gm 主线调整
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@ -22,7 +22,7 @@ import (
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9、bingo:season,10 赛季塔层数
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9、bingo:season,10 赛季塔层数
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10、bingo:viking // 解锁维京所有难度
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10、bingo:viking // 解锁维京所有难度
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11、bingo:hunting // 解锁狩猎所有难度
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11、bingo:hunting // 解锁狩猎所有难度
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12、bingo:mainline,1100104 // mainstage 关卡ID
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12、bingo:mainline,1100207 // mainstage 关卡ID
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13、bingo:moon,1 // 触发月之秘境
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13、bingo:moon,1 // 触发月之秘境
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14、bingo:arena,100 // 设置竞技场用户积分
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14、bingo:arena,100 // 设置竞技场用户积分
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15、bingo:sociatyexp,100 // 设置工会经验
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15、bingo:sociatyexp,100 // 设置工会经验
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@ -6,6 +6,7 @@ import (
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"go_dreamfactory/modules"
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"go_dreamfactory/modules"
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"go_dreamfactory/sys/configure"
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"go_dreamfactory/sys/configure"
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cfg "go_dreamfactory/sys/configure/structs"
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cfg "go_dreamfactory/sys/configure/structs"
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"sync"
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)
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)
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const moduleName = "mline"
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const moduleName = "mline"
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@ -19,6 +20,9 @@ const (
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type configureComp struct {
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type configureComp struct {
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modules.MCompConfigure
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modules.MCompConfigure
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module *Mline
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module *Mline
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hlock sync.RWMutex
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_mapMilne map[int32][]int32 // key 章节id value cid
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}
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}
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//组件初始化接口
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//组件初始化接口
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@ -31,6 +35,8 @@ func (this *configureComp) Init(service core.IService, module core.IModule, comp
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game_mainstarreward: cfg.NewGameMainStarreward,
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game_mainstarreward: cfg.NewGameMainStarreward,
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})
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})
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configure.RegisterConfigure(game_mainstage, cfg.NewGameMainStage, this.LoadMlineStage)
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this.GMGetPreStage(11002)
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return
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return
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}
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}
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@ -136,13 +142,39 @@ func (this *configureComp) GetAllChapterID() (chapter []int32) {
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return
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return
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}
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}
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// 红点用 获取所有类型为1 的小关ID
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func (this *configureComp) GetAllStageByChapterID(chapterID int32) (stage []int32) {
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func (this *configureComp) GetAllStageByChapterID(chapterID int32) (stage []int32) {
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return this._mapMilne[chapterID]
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}
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func (this *configureComp) LoadMlineStage() {
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if v, err := this.GetConfigure(game_mainstage); err == nil {
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if v, err := this.GetConfigure(game_mainstage); err == nil {
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if configure, ok := v.(*cfg.GameMainStage); ok {
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if configure, ok := v.(*cfg.GameMainStage); ok {
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this.hlock.Lock()
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defer this.hlock.Unlock()
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this._mapMilne = make(map[int32][]int32)
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for _, v1 := range configure.GetDataList() {
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for _, v1 := range configure.GetDataList() {
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if v1.Episodetype == 1 {
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this._mapMilne[v1.Chapterid] = append(this._mapMilne[v1.Chapterid], v1.Id)
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stage = append(stage, v1.Id)
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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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// GM 专用 获取这个章节之前的所有章节信息
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func (this *configureComp) GMGetPreStage(chapterID int32) (chapter []int32) {
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curChapter := this.GetMainChapterConf(chapterID)
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if curChapter == nil {
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return
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}
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if v, err := this.GetConfigure(game_mainchapter); err == nil {
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if configure, ok := v.(*cfg.GameMainChapter); ok {
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for _, conf := range configure.GetDataList() {
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if conf.ChapterType == curChapter.ChapterType {
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if chapterID == conf.Id {
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break
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}
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chapter = append(chapter, conf.Id)
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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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@ -132,6 +132,26 @@ func (this *Mline) ModifyMlineDataByNanduID(session comm.IUserSession, id int32)
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}
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}
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}
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}
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this.modelMline.addNewChapter(session.GetUserId(), newData)
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this.modelMline.addNewChapter(session.GetUserId(), newData)
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// 获取之前的章节数据
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for _, v := range this.configure.GMGetPreStage(connf.Chapterid) {
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newData := &pb.DBMline{
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Id: primitive.NewObjectID().Hex(),
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Uid: session.GetUserId(),
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CType: connf.Episodetype,
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ChapterId: connf.Chapterid,
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StageId: id,
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Star: map[int32]int32{},
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Award: map[int32]bool{},
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Ps: map[int32]int32{},
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}
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_data := this.configure.GetAllStageByChapterID(v)
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for _, v := range _data {
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if v <= id {
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newData.Star[v] = 3
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}
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}
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this.modelMline.addNewChapter(session.GetUserId(), newData)
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}
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// 修改扩展数据
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// 修改扩展数据
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if rst, err := this.ModuleUser.GetUserExpand(session.GetUserId()); err == nil { // 统计主线进度
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if rst, err := this.ModuleUser.GetUserExpand(session.GetUserId()); err == nil { // 统计主线进度
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@ -38,7 +38,6 @@ func (this *configureComp) Init(service core.IService, module core.IModule, comp
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game_pagoda: cfg.NewGamePagoda,
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game_pagoda: cfg.NewGamePagoda,
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})
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})
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this._checkType = make(map[int32][]*cfg.GamePassCheckData, 0)
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configure.RegisterConfigure(game_passcheck, cfg.NewGamePassCheck, this.LoadPassCheck)
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configure.RegisterConfigure(game_passcheck, cfg.NewGamePassCheck, this.LoadPassCheck)
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configure.RegisterConfigure(game_pagoda, cfg.NewGamePagoda, this.LoadPagoda)
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configure.RegisterConfigure(game_pagoda, cfg.NewGamePagoda, this.LoadPagoda)
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return
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return
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@ -138,6 +137,7 @@ func (this *configureComp) LoadPassCheck() {
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if configure, ok := v.(*cfg.GamePassCheck); ok {
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if configure, ok := v.(*cfg.GamePassCheck); ok {
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this.hlock.Lock()
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this.hlock.Lock()
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defer this.hlock.Unlock()
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defer this.hlock.Unlock()
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this._checkType = make(map[int32][]*cfg.GamePassCheckData, 0)
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for _, value := range configure.GetDataList() {
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for _, value := range configure.GetDataList() {
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this._checkType[value.PasscheckType] = append(this._checkType[value.PasscheckType], value)
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this._checkType[value.PasscheckType] = append(this._checkType[value.PasscheckType], value)
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}
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}
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@ -168,9 +168,9 @@ func (this *configureComp) LoadPagoda() {
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var err error
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var err error
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if v, err := this.GetConfigure(game_pagoda); err == nil {
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if v, err := this.GetConfigure(game_pagoda); err == nil {
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if configure, ok := v.(*cfg.GamePagoda); ok {
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if configure, ok := v.(*cfg.GamePagoda); ok {
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this._mapPagoda = make(map[int32]*cfg.GamePagodaData)
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this.hlock.Lock()
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this.hlock.Lock()
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defer this.hlock.Unlock()
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defer this.hlock.Unlock()
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this._mapPagoda = make(map[int32]*cfg.GamePagodaData)
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for _, value := range configure.GetDataList() {
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for _, value := range configure.GetDataList() {
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key := value.Tab<<16 + value.LayerNum
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key := value.Tab<<16 + value.LayerNum
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this._mapPagoda[key] = value
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this._mapPagoda[key] = value
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