修复棋子出售bug
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@ -197,9 +197,9 @@ func (p *PlayerChessData) HandleChess(player *Player, handle_list []*msg.ChessHa
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itemList = append(itemList, &item.Item{Id: item.ITEM_STAR_ID, Num: int(-loseGold)})
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itemList = append(itemList, &item.Item{Id: item.ITEM_STAR_ID, Num: int(-loseGold)})
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case msg.HANDLE_TYPE_SELL: //出售棋子
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case msg.HANDLE_TYPE_SELL: //出售棋子
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items, err := ChessMod.SellChess(ChessId)
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items, err := ChessMod.SellChess(ChessId)
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if checkChess(ChessId, BaseMod.GetEnergyMul(), ChessMod.GetEmitList()) { // 在订单中无法生成的棋子 出售获得原价宠物币
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// if checkChess(ChessId, BaseMod.GetEnergyMul(), ChessMod.GetEmitList()) { // 在订单中无法生成的棋子 出售获得原价宠物币
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items = []*item.Item{{Id: item.ITEM_STAR_ID, Num: mergeDataCfg.GetStarById(ChessId)}}
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// items = []*item.Item{{Id: item.ITEM_STAR_ID, Num: mergeDataCfg.GetStarById(ChessId)}}
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}
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// }
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if err != nil {
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if err != nil {
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return err
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return err
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}
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}
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@ -243,6 +243,9 @@ func (p *PlayerChessData) ClearData() bool {
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func checkChess(ChessId, EnergyMul int, Emit []int) bool {
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func checkChess(ChessId, EnergyMul int, Emit []int) bool {
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ChessIdLv := mergeDataCfg.GetLvById(ChessId)
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ChessIdLv := mergeDataCfg.GetLvById(ChessId)
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ChessIdColor := mergeDataCfg.GetColorById(ChessId)
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ChessIdColor := mergeDataCfg.GetColorById(ChessId)
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if ChessIdColor == "Star" || ChessIdColor == "Energy" || ChessIdColor == "Diamond" {
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return false
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}
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EmitId := 0
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EmitId := 0
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for _, v := range Emit {
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for _, v := range Emit {
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ProduceColor := mergeDataCfg.GetEmitProduceType(v)
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ProduceColor := mergeDataCfg.GetEmitProduceType(v)
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