优化
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e9975bb591
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54f63eb812
@ -89,7 +89,6 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.EnchantCha
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if score >= v.ScoreLow && score <= v.ScoreUp {
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for _, v1 := range v.RewardDrop {
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reward := this.module.ModuleTools.GetGroupDataByLottery(v1, userinfo.Vip, userinfo.Lv)
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//reward := this.module.configure.GetDropReward(v1) // 获取掉落奖励
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if errdata = this.module.DispenseRes(session, reward, true); errdata != nil {
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return
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}
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@ -114,7 +114,6 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.HuntingCha
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this.module.CheckRank(session.GetUserId(), req.BossType, req.Difficulty, req.Report)
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}
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// 发放通关随机奖励
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//reward = this.module.configure.GetDropReward(cfgHunting.Drop) // 获取掉落奖励
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user, err := this.module.ModuleUser.GetUser(session.GetUserId())
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if err != nil {
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errdata = &pb.ErrorData{
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@ -250,7 +250,6 @@ func (this *apiComp) ForgeEquip(session comm.IUserSession, req *pb.SmithyForgeEq
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// 检查是否命中双倍打造
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for i := 0; i < int(req.Count); i++ {
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res := this.module.ModuleTools.GetGroupDataByLottery(newdrop, user.Vip, user.Lv)
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//res := this.module.configure.GetDropReward(newdrop)
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if ok := this.module.modelStove.CheckForgetwoEquip(req.ReelId, stove.Data[req.ReelId].Lv, addProbability); ok {
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resReward = append(resReward, res...)
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}
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@ -44,13 +44,13 @@ type MCompConfigure struct {
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// 新掉落表
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_group map[int64][]int32 // key 小组ID value cid
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// 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
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_lotteryType1 map[int32][]int32 // key 大组ID value cid
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_lotteryType1 map[int32][]*cfg.GameLotteryData // key 大组ID value cid
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// 类型为2 的数据 有多个小组ID
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_lotteryType2 map[int32][]int32 // key 大组ID value 小组ID
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_lotteryType2 map[int32][]*cfg.GameLotteryData // key 大组ID value 小组ID
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// 小组类型为1
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_groupType1 map[int64][]int32 //value cid
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_groupType1 map[int64][]*cfg.GameLotteryData //value cid
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// 小组类型为2
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_groupType2 map[int64][]int32 //value cid
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_groupType2 map[int64][]*cfg.GameLotteryData //value cid
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//Btype map[int32]int32
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Stype map[int64]int32 // subtype
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SNum map[int64]int32 // 小组产出数量
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@ -80,15 +80,16 @@ func (this *MCompConfigure) Init(service core.IService, module core.IModule, com
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configure.RegisterConfigure(game_sign, cfg.NewGameSign, this.LoadSignData)
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configure.RegisterConfigure(game_price, cfg.NewGamePricegroup, this.LoadPriceGroup)
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this._group = make(map[int64][]int32, 0)
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this._lotteryType1 = make(map[int32][]int32, 0)
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this._lotteryType2 = make(map[int32][]int32, 0)
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this._groupType1 = make(map[int64][]int32, 0)
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this._groupType2 = make(map[int64][]int32, 0)
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this._lotteryType1 = make(map[int32][]*cfg.GameLotteryData, 0)
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this._lotteryType2 = make(map[int32][]*cfg.GameLotteryData, 0)
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this._groupType1 = make(map[int64][]*cfg.GameLotteryData, 0)
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this._groupType2 = make(map[int64][]*cfg.GameLotteryData, 0)
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//this.Btype = make(map[int32]int32, 0)
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this.Stype = make(map[int64]int32, 0)
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this.SNum = make(map[int64]int32, 0)
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configure.RegisterConfigure(game_lottery, cfg.NewGameLottery, this.LoadGroupData)
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this.GetGroupDataByLottery(50001001, 1, 1)
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return
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}
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@ -98,17 +99,14 @@ func (this *MCompConfigure) LoadGroupData() {
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this.hlock.Lock()
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defer this.hlock.Unlock()
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this._group = make(map[int64][]int32, 0)
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this._lotteryType1 = make(map[int32][]int32, 0)
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this._lotteryType2 = make(map[int32][]int32, 0)
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this._groupType1 = make(map[int64][]int32, 0)
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this._groupType2 = make(map[int64][]int32, 0)
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this._lotteryType1 = make(map[int32][]*cfg.GameLotteryData, 0)
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this._lotteryType2 = make(map[int32][]*cfg.GameLotteryData, 0)
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this._groupType1 = make(map[int64][]*cfg.GameLotteryData, 0)
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this._groupType2 = make(map[int64][]*cfg.GameLotteryData, 0)
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//this.Btype = make(map[int32]int32, 0)
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this.Stype = make(map[int64]int32, 0)
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this.SNum = make(map[int64]int32, 0)
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var tmp1 int64
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var tmp2 int64
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var itype int32
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var subtype int32
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var groupwt int32
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var groupid int32
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for _, value := range configure.GetDataList() {
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@ -130,11 +128,6 @@ func (this *MCompConfigure) LoadGroupData() {
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groupwt = value.Groupwt
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}
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if value.Subtype == 0 {
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value.Subtype = subtype
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} else {
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subtype = value.Subtype
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}
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// 数据安全校验
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if value.Min > value.Max {
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log.Errorf("value.Min:%d > value.Max :%d ", value.Min, value.Max)
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@ -157,23 +150,16 @@ func (this *MCompConfigure) LoadGroupData() {
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}
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if value.Type == 1 {
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if tmp1 != key {
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this._lotteryType1[value.Lotteryid] = append(this._lotteryType1[value.Lotteryid], value.Id)
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tmp1 = key
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}
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this._lotteryType1[value.Lotteryid] = append(this._lotteryType1[value.Lotteryid], value)
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}
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if value.Type == 2 {
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if tmp2 != key {
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this._lotteryType2[value.Lotteryid] = append(this._lotteryType2[value.Lotteryid], value.Id)
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tmp2 = key
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}
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this._lotteryType2[value.Lotteryid] = append(this._lotteryType2[value.Lotteryid], value)
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}
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if this.Stype[key] == 1 { // 小组ID为1
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this._groupType1[key] = append(this._groupType1[key], value.Id)
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this._groupType1[key] = append(this._groupType1[key], value)
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} else if this.Stype[key] == 2 {
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this._groupType2[key] = append(this._groupType2[key], value.Id)
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this._groupType2[key] = append(this._groupType2[key], value)
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}
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}
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return
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@ -199,18 +185,15 @@ func (this *MCompConfigure) GetGroupDataByLottery(lotteryId int32, vipLv int32,
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szID []int32 // 小组ID 数组
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groupID int32
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)
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this.module.Debugf("config lotterId:%d, vipLv:%d, lv :%d", lotteryId, vipLv, lv)
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// 随机小组id
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for _, v := range this._lotteryType1[lotteryId] {
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if _data := this.GetLotterConfById(v); _data != nil {
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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
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if _data.Groupid != 0 {
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szW = append(szW, _data.Groupwt)
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szID = append(szID, _data.Groupid)
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}
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for _, _data := range this._lotteryType1[lotteryId] {
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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
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if _data.Groupid != 0 {
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szW = append(szW, _data.Groupwt)
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szID = append(szID, _data.Groupid)
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}
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}
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}
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if len(szW) > 0 {
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@ -221,15 +204,15 @@ func (this *MCompConfigure) GetGroupDataByLottery(lotteryId int32, vipLv int32,
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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
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for i := 0; i < int(this.SNum[key]); i++ {
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sztW := make([]int32, 0)
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sztID := make([]int32, 0)
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for _, v := range this._groupType1[key] {
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if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
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sztW = append(sztW, _data.Itemwt)
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sztID = append(sztID, _data.Id)
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}
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sztID := make([]*cfg.GameLotteryData, 0)
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for _, _data := range this._groupType1[key] {
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sztW = append(sztW, _data.Itemwt)
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sztID = append(sztID, _data)
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}
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index := comm.GetRandW(sztW)
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_data := this.GetLotterConfById(sztID[index])
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if len(sztW) == 0 {
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continue
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}
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_data := sztID[comm.GetRandW(sztW)]
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count := comm.GetRandNum(_data.Min, _data.Max)
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// 随机获得的数量
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items = append(items, &cfg.Gameatn{
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@ -240,18 +223,16 @@ func (this *MCompConfigure) GetGroupDataByLottery(lotteryId int32, vipLv int32,
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}
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} 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)
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for _, v := range this._groupType2[key] {
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if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
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if _data.Itemwt >= comm.GetRandNum(0, 1000) { // 命中
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count := comm.GetRandNum(_data.Min, _data.Max)
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items = append(items, &cfg.Gameatn{
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A: _data.Itemid.A,
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T: _data.Itemid.T,
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N: _data.Itemid.N * count, // 小组产出数量
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})
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}
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for _, _data := range this._groupType2[key] {
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if _data.Itemwt >= comm.GetRandNum(0, 1000) { // 命中
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count := comm.GetRandNum(_data.Min, _data.Max)
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items = append(items, &cfg.Gameatn{
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A: _data.Itemid.A,
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T: _data.Itemid.T,
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N: _data.Itemid.N * count, // 小组产出数量
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})
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}
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}
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}
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@ -260,13 +241,11 @@ func (this *MCompConfigure) GetGroupDataByLottery(lotteryId int32, vipLv int32,
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// 每个小组id 都随机取一次
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szW = make([]int32, 0)
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szID = make([]int32, 0)
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for _, v := range this._lotteryType2[lotteryId] {
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if _data := this.GetLotterConfById(v); _data != nil {
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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
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if _data.Groupid != 0 {
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szW = append(szW, _data.Groupwt)
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szID = append(szID, _data.Groupid)
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}
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for _, _data := range this._lotteryType2[lotteryId] {
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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
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if _data.Groupid != 0 {
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szW = append(szW, _data.Groupwt)
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szID = append(szID, _data.Groupid)
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}
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}
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}
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@ -279,16 +258,16 @@ func (this *MCompConfigure) GetGroupDataByLottery(lotteryId int32, vipLv int32,
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if this.Stype[key] == 1 { // 随机一组数据
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for i := 0; i < int(this.SNum[key]); i++ {
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sztW := make([]int32, 0)
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sztID := make([]int32, 0)
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for _, v := range this._groupType1[key] {
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if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
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sztW = append(sztW, _data.Itemwt)
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sztID = append(sztID, _data.Id)
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}
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sztID := make([]*cfg.GameLotteryData, 0)
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for _, _data := range this._groupType1[key] {
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sztW = append(sztW, _data.Itemwt)
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sztID = append(sztID, _data)
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}
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index := comm.GetRandW(sztW)
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_data := this.GetLotterConfById(sztID[index])
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//fmt.Printf("获得最终的道具 :%d", _data.Id)
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if len(sztW) > 0 {
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continue
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}
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_data := sztID[comm.GetRandW(sztW)]
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count := comm.GetRandNum(_data.Min, _data.Max)
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// 随机获得的数量
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items = append(items, &cfg.Gameatn{
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@ -298,17 +277,14 @@ func (this *MCompConfigure) GetGroupDataByLottery(lotteryId int32, vipLv int32,
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})
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}
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} else if this.Stype[key] == 2 {
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for _, v := range this._groupType2[key] {
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if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
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if _data.Itemwt >= comm.GetRandNum(1, 1000) { // 命中
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count := comm.GetRandNum(_data.Min, _data.Max)
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items = append(items, &cfg.Gameatn{
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A: _data.Itemid.A,
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T: _data.Itemid.T,
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N: _data.Itemid.N * count, // 小组产出数量
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})
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}
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for _, _data := range this._groupType2[key] {
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if _data.Itemwt >= comm.GetRandNum(1, 1000) { // 命中
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count := comm.GetRandNum(_data.Min, _data.Max)
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items = append(items, &cfg.Gameatn{
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A: _data.Itemid.A,
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T: _data.Itemid.T,
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N: _data.Itemid.N * count, // 小组产出数量
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})
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}
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}
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}
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@ -448,8 +424,7 @@ func (this *MCompConfigure) GetDropReward(dropId int32) (result []*cfg.Gameatn)
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for _, value := range data {
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szW = append(szW, value.P)
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}
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index := comm.GetRandW(szW)
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result = append(result, data[index].Prize...)
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result = append(result, data[comm.GetRandW(szW)].Prize...)
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return
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}
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