Merge branch 'develop' into sdk
This commit is contained in:
commit
550330da90
71
src/server/benchmark_test.go
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71
src/server/benchmark_test.go
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@ -0,0 +1,71 @@
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package main
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import (
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"fmt"
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"runtime"
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"server/game"
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"server/game/mod/msg"
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"testing"
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"time"
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)
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// func TestBenchInit(t *testing.T) {
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// f := "wmz00%d"
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// for i := 0; i < 10000; i++ {
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// UserName := fmt.Sprintf(f, i)
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// game.G_GameLogicPtr.Db_AccountInfo.UserName = UserName
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// game.G_GameLogicPtr.Db_AccountInfo.UserPassword = "123456"
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// if game.G_GameLogicPtr.NewAccountInsertDataToDB() {
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// fmt.Printf("UserName:%s\n init success", UserName)
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// }
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// }
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// }
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func BenchmarkGame(b *testing.B) {
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runtime.GOMAXPROCS(2)
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fmt.Print("BenchmarkGame")
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f := "wmz00%d"
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for i := 0; i < 10000; i++ {
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go func() {
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UserName := fmt.Sprintf(f, i)
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p1 := new(game.Player)
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err := p1.InitPlayer(UserName)
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if err != nil {
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fmt.Println(err)
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}
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game.G_GameLogicPtr.SetPlayer(p1)
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for {
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time.Sleep(1 * time.Second)
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game.Benchmark(p1)
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}
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}()
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}
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go func() {
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time.Sleep(20 * time.Second)
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game.G_GameLogicPtr.ChampshipMgrSend(&msg.Msg{
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Type: msg.HANDLE_TYPE_CHAMPSHIP_GROUP,
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})
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}()
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for {
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time.Sleep(1 * time.Second)
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printMemUsage()
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}
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}
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func printMemUsage() {
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var m runtime.MemStats
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runtime.ReadMemStats(&m)
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// 输出内存使用情况
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fmt.Printf("Alloc = %v MiB", bToMb(m.Alloc))
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fmt.Printf("\tTotalAlloc = %v MiB", bToMb(m.TotalAlloc))
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fmt.Printf("\tSys = %v MiB", bToMb(m.Sys))
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fmt.Printf("\tNumGC = %v\n", m.NumGC)
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var playerCount int
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game.G_GameLogicPtr.M_Players.Range(func(key, value interface{}) bool {
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playerCount++
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return true
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})
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fmt.Printf("\tPlayerNum = %v\n", playerCount)
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}
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func bToMb(b uint64) uint64 {
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return b / 1024 / 1024
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}
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@ -148,6 +148,16 @@ func GetMaxLvById(Id int) int {
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return gamedata.ParseInt(data["MaxLv"])
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}
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// 根据Id获取棋子最大等级
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func GetMaxLvByColor(Color string) int {
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ChessId := GetChessIdByLvAndColor(1, Color)
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data, err := gamedata.GetDataByIntKey(CFG_NAME, ChessId)
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if err != nil {
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return 0
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}
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return gamedata.ParseInt(data["MaxLv"])
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}
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// 根据Id获取发射器最小等级
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func GetEmitMinLvById(Id string) int {
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data, err := gamedata.GetDataByKey(CFG_MERGE_EMIT, Id)
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@ -168,21 +178,6 @@ func GetEmitRatio(Id string) float64 {
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return gamedata.GetFloatValue(data, "Ratio")
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}
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func GetMaxLvByColor(Color string) int {
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data, err := gamedata.GetData(CFG_NAME)
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if err != nil {
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log.Debug("GetMaxLvByColor GetOne Color:%v not found", Color)
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return 0
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}
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for _, v := range data {
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if gamedata.GetStringValue(v, "Color") == Color {
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lv := gamedata.GetIntValue(v, "MaxLv")
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return lv
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}
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}
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return 0
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}
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// 根据Id获取棋子类型
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func GetTypeById(Id int) string {
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data, err := gamedata.GetDataByIntKey(CFG_NAME, Id)
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@ -825,3 +825,10 @@ func LoignBack(p *Player) {
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}
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BaseMod.LoginBack = true
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}
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func Benchmark(player *Player) {
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ChampshipMod := player.PlayMod.getChampshipMod()
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ChampshipMod.AddScore([]int{949, 941, 10})
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player.HandleInChampshipRank()
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player.HandleInUserRank()
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}
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@ -2257,6 +2257,7 @@ func ReqShippingOrder(args []interface{}) error {
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"ProductId": OrderData.ProductId,
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"CreateTime": OrderData.CreateTime,
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"PayTime": OrderData.PayTime,
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"Price": OrderData.Price,
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"PayType": OrderData.PayType,
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}
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player.Kafka("pay", orderDataMap)
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@ -2,7 +2,6 @@ package order
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import (
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"fmt"
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"log"
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"server/GoUtil"
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startOrderCfg "server/conf/StartOrder"
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limitedTimeEventCfg "server/conf/limitedTimeEvent"
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@ -239,7 +238,7 @@ func (o *OrderMod) CreateNormalOrder(lv int, Emit []int, EnergyMul int) error {
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}
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break
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}
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log.Printf("CreateNormalOrder: %v, %v, %v", mergeList, OrderDiff, err)
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// log.Printf("CreateNormalOrder: %v, %v, %v", mergeList, OrderDiff, err)
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o.addOrder(mergeList, OrderDiff, Common_type)
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return nil
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}
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@ -7,8 +7,9 @@ import (
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userCfg "server/conf/user"
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)
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var reflectChess = map[int]int{}
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var reflectChess = map[int]int{} // 棋子难度映射表
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// 订单棋子数量
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func getChessNumRand(OrderN int) map[int]int {
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return map[int]int{
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1: int(15 - 3*OrderN),
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@ -17,6 +18,7 @@ func getChessNumRand(OrderN int) map[int]int {
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}
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}
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// 根据上一个订单难度和系数 生成订单难度
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func getOrderDiffRand(Diff, OrderN int) map[int]int {
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var d map[int]int
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switch Diff {
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@ -42,6 +44,7 @@ func getOrderDiffRand(Diff, OrderN int) map[int]int {
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return d
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}
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// 根据订单难度生成棋子难度
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func getChessDiff(ChessNum, OrderDiff, OrderN int) map[int]int {
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var rs map[int]int
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switch ChessNum {
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@ -124,6 +127,7 @@ func getChessDiff(ChessNum, OrderDiff, OrderN int) map[int]int {
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return rs
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}
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// 根据难度生成棋子等级
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func getChessLv(Min, Max, Diff int) int {
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Start := Min
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End := Max
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@ -142,35 +146,7 @@ func getChessLv(Min, Max, Diff int) int {
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return GoUtil.RandNum(Start, End)
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}
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// func getRandChessColorList(o *OrderMod, Emit []int, EnergyMul int) map[string]int {
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// r := make(map[string]int)
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// ChessList := make([]int, 0)
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// for _, v := range o.OrderList {
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// if v.Type == Common_type {
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// ChessList = append(ChessList, v.MergeId...)
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// }
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// }
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// for _, v := range Emit {
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// Produce := mergeDataCfg.GetEmitProduceType(v)
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// if len(Produce) == 0 {
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// continue
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// }
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// if len(Produce) == 1 {
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// if Produce[0] == "" {
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// continue
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// }
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// r[Produce[0]] = 100
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// continue
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// }
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// r[Produce[0]] = 80
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// r[Produce[1]] = 20
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// if checkA1High(ChessList, v, EnergyMul) {
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// r[Produce[1]] += 20
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// }
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// }
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// return r
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// }
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// 宝箱雨随机棋子类型
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func RandChessColor(Emit []int) string {
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r := make(map[string]int)
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for _, v := range Emit {
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@ -191,22 +167,7 @@ func RandChessColor(Emit []int) string {
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return GoUtil.RandStringMap(r)
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}
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// func checkA1High(ChessList []int, Emit int, EnergyMul int) bool {
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// ChessMinLev, ChessMaxLev := getChesslvRange(Emit, EnergyMul)
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// HighLv := ChessMinLev + ((ChessMaxLev-ChessMinLev)/3)*2
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// Produce := mergeDataCfg.GetEmitProduceChessType(Emit)
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// for _, v := range ChessList {
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// ChessColor := mergeDataCfg.GetColorById(v)
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// if ChessColor == Produce[0] {
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// ChessLv := mergeDataCfg.GetLvById(v)
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// if ChessLv >= HighLv {
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// return true
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// }
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// }
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// }
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// return false
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// }
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// 获取棋子等级范围
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func getChesslvRange(Emit int, EnergyMul int) (int, int) {
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RandEmitLv := mergeDataCfg.GetLvById(Emit)
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EmitId := mergeDataCfg.GetEmitId(Emit)
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@ -219,6 +180,7 @@ func getChesslvRange(Emit int, EnergyMul int) (int, int) {
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return ChessMinLev, ChessMaxLev
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}
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// 根据类型获取发射器id
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func getEmitByColor(Emit []int, color string) int {
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for _, v := range Emit {
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Produce := mergeDataCfg.GetEmitProduceChessType(v)
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@ -231,9 +193,10 @@ func getEmitByColor(Emit []int, color string) int {
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return 0
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}
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// 生成订单
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// 随机生成订单棋子
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func randOrderChess(o *OrderMod, lv int, Emit []int, EnergyMul int) ([]int, int, error) {
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initReflectChess(Emit, EnergyMul)
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filterPool(o)
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OrderN, err := userCfg.GetOrderNByLv(lv)
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RandChessNum := getChessNumRand(OrderN)
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if err != nil {
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@ -250,6 +213,9 @@ func randOrderChess(o *OrderMod, lv int, Emit []int, EnergyMul int) ([]int, int,
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ChessId := 0
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for {
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ChessId = getChessFromPoolByDiff(o, v, Emit, EnergyMul)
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if ChessId == 0 {
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continue
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}
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if !GoUtil.InArray(ChessId, mergeList) {
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break
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}
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@ -259,7 +225,19 @@ func randOrderChess(o *OrderMod, lv int, Emit []int, EnergyMul int) ([]int, int,
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return mergeList, OrderDiff, nil
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}
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func getEmitId(o *OrderMod, Emit []int) string {
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// 筛选棋子池 从中剔除不符合难度的棋子
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func filterPool(o *OrderMod) {
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NewPool := make([]int, 0)
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for _, v := range o.ChessPool {
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if _, ok := reflectChess[v]; ok {
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NewPool = append(NewPool, v)
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}
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}
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o.ChessPool = NewPool
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}
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// 获取发射器系列
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func getEmitSeries(o *OrderMod, Emit []int) string {
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if o.EmitShuffle == nil {
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o.EmitShuffle = make([]string, 0)
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for _, v := range Emit {
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@ -301,6 +279,7 @@ func getEmitId(o *OrderMod, Emit []int) string {
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return PopEmitId
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}
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// 订单能获取的宠物币
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func getOrderStar(ChessList []int) int {
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Star := 0
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for _, v := range ChessList {
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@ -309,9 +288,10 @@ func getOrderStar(ChessList []int) int {
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return Star
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}
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// 从棋子池中获取棋子
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func getChessFromPoolByDiff(o *OrderMod, Diff int, Emit []int, EnergyMul int) int {
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EmitId := getEmitId(o, Emit)
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EmitChessId := getEmitBySeries(Emit, EmitId)
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EmitSeries := getEmitSeries(o, Emit)
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EmitChessId := getEmitBySeries(Emit, EmitSeries)
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ColorRand := mergeDataCfg.GetEmitProduceType(EmitChessId)
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// 从棋子池中获取棋子
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MinChessId := 0
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@ -355,6 +335,8 @@ func getChessFromPoolByDiff(o *OrderMod, Diff int, Emit []int, EnergyMul int) in
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ChessMinLv, ChessMaxLv := getChesslvRange(EmitChessId, EnergyMul)
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NewLev := getChessLv(ChessMinLv, ChessMaxLv, Diff)
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NewLev1 := mergeDataCfg.DynamicLev(NewLev, EmitChessId, Color)
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MaxLev := mergeDataCfg.GetMaxLvByColor(Color)
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NewLev1 = min(NewLev1, MaxLev)
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ChessId := mergeDataCfg.GetChessIdByLvAndColor(NewLev1, Color)
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ProductColor := mergeDataCfg.GetEmitProduceType(EmitChessId)
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for _, i := range ProductColor {
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@ -363,6 +345,8 @@ func getChessFromPoolByDiff(o *OrderMod, Diff int, Emit []int, EnergyMul int) in
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}
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NewLev2 := mergeDataCfg.DynamicLev2(NewLev1, EmitChessId, Color, i)
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NewLev2 = adjustLev(NewLev2, EnergyMul)
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MaxLev := mergeDataCfg.GetMaxLvByColor(i)
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NewLev2 = min(NewLev2, MaxLev)
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ChessId2 := mergeDataCfg.GetChessIdByLvAndColor(NewLev2, i)
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if ChessId2 != 0 {
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o.ChessPool = append(o.ChessPool, ChessId2)
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@ -375,7 +359,9 @@ func getChessFromPoolByDiff(o *OrderMod, Diff int, Emit []int, EnergyMul int) in
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return ChessId
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}
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// 初始化棋子难度映射表
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func initReflectChess(Emits []int, EnergyMul int) {
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reflectChess = make(map[int]int)
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Start, End := 0, 0
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for _, Emit := range Emits {
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ProduceColor := mergeDataCfg.GetEmitProduceType(Emit)
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@ -413,10 +399,12 @@ func initReflectChess2(Color string, Start, End, Diff, adjust int) {
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}
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}
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// 调整棋子等级
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func adjustLev(Lev, EnergyMul int) int {
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return max(min(Lev, EnergyMul+12), EnergyMul+1)
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}
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// 获取发射器系列
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func getEmitBySeries(EmitList []int, EmitId string) int {
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for _, v := range EmitList {
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ProduceColor := mergeDataCfg.GetEmitProduceType(v)
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Block a user