秘境buff 1选1
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@ -37,23 +37,27 @@ func (this *apiComp) ResetBuff(session comm.IUserSession, req *pb.StonehengeRese
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if v == pb.StonehengePrivilege_StonehengePrivilege_7 { //随机buff三选一事件,新增重置功能
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if eventConf, err := this.module.configure.GetStoneEventDataById(req.Eventid); err != nil {
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//if p, err := this.module.configure.getGameStonePrivilegeData(int32(v)); err != nil {
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for _, v := range stone.Addweight { // 这个map 目前只会存在一条数据
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ownerbuff := make(map[int32]struct{}, 0)
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for k := range stone.Userbuff {
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ownerbuff[k] = struct{}{}
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}
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stone.Rooms.Selectbuff = this.module.configure.GetBuffGroupDataByLottery(eventConf.Value1, v, ownerbuff)
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stone.Rooms.Resetcount += 1
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// 更新数据
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update["rooms"] = stone.Rooms
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this.module.modelStonehenge.ChangeStonehengeData(session.GetUserId(), update)
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session.SendMsg(string(this.module.GetType()), "resetbuff", &pb.StonehengeResetBuffResp{
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Selectbuff: stone.Rooms.Selectbuff,
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})
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return
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var addtype int32
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for key := range stone.Addweight { // 这个map 目前只会存在一条数据
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addtype = key
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break
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}
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ownerbuff := make(map[int32]struct{}, 0)
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for k := range stone.Userbuff {
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ownerbuff[k] = struct{}{}
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}
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stone.Rooms.Selectbuff = this.module.configure.GetBuffGroupDataByLottery(eventConf.Value1, addtype, ownerbuff)
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stone.Rooms.Resetcount += 1
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// 更新数据
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update["rooms"] = stone.Rooms
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this.module.modelStonehenge.ChangeStonehengeData(session.GetUserId(), update)
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session.SendMsg(string(this.module.GetType()), "resetbuff", &pb.StonehengeResetBuffResp{
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Selectbuff: stone.Rooms.Selectbuff,
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})
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return
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}
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break
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}
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@ -124,14 +124,18 @@ func (this *MStonehenge) AddNewEvent(event []int32, stone *pb.DBStonehenge) {
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switch newEventConf.EventType {
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case EventType25: // buff是3选1
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for _, v := range stone.Addweight {
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ownerbuff := make(map[int32]struct{}, 0)
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for k := range stone.Userbuff {
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ownerbuff[k] = struct{}{}
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}
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stone.Rooms.Selectbuff = this.module.configure.GetBuffGroupDataByLottery(newEventConf.Value1, v, ownerbuff)
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stone.Rooms.Resetcount = 0 // 重置buff 三选一次数
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var addtype int32
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for key := range stone.Addweight { // 这个map 目前只会存在一条数据
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addtype = key
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break
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}
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ownerbuff := make(map[int32]struct{}, 0)
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for k := range stone.Userbuff {
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ownerbuff[k] = struct{}{}
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}
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stone.Rooms.Selectbuff = this.module.configure.GetBuffGroupDataByLottery(newEventConf.Value1, addtype, ownerbuff)
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stone.Rooms.Resetcount = 0 // 重置buff 三选一次数
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//}
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case EventType10: // 宝箱事件
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if _, ok := stone.Rooms.Box[newEventConf.EventId]; !ok {
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stone.Rooms.Box[newEventConf.EventId] = 0
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