聊天剧情奖励
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server/roserver/config/csv/StoryRewards.csv
Normal file
12
server/roserver/config/csv/StoryRewards.csv
Normal file
@ -0,0 +1,12 @@
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剧情Id,剧情奖励
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StoryId,StoryRewards
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int,list
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100011,841:1;11:100000;19:20000
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100021,841:1;11:100000;19:20000
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100031,841:1;11:100000;19:20000
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100041,841:1;11:100000;19:20000
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100051,841:1;11:100000;19:20000
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100061,841:1;11:100000;19:20000
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100071,841:1;11:100000;19:20000
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100081,841:1;11:100000;19:20000
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100091,841:1;11:100000;19:20000
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@ -2075,9 +2075,30 @@ func (this *Role) SetRoleGuide(guideId int32) {
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func (this *Role) SetRoleStory(story *serverproto.KeyValueType) {
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nRet := this.GetRoleBase().SetStoryId(story)
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storyRewards := make([]*serverproto.KeyValueType, 0)
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// 如果值为8,表示领取剧情奖励
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if story.Value == 8 {
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storyId := story.Key
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storyRewardCfgMap := serverproto.StoryRewardsLoader
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storyRewardCfg := storyRewardCfgMap[storyId]
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rewardItems := make(map[int32]int32)
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for _, v := range storyRewardCfg.StoryRewards {
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key, value := model.Str2Res(v)
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storyRewards = append(storyRewards, &serverproto.KeyValueType{
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Key: key,
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Value: value,
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})
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rewardItems[key] = value
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util.InfoF("SetRoleStory: %d-%d", key, value)
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}
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this.AddItemList(rewardItems, AddFrom_StoryChat, true)
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}
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util.InfoF("SetRoleStory: storyRewards %d", len(storyRewards))
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ackMsg := &serverproto.SCRoleStoryAck{
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Error: int32(nRet),
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StoryId: story,
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Error: int32(nRet),
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StoryId: story,
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StoryRewards: storyRewards,
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}
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this.ReplayGate(ackMsg, true)
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}
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@ -100,6 +100,7 @@ const (
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AddFrom_PetRankAward //84 宠物比拼
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AddFrom_DrawLevelupSummon //可升级的抽奖卡池
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AddFrom_Fruit
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AddFrom_StoryChat
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)
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type RoleBag struct {
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@ -133,6 +133,7 @@ const (
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CFG_SkillSuitNewCfg = "SkillSuitNewCfg.csv"
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CFG_SkillTreeCfg = "SkillTreeCfg.csv"
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CFG_SkillUpEffectCfg = "SkillUpEffectCfg.csv"
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CFG_StoryRewards = "StoryRewards.csv"
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CFG_SummonCfg = "SummonCfg.csv"
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CFG_SummonLevelUpCfg = "SummonLevelUpCfg.csv"
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CFG_SummonServerCfg = "SummonServerCfg.csv"
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@ -284,6 +285,7 @@ func configNameListInit() {
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CFGNameList["SkillSuitNewCfg"] = SkillSuitNewCfgLoad
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CFGNameList["SkillTreeCfg"] = SkillTreeCfgLoad
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CFGNameList["SkillUpEffectCfg"] = SkillUpEffectCfgLoad
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CFGNameList["StoryRewards"] = StoryRewardsLoad
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CFGNameList["SummonCfg"] = SummonCfgLoad
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CFGNameList["SummonLevelUpCfg"] = SummonLevelUpCfgLoad
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CFGNameList["SummonServerCfg"] = SummonServerCfgLoad
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@ -466,6 +468,7 @@ func ConfigInit(path string) {
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SkillSuitNewCfgLoad(path)
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SkillTreeCfgLoad(path)
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SkillUpEffectCfgLoad(path)
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StoryRewardsLoad(path)
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SummonCfgLoad(path)
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SummonLevelUpCfgLoad(path)
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SummonServerCfgLoad(path)
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@ -3563,6 +3566,22 @@ func SkillUpEffectCfgLoad(path string) {
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}
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}
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var StoryRewardsLoader map[int32]*StoryRewards
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type StoryRewards struct {
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StoryId int32 `csv:"StoryId"` //剧情Id
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StoryRewards []string `csv:"StoryRewards"` //剧情奖励
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}
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func StoryRewardsLoad(path string) {
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cfg := []*StoryRewards{}
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StoryRewardsLoader = map[int32]*StoryRewards{}
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loadCsvCfg(path+"StoryRewards.csv", &cfg)
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for _, row := range cfg {
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StoryRewardsLoader[row.StoryId] = row
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}
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}
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var SummonCfgLoader map[int32]*SummonCfg
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type SummonCfg struct {
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File diff suppressed because it is too large
Load Diff
@ -1441,6 +1441,7 @@ message CSRoleStoryReq { //project game //RouteRule game
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message SCRoleStoryAck {
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int32 error = 1; //错误码
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KeyValueType story_id = 2; //播放的剧情
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repeated KeyValueType story_rewards = 3; //剧情奖励物品
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}
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//大地图动画
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