Merge branch 'dev' of http://git.legu.cc/liwei_3d/go_dreamfactory into dev
This commit is contained in:
commit
5711a882c4
@ -501,6 +501,8 @@ const ( //Rpc
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Rpc_ActivityOver core.Rpc_Key = "Rpc_ActivityOver" //活动结束
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Rpc_ActivityStar core.Rpc_Key = "Rpc_ActivityStar" //活动开启
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RPC_XXLOffLine core.Rpc_Key = "RPC_XXLOffLine" //三消离线
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)
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// 事件类型定义处
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@ -233,3 +233,18 @@ func (this *configureComp) GetGameRandomConsumeBoxConf() (conf *cfg.GameConsumeB
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conf, err = this.GetGameConsumeBoxConf(boxid[comm.GetRandW(szWeight)])
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return
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}
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func (this *configureComp) GetGameBlockByKey(key int32) (conf *cfg.GameBlockData, err error) {
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var (
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v interface{}
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)
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if v, err = this.GetConfigure(game_block); err == nil {
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if configure, ok := v.(*cfg.GameBlock); ok {
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if conf = configure.Get(key); conf != nil {
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return
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}
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}
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}
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err = comm.NewNotFoundConfErr(moduleName, game_block, key)
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return
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}
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@ -1,8 +1,10 @@
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package entertainment
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import (
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"context"
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"go_dreamfactory/comm"
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"go_dreamfactory/lego/core"
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"go_dreamfactory/lego/sys/event"
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"go_dreamfactory/modules"
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"go_dreamfactory/pb"
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)
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@ -52,7 +54,8 @@ func (this *Entertainment) Start() (err error) {
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if err = this.ModuleBase.Start(); err != nil {
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return
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}
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event.RegisterGO(comm.EventUserOffline, this.EventUserOffline)
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this.service.RegisterFunctionName(string(comm.RPC_XXLOffLine), this.useroffline)
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return
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}
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@ -117,3 +120,36 @@ func (this *Entertainment) ConsumXxlCard(session comm.IUserSession, card string)
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})
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return
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}
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// 用户离线处理
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func (this *Entertainment) EventUserOffline(uid, sessionid string) {
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this.Debugf("user offline: %s", uid)
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// if list, err := this.model.getEntertainmList(uid); err == nil {
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// var (
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// serverPath string = fmt.Sprintf("%s/%s", this.service.GetType(), this.service.GetId())
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// )
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// if serverPath != list.ServicePath { // RPC 通知房间所在的服务器
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// _, err = this.service.RpcGo(
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// context.Background(),
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// list.ServicePath,
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// string(comm.RPC_XXLOffLine),
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// &pb.RPCGeneralReqA2{
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// Param1: list.Roomid,
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// Param2: list.Uid,
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// },
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// nil)
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// if err != nil {
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// this.Errorln(err)
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// return
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// }
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// } else {
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// this.useroffline(context.Background(), &pb.RPCGeneralReqA2{Param1: list.Roomid, Param2: list.Uid}, nil)
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// }
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// return
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// }
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}
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func (this *Entertainment) useroffline(ctx context.Context, req *pb.RPCGeneralReqA2, resp *pb.RPCGeneralReqA2) (err error) {
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return
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}
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@ -61,7 +61,7 @@ func (this *Room) operateTimeOut(task *timewheel.Task, args ...interface{}) {
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Data: this.chessboard.GetPalatData(),
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})
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fmt.Printf("===超时棋盘=============\n")
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this.chessboard.Debugf()
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//this.chessboard.Debugf()
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if err := this.module.SendMsgSyncToSession(string(this.module.GetType()), "operatorrst", &pb.EntertainOperatorRstPush{
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//Mpadata: szMap,
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Power: this.NexPower,
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@ -93,7 +93,7 @@ func (this *Room) operateTimeOut(task *timewheel.Task, args ...interface{}) {
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}
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// 随机一个玩法
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func (this *Room) RandomPlayType() {
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func (this *Room) RandomPlayType() (itype int32) {
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var weight []int32 // 权重
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// 开始随机玩法
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list := this.module.configure.GetGameConsumeIntegral()
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@ -101,15 +101,15 @@ func (this *Room) RandomPlayType() {
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weight = append(weight, v.Weight)
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}
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this.Playtype = list[comm.GetRandW(weight)].Key
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return list[comm.GetRandW(weight)].Key
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}
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func (this *Room) InitRoom(module *Entertainment, p1 *pb.PlayerData, p2 *pb.PlayerData) *Room {
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var room *Room
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this.module = module
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this.chessboard = new(MapData)
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this.RandomPlayType()
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this.chessboard.InitMap(module) // 初始化棋盘
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this.Playtype = this.RandomPlayType()
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this.chessboard.InitMap(module, this.Playtype) // 初始化棋盘
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if s1, ok := this.module.GetUserSession(p1.Userinfo.Uid); !ok {
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this.module.PutUserSession(s1)
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} else {
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@ -222,11 +222,10 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
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case "operator": // 操作消息
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var (
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curScore int32 // 该次操作的得分
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//AIOperator bool
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oid1 int32 // 唯一id
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oid2 int32
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color int32 // 校验消除的颜色
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bAddPs bool
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oid1 int32 // 唯一id
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oid2 int32
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color int32 // 校验消除的颜色
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bAddPs bool
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)
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var szMap []*pb.MapData
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req := msg.(*pb.EntertainOperatorReq)
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@ -381,9 +380,6 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
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if this.player1.Ps <= 0 {
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this.NexPower = this.player2.Userinfo.Uid
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// if len(this.szSession) == 1 { // 校验2号玩家是不是AI
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// AIOperator = true
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// }
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this.player2.Ps = MaxPs
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}
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} else { // this.curPower == this.player2.Uid
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@ -398,8 +394,6 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
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if this.player2.Ps <= 0 {
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this.NexPower = this.player1.Userinfo.Uid
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this.player1.Ps = MaxPs
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// this.round++
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}
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}
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for _, v := range szMap { //
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@ -454,9 +448,7 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
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}
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// 变更权限
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this.curPower = this.NexPower
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// if AIOperator { // AI操作
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// this.AiOperator()
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// }
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case "ready":
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var bStartGame bool // 可以开始游戏
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this.NexPower = this.player1.Userinfo.Uid
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@ -582,7 +574,6 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
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}
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}
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//this.operatetimer = timewheel.Add(time.Second*time.Duration(this.MaxTime), this.operateTimeOut)
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}
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return
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@ -691,8 +682,8 @@ func (this *Room) JoinRoom(module *Entertainment, p *pb.PlayerData) (room *Room,
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this.player1 = p
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this.module = module
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this.chessboard = new(MapData)
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this.RandomPlayType()
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this.chessboard.InitMap(module) // 初始化棋盘
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this.Playtype = this.RandomPlayType()
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this.chessboard.InitMap(module, this.Playtype) // 初始化棋盘
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if s1, ok := this.module.GetUserSession(p.Userinfo.Uid); !ok {
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this.module.PutUserSession(s1)
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} else {
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@ -5,6 +5,7 @@ import (
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"fmt"
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"go_dreamfactory/comm"
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"go_dreamfactory/pb"
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cfg "go_dreamfactory/sys/configure/structs"
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"go_dreamfactory/utils"
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"math/big"
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)
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@ -18,6 +19,11 @@ const (
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FourUType = 1 // 4消上下类型
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FourLType = 2 // 4消左右类型
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BoomType = 4 // 炸弹类型
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FireUp = 5 //上烟火
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FireDown = 6 //下烟火
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FireLeft = 7 //左烟火
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FireRight = 8 //右烟火
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)
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type Girde struct {
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@ -34,30 +40,83 @@ type MapData struct {
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oid int32 // 唯一id
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module *Entertainment
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operElem []int32 // 当前移动的元素
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iType int32 // 玩法类型
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}
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// 1~6随机一个数
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func GetRandType() int32 {
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func (this *MapData) GetRandType() int32 {
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n, _ := rand.Int(rand.Reader, big.NewInt(6))
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return int32(n.Int64() + 1)
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}
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func (this *MapData) CreateGride(index int32) *pb.GirdeData {
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t := GetRandType()
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// 玩法带入
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func (this *MapData) CreateGride(index int32) (girde *pb.GirdeData) {
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var (
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szWeight []int32
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szId []int32
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id int32
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conf *cfg.GameBlockData
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err error
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) // 权重带入
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this.oid++
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return &pb.GirdeData{
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girde = &pb.GirdeData{ // 默认值
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Oid: this.oid,
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Color: t,
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Cid: t,
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Color: 1,
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Cid: 1,
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Score: 1,
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Special: 0,
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}
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if this.iType == 4 {
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for i := 1; i <= 6; i++ { // 6种颜色
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if conf, err := this.module.configure.GetGameBlock(int32(i), 4); err == nil {
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szWeight = append(szWeight, conf.Weight)
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szId = append(szId, conf.Key)
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}
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if conf, err := this.module.configure.GetGameBlock(int32(i), 0); err == nil {
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szWeight = append(szWeight, conf.Weight)
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szId = append(szId, conf.Key)
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}
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}
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id = szId[comm.GetRandW(szWeight)]
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} else if this.iType == 3 { // 创建棋盘的时候此玩法类型执行效率低下 稍后采用同颜色替换模式处理
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// 最多2个
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var count int32
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for _, v := range this.Plat {
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if v.Special == 4 {
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count++
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if count >= 2 {
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break
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}
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}
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}
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if count <= 2 {
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n, _ := rand.Int(rand.Reader, big.NewInt(6)) // 随机一个颜色
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if conf, err := this.module.configure.GetGameBlock(int32(n.Int64()+1), 4); err == nil {
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id = conf.Key
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}
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}
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} else {
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id = this.GetRandType()
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}
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conf, err = this.module.configure.GetGameBlockByKey(id)
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if err != nil {
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return
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}
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girde.Color = conf.Color
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girde.Cid = conf.Key
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girde.Special = conf.Type
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girde.Score = conf.Score
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return
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}
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// 初始化地图数据
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func (this *MapData) InitMap(module *Entertainment) {
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func (this *MapData) InitMap(module *Entertainment, iType int32) {
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this.module = module
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this.iType = 1 //iType
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this.oid = 1000 // 方便观察 从1000开始
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this.Plat = make([]*pb.GirdeData, Width*Height)
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for i := 0; i < Width*Height; i++ {
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@ -88,11 +147,11 @@ func (this *MapData) SwapGirde(oldId, newId int32) (bSwap bool) {
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func (this *MapData) Debugf() {
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fmt.Printf("================\n")
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var v int
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//var v int
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for index := Width - 1; index >= 0; index-- {
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for j := 0; j < Height; j++ {
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v = index + j*7
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fmt.Printf("%d:%d ", v, this.Plat[index+j*Height].Cid)
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// v = index + j*7
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fmt.Printf("%d:%d ", this.Plat[index+j*Height].Oid, this.Plat[index+j*Height].Cid)
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}
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fmt.Printf("\n")
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@ -360,25 +419,10 @@ func (this *MapData) CheckMap(color int32, bSkill bool) (szMap []*pb.MapData, xc
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}
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if s := this.Plat[id].Special; s != 0 {
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if s == FourUType { // 4消上下类型
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for i := 0; i < Height; i++ { // id 的一条线位置
|
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x[(id/Width)*Height+i] = struct{}{}
|
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}
|
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} else if s == FourLType { // 左右类型
|
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for i := 0; i < Width; i++ { // id 的一条线位置
|
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x[id%Height+i*Width] = struct{}{}
|
||||
}
|
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} else if s == FiveType { // 随机消除
|
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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 {
|
||||
if xc, _ := this.SkillUp(0, color, 1, c.Value, false); len(xc) > 0 {
|
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//szMap = append(szMap, sz...)
|
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for key := range xc {
|
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x[key] = struct{}{}
|
||||
}
|
||||
}
|
||||
}
|
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for k := range this.SpecialElem(id, s) {
|
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x[k] = struct{}{}
|
||||
}
|
||||
|
||||
}
|
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x[id] = struct{}{}
|
||||
}
|
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@ -399,6 +443,7 @@ func (this *MapData) CheckMap(color int32, bSkill bool) (szMap []*pb.MapData, xc
|
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CurSocre: curScore,
|
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CurEnergy: energy,
|
||||
})
|
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//this.Debugf()
|
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|
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}
|
||||
|
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@ -436,7 +481,7 @@ func (this *MapData) DropGirde() bool {
|
||||
}
|
||||
}
|
||||
}
|
||||
//this.Debugf()
|
||||
|
||||
return bDrop
|
||||
}
|
||||
|
||||
@ -507,7 +552,6 @@ func (this *MapData) SkillUp(pos int32, color int32, skillid int32, value int32,
|
||||
x = make(map[int]struct{})
|
||||
if skillid == 1 { // 随机消除盘面上X个方块
|
||||
ids = utils.RandomNumbers(0, Total-1, int(value))
|
||||
|
||||
} else if skillid == 4 { // 找到pos 位置的所有方块
|
||||
x := int(pos / Width)
|
||||
y := int(pos % Height)
|
||||
@ -527,8 +571,7 @@ func (this *MapData) SkillUp(pos int32, color int32, skillid int32, value int32,
|
||||
ids = append(ids, (x+i)*Width+(y-i))
|
||||
}
|
||||
}
|
||||
|
||||
} else if skillid == 3 || skillid == 5 { //选中一个方块,消除周围一圈
|
||||
} else if skillid == 5 { //选中一个方块,消除周围一圈
|
||||
ids = append(ids, int(pos)) // 包含自己
|
||||
x := int(pos / Width)
|
||||
y := int(pos % Height)
|
||||
@ -557,32 +600,29 @@ func (this *MapData) SkillUp(pos int32, color int32, skillid int32, value int32,
|
||||
if x+1 < Width && y-1 >= 0 { // 右下
|
||||
ids = append(ids, (x+1)*Width+(y-1))
|
||||
}
|
||||
|
||||
} else if skillid == 2 { // 消除中间的一列宝石
|
||||
for i := 0; i < Height; i++ {
|
||||
ids = append(ids, 3*Width+i)
|
||||
}
|
||||
} else if skillid == 3 { // 四周蔓延 第一次100% 第二次 60% 第三次 30% 第四次 10% 最多4次
|
||||
var mids map[int]struct{}
|
||||
mids = make(map[int]struct{}, 0)
|
||||
for i := 0; i < 4; i++ {
|
||||
dd := this.Skill3(pos, int32(i))
|
||||
for k := range dd {
|
||||
for s := range this.Skill3(int32(k), int32(i)) {
|
||||
mids[s] = struct{}{}
|
||||
}
|
||||
}
|
||||
}
|
||||
for k := range mids {
|
||||
ids = append(ids, k) // 转换成最终消除的坐标
|
||||
}
|
||||
}
|
||||
for _, id := range ids {
|
||||
s := this.Plat[id].Special
|
||||
if s != 0 {
|
||||
if s == FourUType { // 4消上下类型
|
||||
for i := 0; i < Height; i++ { // id 的一条线位置
|
||||
x[(id/Width)*Height+i] = struct{}{}
|
||||
}
|
||||
} else if s == FourLType { // 左右类型
|
||||
for i := 0; i < Width; i++ { // id 的一条线位置
|
||||
x[id%Height+i*Width] = struct{}{}
|
||||
}
|
||||
} else if s == FiveType { // 随机消除
|
||||
// 获取配置
|
||||
if c, _ := this.module.configure.GetGameBlock(this.Plat[id].Color, FiveType); c != nil {
|
||||
if xc, _ := this.SkillUp(pos, color, 1, c.Value, false); len(xc) > 0 { // 递归调用
|
||||
for key := range xc {
|
||||
x[key] = struct{}{}
|
||||
}
|
||||
}
|
||||
}
|
||||
if s := this.Plat[id].Special; s != 0 {
|
||||
for k := range this.SpecialElem(id, s) {
|
||||
x[k] = struct{}{}
|
||||
}
|
||||
}
|
||||
x[id] = struct{}{}
|
||||
@ -609,24 +649,15 @@ func (this *MapData) SkillUp(pos int32, color int32, skillid int32, value int32,
|
||||
return
|
||||
}
|
||||
|
||||
// 随机生成 不可消除的 地图
|
||||
func (this *MapData) CheckInitPlat() {
|
||||
this.Plat = make([]*pb.GirdeData, Width*Height)
|
||||
for i := 0; i < Width*Height; i++ {
|
||||
this.Plat[i] = this.CreateGride(int32(i))
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
func (this *MapData) SetMap() {
|
||||
sz2 := []int32{
|
||||
3, 3, 2, 2, 1, 3, 1,
|
||||
5, 1, 2, 3, 1, 2, 2,
|
||||
3, 4, 3, 5, 6, 1, 6,
|
||||
1, 4, 6, 4, 2, 3, 6,
|
||||
1, 5, 6, 5, 6, 1, 4,
|
||||
1, 4, 1, 4, 2, 3, 6,
|
||||
1, 5, 1, 5, 6, 1, 4,
|
||||
6, 6, 4, 6, 4, 3, 3,
|
||||
3, 3, 6, 1, 1, 2, 5,
|
||||
3, 3, 1, 2, 1, 2, 5,
|
||||
// 1, 4, 2, 5, 4, 5, 2,
|
||||
// 3, 2, 3, 5, 2, 1, 4,
|
||||
// 2, 5, 5, 4, 5, 4, 1,
|
||||
@ -916,5 +947,170 @@ func (this *MapData) RedsetPlatData() {
|
||||
}
|
||||
|
||||
this.SetIndelibilityPlat()
|
||||
//this.Debugf()
|
||||
}
|
||||
|
||||
//四周蔓延 第一次100% 第二次 60% 第三次 30% 第四次 10% 最多4次
|
||||
func (this *MapData) Skill3(pos int32, count int32) (m map[int]struct{}) {
|
||||
m = make(map[int]struct{}, 0)
|
||||
var sz []int
|
||||
var percent int32
|
||||
// 先找出可以蔓延的方向
|
||||
x := int(pos / Width)
|
||||
y := int(pos % Height)
|
||||
if x-1 >= 0 { // 左
|
||||
sz = append(sz, (x-1)*Width+(y))
|
||||
}
|
||||
if y-1 >= 0 { // 下
|
||||
sz = append(sz, (x)*Width+(y-1))
|
||||
}
|
||||
if y+1 < Height { // 上
|
||||
sz = append(sz, (x)*Width+(y+1))
|
||||
}
|
||||
if x+1 < Width { // 右
|
||||
sz = append(sz, (x+1)*Width+(y))
|
||||
}
|
||||
|
||||
if count == 0 {
|
||||
percent = 100
|
||||
} else if count == 1 {
|
||||
percent = 100
|
||||
} else if count == 2 || count == 3 {
|
||||
percent = 100
|
||||
} else {
|
||||
return
|
||||
}
|
||||
|
||||
szid := utils.RandomNumbers(0, len(sz), 2)
|
||||
for _, v := range szid {
|
||||
if percent >= comm.GetRandNum(0, 100) {
|
||||
m[sz[v]] = struct{}{}
|
||||
}
|
||||
}
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
// 获取BoomType 类型周围的所有元素(pos 四周+ 四周的上下左右)
|
||||
func (this *MapData) GetBoomElem(pos int) (elem []int) {
|
||||
|
||||
x := int(pos / Width)
|
||||
y := int(pos % Height)
|
||||
if x-1 >= 0 { // 左
|
||||
elem = append(elem, (x-1)*Width+(y))
|
||||
}
|
||||
if y-1 >= 0 { // 下
|
||||
elem = append(elem, (x)*Width+(y-1))
|
||||
}
|
||||
if y+1 < Height { // 上
|
||||
elem = append(elem, (x)*Width+(y+1))
|
||||
}
|
||||
if x+1 < Width { // 右
|
||||
elem = append(elem, (x+1)*Width+(y))
|
||||
}
|
||||
if x-1 >= 0 && y+1 < Height { // 左上
|
||||
elem = append(elem, (x-1)*Width+(y+1))
|
||||
}
|
||||
if x-1 >= 0 && y-1 >= 0 { // 左下
|
||||
elem = append(elem, (x-1)*Width+(y-1))
|
||||
}
|
||||
|
||||
if x+1 < Width && y+1 < Height { // 右上
|
||||
elem = append(elem, (x+1)*Width+(y+1))
|
||||
}
|
||||
if x+1 < Width && y-1 >= 0 { // 右下
|
||||
elem = append(elem, (x+1)*Width+(y-1))
|
||||
}
|
||||
///
|
||||
if x-2 >= 0 { // 左左
|
||||
elem = append(elem, (x-2)*Width+(y))
|
||||
}
|
||||
if y-2 >= 0 { // 下下
|
||||
elem = append(elem, (x)*Width+(y-2))
|
||||
}
|
||||
if y+2 < Height { // 上上
|
||||
elem = append(elem, (x)*Width+(y+2))
|
||||
}
|
||||
if x+2 < Width { // 右右
|
||||
elem = append(elem, (x+2)*Width+(y))
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
func (this *MapData) GetFireBoom(pos int, itype int32) (elem []int) {
|
||||
x := int(pos / Width)
|
||||
y := int(pos % Height)
|
||||
|
||||
switch itype {
|
||||
case FireUp: //上烟火
|
||||
for i := 0; i < Height; i++ {
|
||||
if y+1 < Height { // 上上
|
||||
elem = append(elem, (x)*Width+(y+1))
|
||||
y += 1
|
||||
}
|
||||
}
|
||||
case FireDown: //下烟火
|
||||
for i := 0; i < Height; i++ {
|
||||
if y-1 >= 0 { // 下下
|
||||
elem = append(elem, (x)*Width+(y-1))
|
||||
y -= 1
|
||||
}
|
||||
}
|
||||
case FireLeft: //左烟火
|
||||
for i := 0; i < Height; i++ {
|
||||
if x-1 >= 0 { // 左左
|
||||
elem = append(elem, (x-1)*Width+(y))
|
||||
x -= 1
|
||||
}
|
||||
}
|
||||
case FireRight: //右烟火
|
||||
for i := 0; i < Height; i++ {
|
||||
if x+1 < Width { // 右右
|
||||
elem = append(elem, (x+1)*Width+(y))
|
||||
x += 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
// 特殊类型元素 统一处理
|
||||
func (this *MapData) SpecialElem(id int, s int32) (x map[int]struct{}) {
|
||||
|
||||
x = make(map[int]struct{})
|
||||
if s == FourUType { // 4消上下类型
|
||||
for i := 0; i < Height; i++ { // id 的一条线位置
|
||||
x[(id/Width)*Height+i] = struct{}{}
|
||||
}
|
||||
} else if s == FourLType { // 左右类型
|
||||
for i := 0; i < Width; i++ { // id 的一条线位置
|
||||
x[id%Height+i*Width] = struct{}{}
|
||||
}
|
||||
} else if s == FiveType { // 随机消除
|
||||
// 获取配置
|
||||
if c, _ := this.module.configure.GetGameBlock(this.Plat[id].Color, FiveType); c != nil {
|
||||
ids := utils.RandomNumbers(0, Total-1, int(c.Value))
|
||||
for key := range ids {
|
||||
x[key] = struct{}{}
|
||||
}
|
||||
}
|
||||
} else if s == BoomType { // 炸弹类型 带走周围一圈+ 上下左右
|
||||
for key := range this.GetBoomElem(id) {
|
||||
x[key] = struct{}{}
|
||||
}
|
||||
} else if s == FireUp || s == FireDown || s == FireLeft || s == FireRight { // 烟花技能
|
||||
for key := range this.GetFireBoom(id, s) {
|
||||
x[key] = struct{}{}
|
||||
}
|
||||
}
|
||||
|
||||
// for k := range x {
|
||||
// if this.Plat[k].Special != 0 {
|
||||
// for key := range this.SpecialElem(k, this.Plat[k].Special) { // 递归调用
|
||||
// x[key] = struct{}{}
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
return
|
||||
}
|
||||
|
@ -82,16 +82,50 @@ func Test_Main(t *testing.T) {
|
||||
entertainment.NewModule(),
|
||||
)
|
||||
}()
|
||||
|
||||
// sz := utils.RandomNumbers(0, 2, 2)
|
||||
// fmt.Printf("xxxx%v", sz)
|
||||
m := new(entertainment.MapData)
|
||||
m.InitMap(nil)
|
||||
m.InitMap(nil, 1)
|
||||
|
||||
//m.SkillUp(24, 1, 3, 7, true)
|
||||
m.SetMap()
|
||||
var vids int
|
||||
for index := 7 - 1; index >= 0; index-- {
|
||||
for j := 0; j < 7; j++ {
|
||||
vids = index + j*7
|
||||
fmt.Printf("%d ", vids)
|
||||
|
||||
}
|
||||
fmt.Printf("\n")
|
||||
}
|
||||
for i := 0; i < 4; i++ {
|
||||
b := m.GetFireBoom(30, int32(i)+5)
|
||||
fmt.Printf("xxxx %d\n", b)
|
||||
}
|
||||
var mids map[int]struct{}
|
||||
mids = make(map[int]struct{}, 0)
|
||||
// k := m.Skill3(24, 0)
|
||||
for i := 0; i < 4; i++ {
|
||||
|
||||
dd := m.Skill3(24, int32(i))
|
||||
for k := range dd {
|
||||
for s := range m.Skill3(int32(k), int32(i)) {
|
||||
mids[s] = struct{}{}
|
||||
}
|
||||
}
|
||||
}
|
||||
for b := range mids {
|
||||
fmt.Printf("xxxx %d\n", b)
|
||||
}
|
||||
|
||||
fmt.Printf("xxxx %v\n", m.GetBoomElem(46))
|
||||
m.Debugf()
|
||||
// b := m.CheckAndRefreshPlat()
|
||||
// fmt.Printf("xxxx%v", b)
|
||||
//m.RedsetPlatData()
|
||||
m.SwapGirde(15, 22)
|
||||
m.Debugf()
|
||||
b := m.CheckAndRefreshPlat()
|
||||
fmt.Printf("xxxx%v", b)
|
||||
m.RedsetPlatData()
|
||||
m.SwapGirde(1, 8)
|
||||
m.CheckMap(1, false)
|
||||
m.Debugf()
|
||||
// for i := 0; i < 100; i++ {
|
||||
|
@ -41,6 +41,7 @@ const (
|
||||
EffectTipsType_Bleed EffectTipsType = 15 //流血
|
||||
EffectTipsType_Recovery EffectTipsType = 16 //复苏
|
||||
EffectTipsType_BeatBack EffectTipsType = 17 //反击
|
||||
EffectTipsType_Diseased EffectTipsType = 18 //禁疗
|
||||
)
|
||||
|
||||
// Enum value maps for EffectTipsType.
|
||||
@ -64,6 +65,7 @@ var (
|
||||
15: "Bleed",
|
||||
16: "Recovery",
|
||||
17: "BeatBack",
|
||||
18: "Diseased",
|
||||
}
|
||||
EffectTipsType_value = map[string]int32{
|
||||
"Eff_Success": 0,
|
||||
@ -84,6 +86,7 @@ var (
|
||||
"Bleed": 15,
|
||||
"Recovery": 16,
|
||||
"BeatBack": 17,
|
||||
"Diseased": 18,
|
||||
}
|
||||
)
|
||||
|
||||
@ -1948,7 +1951,7 @@ var file_battle_battle_struct_proto_rawDesc = []byte{
|
||||
0x56, 0x61, 0x6c, 0x75, 0x65, 0x18, 0x03, 0x20, 0x01, 0x28, 0x05, 0x52, 0x08, 0x63, 0x75, 0x72,
|
||||
0x56, 0x61, 0x6c, 0x75, 0x65, 0x22, 0x26, 0x0a, 0x0e, 0x43, 0x6f, 0x6d, 0x53, 0x77, 0x69, 0x74,
|
||||
0x63, 0x68, 0x53, 0x63, 0x65, 0x6e, 0x65, 0x12, 0x14, 0x0a, 0x05, 0x73, 0x63, 0x65, 0x6e, 0x65,
|
||||
0x18, 0x01, 0x20, 0x01, 0x28, 0x09, 0x52, 0x05, 0x73, 0x63, 0x65, 0x6e, 0x65, 0x2a, 0x9c, 0x02,
|
||||
0x18, 0x01, 0x20, 0x01, 0x28, 0x09, 0x52, 0x05, 0x73, 0x63, 0x65, 0x6e, 0x65, 0x2a, 0xaa, 0x02,
|
||||
0x0a, 0x0e, 0x45, 0x66, 0x66, 0x65, 0x63, 0x74, 0x54, 0x69, 0x70, 0x73, 0x54, 0x79, 0x70, 0x65,
|
||||
0x12, 0x0f, 0x0a, 0x0b, 0x45, 0x66, 0x66, 0x5f, 0x53, 0x75, 0x63, 0x63, 0x65, 0x73, 0x73, 0x10,
|
||||
0x00, 0x12, 0x0f, 0x0a, 0x0b, 0x4e, 0x6f, 0x74, 0x5f, 0x53, 0x75, 0x63, 0x63, 0x65, 0x73, 0x73,
|
||||
@ -1966,8 +1969,9 @@ var file_battle_battle_struct_proto_rawDesc = []byte{
|
||||
0x6e, 0x64, 0x65, 0x61, 0x64, 0x10, 0x0d, 0x12, 0x0c, 0x0a, 0x08, 0x50, 0x6f, 0x69, 0x73, 0x6f,
|
||||
0x6e, 0x65, 0x64, 0x10, 0x0e, 0x12, 0x09, 0x0a, 0x05, 0x42, 0x6c, 0x65, 0x65, 0x64, 0x10, 0x0f,
|
||||
0x12, 0x0c, 0x0a, 0x08, 0x52, 0x65, 0x63, 0x6f, 0x76, 0x65, 0x72, 0x79, 0x10, 0x10, 0x12, 0x0c,
|
||||
0x0a, 0x08, 0x42, 0x65, 0x61, 0x74, 0x42, 0x61, 0x63, 0x6b, 0x10, 0x11, 0x42, 0x06, 0x5a, 0x04,
|
||||
0x2e, 0x3b, 0x70, 0x62, 0x62, 0x06, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x33,
|
||||
0x0a, 0x08, 0x42, 0x65, 0x61, 0x74, 0x42, 0x61, 0x63, 0x6b, 0x10, 0x11, 0x12, 0x0c, 0x0a, 0x08,
|
||||
0x44, 0x69, 0x73, 0x65, 0x61, 0x73, 0x65, 0x64, 0x10, 0x12, 0x42, 0x06, 0x5a, 0x04, 0x2e, 0x3b,
|
||||
0x70, 0x62, 0x62, 0x06, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x33,
|
||||
}
|
||||
|
||||
var (
|
||||
|
@ -374,7 +374,9 @@ type DBXXLData struct {
|
||||
Rtime int64 `protobuf:"varint,5,opt,name=rtime,proto3" json:"rtime"` // 刷新时间 (客户端不用)
|
||||
Playtype []int32 `protobuf:"varint,6,rep,packed,name=playtype,proto3" json:"playtype"` // 每天随机玩法
|
||||
// map<int32,int64> boxid = 7; // 宝箱 key 宝箱id value 可领取的时间
|
||||
Box []*BoxData `protobuf:"bytes,7,rep,name=box,proto3" json:"box"`
|
||||
Box []*BoxData `protobuf:"bytes,7,rep,name=box,proto3" json:"box"`
|
||||
Roomid string `protobuf:"bytes,8,opt,name=roomid,proto3" json:"roomid"` // 房间id 重连用
|
||||
ServicePath string `protobuf:"bytes,9,opt,name=servicePath,proto3" json:"servicePath"` // 目标服务节点 重连RPC用
|
||||
}
|
||||
|
||||
func (x *DBXXLData) Reset() {
|
||||
@ -458,6 +460,20 @@ func (x *DBXXLData) GetBox() []*BoxData {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (x *DBXXLData) GetRoomid() string {
|
||||
if x != nil {
|
||||
return x.Roomid
|
||||
}
|
||||
return ""
|
||||
}
|
||||
|
||||
func (x *DBXXLData) GetServicePath() string {
|
||||
if x != nil {
|
||||
return x.ServicePath
|
||||
}
|
||||
return ""
|
||||
}
|
||||
|
||||
var File_entertain_entertain_db_proto protoreflect.FileDescriptor
|
||||
|
||||
var file_entertain_entertain_db_proto_rawDesc = []byte{
|
||||
@ -497,7 +513,7 @@ var file_entertain_entertain_db_proto_rawDesc = []byte{
|
||||
0x61, 0x74, 0x61, 0x12, 0x14, 0x0a, 0x05, 0x62, 0x6f, 0x78, 0x69, 0x64, 0x18, 0x01, 0x20, 0x01,
|
||||
0x28, 0x05, 0x52, 0x05, 0x62, 0x6f, 0x78, 0x69, 0x64, 0x12, 0x1a, 0x0a, 0x08, 0x6f, 0x70, 0x65,
|
||||
0x6e, 0x74, 0x69, 0x6d, 0x65, 0x18, 0x02, 0x20, 0x01, 0x28, 0x03, 0x52, 0x08, 0x6f, 0x70, 0x65,
|
||||
0x6e, 0x74, 0x69, 0x6d, 0x65, 0x22, 0xc9, 0x02, 0x0a, 0x09, 0x44, 0x42, 0x58, 0x58, 0x4c, 0x44,
|
||||
0x6e, 0x74, 0x69, 0x6d, 0x65, 0x22, 0x83, 0x03, 0x0a, 0x09, 0x44, 0x42, 0x58, 0x58, 0x4c, 0x44,
|
||||
0x61, 0x74, 0x61, 0x12, 0x0e, 0x0a, 0x02, 0x69, 0x64, 0x18, 0x01, 0x20, 0x01, 0x28, 0x09, 0x52,
|
||||
0x02, 0x69, 0x64, 0x12, 0x10, 0x0a, 0x03, 0x75, 0x69, 0x64, 0x18, 0x02, 0x20, 0x01, 0x28, 0x09,
|
||||
0x52, 0x03, 0x75, 0x69, 0x64, 0x12, 0x2e, 0x0a, 0x06, 0x72, 0x65, 0x77, 0x61, 0x72, 0x64, 0x18,
|
||||
@ -510,16 +526,19 @@ var file_entertain_entertain_db_proto_rawDesc = []byte{
|
||||
0x72, 0x74, 0x69, 0x6d, 0x65, 0x12, 0x1a, 0x0a, 0x08, 0x70, 0x6c, 0x61, 0x79, 0x74, 0x79, 0x70,
|
||||
0x65, 0x18, 0x06, 0x20, 0x03, 0x28, 0x05, 0x52, 0x08, 0x70, 0x6c, 0x61, 0x79, 0x74, 0x79, 0x70,
|
||||
0x65, 0x12, 0x1a, 0x0a, 0x03, 0x62, 0x6f, 0x78, 0x18, 0x07, 0x20, 0x03, 0x28, 0x0b, 0x32, 0x08,
|
||||
0x2e, 0x42, 0x6f, 0x78, 0x44, 0x61, 0x74, 0x61, 0x52, 0x03, 0x62, 0x6f, 0x78, 0x1a, 0x39, 0x0a,
|
||||
0x0b, 0x52, 0x65, 0x77, 0x61, 0x72, 0x64, 0x45, 0x6e, 0x74, 0x72, 0x79, 0x12, 0x10, 0x0a, 0x03,
|
||||
0x6b, 0x65, 0x79, 0x18, 0x01, 0x20, 0x01, 0x28, 0x05, 0x52, 0x03, 0x6b, 0x65, 0x79, 0x12, 0x14,
|
||||
0x0a, 0x05, 0x76, 0x61, 0x6c, 0x75, 0x65, 0x18, 0x02, 0x20, 0x01, 0x28, 0x05, 0x52, 0x05, 0x76,
|
||||
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}
|
||||
|
||||
var (
|
||||
|
Loading…
Reference in New Issue
Block a user