版署同步 体力预先消耗
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844ea31898
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@ -47,7 +47,8 @@ func (this *apiComp) Challenge(session comm.IUserSession, req *pb.HuntingChallen
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return
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return
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}
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}
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if v1, ok := hunting.Ps[req.BossType]; !ok || v1 == 0 {
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pskey := req.BossType<<8 + req.Difficulty
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if v1, ok := hunting.Ps[pskey]; !ok || v1 == 0 {
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for _, v := range cfgData.PsConsume {
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for _, v := range cfgData.PsConsume {
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if v.A == "attr" && v.T == "ps" {
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if v.A == "attr" && v.T == "ps" {
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@ -69,13 +70,12 @@ func (this *apiComp) Challenge(session comm.IUserSession, req *pb.HuntingChallen
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return
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return
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}
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}
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hunting.Ps[req.BossType] = ps
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hunting.Ps[pskey] = ps
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this.module.modelHunting.modifyHuntingDataByObjId(session.GetUserId(), map[string]interface{}{
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this.module.modelHunting.modifyHuntingDataByObjId(session.GetUserId(), map[string]interface{}{
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"ps": hunting.Ps,
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"ps": hunting.Ps,
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})
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})
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}
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}
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if errdata = this.module.CheckRes(session, cfgData.PsConsume); errdata != nil {
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if req.AutoBuy { // 不够的时候看是否能自动购买
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if req.AutoBuy { // 不够的时候看是否能自动购买
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resSell := this.module.ModuleTools.GetGlobalConf().PsItem
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resSell := this.module.ModuleTools.GetGlobalConf().PsItem
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if errdata = this.module.CheckRes(session, []*cfg.Gameatn{resSell}); errdata != nil {
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if errdata = this.module.CheckRes(session, []*cfg.Gameatn{resSell}); errdata != nil {
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@ -84,9 +84,6 @@ func (this *apiComp) Challenge(session comm.IUserSession, req *pb.HuntingChallen
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m := make(map[string]int32, 0)
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m := make(map[string]int32, 0)
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m[resSell.T] = resSell.N
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m[resSell.T] = resSell.N
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this.module.ModuleItems.SellItem(session, m, true)
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this.module.ModuleItems.SellItem(session, m, true)
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} else {
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return
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}
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}
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}
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value, ok := hunting.Boss[req.BossType]
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value, ok := hunting.Boss[req.BossType]
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@ -74,10 +74,10 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.HuntingCha
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hunting.Boss[req.BossType] = req.Difficulty
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hunting.Boss[req.BossType] = req.Difficulty
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mapData["boss"] = hunting.Boss
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mapData["boss"] = hunting.Boss
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}
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}
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pskey := req.BossType<<8 + req.Difficulty
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errdata, bWin = this.module.battle.CheckBattleReport(session, req.Report)
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errdata, bWin = this.module.battle.CheckBattleReport(session, req.Report)
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consumPs = hunting.Ps[req.BossType]
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consumPs = hunting.Ps[pskey]
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hunting.Ps[req.BossType] = 0 // 清空预扣体力值
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hunting.Ps[pskey] = 0 // 清空预扣体力值
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mapData["ps"] = hunting.Ps
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mapData["ps"] = hunting.Ps
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if !bWin { // 战斗失败了 直接返回
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if !bWin { // 战斗失败了 直接返回
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@ -37,8 +37,8 @@ func (this *apiComp) Challenge(session comm.IUserSession, req *pb.VikingChalleng
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}
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}
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return
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return
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}
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}
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pskey := req.BossId<<8 + req.Difficulty
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if v1, ok := viking.Ps[req.BossId]; !ok || v1 == 0 {
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if v1, ok := viking.Ps[pskey]; !ok || v1 == 0 {
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for _, v := range cfgData.PsConsume {
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for _, v := range cfgData.PsConsume {
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if v.A == "attr" && v.T == "ps" {
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if v.A == "attr" && v.T == "ps" {
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@ -59,14 +59,13 @@ func (this *apiComp) Challenge(session comm.IUserSession, req *pb.VikingChalleng
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return
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return
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}
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}
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viking.Ps[req.BossId] = ps
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viking.Ps[pskey] = ps
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this.module.modelViking.modifyVikingDataByObjId(session.GetUserId(), map[string]interface{}{
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this.module.modelViking.modifyVikingDataByObjId(session.GetUserId(), map[string]interface{}{
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"ps": viking.Ps,
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"ps": viking.Ps,
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})
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})
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}
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}
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if errdata = this.module.CheckRes(session, cfgData.PsConsume); errdata != nil {
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if req.AutoBuy { // 不够的时候自动使用
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if req.AutoBuy { // 不够的时候自动使用
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resSell := this.module.ModuleTools.GetGlobalConf().PsItem
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resSell := this.module.ModuleTools.GetGlobalConf().PsItem
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if errdata = this.module.CheckRes(session, []*cfg.Gameatn{resSell}); errdata != nil {
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if errdata = this.module.CheckRes(session, []*cfg.Gameatn{resSell}); errdata != nil {
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@ -76,9 +75,6 @@ func (this *apiComp) Challenge(session comm.IUserSession, req *pb.VikingChalleng
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m[resSell.T] = resSell.N
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m[resSell.T] = resSell.N
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this.module.ModuleItems.SellItem(session, m, true)
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this.module.ModuleItems.SellItem(session, m, true)
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} else { // 体力不够
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return
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}
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}
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}
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if req.Difficulty == 1 && viking.Boss[req.BossId] == 0 { // 当前难度第一次打
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if req.Difficulty == 1 && viking.Boss[req.BossId] == 0 { // 当前难度第一次打
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@ -79,8 +79,9 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.VikingChal
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}
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}
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errdata, bWin = this.module.battle.CheckBattleReport(session, req.Report)
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errdata, bWin = this.module.battle.CheckBattleReport(session, req.Report)
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consumPs = viking.Ps[req.BossId]
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pskey := req.BossId<<8 + req.Difficulty
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viking.Ps[req.BossId] = 0 // 清空预扣体力值
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consumPs = viking.Ps[pskey]
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viking.Ps[pskey] = 0 // 清空预扣体力值
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mapData["ps"] = viking.Ps
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mapData["ps"] = viking.Ps
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if !bWin { // 战斗失败了 直接返回
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if !bWin { // 战斗失败了 直接返回
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if errdata = this.module.DispenseRes(session, vikingCfg.PsConsume, true); errdata != nil { // 返还预扣体力
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if errdata = this.module.DispenseRes(session, vikingCfg.PsConsume, true); errdata != nil { // 返还预扣体力
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