掉落优化
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@ -45,12 +45,10 @@ type MCompConfigure struct {
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_lotteryType1 map[int32][]int32 // key 大组ID value cid
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// 类型为2 的数据 有多个小组ID
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_lotteryType2 map[int32][]int32 // key 大组ID value 小组ID
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// 小组类型为1
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_groupType1 map[int64][]int32 //value cid
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// 小组类型为2
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_groupType2 map[int64][]int32 //value cid
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Btype map[int32]int32
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Stype map[int64]int32 // subtype
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SNum map[int64]int32 // 小组产出数量
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@ -85,7 +83,8 @@ func (this *MCompConfigure) Init(service core.IService, module core.IModule, com
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this.Stype = make(map[int64]int32, 0)
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this.SNum = make(map[int64]int32, 0)
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configure.RegisterConfigure(game_lottery, cfg.NewGameLottery, this.LoadGroupData)
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_d := this.GetGroupData(40001001, 1, 1)
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fmt.Printf("%v", _d)
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return
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}
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@ -117,9 +116,9 @@ func (this *MCompConfigure) LoadGroupData() {
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this.SNum[key] = value.Groupnum
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}
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if this.Btype[value.Lotteryid] == 1 {
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this._lotteryType1[value.Lotteryid] = append(this._lotteryType1[value.Groupid], value.Id)
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this._lotteryType1[value.Lotteryid] = append(this._lotteryType1[value.Lotteryid], value.Id)
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} else if this.Btype[value.Lotteryid] == 2 {
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this._lotteryType2[value.Groupid] = append(this._lotteryType2[value.Groupid], value.Id)
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this._lotteryType2[value.Lotteryid] = append(this._lotteryType2[value.Lotteryid], value.Id)
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}
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if this.Stype[key] == 1 { // 小组ID为1
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@ -135,10 +134,6 @@ func (this *MCompConfigure) LoadGroupData() {
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}
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return
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}
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func (this *MCompConfigure) GetGroupConf(lotterId int32, group int32) (conf *cfg.GameLotteryData) {
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key := int64(lotterId)<<31 + int64(group)
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return this.GetLotterConfById(this._group[key][0])
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}
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// 实际掉落逻辑 (传入 掉落组ID vip等级 玩家等级 返回获得的道具)
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func (this *MCompConfigure) GetGroupData(lotterId int32, vipLv int32, lv int32) (items []*cfg.Gameatn) {
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@ -148,18 +143,18 @@ func (this *MCompConfigure) GetGroupData(lotterId int32, vipLv int32, lv int32)
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szW []int32 // 权重数组
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szID []int32 // 小组ID 数组
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groupID int32
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gourp map[int32]int32 // key 小组ID value 权重
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)
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var gourp map[int32]int32 // key 小组ID value 权重
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gourp = make(map[int32]int32, 0)
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// 随机小组id
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for _, v := range this._lotteryType1[lotterId] {
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if _data := this.GetLotterConfById(v); _data != nil {
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if (_data.Playerlvmin <= lv && lv <= _data.Playerlvmax) && (_data.VIPmin <= vipLv && vipLv <= _data.VIPmax) { // 过滤等级等条件
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if (_data.Playerlvmax == 0 || _data.Playerlvmin <= lv && lv <= _data.Playerlvmax) && (_data.VIPmax == 0 || _data.VIPmin <= vipLv && vipLv <= _data.VIPmax) { // 过滤等级等条件
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if _, ok := gourp[_data.Groupid]; !ok {
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gourp[_data.Groupid] = _data.Groupwt // 小组ID 权重赋值
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szW = append(szW, _data.Groupwt)
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szID = append(szW, _data.Groupid)
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szID = append(szID, _data.Groupid)
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}
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}
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}
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@ -178,7 +173,7 @@ func (this *MCompConfigure) GetGroupData(lotterId int32, vipLv int32, lv int32)
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if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
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if _, ok := gourp[_data.Groupid]; !ok {
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szW = append(szW, _data.Itemwt)
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szID = append(szW, _data.Id)
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szID = append(szID, _data.Id)
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}
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}
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}
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@ -215,7 +210,7 @@ func (this *MCompConfigure) GetGroupData(lotterId int32, vipLv int32, lv int32)
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gourp := make(map[int32]*cfg.GameLotteryData, 0) // key 小组ID value 权重
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for _, v := range this._lotteryType2[lotterId] {
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if _data := this.GetLotterConfById(v); _data != nil {
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if (_data.Playerlvmin <= lv && lv <= _data.Playerlvmax) && (_data.VIPmin <= vipLv && vipLv <= _data.VIPmax) { // 过滤等级等条件
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if (_data.Playerlvmax == 0 || _data.Playerlvmin <= lv && lv <= _data.Playerlvmax) && (_data.VIPmax == 0 || _data.VIPmin <= vipLv && vipLv <= _data.VIPmax) { // 过滤等级等条件
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if _, ok := gourp[_data.Groupid]; !ok {
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gourp[_data.Groupid] = _data // 小组ID 权重赋值
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}
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@ -236,7 +231,7 @@ func (this *MCompConfigure) GetGroupData(lotterId int32, vipLv int32, lv int32)
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if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
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if _, ok := gourp[_data.Groupid]; !ok {
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szW = append(szW, _data.Itemwt)
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szID = append(szW, _data.Id)
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szID = append(szID, _data.Id)
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}
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}
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}
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