268 lines
8.1 KiB
Go
268 lines
8.1 KiB
Go
package game
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import (
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"fmt"
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"math"
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"server/GoUtil"
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mergeDataCfg "server/conf/mergeData"
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orderCfg "server/conf/order"
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"server/game/mod/item"
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"server/game/mod/quest"
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"server/msg"
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"server/pkg/github.com/name5566/leaf/log"
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"sort"
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"google.golang.org/protobuf/proto"
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)
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type PlayerChessData struct {
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Data msg.ResPlayerChessData
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ColorData msg.ResChessColorData
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}
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func (p *PlayerChessData) LoadDataFromDB(dwUin interface{}) bool {
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return true
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}
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func (p *PlayerChessData) Reconnect(b bool) {
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}
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func (p *PlayerChessData) SaveDataFromDB(Key interface{}) bool {
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return true
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}
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func (p *PlayerChessData) ResPlayerChessData(player *Player) {
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agent := player.GetAgentByPlayer()
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Msg := &p.Data
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ChessMod := player.PlayMod.getChessMod()
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Msg.ChessList = ChessMod.BackData().ChessList
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Msg.MChessData = ChessMod.ChessMap
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data, _ := proto.Marshal(Msg)
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G_getGameLogic().PackResInfo(agent, "ResPlayerChessData", data)
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}
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func (p *PlayerChessData) ResChessColorData(player *Player) {
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agent := player.GetAgentByPlayer()
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data, _ := proto.Marshal(&p.ColorData)
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G_getGameLogic().PackResInfo(agent, "ResChessColorData", data)
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}
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// 同步棋盘数据
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func (p *PlayerChessData) UpdatePlayerChessData(player *Player, buf []byte) error {
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update := &msg.UpdatePlayerChessData{}
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proto.Unmarshal(buf, update)
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err := p.HandleChess(player, update.MChessHandle)
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if err != nil {
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res := &msg.ResUpdatePlayerChessData{
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Code: msg.RES_CODE_FAIL,
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Msg: err.Error(),
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}
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player.SendErrClienRes(res)
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return err
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}
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player.PushClientRes(&msg.ResUpdatePlayerChessData{
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Code: msg.RES_CODE_SUCCESS,
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})
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p.Data.MChessData = update.MChessData
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if !p.checkChessEqual(player) {
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res := &msg.ResUpdatePlayerChessData{
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Code: msg.RES_CODE_FAIL,
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Msg: "棋子数据不一致",
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}
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log.Debug("棋子数据不一致, %v---%v", p.Data.MChessData, player.PlayMod.getChessMod().GetChessList())
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player.SendErrClienRes(res)
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return fmt.Errorf("棋子数据不一致")
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}
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player.PlayMod.getChessMod().ChessMap = update.MChessData
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return nil
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}
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func (p *PlayerChessData) UpdateChessData(player *Player, MChessData map[string]int32) error {
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p.Data.MChessData = MChessData
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if !p.checkChessEqual(player) {
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res := &msg.ResUpdatePlayerChessData{
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Code: msg.RES_CODE_FAIL,
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Msg: "棋子数据不一致",
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}
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log.Debug("棋子数据不一致, %v---%v", p.Data.MChessData, player.PlayMod.getChessMod().GetChessList())
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player.SendErrClienRes(res)
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return fmt.Errorf("棋子数据不一致")
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}
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player.PlayMod.getChessMod().ChessMap = MChessData
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return nil
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}
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// 检查棋子数据是否一致
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func (p *PlayerChessData) checkChessEqual(player *Player) bool {
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if len(p.Data.MChessData) == 0 {
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return true
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}
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ChessList := player.PlayMod.getChessMod().GetChessList()
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if len(ChessList) != len(p.Data.MChessData) {
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return false
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}
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aCopy := make([]int, len(ChessList))
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bCopy := make([]int, len(p.Data.MChessData))
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for _, v := range ChessList {
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aCopy = append(aCopy, int(v))
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}
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for _, v := range p.Data.MChessData {
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bCopy = append(bCopy, int(v))
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}
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return SlicesEqual(aCopy, bCopy)
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}
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// 棋子操作
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func (p *PlayerChessData) HandleChess(player *Player, handle_list []*msg.ChessHandle) error {
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sort.Slice(handle_list, func(i, j int) bool {
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return handle_list[i].Id < handle_list[j].Id
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})
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ChessMod := player.PlayMod.getChessMod()
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BaseMod := player.PlayMod.getBaseMod()
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HandbookMod := player.PlayMod.getHandbookMod()
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var addChessCostEnergy int
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var buyChess int
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TriggerList := make([]*quest.Trigger, 0)
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itemList := make([]*item.Item, 0)
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AddChessList := make([]int, 0)
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AddNewEmit := make([]int, 0)
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for _, v := range handle_list {
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ChessId := int(v.ChessId)
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EmitId := int(v.Emit)
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switch v.Type {
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case msg.HANDLE_TYPE_ADD: //增加棋子
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err := ChessMod.AddChess(ChessId)
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if err != nil {
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return err
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}
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AddChessList = append(AddChessList, ChessId)
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if !GoUtil.InArray(EmitId, []int{561, 562, 563, 564, 701, 702, 703, 704, 705, 706, 0}) { // 宝箱生成的棋子不扣体力
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addChessCostEnergy++
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}
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b := HandbookMod.SetHandbook(ChessId) // 添加图鉴
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if b {
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player.TeLog("collection_add", map[string]interface{}{
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"item_id": ChessId,
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"item_name": mergeDataCfg.GetNameById(ChessId),
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})
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AddNewEmit = append(AddNewEmit, ChessId)
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}
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player.PushClientRes(HandbookMod.BackData())
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case msg.HANDLE_TYPE_COMPOSE: //合成棋子
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NewChessId, err := ChessMod.ComposeChess(ChessId)
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if err != nil {
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return err
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}
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HandbookMod := player.PlayMod.getHandbookMod() // 添加图鉴
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b := HandbookMod.SetHandbook(NewChessId)
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if b {
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AddNewEmit = append(AddNewEmit, NewChessId)
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}
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AddChessList = append(AddChessList, NewChessId)
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NewChessIdLv := mergeDataCfg.GetLvById(NewChessId)
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TriggerList = append(TriggerList, &quest.Trigger{Label: quest.TRIGGER_LABEL_MERGELVTIME, A: []interface{}{NewChessIdLv}})
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TriggerList = append(TriggerList, &quest.Trigger{Label: quest.TRIGGER_LABEL_MERGETIME})
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player.PushClientRes(HandbookMod.BackData())
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triggerComposeChess(player, NewChessId, player.PlayMod.getBaseMod().EnergyMul, player.PlayMod.getChessMod().GetEmitList())
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// 获取活动道具
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ActItem := GetActivityItem(player, GoUtil.Int32ToInt(v.ActType))
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itemList = item.Merge(itemList, ActItem)
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case msg.HANDLE_TYPE_BUY: //购买棋子
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loseGold, err := ChessMod.BuyChess(ChessId)
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if err != nil {
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return err
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}
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buyChess += 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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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 err != nil {
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return err
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}
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player.TeLog("sell_item", map[string]interface{}{
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"merge_item_id": ChessId,
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"get_star_num": items[0].Num,
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})
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itemList = item.Merge(itemList, items)
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case msg.HANDLE_TYPE_REMOVE: //移除棋子
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ChessMod.RemoveChess(ChessId)
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}
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}
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//扣除体力
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EnergyPow := BaseMod.GetEnergyMul()
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if addChessCostEnergy > 0 {
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ReduceEneny := int(math.Pow(2, float64(EnergyPow))) * addChessCostEnergy
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itemList = append(itemList, &item.Item{Id: item.ITEM_ENERGY_ID, Num: -ReduceEneny})
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}
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err := player.HandleItem(itemList, msg.ITEM_POP_LABEL_HandleChess.String())
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if err != nil {
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return err
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}
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OrderMod := player.PlayMod.getOrderMod()
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Update := OrderMod.CreateExtraOrder(AddChessList, AddNewEmit, ChessMod.GetUnlockChessList(), EnergyPow)
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if Update {
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player.PushClientRes(OrderMod.BackData())
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}
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player.QuestTriggerList(TriggerList)
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EmitRetireTrigger1(player)
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player.PushClientRes(ChessMod.BackData())
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player.PlayMod.save()
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return nil
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}
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func (p *PlayerChessData) ClearData() bool {
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return true
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}
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func checkChess(ChessId, EnergyMul int, Emit []int) bool {
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ChessIdLv := mergeDataCfg.GetLvById(ChessId)
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ChessIdColor := mergeDataCfg.GetColorById(ChessId)
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EmitId := 0
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for _, v := range Emit {
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ProduceColor := mergeDataCfg.GetEmitProduceType(v)
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if GoUtil.InStringArray(ChessIdColor, ProduceColor) {
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EmitId = v
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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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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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}
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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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RandMaxLv := mergeDataCfg.GetMaxLvById(Emit)
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RandEmitMinLv := mergeDataCfg.GetEmitMinLvById(EmitId)
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Ratio := mergeDataCfg.GetEmitRatio(EmitId)
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m := int(float64(1+RandEmitLv-RandEmitMinLv) / float64(1+RandMaxLv-RandEmitMinLv) / Ratio * 100)
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ChessMinLev := orderCfg.GetLvMin(EnergyMul)
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ChessMaxLev := orderCfg.GetLvMax(EnergyMul, m)
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return ChessMinLev, ChessMaxLev
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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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OrderMod := player.PlayMod.getOrderMod()
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OrderMod.CreateCleanOrder2([]int{ChessId})
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player.PushClientRes(OrderMod.BackData())
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}
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