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@@ -72,8 +72,16 @@ func (this *RoleTower) Load(msg interface{}) bool {
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if proRole.RoleTower.NowTowerLevel >= 1 {
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this.nowTowerLevel = proRole.RoleTower.NowTowerLevel
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this.nowTowerPassTime = proRole.RoleTower.NowTowerTime
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+ //无尽模式数据
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this.nowTowerWjLevel = proRole.RoleTower.NowTowerWjLevel
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this.nowTowerWjPassTime = proRole.RoleTower.NowTowerWjTime
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+ this.boss = proRole.RoleTower.Boss
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+ this.rewardLevel = proRole.RoleTower.RewardLevel
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+ this.buff1 = proRole.RoleTower.Buff1
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+ this.buff2 = proRole.RoleTower.Buff2
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+ this.buff3 = proRole.RoleTower.Buff3
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+ this.duration = proRole.RoleTower.Duration
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+ this.refreshTowerWj = proRole.RoleTower.RefreshTowerWj
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if proRole.RoleTower.RushTower == nil {
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proRole.RoleTower.RushTower = &serverproto.RushTower{}
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@@ -117,7 +125,7 @@ func (this *RoleTower) TowerBossRandom() {
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this.boss = append(this.boss, k)
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count++
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}
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- util.InfoF("tower random tower boss: %v", this.boss)
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+ util.InfoF("uuid:%v tower random tower boss: %v", this.role.GetUUid(), this.boss)
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}
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func (this *RoleTower) OnlineProcess() {
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@@ -184,6 +192,7 @@ func (this *RoleTower) CopyData(data *serverproto.RoleTower) {
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data.Buff2 = this.buff2
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data.Buff3 = this.buff3
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data.Buff1 = this.buff1
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+ data.Duration = this.duration
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data.RewardLevel = this.rewardLevel
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data.TowerLevelDayRewardTime = this.towerLevelDayRewardTime
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}
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@@ -267,7 +276,7 @@ func (this *RoleTower) OnTowerWjFightBegin(towerLevel int32) serverproto.ErrorCo
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if this.IsTowerUnlock() == false {
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return serverproto.ErrorCode_ERROR_CLIMBING_TOWER_IS_LOCKED
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}
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- if towerLevel != this.nowTowerWjLevel+1 {
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+ if towerLevel != this.nowTowerWjLevel {
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util.DebugF("[RoleTower] OnTowerFightBegin....tower level error [%v]: %v - %v", this.role.GetUUid(), towerLevel, this.nowTowerLevel)
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return serverproto.ErrorCode_ERROR_CLIMBING_TOWER_NOT_CUR_TOWER
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}
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@@ -295,6 +304,7 @@ func (this *RoleTower) OnTowerWjFightBuff(buff1, buff2, buff3 int32) (b1, b2, b3
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if buff1 > 0 {
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globalData = serverproto.GlobalCfgLoader[int32(serverproto.GlobalType_Global_TowerBuff1Cost)]
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if this.buff1 < globalData.IVal {
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+ util.InfoF("1111111:%v", model.TowerBuff1Cost)
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for i, v := range model.TowerBuff1Cost {
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if int32(i) == this.buff1 {
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costItemList[v.Key] = v.Value
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@@ -304,6 +314,7 @@ func (this *RoleTower) OnTowerWjFightBuff(buff1, buff2, buff3 int32) (b1, b2, b3
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} else if buff2 > 0 {
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globalData = serverproto.GlobalCfgLoader[int32(serverproto.GlobalType_Global_TowerBuff2Cost)]
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if this.buff2 < globalData.IVal {
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+ util.InfoF("1111111:%v", model.TowerBuff2Cost)
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for i, v := range model.TowerBuff2Cost {
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if int32(i) == this.buff2 {
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costItemList[v.Key] = v.Value
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@@ -313,6 +324,7 @@ func (this *RoleTower) OnTowerWjFightBuff(buff1, buff2, buff3 int32) (b1, b2, b3
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} else if buff3 > 0 {
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globalData = serverproto.GlobalCfgLoader[int32(serverproto.GlobalType_Global_TowerBuff3Cost)]
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if this.buff3 < globalData.IVal {
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+ util.InfoF("1111111:%v", model.TowerBuff3Cost)
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for i, v := range model.TowerBuff3Cost {
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if int32(i) == this.buff3 {
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costItemList[v.Key] = v.Value
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@@ -340,12 +352,13 @@ func (this *RoleTower) OnTowerWjFightBuff(buff1, buff2, buff3 int32) (b1, b2, b3
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}
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this.SetDirty(true)
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ntf := &serverproto.SCClimbingTowerWjBossNtf{
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- Boos: this.boss,
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- WjLevel: this.nowTowerWjLevel,
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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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- Duration: this.duration,
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+ Boos: this.boss,
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+ WjLevel: this.nowTowerWjLevel,
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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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+ Duration: this.duration,
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+ RewardLevel: this.rewardLevel,
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}
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this.role.ReplayGate(ntf, true)
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util.InfoF("uuid:%v tower buff buy buff1:%v,buff2:%v,buff3:%v", this.role.GetUUid(), this.buff1, this.buff2, this.buff3)
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@@ -380,7 +393,7 @@ func (this *RoleTower) OnTowerWjFightEnd(towerLevel, fightTime int32, recordTime
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if this.IsTowerUnlock() == false {
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return serverproto.ErrorCode_ERROR_CLIMBING_TOWER_IS_LOCKED
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}
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- if towerLevel != this.nowTowerLevel+1 {
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+ if towerLevel != this.nowTowerWjLevel {
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return serverproto.ErrorCode_ERROR_CLIMBING_TOWER_NOT_CUR_TOWER
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}
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//towerCfg, ok := serverproto.ClimbingTowerCfgLoader[towerLevel]
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@@ -419,17 +432,16 @@ func (this *RoleTower) OnTowerWjFightEnd(towerLevel, fightTime int32, recordTime
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//}
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//给奖励
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- var v *model.TowerWjReward
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- if this.rewardLevel < towerLevel {
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- for _, v = range model.ConvertTowerWjData[TowerMag.day] {
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- if this.nowTowerWjLevel >= v.Min && this.nowTowerWjLevel <= v.Max {
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- var addItemList = map[int32]int32{}
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- for _, exItems := range v.ExItemList {
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- addItemList[exItems.Key] += exItems.Value
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- }
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- this.role.AddItemList(addItemList, AddFrom_Tower, true)
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- this.rewardLevel = this.nowTowerWjLevel
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+ //var rewardList *model.TowerWjReward
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+ for _, v := range model.ConvertTowerWjData[TowerMag.day] {
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+ if this.nowTowerWjLevel >= v.Max && this.rewardLevel < v.Max {
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+ var addItemList = map[int32]int32{}
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+ for _, exItems := range v.ExItemList {
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+ addItemList[exItems.Key] += exItems.Value
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}
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+ this.role.AddItemList(addItemList, AddFrom_Tower, true)
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+ this.rewardLevel = this.nowTowerWjLevel
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+ ackMsg.ExRewardList = v.ExItemList
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}
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}
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@@ -445,7 +457,6 @@ 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.ExRewardList = v.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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