package practice import ( "go_dreamfactory/comm" "go_dreamfactory/pb" "go_dreamfactory/sys/configure" cfg "go_dreamfactory/sys/configure/structs" ) //参数校验 func (this *apiComp) NPCBattkleFinishCheck(session comm.IUserSession, req *pb.PracticeNPCBattkleFinishReq) (code pb.ErrorCode) { return } ///npc 战斗结果请求 func (this *apiComp) NPCBattkleFinish(session comm.IUserSession, req *pb.PracticeNPCBattkleFinishReq) (code pb.ErrorCode, data *pb.ErrorData) { var ( err error room *pb.DBPracticeRoom conf *cfg.GameDispatch_BattleData ) if room, err = this.module.modelPandata.queryUserMartialhall(session.GetUserId()); err != nil { code = pb.ErrorCode_DBError return } if room.Npcstate == 2 || room.Npcstate == 3 { code = pb.ErrorCode_ReqParameterError return } if code, _ = this.module.battle.CheckBattleReport(session, req.Report); code != pb.ErrorCode_Success { return } if req.Report.WinSide == 1 { room.Npcstate = 2 //稍后 状态改成3。让客户端先处理协议 if conf, err = this.module.configure.getDispatchBattleData(room.Currnpc); err != nil { code = pb.ErrorCode_ConfigNoFound return } if code = this.module.DispenseRes(session, conf.Award, true); code != pb.ErrorCode_Success { return } room.Refresh = configure.Now().Unix() this.module.modelPandata.Change(session.GetUserId(), map[string]interface{}{ "npcstate": room.Npcstate, "refresh": room.Refresh, }) } else { room.Npcstate = 1 room.Battlenum++ if room.Battlenum >= this.module.ModuleTools.GetGlobalConf().PandamasFightNum { room.Npcstate = 3 room.Refresh = configure.Now().Unix() this.module.modelPandata.Change(session.GetUserId(), map[string]interface{}{ "npcstate": room.Npcstate, "refresh": room.Refresh, }) } else { room.Formation = make([]*pb.BattleRole, 5) for _, v := range req.Report.Alive { if v.Tid/200 == 1 { room.Formation[v.Pos] = v } } this.module.modelPandata.Change(session.GetUserId(), map[string]interface{}{ "npcstate": room.Npcstate, "battlenum": room.Battlenum, "formation": room.Formation, }) } } session.SendMsg(string(this.module.GetType()), "npcbattklefinish", &pb.PracticeNPCBattkleFinishResp{Issucc: true}) return }