package stonehenge import ( "go_dreamfactory/comm" "go_dreamfactory/lego/core" "go_dreamfactory/lego/sys/log" "go_dreamfactory/modules" "go_dreamfactory/pb" "go_dreamfactory/sys/configure" cfg "go_dreamfactory/sys/configure/structs" "sync" ) const ( game_bufflottery = "game_bufflottery.json" game_eventlottery = "game_eventlottery.json" game_roomlottery = "game_roomlottery.json" game_roomconf = "game_stoneroom.json" game_stageconf = "game_stonestage.json" game_buffconf = "game_stonebuff.json" game_eventconf = "game_stoneevent.json" game_bossconf = "game_stoneboss.json" game_battleconf = "game_stonebattle.json" game_stonetalent = "game_stonetalent.json" game_storeconf = "game_stonestore.json" // 商店配置 game_stoneillustrated = "game_stoneillustrated.json" game_storyconf = "game_stonestory.json" // 剧情表 game_stoneweek = "game_stoneweek.json" //周长 game_stonetask = "game_stonetask.json" //任务 game_stoneprivilege = "game_stoneprivilege.json" //特权 ) ///背包配置管理组件 type configureComp struct { modules.MCompConfigure module *Stonehenge hlock sync.RWMutex // stronestage stage map[int64]*cfg.GameStoneStageData szStage map[int32]int32 // k 关卡ID v 层数 // buff buff map[int32]map[int32]struct{} // key buff 类型 value buffid // 房间随机 // 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 _lotteryTypeR map[int32][]*cfg.GameRoomlotteryData // key 大组ID value cid // 类型为2 的数据 有多个小组ID _lotteryType2R map[int32][]*cfg.GameRoomlotteryData // key 大组ID value 小组ID // 小组类型为1 _groupType1R map[int64][]*cfg.GameRoomlotteryData //value cid // 小组类型为2 _groupType2R map[int64][]*cfg.GameRoomlotteryData //value cid //Btype map[int32]int32 StypeR map[int64]int32 // subtype SNumR map[int64]int32 // 小组产出数量 // 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 _lotteryTypeE map[int32][]*cfg.GameEventlotteryData // key 大组ID value cid // 类型为2 的数据 有多个小组ID _lotteryType2E map[int32][]*cfg.GameEventlotteryData // key 大组ID value 小组ID // 小组类型为1 _groupType1E map[int64][]*cfg.GameEventlotteryData //value cid // 小组类型为2 _groupType2E map[int64][]*cfg.GameEventlotteryData //value cid //Btype map[int32]int32 StypeE map[int64]int32 // subtype SNumE map[int64]int32 // 小组产出数量 // buff 随机 buffLottery map[int32]map[int32]*cfg.GameBufflotteryData story map[int32]*cfg.GameStoneStoryData } //组件初始化接口 func (this *configureComp) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) { this.MCompConfigure.Init(service, module, comp, options) this.module = module.(*Stonehenge) err = this.LoadConfigure(game_bufflottery, cfg.NewGameBufflottery) configure.RegisterConfigure(game_bufflottery, cfg.NewGameBufflottery, this.LoadBUffGroupData) err = this.LoadConfigure(game_eventlottery, cfg.NewGameEventlottery) configure.RegisterConfigure(game_eventlottery, cfg.NewGameEventlottery, this.LoadEventGroupData) err = this.LoadConfigure(game_roomlottery, cfg.NewGameRoomlottery) configure.RegisterConfigure(game_roomlottery, cfg.NewGameRoomlottery, this.LoadRoomGroupData) err = this.LoadConfigure(game_stageconf, cfg.NewGameStoneStage) err = this.LoadConfigure(game_buffconf, cfg.NewGameStoneBuff) err = this.LoadConfigure(game_eventconf, cfg.NewGameStoneEvent) err = this.LoadConfigure(game_roomconf, cfg.NewGameStoneRoom) err = this.LoadConfigure(game_bossconf, cfg.NewGameStoneBoss) err = this.LoadConfigure(game_battleconf, cfg.NewGameStoneBattle) err = this.LoadConfigure(game_stonetalent, cfg.NewGameStoneTalent) err = this.LoadConfigure(game_storeconf, cfg.NewGameStoneStore) err = this.LoadConfigure(game_stoneweek, cfg.NewGameStoneWeek) err = this.LoadConfigure(game_stonetask, cfg.NewGameStoneTask) err = this.LoadConfigure(game_stoneprivilege, cfg.NewGameStonePrivilege) err = this.LoadConfigure(game_stoneillustrated, cfg.NewGameStoneIllustrated) configure.RegisterConfigure(game_stageconf, cfg.NewGameStoneStage, this.LoadGameStoneStage) configure.RegisterConfigure(game_buffconf, cfg.NewGameStoneBuff, this.LoadGameStoneBuff) configure.RegisterConfigure(game_storyconf, cfg.NewGameStoneStory, this.LoadGameStoneStory) return } func (this *configureComp) LoadEventGroupData() { if v, err := this.GetConfigure(game_eventlottery); err == nil { if configure, ok := v.(*cfg.GameEventlottery); ok { this.hlock.Lock() defer this.hlock.Unlock() this._lotteryTypeE = make(map[int32][]*cfg.GameEventlotteryData, 0) this._lotteryType2E = make(map[int32][]*cfg.GameEventlotteryData, 0) this._groupType1E = make(map[int64][]*cfg.GameEventlotteryData, 0) this._groupType2E = make(map[int64][]*cfg.GameEventlotteryData, 0) //this.Btype = make(map[int32]int32, 0) this.StypeE = make(map[int64]int32, 0) this.SNumE = make(map[int64]int32, 0) var itype int32 var groupwt int32 var groupid int32 for _, value := range configure.GetDataList() { if value.SubGroupId == 0 { value.SubGroupId = groupid } else { groupid = value.SubGroupId } key := int64(value.GroupId)<<31 + int64(value.SubGroupId) if value.GroupType == 0 { value.GroupType = itype } else { itype = value.GroupType } if value.SubGroupWt == 0 { value.SubGroupWt = groupwt } else { groupwt = value.SubGroupWt } if _, ok := this.StypeE[key]; !ok { this.StypeE[key] = value.SubGroupType } if _, ok := this.SNumE[key]; !ok { this.SNumE[key] = value.SubGroupNum //value.Groupnum } if value.GroupType == 1 { this._lotteryTypeE[value.GroupId] = append(this._lotteryTypeE[value.GroupId], value) } if value.GroupType == 2 { this._lotteryType2E[value.GroupId] = append(this._lotteryType2E[value.GroupId], value) } if this.StypeE[key] == 1 { // 小组ID为1 this._groupType1E[key] = append(this._groupType1E[key], value) } else if this.StypeE[key] == 2 { this._groupType2E[key] = append(this._groupType2E[key], value) } } return } } else { log.Errorf("get LoadGroupData conf err:%v", err) } return } func (this *configureComp) LoadRoomGroupData() { if v, err := this.GetConfigure(game_roomlottery); err == nil { if configure, ok := v.(*cfg.GameRoomlottery); ok { this.hlock.Lock() defer this.hlock.Unlock() this._lotteryTypeR = make(map[int32][]*cfg.GameRoomlotteryData, 0) this._lotteryType2R = make(map[int32][]*cfg.GameRoomlotteryData, 0) this._groupType1R = make(map[int64][]*cfg.GameRoomlotteryData, 0) this._groupType2R = make(map[int64][]*cfg.GameRoomlotteryData, 0) //this.Btype = make(map[int32]int32, 0) this.StypeR = make(map[int64]int32, 0) this.SNumR = make(map[int64]int32, 0) var itype int32 var groupwt int32 var groupid int32 for _, value := range configure.GetDataList() { if value.SubGroupId == 0 { value.SubGroupId = groupid } else { groupid = value.SubGroupId } key := int64(value.GroupId)<<31 + int64(value.SubGroupId) if value.GroupType == 0 { value.GroupType = itype } else { itype = value.GroupType } if value.SubGroupWt == 0 { value.SubGroupWt = groupwt } else { groupwt = value.SubGroupWt } if _, ok := this.StypeR[key]; !ok { this.StypeR[key] = value.SubGroupType } if _, ok := this.SNumR[key]; !ok { this.SNumR[key] = value.SubGroupNum //value.Groupnum } if value.GroupType == 1 { this._lotteryTypeR[value.GroupId] = append(this._lotteryTypeR[value.GroupId], value) } if value.GroupType == 2 { this._lotteryType2R[value.GroupId] = append(this._lotteryType2R[value.GroupId], value) } if this.StypeR[key] == 1 { // 小组ID为1 this._groupType1R[key] = append(this._groupType1R[key], value) } else if this.StypeR[key] == 2 { this._groupType2R[key] = append(this._groupType2R[key], value) } } return } } else { log.Errorf("get LoadGroupData conf err:%v", err) } return } // 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 *configureComp) GetRoomGroupDataByLottery(lotteryId int32) (rooms []int32) { if _, ok := this._lotteryTypeR[lotteryId]; !ok { if _, ok := this._lotteryType2R[lotteryId]; !ok { //this.module.Errorf("not found config lotterId:%d", lotteryId) return } } // 优先校验大组ID 的类型 var ( szW []int32 // 权重数组 szID []int32 // 小组ID 数组 groupID int32 ) //this.module.Debugf("config lotterId:%d") // 随机小组id for _, _data := range this._lotteryTypeR[lotteryId] { if _data.SubGroupId != 0 { szW = append(szW, _data.SubGroupWt) szID = append(szID, _data.SubGroupId) } } if len(szW) > 0 { groupID = szID[comm.GetRandW(szW)] // 获得小组ID //fmt.Printf("大组类型为1的,获得小组ID :%d,dropID:%d", groupID, lotteryId) key := int64(lotteryId)<<31 + int64(groupID) // 小组ID 类型判断 if this.StypeR[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.SNumR[key]); i++ { sztW := make([]int32, 0) sztID := make([]*cfg.GameRoomlotteryData, 0) for _, _data := range this._groupType1R[key] { sztW = append(sztW, _data.SubGroupWt) sztID = append(sztID, _data) } if len(sztW) == 0 { continue } _data := sztID[comm.GetRandW(sztW)] // 随机获得的数量 rooms = append(rooms, _data.RoomID) } } else if this.StypeR[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 _, _data := range this._groupType2R[key] { if _data.RoomWt >= comm.GetRandNum(0, 1000) { // 命中 rooms = append(rooms, _data.RoomID) } } } } m := make(map[int64]int32, 0) // 每个小组id 都随机取一次 for _, _data := range this._lotteryType2R[lotteryId] { key := int64(lotteryId)<<31 + int64(_data.SubGroupId) if _, ok := m[key]; !ok { m[key] = _data.SubGroupWt } } // 类型为2 可能会同时获得多个组id for key, v := range m { //fmt.Printf("大组类型为2的,获得小组ID :%d,dropID:%d", k, v.Id) if v >= comm.GetRandNum(0, 1000) { // 命中 if this.StypeR[key] == 1 { // 随机一组数据 for i := 0; i < int(this.SNumR[key]); i++ { sztW := make([]int32, 0) sztID := make([]*cfg.GameRoomlotteryData, 0) for _, _data := range this._groupType1R[key] { sztW = append(sztW, _data.RoomWt) sztID = append(sztID, _data) } if len(sztW) == 0 { continue } _data := sztID[comm.GetRandW(sztW)] rooms = append(rooms, _data.RoomID) } } else if this.StypeR[key] == 2 { for _, _data := range this._groupType2R[key] { if _data.RoomWt >= comm.GetRandNum(1, 1000) { // 命中 rooms = append(rooms, _data.RoomID) } } } } } this.module.Debugf("drop rooms result:%v", rooms) return } func (this *configureComp) LoadBUffGroupData() { if v, err := this.GetConfigure(game_bufflottery); err == nil { this.hlock.Lock() defer this.hlock.Unlock() this.buffLottery = make(map[int32]map[int32]*cfg.GameBufflotteryData, 0) if configure, ok := v.(*cfg.GameBufflottery); ok { for _, v := range configure.GetDataList() { if _, ok := this.buffLottery[v.GroupId]; !ok { this.buffLottery[v.GroupId] = make(map[int32]*cfg.GameBufflotteryData) } this.buffLottery[v.GroupId][v.BuffID] = v } } } else { log.Errorf("get NewGameBufflottery conf err:%v", err) } return } func (this *configureComp) GetLotterConfById(id int32) (data *cfg.GameBufflotteryData) { if v, err := this.GetConfigure(game_bufflottery); err == nil { if configure, ok := v.(*cfg.GameBufflottery); ok { return configure.Get(id) } } return } // 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 *configureComp) GetBuffGroupDataByLottery(lotteryId int32, addType int32, ownerbuff map[int32]struct{}) (buff []int32) { var ( num int32 szW []int32 curWt int32 // 是否增加权重 sz []*cfg.GameBufflotteryData // 这里需要用对象池 稍后处理 ) if ownerbuff == nil { ownerbuff = make(map[int32]struct{}, 0) } if v, ok := this.buffLottery[lotteryId]; ok { for i := 1; ; i++ { szW = make([]int32, 0) // 数组初始化 sz = make([]*cfg.GameBufflotteryData, 0) for k, v1 := range v { // k buffID v1 cfg.GameBufflotteryData curWt = 0 if _, ok := ownerbuff[k]; !ok { sz = append(sz, v1) if v2, ok := this.buff[addType]; ok { if _, ok := v2[k]; ok { curWt += v1.TypeWt } } curWt += v1.BuffWt szW = append(szW, curWt) } if num == 0 { num = v1.GroupNum } } getbuffid := sz[comm.GetRandW(szW)].BuffID ownerbuff[getbuffid] = struct{}{} buff = append(buff, getbuffid) if i >= int(num) { break } } } return } func (this *configureComp) GetStoneRoomDataById(roomid int32) (conf *cfg.GameStoneRoomData, err error) { var ( v interface{} ) if v, err = this.GetConfigure(game_roomconf); err == nil { if configure, ok := v.(*cfg.GameStoneRoom); ok { if conf = configure.Get(roomid); conf != nil { return } } } err = comm.NewNotFoundConfErr(moduleName, game_roomconf, roomid) return } func (this *configureComp) GetStoneBuffDataById(buffid int32) (conf *cfg.GameStoneBuffData, err error) { var ( v interface{} ) if v, err = this.GetConfigure(game_buffconf); err == nil { if configure, ok := v.(*cfg.GameStoneBuff); ok { if conf = configure.Get(buffid); conf != nil { return } } } err = comm.NewNotFoundConfErr(moduleName, game_buffconf, buffid) return } func (this *configureComp) GetStoneEventDataById(eventid int32) (conf *cfg.GameStoneEventData, err error) { var ( v interface{} ) if v, err = this.GetConfigure(game_eventconf); err == nil { if configure, ok := v.(*cfg.GameStoneEvent); ok { if conf = configure.Get(eventid); conf != nil { return } } } err = comm.NewNotFoundConfErr(moduleName, game_eventconf, eventid) return } // func (this *configureComp) LoadGameStoneStage() { if v, err := this.GetConfigure(game_stageconf); err == nil { if configure, ok := v.(*cfg.GameStoneStage); ok { this.hlock.Lock() defer this.hlock.Unlock() this.stage = make(map[int64]*cfg.GameStoneStageData, 0) this.szStage = make(map[int32]int32, 0) for _, v := range configure.GetDataList() { key := int64(v.StageId)<<16 + int64(v.RoomId) this.stage[key] = v this.szStage[v.StageId]++ } } } return } // 参数1 关卡id 参数2 层数id func (this *configureComp) GetStageConfByStageid(stgeid int32, roomid int32) (conf *cfg.GameStoneStageData) { key := int64(stgeid)<<16 + int64(roomid) return this.stage[key] } func (this *configureComp) LoadGameStoneBuff() { if v, err := this.GetConfigure(game_buffconf); err == nil { if configure, ok := v.(*cfg.GameStoneBuff); ok { this.hlock.Lock() defer this.hlock.Unlock() this.buff = make(map[int32]map[int32]struct{}, 0) for _, v := range configure.GetDataList() { if _, ok := this.buff[v.Type]; !ok { this.buff[v.Type] = make(map[int32]struct{}) } this.buff[v.Type][v.BuffId] = struct{}{} } } } return } func (this *configureComp) GetGameStoneBuff(addType int32) (m map[int32]struct{}) { return this.buff[addType] } func (this *configureComp) CheckStage() (bossStage map[int32]*pb.StageData) { var ( boosEvent map[int32]int32 // key stageid value rommid ) bossStage = make(map[int32]*pb.StageData, 0) boosEvent = make(map[int32]int32, 0) for k, v := range this.szStage { if c := this.GetStageConfByStageid(k, v-1); c != nil { // 根据传送门组生成传送门 if rooms := this.GetRoomGroupDataByLottery(c.PortalGroup); len(rooms) > 0 { stageData := &pb.StageData{} boosEvent[k] = rooms[0] if roomconf, err := this.GetStoneRoomDataById(rooms[0]); err == nil { // 生成 我方buff if bossConf := this.GetBossConfById(roomconf.BossEvent); bossConf != nil { stageData.Mainebuff = this.GetBuffGroupDataByLottery(bossConf.FriendlyBuffGroup, 0, nil) stageData.Enemybuff = this.GetBuffGroupDataByLottery(bossConf.EnemyBuffGroup, 0, nil) } stageData.Roomid = rooms[0] } bossStage[k] = stageData } } } return } func (this *configureComp) GetBossConfById(id int32) (data *cfg.GameStoneBossData) { if v, err := this.GetConfigure(game_bossconf); err == nil { if configure, ok := v.(*cfg.GameStoneBoss); ok { return configure.Get(id) } } return } // 通过关卡id 找层数 func (this *configureComp) GetFloorConfByStageId(stageId int32) int32 { return this.szStage[stageId] } func (this *configureComp) GetBattleConfById(id int32) (data *cfg.GameStoneBattleData, err error) { var ( v interface{} ) if v, err = this.GetConfigure(game_battleconf); err == nil { if configure, ok := v.(*cfg.GameStoneBattle); ok { if data = configure.Get(id); data != nil { return } } } err = comm.NewNotFoundConfErr(moduleName, game_battleconf, id) return } // 获取商店信息 func (this *configureComp) GetStoneStoreConf(id int32) (data *cfg.GameStoneStoreData, err error) { var ( v interface{} ) if v, err = this.GetConfigure(game_storeconf); err == nil { if configure, ok := v.(*cfg.GameStoneStore); ok { if data = configure.Get(id); data != nil { return } } } err = comm.NewNotFoundConfErr(moduleName, game_storeconf, id) return } // 读取任务配置表 func (this *configureComp) getGameStoneTalentData(id int32) (conf *cfg.GameStoneTalentData, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(game_stonetalent); err != nil { return } else { if conf, ok = v.(*cfg.GameStoneTalent).GetDataMap()[id]; !ok { err = comm.NewNotFoundConfErr(string(this.module.GetType()), game_stonetalent, id) this.module.Errorln(err) return } } return } // 读取任务配置表 func (this *configureComp) getGameStoneIllustratedDatas() (confs []*cfg.GameStoneIllustratedData, err error) { var ( v interface{} ) if v, err = this.GetConfigure(game_stoneillustrated); err != nil { return } else { confs = v.(*cfg.GameStoneIllustrated).GetDataList() } return } func (this *configureComp) LoadGameStoneStory() { if v, err := this.GetConfigure(game_storyconf); err == nil { if configure, ok := v.(*cfg.GameStoneStory); ok { this.hlock.Lock() defer this.hlock.Unlock() this.story = make(map[int32]*cfg.GameStoneStoryData) for _, v := range configure.GetDataList() { this.story[v.Id] = v } } } return } func (this *configureComp) GetStoneStoryConf(id int32) (data *cfg.GameStoneStoryData, err error) { var ok bool if data, ok = this.story[id]; ok { return } err = comm.NewNotFoundConfErr(string(this.module.GetType()), game_stonetalent, id) return } func (this *configureComp) getGameStoneWeekData(id int32) (conf *cfg.GameStoneWeekData, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(game_stoneweek); err != nil { return } else { if conf, ok = v.(*cfg.GameStoneWeek).GetDataMap()[id]; !ok { err = comm.NewNotFoundConfErr(string(this.module.GetType()), game_stoneweek, id) this.module.Errorln(err) return } } return } func (this *configureComp) getGameStoneWeekDatas() (confs []*cfg.GameStoneWeekData, err error) { var ( v interface{} ) if v, err = this.GetConfigure(game_stoneweek); err != nil { return } else { confs = v.(*cfg.GameStoneWeek).GetDataList() } return } func (this *configureComp) getGameStoneTaskData(id int32) (conf *cfg.GameStoneTaskData, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(game_stonetask); err != nil { return } else { if conf, ok = v.(*cfg.GameStoneTask).GetDataMap()[id]; !ok { err = comm.NewNotFoundConfErr(string(this.module.GetType()), game_stonetask, id) this.module.Errorln(err) return } } return } func (this *configureComp) getGameStoneTaskDatas() (confs []*cfg.GameStoneTaskData, err error) { var ( v interface{} ) if v, err = this.GetConfigure(game_stonetask); err != nil { return } else { confs = v.(*cfg.GameStoneTask).GetDataList() } return } // 获取特权信息 func (this *configureComp) getGameStonePrivilegeData(privilegeId int32) (conf *cfg.GameStonePrivilegeData, err error) { var ( v interface{} ) if v, err = this.GetConfigure(game_stoneprivilege); err == nil { if configure, ok := v.(*cfg.GameStonePrivilege); ok { if conf = configure.Get(privilegeId); conf != nil { return } } } err = comm.NewNotFoundConfErr(string(this.module.GetType()), game_stonetask, privilegeId) this.module.Errorln(err) return } // 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 *configureComp) GetEventGroupDataByLottery(lotterys ...int32) (event []int32) { for _, lotteryId := range lotterys { if _, ok := this._lotteryTypeE[lotteryId]; !ok { if _, ok := this._lotteryType2E[lotteryId]; !ok { //this.module.Errorf("not found config lotterId:%d", lotteryId) return } } // 优先校验大组ID 的类型 var ( szW []int32 // 权重数组 szID []int32 // 小组ID 数组 groupID int32 ) //this.module.Debugf("config lotterId:%d") // 随机小组id for _, _data := range this._lotteryTypeE[lotteryId] { if _data.SubGroupId != 0 { szW = append(szW, _data.SubGroupWt) szID = append(szID, _data.SubGroupId) } } if len(szW) > 0 { groupID = szID[comm.GetRandW(szW)] // 获得小组ID //fmt.Printf("大组类型为1的,获得小组ID :%d,dropID:%d", groupID, lotteryId) key := int64(lotteryId)<<31 + int64(groupID) // 小组ID 类型判断 if this.StypeE[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.SNumE[key]); i++ { sztW := make([]int32, 0) sztID := make([]*cfg.GameEventlotteryData, 0) for _, _data := range this._groupType1E[key] { sztW = append(sztW, _data.SubGroupWt) sztID = append(sztID, _data) } if len(sztW) == 0 { continue } _data := sztID[comm.GetRandW(sztW)] // 随机获得的数量 event = append(event, _data.EventID) } } else if this.StypeE[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 _, _data := range this._groupType2E[key] { if _data.EventWt >= comm.GetRandNum(0, 1000) { // 命中 event = append(event, _data.EventID) } } } } // 每个小组id 都随机取一次 m := make(map[int64]int32, 0) for _, _data := range this._lotteryType2E[lotteryId] { key := int64(lotteryId)<<31 + int64(_data.SubGroupId) if _, ok := m[key]; !ok { m[key] = _data.SubGroupWt } } // 类型为2 可能会同时获得多个组id for key, v := range m { if v >= comm.GetRandNum(0, 1000) { // 命中 if this.StypeE[key] == 1 { // 随机一组数据 for i := 0; i < int(this.SNumE[key]); i++ { sztW := make([]int32, 0) sztID := make([]*cfg.GameEventlotteryData, 0) for _, _data := range this._groupType1E[key] { sztW = append(sztW, _data.EventWt) sztID = append(sztID, _data) } if len(sztW) == 0 { continue } _data := sztID[comm.GetRandW(sztW)] event = append(event, _data.EventID) } } else if this.StypeE[key] == 2 { for _, _data := range this._groupType2E[key] { if _data.EventWt >= comm.GetRandNum(1, 1000) { // 命中 event = append(event, _data.EventID) } } } } } } this.module.Debugf("drop event result:%v", event) return }