清除非本日获得的碎片数据
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parent
1f0645a4cf
commit
a8ab4be054
@ -7,6 +7,7 @@ import (
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"go_dreamfactory/pb"
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"go_dreamfactory/sys/configure"
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cfg "go_dreamfactory/sys/configure/structs"
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"go_dreamfactory/utils"
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"go_dreamfactory/modules"
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)
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@ -51,9 +52,17 @@ func (this *UiGame) HDPSTodayConsum(uid string, ps int32) {
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activity := this.ModuleActivity.GetAllHdInfo()
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curTime := configure.Now().Unix()
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if v, ok := activity[pb.HdType_HdPuzzle]; ok { // 拼图小游戏
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if v.Stime >= curTime && curTime <= v.Etime { // 活动时间范围内
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if v.Stime <= curTime && curTime <= v.Etime { // 活动时间范围内
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if rst, err := this.modelPuzzle.getPuzzleList(uid, v.Id); err == nil {
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if conf, err := this.configure.GetPuzzleConsumConf(); err != nil {
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if conf, err := this.configure.GetPuzzleConsumConf(); err == nil {
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update := make(map[string]interface{})
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// 清除每日获得的碎片数据
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if !utils.IsToday(rst.Lasttime) {
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rst.Lasttime = configure.Now().Unix()
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rst.Val = 0
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update["val"] = rst.Val
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update["lasttime"] = rst.Lasttime
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}
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if conf.Getmax > rst.Val { // 超过今日上限
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tmp := ps / conf.Usepawer
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if tmp > rst.Val {
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@ -74,7 +83,6 @@ func (this *UiGame) HDPSTodayConsum(uid string, ps int32) {
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this.DispenseRes(s, []*cfg.Gameatn{res}, true)
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}
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update := make(map[string]interface{})
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update["val"] = rst.Val
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this.modelPuzzle.modifyPuzzleListByObjId(uid, update)
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