package equipment import ( "go_dreamfactory/comm" "go_dreamfactory/pb" cfg "go_dreamfactory/sys/configure/structs" ) //参数校验 func (this *apiComp) ForgCheck(session comm.IUserSession, req *pb.EquipmentForgReq) (errdata *pb.ErrorData) { if req.Forgid == 0 { errdata = &pb.ErrorData{ Code: pb.ErrorCode_ReqParameterError, Title: pb.ErrorCode_ReqParameterError.ToString(), } } return } //锻造 func (this *apiComp) Forg(session comm.IUserSession, req *pb.EquipmentForgReq) (errdata *pb.ErrorData) { var ( conf *cfg.GameEquipSComposeData need []*cfg.Gameatn equis map[string]uint32 equipments []*pb.DB_Equipment reward []*pb.UserAtno err error ) if errdata = this.ForgCheck(session, req); errdata != nil { return } if conf, err = this.module.configure.GetEquipCompose(req.Forgid); err != nil { errdata = &pb.ErrorData{ Code: pb.ErrorCode_ConfigNoFound, Title: pb.ErrorCode_ConfigNoFound.ToString(), Message: err.Error(), } return } need = make([]*cfg.Gameatn, len(conf.Need)) equis = map[string]uint32{} reward = make([]*pb.UserAtno, 0) for n := int32(0); n < req.Num; n++ { for i, v := range conf.Need { if need[i] == nil { need[i] = &cfg.Gameatn{ A: v.A, T: v.T, N: v.N, } } else { need[i].N += v.N } } index := comm.GetRandW(conf.Probability) equis[conf.Equip[index]]++ } if errdata = this.module.ConsumeRes(session, need, true); errdata != nil { return } if equipments, errdata = this.module.AddNewEquipments(session, equis, true); errdata != nil { return } for _, v := range equipments { reward = append(reward, &pb.UserAtno{ A: comm.EquipmentType, T: v.CId, N: 1, O: v.Id, }) } session.SendMsg(string(this.module.GetType()), "forg", &pb.EquipmentForgResp{Issucc: true, Reward: reward}) return }