水果机奖励做好了
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7e03f18619
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1027b63cb5
21
server/.idea/workspace.xml
generated
21
server/.idea/workspace.xml
generated
@ -9,21 +9,13 @@
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<change beforePath="$PROJECT_DIR$/../doc/etcd-v3.5.17-windows-amd64/default.etcd/member/wal/0.tmp" beforeDir="false" afterPath="$PROJECT_DIR$/../doc/etcd-v3.5.17-windows-amd64/default.etcd/member/wal/0.tmp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/../doc/etcd-v3.5.17-windows-amd64/default.etcd/member/wal/0000000000000000-0000000000000000.wal" beforeDir="false" afterPath="$PROJECT_DIR$/../doc/etcd-v3.5.17-windows-amd64/default.etcd/member/wal/0000000000000000-0000000000000000.wal" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/workspace.xml" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/baseserver/router/route_table.go" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/baseserver/router/route_table.go" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/fruit/model/fruit_manager.go" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/fruit/model/fruit_manager.go" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/fruit/model/fruit_player.go" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/fruit/model/fruit_player.go" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/fruit/model/fruit_room.go" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/fruit/model/fruit_room.go" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/fruit/msg/fruit_msg.go" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/fruit/msg/fruit_msg.go" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/game/model/role_bag.go" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/game/model/role_bag.go" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/game/model/role_battle.go" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/game/model/role_battle.go" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/game/msg/fruit_msg.go" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/game/msg/fruit_msg.go" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/pprof/guildmem.pprof/mem.pprof" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/pprof/guildmem.pprof/mem.pprof" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/serverproto/login.pb.go" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/serverproto/login.pb.go" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/serverproto/login.proto" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/serverproto/login.proto" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/serverproto/messagedef.pb.go" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/serverproto/messagedef.pb.go" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/serverproto/messagedef.proto" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/serverproto/messagedef.proto" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/serverproto/messagedefclient.proto" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/serverproto/messagedefclient.proto" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/serverproto/pbbind_gen.go" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/serverproto/pbbind_gen.go" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/serverproto/user.pb.go" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/serverproto/user.pb.go" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/roserver/serverproto/user.proto" beforeDir="false" afterPath="$PROJECT_DIR$/roserver/serverproto/user.proto" afterDir="false" />
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</list>
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<option name="SHOW_DIALOG" value="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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@ -69,7 +61,7 @@
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"Go Build.db.executor": "Run",
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"Go Build.fruit.executor": "Run",
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"Go Build.game.executor": "Debug",
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"Go Build.game1.executor": "Run",
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"Go Build.game1.executor": "Debug",
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"Go Build.game2.executor": "Debug",
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"Go Build.gate.executor": "Debug",
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"Go Build.gate1.executor": "Run",
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@ -361,7 +353,7 @@
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</line-breakpoint>
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<line-breakpoint type="DlvLineBreakpoint">
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<url>file://$PROJECT_DIR$/roserver/serverproto/user.pb.go</url>
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<line>8416</line>
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<line>8424</line>
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<option name="timeStamp" value="194" />
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</line-breakpoint>
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<line-breakpoint type="DlvLineBreakpoint">
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@ -464,6 +456,11 @@
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<line>74</line>
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<option name="timeStamp" value="464" />
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</line-breakpoint>
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<line-breakpoint enabled="true" type="DlvLineBreakpoint">
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<url>file://$PROJECT_DIR$/roserver/game/model/role_battle.go</url>
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<line>644</line>
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<option name="timeStamp" value="481" />
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</line-breakpoint>
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</breakpoints>
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</breakpoint-manager>
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<watches-manager>
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@ -307,7 +307,6 @@ func (self *FruitRoom) Settle() {
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SettleHistory: self.SettleHistory,
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StartSlot: self.CurrStartSlot,
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TargetSlot: self.CurrTargetSlot,
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AwardItems: make([]int32, 0),
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}
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SendToAllGame(ntfMsg)
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}
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@ -247,14 +247,15 @@ type RoleBattle struct {
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deletedLevelHandled bool
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incomeTime uint64
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maxIncomeTime uint64
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mapLevel uint32
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mapId uint32
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mapRewardCount uint32 //累计的挑战boss成功次数
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mapRewardId uint32
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mapRewardLevel uint32
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mapLevelTime uint64
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incomeTime uint64
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fruitIncomeRewardPoint uint32
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maxIncomeTime uint64
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mapLevel uint32
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mapId uint32
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mapRewardCount uint32 //累计的挑战boss成功次数
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mapRewardId uint32
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mapRewardLevel uint32
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mapLevelTime uint64
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selfRank uint32
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totalRanks uint32
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@ -305,6 +306,7 @@ func (this *RoleBattle) Load(msg interface{}) bool {
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this.deletedLevelHandled = proRole.RoleBattle.DeletedLevelHandled
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this.incomeTime = proRole.RoleBattle.LastIncomeTime
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this.fruitIncomeRewardPoint = proRole.RoleBattle.FruitIncomeRewardPoint
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if this.incomeTime <= 0 {
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//创建新号后,默认赠送1次挂机宝箱计数 送4分钟
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globalIncomeTime := uint64(model.GlobalIncomeTime) * 1000
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@ -496,18 +498,19 @@ func (this *RoleBattle) Save() {
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//save to db
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saveMsg := &serverproto.SSBattleDataSaveReq{
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Battle: &serverproto.RoleBattle{
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LastIncomeTime: this.incomeTime,
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MapLevel: this.mapLevel,
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MapId: this.mapId,
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QuickBattle: this.quickBattle,
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RewardMapId: this.mapRewardId,
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RewardMapLevel: this.mapRewardLevel,
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RewardMapCount: this.mapRewardCount,
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EvilInfo: this.evilData,
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ExpeditionInfo: this.expeditionData,
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MapLevelTime: this.mapLevelTime,
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RushMap: this.rushMap,
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DeletedLevelHandled: this.deletedLevelHandled,
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LastIncomeTime: this.incomeTime,
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FruitIncomeRewardPoint: this.fruitIncomeRewardPoint,
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MapLevel: this.mapLevel,
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MapId: this.mapId,
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QuickBattle: this.quickBattle,
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RewardMapId: this.mapRewardId,
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RewardMapLevel: this.mapRewardLevel,
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RewardMapCount: this.mapRewardCount,
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EvilInfo: this.evilData,
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ExpeditionInfo: this.expeditionData,
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MapLevelTime: this.mapLevelTime,
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RushMap: this.rushMap,
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DeletedLevelHandled: this.deletedLevelHandled,
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//todo...
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//MapChallengeNumList: this.mapLevelChallengeNumList, 数据太大后续做优化处理
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},
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@ -517,6 +520,7 @@ func (this *RoleBattle) Save() {
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func (this *RoleBattle) CopyData(data *serverproto.RoleBattle) {
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data.LastIncomeTime = this.incomeTime
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data.FruitIncomeRewardPoint = this.fruitIncomeRewardPoint
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data.MapId = this.mapId
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data.MapLevel = this.mapLevel
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data.RewardMapCount = this.getMapRewardShowCount()
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@ -639,12 +643,13 @@ func (this *RoleBattle) changeBattleDataNtf() {
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}
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ntfMsg := &serverproto.SCPlayerBattleDataChangeNtf{
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LastIncomeTime: this.incomeTime,
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MapId: this.mapId,
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MapLevel: this.mapLevel,
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MaxIncomeTime: uint64(this.maxIncomeTime),
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QuickBattle: this.quickBattle,
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RewardMapCount: this.getMapRewardShowCount(),
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LastIncomeTime: this.incomeTime,
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FruitIncomeRewardPoint: this.fruitIncomeRewardPoint,
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MapId: this.mapId,
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MapLevel: this.mapLevel,
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MaxIncomeTime: uint64(this.maxIncomeTime),
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QuickBattle: this.quickBattle,
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RewardMapCount: this.getMapRewardShowCount(),
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}
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this.role.ReplayGate(ntfMsg, true)
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}
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@ -691,6 +696,11 @@ func (this *RoleBattle) SetIncomeTime(incomeTime uint64) {
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this.changeBattleDataNtf()
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}
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func (this *RoleBattle) AddFruitIncomeRewardPoint(rewardPoint uint32) {
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this.fruitIncomeRewardPoint += rewardPoint
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this.changeBattleDataNtf()
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}
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func (this *RoleBattle) GetLevelId() int32 {
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return this.getLevelId(this.mapId, this.mapLevel)
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}
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@ -760,7 +770,7 @@ func (this *RoleBattle) addMapRank(rewardCount uint32, oldMapId, oldMapLevel uin
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}
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func (this *RoleBattle) FruitIncome(incomeNum int32) map[int32]int32 {
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var addItemList = make(map[int32]int32, 0)
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var addItemList = make(map[int32]int32)
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levelId := this.getLevelId(this.mapId, this.mapLevel)
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this.levelOnlineReward(levelId, addItemList, incomeNum)
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this.role.AddItemList(addItemList, AddFrom_Fruit, false)
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@ -791,11 +801,13 @@ func (this *RoleBattle) Income() serverproto.ErrorCode {
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globalIncomeLimitTime := this.maxIncomeTime
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deltaTime := nowTime - this.incomeTime
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if deltaTime < globalIncomeTime && !this.role.GetRoleBase().HasBossReward() {
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if this.fruitIncomeRewardPoint == 0 && deltaTime < globalIncomeTime && !this.role.GetRoleBase().HasBossReward() {
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util.WarnF("uid=%v delta time less Global income time !!!", this.role.GetUUid())
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return serverproto.ErrorCode_ERROR_BATTLE_INCOME_INVALID
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}
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tmpFruitIncomeRewardPoint := this.fruitIncomeRewardPoint
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this.fruitIncomeRewardPoint = 0
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//超过上限时间用上限时间
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var incomeNum int32
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if deltaTime > globalIncomeLimitTime {
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@ -814,7 +826,7 @@ func (this *RoleBattle) Income() serverproto.ErrorCode {
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//util.DebugF("deltaTime:%v incomeNum:%v incomeTime:%v globalIncomeTime:%v globalIncomeLimitTime:%v",
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// deltaTime, incomeNum, this.incomeTime, globalIncomeTime, globalIncomeLimitTime)
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var addItemList = map[int32]int32{}
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this.levelOnlineReward(levelId, addItemList, incomeNum)
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this.levelOnlineReward(levelId, addItemList, incomeNum+int32(tmpFruitIncomeRewardPoint))
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//获取关卡累计奖励
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this.GetMapShowReward(addItemList)
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@ -99,6 +99,9 @@ func init() {
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if msg.AwardChipNum > 0 {
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addRmb := msg.AwardChipNum
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role.(*model2.Role).AddItem(int32(serverproto.ResType_Res_Rmb), addRmb, model2.AddFrom_Fruit)
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rewardPoint := uint32(addRmb / 4)
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role.(*model2.Role).GetRoleBattle().AddFruitIncomeRewardPoint(rewardPoint)
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msg.AddRewardPoint = rewardPoint
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}
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role.ReplayGate(msg, true)
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})
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File diff suppressed because it is too large
Load Diff
@ -1055,6 +1055,7 @@ message SCPlayerBattleDataChangeNtf{
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uint64 max_income_time = 4; //最大收益累计时间
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QuickBattleData quick_battle = 5; //快速战斗
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uint32 reward_map_count = 6; //未领取奖励次数
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uint32 fruit_income_reward_point = 7;
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}
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//获取小地图排名
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message CSGetMapRankReq { //project game //RouteRule game
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@ -3817,7 +3818,7 @@ message SCFruitSettleNtf { //project game|fruit //RouteRule game
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repeated int32 settle_history = 7; //开奖历史记录
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int32 start_slot = 8;
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int32 target_slot = 9;
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repeated int32 award_items = 10; // 奖励游戏物品
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uint32 add_reward_point = 10; // 奖励在线点数
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}
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message SCFruitStartBetNtf { //project game|fruit //RouteRule game
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uint64 uid = 1;
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File diff suppressed because it is too large
Load Diff
@ -497,7 +497,9 @@ message RoleBattle {
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RushMap rush_map = 12; //推图冲榜
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repeated KeyValueType map_challenge_num_list = 13; //关卡挑战次数
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bool deleted_level_handled = 14; //2024年3月删除了部分关卡同时简化了新手引导,要对停留在指定关卡的玩家进行处理
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bool deleted_level_handled = 14; //2024年3月删除了部分关卡同时简化了新手引导,要对停留在指定关卡的玩家进行处理
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uint32 fruit_income_reward_point = 15; //水果机赢得的挂机奖励点数
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}
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message ActorPosition {
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