优化 + 新增 一键踢馆GM

This commit is contained in:
meixiongfeng 2023-04-18 18:34:29 +08:00
parent 3553d4c309
commit a77e855a2e
7 changed files with 51 additions and 262 deletions

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@ -453,6 +453,9 @@ type (
AddItems(session IUserSession, items map[string]int32, bPush bool) (code pb.ErrorCode)
//pvp切磋结果通知
ChallengeResults(bid, red, bule string, winSide int32)
// 清除玩家踢馆状态
CleanUpNpc(uid string)
}
ITools interface {

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@ -12,8 +12,6 @@ import (
)
const (
game_global = "game_global.json" //全局配置表
game_initial = "game_initial.json" //初始化表
game_gamecolor = "game_gamecolor.json" //颜色表
game_playerlv = "game_playerlv.json" //玩家等级
game_facemod = "game_facemod.json" //形象配置表
@ -28,7 +26,6 @@ const (
game_equip = "game_equip.json" //装备信息表
game_lottery = "game_lottery.json"
)
///配置管理基础组件
@ -37,27 +34,11 @@ type MCompConfigure struct {
hlock sync.RWMutex
_dropMap map[int32][]*cfg.GameDropData // 掉落表 key 是DiropId
_sign map[int32]*cfg.GameSignData
_group map[int64][]int32 // key 小组ID value cid
// 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
_lotteryType1 map[int32][]int32 // key 大组ID value cid
// 类型为2 的数据 有多个小组ID
_lotteryType2 map[int32][]int32 // key 大组ID value 小组ID
// 小组类型为1
_groupType1 map[int64][]int32 //value cid
// 小组类型为2
_groupType2 map[int64][]int32 //value cid
Btype map[int32]int32
Stype map[int64]int32 // subtype
SNum map[int64]int32 // 小组产出数量
}
//组件初始化接口
func (this *MCompConfigure) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) {
err = this.ModuleCompBase.Init(service, module, comp, options)
err = this.LoadConfigure(game_global, cfg.NewGameGlobal)
err = this.LoadConfigure(game_initial, cfg.NewGameInitial)
err = this.LoadConfigure(game_gamecolor, cfg.NewGameGameColor)
err = this.LoadConfigure(new_hero, cfg.NewGameHero)
err = this.LoadConfigure(game_playerlv, cfg.NewGamePlayerlv)
@ -67,211 +48,11 @@ func (this *MCompConfigure) Init(service core.IService, module core.IModule, com
//err = this.LoadConfigure(game_sign, cfg.NewGameSign)
err = this.LoadConfigure(game_item, cfg.NewGameItem)
err = this.LoadConfigure(game_vip, cfg.NewGameVip)
err = this.LoadConfigure(game_lottery, cfg.NewGameLottery)
this._dropMap = make(map[int32][]*cfg.GameDropData, 0)
this._sign = make(map[int32]*cfg.GameSignData, 0)
configure.RegisterConfigure(game_drop, cfg.NewGameDrop, this.LoadDropData)
configure.RegisterConfigure(game_sign, cfg.NewGameSign, this.LoadSignData)
this._group = make(map[int64][]int32, 0)
this._lotteryType1 = make(map[int32][]int32, 0)
this._lotteryType2 = make(map[int32][]int32, 0)
this._groupType1 = make(map[int64][]int32, 0)
this._groupType2 = make(map[int64][]int32, 0)
this.Btype = make(map[int32]int32, 0)
this.Stype = make(map[int64]int32, 0)
this.SNum = make(map[int64]int32, 0)
configure.RegisterConfigure(game_lottery, cfg.NewGameLottery, this.LoadGroupData)
return
}
func (this *MCompConfigure) LoadGroupData() {
if v, err := this.GetConfigure(game_lottery); err == nil {
if configure, ok := v.(*cfg.GameLottery); ok {
this.hlock.Lock()
defer this.hlock.Unlock()
this._group = make(map[int64][]int32, 0)
this._lotteryType1 = make(map[int32][]int32, 0)
this._lotteryType2 = make(map[int32][]int32, 0)
this._groupType1 = make(map[int64][]int32, 0)
this._groupType2 = make(map[int64][]int32, 0)
this.Btype = make(map[int32]int32, 0)
this.Stype = make(map[int64]int32, 0)
this.SNum = make(map[int64]int32, 0)
for _, value := range configure.GetDataList() {
key := int64(value.Lotteryid)<<31 + int64(value.Groupid)
this._group[key] = append(this._group[key], value.Id)
if _, ok := this.Btype[value.Lotteryid]; !ok {
this.Btype[value.Lotteryid] = value.Type
}
if _, ok := this.Stype[key]; !ok {
this.Stype[key] = value.Subtype
}
if _, ok := this.SNum[key]; !ok {
this.SNum[key] = value.Groupnum
}
if this.Btype[value.Lotteryid] == 1 {
this._lotteryType1[value.Lotteryid] = append(this._lotteryType1[value.Lotteryid], value.Id)
} else if this.Btype[value.Lotteryid] == 2 {
this._lotteryType2[value.Lotteryid] = append(this._lotteryType2[value.Lotteryid], value.Id)
}
if this.Stype[key] == 1 { // 小组ID为1
this._groupType1[key] = append(this._groupType1[key], value.Id)
} else if this.Stype[key] == 2 {
this._groupType2[key] = append(this._groupType2[key], value.Id)
}
}
return
}
} else {
log.Errorf("get LoadGroupData conf err:%v", err)
}
return
}
// 实际掉落逻辑 (传入 掉落组ID vip等级 玩家等级 返回获得的道具)
func (this *MCompConfigure) GetGroupDataByLottery(lotteryId int32, vipLv int32, lv int32) (items []*cfg.Gameatn) {
if _, ok := this._lotteryType1[lotteryId]; !ok {
if _, ok := this._lotteryType2[lotteryId]; !ok {
fmt.Printf("not found config lotterId:%d", lotteryId)
return
}
}
// 优先校验大组ID 的类型
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
var (
szW []int32 // 权重数组
szID []int32 // 小组ID 数组
groupID int32
gourp map[int32]int32 // key 小组ID value 权重
)
gourp = make(map[int32]int32, 0)
// 随机小组id
for _, v := range this._lotteryType1[lotteryId] {
if _data := this.GetLotterConfById(v); _data != nil {
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
if _, ok := gourp[_data.Groupid]; !ok {
gourp[_data.Groupid] = _data.Groupwt // 小组ID 权重赋值
szW = append(szW, _data.Groupwt)
szID = append(szID, _data.Groupid)
}
}
}
}
groupID = szID[comm.GetRandW(szW)] // 获得小组ID
fmt.Printf("大组类型为1的,获得小组ID :%ddropID%d", groupID, lotteryId)
key := int64(lotteryId)<<31 + int64(groupID)
// 小组ID 类型判断
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
for i := 0; i < int(this.SNum[key]); i++ {
szW = make([]int32, 0)
szID = make([]int32, 0)
gourp = make(map[int32]int32, 0)
for _, v := range this._groupType1[key] {
if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
if _, ok := gourp[_data.Groupid]; !ok {
szW = append(szW, _data.Itemwt)
szID = append(szID, _data.Id)
}
}
}
index := comm.GetRandW(szW)
_data := this.GetLotterConfById(szID[index])
fmt.Printf("获得最终的道具 :%d", _data.Id)
count := comm.GetRandNum(_data.Min, _data.Max)
// 随机获得的数量
items = append(items, &cfg.Gameatn{
A: _data.Itemid.A,
T: _data.Itemid.T,
N: _data.Itemid.N * count,
})
}
return
} 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)
for _, v := range this._groupType2[key] {
if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
fmt.Printf("大组类型1小组类型2获得道具 :%v, 该道具Cid:%d", _data.Itemid, v)
if _data.Itemwt >= comm.GetRandNum(1, 1000) { // 命中
count := comm.GetRandNum(_data.Min, _data.Max)
items = append(items, &cfg.Gameatn{
A: _data.Itemid.A,
T: _data.Itemid.T,
N: _data.Itemid.N * count, // 小组产出数量
})
}
}
}
return
}
} 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)
// 每个小组id 都随机取一次
var szGroupID []int32 // 获得的权重数组
gourp := make(map[int32]*cfg.GameLotteryData, 0) // key 小组ID value 权重
for _, v := range this._lotteryType2[lotteryId] {
if _data := this.GetLotterConfById(v); _data != nil {
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
if _, ok := gourp[_data.Groupid]; !ok {
gourp[_data.Groupid] = _data // 小组ID 权重赋值
}
}
}
}
// 类型为2 可能会同时获得多个组id
for k, v := range gourp {
fmt.Printf("大组类型为2的,获得小组ID :%d,dropID:%d", k, v.Id)
if v.Itemwt >= comm.GetRandNum(0, 1000) { // 命中
szGroupID = append(szGroupID, k)
key := int64(lotteryId)<<31 + int64(k)
if this.Stype[key] == 1 { // 随机一组数据
for i := 0; i < int(this.SNum[key]); i++ {
szW := make([]int32, 0)
szID := make([]int32, 0)
gourp := make(map[int32]int32, 0)
for _, v := range this._groupType1[key] {
if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
if _, ok := gourp[_data.Groupid]; !ok {
szW = append(szW, _data.Itemwt)
szID = append(szID, _data.Id)
}
}
}
index := comm.GetRandW(szW)
_data := this.GetLotterConfById(szID[index])
fmt.Printf("获得最终的道具 :%d", _data.Id)
count := comm.GetRandNum(_data.Min, _data.Max)
// 随机获得的数量
items = append(items, &cfg.Gameatn{
A: _data.Itemid.A,
T: _data.Itemid.T,
N: _data.Itemid.N * count,
})
}
} else if this.Stype[key] == 2 {
for _, v := range this._groupType2[key] {
if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
fmt.Printf("大组类型2小组类型2获得道具 :%v该道具Cid:%d", _data.Itemid, v)
if _data.Itemwt >= comm.GetRandNum(1, 1000) { // 命中
count := comm.GetRandNum(_data.Min, _data.Max)
items = append(items, &cfg.Gameatn{
A: _data.Itemid.A,
T: _data.Itemid.T,
N: _data.Itemid.N * count, // 小组产出数量
})
}
}
}
}
}
}
}
return
}
@ -323,38 +104,6 @@ func (this *MCompConfigure) GetConfigure(name string) (v interface{}, err error)
return configure.GetConfigure(name)
}
//全局配置
// func (this *MCompConfigure) GetGlobalConf() *cfg.GameGlobalData {
// var (
// configure *cfg.GameGlobal
// ok bool
// )
// if v, err := this.GetConfigure(game_global); err != nil {
// log.Errorf("get global conf err:%v", err)
// return nil
// } else {
// if configure, ok = v.(*cfg.GameGlobal); !ok {
// log.Errorf("%T no is *cfg.Game_global", v)
// return nil
// }
// }
// return configure.GetDataList()[0] // 返回对象信息
// }
func (this *MCompConfigure) GetGlobalInitConf() (configure *cfg.GameInitial, err error) {
var (
v interface{}
ok bool
)
if v, err = this.GetConfigure(game_initial); err == nil {
if configure, ok = v.(*cfg.GameInitial); !ok {
err = fmt.Errorf("%T no is *cfg.Game_comInitial", v)
return
}
}
return
}
// 主角等级经验配置列表
func (this *MCompConfigure) GetPlayerlvConfList() (list []*cfg.GamePlayerlvData) {
if v, err := this.GetConfigure(game_playerlv); err != nil {
@ -578,12 +327,3 @@ func (this *MCompConfigure) GetAllEquipmentConfigure() (configure []*cfg.GameEqu
}
return
}
func (this *MCompConfigure) GetLotterConfById(id int32) (data *cfg.GameLotteryData) {
if v, err := this.GetConfigure(game_lottery); err == nil {
if configure, ok := v.(*cfg.GameLottery); ok {
return configure.Get(id)
}
}
return
}

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@ -37,6 +37,7 @@ import (
21bingo:chat,1
22bingo:itemtype,1,1 // 获取某种类型所有道具(道具类型,数量)
23bingo:viplv,50
24bingo:cleannpc
*/
//参数校验
func (this *apiComp) CmdCheck(session comm.IUserSession, req *pb.GMCmdReq) (code pb.ErrorCode) {

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@ -463,6 +463,18 @@ func (this *GM) CreateCmd(session comm.IUserSession, cmd string) (code pb.ErrorC
log.Field{Key: "0", Value: datas[0]},
log.Field{Key: "N", Value: int32(num)},
)
} else if len(datas) == 1 && (datas[0] == "cleannpc") { // 充值次数
module1, err := this.service.GetModule(comm.ModulePractice)
if err != nil {
return
}
module1.(comm.IPractice).CleanUpNpc(session.GetUserId())
this.Debug("使用bingo命令:uid = %s ",
log.Field{Key: "uid", Value: session.GetUserId()},
log.Field{Key: "0", Value: datas[0]},
)
}
}
}

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@ -34,7 +34,7 @@ func (this *apiComp) NPCBattkleFinish(session comm.IUserSession, req *pb.Practic
}
if req.Report.WinSide == 1 {
room.Npcstate = 2
room.Npcstate = 2 //稍后 状态改成3。让客户端先处理协议
if conf, err = this.module.configure.getDispatchBattleData(room.Currnpc); err != nil {
code = pb.ErrorCode_ConfigNoFound
return
@ -42,8 +42,10 @@ func (this *apiComp) NPCBattkleFinish(session comm.IUserSession, req *pb.Practic
if code = this.module.DispenseRes(session, conf.Award, true); code != pb.ErrorCode_Success {
return
}
room.Refresh = configure.Now().Unix()
this.module.modelPandata.Change(session.GetUserId(), map[string]interface{}{
"npcstate": room.Npcstate,
"refresh": room.Refresh,
})
} else {
room.Npcstate = 1

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@ -402,3 +402,19 @@ func (this *Practice) RPC_ModulePracticeUnLockPillar(ctx context.Context, args *
// }
return
}
// 一键踢馆 (跨服)
func (this *Practice) CleanUpNpc(uid string) {
conn_, _ := db.Cross() // 获取跨服数据库对象
model := db.NewDBModel(comm.TablePandata, time.Hour, conn_)
result := &pb.DBPracticeRoom{}
if err := model.Get(uid, result); err != nil && err != mgo.MongodbNil {
return
}
result.Refresh = configure.Now().Unix()
this.modelPandata.Change(uid, map[string]interface{}{ // 同步状态即可
"npcstate": 3,
"refresh": result.Refresh,
})
}

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@ -15,6 +15,7 @@ const (
game_sign = "game_sign.json"
gameOpencond = "game_opencond.json"
game_SignExtra = "game_signextra.json"
game_initial = "game_initial.json" //初始化表
)
///配置管理基础组件
@ -28,7 +29,7 @@ type configureComp struct {
//组件初始化接口
func (this *configureComp) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) {
err = this.MCompConfigure.Init(service, module, comp, options)
err = this.LoadConfigure(game_initial, cfg.NewGameInitial)
this._sign = make(map[int32]*cfg.GameSignData, 0)
configure.RegisterConfigure(game_sign, cfg.NewGameSign, this.LoadSignData)
this.LoadConfigure(gameOpencond, cfg.NewGameOpencond)
@ -130,3 +131,17 @@ func (this *configureComp) GetSignExtarConf(day, group int32) *cfg.GameSignExtra
}
return nil
}
func (this *configureComp) GetGlobalInitConf() (configure *cfg.GameInitial, err error) {
var (
v interface{}
ok bool
)
if v, err = this.GetConfigure(game_initial); err == nil {
if configure, ok = v.(*cfg.GameInitial); !ok {
err = fmt.Errorf("%T no is *cfg.Game_comInitial", v)
return
}
}
return
}