限时事件-单元测试
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@ -368,6 +368,23 @@ func (l *LimitedTimeEventMod) SelectProgressReward(Id, Lv, Energy int) ([]*item.
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return Item, limitedTimeEventCfg.GetProgressRewardType(RewardId), OrderNum, RewardList, nil
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return Item, limitedTimeEventCfg.GetProgressRewardType(RewardId), OrderNum, RewardList, nil
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}
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}
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func (l *LimitedTimeEventMod) DebugProgressRewardList(Lv, Energy int) map[int]int {
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// 重新生成进度奖励
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SelectNum := limitedTimeEventCfg.GetProgressSelectNum(Lv)
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BonusLv := limitedTimeEventCfg.GetBonusLv(Lv)
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RandMap := limitedTimeEventCfg.GetProgressRewardRand(BonusLv)
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// 体力小于200 high roller事件不进池子
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if Energy < limitedTimeEventCfg.GetHighRollerNeedEnergy() {
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delete(RandMap, limitedTimeEventCfg.GetJackpotIdByType(EVENT_TYPE_HIGH_ROLLER))
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}
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if GoUtil.Now()-l.LastCatDaySale < limitedTimeEventCfg.GetCatSaleCD() {
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// 参与猫咪大甩卖活动时,猫咪大甩卖事件不进池子
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delete(RandMap, limitedTimeEventCfg.GetJackpotIdByType(EVENT_TYPE_CAT_DAY_SALE))
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}
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l.fillProgressReward(RandMap, SelectNum)
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return l.ProgressReward
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}
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// fillProgressReward 随机填充进度奖励(最多尝试10次避免与上次相同)
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// fillProgressReward 随机填充进度奖励(最多尝试10次避免与上次相同)
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func (l *LimitedTimeEventMod) fillProgressReward(RandMap map[int]int, SelectNum int) {
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func (l *LimitedTimeEventMod) fillProgressReward(RandMap map[int]int, SelectNum int) {
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LastOption := l.LastOption
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LastOption := l.LastOption
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@ -1,6 +1,7 @@
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package test
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package test
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import (
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import (
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"fmt"
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"server/game"
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"server/game"
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limitedTimeEvent "server/game/mod/limited_time_event"
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limitedTimeEvent "server/game/mod/limited_time_event"
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"testing"
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"testing"
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@ -42,3 +43,14 @@ func TestSenceDash(t *testing.T) {
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}
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}
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t.Logf("Scene dash reward: Id=%d, items=%v", Id, items)
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t.Logf("Scene dash reward: Id=%d, items=%v", Id, items)
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}
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}
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func TestProgressReward(t *testing.T) {
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p := new(game.Player)
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p.InitPlayer("3625212")
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LimitEventMod := p.GetLimitEventMod()
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BaseMod := p.GetBaseMod()
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for i := 0; i < 100; i++ {
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res := LimitEventMod.DebugProgressRewardList(38, BaseMod.Energy) // 输出当前进度奖励列表
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fmt.Printf("Current progress reward list: %v\n", res)
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}
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}
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