上传装备初始化动态权重参数添加
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@ -159,7 +159,7 @@ type (
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pos: 位置(-1 表示随机位置 大于0 表示获得指定位置 )
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lv: 装备等级
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*/
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GetForgeEquip(session IUserSession, suiteId int32, pos int32, lv int32) (eruip *pb.DB_Equipment, code pb.ErrorCode)
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GetForgeEquip(session IUserSession, suiteId int32, pos int32, lv int32, dyweight []int32) (eruip *pb.DB_Equipment, code pb.ErrorCode)
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}
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IMainline interface {
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ModifyMainlineDataByNanduID(uid string, nandu, id int32) (code pb.ErrorCode)
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@ -106,7 +106,7 @@ func (this *modelEquipmentComp) AddEquipments(session comm.IUserSession, cIds ma
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for k, v := range cIds {
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if c, ok := configure.GetDataMap()[k]; ok {
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for i := uint32(0); i < v; i++ {
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if equipment, err := this.newEquipment(uId, c); err != nil {
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if equipment, err := this.newEquipment(uId, c, nil); err != nil {
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return nil, err
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} else {
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//随机任务
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@ -242,11 +242,12 @@ func (this *modelEquipmentComp) UpdateByHeroId(uid string, equipments ...*pb.DB_
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}
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//创建新的武器对象
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func (this *modelEquipmentComp) newEquipment(uid string, conf *cfg.GameEquipData) (equipment *pb.DB_Equipment, err error) {
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func (this *modelEquipmentComp) newEquipment(uid string, conf *cfg.GameEquipData, dyweight []int32) (equipment *pb.DB_Equipment, err error) {
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var (
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mattr []*cfg.GameEquipAttrlibraryData
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sattr []*cfg.GameEquipAttrlibraryData
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equipatt *cfg.GameEquipAttributeData
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weight []int32
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total int
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satterNum int32
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)
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@ -281,12 +282,22 @@ func (this *modelEquipmentComp) newEquipment(uid string, conf *cfg.GameEquipData
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break
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}
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}
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weight = make([]int32, len(conf.Addattrnump))
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for i, v := range conf.Addattrnump {
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weight[i] = v
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}
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if dyweight != nil && len(dyweight) >= len(weight) {
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for i, _ := range weight {
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weight[i] += dyweight[i]
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}
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}
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for _, v := range conf.Addattrnump {
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for _, v := range weight {
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total += int(v)
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}
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n := rand.Intn(total)
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for i, v := range conf.Addattrnump {
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for i, v := range weight {
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if int32(n) <= v {
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satterNum = conf.Addattrnum[i]
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break
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@ -158,7 +158,7 @@ func (this *Equipment) NewEquipment(uid, cid string) (code pb.ErrorCode, equip *
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code = pb.ErrorCode_ConfigNoFound
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return
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}
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if equip, err = this.modelEquipment.newEquipment(uid, conf); err != nil {
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if equip, err = this.modelEquipment.newEquipment(uid, conf, nil); err != nil {
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code = pb.ErrorCode_ConfigNoFound
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return
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}
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@ -332,11 +332,10 @@ func (this *Equipment) GetActionableSuit(uid string) (code pb.ErrorCode, Suit []
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pos: 位置(-1 表示随机位置 大于0 表示获得指定位置 )
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lv: 装备等级
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*/
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func (this *Equipment) GetForgeEquip(session comm.IUserSession, suiteId int32, pos int32, lv int32) (eruip *pb.DB_Equipment, code pb.ErrorCode) {
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func (this *Equipment) GetForgeEquip(session comm.IUserSession, suiteId int32, pos int32, lv int32, dyweight []int32) (eruip *pb.DB_Equipment, code pb.ErrorCode) {
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var (
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configures []*cfg.GameEquipData
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lvs []*cfg.GameEquipData
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change []*pb.DB_Equipment
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err error
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)
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if configures, err = this.configure.GetSuitEquipmentConfigure(suiteId); err != nil {
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@ -346,10 +345,14 @@ func (this *Equipment) GetForgeEquip(session comm.IUserSession, suiteId int32, p
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if pos != -1 {
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for _, v := range configures {
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if v.Pos == pos && v.Star == lv {
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if change, code = this.AddNewEquipments(session, map[string]uint32{v.Id: 1}, true); code == pb.ErrorCode_Success {
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eruip = change[0]
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if eruip, err = this.modelEquipment.newEquipment(session.GetUserId(), v, dyweight); err == nil {
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code = pb.ErrorCode_Success
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this.equipmentsChangePush(session, []*pb.DB_Equipment{eruip})
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return
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}
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this.Errorf("err%v", err)
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code = pb.ErrorCode_SystemError
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return
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}
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}
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code = pb.ErrorCode_ConfigNoFound
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@ -363,15 +366,16 @@ func (this *Equipment) GetForgeEquip(session comm.IUserSession, suiteId int32, p
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}
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r := rand.New(rand.NewSource(time.Now().Unix()))
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index := r.Perm(len(lvs))[0]
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if change, code = this.AddNewEquipments(session, map[string]uint32{lvs[index].Id: 1}, true); code == pb.ErrorCode_Success {
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eruip = change[0]
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if eruip, err = this.modelEquipment.newEquipment(session.GetUserId(), lvs[index], dyweight); err == nil {
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code = pb.ErrorCode_Success
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this.equipmentsChangePush(session, []*pb.DB_Equipment{eruip})
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return
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}
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}
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this.Errorf("err%v", err)
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code = pb.ErrorCode_SystemError
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return
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}
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}
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//Evens--------------------------------------------------------------------------------------------------------------------------------
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//推送道具变化消息
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