玩家技能
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@ -190,7 +190,7 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
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}
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if this.player1.Energy >= conf.Skillload {
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this.player1.Energy = conf.Skillload // 清零
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this.chessboard.SkillUp(conf.Skilleffect, conf.Skillvalue)
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curScore, szMap = this.chessboard.SkillUp(conf.Skilleffect, conf.Skillvalue)
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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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@ -4,6 +4,7 @@ import (
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"crypto/rand"
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"fmt"
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"go_dreamfactory/pb"
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"go_dreamfactory/utils"
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"math/big"
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)
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@ -463,7 +464,7 @@ func (this *MapData) CheckMap(color int32) (score int32, szMap []*pb.MapData) {
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score += curScore // 总分
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if this.DropGirde() {
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szMap = append(szMap, &pb.MapData{
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Data: this.GetPalat(),
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Data: this.GetPalatData(),
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CurSocre: curScore,
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Xgrid: count,
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})
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@ -507,7 +508,7 @@ func (this *MapData) DropGirde() bool {
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return bDrop
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}
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func (this *MapData) GetPalat() (data []*pb.GirdeData) {
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func (this *MapData) GetPalatData() (data []*pb.GirdeData) {
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for _, v := range this.Plat {
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data = append(data, &pb.GirdeData{
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Oid: v.Oid,
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@ -563,11 +564,16 @@ func (this *MapData) AiSwapGirde() (score int32, szMap []*pb.MapData, oid1 int32
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}
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// 释放技能 技能id 和参数
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func (this *MapData) SkillUp(skillid int32, value int32) (plat *pb.MapData) {
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func (this *MapData) SkillUp(skillid int32, value int32) (score int32, szMap []*pb.MapData) {
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if skillid == 1 { // 随机消除盘面上X个方块
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ids := utils.RandomNumbers(0, Total-1, int(value))
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for _, id := range ids {
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this.Plat[id] = &pb.GirdeData{}
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}
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if this.DropGirde() {
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score, szMap = this.CheckMap(1)
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}
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}
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return &pb.MapData{
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Data: this.Plat,
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}
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return
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}
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@ -90,6 +90,7 @@ func Test_Main(t *testing.T) {
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// if bSwap, m := m.AiSwapGirde(); bSwap {
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// szMap = append(szMap, m...)
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// }
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m.SkillUp(1, 7)
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m.SwapGirde(1, 8)
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m.CheckMap(1)
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