优化
This commit is contained in:
parent
a03e85d4f7
commit
f0eec43f06
@ -308,6 +308,16 @@ func (this *apiComp) Event(session comm.IUserSession, req *pb.StonehengeEventReq
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}
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}
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if stone.Rooms.Complete { // 完成关卡 发放当前关奖励
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if conf := this.module.configure.GetStageConfByStageid(stone.StageID, stone.CurRoomIndes); conf != nil {
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if len(conf.FirstReward) > 0 {
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if errdata, reward = this.module.DispenseAtno(session, conf.FirstReward, true); errdata != nil {
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return
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}
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}
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}
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}
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if errdata = this.module.ConsumeRes(session, eventConf.CostItem, true); errdata != nil { //真正的消耗
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return
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}
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@ -14,9 +14,10 @@ func (this *apiComp) FinishCheck(session comm.IUserSession, req *pb.StonehengeFi
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// 结算房间
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func (this *apiComp) Finish(session comm.IUserSession, req *pb.StonehengeFinishReq) (errdata *pb.ErrorData) {
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var (
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stone *pb.DBStonehenge
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update map[string]interface{}
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err error
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stone *pb.DBStonehenge
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update map[string]interface{}
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err error
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curintegral int32
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)
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update = make(map[string]interface{})
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if errdata = this.FinishCheck(session, req); errdata != nil {
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@ -32,6 +33,15 @@ func (this *apiComp) Finish(session comm.IUserSession, req *pb.StonehengeFinishR
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return
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}
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// 发放积分 和奖励
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if conf := this.module.configure.GetStageConfByStageid(stone.StageID, stone.CurRoomIndes); conf != nil {
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stone.Integral += conf.WeeklyPoint
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curintegral = conf.WeeklyPoint
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// if errdata, atno = this.module.DispenseAtno(session, conf.FirstReward, true); errdata != nil {
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// return
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// }
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}
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stone.StageID = 0
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update["stageID"] = stone.StageID
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stone.CurRoomIndes = 0
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@ -50,6 +60,9 @@ func (this *apiComp) Finish(session comm.IUserSession, req *pb.StonehengeFinishR
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update["addweight"] = stone.Addweight
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this.module.modelStonehenge.ChangeStonehengeData(session.GetUserId(), update)
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session.SendMsg(string(this.module.GetType()), "finish", &pb.StonehengeFinishResp{Data: stone})
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session.SendMsg(string(this.module.GetType()), "finish", &pb.StonehengeFinishResp{
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Data: stone,
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Curintegral: curintegral,
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})
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return
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}
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@ -51,9 +51,9 @@ type MCompConfigure struct {
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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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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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_price map[int32][]*cfg.GamePricegroupData
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}
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@ -84,13 +84,11 @@ func (this *MCompConfigure) Init(service core.IService, module core.IModule, com
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this._lotteryType2 = make(map[int32][]int32, 0)
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this._groupType1 = make(map[int64][]int32, 0)
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this._groupType2 = make(map[int64][]int32, 0)
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//this.Btype = make(map[int32]int32, 0)
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this.Btype = make(map[int32]int32, 0)
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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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this.GetGroupDataByLottery(40001001, 0, 1)
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this.GetGroupDataByLottery(1001, 0, 1)
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return
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}
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@ -104,20 +102,13 @@ func (this *MCompConfigure) LoadGroupData() {
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this._lotteryType2 = make(map[int32][]int32, 0)
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this._groupType1 = make(map[int64][]int32, 0)
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this._groupType2 = make(map[int64][]int32, 0)
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//this.Btype = make(map[int32]int32, 0)
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this.Btype = make(map[int32]int32, 0)
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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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var itype int32
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for _, value := range configure.GetDataList() {
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key := int64(value.Lotteryid)<<31 + int64(value.Groupid)
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// key2 := int64(value.Lotteryid)<<31 + int64(value.Type)
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this._group[key] = append(this._group[key], value.Id)
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if value.Type == 0 {
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value.Type = itype
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} else {
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itype = value.Type
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}
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// 数据安全校验
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if value.Min > value.Max {
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log.Errorf("value.Min:%d > value.Max :%d ", value.Min, value.Max)
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@ -132,20 +123,20 @@ func (this *MCompConfigure) LoadGroupData() {
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log.Errorf("value.Playerlvmin:%d > value.Playerlvmax :%d ", value.Playerlvmin, value.Playerlvmax)
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return
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}
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if _, ok := this.Btype[value.Lotteryid]; !ok {
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this.Btype[value.Lotteryid] = value.Type
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}
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if _, ok := this.Stype[key]; !ok {
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this.Stype[key] = value.Subtype
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}
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if _, ok := this.SNum[key]; !ok {
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this.SNum[key] = value.Groupnum
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}
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if value.Type == 1 || value.Type == 0 {
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if this.Btype[value.Lotteryid] == 1 {
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this._lotteryType1[value.Lotteryid] = append(this._lotteryType1[value.Lotteryid], value.Id)
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}
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if value.Type == 2 || value.Type == 0 {
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} else if this.Btype[value.Lotteryid] == 2 {
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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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@ -172,145 +163,144 @@ func (this *MCompConfigure) GetGroupDataByLottery(lotteryId int32, vipLv int32,
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}
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}
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// 优先校验大组ID 的类型
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//if this.Btype[lotteryId] == 1 { // 该大组中的小组为权重掉落,必定从N个小组中随机出1个小组
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var (
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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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if this.Btype[lotteryId] == 1 { // 该大组中的小组为权重掉落,必定从N个小组中随机出1个小组
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var (
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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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gourp = make(map[int32]int32, 0)
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// 随机小组id
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for _, v := range this._lotteryType1[lotteryId] {
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if _data := this.GetLotterConfById(v); _data != nil {
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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(szID, _data.Groupid)
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}
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}
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}
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}
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groupID = szID[comm.GetRandW(szW)] // 获得小组ID
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//fmt.Printf("大组类型为1的,获得小组ID :%d,dropID:%d", groupID, lotteryId)
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key := int64(lotteryId)<<31 + int64(groupID)
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// 小组ID 类型判断
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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
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for i := 0; i < int(this.SNum[key]); i++ {
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szW = make([]int32, 0)
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szID = make([]int32, 0)
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gourp = make(map[int32]int32, 0)
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for _, v := range this._groupType1[key] {
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if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
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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[lotteryId] {
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if _data := this.GetLotterConfById(v); _data != nil {
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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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szW = append(szW, _data.Itemwt)
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szID = append(szID, _data.Id)
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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(szID, _data.Groupid)
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}
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}
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}
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index := comm.GetRandW(szW)
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_data := this.GetLotterConfById(szID[index])
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//fmt.Printf("获得最终的道具 :%d", _data.Id)
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count := comm.GetRandNum(_data.Min, _data.Max)
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// 随机获得的数量
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items = append(items, &cfg.Gameatn{
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A: _data.Itemid.A,
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T: _data.Itemid.T,
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N: _data.Itemid.N * count,
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})
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}
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} 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)
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groupID = szID[comm.GetRandW(szW)] // 获得小组ID
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//fmt.Printf("大组类型为1的,获得小组ID :%d,dropID:%d", groupID, lotteryId)
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key := int64(lotteryId)<<31 + int64(groupID)
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// 小组ID 类型判断
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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
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for i := 0; i < int(this.SNum[key]); i++ {
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szW = make([]int32, 0)
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szID = make([]int32, 0)
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gourp = make(map[int32]int32, 0)
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for _, v := range this._groupType1[key] {
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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(szID, _data.Id)
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}
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}
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}
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index := comm.GetRandW(szW)
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_data := this.GetLotterConfById(szID[index])
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//fmt.Printf("获得最终的道具 :%d", _data.Id)
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count := comm.GetRandNum(_data.Min, _data.Max)
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// 随机获得的数量
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items = append(items, &cfg.Gameatn{
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A: _data.Itemid.A,
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T: _data.Itemid.T,
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N: _data.Itemid.N * count,
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})
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}
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return
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} 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)
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var wt int32
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for _, v := range this._groupType2[key] {
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if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
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if _data.Itemwt != 0 {
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wt = _data.Itemwt
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}
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if wt >= comm.GetRandNum(0, 1000) { // 命中
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count := comm.GetRandNum(_data.Min, _data.Max)
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items = append(items, &cfg.Gameatn{
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A: _data.Itemid.A,
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T: _data.Itemid.T,
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N: _data.Itemid.N * count, // 小组产出数量
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})
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}
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}
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}
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return
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}
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} else if this.Btype[lotteryId] == 2 { // 该大组中的小组为概率掉落,每个小组都会随机一次是否会掉落(单位为千分比)
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// 每个小组id 都随机取一次
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var szGroupID []int32 // 获得的权重数组
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gourp := make([]*cfg.GameLotteryData, 0) // key 小组ID value 权重
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for _, v := range this._lotteryType2[lotteryId] {
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if _data := this.GetLotterConfById(v); _data != nil {
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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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gourp = append(gourp, _data)
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}
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}
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}
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// 过滤 group
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var wt int32
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for _, v := range this._groupType2[key] {
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if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
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if _data.Itemwt != 0 {
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wt = _data.Itemwt
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}
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if wt >= comm.GetRandNum(0, 1000) { // 命中
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count := comm.GetRandNum(_data.Min, _data.Max)
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items = append(items, &cfg.Gameatn{
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A: _data.Itemid.A,
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T: _data.Itemid.T,
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N: _data.Itemid.N * count, // 小组产出数量
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})
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}
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// 类型为2 可能会同时获得多个组id
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for _, v := range gourp {
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k := v.Groupid
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if v.Groupwt != 0 {
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wt = v.Groupwt
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}
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}
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}
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//}
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//if this.Btype[lotteryId] == 2 { // 该大组中的小组为概率掉落,每个小组都会随机一次是否会掉落(单位为千分比)
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// 每个小组id 都随机取一次
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var szGroupID []int32 // 获得的权重数组
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gourp1 := make([]*cfg.GameLotteryData, 0) // key 小组ID value 权重
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for _, v := range this._lotteryType2[lotteryId] {
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if _data := this.GetLotterConfById(v); _data != nil {
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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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gourp1 = append(gourp1, _data)
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}
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}
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}
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// 过滤 group
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var wt int32
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// 类型为2 可能会同时获得多个组id
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for _, v := range gourp1 {
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k := v.Groupid
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if v.Groupwt != 0 {
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wt = v.Groupwt
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}
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//fmt.Printf("大组类型为2的,获得小组ID :%d,dropID:%d", k, v.Id)
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if wt >= comm.GetRandNum(0, 1000) { // 命中
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szGroupID = append(szGroupID, k)
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key := int64(lotteryId)<<31 + int64(k)
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if this.Stype[key] == 1 { // 随机一组数据
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for i := 0; i < int(this.SNum[key]); i++ {
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szW := make([]int32, 0)
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szID := make([]int32, 0)
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gourp := make(map[int32]int32, 0)
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for _, v := range this._groupType1[key] {
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//fmt.Printf("大组类型为2的,获得小组ID :%d,dropID:%d", k, v.Id)
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if wt >= comm.GetRandNum(0, 1000) { // 命中
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szGroupID = append(szGroupID, k)
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key := int64(lotteryId)<<31 + int64(k)
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if this.Stype[key] == 1 { // 随机一组数据
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for i := 0; i < int(this.SNum[key]); i++ {
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szW := make([]int32, 0)
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szID := make([]int32, 0)
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gourp := make(map[int32]int32, 0)
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for _, v := range this._groupType1[key] {
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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(szID, _data.Id)
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}
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}
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}
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index := comm.GetRandW(szW)
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_data := this.GetLotterConfById(szID[index])
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//fmt.Printf("获得最终的道具 :%d", _data.Id)
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count := comm.GetRandNum(_data.Min, _data.Max)
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// 随机获得的数量
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items = append(items, &cfg.Gameatn{
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A: _data.Itemid.A,
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T: _data.Itemid.T,
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N: _data.Itemid.N * count,
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})
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}
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} else if this.Stype[key] == 2 {
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var wt int32
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for _, v := range this._groupType2[key] {
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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(szID, _data.Id)
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if _data.Itemwt != 0 {
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wt = _data.Itemwt
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}
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if wt >= comm.GetRandNum(1, 1000) { // 命中
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count := comm.GetRandNum(_data.Min, _data.Max)
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items = append(items, &cfg.Gameatn{
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A: _data.Itemid.A,
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T: _data.Itemid.T,
|
||||
N: _data.Itemid.N * count, // 小组产出数量
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
index := comm.GetRandW(szW)
|
||||
_data := this.GetLotterConfById(szID[index])
|
||||
//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{
|
||||
A: _data.Itemid.A,
|
||||
T: _data.Itemid.T,
|
||||
N: _data.Itemid.N * count,
|
||||
})
|
||||
}
|
||||
} else if this.Stype[key] == 2 {
|
||||
var wt int32
|
||||
for _, v := range this._groupType2[key] {
|
||||
if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
|
||||
if _data.Itemwt != 0 {
|
||||
wt = _data.Itemwt
|
||||
}
|
||||
if wt >= comm.GetRandNum(1, 1000) { // 命中
|
||||
count := comm.GetRandNum(_data.Min, _data.Max)
|
||||
items = append(items, &cfg.Gameatn{
|
||||
A: _data.Itemid.A,
|
||||
T: _data.Itemid.T,
|
||||
N: _data.Itemid.N * count, // 小组产出数量
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//}
|
||||
return
|
||||
}
|
||||
|
||||
|
@ -641,7 +641,8 @@ type StonehengeFinishResp struct {
|
||||
sizeCache protoimpl.SizeCache
|
||||
unknownFields protoimpl.UnknownFields
|
||||
|
||||
Data *DBStonehenge `protobuf:"bytes,1,opt,name=data,proto3" json:"data"`
|
||||
Data *DBStonehenge `protobuf:"bytes,1,opt,name=data,proto3" json:"data"`
|
||||
Curintegral int32 `protobuf:"varint,2,opt,name=curintegral,proto3" json:"curintegral"`
|
||||
}
|
||||
|
||||
func (x *StonehengeFinishResp) Reset() {
|
||||
@ -683,6 +684,13 @@ func (x *StonehengeFinishResp) GetData() *DBStonehenge {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (x *StonehengeFinishResp) GetCurintegral() int32 {
|
||||
if x != nil {
|
||||
return x.Curintegral
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
// 战斗事件
|
||||
type StonehengeBattleReq struct {
|
||||
state protoimpl.MessageState
|
||||
@ -1550,108 +1558,110 @@ var file_stonehenge_stonehenge_msg_proto_rawDesc = []byte{
|
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0x61, 0x77, 0x61, 0x72, 0x64, 0x1a, 0x3f, 0x0a, 0x11, 0x57, 0x65, 0x65, 0x6b, 0x6c, 0x79, 0x72,
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0x65, 0x77, 0x61, 0x72, 0x64, 0x45, 0x6e, 0x74, 0x72, 0x79, 0x12, 0x10, 0x0a, 0x03, 0x6b, 0x65,
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0x79, 0x18, 0x01, 0x20, 0x01, 0x28, 0x05, 0x52, 0x03, 0x6b, 0x65, 0x79, 0x12, 0x14, 0x0a, 0x05,
|
||||
0x76, 0x61, 0x6c, 0x75, 0x65, 0x18, 0x02, 0x20, 0x01, 0x28, 0x08, 0x52, 0x05, 0x76, 0x61, 0x6c,
|
||||
0x75, 0x65, 0x3a, 0x02, 0x38, 0x01, 0x42, 0x06, 0x5a, 0x04, 0x2e, 0x3b, 0x70, 0x62, 0x62, 0x06,
|
||||
0x70, 0x72, 0x6f, 0x74, 0x6f, 0x33,
|
||||
}
|
||||
|
||||
var (
|
||||
|
Loading…
Reference in New Issue
Block a user