package combat import ( "go_dreamfactory/comm" "go_dreamfactory/pb" cfg "go_dreamfactory/sys/configure/structs" ) //参数校验 func (this *apiComp) DropCheck(session comm.IUserSession, req *pb.CombatDropReq) (code pb.ErrorCode) { return } ///奖励领取 func (this *apiComp) Drop(session comm.IUserSession, req *pb.CombatDropReq) (code pb.ErrorCode, data *pb.ErrorData) { var ( info *pb.DBCombatUser lv *pb.DBCombatLevel level *cfg.GameCombatLevelData box *cfg.GameCombatBoxData atns []*pb.UserAssets ok bool err error ) if code = this.DropCheck(session, req); code != pb.ErrorCode_Success { return } if info, err = this.module.modelCombat.queryInfo(session.GetUserId()); err != nil { code = pb.ErrorCode_DBError return } if lv, ok = info.Level[req.Level]; !ok { code = pb.ErrorCode_ReqParameterError this.module.Errorf("no in Level:%s", req.Level) return } if level, err = this.module.configure.getCombatLevel(req.Level); err != nil { code = pb.ErrorCode_DBError return } if box, err = this.module.configure.getGameCombatbox(req.Drop); err != nil { code = pb.ErrorCode_DBError return } for _, v := range lv.Passdrop { if v == req.Drop { code = pb.ErrorCode_ReqParameterError return } } lv.Passdrop = append(lv.Passdrop, req.Drop) if err = this.module.modelCombat.updateInfo(info); err != nil { code = pb.ErrorCode_DBError return } // user := this.module.ModuleUser.GetUser(session.GetUserId()) // reward := this.module.ModuleTools.GetGroupDataByLottery(box.Drop, user.Vip, user.Lv) reward := this.module.configure.GetDropReward(box.Drop) this.module.DispenseRes(session, reward, true) atns = make([]*pb.UserAssets, len(reward)) for i, v := range reward { atns[i] = &pb.UserAssets{ A: v.A, T: v.T, N: v.N, } } pass := true for _, v := range level.Passdroplist { ispass := false for _, v1 := range lv.Passdrop { if v == v1 { ispass = true } } if !ispass { pass = false break } } for _, v := range level.PassformatList { ispass := false for _, v1 := range lv.Passmanster { if v == v1 { ispass = true } } if !ispass { pass = false break } } if pass { lv.Pass = true this.module.DispenseRes(session, level.Award, true) // this.module.ModuleRtask.SendToRtask(session, comm.Rtype140, 1, level.Id) this.module.ModuleRtask.TriggerTask(session.GetUserId(), comm.GettaskParam(comm.Rtype140, 1)) } lv.Progress = int32((float64(len(lv.Passmanster)+len(lv.Passdrop)) / float64(len(level.Passdroplist)+len(level.PassformatList))) * float64(100)) if err = this.module.modelCombat.updateInfo(info); err != nil { code = pb.ErrorCode_DBError return } session.SendMsg(string(this.module.GetType()), "drop", &pb.CombatDropResp{Code: code, Atns: atns, Pass: pass}) return }