限时事件优化
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@ -757,6 +757,8 @@ func (ad *GameLogic) RegisterNetWorkFunc() {
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RegisterMsgProcessFunc("ReqPlayroomWork", ReqPlayroomWork) // 宠物工作
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RegisterMsgProcessFunc("ReqPlayroomRest", ReqPlayroomRest) // 宠物休息
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RegisterMsgProcessFunc("ReqPlayroomDraw", ReqPlayroomDraw) // 转盘
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RegisterMsgProcessFunc("ReqPlayroomFlip", ReqPlayroomFlip) // 翻牌
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RegisterMsgProcessFunc("ReqPlayroomFlipReward", ReqPlayroomFlipReward) // 翻牌奖励
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RegisterMsgProcessFunc("ReqPlayroomChip", ReqPlayroomChip) // 消除碎片
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RegisterMsgProcessFunc("ReqPlayroomOutline", ReqPlayroomOutline) // 打工离线
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RegisterMsgProcessFunc("ReqPlayroomWrokOutline", ReqPlayroomWrokOutline) // 打工离线完成
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@ -192,11 +192,11 @@ func LimitedTimeEnergyAdd(p *Player) {
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}
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Energy := BaseMod.GetEnergy()
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MaxEnergy := PlayerBaseMod.GetMaxEnergy()
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if MaxEnergy > Energy {
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Energy += Addsta
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if Energy > MaxEnergy {
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Energy = MaxEnergy
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}
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if MaxEnergy > Energy {
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p.CallEvent(time.Duration(Recover)*time.Second, func() {
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p.lock.Lock()
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defer p.lock.Unlock()
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@ -2703,11 +2703,6 @@ func ReqPlayroomInfo(args []interface{}) error {
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PlayroomMod.SetTarget(Targer)
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if PlayerData.Loginout < GoUtil.Now()-100000000300 { // todo DEBUG
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PlayroomMod.SetGameId(1)
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} else {
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PlayroomMod.SetGameId(2)
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PlayroomMod.SetGameRewardFlip(int(float64(PlayerData.Star)*0.03), int(float64(PlayerData.Star)*0.05), int(float64(PlayerData.Star)*0.1))
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}
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Star := min(500, max(PlayerData.Star/10, 10))
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ChessMod := player.PlayMod.getChessMod()
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EmitList := ChessMod.GetOrderEmit()
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@ -2732,6 +2727,10 @@ func ReqPlayroomInfo(args []interface{}) error {
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ChessList := GoUtil.RandSliceNum(RandList, 2)
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PlayroomMod.SetGameReward(ChessList[0], ChessList[1], Star)
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}
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} else {
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PlayroomMod.SetGameId(2)
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PlayroomMod.SetGameRewardFlip(int(float64(PlayerData.Star)*0.03), int(float64(PlayerData.Star)*0.05), int(float64(PlayerData.Star)*0.1))
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}
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PlayroomVisit(player, Targer)
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return nil
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