加新的战斗类型

This commit is contained in:
meixiongfeng 2022-12-19 18:14:34 +08:00
parent 1532308e51
commit f94b9d6117
4 changed files with 35 additions and 30 deletions

View File

@ -88,8 +88,8 @@ func (this *apiComp) Buy(session comm.IUserSession, req *pb.EnchantBuyReq) (code
list.RecoveryTime = 0 list.RecoveryTime = 0
} }
addCount += req.Count addCount += req.Count
if amount+addCount > conf.VikingNum { if amount+addCount > conf.EnchantbossMax {
code = pb.ErrorCode_VikingBuyMaxCount code = pb.ErrorCode_EnchantBuyMaxCount
return return
} }
mapData["recoveryTime"] = list.RecoveryTime mapData["recoveryTime"] = list.RecoveryTime

View File

@ -56,7 +56,7 @@ func (this *apiComp) Challenge(session comm.IUserSession, req *pb.EnchantChallen
} }
code, record := this.module.battle.CreatePveBattle(session, &pb.BattlePVEReq{ code, record := this.module.battle.CreatePveBattle(session, &pb.BattlePVEReq{
Ptype: pb.PlayType_hunting, Ptype: pb.PlayType_enchant,
Title: "", Title: "",
Format: &pb.BattleFormation{ Format: &pb.BattleFormation{
Leadpos: req.Leadpos, Leadpos: req.Leadpos,

View File

@ -3,6 +3,7 @@ package enchant
import ( import (
"go_dreamfactory/comm" "go_dreamfactory/comm"
"go_dreamfactory/pb" "go_dreamfactory/pb"
"go_dreamfactory/sys/configure"
cfg "go_dreamfactory/sys/configure/structs" cfg "go_dreamfactory/sys/configure/structs"
"google.golang.org/protobuf/proto" "google.golang.org/protobuf/proto"
@ -21,7 +22,8 @@ func (this *apiComp) ChallengeOverCheck(session comm.IUserSession, req *pb.Encha
func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.EnchantChallengeOverReq) (code pb.ErrorCode, data proto.Message) { func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.EnchantChallengeOverReq) (code pb.ErrorCode, data proto.Message) {
var ( var (
mapData map[string]interface{} mapData map[string]interface{}
bWin bool // 战斗是否胜利 bWin bool // 战斗是否胜利
score int32 // 通关获得分数
) )
mapData = make(map[string]interface{}, 0) mapData = make(map[string]interface{}, 0)
// reward = make([]*cfg.Gameatn, 0) // reward = make([]*cfg.Gameatn, 0)
@ -67,30 +69,29 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.EnchantCha
return return
} }
//amount := int32(this.module.ModuleItems.QueryItemAmount(session.GetUserId(), costRes.T)) // 获取当前数量 amount := int32(this.module.ModuleItems.QueryItemAmount(session.GetUserId(), costRes.T)) // 获取当前数量
// if amount < conf.EnchantNum { if amount < conf.EnchantbossMax { // 挑战卷 小于副本最大存储数的时候开始恢复
// enchant.RecoveryTime = configure.Now().Unix() enchant.RecoveryTime = configure.Now().Unix()
// mapData["recoveryTime"] = enchant.RecoveryTime mapData["recoveryTime"] = enchant.RecoveryTime
// } }
if bWin { if bWin {
this.module.CheckRank(session.GetUserId(), req.BossType, enchant, req.Report, 0) this.module.CheckRank(session.GetUserId(), req.BossType, enchant, req.Report, 0)
} }
// 耗时校验 当前战斗胜利时间消耗小于之前刷新数据 enchant.Boss[req.BossType] = score // 获得的积分
// 发放通关随机奖励 // 发放通关随机奖励
// reward = this.module.configure.GetDropReward(cfgEnchant.) // 获取掉落奖励 for _, v := range cfgEnchant {
// if code = this.module.DispenseRes(session, reward, true); code != pb.ErrorCode_Success { if score >= v.ScoreLow && score <= v.ScoreUp {
// return for _, v1 := range v.RewardDrop {
// } reward := this.module.configure.GetDropReward(v1) // 获取掉落奖励
// if newChallenge && bWin { // 新关卡挑战通过 发放首通奖励 if code = this.module.DispenseRes(session, reward, true); code != pb.ErrorCode_Success {
// if code = this.module.DispenseRes(session, cfgEnchant.Firstprize, true); code != pb.ErrorCode_Success { return
// return }
// } }
// enchant.Boss[req.BossType] += 1
// mapData["boss"] = enchant.Boss }
}
// }
mapData["challengeTime"] = enchant.BossTime mapData["challengeTime"] = enchant.BossTime
mapData["boss"] = enchant.Boss mapData["boss"] = enchant.Boss
code = this.module.ModifyEnchantData(session.GetUserId(), mapData) code = this.module.ModifyEnchantData(session.GetUserId(), mapData)

View File

@ -90,6 +90,7 @@ const (
PlayType_academy PlayType = 8 //联盟学院 PlayType_academy PlayType = 8 //联盟学院
PlayType_heroteaching PlayType = 9 //英雄教学 PlayType_heroteaching PlayType = 9 //英雄教学
PlayType_combat PlayType = 10 //新关卡 PlayType_combat PlayType = 10 //新关卡
PlayType_enchant PlayType = 11 // 附魔副本
) )
// Enum value maps for PlayType. // Enum value maps for PlayType.
@ -106,6 +107,7 @@ var (
8: "academy", 8: "academy",
9: "heroteaching", 9: "heroteaching",
10: "combat", 10: "combat",
11: "enchant",
} }
PlayType_value = map[string]int32{ PlayType_value = map[string]int32{
"null": 0, "null": 0,
@ -119,6 +121,7 @@ var (
"academy": 8, "academy": 8,
"heroteaching": 9, "heroteaching": 9,
"combat": 10, "combat": 10,
"enchant": 11,
} }
) )
@ -672,7 +675,7 @@ var file_battle_battle_db_proto_rawDesc = []byte{
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@ -681,13 +684,14 @@ var file_battle_battle_db_proto_rawDesc = []byte{
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} }
var ( var (