This commit is contained in:
liwei1dao 2023-04-11 19:25:13 +08:00
commit 53ae11c8a7
5 changed files with 249 additions and 13 deletions

View File

@ -124,10 +124,10 @@
"lotteryid": 40001001,
"description": "随机蓝色英雄",
"type": 0,
"groupwt": 0,
"groupid": 1001,
"subtype": 0,
"groupnum": 0,
"groupwt": 500,
"groupid": 1002,
"subtype": 2,
"groupnum": 1,
"itemid": {
"a": "item",
"t": "132005",
@ -149,7 +149,7 @@
"description": "随机蓝色英雄",
"type": 0,
"groupwt": 0,
"groupid": 1001,
"groupid": 1002,
"subtype": 0,
"groupnum": 0,
"itemid": {
@ -173,7 +173,7 @@
"description": "随机蓝色英雄",
"type": 0,
"groupwt": 0,
"groupid": 1001,
"groupid": 1002,
"subtype": 0,
"groupnum": 0,
"itemid": {
@ -197,7 +197,7 @@
"description": "随机蓝色英雄",
"type": 0,
"groupwt": 0,
"groupid": 1001,
"groupid": 1002,
"subtype": 0,
"groupnum": 0,
"itemid": {
@ -221,7 +221,7 @@
"description": "随机蓝色英雄",
"type": 0,
"groupwt": 0,
"groupid": 1001,
"groupid": 1002,
"subtype": 0,
"groupnum": 0,
"itemid": {

View File

@ -1690,7 +1690,7 @@
"valid": 0,
"NPC": 10071,
"data1": 1,
"data2": 1001,
"data2": 1,
"data3": 1,
"data4": 0,
"data5": 0
@ -1754,7 +1754,7 @@
"valid": 0,
"NPC": 70022,
"data1": 1,
"data2": 1001,
"data2": 1,
"data3": 1,
"data4": 0,
"data5": 0
@ -1770,7 +1770,7 @@
"valid": 0,
"NPC": 70032,
"data1": 1,
"data2": 1001,
"data2": 1,
"data3": 1,
"data4": 0,
"data5": 0

View File

@ -108,6 +108,17 @@ func GetRandW(sz []int32) int32 {
return 0
}
func GetRandNum(min, max int32) int32 {
if max < min {
return 0
}
if max == min {
return min
}
n, _ := rand.Int(rand.Reader, big.NewInt(int64(max-min)))
return int32(n.Int64()) + min
}
///通过uid获取用户所在区服
func UidToSTag(uid string) (stag string, err error) {
s := strings.SplitN(uid, "_", 2)

View File

@ -28,6 +28,8 @@ const (
game_vip = "game_vip.json"
game_equip = "game_equip.json" //装备信息表
game_lottery = "game_lottery.json"
)
///配置管理基础组件
@ -36,6 +38,20 @@ type MCompConfigure struct {
hlock sync.RWMutex
_dropMap map[int32][]*cfg.GameDropData // 掉落表 key 是DiropId
_sign map[int32]*cfg.GameSignData
_group 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
_lotteryType1 map[int32][]int32 // key 大组ID value cid
// 类型为2 的数据 有多个小组ID
_lotteryType2 map[int32][]int32 // key 大组ID value 小组ID
// 小组类型为1
_groupType1 map[int64][]int32 //value cid
// 小组类型为2
_groupType2 map[int64][]int32 //value cid
Btype map[int32]int32
Stype map[int64]int32 // subtype
SNum map[int64]int32 // 小组产出数量
}
//组件初始化接口
@ -52,13 +68,204 @@ func (this *MCompConfigure) Init(service core.IService, module core.IModule, com
//err = this.LoadConfigure(game_sign, cfg.NewGameSign)
err = this.LoadConfigure(game_item, cfg.NewGameItem)
err = this.LoadConfigure(game_vip, cfg.NewGameVip)
err = this.LoadConfigure(game_lottery, cfg.NewGameLottery)
this._dropMap = make(map[int32][]*cfg.GameDropData, 0)
this._sign = make(map[int32]*cfg.GameSignData, 0)
configure.RegisterConfigure(game_drop, cfg.NewGameDrop, this.LoadDropData)
configure.RegisterConfigure(game_sign, cfg.NewGameSign, this.LoadSignData)
this._group = make(map[int64][]int32, 0)
this._lotteryType1 = make(map[int32][]int32, 0)
this._lotteryType2 = make(map[int32][]int32, 0)
this._groupType1 = make(map[int64][]int32, 0)
this._groupType2 = make(map[int64][]int32, 0)
this.Btype = make(map[int32]int32, 0)
this.Stype = make(map[int64]int32, 0)
this.SNum = make(map[int64]int32, 0)
configure.RegisterConfigure(game_lottery, cfg.NewGameLottery, this.LoadGroupData)
_d := this.GetGroupData(40001001, 1, 1)
fmt.Printf("%v", _d)
return
}
func (this *MCompConfigure) LoadGroupData() {
if v, err := this.GetConfigure(game_lottery); err == nil {
if configure, ok := v.(*cfg.GameLottery); ok {
this.hlock.Lock()
defer this.hlock.Unlock()
this._group = make(map[int64][]int32, 0)
this._lotteryType1 = make(map[int32][]int32, 0)
this._lotteryType2 = make(map[int32][]int32, 0)
this._groupType1 = make(map[int64][]int32, 0)
this._groupType2 = make(map[int64][]int32, 0)
this.Btype = make(map[int32]int32, 0)
this.Stype = make(map[int64]int32, 0)
this.SNum = make(map[int64]int32, 0)
for _, value := range configure.GetDataList() {
key := int64(value.Lotteryid)<<31 + int64(value.Groupid)
this._group[key] = append(this._group[key], value.Id)
if _, ok := this.Btype[value.Lotteryid]; !ok {
this.Btype[value.Lotteryid] = value.Type
}
if _, ok := this.Stype[key]; !ok {
this.Stype[key] = value.Subtype
}
if _, ok := this.SNum[key]; !ok {
this.SNum[key] = value.Groupnum
}
if this.Btype[value.Lotteryid] == 1 {
this._lotteryType1[value.Lotteryid] = append(this._lotteryType1[value.Lotteryid], value.Id)
} else if this.Btype[value.Lotteryid] == 2 {
this._lotteryType2[value.Lotteryid] = append(this._lotteryType2[value.Lotteryid], value.Id)
}
if this.Stype[key] == 1 { // 小组ID为1
this._groupType1[key] = append(this._groupType1[key], value.Id)
} else if this.Stype[key] == 2 {
this._groupType2[key] = append(this._groupType2[key], value.Id)
}
}
return
}
} else {
log.Errorf("get LoadGroupData conf err:%v", err)
}
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)
func (this *MCompConfigure) GetGroupData(lotterId int32, vipLv int32, lv int32) (items []*cfg.Gameatn) {
// 优先校验大组ID 的类型
if this.Btype[lotterId] == 1 { // 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
var (
szW []int32 // 权重数组
szID []int32 // 小组ID 数组
groupID int32
gourp map[int32]int32 // key 小组ID value 权重
)
gourp = make(map[int32]int32, 0)
// 随机小组id
for _, v := range this._lotteryType1[lotterId] {
if _data := this.GetLotterConfById(v); _data != nil {
if (_data.Playerlvmax == 0 || _data.Playerlvmin <= lv && lv <= _data.Playerlvmax) && (_data.VIPmax == 0 || _data.VIPmin <= vipLv && vipLv <= _data.VIPmax) { // 过滤等级等条件
if _, ok := gourp[_data.Groupid]; !ok {
gourp[_data.Groupid] = _data.Groupwt // 小组ID 权重赋值
szW = append(szW, _data.Groupwt)
szID = append(szID, _data.Groupid)
}
}
}
}
groupID = szID[comm.GetRandW(szW)] // 获得小组ID
fmt.Printf("获得小组ID :%d", groupID)
key := int64(lotterId)<<31 + int64(groupID)
// 小组ID 类型判断
if this.Stype[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.SNum[key]); i++ {
szW = make([]int32, 0)
szID = make([]int32, 0)
gourp = make(map[int32]int32, 0)
for _, v := range this._groupType1[key] {
if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
if _, ok := gourp[_data.Groupid]; !ok {
szW = append(szW, _data.Itemwt)
szID = append(szID, _data.Id)
}
}
}
index := comm.GetRandW(szW)
_data := this.GetLotterConfById(szID[index])
fmt.Printf("获得最终的道具 :%d", _data.Id)
count := comm.GetRandNum(_data.Min, _data.Max)
// 随机获得的数量
items = append(items, &cfg.Gameatn{
A: _data.Itemid.A,
T: _data.Itemid.T,
N: _data.Itemid.N * count,
})
}
return
} else if this.Stype[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._groupType2[key] {
if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
if _data.Itemwt >= comm.GetRandNum(0, 1000) { // 命中
count := comm.GetRandNum(_data.Min, _data.Max)
items = append(items, &cfg.Gameatn{
A: _data.Itemid.A,
T: _data.Itemid.T,
N: _data.Itemid.N * count, // 小组产出数量
})
}
}
}
return
}
} else if this.Btype[lotterId] == 2 { // 该大组中的小组为概率掉落,每个小组都会随机一次是否会掉落(单位为千分比)
// 每个小组id 都随机取一次
var szGroupID []int32 // 获得的权重数组
gourp := make(map[int32]*cfg.GameLotteryData, 0) // key 小组ID value 权重
for _, v := range this._lotteryType2[lotterId] {
if _data := this.GetLotterConfById(v); _data != nil {
if (_data.Playerlvmax == 0 || _data.Playerlvmin <= lv && lv <= _data.Playerlvmax) && (_data.VIPmax == 0 || _data.VIPmin <= vipLv && vipLv <= _data.VIPmax) { // 过滤等级等条件
if _, ok := gourp[_data.Groupid]; !ok {
gourp[_data.Groupid] = _data // 小组ID 权重赋值
}
}
}
}
// 类型为2 可能会同时获得多个组id
for k, v := range gourp {
if v.Itemwt >= comm.GetRandNum(0, 1000) { // 命中
szGroupID = append(szGroupID, k)
key := int64(lotterId)<<31 + int64(k)
if this.Stype[key] == 1 { // 随机一组数据
for i := 0; i < int(this.SNum[key]); i++ {
szW := make([]int32, 0)
szID := make([]int32, 0)
gourp := make(map[int32]int32, 0)
for _, v := range this._groupType1[key] {
if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
if _, ok := gourp[_data.Groupid]; !ok {
szW = append(szW, _data.Itemwt)
szID = append(szID, _data.Id)
}
}
}
index := comm.GetRandW(szW)
_data := this.GetLotterConfById(szID[index])
fmt.Printf("获得最终的道具 :%d", _data.Id)
count := comm.GetRandNum(_data.Min, _data.Max)
// 随机获得的数量
items = append(items, &cfg.Gameatn{
A: _data.Itemid.A,
T: _data.Itemid.T,
N: _data.Itemid.N * count,
})
}
} else if this.Stype[key] == 2 {
for _, v := range this._groupType2[key] {
if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
if _data.Itemwt >= comm.GetRandNum(0, 1000) { // 命中
count := comm.GetRandNum(_data.Min, _data.Max)
items = append(items, &cfg.Gameatn{
A: _data.Itemid.A,
T: _data.Itemid.T,
N: _data.Itemid.N * count, // 小组产出数量
})
}
}
}
}
}
}
}
return
}
func (this *MCompConfigure) LoadConfigure(name string, fn interface{}) (err error) {
return configure.RegisterConfigure(name, fn, nil)
}
@ -396,3 +603,12 @@ func (this *MCompConfigure) GetAllEquipmentConfigure() (configure []*cfg.GameEqu
}
return
}
func (this *MCompConfigure) GetLotterConfById(id int32) (data *cfg.GameLotteryData) {
if v, err := this.GetConfigure(game_lottery); err == nil {
if configure, ok := v.(*cfg.GameLottery); ok {
return configure.Get(id)
}
}
return
}

View File

@ -181,9 +181,9 @@ func (this *ModuleRtask) getHandle(tt comm.TaskType) (condis []*rtaskCondi) {
case comm.Rtype7, comm.Rtype12, comm.Rtype13, comm.Rtype14, comm.Rtype15,
comm.Rtype19, comm.Rtype21, comm.Rtype24,
comm.Rtype26, comm.Rtype27, comm.Rtype28, comm.Rtype38,
comm.Rtype39, comm.Rtype50, comm.Rtype51, comm.Rtype53,
comm.Rtype39, comm.Rtype51, comm.Rtype53,
comm.Rtype54, comm.Rtype57, comm.Rtype58, comm.Rtype60,
comm.Rtype62, comm.Rtype64, comm.Rtype69, comm.Rtype72, comm.Rtype73, comm.Rtype88, comm.Rtype104,
comm.Rtype62, comm.Rtype64, comm.Rtype69, comm.Rtype72, comm.Rtype88, comm.Rtype104,
comm.Rtype96, comm.Rtype105, comm.Rtype128, comm.Rtype130, comm.Rtype131,
comm.Rtype141, comm.Rtype142, comm.Rtype143, comm.Rtype144, comm.Rtype145, comm.Rtype146,
comm.Rtype147, comm.Rtype149, comm.Rtype153, comm.Rtype154, comm.Rtype155, comm.Rtype156:
@ -195,6 +195,15 @@ func (this *ModuleRtask) getHandle(tt comm.TaskType) (condis []*rtaskCondi) {
}
condis = append(condis, condi)
this.registerVerifyHandle(v.Id, condi)
case comm.Rtype50, comm.Rtype73:
condi := &rtaskCondi{
condId: v.Id,
find: this.modelRtaskRecord.lessEqualFirstParam,
verify: this.modelRtaskRecord.verifyFromDb,
update: this.modelRtaskRecord.addUpdate,
}
condis = append(condis, condi)
this.registerVerifyHandle(v.Id, condi)
case comm.Rtype20:
condi := &rtaskCondi{
condId: v.Id,