加新的战斗类型
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1532308e51
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f94b9d6117
@ -88,8 +88,8 @@ func (this *apiComp) Buy(session comm.IUserSession, req *pb.EnchantBuyReq) (code
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list.RecoveryTime = 0
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}
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addCount += req.Count
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if amount+addCount > conf.VikingNum {
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code = pb.ErrorCode_VikingBuyMaxCount
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if amount+addCount > conf.EnchantbossMax {
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code = pb.ErrorCode_EnchantBuyMaxCount
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return
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}
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mapData["recoveryTime"] = list.RecoveryTime
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@ -56,7 +56,7 @@ func (this *apiComp) Challenge(session comm.IUserSession, req *pb.EnchantChallen
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}
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code, record := this.module.battle.CreatePveBattle(session, &pb.BattlePVEReq{
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Ptype: pb.PlayType_hunting,
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Ptype: pb.PlayType_enchant,
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Title: "",
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Format: &pb.BattleFormation{
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Leadpos: req.Leadpos,
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@ -3,6 +3,7 @@ package enchant
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import (
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"go_dreamfactory/comm"
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"go_dreamfactory/pb"
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"go_dreamfactory/sys/configure"
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cfg "go_dreamfactory/sys/configure/structs"
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"google.golang.org/protobuf/proto"
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@ -21,7 +22,8 @@ func (this *apiComp) ChallengeOverCheck(session comm.IUserSession, req *pb.Encha
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func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.EnchantChallengeOverReq) (code pb.ErrorCode, data proto.Message) {
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var (
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mapData map[string]interface{}
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bWin bool // 战斗是否胜利
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bWin bool // 战斗是否胜利
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score int32 // 通关获得分数
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)
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mapData = make(map[string]interface{}, 0)
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// reward = make([]*cfg.Gameatn, 0)
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@ -67,30 +69,29 @@ func (this *apiComp) ChallengeOver(session comm.IUserSession, req *pb.EnchantCha
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return
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}
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//amount := int32(this.module.ModuleItems.QueryItemAmount(session.GetUserId(), costRes.T)) // 获取当前数量
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amount := int32(this.module.ModuleItems.QueryItemAmount(session.GetUserId(), costRes.T)) // 获取当前数量
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// if amount < conf.EnchantNum {
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// enchant.RecoveryTime = configure.Now().Unix()
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// mapData["recoveryTime"] = enchant.RecoveryTime
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// }
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if amount < conf.EnchantbossMax { // 挑战卷 小于副本最大存储数的时候开始恢复
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enchant.RecoveryTime = configure.Now().Unix()
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mapData["recoveryTime"] = enchant.RecoveryTime
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}
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if bWin {
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this.module.CheckRank(session.GetUserId(), req.BossType, enchant, req.Report, 0)
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}
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// 耗时校验 当前战斗胜利时间消耗小于之前刷新数据
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enchant.Boss[req.BossType] = score // 获得的积分
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// 发放通关随机奖励
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// reward = this.module.configure.GetDropReward(cfgEnchant.) // 获取掉落奖励
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// if code = this.module.DispenseRes(session, reward, true); code != pb.ErrorCode_Success {
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// return
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// }
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// if newChallenge && bWin { // 新关卡挑战通过 发放首通奖励
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// if code = this.module.DispenseRes(session, cfgEnchant.Firstprize, true); code != pb.ErrorCode_Success {
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// return
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// }
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// enchant.Boss[req.BossType] += 1
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// mapData["boss"] = enchant.Boss
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for _, v := range cfgEnchant {
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if score >= v.ScoreLow && score <= v.ScoreUp {
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for _, v1 := range v.RewardDrop {
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reward := this.module.configure.GetDropReward(v1) // 获取掉落奖励
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if code = this.module.DispenseRes(session, reward, true); code != pb.ErrorCode_Success {
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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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// }
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mapData["challengeTime"] = enchant.BossTime
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mapData["boss"] = enchant.Boss
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code = this.module.ModifyEnchantData(session.GetUserId(), mapData)
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@ -90,6 +90,7 @@ const (
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PlayType_academy PlayType = 8 //联盟学院
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PlayType_heroteaching PlayType = 9 //英雄教学
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PlayType_combat PlayType = 10 //新关卡
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PlayType_enchant PlayType = 11 // 附魔副本
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)
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// Enum value maps for PlayType.
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@ -106,6 +107,7 @@ var (
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8: "academy",
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9: "heroteaching",
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10: "combat",
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11: "enchant",
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}
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PlayType_value = map[string]int32{
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"null": 0,
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@ -119,6 +121,7 @@ var (
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"academy": 8,
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"heroteaching": 9,
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"combat": 10,
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"enchant": 11,
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}
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)
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@ -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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}
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var (
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