当棋盘中有订单棋子时不对其进行调整
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@ -475,6 +475,9 @@ func (o *OrderMod) CheckSuperOrder() bool {
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return false
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return false
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}
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}
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/*
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* 根据能量倍数 调整订单
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*/
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func (o *OrderMod) ChangeEnergyMul(lv int, Emit []int, EnergyMul int, ChessList []int) {
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func (o *OrderMod) ChangeEnergyMul(lv int, Emit []int, EnergyMul int, ChessList []int) {
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for k, v := range o.OrderList {
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for k, v := range o.OrderList {
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if v.Type == Preheat_type { // 预热订单 修改倍数时修改棋子等级
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if v.Type == Preheat_type { // 预热订单 修改倍数时修改棋子等级
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@ -489,15 +492,20 @@ func (o *OrderMod) ChangeEnergyMul(lv int, Emit []int, EnergyMul int, ChessList
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continue
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continue
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}
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}
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NeedTrigger := false
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NeedTrigger := false
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HasOne := false
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for _, vv := range v.MergeId {
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for _, vv := range v.MergeId {
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Lv := mergeDataCfg.GetLvById(vv)
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Lv := mergeDataCfg.GetLvById(vv)
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if Lv >= EnergyMul+1 && Lv <= EnergyMul+12 {
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if Lv >= EnergyMul+1 && Lv <= EnergyMul+12 {
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continue
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continue
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}
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}
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if GoUtil.InArray(vv, ChessList) {
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if GoUtil.InArray(vv, ChessList) {
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NeedTrigger = true
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HasOne = true
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break
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break
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}
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}
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NeedTrigger = true
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}
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if HasOne { // 棋盘上有订单中的棋子,不进行修改
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continue
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}
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}
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/**
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/**
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当每次倍数调整(玩家主动调整或因为体力不足跌落)时,在普通订单中(即不包括偷猫订单、超级订单),如果出现超出上下阈值:
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当每次倍数调整(玩家主动调整或因为体力不足跌落)时,在普通订单中(即不包括偷猫订单、超级订单),如果出现超出上下阈值:
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