下抓通知添加
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data/DB_Task.dat
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data/DB_Task.dat
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@ -12,14 +12,32 @@ const (
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)
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const (
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ClawDollSceneWaitTimeout = time.Second * 2 //等待倒计时
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ClawDollSceneStartTimeout = time.Second * 6 //开始倒计时
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ClawDollSceneBilledTimeout = time.Second * 2 //结算
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ClawDollSceneWaitTimeout = time.Second * 6 //等待倒计时
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ClawDollSceneStartTimeout = time.Second * 15 //开始倒计时
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ClawDollSceneBilledTimeout = time.Second * 2 //结算
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)
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// 玩家操作
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const (
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ClawDollPlayerOpScore = iota + 1 // 上分
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ClawDollPlayerOpGo // 下抓
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ClawDollPlayerOpMove // 移动方向
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ClawDollPlayerOpPayCoin = iota + 1 // 上分 投币
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ClawDollPlayerOpGo // 下抓
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ClawDollPlayerOpMove // 玩家操控动作 // 1-前 2-后 3-左 4-右
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)
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const (
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ButtonFront = iota + 1 /*前*/
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ButtonBack /*后*/
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ButtonLeft /*左*/
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ButtonRight /*右*/
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)
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const (
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MoveStop = 0 /*移动停止*/
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MoveStar = 1 /*移动开始*/
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)
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const (
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ClawWeak = iota + 1 //弱力抓
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ClawStrong //强力抓
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ClawGain //必出抓
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)
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@ -31,7 +31,7 @@ func (this *PlayerEx) CanOp(sceneEx *SceneEx) bool {
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return true
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}
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func (this *PlayerEx) CanPayCoinByPos() bool {
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func (this *PlayerEx) CanPayCoin() bool {
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return false
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}
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@ -92,7 +92,7 @@ func (e *SceneEx) playerOpPack(snId int32, opcode int, opRetCode clawdoll.OpResu
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SnId: proto.Int32(snId),
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OpCode: proto.Int32(int32(opcode)),
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Params: params,
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OpRetCode: clawdoll.OpResultCode_OPRC_Success,
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OpRetCode: opRetCode,
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}
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proto.SetDefaults(pack)
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@ -3,6 +3,7 @@ package clawdoll
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import (
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"mongo.games.com/game/gamesrv/action"
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"mongo.games.com/game/protocol/clawdoll"
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"mongo.games.com/game/protocol/machine"
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"time"
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"mongo.games.com/goserver/core"
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@ -444,6 +445,11 @@ func (this *StateStart) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, pa
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return true
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}
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switch opcode {
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case rule.ClawDollPlayerOpPayCoin:
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}
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return false
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}
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@ -503,6 +509,36 @@ func (this *PlayGame) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, para
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return true
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}
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sceneEx, ok := s.ExtraData.(*SceneEx)
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if !ok {
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return false
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}
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playerEx, ok := p.ExtraData.(*PlayerEx)
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if !ok {
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return false
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}
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switch opcode {
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case rule.ClawDollPlayerOpPayCoin:
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// 投币检测
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if !playerEx.CanPayCoin() {
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return false
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}
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sceneEx.OnPlayerSCOp(p, opcode, clawdoll.OpResultCode_OPRC_Success, params)
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case rule.ClawDollPlayerOpGo:
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pack := &machine.SMDollMachineGrab{
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Snid: proto.Int32(playerEx.SnId),
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Id: proto.Int32(int32(sceneEx.machineId)),
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TypeId: proto.Int32(int32(1)),
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}
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sceneEx.SendToMachine(int(machine.DollMachinePacketID_PACKET_SMDollMachineGrab), pack)
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case rule.ClawDollPlayerOpMove:
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}
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return false
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}
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@ -394,8 +394,8 @@ type CSCLAWDOLLOp struct {
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sizeCache protoimpl.SizeCache
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unknownFields protoimpl.UnknownFields
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OpCode int32 `protobuf:"varint,1,opt,name=OpCode,proto3" json:"OpCode,omitempty"`
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Params []int64 `protobuf:"varint,2,rep,packed,name=Params,proto3" json:"Params,omitempty"`
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OpCode int32 `protobuf:"varint,1,opt,name=OpCode,proto3" json:"OpCode,omitempty"` //操作码 1:上分 投币 2:下抓 3:玩家操控动作
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Params []int64 `protobuf:"varint,2,rep,packed,name=Params,proto3" json:"Params,omitempty"` //操作参数 1:无
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}
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func (x *CSCLAWDOLLOp) Reset() {
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@ -522,8 +522,8 @@ type SCCLAWDOLLRoundGameBilled struct {
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sizeCache protoimpl.SizeCache
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unknownFields protoimpl.UnknownFields
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RoundId int32 `protobuf:"varint,1,opt,name=RoundId,proto3" json:"RoundId,omitempty"` //牌局ID
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ClowResult int32 `protobuf:"varint,2,opt,name=ClowResult,proto3" json:"ClowResult,omitempty"` //抓取结果
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RoundId int32 `protobuf:"varint,1,opt,name=RoundId,proto3" json:"RoundId,omitempty"` //局ID
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ClowResult int32 `protobuf:"varint,2,opt,name=ClowResult,proto3" json:"ClowResult,omitempty"` //抓取结果 0: 没有抓住, 1:抓住娃娃
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Award int64 `protobuf:"varint,3,opt,name=Award,proto3" json:"Award,omitempty"` //获奖金额
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Balance int64 `protobuf:"varint,4,opt,name=Balance,proto3" json:"Balance,omitempty"` //玩家余额
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}
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@ -56,8 +56,10 @@ message SCCLAWDOLLRoomInfo {
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//玩家操作
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message CSCLAWDOLLOp {
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int32 OpCode = 1;
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repeated int64 Params = 2;
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int32 OpCode = 1; //操作码 1:上分 投币 2:下抓 3:玩家操控动作
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repeated int64 Params = 2; //操作参数 1:无
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//操作参数 2:无
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//操作参数 3:Params[0] 1-前 2-后 3-左 4-右
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}
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//玩家操作返回
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@ -70,8 +72,8 @@ message SCCLAWDOLLOp {
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//发送给客户端的数据 单局结算
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message SCCLAWDOLLRoundGameBilled {
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int32 RoundId = 1; //牌局ID
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int32 ClowResult = 2; //抓取结果
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int32 RoundId = 1; //局ID
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int32 ClowResult = 2; //抓取结果 0: 没有抓住, 1:抓住娃娃
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int64 Award = 3; //获奖金额
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int64 Balance = 4; //玩家余额
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}
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