掉落相关处理

This commit is contained in:
meixiongfeng 2023-04-11 17:37:18 +08:00
parent 6ca183b9af
commit fcf0b3a048
3 changed files with 240 additions and 8 deletions

View File

@ -124,10 +124,10 @@
"lotteryid": 40001001,
"description": "随机蓝色英雄",
"type": 0,
"groupwt": 0,
"groupid": 1001,
"subtype": 0,
"groupnum": 0,
"groupwt": 500,
"groupid": 1002,
"subtype": 2,
"groupnum": 1,
"itemid": {
"a": "item",
"t": "132005",
@ -149,7 +149,7 @@
"description": "随机蓝色英雄",
"type": 0,
"groupwt": 0,
"groupid": 1001,
"groupid": 1002,
"subtype": 0,
"groupnum": 0,
"itemid": {
@ -173,7 +173,7 @@
"description": "随机蓝色英雄",
"type": 0,
"groupwt": 0,
"groupid": 1001,
"groupid": 1002,
"subtype": 0,
"groupnum": 0,
"itemid": {
@ -197,7 +197,7 @@
"description": "随机蓝色英雄",
"type": 0,
"groupwt": 0,
"groupid": 1001,
"groupid": 1002,
"subtype": 0,
"groupnum": 0,
"itemid": {
@ -221,7 +221,7 @@
"description": "随机蓝色英雄",
"type": 0,
"groupwt": 0,
"groupid": 1001,
"groupid": 1002,
"subtype": 0,
"groupnum": 0,
"itemid": {

View File

@ -108,6 +108,17 @@ func GetRandW(sz []int32) int32 {
return 0
}
func GetRandNum(min, max int32) int32 {
if max < min {
return 0
}
if max == min {
return min
}
n, _ := rand.Int(rand.Reader, big.NewInt(int64(max-min)))
return int32(n.Int64()) + min
}
///通过uid获取用户所在区服
func UidToSTag(uid string) (stag string, err error) {
s := strings.SplitN(uid, "_", 2)

View File

@ -28,6 +28,8 @@ const (
game_vip = "game_vip.json"
game_equip = "game_equip.json" //装备信息表
game_lottery = "game_lottery.json"
)
///配置管理基础组件
@ -36,6 +38,22 @@ type MCompConfigure struct {
hlock sync.RWMutex
_dropMap map[int32][]*cfg.GameDropData // 掉落表 key 是DiropId
_sign map[int32]*cfg.GameSignData
_group map[int64][]int32 // key 小组ID value cid
// 类型为1 的数据 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
_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
}
//组件初始化接口
@ -52,13 +70,207 @@ func (this *MCompConfigure) Init(service core.IService, module core.IModule, com
//err = this.LoadConfigure(game_sign, cfg.NewGameSign)
err = this.LoadConfigure(game_item, cfg.NewGameItem)
err = this.LoadConfigure(game_vip, cfg.NewGameVip)
err = this.LoadConfigure(game_lottery, cfg.NewGameLottery)
this._dropMap = make(map[int32][]*cfg.GameDropData, 0)
this._sign = make(map[int32]*cfg.GameSignData, 0)
configure.RegisterConfigure(game_drop, cfg.NewGameDrop, this.LoadDropData)
configure.RegisterConfigure(game_sign, cfg.NewGameSign, this.LoadSignData)
this._group = make(map[int64][]int32, 0)
this._lotteryType1 = make(map[int32][]int32, 0)
this._lotteryType2 = make(map[int32][]int32, 0)
this._groupType1 = make(map[int64][]int32, 0)
this._groupType2 = make(map[int64][]int32, 0)
this.Btype = make(map[int32]int32, 0)
this.Stype = make(map[int64]int32, 0)
this.SNum = make(map[int64]int32, 0)
configure.RegisterConfigure(game_lottery, cfg.NewGameLottery, this.LoadGroupData)
return
}
func (this *MCompConfigure) LoadGroupData() {
if v, err := this.GetConfigure(game_lottery); err == nil {
if configure, ok := v.(*cfg.GameLottery); ok {
this.hlock.Lock()
defer this.hlock.Unlock()
this._group = make(map[int64][]int32, 0)
this._lotteryType1 = make(map[int32][]int32, 0)
this._lotteryType2 = make(map[int32][]int32, 0)
this._groupType1 = make(map[int64][]int32, 0)
this._groupType2 = make(map[int64][]int32, 0)
this.Btype = make(map[int32]int32, 0)
this.Stype = make(map[int64]int32, 0)
this.SNum = make(map[int64]int32, 0)
for _, value := range configure.GetDataList() {
key := int64(value.Lotteryid)<<31 + int64(value.Groupid)
this._group[key] = append(this._group[key], value.Id)
if _, ok := this.Btype[value.Lotteryid]; !ok {
this.Btype[value.Lotteryid] = value.Type
}
if _, ok := this.Stype[key]; !ok {
this.Stype[key] = value.Subtype
}
if _, ok := this.SNum[key]; !ok {
this.SNum[key] = value.Groupnum
}
if this.Btype[value.Lotteryid] == 1 {
this._lotteryType1[value.Lotteryid] = append(this._lotteryType1[value.Groupid], value.Id)
} else if this.Btype[value.Lotteryid] == 2 {
this._lotteryType2[value.Groupid] = append(this._lotteryType2[value.Groupid], value.Id)
}
if this.Stype[key] == 1 { // 小组ID为1
this._groupType1[key] = append(this._groupType1[key], value.Id)
} else if this.Stype[key] == 2 {
this._groupType2[key] = append(this._groupType2[key], value.Id)
}
}
return
}
} else {
log.Errorf("get LoadGroupData conf err:%v", err)
}
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) {
// 优先校验大组ID 的类型
if this.Btype[lotterId] == 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
var (
szW []int32 // 权重数组
szID []int32 // 小组ID 数组
groupID int32
)
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 _, 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)
}
}
}
}
groupID = szID[comm.GetRandW(szW)] // 获得小组ID
fmt.Printf("获得小组ID :%d", groupID)
key := int64(lotterId)<<31 + int64(groupID)
// 小组ID 类型判断
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
for i := 0; i < int(this.SNum[key]); i++ {
szW = make([]int32, 0)
szID = make([]int32, 0)
gourp = make(map[int32]int32, 0)
for _, v := range this._groupType1[key] {
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)
}
}
}
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,
})
}
return
} 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)
for _, v := range this._groupType2[key] {
if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
if _data.Itemwt >= comm.GetRandNum(0, 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
}
} else if this.Btype[lotterId] == 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)
// 每个小组id 都随机取一次
var szGroupID []int32 // 获得的权重数组
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 _, ok := gourp[_data.Groupid]; !ok {
gourp[_data.Groupid] = _data // 小组ID 权重赋值
}
}
}
}
// 类型为2 可能会同时获得多个组id
for k, v := range gourp {
if v.Itemwt >= comm.GetRandNum(0, 1000) { // 命中
szGroupID = append(szGroupID, k)
key := int64(lotterId)<<31 + int64(k)
if this.Stype[key] == 1 { // 随机一组数据
for i := 0; i < int(this.SNum[key]); i++ {
szW := make([]int32, 0)
szID := make([]int32, 0)
gourp := make(map[int32]int32, 0)
for _, v := range this._groupType1[key] {
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)
}
}
}
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 {
for _, v := range this._groupType2[key] {
if _data := this.GetLotterConfById(v); _data != nil { // 权重赋值
if _data.Itemwt >= comm.GetRandNum(0, 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
}
func (this *MCompConfigure) LoadConfigure(name string, fn interface{}) (err error) {
return configure.RegisterConfigure(name, fn, nil)
}
@ -396,3 +608,12 @@ func (this *MCompConfigure) GetAllEquipmentConfigure() (configure []*cfg.GameEqu
}
return
}
func (this *MCompConfigure) GetLotterConfById(id int32) (data *cfg.GameLotteryData) {
if v, err := this.GetConfigure(game_lottery); err == nil {
if configure, ok := v.(*cfg.GameLottery); ok {
return configure.Get(id)
}
}
return
}