掉落优化

This commit is contained in:
meixiongfeng 2023-04-11 19:02:53 +08:00
parent 958d1a8939
commit e872169e3b

View File

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