Merge branch 'meixiongfeng' of http://git.legu.cc/liwei_3d/go_dreamfactory into dev
This commit is contained in:
commit
aac7850519
164
comm/const.go
164
comm/const.go
@ -359,86 +359,86 @@ const (
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// 随机任务类型
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const (
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Rtype1 TaskType = 1 //英雄指定
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Rtype2 TaskType = 2 //主线之内触发了剧情Id
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Rtype3 TaskType = 3 //每日任务
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Rtype4 TaskType = 4 //指定英雄的等级限制
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Rtype5 TaskType = 5 //指定英雄的装备数量
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Rtype6 TaskType = 6 //指定英雄的星级
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Rtype7 TaskType = 7 //日常登录一次
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Rtype8 TaskType = 8 //累计登陆xx天
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Rtype9 TaskType = 9 //连续登陆xx天
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Rtype10 TaskType = 10 //拥有xx个好友
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Rtype11 TaskType = 11 //赠送X次友情点
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Rtype12 TaskType = 12 //使用好友助战英雄xx次
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Rtype13 TaskType = 13 //更换X次助战英雄
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Rtype14 TaskType = 14 //累计xx次普通招募
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Rtype15 TaskType = 15 //累计xx次阵营招募
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Rtype16 TaskType = 16 //招募获得xx品质英雄xx个
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Rtype17 TaskType = 17 //普通招募十连,获得xx个以上xx星英雄
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Rtype18 TaskType = 18 //xx次普通招募
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Rtype19 TaskType = 19 //xx次阵营招募
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Rtype20 TaskType = 20 //用户等级达到xx级
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Rtype21 TaskType = 21 //英雄合成xx次
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Rtype22 TaskType = 22 //合成xx英雄
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Rtype23 TaskType = 23 //拥有xx个xx星级的xx等级英雄
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Rtype24 TaskType = 24 //为任意英雄提升xx次等级
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Rtype25 TaskType = 25 //xx名xx英雄升至xx星
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Rtype26 TaskType = 26 //xx名英雄从三星升四星
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Rtype27 TaskType = 27 //xx名英雄从四星升五星
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Rtype28 TaskType = 28 //xx名英雄从五星升六星
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Rtype29 TaskType = 29 //拥有xx个xx级及以上的【xx】英雄
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Rtype30 TaskType = 30 //获得xx个品质为xx的英雄
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Rtype31 TaskType = 31 //获得xx个品质为xx以上的英雄
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Rtype32 TaskType = 32 //xx个品质为xx的英雄升到xx级
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Rtype33 TaskType = 33 //xx个品质为xx以及以上英雄升到xx级
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Rtype34 TaskType = 34 //xx个英雄觉醒达到xx阶段
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Rtype35 TaskType = 35 //xx英雄觉醒达到xx阶段
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Rtype36 TaskType = 36 //xx位xx品质xx职业英雄(xx阵营)觉醒达到xx阶段
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Rtype37 TaskType = 37 //xx名xx品质英雄满共鸣、等级、觉醒
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Rtype38 TaskType = 38 //xx英雄满级、共鸣、觉醒至最高状态
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Rtype39 TaskType = 39 //累计英雄共鸣xx次
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Rtype40 TaskType = 40 //xx个英雄共鸣满xx次
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Rtype41 TaskType = 41 //xx名英雄穿戴xx件xx星级的装备
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Rtype42 TaskType = 42 //xx名英雄穿戴xx件xx等级的装备
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Rtype43 TaskType = 43 //将xx件装备强化至xx级
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Rtype44 TaskType = 44 //任意装备强化到xx级
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Rtype45 TaskType = 45 //将xx件xx星【xx】套装装备强化至xx级
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Rtype46 TaskType = 46 //为xx名英雄穿戴完整xx星【xx】套装装备
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Rtype47 TaskType = 47 //累计强化装备成功xx次
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Rtype48 TaskType = 48 //xx次xx星的二件套装备强化至xx并穿戴
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Rtype49 TaskType = 49 //xx次xx星的四件套装备强化至xx并穿戴
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Rtype50 TaskType = 50 //获得xx星以上装备xx件
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Rtype51 TaskType = 51 //在铁匠铺中获得xx件xx星装备
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Rtype52 TaskType = 52 //xx英雄提升xx次技能等级
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Rtype53 TaskType = 53 //技能升级累计xx次
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Rtype54 TaskType = 54 //x名卡牌角色技能全满级
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Rtype55 TaskType = 55 //xx品质英雄提升xx次技能等级
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Rtype56 TaskType = 56 //拥有xx名技能升级xx次的xx职业英雄
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Rtype57 TaskType = 57 //xx名英雄技能满级
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Rtype58 TaskType = 58 //通关任意普通爬塔层数
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Rtype59 TaskType = 59 //通关普通爬塔xx层
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Rtype60 TaskType = 60 //任意主线副本通关1次
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Rtype61 TaskType = 61 //通关主线关卡xx
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Rtype62 TaskType = 62 //世界聊天发言xx次
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Rtype63 TaskType = 63 //日常任务活跃度达到xx
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Rtype64 TaskType = 64 //任意商品购买xx次
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Rtype65 TaskType = 65 //在商店购买xx商品xx件
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Rtype66 TaskType = 66 //xx商店购买任意商品xx次
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Rtype67 TaskType = 67 //商店购物消耗xx货币xx个
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Rtype68 TaskType = 68 //任意渠道消耗xx金币
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Rtype69 TaskType = 69 //与其他玩家切磋xx次
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Rtype70 TaskType = 70 //通关世界任务XX关卡
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Rtype72 TaskType = 72 //完成一次捏人
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Rtype73 TaskType = 73 //通关难度A维京远征指定BOSSN次(从接到任务开始,只有通关A难度进度才+1)
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Rtype74 TaskType = 74 //通关难度A维京远征指定BOSS(检查最高难度记录是否超过了此难度,超过则完成)
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Rtype75 TaskType = 75 //自动战斗通关难度A的维京远征指定BOSS(从接到任务开始,若全程无手动操作(不包含变速)且挑战难度大于等于A则判断任务完成)
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Rtype76 TaskType = 76 //通关维京远征指定BOSSN次(从创号开始记录,通关任意难度进度都+1)
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Rtype77 TaskType = 77 //通关难度A及以上维京远征指定BOSSN次(从接到任务开始,若通关难度大于等于设定难度,则进度+1)
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Rtype78 TaskType = 78 //通关难度A维京远征指定BOSS时间达到XX秒以内(检查最高记录是否超过了此难度,超过则完成)
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Rtype79 TaskType = 79 //使用好友助战英雄通关A难度的指定维京远征BOSS(从接到任务开始,通关阵营中包含好友助战英雄,难度大于等于A的指定维京远征BOSS时任务完成。)
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Rtype80 TaskType = 80 //通关难度A指定狩猎BOOS难度N次(从接到任务开始,只有通关A难度进度才+1)
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Rtype81 TaskType = 81 //通关A难度狩猎BOOS(检查最高难度记录是否达到了此难度,达到则完成)
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Rtype1 TaskType = 1 //英雄指定
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Rtype2 TaskType = 2 //主线之内触发了剧情Id
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Rtype3 TaskType = 3 //每日任务
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Rtype4 TaskType = 4 //指定英雄的等级限制
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Rtype5 TaskType = 5 //指定英雄的装备数量
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Rtype6 TaskType = 6 //指定英雄的星级
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Rtype7 TaskType = 7 //日常登录一次
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Rtype8 TaskType = 8 //累计登陆xx天
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Rtype9 TaskType = 9 //连续登陆xx天
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Rtype10 TaskType = 10 //拥有xx个好友
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Rtype11 TaskType = 11 //赠送X次友情点
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Rtype12 TaskType = 12 //使用好友助战英雄xx次
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Rtype13 TaskType = 13 //更换X次助战英雄
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Rtype14 TaskType = 14 //累计xx次普通招募
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Rtype15 TaskType = 15 //累计xx次阵营招募
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Rtype16 TaskType = 16 //招募获得xx品质英雄xx个
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Rtype17 TaskType = 17 //普通招募十连,获得xx个以上xx星英雄
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Rtype18 TaskType = 18 //xx次普通招募
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Rtype19 TaskType = 19 //xx次阵营招募
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Rtype20 TaskType = 20 //用户等级达到xx级
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Rtype21 TaskType = 21 //英雄合成xx次
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Rtype22 TaskType = 22 //合成xx英雄
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Rtype23 TaskType = 23 //拥有xx个xx星级的xx等级英雄
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Rtype24 TaskType = 24 //为任意英雄提升xx次等级
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Rtype25 TaskType = 25 //xx名xx英雄升至xx星
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Rtype26 TaskType = 26 //xx名英雄从三星升四星
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Rtype27 TaskType = 27 //xx名英雄从四星升五星
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Rtype28 TaskType = 28 //xx名英雄从五星升六星
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Rtype29 TaskType = 29 //拥有xx个xx级及以上的【xx】英雄
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Rtype30 TaskType = 30 //获得xx个品质为xx的英雄
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Rtype31 TaskType = 31 //获得xx个品质为xx以上的英雄
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Rtype32 TaskType = 32 //xx个品质为xx的英雄升到xx级
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Rtype33 TaskType = 33 //xx个品质为xx以及以上英雄升到xx级
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Rtype34 TaskType = 34 //xx个英雄觉醒达到xx阶段
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Rtype35 TaskType = 35 //xx英雄觉醒达到xx阶段
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Rtype36 TaskType = 36 //xx位xx品质xx职业英雄(xx阵营)觉醒达到xx阶段
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Rtype37 TaskType = 37 //xx名xx品质英雄满共鸣、等级、觉醒
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Rtype38 TaskType = 38 //xx英雄满级、共鸣、觉醒至最高状态
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Rtype39 TaskType = 39 //累计英雄共鸣xx次
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Rtype40 TaskType = 40 //xx个英雄共鸣满xx次
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Rtype41 TaskType = 41 //xx名英雄穿戴xx件xx星级的装备
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Rtype42 TaskType = 42 //xx名英雄穿戴xx件xx等级的装备
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Rtype43 TaskType = 43 //将xx件装备强化至xx级
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Rtype44 TaskType = 44 //任意装备强化到xx级
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Rtype45 TaskType = 45 //将xx件xx星【xx】套装装备强化至xx级
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Rtype46 TaskType = 46 //为xx名英雄穿戴完整xx星【xx】套装装备
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Rtype47 TaskType = 47 //累计强化装备成功xx次
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Rtype48 TaskType = 48 //xx次xx星的二件套装备强化至xx并穿戴
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Rtype49 TaskType = 49 //xx次xx星的四件套装备强化至xx并穿戴
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Rtype50 TaskType = 50 //获得xx星以上装备xx件
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Rtype51 TaskType = 51 //在铁匠铺中获得xx件xx星装备
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Rtype52 TaskType = 52 //xx英雄提升xx次技能等级
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Rtype53 TaskType = 53 //技能升级累计xx次
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Rtype54 TaskType = 54 //x名卡牌角色技能全满级
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Rtype55 TaskType = 55 //xx品质英雄提升xx次技能等级
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Rtype56 TaskType = 56 //拥有xx名技能升级xx次的xx职业英雄
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Rtype57 TaskType = 57 //xx名英雄技能满级
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Rtype58 TaskType = 58 //通关任意普通爬塔层数
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Rtype59 TaskType = 59 //通关普通爬塔xx层
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Rtype60 TaskType = 60 //任意主线副本通关1次
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Rtype61 TaskType = 61 //通关主线关卡xx
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Rtype62 TaskType = 62 //世界聊天发言xx次
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Rtype63 TaskType = 63 //日常任务活跃度达到xx
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Rtype64 TaskType = 64 //任意商品购买xx次
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Rtype65 TaskType = 65 //在商店购买xx商品xx件
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Rtype66 TaskType = 66 //xx商店购买任意商品xx次
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Rtype67 TaskType = 67 //商店购物消耗xx货币xx个
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Rtype68 TaskType = 68 //任意渠道消耗xx金币
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Rtype69 TaskType = 69 //与其他玩家切磋xx次
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Rtype70 TaskType = 70 //通关世界任务XX关卡
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Rtype72 TaskType = 72 //完成一次捏人
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Rtype73 TaskType = 73 //通关难度A维京远征指定BOSSN次(从接到任务开始,只有通关A难度进度才+1)
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Rtype74 TaskType = 74 //通关难度A维京远征指定BOSS(检查最高难度记录是否超过了此难度,超过则完成)
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//Rtype75 TaskType = 75 //自动战斗通关难度A的维京远征指定BOSS(从接到任务开始,若全程无手动操作(不包含变速)且挑战难度大于等于A则判断任务完成)
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//Rtype76 TaskType = 76 //通关维京远征指定BOSSN次(从创号开始记录,通关任意难度进度都+1)
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//Rtype77 TaskType = 77 //通关难度A及以上维京远征指定BOSSN次(从接到任务开始,若通关难度大于等于设定难度,则进度+1)
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Rtype78 TaskType = 78 //通关难度A维京远征指定BOSS时间达到XX秒以内(检查最高记录是否超过了此难度,超过则完成)
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Rtype79 TaskType = 79 //使用好友助战英雄通关A难度的指定维京远征BOSS(从接到任务开始,通关阵营中包含好友助战英雄,难度大于等于A的指定维京远征BOSS时任务完成。)
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//Rtype80 TaskType = 80 //通关难度A指定狩猎BOOS难度N次(从接到任务开始,只有通关A难度进度才+1)
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//Rtype81 TaskType = 81 //通关A难度狩猎BOOS(检查最高难度记录是否达到了此难度,达到则完成)
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Rtype82 TaskType = 82 //通关狩猎指定BOOSN次(历史)(从创号开始记录登陆天数,通关任意难度进度都+1)
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Rtype83 TaskType = 83 //通关难度A及以上指定狩猎BOOSN次(从接到任务开始,若通关难度大于等于设定难度,则进度+1)
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Rtype84 TaskType = 84 //普通塔达到XX层(检查最高难度记录是否达到了此难度,达到则完成)
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@ -497,7 +497,11 @@ const (
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Rtype137 TaskType = 137 //累计铁匠铺锻造X小时(历史)(从创号开始记录,满1小时进度+1)
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Rtype138 TaskType = 138 //在线N分钟(从接到任务开始,记录玩家在线时间并记入进度)
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Rtype139 TaskType = 139 //通过融合获得指定英雄(从接到任务开始记录,通过融合获得指定英雄则任务完成)
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<<<<<<< HEAD
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Rtype140 TaskType = 140 //关卡编辑器完成条件
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=======
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>>>>>>> 8def819e118af719604f8c08eda354d931faa7c7
|
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)
|
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|
||||
const (
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|
@ -5,11 +5,7 @@ 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/sys/db"
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"strconv"
|
||||
"time"
|
||||
|
||||
"go.mongodb.org/mongo-driver/bson/primitive"
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"google.golang.org/protobuf/proto"
|
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)
|
||||
|
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@ -29,7 +25,7 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.VikingChal
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||||
newChallenge bool // 新的关卡
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reward []*cfg.Gameatn
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||||
asset []*pb.UserAssets
|
||||
costTime int32 // 战斗花费的时间
|
||||
bWin bool // 战斗是否胜利
|
||||
)
|
||||
mapData = make(map[string]interface{}, 0)
|
||||
reward = make([]*cfg.Gameatn, 0)
|
||||
@ -73,85 +69,26 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.VikingChal
|
||||
}
|
||||
mapData["boss"] = viking.Boss
|
||||
}
|
||||
if req.Report != nil {
|
||||
costTime = req.Report.Costtime
|
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}
|
||||
// 耗时校验 当前战斗胜利时间消耗小于之前刷新数据
|
||||
code, _ = this.module.battle.CheckBattleReport(session, req.Report)
|
||||
|
||||
if code != pb.ErrorCode_Success {
|
||||
return
|
||||
}
|
||||
|
||||
if !bWin { // 战斗失败 直接返回
|
||||
return
|
||||
}
|
||||
// 耗时校验 当前战斗胜利时间消耗小于之前刷新数据
|
||||
code, bWin = this.module.battle.CheckBattleReport(session, req.Report)
|
||||
viking.LeftCount--
|
||||
mapData["leftCount"] = viking.LeftCount
|
||||
viking.ChallengeCount++
|
||||
mapData["challengeCount"] = viking.ChallengeCount
|
||||
conf := this.module.configure.GetGlobalConf()
|
||||
if conf != nil {
|
||||
if viking.LeftCount >= conf.VikingNum {
|
||||
viking.RecoveryTime = configure.Now().Unix()
|
||||
}
|
||||
}
|
||||
viking.LeftCount--
|
||||
mapData["leftCount"] = viking.LeftCount
|
||||
viking.ChallengeCount++
|
||||
mapData["challengeCount"] = viking.ChallengeCount
|
||||
key := strconv.Itoa(int(req.BossId)) + "_" + strconv.Itoa(int(req.Difficulty))
|
||||
|
||||
if viking.BossTime[key] > costTime || viking.BossTime[key] == 0 && req.Difficulty >= viking.Boss[req.BossId] { // 刷新记录
|
||||
viking.BossTime[key] = costTime
|
||||
szLine := make([]*pb.LineUp, 5)
|
||||
Leadpos := 0
|
||||
if req.Report != nil && req.Report.Info != nil && len(req.Report.Info.Redflist) > 0 {
|
||||
costTime = req.Report.Costtime
|
||||
Leadpos = int(req.Report.Info.Redflist[0].Leadpos)
|
||||
for i, v := range req.Report.Info.Redflist[0].Team {
|
||||
if v != nil {
|
||||
szLine[i] = &pb.LineUp{
|
||||
Cid: v.HeroID,
|
||||
Star: v.Star,
|
||||
Lv: v.Lv,
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// 写入排行榜
|
||||
objID := ""
|
||||
bFind := false
|
||||
ranks := this.module.modulerank.getVikingRankList(session.GetUserId())
|
||||
for _, v := range ranks {
|
||||
if v.Bosstype == req.BossId {
|
||||
mapRankData := make(map[string]interface{}, 0)
|
||||
mapRankData["difficulty"] = req.Difficulty
|
||||
mapRankData["bosstype"] = req.BossId
|
||||
mapRankData["Leadpos"] = Leadpos
|
||||
mapRankData["line"] = szLine
|
||||
mapRankData["costTime"] = costTime
|
||||
conn_, _ := db.Cross()
|
||||
dbModel := db.NewDBModel(comm.TableVikingRank, time.Hour, conn_)
|
||||
dbModel.ChangeList(session.GetUserId(), v.Id, mapRankData)
|
||||
objID = v.Id
|
||||
bFind = true
|
||||
break
|
||||
}
|
||||
}
|
||||
if !bFind {
|
||||
userinfo := this.module.ModuleUser.GetUser(session.GetUserId())
|
||||
new := &pb.DBVikingRank{
|
||||
Id: primitive.NewObjectID().Hex(),
|
||||
Uid: session.GetUserId(),
|
||||
Difficulty: req.Difficulty,
|
||||
Bosstype: req.BossId,
|
||||
Nickname: userinfo.Name,
|
||||
Icon: "",
|
||||
Lv: userinfo.Lv,
|
||||
Leadpos: int32(Leadpos),
|
||||
Line: szLine,
|
||||
CostTime: costTime,
|
||||
}
|
||||
objID = new.Id
|
||||
conn_, _ := db.Cross()
|
||||
dbModel := db.NewDBModel(comm.TableVikingRank, time.Hour, conn_)
|
||||
dbModel.AddList(session.GetUserId(), new.Id, new)
|
||||
}
|
||||
this.module.modulerank.SetRankListData("vikingRank"+strconv.Itoa(int(req.BossId)), req.Difficulty<<16+costTime, objID)
|
||||
}
|
||||
this.module.CheckRank(session.GetUserId(), req.BossId, req.Difficulty, viking, req.Report)
|
||||
mapData["bossTime"] = viking.BossTime // 更新时间
|
||||
if newChallenge { // 新关卡挑战通过 发放首通奖励
|
||||
if code = this.module.DispenseRes(session, cfg.Firstprize, true); code != pb.ErrorCode_Success {
|
||||
@ -184,5 +121,18 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.VikingChal
|
||||
Data: viking,
|
||||
Asset: asset,
|
||||
})
|
||||
|
||||
// 随机任务统计
|
||||
this.module.ModuleRtask.SendToRtask(session, comm.Rtype73, req.Difficulty, req.BossId, 1)
|
||||
this.module.ModuleRtask.SendToRtask(session, comm.Rtype74, req.Difficulty, req.BossId)
|
||||
this.module.ModuleRtask.SendToRtask(session, comm.Rtype78, req.Difficulty, req.BossId, req.Report.Costtime)
|
||||
if req.Report != nil && req.Report.Info != nil && len(req.Report.Info.Redflist) > 0 {
|
||||
for _, v := range req.Report.Info.Redflist[0].Team {
|
||||
if v.Ishelp { // 判断是否有助战
|
||||
this.module.ModuleRtask.SendToRtask(session, comm.Rtype79, req.Difficulty, req.BossId)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
return
|
||||
}
|
||||
|
@ -10,6 +10,11 @@ import (
|
||||
"go_dreamfactory/lego/core"
|
||||
"go_dreamfactory/modules"
|
||||
"go_dreamfactory/pb"
|
||||
"go_dreamfactory/sys/db"
|
||||
"strconv"
|
||||
"time"
|
||||
|
||||
"go.mongodb.org/mongo-driver/bson/primitive"
|
||||
)
|
||||
|
||||
type Viking struct {
|
||||
@ -75,3 +80,67 @@ func (this *Viking) CheckUserBaseVikingInfo(uid string) (data []*pb.DBVikingRank
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
func (this *Viking) CheckRank(uid string, boosID int32, difficulty int32, viking *pb.DBViking, report *pb.BattleReport) {
|
||||
costTime := report.Costtime
|
||||
key := strconv.Itoa(int(boosID)) + "_" + strconv.Itoa(int(difficulty))
|
||||
|
||||
if viking.BossTime[key] > costTime || viking.BossTime[key] == 0 && difficulty >= viking.Boss[boosID] { // 刷新记录
|
||||
viking.BossTime[key] = costTime
|
||||
szLine := make([]*pb.LineUp, 5)
|
||||
Leadpos := 0
|
||||
if report != nil && report.Info != nil && len(report.Info.Redflist) > 0 {
|
||||
costTime = report.Costtime
|
||||
Leadpos = int(report.Info.Redflist[0].Leadpos)
|
||||
for i, v := range report.Info.Redflist[0].Team {
|
||||
if v != nil {
|
||||
szLine[i] = &pb.LineUp{
|
||||
Cid: v.HeroID,
|
||||
Star: v.Star,
|
||||
Lv: v.Lv,
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// 写入排行榜
|
||||
objID := ""
|
||||
bFind := false
|
||||
ranks := this.modulerank.getVikingRankList(uid)
|
||||
for _, v := range ranks {
|
||||
if v.Bosstype == boosID {
|
||||
mapRankData := make(map[string]interface{}, 0)
|
||||
mapRankData["difficulty"] = difficulty
|
||||
mapRankData["bosstype"] = boosID
|
||||
mapRankData["Leadpos"] = Leadpos
|
||||
mapRankData["line"] = szLine
|
||||
mapRankData["costTime"] = costTime
|
||||
conn_, _ := db.Cross()
|
||||
dbModel := db.NewDBModel(comm.TableVikingRank, time.Hour, conn_)
|
||||
dbModel.ChangeList(uid, v.Id, mapRankData)
|
||||
objID = v.Id
|
||||
bFind = true
|
||||
break
|
||||
}
|
||||
}
|
||||
if !bFind {
|
||||
userinfo := this.ModuleUser.GetUser(uid)
|
||||
new := &pb.DBVikingRank{
|
||||
Id: primitive.NewObjectID().Hex(),
|
||||
Uid: uid,
|
||||
Difficulty: difficulty,
|
||||
Bosstype: boosID,
|
||||
Nickname: userinfo.Name,
|
||||
Icon: "",
|
||||
Lv: userinfo.Lv,
|
||||
Leadpos: int32(Leadpos),
|
||||
Line: szLine,
|
||||
CostTime: costTime,
|
||||
}
|
||||
objID = new.Id
|
||||
conn_, _ := db.Cross()
|
||||
dbModel := db.NewDBModel(comm.TableVikingRank, time.Hour, conn_)
|
||||
dbModel.AddList(uid, new.Id, new)
|
||||
}
|
||||
this.modulerank.SetRankListData("vikingRank"+strconv.Itoa(int(boosID)), difficulty<<16+costTime, objID)
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user