掉落优化
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5abb015088
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@ -51,9 +51,9 @@ type MCompConfigure struct {
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_groupType1 map[int64][]int32 //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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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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//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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_price map[int32][]*cfg.GamePricegroupData
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}
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@ -84,7 +84,7 @@ func (this *MCompConfigure) Init(service core.IService, module core.IModule, com
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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.Btype = make(map[int32]int32, 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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@ -102,13 +102,21 @@ func (this *MCompConfigure) LoadGroupData() {
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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.Btype = make(map[int32]int32, 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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for _, value := range configure.GetDataList() {
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key := int64(value.Lotteryid)<<31 + int64(value.Groupid)
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// key2 := int64(value.Lotteryid)<<31 + int64(value.Type)
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this._group[key] = append(this._group[key], value.Id)
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if value.Type == 0 {
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value.Type = itype
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} else {
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itype = value.Type
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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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@ -123,20 +131,25 @@ func (this *MCompConfigure) LoadGroupData() {
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log.Errorf("value.Playerlvmin:%d > value.Playerlvmax :%d ", value.Playerlvmin, value.Playerlvmax)
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return
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}
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if _, ok := this.Btype[value.Lotteryid]; !ok {
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this.Btype[value.Lotteryid] = value.Type
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}
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if _, ok := this.Stype[key]; !ok {
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this.Stype[key] = value.Subtype
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}
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if _, ok := this.SNum[key]; !ok {
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this.SNum[key] = value.Groupnum
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}
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if this.Btype[value.Lotteryid] == 1 {
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this._lotteryType1[value.Lotteryid] = append(this._lotteryType1[value.Lotteryid], value.Id)
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} else if this.Btype[value.Lotteryid] == 2 {
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this._lotteryType2[value.Lotteryid] = append(this._lotteryType2[value.Lotteryid], value.Id)
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if value.Type == 1 || value.Type == 0 {
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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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}
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if value.Type == 2 || value.Type == 0 {
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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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}
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if this.Stype[key] == 1 { // 小组ID为1
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@ -163,138 +176,112 @@ func (this *MCompConfigure) GetGroupDataByLottery(lotteryId int32, vipLv int32,
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}
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}
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// 优先校验大组ID 的类型
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if this.Btype[lotteryId] == 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
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var (
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szW []int32 // 权重数组
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szID []int32 // 小组ID 数组
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groupID int32
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gourp map[int32]int32 // key 小组ID value 权重
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)
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var (
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szW []int32 // 权重数组
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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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gourp = make(map[int32]int32, 0)
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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 _, ok := gourp[_data.Groupid]; !ok {
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gourp[_data.Groupid] = _data.Groupwt // 小组ID 权重赋值
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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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// 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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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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groupID = szID[comm.GetRandW(szW)] // 获得小组ID
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//fmt.Printf("大组类型为1的,获得小组ID :%d,dropID:%d", groupID, lotteryId)
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key := int64(lotteryId)<<31 + int64(groupID)
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// 小组ID 类型判断
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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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szW = make([]int32, 0)
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szID = make([]int32, 0)
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gourp = make(map[int32]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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if _, ok := gourp[_data.Groupid]; !ok {
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szW = append(szW, _data.Itemwt)
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szID = append(szID, _data.Id)
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}
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}
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}
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index := comm.GetRandW(szW)
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_data := this.GetLotterConfById(szID[index])
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//fmt.Printf("获得最终的道具 :%d", _data.Id)
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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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A: _data.Itemid.A,
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T: _data.Itemid.T,
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N: _data.Itemid.N * count,
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})
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}
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return
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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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var wt int32
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for _, v := range this._groupType2[key] {
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groupID = szID[comm.GetRandW(szW)] // 获得小组ID
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//fmt.Printf("大组类型为1的,获得小组ID :%d,dropID:%d", groupID, lotteryId)
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key := int64(lotteryId)<<31 + int64(groupID)
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// 小组ID 类型判断
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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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if _data.Itemwt != 0 {
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wt = _data.Itemwt
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}
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if wt >= 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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sztW = append(sztW, _data.Itemwt)
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sztID = append(sztID, _data.Id)
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}
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}
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return
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index := comm.GetRandW(sztW)
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_data := this.GetLotterConfById(sztID[index])
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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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A: _data.Itemid.A,
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T: _data.Itemid.T,
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N: _data.Itemid.N * count,
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})
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}
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} else if this.Btype[lotteryId] == 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)
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// 每个小组id 都随机取一次
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var szGroupID []int32 // 获得的权重数组
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gourp := make([]*cfg.GameLotteryData, 0) // key 小组ID value 权重
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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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gourp = append(gourp, _data)
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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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}
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}
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// 过滤 group
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var wt int32
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// 类型为2 可能会同时获得多个组id
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for _, v := range gourp {
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k := v.Groupid
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if v.Groupwt != 0 {
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wt = v.Groupwt
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}
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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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szW = append(szW, _data.Groupwt)
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szID = append(szID, _data.Groupid)
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}
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//fmt.Printf("大组类型为2的,获得小组ID :%d,dropID:%d", k, v.Id)
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if wt >= comm.GetRandNum(0, 1000) { // 命中
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szGroupID = append(szGroupID, k)
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key := int64(lotteryId)<<31 + int64(k)
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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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szW := make([]int32, 0)
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szID := make([]int32, 0)
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gourp := make(map[int32]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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if _, ok := gourp[_data.Groupid]; !ok {
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szW = append(szW, _data.Itemwt)
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szID = append(szID, _data.Id)
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}
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}
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}
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index := comm.GetRandW(szW)
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_data := this.GetLotterConfById(szID[index])
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//fmt.Printf("获得最终的道具 :%d", _data.Id)
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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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A: _data.Itemid.A,
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T: _data.Itemid.T,
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N: _data.Itemid.N * count,
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})
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}
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} else if this.Stype[key] == 2 {
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var wt int32
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for _, v := range this._groupType2[key] {
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}
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}
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// 类型为2 可能会同时获得多个组id
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for pos, v := range szW {
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key := int64(lotteryId)<<31 + int64(szID[pos])
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//fmt.Printf("大组类型为2的,获得小组ID :%d,dropID:%d", k, v.Id)
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if v >= comm.GetRandNum(0, 1000) { // 命中
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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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if _data.Itemwt != 0 {
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wt = _data.Itemwt
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}
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if wt >= 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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sztW = append(sztW, _data.Itemwt)
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sztID = append(sztID, _data.Id)
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}
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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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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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A: _data.Itemid.A,
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T: _data.Itemid.T,
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N: _data.Itemid.N * count,
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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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}
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}
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