Merge branch 'dev' of http://git.legu.cc/liwei_3d/go_dreamfactory into dev
This commit is contained in:
commit
837bce0066
@ -235,6 +235,8 @@ func (this *apiComp) BuyOrSell(session comm.IUserSession, req *pb.CaravanBuyOrSe
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update["items"] = caravan.Items
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update["baglimit"] = caravan.Baglimit
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caravan.Allgoods = nil
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caravan.Period = nil
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this.module.modelCaravan.modifyCaravanDataByObjId(session.GetUserId(), update)
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session.SendMsg(string(this.module.GetType()), "buyorsell", &pb.CaravanBuyOrSellResp{
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Data: caravan,
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@ -78,7 +78,9 @@ func (this *apiComp) GetStory(session comm.IUserSession, req *pb.CaravanGetStory
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}
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return
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}
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resp.Data = list
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resp.Eventid = list.Eventid
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resp.Taskid = list.Taskid
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resp.Tasktime = list.Tasktime
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session.SendMsg(string(this.module.GetType()), "getstory", resp)
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return
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}
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@ -124,7 +124,7 @@ func (this *apiComp) GotoCity(session comm.IUserSession, req *pb.CaravanGotoCity
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"curcity": list.Curcity,
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"eventid": list.Eventid,
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})
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resp.Data = list
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resp.Curcity = list.Curcity
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resp.Newtask = bNewTask
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session.SendMsg(string(this.module.GetType()), "gotocity", resp)
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// 任务统计
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@ -328,7 +328,9 @@ func (this *Caravan) CheckCaravanTask(session comm.IUserSession, data *pb.DBCara
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this.modelCaravan.modifyCaravanDataByObjId(session.GetUserId(), update)
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// 任务超时发送任务失败推送
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resp := &pb.CaravanTaskCompletePush{}
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resp.Data = data
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resp.Eventid = data.Eventid
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resp.Tasktime = data.Tasktime
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resp.Eventid = data.Eventid
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resp.BSuccess = false
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bTimeOut = true
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if len(list.Unreword) == 2 && list.Unreword[0] == 1 { // 类型为1 的 直接扣除虚拟币
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@ -380,7 +382,7 @@ func (this *Caravan) TaskComplete(session comm.IUserSession, taskid ...int32) {
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if conf, err := this.configure.GetCaravanEventById(list.Eventid); err == nil {
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this.CleanCaravanTask(session.GetUserId(), list) //任务完成 清理任务数据
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resp = &pb.CaravanTaskCompletePush{}
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resp.Data = list
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resp.BSuccess = true
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var (
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atno []*pb.UserAtno
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@ -225,23 +225,6 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
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}
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return
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} else if req.Itype > 0 { //玩家卡牌技能
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var (
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conf *cfg.GamePlayerSkillData
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err error
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list *pb.DBXXLData
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)
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if conf, err = this.module.configure.GetGamePlaySkill(req.Itype); err != nil {
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errdata = &pb.ErrorData{
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Code: pb.ErrorCode_ConfigNoFound, // 配置校验
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Title: pb.ErrorCode_ConfigNoFound.ToString(),
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Message: err.Error(),
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}
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return
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}
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if list, err = this.module.model.getEntertainmList(session.GetUserId()); err == nil {
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this.module.Debugf("%v,%v", conf, list)
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}
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if curPlayer.Skill[req.Itype] <= 0 {
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errdata = &pb.ErrorData{
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Code: pb.ErrorCode_EntertainNoSkillCard, // 技能卡不足
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@ -253,7 +236,6 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
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if errdata = this.UserCardSkill(curPlayer, color, req.Itype, req.Curid); errdata != nil {
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return
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}
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return
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}
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if req.Itype == 0 && req.Curid == 0 && req.Targetid == 0 {
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@ -953,12 +935,12 @@ func (this *Room) UserCardSkill(curPlayer *pb.PlayerData, color int32, skillid i
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if conf.Skilltouch == 101 { // 技能类型为1
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szMap = this.chessboard.HitElem(color, curid)
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} else if conf.Skilltouch == 102 {
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this.chessboard.ShuffleElem() // 初始化棋盘
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this.chessboard.ShuffleElem()
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szMap = append(szMap, &pb.MapData{
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Data: this.chessboard.Plat,
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})
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} else if conf.Skilltouch == 103 {
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//this.chessboard.HitCrossElem() // 初始化棋盘
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this.chessboard.HitCrossElem(color, curid) // 消除十字
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szMap = append(szMap, &pb.MapData{
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Data: this.chessboard.Plat,
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})
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@ -979,6 +961,19 @@ func (this *Room) UserCardSkill(curPlayer *pb.PlayerData, color int32, skillid i
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v.ChangeType = 1
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}
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this.NexPower = this.curPower
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if conf.Number == 2 { // 只有2类型扣除
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if list, err := this.module.model.getEntertainmList(curPlayer.Userinfo.Uid); err == nil {
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if _, ok := list.Skill[skillid]; ok {
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list.Skill[skillid] -= 1
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if list.Skill[skillid] < 0 {
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list.Skill[skillid] = 0
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}
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this.module.model.modifyEntertainmList(curPlayer.Userinfo.Uid, map[string]interface{}{
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"skill": list.Skill,
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})
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}
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}
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}
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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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@ -1329,49 +1329,56 @@ func (this *MapData) ShuffleElem() {
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}
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func (this *MapData) HitCrossElem(color int32, curid int32) (szMap []*pb.MapData) {
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var ids []int // 十字id
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var energy int32
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var curScore int32
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var (
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ids []int // 十字id
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energy int32
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curScore int32
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xc map[int]struct{}
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)
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x := int(curid / Width)
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y := int(curid % Height)
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for i := 0; i < Height; i++ { // 上
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xc = make(map[int]struct{}, 0)
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for i := 0; i < Height; i++ { // 上下
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if y+i < Height {
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ids = append(ids, x*Width+(y+i))
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}
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if y-i > 0 {
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ids = append(ids, (x-1)*Width+(y))
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ids = append(ids, x*Width+(y-i))
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}
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}
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if this.Plat[curid].Special == 0 {
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if this.Plat[curid].Color == color {
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for i := 0; i < Height; i++ { // 左右
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if x+i < Width {
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ids = append(ids, (x+i)*Width+(y))
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}
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if x-i >= 0 {
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ids = append(ids, (x-i)*Width+(y))
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}
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}
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for _, v := range ids {
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if this.Plat[curid].Special == 0 {
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xc[v] = struct{}{}
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} else {
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for key := range this.SpecialElem(int(v), this.Plat[v].Special) {
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xc[key] = struct{}{}
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}
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}
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}
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for id := range xc {
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if this.Plat[id].Color == color {
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energy++
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}
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curScore = this.Plat[curid].Score
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this.Plat[curid] = &pb.GirdeData{}
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if this.DropGirde() {
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szMap = append(szMap, &pb.MapData{
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Data: this.GetPalatData(),
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CurSocre: curScore,
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CurEnergy: 0,
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})
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}
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sz, _ := this.CheckMap(color, false)
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szMap = append(szMap, sz...)
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} else {
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x := this.SpecialElem(int(curid), this.Plat[curid].Special)
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for id := range x {
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if this.Plat[id].Color == color {
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energy++
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}
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curScore += this.Plat[id].Score
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this.Plat[id] = &pb.GirdeData{}
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this.operElem = append(this.operElem, int32(id))
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}
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if this.DropGirde() {
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szMap = append(szMap, &pb.MapData{
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Data: this.GetPalatData(),
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CurSocre: curScore,
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CurEnergy: energy,
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})
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}
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curScore += this.Plat[id].Score
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this.Plat[id] = &pb.GirdeData{}
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this.operElem = append(this.operElem, int32(id))
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}
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if this.DropGirde() {
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szMap = append(szMap, &pb.MapData{
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Data: this.GetPalatData(),
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CurSocre: curScore,
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CurEnergy: energy,
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})
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}
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return
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}
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