订单优化
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@ -1250,7 +1250,13 @@ func (p *Player) GetPetThiefReward(target int) error {
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return nil
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}
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// 高级产物订单 回收订单中不会生成的棋子
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/*
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高级产物订单
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当玩家完成一个订单时,扫描棋盘上的产物,剔除:1)刚完成的订单的最后一个棋子所属发射器的所有产物链产物,2)下一个订单的第一个棋子所属发射器的所有产物链产物
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剩下的棋盘产物中,是否有棋子等级等级>pLvmax(适配翻倍和动态难度)的,如有,则生成一个订单,将等级最高的那个收走
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注意:当现有订单(无论是自动或固定订单)中有此棋子,则不执行此逻辑
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*/
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func (p *Player) AddHighOrder() {
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OrderMod := p.PlayMod.getOrderMod()
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BaseMod := p.PlayMod.getBaseMod()
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@ -911,7 +911,7 @@ func adjustLev(lev, energyMul int) int {
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8: {4: 40, 5: 60},
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9: {4: 20, 5: 40, 6: 40},
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10: {5: 40, 6: 60},
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11: {5: 20, 6: 70, 7: 10},
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11: {6: 80, 7: 20},
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}
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if v, ok := randMapList[energyMul]; ok {
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lev += GoUtil.RandMap(v)
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@ -410,8 +410,7 @@ func ReqRewardOrder(player *Player, buf []byte) error {
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player.AddOrder()
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player.AddHighOrder()
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player.AddHighOrder2()
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// 删除无法完成的回收订单 TODO 需前端配合开发
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// player.DeleteHighOrder()
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player.DeleteHighOrder()
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player.InitOrderItem()
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// 存钱罐增加钻石
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PiggyBankMod := player.PlayMod.getPiggyBankMod()
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@ -697,7 +696,6 @@ func ReqAreaReward(player *Player, buf []byte) error {
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func UpdatePlayerChessDataFunc(player *Player, buf []byte) error {
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data := &PlayerChessData{}
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err := data.UpdatePlayerChessData(player, buf)
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player.AddHighOrder()
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player.AddHighOrder2()
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player.InitOrderItem()
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player.PushClientRes(player.PlayMod.getOrderMod().BackData())
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@ -747,7 +745,6 @@ func ReqGetChessFromBuff(player *Player, buf []byte) error {
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update = OrderMod.CreateExtraOrder([]int{chessId}, AddNewEmit, ChessMod.GetUnlockChessList(), BaseMod.GetEnergyMul(), BaseMod.GetLevel())
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triggerComposeChess(player, chessId, player.PlayMod.getBaseMod().EnergyMul, player.PlayMod.getChessMod().GetEmitList())
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player.EmitRetireTrigger1()
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player.AddHighOrder()
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player.AddHighOrder2()
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player.InitOrderItem()
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player.PlayMod.save()
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