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@@ -60,7 +60,7 @@ func newRoleTower(r *Role) *RoleTower {
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roleTower.RushFightCount = 0
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roleTower.FightCountReward = 0
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roleTower.RankRewardRound = 0
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- roleTower.boss = make([]int32, 0)
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+ //roleTower.boss = make([]int32, 0)
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roleTower.friendTower = map[int32][]*serverproto.CommonPlayerBriefInfo{}
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return roleTower
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@@ -109,6 +109,7 @@ func (this *RoleTower) Load(msg interface{}) bool {
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}
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func (this *RoleTower) TowerBossRandom() {
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+ this.boss = make([]int32, 0)
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count := 0
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for k, _ := range serverproto.TowerWjBossCfgLoader {
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if count >= 4 {
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@@ -387,12 +388,9 @@ func (this *RoleTower) OnTowerWjFightEnd(towerLevel, fightTime int32, recordTime
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//}
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//给奖励
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- data, ok := model.ConvertTowerData[towerLevel]
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+ data, ok := model.ConvertTowerWjData[towerLevel]
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if ok {
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var addItemList = map[int32]int32{}
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- for _, items := range data.ItemList {
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- addItemList[items.Key] += items.Value
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- }
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for _, exItems := range data.ExItemList {
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addItemList[exItems.Key] += exItems.Value
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}
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@@ -403,6 +401,7 @@ func (this *RoleTower) OnTowerWjFightEnd(towerLevel, fightTime int32, recordTime
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//当前关卡通过//跟新当前关卡,战力到rank,排名
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//this.passTowerInfoToRank(recordTimeStamp, int32(fightTime), false)
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this.nowTowerWjPassTime = util.GetTimeSeconds()
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+ this.TowerBossRandom() //随机下一关boss
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this.SetDirty(true)
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//this.onTowerLevelChange(this.nowTowerLevel - 1)
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@@ -410,8 +409,17 @@ func (this *RoleTower) OnTowerWjFightEnd(towerLevel, fightTime int32, recordTime
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ackMsg.TowerLevel = this.nowTowerWjLevel
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ackMsg.PassTime = this.nowTowerWjPassTime
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- ackMsg.RewardList = data.ItemList
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ackMsg.ExRewardList = data.ExItemList
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+ ntf := &serverproto.SCClimbingTowerWjBossNtf{
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+ Boos: this.boss,
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+ Buff1: this.buff1,
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+ Buff2: this.buff2,
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+ Buff3: this.buff3,
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+ WjLevel: this.nowTowerWjLevel,
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+ Duration: this.duration,
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+ RefreshTowerWj: this.refreshTowerWj,
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+ }
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+ this.role.ReplayGate(ntf, true)
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//if this.role.GetRoleCard() != nil {
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// this.role.GetRoleCard().CheckUnLockState()
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