增加满级产物订单
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@ -261,7 +261,7 @@ func (p *PlayerChessData) HandleChess(player *Player, handle_list []*msg.ChessHa
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// 发射器系列变化,重新洗牌
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OrderMod.ResetChessPool()
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}
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Update := OrderMod.CreateExtraOrder(AddChessList, AddNewEmit, ChessMod.GetUnlockChessList(), EnergyPow)
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Update := OrderMod.CreateExtraOrder(AddChessList, AddNewEmit, ChessMod.GetUnlockChessList(), EnergyPow, BaseMod.GetLevel())
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if Update {
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player.PushClientRes(OrderMod.BackData())
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}
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@ -610,7 +610,7 @@ func ReqGetChessFromBuff(player *Player, buf []byte) error {
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player.TeLog("ReqGetChessFromBuff", map[string]interface{}{
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"chess_id": ChessId,
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})
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Update = OrderMod.CreateExtraOrder([]int{ChessId}, AddNewEmit, ChessMod.GetUnlockChessList(), BaseMod.GetEnergyMul())
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Update = OrderMod.CreateExtraOrder([]int{ChessId}, AddNewEmit, ChessMod.GetUnlockChessList(), BaseMod.GetEnergyMul(), BaseMod.GetLevel())
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if Update {
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player.PushClientRes(OrderMod.BackData())
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}
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@ -502,7 +502,7 @@ func (o *OrderMod) CreateCleanOrder2(ChessList []int) bool {
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return true
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}
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func (o *OrderMod) CreateExtraOrder(AddChess, AddNewEmit, ChessList []int, EnergyMul int) bool {
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func (o *OrderMod) CreateExtraOrder(AddChess, AddNewEmit, ChessList []int, EnergyMul, Level int) bool {
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BeginExtraEmitId := orderCfg.GetEmitExtraOrder() // 从发射器F系列开始
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b1 := false
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OrderEmit := 0
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@ -530,6 +530,14 @@ func (o *OrderMod) CreateExtraOrder(AddChess, AddNewEmit, ChessList []int, Energ
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MaxLvChess[ChessId]++
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}
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}
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//额外订单补充2;当玩家的棋盘中出现三个相同的满级产物时,立刻生成一个对应的收购订单;
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for k := range MaxLvChess {
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ChessNum := GoUtil.GetElemNum(ChessList, k)
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if ChessNum == 3 && Level >= 12 {
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b1 = true
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o.addOrder([]int{k, k, k}, DIFF_LOW, Extra_type)
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}
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}
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//额外订单补充1;CDEG发射器首次合成时,生成其对应2及棋子订单,完成后生成3及,再完成生成4及的;
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if b1 {
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ChessColor := mergeDataCfg.GetEmitProduceChessType(OrderEmit)
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