高级产物处理机制
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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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case msg.HANDLE_TYPE_SELL: //出售棋子
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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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// items = []*item.Item{{Id: item.ITEM_STAR_ID, Num: mergeDataCfg.GetStarById(ChessId)}}
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// }
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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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}
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if err != nil {
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return err
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}
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@ -254,12 +254,9 @@ func checkChess(ChessId, EnergyMul int, Emit []int) bool {
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break
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}
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}
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Min, Max := getChesslvRange(EmitId, EnergyMul)
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_, Max := getChesslvRange(EmitId, EnergyMul)
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Adjust := mergeDataCfg.GetAdjust(EmitId, ChessIdColor)
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if ChessIdLv < Min-Adjust || ChessIdLv > Max-Adjust {
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return true
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}
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return false
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return ChessIdLv > Max-Adjust
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}
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func getChesslvRange(Emit int, EnergyMul int) (int, int) {
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@ -275,7 +272,6 @@ func getChesslvRange(Emit int, EnergyMul int) (int, int) {
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}
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func triggerComposeChess(player *Player, ChessId, EnergyMul int, Emit []int) {
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return //TODO 暂时不用
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if !checkChess(ChessId, EnergyMul, Emit) {
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return
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}
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