId] { for _, _data := range this._lotteryTypeR[lotteryId] {
if _data := this.GetRoomLotterConfById(v); _data != nil { if _data.SubGroupId != 0 {
if _data.SubGroupId == 0 {
continue
}
szW = append(szW, _data.SubGroupWt) szW = append(szW, _data.SubGroupWt)
szID = append(szID, _data.SubGroupId) szID = append(szID, _data.SubGroupId)
} }
} }
if len(szW) > 0 { if len(szW) > 0 {
groupID = szID[comm.GetRandW(szW)] // 获得小组ID groupID = szID[comm.GetRandW(szW)] // 获得小组ID
@ -282,39 +259,32 @@ func (this *configureComp) GetRoomGroupDataByLottery(lotteryId int32) (rooms []i
if this.StypeR[key] == 1 { // 该小组的道具为权重掉落必定从N个道具中随机出1个道具 if this.StypeR[key] == 1 { // 该小组的道具为权重掉落必定从N个道具中随机出1个道具
for i := 0; i < int(this.SNumR[key]); i++ { for i := 0; i < int(this.SNumR[key]); i++ {
sztW := make([]int32, 0) sztW := make([]int32, 0)
sztID := make([]int32, 0) sztID := make([]*cfg.GameRoomlotteryData, 0)
for _, v := range this._groupType1R[key] { for _, _data := range this._groupType1R[key] {
if _data := this.GetRoomLotterConfById(v); _data != nil { // 权重赋值 sztW = append(sztW, _data.SubGroupWt)
sztW = append(sztW, _data.RoomWt) sztID = append(sztID, _data)
sztID = append(sztID, _data.Id)
} }
if len(sztW) == 0 {
continue
} }
index := comm.GetRandW(sztW) _data := sztID[comm.GetRandW(sztW)]
_data := this.GetRoomLotterConfById(sztID[index]) // 随机获得的数量
rooms = append(rooms, _data.RoomID) rooms = append(rooms, _data.RoomID)
} }
} else if this.StypeR[key] == 2 { // 该小组中的道具为概率掉落,每个道具都会随机一次是否会掉落(单位为千分比) } else if this.StypeR[key] == 2 { // 该小组中的道具为概率掉落,每个道具都会随机一次是否会掉落(单位为千分比)
for _, v := range this._groupType2R[key] { for _, _data := range this._groupType2R[key] {
if _data := this.GetRoomLotterConfById(v); _data != nil { // 权重赋值
if _data.RoomWt >= comm.GetRandNum(0, 1000) { // 命中 if _data.RoomWt >= comm.GetRandNum(0, 1000) { // 命中
rooms = append(rooms, _data.RoomID) rooms = append(rooms, _data.RoomID)
} }
} }
} }
}
}
}
// 每个小组id 都随机取一次 // 每个小组id 都随机取一次
szW = make([]int32, 0) szW = make([]int32, 0)
szID = make([]int32, 0) szID = make([]int32, 0)
for _, v := range this._lotteryType2R[lotteryId] { for _, _data := range this._lotteryType2R[lotteryId] {
if _data := this.GetRoomLotterConfById(v); _data != nil { if _data.SubGroupId != 0 {
if _data.SubGroupId == 0 {
continue
}
szW = append(szW, _data.SubGroupWt) szW = append(szW, _data.SubGroupWt)
szID = append(szID, _data.SubGroupId) szID = append(szID, _data.SubGroupId)
} }
@ -328,23 +298,19 @@ func (this *configureComp) GetRoomGroupDataByLottery(lotteryId int32) (rooms []i
if this.StypeR[key] == 1 { // 随机一组数据 if this.StypeR[key] == 1 { // 随机一组数据
for i := 0; i < int(this.SNumR[key]); i++ { for i := 0; i < int(this.SNumR[key]); i++ {
sztW := make([]int32, 0) sztW := make([]int32, 0)
sztID := make([]int32, 0) sztID := make([]*cfg.GameRoomlotteryData, 0)
for _, v := range this._groupType1R[key] { for _, _data := range this._groupType1R[key] {
if _data := this.GetRoomLotterConfById(v); _data != nil { // 权重赋值
sztW = append(sztW, _data.RoomWt) sztW = append(sztW, _data.RoomWt)
sztID = append(sztID, _data.Id) sztID = append(sztID, _data)
} }
if len(sztW) == 0 {
continue
} }
index := comm.GetRandW(sztW) _data := sztID[comm.GetRandW(sztW)]
_data := this.GetRoomLotterConfById(sztID[index])
//fmt.Printf("获得最终的道具 :%d", _data.Id)
// 随机获得的数量
rooms = append(rooms, _data.RoomID) rooms = append(rooms, _data.RoomID)
} }
} else if this.StypeR[key] == 2 { } else if this.StypeR[key] == 2 {
for _, v := range this._groupType2R[key] { for _, _data := range this._groupType2R[key] {
if _data := this.GetRoomLotterConfById(v); _data != nil { // 权重赋值
if _data.RoomWt >= comm.GetRandNum(1, 1000) { // 命中 if _data.RoomWt >= comm.GetRandNum(1, 1000) { // 命中
rooms = append(rooms, _data.RoomID) rooms = append(rooms, _data.RoomID)
} }
@ -352,7 +318,7 @@ func (this *configureComp) GetRoomGroupDataByLottery(lotteryId int32) (rooms []i
} }
} }
} }
} this.module.Debugf("drop rooms result:%v", rooms)
return return
} }