From c2384baf519e553d5af2c1b0ee45b1d25e56319e Mon Sep 17 00:00:00 2001 From: meixiongfeng <766881921@qq.com> Date: Thu, 6 Jul 2023 11:13:58 +0800 Subject: [PATCH] =?UTF-8?q?=E7=A7=BB=E9=99=A4=E4=B8=8D=E9=9C=80=E8=A6=81?= =?UTF-8?q?=E7=9A=84=E6=97=A5=E5=BF=97?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- modules/tools/comp_configure.go | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/modules/tools/comp_configure.go b/modules/tools/comp_configure.go index 300fa06a2..7d6b7e459 100644 --- a/modules/tools/comp_configure.go +++ b/modules/tools/comp_configure.go @@ -183,7 +183,7 @@ func (this *MCompConfigure) GetGroupDataByLottery(lotteryId int32, vipLv int32, } groupID = szID[comm.GetRandW(szW)] // 获得小组ID - fmt.Printf("大组类型为1的,获得小组ID :%d,dropID:%d", groupID, lotteryId) + //fmt.Printf("大组类型为1的,获得小组ID :%d,dropID:%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 @@ -201,7 +201,7 @@ func (this *MCompConfigure) GetGroupDataByLottery(lotteryId int32, vipLv int32, } index := comm.GetRandW(szW) _data := this.GetLotterConfById(szID[index]) - fmt.Printf("获得最终的道具 :%d", _data.Id) + //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{ @@ -214,7 +214,7 @@ func (this *MCompConfigure) GetGroupDataByLottery(lotteryId int32, vipLv int32, } 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) + //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(0, 1000) { // 命中 count := comm.GetRandNum(_data.Min, _data.Max) items = append(items, &cfg.Gameatn{ @@ -242,7 +242,7 @@ func (this *MCompConfigure) GetGroupDataByLottery(lotteryId int32, vipLv int32, // 类型为2 可能会同时获得多个组id for _, v := range gourp { k := v.Groupid - fmt.Printf("大组类型为2的,获得小组ID :%d,dropID:%d", k, v.Id) + //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) @@ -261,7 +261,7 @@ func (this *MCompConfigure) GetGroupDataByLottery(lotteryId int32, vipLv int32, } index := comm.GetRandW(szW) _data := this.GetLotterConfById(szID[index]) - fmt.Printf("获得最终的道具 :%d", _data.Id) + //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{ @@ -273,7 +273,7 @@ func (this *MCompConfigure) GetGroupDataByLottery(lotteryId int32, vipLv int32, } 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) + //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{