package combat import ( "go_dreamfactory/comm" "go_dreamfactory/pb" cfg "go_dreamfactory/sys/configure/structs" ) //参数校验 func (this *apiComp) InCheck(session comm.IUserSession, req *pb.CombatInReq) (code pb.ErrorCode) { return } ///获取自己的排行榜信息 func (this *apiComp) In(session comm.IUserSession, req *pb.CombatInReq) (code pb.ErrorCode, data *pb.ErrorData) { var ( info *pb.DBCombatUser level *pb.DBCombatLevel lvconf *cfg.GameCombatLevelData condis []*pb.ConIProgress pitem *pb.LevelProgressItem push bool ok bool err error ) if code = this.InCheck(session, req); code != pb.ErrorCode_Success { return } if info, err = this.module.modelCombat.queryInfo(session.GetUserId()); err != nil { code = pb.ErrorCode_DBError return } if lvconf, err = this.module.configure.getCombatLevel(req.Id); err != nil { code = pb.ErrorCode_ConfigNoFound return } if level, ok = info.Level[req.Id]; !ok { level = &pb.DBCombatLevel{ Id: req.Id, Passmanster: make([]int32, 0), Passdrop: make([]int32, 0), Progress: 0, Pass: 0, } pitem = &pb.LevelProgressItem{ Level: level.Id, Pass: level.Pass, } if condis, err = this.module.ModuleBuried.CheckCondition(session.GetUserId(), lvconf.Maintask...); err != nil { code = pb.ErrorCode_ExternalModule data = &pb.ErrorData{ Title: code.ToString(), Message: comm.NewExternalModuleErr("Buried", "CheckCondition", lvconf.Maintask).Error(), } return } ok = true level.Passmaintask = condis pitem.Passmaintask = condis for _, v := range condis { level.Progress += v.Value if v.State != 2 { ok = false } } if ok { // level.Pass = 1 pitem.Pass = 1 this.module.DispenseRes(session, lvconf.Award, true) atns := make([]*pb.UserAssets, len(lvconf.Award)) for i, v := range lvconf.Award { atns[i] = &pb.UserAssets{ A: v.A, T: v.T, N: v.N, } } pitem.Mainaward = atns push = true } if level.Pass == 1 { if condis, err = this.module.ModuleBuried.CheckCondition(session.GetUserId(), lvconf.Subtask...); err != nil { code = pb.ErrorCode_ExternalModule data = &pb.ErrorData{ Title: code.ToString(), Message: comm.NewExternalModuleErr("Buried", "CheckCondition", lvconf.Subtask).Error(), } return } level.Passpertask = condis pitem.Passpertask = condis ok = true for _, v := range condis { level.Progress += v.Value if v.State != 2 { ok = false } } if ok { // level.Pass = 2 pitem.Pass = 2 this.module.DispenseRes(session, lvconf.Profectaward, true) atns := make([]*pb.UserAssets, len(lvconf.Profectaward)) for i, v := range lvconf.Profectaward { atns[i] = &pb.UserAssets{ A: v.A, T: v.T, N: v.N, } } pitem.Peraward = atns push = true } } info.Level[req.Id] = level if err = this.module.modelCombat.updateInfo(info); err != nil { code = pb.ErrorCode_DBError return } } session.SendMsg(string(this.module.GetType()), "in", &pb.CombatInResp{Level: level}) if push { pitem.Progress = level.Progress session.SendMsg(string(this.module.GetType()), "progress", &pb.CombatProgressPush{Levels: []*pb.LevelProgressItem{pitem}}) } return }