每日消耗体力转换成活动道具
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parent
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commit
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@ -4,6 +4,9 @@ import (
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"go_dreamfactory/comm"
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"go_dreamfactory/lego/base"
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"go_dreamfactory/lego/core"
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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/modules"
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)
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@ -44,3 +47,48 @@ func (this *UiGame) Start() (err error) {
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return
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}
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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 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.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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l := rst.Val
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rst.Val = tmp
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if conf.Getmax < rst.Val { // 超过今日上限
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rst.Val = conf.Getmax
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}
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sub := rst.Val - l // 增长的
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s, ok := this.GetUserSession(uid)
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if sub > 0 {
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var res *cfg.Gameatn
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res = &cfg.Gameatn{
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A: conf.Itemget.A,
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T: conf.Itemget.T,
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N: conf.Itemget.N * sub,
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}
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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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// 推送活动数据进度变化
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if ok {
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s.SendMsg(string(this.GetType()), "puzzlechange", &pb.UiGamePuzzleChangePush{
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Data: rst,
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})
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s.Push()
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}
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}
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}
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}
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}
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}
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}
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}
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