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53 Commits

Author SHA1 Message Date
sk f47a9dcc9a no message 2024-10-22 16:07:46 +08:00
tomas 2bc052cba2 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-10-22 16:03:33 +08:00
tomas d92c2e1a43 fix coin 2024-10-22 16:03:23 +08:00
tomas 0d132fa803 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-10-22 10:23:13 +08:00
tomas c387511e68 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-10-21 10:37:47 +08:00
tomas 259519bae5 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-10-18 13:34:38 +08:00
tomas 104ed2fbba update rabbit bet 2024-10-18 10:01:29 +08:00
tomas 53e02f9c1f Merge remote-tracking branch 'origin/develop' into dev_slots 2024-10-18 09:23:41 +08:00
tomas ce931c98b6 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-10-17 17:05:53 +08:00
tomas 99f899e0c0 canchange 2024-10-17 17:05:36 +08:00
tomas 2201f656f1 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-10-14 10:24:16 +08:00
tomas 5165221498 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-10-11 09:00:03 +08:00
tomas 94e998f790 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-10-09 08:52:32 +08:00
tomas 9770425fba up bet val 2024-09-29 17:31:50 +08:00
tomas f63c327ffa Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-29 17:29:03 +08:00
tomas 8fcb9c856d Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-28 11:19:59 +08:00
tomas 57d45bd879 log 2024-09-28 11:11:50 +08:00
tomas 29e9c7bfe8 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-28 08:52:34 +08:00
tomas 489eb61805 main add rabbit 2024-09-27 10:50:25 +08:00
tomas b83a6d6d5b Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-27 10:49:56 +08:00
tomas c811047626 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-26 09:28:48 +08:00
tomas 0550310342 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-26 09:20:09 +08:00
tomas d8398465be Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-26 08:58:26 +08:00
tomas d5d3c225f2 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-23 08:59:21 +08:00
tomas 0fb29e2750 action rabbit 2024-09-21 15:06:54 +08:00
tomas 99d032dffc Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-21 13:34:21 +08:00
tomas 348b5fcb90 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-21 10:43:54 +08:00
tomas d0d8008d51 fix coin 2024-09-20 11:12:31 +08:00
tomas 23487532df Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-20 09:00:35 +08:00
tomas 365ba5edc8 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-19 19:08:56 +08:00
tomas 05a9c79dc1 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-19 19:06:57 +08:00
tomas d62a57375e add rabbit 2024-09-19 19:06:46 +08:00
tomas a3741fd685 add rabbit proto 2024-09-19 09:04:46 +08:00
tomas 002bf3ec05 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-19 08:56:17 +08:00
sk 0eeaad7caa Merge branch 'develop' into dev_slots 2024-09-18 10:58:51 +08:00
tomas 984a501087 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-18 09:06:28 +08:00
tomas 9d164f86da Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-14 09:00:24 +08:00
tomas af99918965 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-13 09:01:47 +08:00
tomas d79718f0f2 fix protoid 2024-09-10 16:20:40 +08:00
tomas 6869021d08 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-10 11:32:14 +08:00
tomas 6e16eb1d52 add billed code 2024-09-10 11:32:04 +08:00
tomas 4ba65f9e87 Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-09 10:25:12 +08:00
tomas e61cc19bce add slots 2024-09-09 10:24:59 +08:00
sk da9efde313 Merge branch 'develop' into dev_slots 2024-09-07 09:21:15 +08:00
tomas 7a039096ca del public 2024-09-07 09:01:50 +08:00
tomas 94794a4e7c Merge remote-tracking branch 'origin/develop' into dev_slots
# Conflicts:
#	public
2024-09-07 09:00:20 +08:00
sk e39a08bb29 Merge branch 'develop' into dev_slots 2024-09-05 15:38:07 +08:00
sk 54c2b0735e Fortune游戏数据存储 2024-09-05 11:50:44 +08:00
sk b61b41313d 解决冲突 2024-09-05 11:28:40 +08:00
tomas 5418b2bdda Merge remote-tracking branch 'origin/develop' into dev_slots
# Conflicts:
#	public
2024-09-05 11:09:14 +08:00
tomas 497be310b3 add dd 2024-09-05 11:05:07 +08:00
tomas bc81ecdfed Merge remote-tracking branch 'origin/develop' into dev_slots 2024-09-03 17:16:18 +08:00
tomas a2e34269fd add test v1 不要合并 2024-09-03 17:16:07 +08:00
414 changed files with 43109 additions and 31 deletions

View File

@ -6502,7 +6502,7 @@
"Desc": "0", "Desc": "0",
"ShowType": 2, "ShowType": 2,
"ShowId": 30800, "ShowId": 30800,
"LimitCoin": 10000, "LimitCoin": 10000,
"BaseScore": 1000, "BaseScore": 1000,
"Turn": 30800, "Turn": 30800,
"BetDec": "1000", "BetDec": "1000",
@ -6536,7 +6536,7 @@
"Desc": "0", "Desc": "0",
"ShowType": 2, "ShowType": 2,
"ShowId": 30900, "ShowId": 30900,
"LimitCoin": 10000, "LimitCoin": 10000,
"BaseScore": 1000, "BaseScore": 1000,
"Turn": 30900, "Turn": 30900,
"BetDec": "1000", "BetDec": "1000",
@ -6570,7 +6570,7 @@
"Desc": "0", "Desc": "0",
"ShowType": 2, "ShowType": 2,
"ShowId": 31000, "ShowId": 31000,
"LimitCoin": 10000, "LimitCoin": 10000,
"BaseScore": 1000, "BaseScore": 1000,
"Turn": 31000, "Turn": 31000,
"BetDec": "1000", "BetDec": "1000",
@ -6604,7 +6604,7 @@
"Desc": "0", "Desc": "0",
"ShowType": 2, "ShowType": 2,
"ShowId": 31100, "ShowId": 31100,
"LimitCoin": 10000, "LimitCoin": 10000,
"BaseScore": 1000, "BaseScore": 1000,
"Turn": 31100, "Turn": 31100,
"BetDec": "1000", "BetDec": "1000",
@ -6638,7 +6638,7 @@
"Desc": "0", "Desc": "0",
"ShowType": 2, "ShowType": 2,
"ShowId": 31200, "ShowId": 31200,
"LimitCoin": 10000, "LimitCoin": 10000,
"BaseScore": 1000, "BaseScore": 1000,
"Turn": 31200, "Turn": 31200,
"BetDec": "1000", "BetDec": "1000",
@ -6679,7 +6679,7 @@
0 0
], ],
"OtherIntParams": [ "OtherIntParams": [
1 1
], ],
"RobotNumRng": [ "RobotNumRng": [
0 0
@ -6712,7 +6712,7 @@
0 0
], ],
"OtherIntParams": [ "OtherIntParams": [
1 1
], ],
"RobotNumRng": [ "RobotNumRng": [
0 0
@ -6745,7 +6745,7 @@
0 0
], ],
"OtherIntParams": [ "OtherIntParams": [
2 2
], ],
"RobotNumRng": [ "RobotNumRng": [
0 0
@ -6778,7 +6778,7 @@
0 0
], ],
"OtherIntParams": [ "OtherIntParams": [
2 2
], ],
"RobotNumRng": [ "RobotNumRng": [
0 0

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@ -0,0 +1,22 @@
package fortunedragon
// 房间类型
const (
RoomMode_Classic int = iota //经典
RoomMode_Max
)
// 场景状态
const (
FortuneDragonStateStart int = iota //默认状态
FortuneDragonStateMax
)
// 玩家操作
const (
FortuneDragonPlayerOpStart int = iota
FortuneDragonPlayerOpSwitch
)
const NowByte int64 = 10000
const GameDataKey = "FortuneData"

View File

@ -0,0 +1,22 @@
package fortunerabbit
// 房间类型
const (
RoomMode_Classic int = iota //经典
RoomMode_Max
)
// 场景状态
const (
FortuneRabbitStateStart int = iota //默认状态
FortuneRabbitStateMax
)
// 玩家操作
const (
FortuneRabbitPlayerOpStart int = iota
FortuneRabbitPlayerOpSwitch
)
const NowByte int64 = 10000
const GameDataKey = "FortuneData"

View File

@ -52,17 +52,17 @@ type BaseAI struct {
attribute map[interface{}]interface{} attribute map[interface{}]interface{}
} }
//挂载玩家 // 挂载玩家
func (b *BaseAI) SetOwner(p *Player) { func (b *BaseAI) SetOwner(p *Player) {
b.owner = p b.owner = p
} }
//获取挂载玩家 // 获取挂载玩家
func (b *BaseAI) GetOwner() *Player { func (b *BaseAI) GetOwner() *Player {
return b.owner return b.owner
} }
//获取属性 // 获取属性
func (b *BaseAI) GetAttribute(key interface{}) (interface{}, bool) { func (b *BaseAI) GetAttribute(key interface{}) (interface{}, bool) {
if b.attribute != nil { if b.attribute != nil {
v, ok := b.attribute[key] v, ok := b.attribute[key]
@ -71,29 +71,29 @@ func (b *BaseAI) GetAttribute(key interface{}) (interface{}, bool) {
return nil, false return nil, false
} }
//设置属性 // 设置属性
func (b *BaseAI) SetAttribute(key, val interface{}) { func (b *BaseAI) SetAttribute(key, val interface{}) {
if b.attribute != nil { if b.attribute != nil {
b.attribute[key] = val b.attribute[key] = val
} }
} }
//开启事件 // 开启事件
func (b *BaseAI) OnStart() { func (b *BaseAI) OnStart() {
} }
//关闭事件 // 关闭事件
func (b *BaseAI) OnStop() { func (b *BaseAI) OnStop() {
} }
//心跳事件 // 心跳事件
func (b *BaseAI) OnTick(s *Scene) { func (b *BaseAI) OnTick(s *Scene) {
} }
//自己进入事件 // 自己进入事件
func (b *BaseAI) OnSelfEnter(s *Scene, p *Player) { func (b *BaseAI) OnSelfEnter(s *Scene, p *Player) {
if !p.IsLocal { if !p.IsLocal {
return return
@ -108,72 +108,72 @@ func (b *BaseAI) OnSelfEnter(s *Scene, p *Player) {
p.LastSyncCoin = p.Coin p.LastSyncCoin = p.Coin
} }
//自己离开事件 // 自己离开事件
func (b *BaseAI) OnSelfLeave(s *Scene, p *Player, reason int) { func (b *BaseAI) OnSelfLeave(s *Scene, p *Player, reason int) {
} }
//其他玩家进入事件 // 其他玩家进入事件
func (b *BaseAI) OnPlayerEnter(s *Scene, p *Player) { func (b *BaseAI) OnPlayerEnter(s *Scene, p *Player) {
} }
//其他玩家离开事件 // 其他玩家离开事件
func (b *BaseAI) OnPlayerLeave(s *Scene, p *Player, reason int) { func (b *BaseAI) OnPlayerLeave(s *Scene, p *Player, reason int) {
} }
//其他玩家掉线 // 其他玩家掉线
func (b *BaseAI) OnPlayerDropLine(s *Scene, p *Player) { func (b *BaseAI) OnPlayerDropLine(s *Scene, p *Player) {
} }
//其他玩家重连 // 其他玩家重连
func (b *BaseAI) OnPlayerRehold(s *Scene, p *Player) { func (b *BaseAI) OnPlayerRehold(s *Scene, p *Player) {
} }
//其他玩家 返回房间 // 其他玩家 返回房间
func (b *BaseAI) OnPlayerReturn(s *Scene, p *Player) { func (b *BaseAI) OnPlayerReturn(s *Scene, p *Player) {
} }
//其他玩家操作事件 // 其他玩家操作事件
func (b *BaseAI) OnPlayerOp(s *Scene, p *Player, opcode int, params []int64) bool { func (b *BaseAI) OnPlayerOp(s *Scene, p *Player, opcode int, params []int64) bool {
return true return true
} }
//其他玩家操作事件 // 其他玩家操作事件
func (b *BaseAI) OnPlayerOperate(s *Scene, p *Player, params interface{}) bool { func (b *BaseAI) OnPlayerOperate(s *Scene, p *Player, params interface{}) bool {
return true return true
} }
//其他玩家事件 // 其他玩家事件
func (b *BaseAI) OnPlayerEvent(s *Scene, p *Player, evtcode int, params []int64) { func (b *BaseAI) OnPlayerEvent(s *Scene, p *Player, evtcode int, params []int64) {
} }
//观众进入事件 // 观众进入事件
func (b *BaseAI) OnAudienceEnter(s *Scene, p *Player) { func (b *BaseAI) OnAudienceEnter(s *Scene, p *Player) {
} }
//观众离开事件 // 观众离开事件
func (b *BaseAI) OnAudienceLeave(s *Scene, p *Player, reason int) { func (b *BaseAI) OnAudienceLeave(s *Scene, p *Player, reason int) {
} }
//观众坐下事件 // 观众坐下事件
func (b *BaseAI) OnAudienceSit(s *Scene, p *Player) { func (b *BaseAI) OnAudienceSit(s *Scene, p *Player) {
} }
//观众掉线事件 // 观众掉线事件
func (b *BaseAI) OnAudienceDropLine(s *Scene, p *Player) { func (b *BaseAI) OnAudienceDropLine(s *Scene, p *Player) {
} }
//房间状态变化事件 // 房间状态变化事件
func (b *BaseAI) OnChangeSceneState(s *Scene, oldstate, newstate int) { func (b *BaseAI) OnChangeSceneState(s *Scene, oldstate, newstate int) {
} }

85
gamesrv/base/slots.go Normal file
View File

@ -0,0 +1,85 @@
package base
import (
"sync"
"sync/atomic"
"time"
)
type SlotsSession struct {
sync.RWMutex
uid uint64 // binding user id
coin int64
data map[string]interface{} // session data store
lastConnectTime time.Time
connectNum uint64
}
func NewSession(uid uint64, coin int64) *SlotsSession {
return &SlotsSession{
uid: uid,
coin: coin,
data: make(map[string]interface{}),
}
}
func (s *SlotsSession) SetLastConnectTime() bool {
if time.Now().Sub(s.lastConnectTime) > time.Second {
s.connectNum = 1
s.lastConnectTime = time.Now()
} else {
s.connectNum++
if s.connectNum > 5 {
return false
}
}
return true
}
func (s *SlotsSession) GetLastConnectTime() time.Time {
return s.lastConnectTime
}
func (s *SlotsSession) UID() uint64 {
return atomic.LoadUint64(&s.uid)
}
func (s *SlotsSession) Coin() int64 {
return atomic.LoadInt64(&s.coin)
}
func (s *SlotsSession) SetCoin(coin int64) {
s.coin = coin
}
func (s *SlotsSession) Set(key string, value interface{}) {
s.Lock()
defer s.Unlock()
if s.data == nil {
s.data = make(map[string]interface{})
}
s.data[key] = value
}
func (s *SlotsSession) Remove(key string) {
s.Lock()
defer s.Unlock()
delete(s.data, key)
}
func (s *SlotsSession) Value(key string) interface{} {
s.RLock()
defer s.RUnlock()
return s.data[key]
}
func (s *SlotsSession) Bool(key string) bool {
s.RLock()
defer s.RUnlock()
v, ok := s.data[key]
if !ok {
return false
}
value, ok := v.(bool)
if !ok {
return false
}
return value
}

View File

@ -0,0 +1,38 @@
package base
type EnterReq struct {
TraceId string `form:"tid"`
ThirdName string `json:"tn"`
OperatorPlayerSession string `json:"ops"`
GameId int64 `json:"gid"`
Ts int64 `json:"ts"`
IsSimulator bool `json:"is,optional"`
}
type BetConfig struct {
BetChangeList []float64 `json:"bcl"`
BetSize []float64 `json:"bs"` //单注
BetLevel []int64 `json:"bl"` //下注线数
BetLines []int64 `json:"bi"` //可选线数
BetType int `json:"bt"` //total计算方式 1.显示成Lines betSize*betLevel*lines lines
BetSizeIndex int64 `json:"bsi"` //选中的单注下标
BetLevelIndex int64 `json:"bli"` //选中的等级下标
BetLineIndex int64 `json:"bii"` //选中的线数下标
}
type TableInfo struct {
Coin float64 `json:"c"`
BetConfig BetConfig `json:"bc"`
}
type EnterResp struct {
TableInfo TableInfo `json:"ti"`
Token string `json:"token"`
}
type SpinReq struct {
TraceId string `form:"tid"`
GameId int64 `json:"gid"`
BetSizeIndex int64 `json:"bsi"` //选中的单注下标
BetLevelIndex int64 `json:"bli"` //选中的等级下标
BetLineIndex int64 `json:"bii"` //选中的线数下标
Platform string `json:"plf"`
BetMode int64 `json:"bm,optional"` //0.常规 1.必中
Ts int64 `json:"ts"`
}

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@ -0,0 +1,48 @@
package fortunedragon
import (
"mongo.games.com/game/protocol/fortunedragon"
"mongo.games.com/goserver/core/logger"
"mongo.games.com/goserver/core/netlib"
"mongo.games.com/game/common"
"mongo.games.com/game/gamesrv/base"
)
type CSFortuneDragonOpPacketFactory struct {
}
type CSFortuneDragonOpHandler struct {
}
func (this *CSFortuneDragonOpPacketFactory) CreatePacket() interface{} {
pack := &fortunedragon.CSFortuneDragonOp{}
return pack
}
func (this *CSFortuneDragonOpHandler) Process(s *netlib.Session, packetid int, data interface{}, sid int64) error {
if op, ok := data.(*fortunedragon.CSFortuneDragonOp); ok {
p := base.PlayerMgrSington.GetPlayer(sid)
if p == nil {
logger.Logger.Warn("CSFortuneDragonOpHandler p == nil")
return nil
}
scene := p.GetScene()
if scene == nil {
logger.Logger.Warn("CSFortuneDragonOpHandler p.scene == nil")
return nil
}
if !scene.HasPlayer(p) {
return nil
}
if scene.GetScenePolicy() != nil {
scene.GetScenePolicy().OnPlayerOp(scene, p, int(op.GetOpCode()), op.GetParams())
}
return nil
}
return nil
}
func init() {
//fortunedragon
common.RegisterHandler(int(fortunedragon.FortuneDragonPID_PACKET_FORTUNEDRAGON_CSFORTUNEDRAGONOP), &CSFortuneDragonOpHandler{})
netlib.RegisterFactory(int(fortunedragon.FortuneDragonPID_PACKET_FORTUNEDRAGON_CSFORTUNEDRAGONOP), &CSFortuneDragonOpPacketFactory{})
}

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@ -0,0 +1,43 @@
package fortunedragon
import (
gamerule "mongo.games.com/game/gamerule/fortunedragon"
"mongo.games.com/game/gamesrv/base"
"mongo.games.com/game/gamesrv/slotspkg/slots"
)
type FortuneDragonPlayerData struct {
*base.Player
leaveTime int32 //离开时间
SlotsSession *base.SlotsSession
BetSizeIndex int64 `json:"bsi"` //选中的单注下标
BetLevelIndex int64 `json:"bli"` //选中的等级下标
BetLineIndex int64 `json:"bii"` //选中的线数下标
BetMode int64 `json:"bm,optional"` //0.常规 1.必中
taxCoin int64
winCoin int64
currentLogId string
totalBet int64
}
func (p *FortuneDragonPlayerData) init() {
p.SlotsSession = base.NewSession(uint64(p.SnId), p.Coin*gamerule.NowByte)
}
func (p *FortuneDragonPlayerData) Clear() {
p.taxCoin = 0
p.winCoin = 0
p.currentLogId = ""
}
// 需要带到world上进行数据处理
func (p *FortuneDragonPlayerData) PushPlayer() map[string]string {
cache := slots.SlotsMgrSington.PushPlayer(p.SlotsSession)
return cache
}
// 进房的时候需要带进来
func (p *FortuneDragonPlayerData) PullPlayer(data map[string]string) {
slots.SlotsMgrSington.PullPlayer(p.SlotsSession, data)
}

View File

@ -0,0 +1,41 @@
package fortunedragon
import "mongo.games.com/game/gamesrv/base"
type FortuneDragonSceneData struct {
*base.Scene //场景
players map[int32]*FortuneDragonPlayerData //玩家信息
}
func NewFortuneDragonSceneData(s *base.Scene) *FortuneDragonSceneData {
sceneEx := &FortuneDragonSceneData{
Scene: s,
players: make(map[int32]*FortuneDragonPlayerData),
}
sceneEx.Init()
return sceneEx
}
func (s *FortuneDragonSceneData) Init() {
}
func (s *FortuneDragonSceneData) Clear() {
//应该是水池变一次就判断修改一次
//s.slotRateWeight = s.slotRateWeightTotal[0]
}
func (s *FortuneDragonSceneData) SceneDestroy(force bool) {
//销毁房间
s.Scene.Destroy(force)
}
func (s *FortuneDragonSceneData) delPlayer(SnId int32) {
if _, exist := s.players[SnId]; exist {
delete(s.players, SnId)
}
}
func (s *FortuneDragonSceneData) OnPlayerLeave(p *base.Player, reason int) {
if /*playerEx*/ _, ok := p.ExtraData.(*FortuneDragonPlayerData); ok {
}
s.delPlayer(p.SnId)
}

View File

@ -0,0 +1,548 @@
package fortunedragon
import (
"encoding/json"
"mongo.games.com/game/protocol/server"
"time"
"mongo.games.com/goserver/core"
"mongo.games.com/goserver/core/logger"
"mongo.games.com/game/common"
"mongo.games.com/game/gamerule/fortunedragon"
"mongo.games.com/game/gamesrv/base"
"mongo.games.com/game/gamesrv/slotspkg/assemble"
"mongo.games.com/game/gamesrv/slotspkg/slots"
"mongo.games.com/game/model"
"mongo.games.com/game/proto"
protocol "mongo.games.com/game/protocol/fortunedragon"
)
// ////////////////////////////////////////////////////////////
var ScenePolicyFortuneDragonSington = &ScenePolicyFortuneDragon{}
type ScenePolicyFortuneDragon struct {
base.BaseScenePolicy
states [fortunedragon.FortuneDragonStateMax]base.SceneState
}
// 创建场景扩展数据
func (this *ScenePolicyFortuneDragon) CreateSceneExData(s *base.Scene) interface{} {
sceneEx := NewFortuneDragonSceneData(s)
if sceneEx != nil {
if sceneEx.GetInit() {
s.SetExtraData(sceneEx)
}
}
return sceneEx
}
// 创建玩家扩展数据
func (this *ScenePolicyFortuneDragon) CreatePlayerExData(s *base.Scene, p *base.Player) interface{} {
playerEx := &FortuneDragonPlayerData{Player: p}
p.SetExtraData(playerEx)
return playerEx
}
// 场景开启事件
func (this *ScenePolicyFortuneDragon) OnStart(s *base.Scene) {
logger.Logger.Trace("(this *ScenePolicyFortuneDragon) OnStart, sceneId=", s.GetSceneId())
sceneEx := NewFortuneDragonSceneData(s)
if sceneEx != nil {
if sceneEx.GetInit() {
s.SetExtraData(sceneEx)
s.ChangeSceneState(fortunedragon.FortuneDragonStateStart)
}
}
}
// 场景关闭事件
func (this *ScenePolicyFortuneDragon) OnStop(s *base.Scene) {
logger.Logger.Trace("(this *ScenePolicyFortuneDragon) OnStop , sceneId=", s.GetSceneId())
}
// 场景心跳事件
func (this *ScenePolicyFortuneDragon) OnTick(s *base.Scene) {
if s == nil {
return
}
if s.GetSceneState() != nil {
s.GetSceneState().OnTick(s)
}
}
// 玩家进入事件
func (this *ScenePolicyFortuneDragon) OnPlayerEnter(s *base.Scene, p *base.Player) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *ScenePolicyFortuneDragon) OnPlayerEnter, sceneId=", s.GetSceneId(), " player=", p.Name)
if sceneEx, ok := s.GetExtraData().(*FortuneDragonSceneData); ok {
playerEx := &FortuneDragonPlayerData{Player: p}
playerEx.init()
d := p.GameData[fortunedragon.GameDataKey]
if d != nil {
m := make(map[string]string)
json.Unmarshal(d.Data.([]byte), &m)
playerEx.PullPlayer(m)
} else {
m := make(map[string]string)
//json.Unmarshal(d.Data.([]byte), &m)
playerEx.PullPlayer(m)
}
playerEx.SlotsSession.SetCoin(playerEx.Coin * fortunedragon.NowByte)
playerEx.Clear()
sceneEx.players[p.SnId] = playerEx
p.SetExtraData(playerEx)
FortuneDragonSendRoomInfo(s, sceneEx, playerEx)
s.FirePlayerEvent(p, base.PlayerEventEnter, nil)
}
}
// 玩家离开事件
func (this *ScenePolicyFortuneDragon) OnPlayerLeave(s *base.Scene, p *base.Player, reason int) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *ScenePolicyFortuneDragon) OnPlayerLeave, sceneId=", s.GetSceneId(), " player=", p.SnId)
if playerEx, ok := p.ExtraData.(*FortuneDragonPlayerData); ok {
m := playerEx.PushPlayer()
if m != nil && len(m) > 0 {
b, err := json.Marshal(m)
if err != nil {
logger.Logger.Error("OnPlayerLeave, json.Marshal error:", err)
} else {
p.GameData[fortunedragon.GameDataKey] = &model.PlayerGameData{
Platform: p.Platform,
SnId: p.SnId,
Id: fortunedragon.GameDataKey,
Data: b,
}
}
}
}
if sceneEx, ok := s.ExtraData.(*FortuneDragonSceneData); ok {
s.FirePlayerEvent(p, base.PlayerEventLeave, nil)
sceneEx.OnPlayerLeave(p, reason)
}
}
// 玩家掉线
func (this *ScenePolicyFortuneDragon) OnPlayerDropLine(s *base.Scene, p *base.Player) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *ScenePolicyFortuneDragon) OnPlayerDropLine, sceneId=", s.GetSceneId(), " player=", p.SnId)
s.FirePlayerEvent(p, base.PlayerEventDropLine, nil)
}
// 玩家重连
func (this *ScenePolicyFortuneDragon) OnPlayerRehold(s *base.Scene, p *base.Player) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *ScenePolicyFortuneDragon) OnPlayerRehold, sceneId=", s.GetSceneId(), " player=", p.SnId)
if sceneEx, ok := s.GetExtraData().(*FortuneDragonSceneData); ok {
if playerEx, ok := p.GetExtraData().(*FortuneDragonPlayerData); ok {
FortuneDragonSendRoomInfo(s, sceneEx, playerEx)
}
}
}
// 返回房间
func (this *ScenePolicyFortuneDragon) OnPlayerReturn(s *base.Scene, p *base.Player) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *ScenePolicyFortuneDragon) OnPlayerReturn, GetSceneId()=", s.GetSceneId(), " player=", p.Name)
if sceneEx, ok := s.GetExtraData().(*FortuneDragonSceneData); ok {
if playerEx, ok := p.GetExtraData().(*FortuneDragonPlayerData); ok {
//if p.IsMarkFlag(base.PlayerState_Auto) {
// p.UnmarkFlag(base.PlayerState_Auto)
// p.SyncFlag()
//}
//发送房间信息给自己
FortuneDragonSendRoomInfo(s, sceneEx, playerEx)
s.FirePlayerEvent(p, base.PlayerEventReturn, nil)
}
}
}
func FortuneDragonSendRoomInfo(s *base.Scene, sceneEx *FortuneDragonSceneData, playerEx *FortuneDragonPlayerData) {
pack := FortuneDragonCreateRoomInfoPacket(s, sceneEx, playerEx)
logger.Logger.Trace("RoomInfo: ", pack)
playerEx.SendToClient(int(protocol.FortuneDragonPID_PACKET_FORTUNEDRAGON_SCFORTUNEDRAGONROOMINFO), pack)
}
func FortuneDragonCreateRoomInfoPacket(s *base.Scene, sceneEx *FortuneDragonSceneData, playerEx *FortuneDragonPlayerData) interface{} {
//房间信息
pack := &protocol.SCFortuneDragonRoomInfo{
RoomId: s.SceneId,
GameId: s.GameId,
RoomMode: s.SceneMode,
SceneType: s.GetSceneType(),
Params: common.CopySliceInt64ToInt32(s.Params),
NumOfGames: proto.Int(sceneEx.NumOfGames),
State: proto.Int(s.SceneState.GetState()),
ParamsEx: s.GetDBGameFree().OtherIntParams,
GameFreeId: proto.Int32(s.GetDBGameFree().Id),
//BetLimit: s.GetDBGameFree().BetLimit,
}
//自己的信息
if playerEx != nil {
pd := &protocol.FortuneDragonPlayerData{
SnId: proto.Int32(playerEx.SnId),
Name: proto.String(playerEx.Name),
Head: proto.Int32(playerEx.Head),
Sex: proto.Int32(playerEx.Sex),
Coin: proto.Int64(playerEx.Coin),
Pos: proto.Int(playerEx.Pos),
Flag: proto.Int(playerEx.GetFlag()),
City: proto.String(playerEx.City),
HeadOutLine: proto.Int32(playerEx.HeadOutLine),
VIP: proto.Int32(playerEx.VIP),
}
pack.Player = pd
}
//get data
Response, err := slots.SlotsMgrSington.Enter(playerEx.SlotsSession, int64(s.GameId))
if err == nil {
data := assemble.DataToCli(Response).(assemble.TableInfo)
pi, _ := json.Marshal(data)
pack.PlayerInfo = string(pi)
} else {
logger.Logger.Error("slots enter err:", err)
}
proto.SetDefaults(pack)
return pack
}
func (this *ScenePolicyFortuneDragon) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, params []int64) bool {
if s == nil || p == nil {
return false
}
logger.Logger.Trace("(this *ScenePolicyFortuneDragon) OnPlayerOp, sceneId=", s.GetSceneId(), " player=", p.SnId, " opcode=", opcode, " params=", params)
if s.GetSceneState() != nil {
if s.GetSceneState().OnPlayerOp(s, p, opcode, params) {
p.SetLastOPTimer(time.Now())
return true
}
return false
}
return true
}
func (this *ScenePolicyFortuneDragon) OnPlayerEvent(s *base.Scene, p *base.Player, evtcode int, params []int64) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *ScenePolicyFortuneDragon) OnPlayerEvent, sceneId=", s.GetSceneId(), " player=", p.SnId, " eventcode=", evtcode, " params=", params)
if s.GetSceneState() != nil {
s.GetSceneState().OnPlayerEvent(s, p, evtcode, params)
}
}
// 当前状态能否换桌
func (this *ScenePolicyFortuneDragon) CanChangeCoinScene(s *base.Scene, p *base.Player) bool {
if s == nil || p == nil {
return false
}
if s.GetSceneState() != nil {
return s.GetSceneState().CanChangeCoinScene(s, p)
}
return false
}
// 状态基类
type SceneBaseStateFortuneDragon struct {
}
func (this *SceneBaseStateFortuneDragon) GetTimeout(s *base.Scene) int {
if sceneEx, ok := s.GetExtraData().(*FortuneDragonSceneData); ok {
return int(time.Now().Sub(sceneEx.GetStateStartTime()) / time.Second)
}
return 0
}
func (this *SceneBaseStateFortuneDragon) CanChangeTo(s base.SceneState) bool {
return true
}
// 当前状态能否换桌
func (this *SceneBaseStateFortuneDragon) CanChangeCoinScene(s *base.Scene, p *base.Player) bool {
return true
}
func (this *SceneBaseStateFortuneDragon) OnEnter(s *base.Scene) {
if sceneEx, ok := s.GetExtraData().(*FortuneDragonSceneData); ok {
sceneEx.SetStateStartTime(time.Now())
}
}
func (this *SceneBaseStateFortuneDragon) OnLeave(s *base.Scene) {}
func (this *SceneBaseStateFortuneDragon) OnTick(s *base.Scene) {
if time.Now().Sub(s.GameStartTime) > time.Second*3 {
if sceneEx, ok := s.ExtraData.(*FortuneDragonSceneData); ok {
for _, p := range sceneEx.players {
if p.IsOnLine() {
p.leaveTime = 0
continue
}
p.leaveTime++
if p.leaveTime < 60*2 {
continue
}
//踢出玩家
sceneEx.PlayerLeave(p.Player, common.PlayerLeaveReason_LongTimeNoOp, true)
}
}
s.GameStartTime = time.Now()
}
}
func (this *SceneBaseStateFortuneDragon) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, params []int64) bool {
return false
}
func (this *SceneBaseStateFortuneDragon) OnPlayerEvent(s *base.Scene, p *base.Player, evtcode int, params []int64) {
}
// ////////////////////////////////////////////////////////////
// 开始状态
// ////////////////////////////////////////////////////////////
type SceneStateStartFortuneDragon struct {
SceneBaseStateFortuneDragon
}
func (this *SceneStateStartFortuneDragon) GetState() int {
return fortunedragon.FortuneDragonStateStart
}
func (this *SceneStateStartFortuneDragon) CanChangeTo(s base.SceneState) bool {
return false
}
// 当前状态能否换桌
func (this *SceneStateStartFortuneDragon) CanChangeCoinScene(s *base.Scene, p *base.Player) bool {
//if playerEx, ok := p.GetExtraData().(*FortuneDragonPlayerData); ok {
// if playerEx.IsOnLine() {
// return false
// }
//}
return true
}
func (this *SceneStateStartFortuneDragon) GetTimeout(s *base.Scene) int {
return 0
}
func (this *SceneStateStartFortuneDragon) OnEnter(s *base.Scene) {
this.SceneBaseStateFortuneDragon.OnEnter(s)
if sceneEx, ok := s.GetExtraData().(*FortuneDragonSceneData); ok {
sceneEx.SetGameNowTime(time.Now())
}
}
// 状态离开时
func (this *SceneStateStartFortuneDragon) OnLeave(s *base.Scene) {
this.SceneBaseStateFortuneDragon.OnLeave(s)
logger.Logger.Tracef("(this *SceneStateStartFortuneDragon) OnLeave, sceneid=%v", s.GetSceneId())
}
// 玩家操作
func (this *SceneStateStartFortuneDragon) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, params []int64) bool {
logger.Logger.Tracef("(this *SceneStateStartFortuneDragon) OnPlayerOp, sceneid=%v params=%v", s.GetSceneId(), params)
if this.SceneBaseStateFortuneDragon.OnPlayerOp(s, p, opcode, params) {
return true
}
if sceneEx, ok := s.GetExtraData().(*FortuneDragonSceneData); ok {
if playerEx, ok := p.GetExtraData().(*FortuneDragonPlayerData); ok {
switch opcode {
case fortunedragon.FortuneDragonPlayerOpStart:
playerEx.Clear()
if len(params) < 4 {
pack := &protocol.SCFortuneDragonBilled{
OpRetCode: proto.Int32(1),
}
proto.SetDefaults(pack)
logger.Logger.Trace("SCFortuneDragonBilled", pack.String())
playerEx.SendToClient(int(protocol.FortuneDragonPID_PACKET_FORTUNEDRAGON_SCFORTUNEDRAGONBILLED), pack)
return true
}
playerEx.BetSizeIndex = params[0]
playerEx.BetLevelIndex = params[1]
playerEx.BetLineIndex = params[2]
playerEx.BetMode = params[3]
logger.Logger.Trace("playerEx.Coin", playerEx.Coin)
playerEx.SlotsSession.SetCoin(playerEx.Coin * fortunedragon.NowByte)
logger.Logger.Trace("coin.... ", playerEx.SlotsSession.Coin())
//get data
Response, err := slots.SlotsMgrSington.Play(playerEx.SlotsSession, &base.SpinReq{
GameId: int64(sceneEx.GameId),
BetSizeIndex: playerEx.BetSizeIndex,
BetLevelIndex: playerEx.BetLevelIndex,
BetLineIndex: playerEx.BetLineIndex,
BetMode: playerEx.BetMode,
Ts: time.Now().Unix(),
})
var gameEndStr string
var data assemble.GameEnd
if err == nil {
data = assemble.DataToCli(Response).(assemble.GameEnd)
if data.Results[0].FreeStatus == 1 || data.Results[0].FreeNumMax == 0 {
logger.Logger.Error("bet....", -data.TotalBet)
//第一次触发或者正常模式
playerEx.AddCoin(int64(-data.TotalBet), common.GainWay_HundredSceneLost, base.SyncFlag_ToClient, "system", s.GetSceneName())
playerEx.totalBet = int64(data.TotalBet)
}
var taxCoin float64
if data.RoundReward > 0 {
//税收比例
taxRate := sceneEx.GetDBGameFree().GetTaxRate()
if taxRate < 0 || taxRate > 10000 {
taxRate = 500
}
taxCoin = data.RoundReward * float64(taxRate) / 10000
data.RoundReward = data.RoundReward - taxCoin
playerEx.AddServiceFee(int64(taxCoin))
playerEx.taxCoin = int64(taxCoin)
playerEx.winCoin = int64(data.RoundReward)
}
pi, _ := json.Marshal(data)
gameEndStr = string(pi)
if data.Results[0].FreeStatus == 3 || data.Results[0].FreeNumMax == 0 {
logger.Logger.Error("win....", data.RoundReward)
playerEx.AddCoin(int64(data.RoundReward), common.GainWay_HundredSceneWin, 0, "system", s.GetSceneName())
//免费游戏结束或者正常模式
sceneEx.StaticsLaba(&base.StaticLabaParam{
SnId: playerEx.SnId,
Gain: int64(data.RoundReward - data.TotalBet),
GainTax: int64(taxCoin),
IsAddTimes: true,
})
}
} else {
logger.Logger.Error("slots Play err:", err)
}
pack := &protocol.SCFortuneDragonBilled{
OpRetCode: proto.Int32(0),
GameEndStr: proto.String(gameEndStr),
}
proto.SetDefaults(pack)
logger.Logger.Trace("SCFortuneDragonBilled", pack.String())
playerEx.SendToClient(int(protocol.FortuneDragonPID_PACKET_FORTUNEDRAGON_SCFORTUNEDRAGONBILLED), pack)
if playerEx.Coin != int64(data.FinalCoin) {
logger.Logger.Error("==========playerEx.Coin != Response.Coin==============", playerEx.Coin, data.FinalCoin)
}
// 记录本次操作
FortunedragonAndSaveLog(sceneEx, playerEx, data)
}
}
}
return true
}
// 玩家事件
func (this *SceneStateStartFortuneDragon) OnPlayerEvent(s *base.Scene, p *base.Player, evtcode int, params []int64) {
logger.Logger.Trace("(this *SceneStateStartFortuneDragon) OnPlayerEvent, sceneId=", s.GetSceneId(), " player=", p.SnId, " evtcode=", evtcode)
this.SceneBaseStateFortuneDragon.OnPlayerEvent(s, p, evtcode, params)
}
func (this *SceneStateStartFortuneDragon) OnTick(s *base.Scene) {
this.SceneBaseStateFortuneDragon.OnTick(s)
}
// //////////////////////////////////////////////////////////////////////////////
func (this *ScenePolicyFortuneDragon) RegisteSceneState(state base.SceneState) {
if state == nil {
return
}
stateid := state.GetState()
if stateid < 0 || stateid >= fortunedragon.FortuneDragonStateMax {
return
}
this.states[stateid] = state
}
func (this *ScenePolicyFortuneDragon) GetSceneState(s *base.Scene, stateid int) base.SceneState {
if stateid >= 0 && stateid < fortunedragon.FortuneDragonStateMax {
return this.states[stateid]
}
return nil
}
func FortunedragonAndSaveLog(sceneEx *FortuneDragonSceneData, playerEx *FortuneDragonPlayerData, data assemble.GameEnd) {
if !playerEx.IsRob {
data.SnId = playerEx.SnId
info, err := model.MarshalGameNoteByROLL(data)
if err == nil {
logid, _ := model.AutoIncGameLogId()
playerEx.currentLogId = logid
sceneEx.SaveGameDetailedLog(logid, info, &base.GameDetailedParam{})
totalin := playerEx.totalBet
totalout := int64(data.RoundReward) + playerEx.taxCoin + totalin
validFlow := totalin + totalout
validBet := common.AbsI64(totalin - totalout)
logParam := &base.SaveGamePlayerListLogParam{
Platform: playerEx.Platform,
Channel: playerEx.Channel,
Promoter: playerEx.BeUnderAgentCode,
PackageTag: playerEx.PackageID,
InviterId: playerEx.InviterId,
LogId: logid,
TotalIn: totalin,
TotalOut: totalout,
TaxCoin: playerEx.taxCoin,
BetAmount: playerEx.totalBet,
WinAmountNoAnyTax: int64(data.RoundReward) + playerEx.taxCoin,
ValidBet: validBet,
ValidFlow: validFlow,
IsFirstGame: sceneEx.IsPlayerFirst(playerEx.Player),
}
sceneEx.SaveGamePlayerListLog(playerEx.SnId, logParam)
}
}
//统计输下注金币数
if !sceneEx.Testing && !playerEx.IsRob {
playerBet := &server.PlayerData{
SnId: proto.Int32(playerEx.SnId),
Bet: proto.Int64(playerEx.CurrentBet),
Gain: proto.Int64(int64(data.RoundReward) + playerEx.taxCoin),
Tax: proto.Int64(playerEx.taxCoin),
Coin: proto.Int64(playerEx.GetCoin()),
GameCoinTs: proto.Int64(playerEx.GameCoinTs),
}
gwPlayerBet := &server.GWPlayerData{
SceneId: sceneEx.SceneId,
GameFreeId: proto.Int32(sceneEx.GetDBGameFree().GetId()),
}
gwPlayerBet.Datas = append(gwPlayerBet.Datas, playerBet)
sceneEx.SyncPlayerDatas(&base.PlayerDataParam{
HasRobotGaming: false,
Data: gwPlayerBet,
})
}
playerEx.taxCoin = 0
playerEx.winCoin = 0
if sceneEx.CheckNeedDestroy() && data.Results[0].FreeNum <= 0 {
sceneEx.PlayerLeave(playerEx.Player, common.PlayerLeaveReason_OnDestroy, true)
}
}
func init() {
//主状态
ScenePolicyFortuneDragonSington.RegisteSceneState(&SceneStateStartFortuneDragon{})
core.RegisteHook(core.HOOK_BEFORE_START, func() error {
base.RegisteScenePolicy(common.GameId_FortuneDragon, fortunedragon.RoomMode_Classic, ScenePolicyFortuneDragonSington)
return nil
})
}

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package fortunerabbit
import (
"mongo.games.com/game/protocol/fortunerabbit"
"mongo.games.com/goserver/core/logger"
"mongo.games.com/goserver/core/netlib"
"mongo.games.com/game/common"
"mongo.games.com/game/gamesrv/base"
)
type CSFortuneRabbitOpPacketFactory struct {
}
type CSFortuneRabbitOpHandler struct {
}
func (this *CSFortuneRabbitOpPacketFactory) CreatePacket() interface{} {
pack := &fortunerabbit.CSFortuneRabbitOp{}
return pack
}
func (this *CSFortuneRabbitOpHandler) Process(s *netlib.Session, packetid int, data interface{}, sid int64) error {
if op, ok := data.(*fortunerabbit.CSFortuneRabbitOp); ok {
p := base.PlayerMgrSington.GetPlayer(sid)
if p == nil {
logger.Logger.Warn("CSFortuneRabbitOpHandler p == nil")
return nil
}
scene := p.GetScene()
if scene == nil {
logger.Logger.Warn("CSFortuneRabbitOpHandler p.scene == nil")
return nil
}
if !scene.HasPlayer(p) {
return nil
}
if scene.GetScenePolicy() != nil {
scene.GetScenePolicy().OnPlayerOp(scene, p, int(op.GetOpCode()), op.GetParams())
}
return nil
}
return nil
}
func init() {
//fortunerabbit
common.RegisterHandler(int(fortunerabbit.FortuneRabbitPID_PACKET_FORTUNERABBIT_CSFORTUNERABBITOP), &CSFortuneRabbitOpHandler{})
netlib.RegisterFactory(int(fortunerabbit.FortuneRabbitPID_PACKET_FORTUNERABBIT_CSFORTUNERABBITOP), &CSFortuneRabbitOpPacketFactory{})
}

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package fortunerabbit
import (
"mongo.games.com/game/gamerule/fortunerabbit"
"mongo.games.com/game/gamesrv/base"
"mongo.games.com/game/gamesrv/slotspkg/slots"
)
type FortuneRabbitPlayerData struct {
*base.Player
leaveTime int32 //离开时间
SlotsSession *base.SlotsSession
BetSizeIndex int64 `json:"bsi"` //选中的单注下标
BetLevelIndex int64 `json:"bli"` //选中的等级下标
BetLineIndex int64 `json:"bii"` //选中的线数下标
BetMode int64 `json:"bm,optional"` //0.常规 1.必中
}
func (p *FortuneRabbitPlayerData) init() {
p.SlotsSession = base.NewSession(uint64(p.SnId), p.Coin*fortunerabbit.NowByte)
}
func (p *FortuneRabbitPlayerData) Clear() {
}
// 需要带到world上进行数据处理
func (p *FortuneRabbitPlayerData) PushPlayer() map[string]string {
cache := slots.SlotsMgrSington.PushPlayer(p.SlotsSession)
return cache
}
// 进房的时候需要带进来
func (p *FortuneRabbitPlayerData) PullPlayer(data map[string]string) {
slots.SlotsMgrSington.PullPlayer(p.SlotsSession, data)
}

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package fortunerabbit
import "mongo.games.com/game/gamesrv/base"
type FortuneRabbitSceneData struct {
*base.Scene //场景
players map[int32]*FortuneRabbitPlayerData //玩家信息
}
func NewFortuneRabbitSceneData(s *base.Scene) *FortuneRabbitSceneData {
sceneEx := &FortuneRabbitSceneData{
Scene: s,
players: make(map[int32]*FortuneRabbitPlayerData),
}
sceneEx.Init()
return sceneEx
}
func (s *FortuneRabbitSceneData) Init() {
}
func (s *FortuneRabbitSceneData) Clear() {
//应该是水池变一次就判断修改一次
//s.slotRateWeight = s.slotRateWeightTotal[0]
}
func (s *FortuneRabbitSceneData) SceneDestroy(force bool) {
//销毁房间
s.Scene.Destroy(force)
}
func (s *FortuneRabbitSceneData) delPlayer(SnId int32) {
if _, exist := s.players[SnId]; exist {
delete(s.players, SnId)
}
}
func (s *FortuneRabbitSceneData) OnPlayerLeave(p *base.Player, reason int) {
if /*playerEx*/ _, ok := p.ExtraData.(*FortuneRabbitPlayerData); ok {
}
s.delPlayer(p.SnId)
}

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package fortunerabbit
import (
"encoding/json"
"mongo.games.com/game/common"
"mongo.games.com/game/gamerule/fortunerabbit"
"mongo.games.com/game/gamesrv/base"
"mongo.games.com/game/gamesrv/slotspkg/assemble"
"mongo.games.com/game/gamesrv/slotspkg/slots"
"mongo.games.com/game/model"
"mongo.games.com/game/proto"
protocol "mongo.games.com/game/protocol/fortunerabbit"
"mongo.games.com/goserver/core"
"mongo.games.com/goserver/core/logger"
"time"
)
// ////////////////////////////////////////////////////////////
var ScenePolicyFortuneRabbitSington = &ScenePolicyFortuneRabbit{}
type ScenePolicyFortuneRabbit struct {
base.BaseScenePolicy
states [fortunerabbit.FortuneRabbitStateMax]base.SceneState
}
// 创建场景扩展数据
func (this *ScenePolicyFortuneRabbit) CreateSceneExData(s *base.Scene) interface{} {
sceneEx := NewFortuneRabbitSceneData(s)
if sceneEx != nil {
if sceneEx.GetInit() {
s.SetExtraData(sceneEx)
}
}
return sceneEx
}
// 创建玩家扩展数据
func (this *ScenePolicyFortuneRabbit) CreatePlayerExData(s *base.Scene, p *base.Player) interface{} {
playerEx := &FortuneRabbitPlayerData{Player: p}
p.SetExtraData(playerEx)
return playerEx
}
// 场景开启事件
func (this *ScenePolicyFortuneRabbit) OnStart(s *base.Scene) {
logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnStart, sceneId=", s.GetSceneId())
sceneEx := NewFortuneRabbitSceneData(s)
if sceneEx != nil {
if sceneEx.GetInit() {
s.SetExtraData(sceneEx)
s.ChangeSceneState(fortunerabbit.FortuneRabbitStateStart)
}
}
}
// 场景关闭事件
func (this *ScenePolicyFortuneRabbit) OnStop(s *base.Scene) {
logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnStop , sceneId=", s.GetSceneId())
}
// 场景心跳事件
func (this *ScenePolicyFortuneRabbit) OnTick(s *base.Scene) {
if s == nil {
return
}
if s.GetSceneState() != nil {
s.GetSceneState().OnTick(s)
}
}
// 玩家进入事件
func (this *ScenePolicyFortuneRabbit) OnPlayerEnter(s *base.Scene, p *base.Player) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerEnter, sceneId=", s.GetSceneId(), " player=", p.Name)
if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok {
playerEx := &FortuneRabbitPlayerData{Player: p}
playerEx.init()
d := p.GameData[fortunerabbit.GameDataKey]
if d != nil {
m := make(map[string]string)
json.Unmarshal(d.Data.([]byte), &m)
playerEx.PullPlayer(m)
} else {
m := make(map[string]string)
//json.Unmarshal(d.Data.([]byte), &m)
playerEx.PullPlayer(m)
}
playerEx.SlotsSession.SetCoin(playerEx.Coin * fortunerabbit.NowByte)
playerEx.Clear()
sceneEx.players[p.SnId] = playerEx
p.SetExtraData(playerEx)
FortuneRabbitSendRoomInfo(s, sceneEx, playerEx)
s.FirePlayerEvent(p, base.PlayerEventEnter, nil)
}
}
// 玩家离开事件
func (this *ScenePolicyFortuneRabbit) OnPlayerLeave(s *base.Scene, p *base.Player, reason int) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerLeave, sceneId=", s.GetSceneId(), " player=", p.SnId)
if sceneEx, ok := s.ExtraData.(*FortuneRabbitSceneData); ok {
s.FirePlayerEvent(p, base.PlayerEventLeave, nil)
sceneEx.OnPlayerLeave(p, reason)
}
if playerEx, ok := p.ExtraData.(*FortuneRabbitPlayerData); ok {
m := playerEx.PushPlayer()
if m != nil && len(m) > 0 {
b, err := json.Marshal(m)
if err != nil {
logger.Logger.Error("OnPlayerLeave, json.Marshal error:", err)
} else {
p.GameData[fortunerabbit.GameDataKey] = &model.PlayerGameData{
Platform: p.Platform,
SnId: p.SnId,
Id: fortunerabbit.GameDataKey,
Data: b,
}
}
}
}
}
// 玩家掉线
func (this *ScenePolicyFortuneRabbit) OnPlayerDropLine(s *base.Scene, p *base.Player) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerDropLine, sceneId=", s.GetSceneId(), " player=", p.SnId)
s.FirePlayerEvent(p, base.PlayerEventDropLine, nil)
}
// 玩家重连
func (this *ScenePolicyFortuneRabbit) OnPlayerRehold(s *base.Scene, p *base.Player) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerRehold, sceneId=", s.GetSceneId(), " player=", p.SnId)
if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok {
if playerEx, ok := p.GetExtraData().(*FortuneRabbitPlayerData); ok {
FortuneRabbitSendRoomInfo(s, sceneEx, playerEx)
}
}
}
// 返回房间
func (this *ScenePolicyFortuneRabbit) OnPlayerReturn(s *base.Scene, p *base.Player) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerReturn, GetSceneId()=", s.GetSceneId(), " player=", p.Name)
if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok {
if playerEx, ok := p.GetExtraData().(*FortuneRabbitPlayerData); ok {
//if p.IsMarkFlag(base.PlayerState_Auto) {
// p.UnmarkFlag(base.PlayerState_Auto)
// p.SyncFlag()
//}
//发送房间信息给自己
FortuneRabbitSendRoomInfo(s, sceneEx, playerEx)
s.FirePlayerEvent(p, base.PlayerEventReturn, nil)
}
}
}
func FortuneRabbitSendRoomInfo(s *base.Scene, sceneEx *FortuneRabbitSceneData, playerEx *FortuneRabbitPlayerData) {
pack := FortuneRabbitCreateRoomInfoPacket(s, sceneEx, playerEx)
logger.Logger.Trace("RoomInfo: ", pack)
playerEx.SendToClient(int(protocol.FortuneRabbitPID_PACKET_FORTUNERABBIT_SCFORTUNERABBITROOMINFO), pack)
}
func FortuneRabbitCreateRoomInfoPacket(s *base.Scene, sceneEx *FortuneRabbitSceneData, playerEx *FortuneRabbitPlayerData) interface{} {
//房间信息
pack := &protocol.SCFortuneRabbitRoomInfo{
RoomId: s.SceneId,
GameId: s.GameId,
RoomMode: s.SceneMode,
SceneType: s.GetSceneType(),
Params: common.CopySliceInt64ToInt32(s.Params),
NumOfGames: proto.Int(sceneEx.NumOfGames),
State: proto.Int(s.SceneState.GetState()),
ParamsEx: s.GetDBGameFree().OtherIntParams,
GameFreeId: proto.Int32(s.GetDBGameFree().Id),
//BetLimit: s.GetDBGameFree().BetLimit,
}
//自己的信息
if playerEx != nil {
pd := &protocol.FortuneRabbitPlayerData{
SnId: proto.Int32(playerEx.SnId),
Name: proto.String(playerEx.Name),
Head: proto.Int32(playerEx.Head),
Sex: proto.Int32(playerEx.Sex),
Coin: proto.Int64(playerEx.Coin),
Pos: proto.Int(playerEx.Pos),
Flag: proto.Int(playerEx.GetFlag()),
City: proto.String(playerEx.City),
HeadOutLine: proto.Int32(playerEx.HeadOutLine),
VIP: proto.Int32(playerEx.VIP),
}
pack.Player = pd
}
//get data
Response, err := slots.SlotsMgrSington.Enter(playerEx.SlotsSession, int64(s.GameId))
if err == nil {
data := assemble.DataToCli(Response).(assemble.TableInfo)
pi, _ := json.Marshal(data)
pack.PlayerInfo = string(pi)
} else {
logger.Logger.Error("slots enter err:", err)
}
proto.SetDefaults(pack)
return pack
}
func (this *ScenePolicyFortuneRabbit) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, params []int64) bool {
if s == nil || p == nil {
return false
}
logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerOp, sceneId=", s.GetSceneId(), " player=", p.SnId, " opcode=", opcode, " params=", params)
if s.GetSceneState() != nil {
if s.GetSceneState().OnPlayerOp(s, p, opcode, params) {
p.SetLastOPTimer(time.Now())
return true
}
return false
}
return true
}
func (this *ScenePolicyFortuneRabbit) OnPlayerEvent(s *base.Scene, p *base.Player, evtcode int, params []int64) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerEvent, sceneId=", s.GetSceneId(), " player=", p.SnId, " eventcode=", evtcode, " params=", params)
if s.GetSceneState() != nil {
s.GetSceneState().OnPlayerEvent(s, p, evtcode, params)
}
}
// 当前状态能否换桌
func (this *ScenePolicyFortuneRabbit) CanChangeCoinScene(s *base.Scene, p *base.Player) bool {
if s == nil || p == nil {
return false
}
if s.GetSceneState() != nil {
return s.GetSceneState().CanChangeCoinScene(s, p)
}
return false
}
// 状态基类
type SceneBaseStateFortuneRabbit struct {
}
func (this *SceneBaseStateFortuneRabbit) GetTimeout(s *base.Scene) int {
if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok {
return int(time.Now().Sub(sceneEx.GetStateStartTime()) / time.Second)
}
return 0
}
func (this *SceneBaseStateFortuneRabbit) CanChangeTo(s base.SceneState) bool {
return true
}
// 当前状态能否换桌
func (this *SceneBaseStateFortuneRabbit) CanChangeCoinScene(s *base.Scene, p *base.Player) bool {
return true
}
func (this *SceneBaseStateFortuneRabbit) OnEnter(s *base.Scene) {
if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok {
sceneEx.SetStateStartTime(time.Now())
}
}
func (this *SceneBaseStateFortuneRabbit) OnLeave(s *base.Scene) {}
func (this *SceneBaseStateFortuneRabbit) OnTick(s *base.Scene) {
if time.Now().Sub(s.GameStartTime) > time.Second*3 {
if sceneEx, ok := s.ExtraData.(*FortuneRabbitSceneData); ok {
for _, p := range sceneEx.players {
if p.IsOnLine() {
p.leaveTime = 0
continue
}
p.leaveTime++
if p.leaveTime < 60*2 {
continue
}
//踢出玩家
sceneEx.PlayerLeave(p.Player, common.PlayerLeaveReason_LongTimeNoOp, true)
}
}
s.GameStartTime = time.Now()
}
}
func (this *SceneBaseStateFortuneRabbit) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, params []int64) bool {
return false
}
func (this *SceneBaseStateFortuneRabbit) OnPlayerEvent(s *base.Scene, p *base.Player, evtcode int, params []int64) {
}
// ////////////////////////////////////////////////////////////
// 开始状态
// ////////////////////////////////////////////////////////////
type SceneStateStartFortuneRabbit struct {
SceneBaseStateFortuneRabbit
}
func (this *SceneStateStartFortuneRabbit) GetState() int {
return fortunerabbit.FortuneRabbitStateStart
}
func (this *SceneStateStartFortuneRabbit) CanChangeTo(s base.SceneState) bool {
return false
}
// 当前状态能否换桌
func (this *SceneStateStartFortuneRabbit) CanChangeCoinScene(s *base.Scene, p *base.Player) bool {
//if playerEx, ok := p.GetExtraData().(*FortuneRabbitPlayerData); ok {
// if playerEx.IsOnLine() {
// return false
// }
//}
return true
}
func (this *SceneStateStartFortuneRabbit) GetTimeout(s *base.Scene) int {
return 0
}
func (this *SceneStateStartFortuneRabbit) OnEnter(s *base.Scene) {
this.SceneBaseStateFortuneRabbit.OnEnter(s)
if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok {
sceneEx.SetGameNowTime(time.Now())
}
}
// 状态离开时
func (this *SceneStateStartFortuneRabbit) OnLeave(s *base.Scene) {
this.SceneBaseStateFortuneRabbit.OnLeave(s)
logger.Logger.Tracef("(this *SceneStateStartFortuneRabbit) OnLeave, sceneid=%v", s.GetSceneId())
}
// 玩家操作
func (this *SceneStateStartFortuneRabbit) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, params []int64) bool {
logger.Logger.Tracef("(this *SceneStateStartFortuneRabbit) OnPlayerOp, sceneid=%v params=%v", s.GetSceneId(), params)
if this.SceneBaseStateFortuneRabbit.OnPlayerOp(s, p, opcode, params) {
return true
}
if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok {
if playerEx, ok := p.GetExtraData().(*FortuneRabbitPlayerData); ok {
switch opcode {
case fortunerabbit.FortuneRabbitPlayerOpStart:
playerEx.Clear()
if len(params) < 3 {
pack := &protocol.SCFortuneRabbitBilled{
OpRetCode: proto.Int32(1),
}
proto.SetDefaults(pack)
logger.Logger.Trace("SCFortuneRabbitBilled", pack.String())
playerEx.SendToClient(int(protocol.FortuneRabbitPID_PACKET_FORTUNERABBIT_SCFORTUNERABBITBILLED), pack)
return true
}
playerEx.BetSizeIndex = params[0]
playerEx.BetLevelIndex = params[1]
playerEx.BetLineIndex = params[2]
//playerEx.BetMode = params[3]
playerEx.SlotsSession.SetCoin(playerEx.Coin * fortunerabbit.NowByte)
//get data
Response, err := slots.SlotsMgrSington.Play(playerEx.SlotsSession, &base.SpinReq{
GameId: int64(sceneEx.GameId),
BetSizeIndex: playerEx.BetSizeIndex,
BetLevelIndex: playerEx.BetLevelIndex,
BetLineIndex: playerEx.BetLineIndex,
BetMode: playerEx.BetMode,
Ts: time.Now().Unix(),
})
var gameEndStr string
if err == nil {
data := assemble.DataToCli(Response).(assemble.GameEnd)
pi, _ := json.Marshal(data)
gameEndStr = string(pi)
playerEx.Coin = int64(data.FinalCoin)
} else {
logger.Logger.Error("slots Play err:", err)
}
pack := &protocol.SCFortuneRabbitBilled{
OpRetCode: proto.Int32(0),
GameEndStr: proto.String(gameEndStr),
}
proto.SetDefaults(pack)
logger.Logger.Trace("SCFortuneRabbitBilled", pack.String())
playerEx.SendToClient(int(protocol.FortuneRabbitPID_PACKET_FORTUNERABBIT_SCFORTUNERABBITBILLED), pack)
}
}
}
return true
}
// 玩家事件
func (this *SceneStateStartFortuneRabbit) OnPlayerEvent(s *base.Scene, p *base.Player, evtcode int, params []int64) {
logger.Logger.Trace("(this *SceneStateStartFortuneRabbit) OnPlayerEvent, sceneId=", s.GetSceneId(), " player=", p.SnId, " evtcode=", evtcode)
this.SceneBaseStateFortuneRabbit.OnPlayerEvent(s, p, evtcode, params)
}
func (this *SceneStateStartFortuneRabbit) OnTick(s *base.Scene) {
this.SceneBaseStateFortuneRabbit.OnTick(s)
}
// //////////////////////////////////////////////////////////////////////////////
func (this *ScenePolicyFortuneRabbit) RegisteSceneState(state base.SceneState) {
if state == nil {
return
}
stateid := state.GetState()
if stateid < 0 || stateid >= fortunerabbit.FortuneRabbitStateMax {
return
}
this.states[stateid] = state
}
func (this *ScenePolicyFortuneRabbit) GetSceneState(s *base.Scene, stateid int) base.SceneState {
if stateid >= 0 && stateid < fortunerabbit.FortuneRabbitStateMax {
return this.states[stateid]
}
return nil
}
func init() {
//主状态
ScenePolicyFortuneRabbitSington.RegisteSceneState(&SceneStateStartFortuneRabbit{})
core.RegisteHook(core.HOOK_BEFORE_START, func() error {
base.RegisteScenePolicy(common.GameId_FortuneRabbit, fortunerabbit.RoomMode_Classic, ScenePolicyFortuneRabbitSington)
return nil
})
}

View File

@ -30,9 +30,12 @@ import (
_ "mongo.games.com/game/gamesrv/avengers" _ "mongo.games.com/game/gamesrv/avengers"
_ "mongo.games.com/game/gamesrv/caishen" _ "mongo.games.com/game/gamesrv/caishen"
_ "mongo.games.com/game/gamesrv/easterisland" _ "mongo.games.com/game/gamesrv/easterisland"
_ "mongo.games.com/game/gamesrv/fortunedragon"
_ "mongo.games.com/game/gamesrv/fortunerabbit"
_ "mongo.games.com/game/gamesrv/fruits" _ "mongo.games.com/game/gamesrv/fruits"
_ "mongo.games.com/game/gamesrv/iceage" _ "mongo.games.com/game/gamesrv/iceage"
_ "mongo.games.com/game/gamesrv/richblessed" _ "mongo.games.com/game/gamesrv/richblessed"
_ "mongo.games.com/game/gamesrv/slotspkg/slots"
_ "mongo.games.com/game/gamesrv/tamquoc" _ "mongo.games.com/game/gamesrv/tamquoc"
) )

View File

@ -0,0 +1,111 @@
package assemble
import (
"mongo.games.com/game/gamesrv/slotspkg/internal/module/shared"
"mongo.games.com/game/gamesrv/slotspkg/slots/types/cli"
"sort"
)
var CoinRate float64 = 10000
func DataToCli(response any) interface{} {
switch Response := response.(type) {
case *cli.SlotsEnterResponse:
tableInfo := TableInfo{}
var BetSizes []float64
for _, size := range Response.BetSizes {
BetSizes = append(BetSizes, float64(size)/10000)
}
sort.Slice(Response.BetChangeList, func(i, j int) bool { return Response.BetChangeList[i] < Response.BetChangeList[j] })
sort.Slice(Response.BetLevels, func(i, j int) bool { return Response.BetLevels[i] < Response.BetLevels[j] })
sort.Slice(BetSizes, func(i, j int) bool { return BetSizes[i] < BetSizes[j] })
tableInfo.BetConfig = BetConfig{
BetChangeList: Response.BetChangeList,
BetSize: BetSizes,
BetLevel: Response.BetLevels,
BetLines: Response.BetLines,
BetType: 1,
BetSizeIndex: Response.BetSizeIndex,
BetLevelIndex: Response.BetLevelIndex,
BetLineIndex: Response.BetLineIndex,
}
tableInfo.Coin = float64(Response.Coin) / CoinRate
//////////////////////////////////////////////////////////////
res := response2NodeTree(Response.NodeTree)
ress := []*shared.Result{res}
gameEnd := shared.GameEndDto{
Results: ress,
RoundReward: Response.NodeTree.Nodes[0].ChildrenTotalWin,
TotalBet: Response.NodeTree.BetCoin.GetCoin(),
//BetBeforeCoin: Response.Coin - Response.ActualWin + Response.ActualBet,
//BetAfterCoin: Response.Coin - Response.ActualWin,
FinalCoin: Response.Coin,
ActualBet: Response.NodeTree.Nodes[0].Bet,
ActualWin: Response.Coin,
}
tableInfo.SpinResult = SpinRes2Dto(gameEnd)
return tableInfo
case *cli.SlotsPlayResponse:
res := response2NodeTree(Response.NodeTree)
ress := []*shared.Result{res}
gameEnd := shared.GameEndDto{
Results: ress,
RoundReward: Response.NodeTree.Nodes[0].ChildrenTotalWin,
TotalBet: Response.NodeTree.BetCoin.GetCoin(),
BetBeforeCoin: Response.Coin - Response.ActualWin + Response.ActualBet,
BetAfterCoin: Response.Coin - Response.ActualWin,
FinalCoin: Response.Coin,
ActualBet: Response.ActualBet,
ActualWin: Response.ActualWin,
}
//a, _ := json.Marshal(GameEnd)
//logx.Error("GameEnd:", string(a))
return SpinRes2Dto(gameEnd)
default:
}
return nil
}
func response2NodeTree(NodeTree *shared.LiteNodeTree) *shared.Result {
Special, customFortune, featureTotalWin := getDataByTheme(NodeTree)
var ass []*shared.ArrSpins
for _, formation := range NodeTree.Formations {
item := formation.DisplaySymbols
spinType := formation.NodeType
indexs := formation.RandPositions
//win := formation.Win
items := cli.ToItems(formation.MatrixForm, item)
var lineReward float64
for _, info := range formation.RewardInfo {
lineReward += info.Reward
}
if formation.NewNodeType != "" {
spinType = formation.NewNodeType
}
spin := &shared.ArrSpins{
GearID: spinType,
Items: items,
Index: indexs,
Reward: float64(featureTotalWin) + lineReward, ///total_win
LineReward: lineReward, ///line_win
RewardInfo: formation.RewardInfo,
FinalSymbols: cli.ToItems(formation.MatrixForm, formation.GetFinalSymbols()),
}
if Special[formation.NodeID] != nil {
spin.Special = Special[formation.NodeID]
}
ass = append(ass, spin)
}
res := &shared.Result{
ArrSpins: ass,
}
res.TotalRewardBase = ass[0].LineReward ///line_win
res.TotalReward = ass[0].Reward ///total_win
res.FreeNumTrigger = customFortune.FreeNumTrigger
res.FreeNumMax = customFortune.FreeNumMax
res.FreeNum = customFortune.FreeSpinNum
return res
}

View File

@ -0,0 +1,30 @@
package assemble
import (
"encoding/json"
"mongo.games.com/game/gamesrv/slotspkg/internal/module/shared"
"strings"
)
type CustomFortune struct {
FreeSpinNum int64 `json:"fsn"` //剩余freespin
FreeNumMax int64 `json:"fnm"` //总次数
FreeNumTrigger int64 `json:"fnt"` //新增freespin
ForceRound int64 `json:"fr"` //第n次
}
func getDataByTheme(NodeTree *shared.LiteNodeTree) (map[int64]*shared.SpinLock, CustomFortune, int64) {
var Special = make(map[int64]*shared.SpinLock)
var customFortune CustomFortune
var FeatureTotalWin int64
for _, feature := range NodeTree.Features {
if strings.Contains(feature.Type, "Special") && len(feature.Custom) > 2 {
sp := shared.SpinLock{}
json.Unmarshal([]byte(feature.Custom), &sp)
Special[feature.NodeID] = &sp
json.Unmarshal([]byte(feature.Custom), &customFortune)
}
FeatureTotalWin += feature.Win
}
return Special, customFortune, FeatureTotalWin
}

View File

@ -0,0 +1,51 @@
package assemble
import (
"mongo.games.com/game/gamesrv/slotspkg/internal/module/shared"
)
func SpinRes2Dto(spinRes shared.GameEndDto) (spinResDto GameEnd) {
////////////////////////////////////
//数据组装
spinResDto.Results = make([]Result, len(spinRes.Results))
for i, result := range spinRes.Results {
spinResDto.Results[i].WinStatus = result.WinStatus
spinResDto.Results[i].FreeStatus = result.FreeStatus
spinResDto.Results[i].FreeNum = result.FreeNum
spinResDto.Results[i].FreeNumMax = result.FreeNumMax
spinResDto.Results[i].FreeNumTrigger = result.FreeNumTrigger
spinResDto.Results[i].TotalReward = result.TotalReward / CoinRate
spinResDto.Results[i].TotalRewardBase = result.TotalRewardBase / CoinRate
spinResDto.Results[i].BetMode = result.BetMode
spinResDto.Results[i].ArrSpins = make([]ArrSpins, len(result.ArrSpins))
for i2, spin := range result.ArrSpins {
spinResDto.Results[i].ArrSpins[i2].GearID = spin.GearID
spinResDto.Results[i].ArrSpins[i2].Items = spin.Items
spinResDto.Results[i].ArrSpins[i2].FinalSymbols = spin.FinalSymbols
spinResDto.Results[i].ArrSpins[i2].Index = spin.Index
spinResDto.Results[i].ArrSpins[i2].Reward = spin.Reward / CoinRate
spinResDto.Results[i].ArrSpins[i2].LineReward = spin.LineReward / CoinRate
spinResDto.Results[i].ArrSpins[i2].Special = spin.Special
spinResDto.Results[i].ArrSpins[i2].RewardInfo = make([]RewardInfo, len(spin.RewardInfo))
for i3, info := range spin.RewardInfo {
spinResDto.Results[i].ArrSpins[i2].RewardInfo[i3].Type = info.Type
spinResDto.Results[i].ArrSpins[i2].RewardInfo[i3].Index = info.Index
spinResDto.Results[i].ArrSpins[i2].RewardInfo[i3].Item = info.Item
spinResDto.Results[i].ArrSpins[i2].RewardInfo[i3].Reward = info.Reward / CoinRate
spinResDto.Results[i].ArrSpins[i2].RewardInfo[i3].Pos = info.Pos
}
}
}
spinResDto.RoundReward = float64(spinRes.RoundReward) / CoinRate
spinResDto.BetSizeIndex = spinRes.BetSizeIndex
spinResDto.BetLevelIndex = spinRes.BetLevelIndex
spinResDto.LinesIndex = spinRes.LinesIndex
spinResDto.TotalBet = float64(spinRes.TotalBet) / CoinRate
spinResDto.BetBeforeCoin = float64(spinRes.BetBeforeCoin) / CoinRate
spinResDto.BetAfterCoin = float64(spinRes.BetAfterCoin) / CoinRate
spinResDto.FinalCoin = float64(spinRes.FinalCoin) / CoinRate
spinResDto.ActualBet = float64(spinRes.ActualBet) / CoinRate
spinResDto.ActualWin = float64(spinRes.ActualWin) / CoinRate
////////////////////////////////////
return
}

View File

@ -0,0 +1,59 @@
package assemble
type RewardInfo struct {
Type int `json:"type"` //0.指定线的数量 1.全线
Index int `json:"index"` //线的id
Item int64 `json:"item"` //图标id
Reward float64 `json:"reward"` //单线奖励
Pos [][]int `json:"pos"` //位置
}
type ArrSpins struct {
GearID string `json:"gear_id"` //"base","respin"
Items [][]int64 `json:"items"` //当前元素
FinalSymbols [][]int64 `json:"final_symbols"` //最终元素
Index []int64 `json:"index"` //reel索引
Reward float64 `json:"reward"` //总奖
LineReward float64 `json:"line_reward"` //线的总奖
RewardInfo []RewardInfo `json:"reward_info"`
Special interface{} `json:"special"` //null
}
type Result struct {
ArrSpins []ArrSpins `json:"arr_spins"`
WinStatus int `json:"win_status"` //0.无特效 1.bigWin(5) 2.megaWin(10) 3.superWin(20) 4.epicWin(1000000000)
FreeStatus int `json:"free_status"` //0.none trigger = 1, retrigger = 2, over = 3,
FreeNum int64 `json:"free_num"` //剩余free数量
FreeNumMax int64 `json:"free_num_max"` //最大的free数量
FreeNumTrigger int64 `json:"free_num_trigger"` //新增的free数量
TotalReward float64 `json:"total_reward"` //总奖
TotalRewardBase float64 `json:"total_reward_base"` //基础奖
BetMode int64 `json:"bet_mode"` //0.常规 1.必中
}
type GameEnd struct {
Results []Result `json:"results"`
RoundReward float64 `json:"round_reward"` //总奖
BetSizeIndex int64 `json:"bet_size_index"` //选中的单注下标
BetLevelIndex int64 `json:"bet_level_index"` //选中的等级下标
LinesIndex int64 `json:"lines_index"` //选中的线数下标
TotalBet float64 `json:"total_bet"` //下注
BetBeforeCoin float64 `json:"bet_before_coin"` //下注前
BetAfterCoin float64 `json:"bet_after_coin"` //下注后
FinalCoin float64 `json:"final_coin"` //结束
ActualBet float64 `json:"-"`
ActualWin float64 `json:"-"`
SnId int32 `json:"snid,omitempty"`
}
type BetConfig struct {
BetChangeList []float64 `json:"bet_change_list"`
BetSize []float64 `json:"bet_size"` //单注
BetLevel []int64 `json:"bet_level"` //下注线数
BetLines []int64 `json:"bet_lines"` //可选线数
BetType int `json:"bet_type"` //total计算方式 1.显示成Lines betSize*betLevel*lines lines
BetSizeIndex int64 `json:"bet_size_index"` //选中的单注下标
BetLevelIndex int64 `json:"bet_level_index"` //选中的等级下标
BetLineIndex int64 `json:"bet_line_index"` //选中的线数下标
}
type TableInfo struct {
SpinResult GameEnd `json:"spin_result"`
Coin float64 `json:"coin"`
BetConfig BetConfig `json:"bet_config"`
}

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@ -0,0 +1,382 @@
-- <important: auto generate by excel-to-lua converter, do not modify>
local _ = {}
_.CashManiaBetBetChangeList = {
[0] = {
index = 0,
bet_change_list = 0.3,
bet_size_index = 0,
bet_level_index = 0,
},
[1] = {
index = 1,
bet_change_list = 0.6,
bet_size_index = 0,
bet_level_index = 1,
},
[2] = {
index = 2,
bet_change_list = 0.9,
bet_size_index = 0,
bet_level_index = 2,
},
[3] = {
index = 3,
bet_change_list = 1,
bet_size_index = 1,
bet_level_index = 0,
},
[4] = {
index = 4,
bet_change_list = 1.5,
bet_size_index = 0,
bet_level_index = 4,
},
[5] = {
index = 5,
bet_change_list = 3,
bet_size_index = 0,
bet_level_index = 9,
},
[6] = {
index = 6,
bet_change_list = 5,
bet_size_index = 1,
bet_level_index = 4,
},
[7] = {
index = 7,
bet_change_list = 9,
bet_size_index = 3,
bet_level_index = 0,
},
[8] = {
index = 8,
bet_change_list = 10,
bet_size_index = 1,
bet_level_index = 9,
},
[9] = {
index = 9,
bet_change_list = 15,
bet_size_index = 2,
bet_level_index = 4,
},
[10] = {
index = 10,
bet_change_list = 30,
bet_size_index = 2,
bet_level_index = 9,
},
[11] = {
index = 11,
bet_change_list = 45,
bet_size_index = 3,
bet_level_index = 4,
},
[12] = {
index = 12,
bet_change_list = 90,
bet_size_index = 3,
bet_level_index = 9,
},
}
_.CashManiaBetBetLevel = {
[0] = {
index = 0,
bet_level = 1,
},
[1] = {
index = 1,
bet_level = 2,
},
[2] = {
index = 2,
bet_level = 3,
},
[3] = {
index = 3,
bet_level = 4,
},
[4] = {
index = 4,
bet_level = 5,
},
[5] = {
index = 5,
bet_level = 6,
},
[6] = {
index = 6,
bet_level = 7,
},
[7] = {
index = 7,
bet_level = 8,
},
[8] = {
index = 8,
bet_level = 9,
},
[9] = {
index = 9,
bet_level = 10,
},
}
_.CashManiaBetBetLine = {
[0] = {
index = 0,
bet_line = 10,
},
}
_.CashManiaBetBetSize = {
[0] = {
index = 0,
bet_size = 300,
},
[1] = {
index = 1,
bet_size = 1000,
},
[2] = {
index = 2,
bet_size = 3000,
},
[3] = {
index = 3,
bet_size = 9000,
},
}
_.CashManiaFormation = {
{
spin_type = 1,
node_type = "BaseSpin",
id = 1,
seq_id = 1,
reel = "BaseSpin",
matrix = "Line1Form5X5TypeA",
symbol = "Default",
first_init_method = 2,
other_init_method = 4,
first_init_symbols = {},
other_init_symbols = {},
},
{
spin_type = 2,
node_type = "FreeSpin",
id = 1,
seq_id = 1,
reel = "BaseSpin",
matrix = "Line1Form5X5TypeA",
symbol = "Default",
first_init_method = 3,
other_init_method = 3,
first_init_symbols = {},
other_init_symbols = {},
},
}
_.CashManiaReelBaseSpinRange = {
{5, 5, 5},
}
_.CashManiaReelBaseSpinReel = {
{1, 200, 2, 200, 3, 200, 4, 200, 5, 200},
{6, 200, 7, 200, 8, 200, 9, 200, 10, 200, 11, 200, 12, 200, 13, 200, 14, 200, 15, 200, 16, 200, 17, 200, 18, 200, 19, 200},
{1, 200, 2, 200, 3, 200, 4, 200, 5, 200},
}
_.CashManiaSymbol = {
[1] = {
id = 1,
name = "100倍",
is_wild = false,
group = {1},
pay_rate = {0, 0, 100},
client_order = 1,
client_dsc = "",
},
[2] = {
id = 2,
name = "5倍",
is_wild = false,
group = {2},
pay_rate = {0, 0, 50},
client_order = 2,
client_dsc = "",
},
[3] = {
id = 3,
name = "1倍",
is_wild = false,
group = {3},
pay_rate = {0, 0, 10},
client_order = 3,
client_dsc = "",
},
[4] = {
id = 4,
name = "0.5倍",
is_wild = false,
group = {4},
pay_rate = {0, 0, 5},
client_order = 4,
client_dsc = "",
},
[5] = {
id = 5,
name = "0.1倍",
is_wild = false,
group = {5},
pay_rate = {0, 0, 1},
client_order = 5,
client_dsc = "",
},
[6] = {
id = 6,
name = "5FreeSpin",
is_wild = true,
group = {6},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[7] = {
id = 7,
name = "10FreeSpin",
is_wild = true,
group = {7},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[8] = {
id = 8,
name = "20FreeSpin",
is_wild = true,
group = {8},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[9] = {
id = 9,
name = "wildx1",
is_wild = true,
group = {9},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[10] = {
id = 10,
name = "wildx2",
is_wild = true,
group = {10},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[11] = {
id = 11,
name = "wildx3",
is_wild = true,
group = {11},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[12] = {
id = 12,
name = "wildx5",
is_wild = true,
group = {12},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[13] = {
id = 13,
name = "wildx10",
is_wild = true,
group = {13},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[14] = {
id = 14,
name = "wildx15",
is_wild = true,
group = {14},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[15] = {
id = 15,
name = "wildx20",
is_wild = true,
group = {15},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[16] = {
id = 16,
name = "wildx30",
is_wild = true,
group = {16},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[17] = {
id = 17,
name = "wildx40",
is_wild = true,
group = {17},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[18] = {
id = 18,
name = "wildx50",
is_wild = true,
group = {18},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[19] = {
id = 19,
name = "wildx100",
is_wild = true,
group = {19},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[200] = {
id = 200,
name = "empty",
is_wild = false,
group = {200},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
}
_.CashManiaSymbolBetRatio = {
{
bet_ratio = 0.1,
},
}
return _

View File

@ -0,0 +1,334 @@
-- <important: auto generate by excel-to-lua converter, do not modify>
local _ = {}
_.FortuneDragonBetBetChangeList = {
[0] = {
index = 0,
bet_change_list = 0.15,
bet_size_index = 0,
bet_level_index = 0,
},
[1] = {
index = 1,
bet_change_list = 0.3,
bet_size_index = 0,
bet_level_index = 1,
},
[2] = {
index = 2,
bet_change_list = 0.45,
bet_size_index = 0,
bet_level_index = 2,
},
[3] = {
index = 3,
bet_change_list = 0.5,
bet_size_index = 1,
bet_level_index = 0,
},
[4] = {
index = 4,
bet_change_list = 0.75,
bet_size_index = 0,
bet_level_index = 4,
},
[5] = {
index = 5,
bet_change_list = 1.5,
bet_size_index = 0,
bet_level_index = 9,
},
[6] = {
index = 6,
bet_change_list = 2.5,
bet_size_index = 1,
bet_level_index = 4,
},
[7] = {
index = 7,
bet_change_list = 4.5,
bet_size_index = 3,
bet_level_index = 0,
},
[8] = {
index = 8,
bet_change_list = 5,
bet_size_index = 1,
bet_level_index = 9,
},
[9] = {
index = 9,
bet_change_list = 7.5,
bet_size_index = 2,
bet_level_index = 4,
},
[10] = {
index = 10,
bet_change_list = 15,
bet_size_index = 2,
bet_level_index = 9,
},
[11] = {
index = 11,
bet_change_list = 22.5,
bet_size_index = 3,
bet_level_index = 4,
},
[12] = {
index = 12,
bet_change_list = 45,
bet_size_index = 3,
bet_level_index = 9,
},
}
_.FortuneDragonBetBetLevel = {
[0] = {
index = 0,
bet_level = 1,
},
[1] = {
index = 1,
bet_level = 2,
},
[2] = {
index = 2,
bet_level = 3,
},
[3] = {
index = 3,
bet_level = 4,
},
[4] = {
index = 4,
bet_level = 5,
},
[5] = {
index = 5,
bet_level = 6,
},
[6] = {
index = 6,
bet_level = 7,
},
[7] = {
index = 7,
bet_level = 8,
},
[8] = {
index = 8,
bet_level = 9,
},
[9] = {
index = 9,
bet_level = 10,
},
}
_.FortuneDragonBetBetLine = {
[0] = {
index = 0,
bet_line = 5,
},
}
_.FortuneDragonBetBetSize = {
[0] = {
index = 0,
bet_size = 300,
},
[1] = {
index = 1,
bet_size = 1000,
},
[2] = {
index = 2,
bet_size = 3000,
},
[3] = {
index = 3,
bet_size = 9000,
},
}
_.FortuneDragonFormation = {
{
spin_type = 1,
node_type = "BaseSpin",
id = 1,
seq_id = 1,
reel = "BaseSpin",
matrix = "Line5Form3X3TypeB",
symbol = "Default",
first_init_method = 2,
other_init_method = 4,
first_init_symbols = {},
other_init_symbols = {},
},
{
spin_type = 3,
node_type = "FreeSpin",
id = 1,
seq_id = 1,
reel = "FreeSpin",
matrix = "Line5Form3X3TypeB",
symbol = "Default",
first_init_method = 2,
other_init_method = 2,
first_init_symbols = {},
other_init_symbols = {},
},
{
spin_type = 1,
node_type = "SureWinBaseSpin",
id = 1,
seq_id = 1,
reel = "SureWinBaseSpin",
matrix = "Line5Form3X3TypeB",
symbol = "Default",
first_init_method = 2,
other_init_method = 4,
first_init_symbols = {},
other_init_symbols = {},
},
}
_.FortuneDragonReelBaseSpinRange = {
{3, 3, 3},
}
_.FortuneDragonReelBaseSpinReel = {
{3, 7, 2, 2, 2, 3, 5, 4, 7, 5, 5, 5, 6, 2, 4, 7, 6, 6, 6, 4, 3, 4, 1, 3, 7, 7, 6, 5, 7, 5, 4, 6, 4, 4, 3, 4, 7, 7, 7, 4, 7, 4, 7, 3, 3, 3, 5, 2, 6, 4, 4, 4, 5, 7, 7, 7, 2, 5, 7, 4, 3, 6, 5, 7, 6, 3, 1, 6, 2, 3, 5, 6, 3, 2, 2, 5, 7, 6, 6, 4, 1, 7, 7, 3, 6, 4, 7, 6, 1, 5, 5, 2, 6, 6, 2, 5, 5, 7, 7, 1, 4, 4, 4, 5, 3, 5, 6, 7, 2, 5, 6, 5, 7, 7, 7, 6, 2, 5, 7, 6, 6, 7, 7, 6, 3, 5, 1, 6, 7, 7, 5, 3, 6, 7, 7, 6, 5, 5, 1, 3, 7, 7, 7, 4, 5, 4, 4, 4, 6, 4, 4, 7, 4, 2, 6, 3, 5, 7, 5, 5, 5, 6, 1, 2, 4, 6, 5, 3, 3, 3, 2, 7, 4, 7, 6, 7, 7, 7, 6, 7, 4, 6, 1, 1, 1, 6, 6, 7, 4, 5, 2, 3, 7, 5, 7, 6, 7, 7, 3, 3, 7, 5, 7, 4, 5, 5, 5, 2, 7, 7, 7, 4, 5, 7, 7, 5, 5, 7, 4, 5, 6, 7, 6, 4, 4, 1, 6, 6, 5, 7, 6, 4, 5, 4, 6, 7, 4, 7, 3, 6, 5, 7, 7, 6, 2, 7, 3, 2, 2, 6, 5, 2, 6, 6, 6, 4, 6, 4, 6, 6, 6, 3, 4, 7, 1, 5, 6, 7, 2, 6, 7, 6, 6, 3, 6, 7, 6, 3, 5, 4, 7, 5, 7, 2, 6, 3, 5, 5, 5, 6},
{5, 6, 3, 4, 6, 4, 5, 7, 5, 6, 2, 2, 5, 4, 6, 5, 4, 4, 4, 3, 5, 2, 6, 4, 5, 7, 4, 5, 5, 5, 7, 6, 6, 6, 4, 7, 6, 1, 3, 7, 4, 5, 6, 6, 5, 4, 2, 2, 4, 7, 3, 6, 7, 6, 1, 7, 7, 3, 7, 6, 7, 7, 2, 2, 2, 7, 7, 6, 6, 3, 6, 4, 5, 7, 6, 6, 4, 5, 7, 2, 5, 7, 6, 4, 4, 4, 3, 6, 1, 3, 5, 4, 6, 7, 2, 3, 4, 6, 6, 6, 7, 3, 6, 7, 2, 3, 7, 6, 5, 4, 6, 6, 4, 7, 3, 3, 3, 4, 7, 7, 6, 2, 5, 5, 7, 7, 6, 6, 2, 5, 5, 4, 7, 7, 5, 3, 4, 2, 6, 5, 6, 4, 7, 5, 5, 5, 7, 7, 6, 7, 6, 3, 1, 1, 1, 5, 3, 7, 4, 7, 7, 7, 6, 4, 7, 6, 4, 1, 7, 5, 3, 5, 5, 5, 4, 7, 5, 6, 7, 4, 6, 7, 4, 6, 3, 2, 5, 6, 3, 5, 1, 3, 7, 6, 5, 4, 5, 4, 7, 7, 7, 6, 2, 7, 3, 7, 5, 5, 7, 3, 4, 7, 6, 5, 2, 4, 3, 5, 7, 6, 5, 7, 1, 3, 4, 7, 6, 6, 6, 7, 7, 1, 6, 5, 7, 3, 5, 2, 7, 7, 3, 6, 7, 7, 5, 5, 7, 7, 7, 2, 6, 7, 3, 5, 7, 1, 5, 7, 6, 4, 6, 3, 5, 7, 5, 2, 7, 6, 5, 3, 4, 1, 6, 6, 5, 7, 6, 1, 7, 6, 7, 7, 6, 3, 3, 2, 4, 4, 7, 2},
{7, 5, 5, 5, 7, 7, 7, 6, 4, 4, 4, 3, 3, 3, 6, 1, 7, 6, 3, 5, 5, 6, 7, 5, 4, 4, 4, 7, 5, 4, 1, 7, 7, 7, 6, 6, 3, 7, 7, 7, 2, 4, 4, 4, 6, 1, 1, 1, 7, 5, 2, 5, 6, 4, 7, 6, 3, 7, 6, 7, 7, 3, 4, 5, 5, 5, 6, 3, 7, 7, 7, 2, 6, 5, 4, 6, 6, 1, 7, 7, 4, 5, 5, 5, 7, 2, 3, 4, 7, 6, 4, 4, 4, 6, 4, 7, 2, 2, 2, 6, 6, 6, 2, 7, 5, 6, 6, 6, 5, 3, 5, 2, 7, 6, 4, 3, 6, 7, 6, 7, 4, 3, 2, 4, 7, 5, 6, 3, 1, 4, 5, 7, 7, 7, 3, 6, 1, 5, 3, 7, 4, 3, 7, 5, 6, 6, 6, 7, 1, 5, 6, 7, 4, 6, 5, 6, 5, 1, 2, 4, 3, 6, 7, 3, 5, 2, 6, 7, 4, 6, 7, 5, 2, 7, 7, 7, 5, 6, 6, 6, 5, 2, 7, 4, 4, 4, 7, 6, 6, 6, 7, 7, 7, 4, 5, 2, 3, 5, 4, 6, 7, 3, 2, 6, 7, 4, 3, 7, 4, 7, 3, 6, 6, 7, 6, 5, 5, 5, 2, 2, 5, 7, 7, 7, 3, 4, 5, 3, 7, 7, 7, 5, 5, 5, 6, 6, 5, 6, 2, 6, 3, 6, 5, 3, 7, 6, 2, 2, 4, 1, 5, 4, 3, 7, 3, 7, 5, 6, 5, 7, 7, 7, 7, 6, 6, 3, 4, 6, 2, 3, 1, 7, 2, 1, 5, 7, 5, 5, 5, 6, 3, 5, 6, 4, 6, 7, 6, 5, 4, 2},
}
_.FortuneDragonReelFreeSpinRange = {
{3, 3, 3},
}
_.FortuneDragonReelFreeSpinReel = {
{3, 7, 2, 2, 2, 3, 5, 4, 7, 5, 5, 5, 6, 2, 4, 7, 6, 3, 6, 4, 3, 4, 1, 3, 7, 7, 6, 5, 7, 5, 4, 6, 4, 4, 3, 4, 7, 7, 2, 4, 7, 4, 7, 3, 3, 3, 5, 2, 6, 4, 4, 4, 5, 7, 1, 7, 2, 5, 7, 4, 3, 6, 5, 7, 6, 3, 1, 6, 2, 3, 5, 6, 3, 2, 2, 5, 7, 6, 6, 4, 1, 7, 7, 3, 6, 4, 7, 6, 1, 5, 5, 2, 6, 6, 2, 5, 5, 7, 7, 1, 4, 4, 3, 5, 3, 5, 6, 7, 2, 5, 6, 5, 3, 7, 7, 6, 2, 5, 7, 6, 6, 7, 7, 6, 3, 5, 1, 6, 7, 7, 5, 3, 6, 7, 7, 6, 5, 5, 1, 3, 7, 7, 7, 4, 5, 4, 4, 4, 6, 4, 4, 7, 4, 2, 6, 3, 5, 7, 5, 5, 5, 6, 1, 2, 4, 6, 5, 3, 3, 3, 2, 7, 4, 7, 6, 7, 7, 7, 6, 7, 4, 6, 1, 1, 1, 6, 6, 7, 4, 5, 2, 3, 7, 5, 7, 6, 7, 7, 1, 3, 7, 5, 7, 4, 5, 5, 5, 2, 7, 7, 7, 4, 5, 7, 7, 5, 5, 7, 4, 5, 6, 7, 6, 4, 4, 1, 6, 6, 5, 7, 6, 4, 5, 4, 6, 7, 4, 7, 3, 6, 5, 7, 7, 6, 2, 7, 3, 2, 2, 6, 5, 2, 6, 6, 2, 4, 6, 4, 6, 6, 6, 3, 4, 7, 1, 5, 6, 7, 2, 6, 7, 6, 6, 3, 6, 7, 6, 3, 5, 4, 7, 5, 7, 2, 6, 3, 5, 5, 5, 6},
{5, 6, 3, 4, 6, 4, 5, 7, 5, 6, 2, 2, 5, 4, 6, 5, 4, 1, 4, 3, 5, 2, 6, 4, 5, 7, 4, 5, 5, 5, 7, 2, 6, 6, 4, 7, 6, 1, 3, 7, 4, 5, 6, 6, 5, 4, 2, 2, 4, 7, 3, 6, 7, 6, 3, 7, 7, 3, 7, 6, 7, 7, 2, 2, 2, 7, 7, 6, 6, 3, 6, 4, 5, 7, 6, 6, 4, 5, 7, 2, 5, 7, 6, 3, 4, 4, 3, 6, 1, 3, 5, 4, 6, 7, 2, 3, 4, 6, 3, 6, 7, 3, 6, 7, 2, 3, 7, 6, 5, 4, 6, 3, 4, 7, 3, 6, 3, 4, 7, 7, 6, 2, 5, 5, 7, 7, 6, 6, 2, 5, 5, 4, 7, 7, 5, 3, 4, 2, 6, 5, 6, 4, 7, 5, 1, 5, 7, 7, 6, 7, 6, 3, 1, 1, 1, 5, 3, 7, 4, 7, 7, 7, 6, 4, 7, 6, 4, 1, 7, 5, 3, 5, 5, 2, 4, 7, 5, 6, 7, 4, 6, 7, 4, 6, 3, 2, 5, 6, 3, 5, 1, 3, 7, 6, 5, 4, 5, 4, 1, 7, 7, 6, 2, 7, 3, 7, 5, 5, 7, 3, 4, 7, 6, 5, 2, 4, 3, 5, 7, 6, 5, 7, 1, 3, 4, 7, 6, 6, 6, 7, 7, 1, 6, 5, 7, 3, 5, 2, 7, 7, 3, 6, 7, 7, 5, 5, 7, 7, 7, 2, 6, 7, 3, 5, 7, 1, 5, 7, 6, 4, 6, 3, 5, 7, 5, 2, 7, 6, 5, 3, 4, 1, 6, 6, 5, 7, 6, 1, 7, 6, 7, 7, 6, 3, 3, 2, 4, 4, 7, 2},
{7, 5, 5, 4, 7, 3, 7, 6, 4, 2, 4, 3, 3, 3, 6, 1, 7, 6, 3, 5, 5, 6, 7, 5, 4, 4, 4, 7, 5, 4, 1, 7, 7, 2, 6, 6, 3, 7, 7, 7, 2, 4, 4, 4, 6, 1, 1, 1, 7, 5, 2, 5, 6, 4, 7, 6, 3, 7, 6, 7, 7, 3, 4, 5, 5, 5, 6, 3, 7, 7, 7, 2, 6, 5, 4, 6, 6, 1, 7, 7, 4, 3, 5, 5, 7, 2, 3, 4, 7, 6, 3, 4, 4, 6, 4, 7, 2, 2, 2, 6, 6, 6, 2, 7, 5, 6, 6, 3, 5, 3, 5, 2, 7, 6, 4, 3, 6, 7, 6, 7, 4, 3, 2, 4, 7, 5, 6, 3, 1, 4, 5, 7, 7, 7, 3, 6, 1, 5, 3, 7, 4, 3, 7, 5, 6, 6, 6, 7, 1, 5, 6, 7, 4, 6, 5, 6, 5, 1, 2, 4, 3, 6, 7, 3, 5, 2, 6, 7, 4, 6, 7, 5, 2, 7, 7, 7, 5, 6, 1, 6, 5, 2, 7, 4, 4, 4, 7, 6, 6, 1, 7, 7, 7, 4, 5, 2, 3, 5, 4, 6, 7, 3, 2, 6, 7, 4, 3, 7, 4, 7, 3, 6, 6, 7, 6, 5, 5, 5, 2, 2, 5, 7, 7, 7, 3, 4, 5, 3, 7, 7, 7, 5, 5, 5, 6, 6, 5, 6, 2, 6, 3, 6, 5, 3, 7, 6, 2, 2, 4, 1, 5, 4, 3, 7, 3, 7, 5, 6, 5, 7, 2, 7, 7, 6, 6, 3, 4, 6, 2, 3, 1, 7, 2, 1, 5, 7, 5, 5, 5, 6, 3, 5, 6, 4, 6, 7, 6, 5, 4, 2},
}
_.FortuneDragonReelSureWinBaseSpinRange = {
{3, 3, 3},
}
_.FortuneDragonReelSureWinBaseSpinReel = {
{3, 7, 2, 2, 2, 3, 5, 4, 7, 5, 5, 5, 6, 2, 4, 7, 6, 6, 6, 4, 3, 4, 1, 3, 7, 7, 6, 5, 7, 5, 4, 6, 4, 4, 3, 4, 2, 7, 7, 4, 7, 4, 7, 3, 3, 3, 5, 2, 6, 4, 4, 4, 5, 1, 7, 7, 2, 5, 7, 4, 3, 6, 5, 7, 6, 3, 1, 6, 2, 3, 5, 6, 3, 2, 2, 5, 7, 6, 6, 4, 3, 7, 7, 3, 6, 4, 7, 6, 1, 5, 5, 2, 6, 6, 2, 5, 5, 7, 7, 1, 4, 4, 4, 5, 3, 5, 6, 7, 2, 5, 6, 5, 7, 7, 7, 6, 2, 5, 7, 6, 6, 7, 7, 6, 3, 5, 1, 6, 7, 7, 5, 3, 6, 7, 7, 6, 5, 5, 1, 3, 7, 7, 7, 4, 5, 4, 2, 4, 6, 4, 4, 7, 4, 2, 6, 3, 5, 7, 5, 5, 5, 6, 1, 2, 4, 6, 5, 3, 3, 3, 2, 7, 4, 7, 6, 2, 7, 7, 6, 7, 4, 6, 1, 1, 1, 6, 6, 7, 4, 5, 2, 3, 7, 5, 7, 6, 7, 2, 3, 3, 7, 5, 7, 4, 5, 5, 5, 2, 7, 7, 3, 4, 5, 7, 7, 2, 5, 7, 4, 5, 6, 7, 6, 4, 4, 2, 6, 6, 5, 7, 6, 4, 5, 4, 6, 1, 4, 7, 3, 6, 5, 7, 7, 6, 2, 7, 3, 3, 2, 6, 5, 2, 6, 6, 3, 4, 6, 4, 2, 6, 6, 3, 4, 7, 1, 5, 6, 7, 2, 6, 7, 6, 6, 3, 6, 7, 6, 3, 5, 4, 7, 5, 7, 2, 6, 3, 5, 5, 5, 6},
{5, 6, 3, 4, 6, 4, 5, 7, 5, 6, 2, 2, 5, 4, 6, 5, 4, 4, 4, 3, 5, 2, 6, 4, 5, 7, 4, 5, 5, 5, 7, 5, 3, 6, 4, 7, 6, 1, 3, 7, 4, 5, 6, 6, 5, 4, 2, 2, 4, 7, 3, 6, 7, 6, 1, 7, 2, 3, 7, 6, 7, 7, 2, 2, 2, 7, 7, 6, 6, 3, 6, 4, 5, 7, 6, 6, 4, 5, 7, 2, 5, 7, 6, 4, 4, 4, 3, 6, 1, 3, 5, 4, 6, 7, 2, 3, 4, 6, 6, 6, 7, 3, 6, 7, 2, 3, 7, 6, 5, 4, 6, 6, 4, 7, 3, 3, 3, 4, 7, 7, 6, 2, 5, 5, 7, 2, 6, 6, 2, 5, 5, 4, 7, 7, 5, 3, 4, 2, 6, 5, 6, 4, 7, 5, 5, 2, 7, 7, 6, 7, 6, 3, 1, 1, 1, 5, 3, 7, 4, 7, 7, 7, 6, 4, 7, 6, 4, 1, 7, 5, 3, 5, 5, 2, 4, 7, 5, 6, 7, 4, 6, 7, 4, 6, 3, 2, 5, 6, 3, 5, 1, 3, 7, 6, 5, 4, 5, 4, 2, 7, 7, 6, 2, 7, 3, 7, 5, 2, 7, 3, 4, 7, 6, 5, 2, 4, 3, 5, 7, 6, 5, 7, 1, 3, 4, 7, 6, 3, 6, 7, 7, 3, 6, 5, 7, 3, 5, 2, 7, 7, 3, 6, 7, 7, 5, 5, 1, 3, 7, 2, 6, 7, 3, 5, 7, 1, 5, 7, 6, 4, 6, 3, 5, 7, 5, 2, 7, 6, 5, 3, 4, 1, 6, 6, 5, 7, 6, 1, 7, 6, 2, 7, 6, 3, 3, 2, 4, 4, 7, 2},
{7, 5, 5, 5, 7, 7, 7, 6, 4, 4, 1, 3, 3, 3, 6, 1, 7, 6, 3, 5, 4, 6, 7, 5, 4, 4, 4, 7, 5, 4, 1, 7, 7, 2, 6, 6, 3, 7, 7, 7, 2, 4, 4, 4, 6, 1, 1, 1, 7, 5, 2, 5, 6, 4, 7, 6, 3, 7, 6, 2, 7, 3, 4, 5, 5, 5, 6, 3, 1, 7, 7, 2, 6, 5, 4, 6, 6, 3, 7, 7, 4, 5, 5, 5, 7, 2, 3, 4, 7, 6, 4, 4, 4, 6, 4, 7, 2, 2, 2, 6, 4, 3, 2, 7, 5, 6, 6, 6, 5, 3, 5, 2, 7, 6, 4, 3, 6, 7, 6, 7, 4, 3, 2, 4, 7, 5, 6, 3, 1, 4, 5, 7, 7, 7, 3, 6, 1, 5, 3, 7, 4, 3, 7, 5, 2, 6, 6, 7, 1, 5, 6, 7, 4, 6, 5, 6, 5, 1, 2, 4, 3, 6, 7, 3, 5, 2, 6, 7, 4, 6, 7, 5, 2, 7, 3, 7, 5, 2, 6, 6, 5, 2, 7, 4, 4, 4, 7, 2, 6, 6, 3, 7, 7, 4, 5, 2, 3, 5, 4, 6, 7, 3, 2, 6, 7, 4, 3, 7, 4, 7, 3, 6, 2, 7, 6, 5, 5, 5, 2, 2, 5, 7, 2, 7, 3, 4, 5, 3, 7, 7, 2, 5, 5, 5, 1, 6, 5, 6, 2, 6, 3, 6, 5, 3, 7, 6, 3, 2, 4, 1, 5, 4, 3, 7, 3, 7, 5, 6, 5, 3, 7, 7, 7, 6, 6, 3, 4, 6, 2, 3, 1, 7, 2, 3, 5, 7, 5, 5, 5, 6, 3, 5, 6, 4, 6, 7, 6, 5, 4, 2},
}
_.FortuneDragonSymbol = {
[1] = {
id = 1,
name = "Wild",
is_wild = true,
group = {1},
pay_rate = {0, 0, 100},
client_order = 0,
client_dsc = "",
},
[2] = {
id = 2,
name = "元宝",
is_wild = false,
group = {2},
pay_rate = {0, 0, 50},
client_order = 0,
client_dsc = "",
},
[3] = {
id = 3,
name = "红包",
is_wild = false,
group = {3},
pay_rate = {0, 0, 25},
client_order = 0,
client_dsc = "",
},
[4] = {
id = 4,
name = "灯笼",
is_wild = false,
group = {4},
pay_rate = {0, 0, 10},
client_order = 0,
client_dsc = "",
},
[5] = {
id = 5,
name = "福炮",
is_wild = false,
group = {5},
pay_rate = {0, 0, 5},
client_order = 0,
client_dsc = "",
},
[6] = {
id = 6,
name = "花结",
is_wild = false,
group = {6},
pay_rate = {0, 0, 3},
client_order = 0,
client_dsc = "",
},
[7] = {
id = 7,
name = "铜钱",
is_wild = false,
group = {7},
pay_rate = {0, 0, 2},
client_order = 0,
client_dsc = "",
},
[8] = {
id = 8,
name = "X2",
is_wild = false,
group = {8},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[9] = {
id = 9,
name = "X5",
is_wild = false,
group = {8},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[10] = {
id = 10,
name = "X10",
is_wild = false,
group = {8},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[200] = {
id = 200,
name = "Empty",
is_wild = false,
group = {8},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
}
_.FortuneDragonSymbolBetRatio = {
{
bet_ratio = 1,
},
}
return _

View File

@ -0,0 +1,284 @@
-- <important: auto generate by excel-to-lua converter, do not modify>
local _ = {}
_.FortuneMouseBetBetChangeList = {
[0] = {
index = 0,
bet_change_list = 0.15,
bet_size_index = 0,
bet_level_index = 0,
},
[1] = {
index = 1,
bet_change_list = 0.3,
bet_size_index = 0,
bet_level_index = 1,
},
[2] = {
index = 2,
bet_change_list = 0.45,
bet_size_index = 0,
bet_level_index = 2,
},
[3] = {
index = 3,
bet_change_list = 0.5,
bet_size_index = 1,
bet_level_index = 0,
},
[4] = {
index = 4,
bet_change_list = 0.75,
bet_size_index = 0,
bet_level_index = 4,
},
[5] = {
index = 5,
bet_change_list = 1.5,
bet_size_index = 0,
bet_level_index = 9,
},
[6] = {
index = 6,
bet_change_list = 2.5,
bet_size_index = 1,
bet_level_index = 4,
},
[7] = {
index = 7,
bet_change_list = 4.5,
bet_size_index = 3,
bet_level_index = 0,
},
[8] = {
index = 8,
bet_change_list = 5,
bet_size_index = 1,
bet_level_index = 9,
},
[9] = {
index = 9,
bet_change_list = 7.5,
bet_size_index = 2,
bet_level_index = 4,
},
[10] = {
index = 10,
bet_change_list = 15,
bet_size_index = 2,
bet_level_index = 9,
},
[11] = {
index = 11,
bet_change_list = 22.5,
bet_size_index = 3,
bet_level_index = 4,
},
[12] = {
index = 12,
bet_change_list = 45,
bet_size_index = 3,
bet_level_index = 9,
},
}
_.FortuneMouseBetBetLevel = {
[0] = {
index = 0,
bet_level = 1,
},
[1] = {
index = 1,
bet_level = 2,
},
[2] = {
index = 2,
bet_level = 3,
},
[3] = {
index = 3,
bet_level = 4,
},
[4] = {
index = 4,
bet_level = 5,
},
[5] = {
index = 5,
bet_level = 6,
},
[6] = {
index = 6,
bet_level = 7,
},
[7] = {
index = 7,
bet_level = 8,
},
[8] = {
index = 8,
bet_level = 9,
},
[9] = {
index = 9,
bet_level = 10,
},
}
_.FortuneMouseBetBetLine = {
[0] = {
index = 0,
bet_line = 5,
},
}
_.FortuneMouseBetBetSize = {
[0] = {
index = 0,
bet_size = 300,
},
[1] = {
index = 1,
bet_size = 1000,
},
[2] = {
index = 2,
bet_size = 3000,
},
[3] = {
index = 3,
bet_size = 9000,
},
}
_.FortuneMouseFormation = {
{
spin_type = 1,
node_type = "BaseSpin",
id = 1,
seq_id = 1,
reel = "BaseSpin",
matrix = "Line5Form3X3TypeB",
symbol = "Default",
first_init_method = 2,
other_init_method = 4,
first_init_symbols = {},
other_init_symbols = {},
},
{
spin_type = 3,
node_type = "ReSpin",
id = 1,
seq_id = 1,
reel = "ReSpin",
matrix = "Line5Form3X3TypeB",
symbol = "Default",
first_init_method = 3,
other_init_method = 3,
first_init_symbols = {},
other_init_symbols = {},
},
}
_.FortuneMouseReelBaseSpinRange = {
{3, 3, 3},
}
_.FortuneMouseReelBaseSpinReel = {
{3, 7, 2, 2, 2, 3, 5, 4, 7, 5, 5, 5, 6, 2, 4, 7, 6, 6, 6, 5, 3, 4, 2, 7, 7, 7, 6, 5, 5, 5, 4, 6, 5, 5, 5, 4, 7, 7, 7, 4, 7, 6, 5, 3, 3, 3, 5, 7, 6, 5, 7, 6, 5, 7, 7, 7, 6, 5, 7, 4, 3, 6, 5, 7, 6, 3, 6, 6, 2, 3, 5, 6, 3, 2, 2, 5, 7, 6, 6, 4, 1, 7, 7, 3, 6, 4, 7, 6, 1, 5, 5, 2, 6, 6, 2, 5, 5, 7, 7, 1, 4, 4, 4, 5, 3, 5, 6, 7, 2, 5, 6, 5, 7, 7, 7, 6, 1, 5, 7, 6, 6, 7, 7, 6, 3, 5, 1, 6, 7, 7, 5, 3, 6, 7, 7, 6, 5, 5, 1, 3, 7, 7, 7, 4, 5, 7, 6, 4, 5, 4, 6, 7, 4, 2, 6, 3, 5, 7, 5, 5, 5, 6, 1, 2, 4, 6, 5, 3, 3, 3, 2, 7, 4, 7, 6, 7, 7, 7, 6, 7, 4, 6, 1, 5, 6, 6, 6, 7, 4, 5, 2, 3, 7, 5, 7, 6, 7, 7, 3, 3, 7, 5, 7, 4, 5, 5, 5, 2, 7, 7, 7, 4, 5, 7, 7, 5, 5, 7, 4, 5, 6, 7, 6, 5, 4, 1, 6, 6, 5, 7, 6, 4, 5, 4, 6, 7, 7, 7, 3, 6, 5, 7, 7, 6, 2, 7, 3, 2, 2, 6, 5, 2, 6, 6, 6, 4, 4, 4, 6, 6, 6, 3, 4, 7, 1, 5, 6, 7, 2, 6, 7, 6, 6, 3, 6, 7, 6, 3, 5, 4, 7, 5, 7, 2, 6, 3, 5, 5, 5, 6},
{5, 6, 3, 4, 6, 4, 5, 7, 6, 6, 2, 7, 5, 4, 6, 5, 4, 4, 4, 3, 5, 2, 6, 4, 5, 7, 4, 5, 5, 5, 7, 6, 6, 6, 4, 7, 6, 6, 6, 7, 4, 6, 6, 6, 5, 4, 7, 6, 4, 7, 3, 6, 7, 6, 7, 7, 7, 3, 7, 6, 7, 7, 2, 2, 2, 7, 7, 6, 6, 3, 6, 4, 5, 7, 6, 6, 4, 5, 7, 2, 5, 7, 6, 4, 4, 4, 3, 6, 1, 3, 5, 4, 6, 7, 2, 3, 4, 6, 6, 6, 7, 3, 6, 7, 2, 3, 7, 6, 5, 4, 6, 6, 4, 7, 3, 3, 3, 4, 7, 7, 6, 1, 5, 5, 7, 7, 6, 6, 2, 5, 5, 4, 7, 7, 5, 3, 4, 2, 6, 6, 6, 4, 7, 5, 5, 5, 7, 7, 6, 7, 6, 3, 1, 1, 1, 2, 3, 7, 4, 7, 7, 7, 6, 4, 7, 6, 4, 1, 7, 5, 3, 6, 6, 6, 4, 7, 5, 6, 7, 4, 6, 7, 4, 6, 3, 2, 5, 6, 3, 5, 1, 1, 1, 6, 5, 4, 5, 4, 7, 7, 7, 6, 2, 7, 3, 7, 5, 5, 7, 3, 4, 7, 6, 5, 2, 4, 3, 5, 7, 6, 5, 7, 1, 3, 4, 7, 6, 6, 6, 7, 7, 7, 6, 5, 7, 3, 6, 2, 7, 7, 3, 6, 7, 7, 5, 5, 7, 7, 7, 2, 6, 7, 3, 5, 7, 1, 6, 5, 2, 4, 6, 3, 5, 7, 5, 2, 7, 6, 5, 3, 4, 1, 6, 6, 5, 7, 6, 1, 7, 6, 7, 7, 6, 3, 3, 2, 4, 4, 7, 2},
{7, 5, 5, 5, 7, 7, 7, 6, 4, 4, 4, 3, 3, 3, 6, 6, 6, 7, 3, 5, 5, 6, 7, 5, 4, 4, 4, 7, 5, 4, 1, 7, 7, 7, 6, 6, 3, 7, 7, 7, 2, 4, 4, 4, 6, 1, 1, 1, 7, 5, 2, 5, 6, 4, 7, 6, 3, 7, 6, 7, 7, 3, 4, 5, 5, 5, 6, 3, 7, 7, 7, 2, 6, 5, 4, 6, 6, 1, 7, 7, 4, 5, 5, 5, 7, 2, 3, 4, 7, 6, 4, 4, 4, 6, 4, 7, 2, 2, 2, 6, 6, 6, 2, 7, 5, 6, 6, 6, 5, 3, 5, 1, 7, 6, 4, 3, 6, 7, 6, 7, 4, 3, 2, 4, 7, 5, 6, 3, 7, 4, 5, 7, 7, 7, 3, 6, 7, 5, 6, 7, 4, 3, 7, 5, 6, 6, 6, 7, 1, 5, 6, 7, 4, 6, 5, 6, 5, 7, 2, 4, 3, 6, 7, 3, 5, 2, 6, 7, 4, 6, 7, 5, 2, 7, 7, 7, 5, 6, 6, 6, 5, 2, 7, 4, 4, 4, 7, 6, 6, 6, 7, 7, 7, 4, 5, 2, 3, 5, 4, 6, 7, 3, 2, 6, 7, 4, 3, 7, 4, 7, 3, 6, 6, 7, 6, 5, 5, 5, 2, 2, 5, 7, 7, 7, 3, 4, 5, 3, 7, 7, 7, 5, 5, 5, 6, 6, 5, 6, 2, 6, 3, 6, 5, 3, 7, 6, 2, 2, 4, 1, 5, 4, 3, 7, 3, 7, 5, 6, 5, 4, 7, 7, 7, 6, 6, 3, 4, 6, 2, 3, 1, 7, 2, 1, 5, 7, 5, 5, 5, 6, 3, 5, 6, 4, 6, 7, 6, 5, 4, 2},
}
_.FortuneMouseReelReSpinRange = {
{3, 3, 3},
}
_.FortuneMouseReelReSpinReel = {
{1, 1, 1, 2, 2, 2, 2, 7, 7, 7, 7, 8, 8, 8, 6, 6, 6, 6, 3, 3, 3, 3, 8, 8, 8, 5, 5, 5, 5, 4, 4, 4, 4, 8, 8, 8},
{1, 1, 1},
{1, 1, 1, 2, 2, 2, 2, 7, 7, 7, 7, 8, 8, 8, 6, 6, 6, 6, 3, 3, 3, 3, 8, 8, 8, 5, 5, 5, 5, 4, 4, 4, 4, 8, 8, 8},
}
_.FortuneMouseSymbol = {
[1] = {
id = 1,
name = "wild",
is_wild = true,
group = {1},
pay_rate = {0, 0, 300},
client_order = 1,
client_dsc = "",
},
[2] = {
id = 2,
name = "倒福",
is_wild = false,
group = {2},
pay_rate = {0, 0, 100},
client_order = 2,
client_dsc = "",
},
[3] = {
id = 3,
name = "红包",
is_wild = false,
group = {3},
pay_rate = {0, 0, 50},
client_order = 3,
client_dsc = "",
},
[4] = {
id = 4,
name = "钱袋",
is_wild = false,
group = {4},
pay_rate = {0, 0, 30},
client_order = 4,
client_dsc = "",
},
[5] = {
id = 5,
name = "爆竹",
is_wild = false,
group = {5},
pay_rate = {0, 0, 15},
client_order = 5,
client_dsc = "",
},
[6] = {
id = 6,
name = "橘子",
is_wild = false,
group = {6},
pay_rate = {0, 0, 5},
client_order = 6,
client_dsc = "",
},
[7] = {
id = 7,
name = "花生",
is_wild = false,
group = {7},
pay_rate = {0, 0, 3},
client_order = 7,
client_dsc = "",
},
[8] = {
id = 8,
name = "SuperStack",
is_wild = false,
group = {8},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
}
_.FortuneMouseSymbolBetRatio = {
{
bet_ratio = 1,
},
}
return _

View File

@ -0,0 +1,293 @@
-- <important: auto generate by excel-to-lua converter, do not modify>
local _ = {}
_.FortuneOxBetBetChangeList = {
[0] = {
index = 0,
bet_change_list = 0.3,
bet_size_index = 0,
bet_level_index = 0,
},
[1] = {
index = 1,
bet_change_list = 0.6,
bet_size_index = 0,
bet_level_index = 1,
},
[2] = {
index = 2,
bet_change_list = 0.9,
bet_size_index = 0,
bet_level_index = 2,
},
[3] = {
index = 3,
bet_change_list = 1,
bet_size_index = 1,
bet_level_index = 0,
},
[4] = {
index = 4,
bet_change_list = 1.5,
bet_size_index = 0,
bet_level_index = 4,
},
[5] = {
index = 5,
bet_change_list = 3,
bet_size_index = 0,
bet_level_index = 9,
},
[6] = {
index = 6,
bet_change_list = 5,
bet_size_index = 1,
bet_level_index = 4,
},
[7] = {
index = 7,
bet_change_list = 9,
bet_size_index = 3,
bet_level_index = 0,
},
[8] = {
index = 8,
bet_change_list = 10,
bet_size_index = 1,
bet_level_index = 9,
},
[9] = {
index = 9,
bet_change_list = 15,
bet_size_index = 2,
bet_level_index = 4,
},
[10] = {
index = 10,
bet_change_list = 30,
bet_size_index = 2,
bet_level_index = 9,
},
[11] = {
index = 11,
bet_change_list = 45,
bet_size_index = 3,
bet_level_index = 4,
},
[12] = {
index = 12,
bet_change_list = 90,
bet_size_index = 3,
bet_level_index = 9,
},
}
_.FortuneOxBetBetLevel = {
[0] = {
index = 0,
bet_level = 1,
},
[1] = {
index = 1,
bet_level = 2,
},
[2] = {
index = 2,
bet_level = 3,
},
[3] = {
index = 3,
bet_level = 4,
},
[4] = {
index = 4,
bet_level = 5,
},
[5] = {
index = 5,
bet_level = 6,
},
[6] = {
index = 6,
bet_level = 7,
},
[7] = {
index = 7,
bet_level = 8,
},
[8] = {
index = 8,
bet_level = 9,
},
[9] = {
index = 9,
bet_level = 10,
},
}
_.FortuneOxBetBetLine = {
[0] = {
index = 0,
bet_line = 10,
},
}
_.FortuneOxBetBetSize = {
[0] = {
index = 0,
bet_size = 300,
},
[1] = {
index = 1,
bet_size = 1000,
},
[2] = {
index = 2,
bet_size = 3000,
},
[3] = {
index = 3,
bet_size = 9000,
},
}
_.FortuneOxFormation = {
{
spin_type = 1,
node_type = "BaseSpin",
id = 1,
seq_id = 1,
reel = "BaseSpin",
matrix = "Line10Form343TypeA",
symbol = "Default",
first_init_method = 2,
other_init_method = 4,
first_init_symbols = {},
other_init_symbols = {},
},
{
spin_type = 3,
node_type = "ReSpin",
id = 1,
seq_id = 1,
reel = "ReSpin",
matrix = "Line10Form343TypeA",
symbol = "Default",
first_init_method = 3,
other_init_method = 3,
first_init_symbols = {},
other_init_symbols = {},
},
}
_.FortuneOxReelBaseSpinRange = {
{3, 4, 3},
}
_.FortuneOxReelBaseSpinReel = {
{3, 7, 2, 2, 2, 3, 5, 4, 7, 5, 5, 5, 6, 2, 4, 5, 6, 7, 6, 6, 6, 2, 2, 2, 1, 1, 4, 4, 4, 5, 7, 5, 4, 6, 4, 4, 3, 4, 7, 7, 7, 4, 7, 4, 7, 3, 3, 3, 5, 2, 6, 4, 4, 4, 5, 7, 7, 7, 2, 5, 7, 4, 2, 6, 5, 7, 6, 6, 6, 2, 2, 2, 5, 6, 2, 2, 2, 5, 7, 6, 6, 4, 2, 7, 7, 7, 6, 5, 7, 6, 1, 5, 5, 2, 6, 6, 2, 5, 5, 7, 7, 1, 6, 6, 6, 5, 7, 5, 6, 7, 2, 5, 6, 5, 7, 7, 7, 6, 2, 5, 7, 6, 6, 7, 7, 6, 7, 5, 2, 6, 7, 7, 5, 3, 6, 7, 7, 6, 5, 2, 2, 2, 7, 7, 7, 4, 5, 4, 4, 4, 6, 4, 4, 7, 4, 2, 6, 7, 7, 5, 5, 5, 7, 6, 1, 2, 4, 6, 5, 7, 2, 2, 2, 7, 4, 7, 5, 6, 7, 7, 7, 5, 6, 7, 4, 6, 1, 5, 5, 5, 6, 6, 6, 7, 4, 5, 2, 3, 7, 5, 7, 6, 7, 7, 7, 7, 7, 5, 7, 4, 5, 5, 5, 2, 7, 7, 7, 4, 5, 7, 6, 5, 7, 6, 5, 5, 7, 4, 5, 6, 7, 6, 4, 4, 2, 5, 5, 5, 7, 6, 4, 5, 4, 6, 7, 4, 7, 3, 6, 5, 7, 7, 6, 2, 7, 7, 2, 2, 6, 5, 2, 6, 6, 6, 4, 6, 5, 4, 6, 6, 6, 3, 4, 7, 2, 5, 6, 7, 2, 6, 6, 6, 6, 6, 7, 7, 7, 7, 5, 4, 7, 5, 7, 2, 6, 7, 5, 5, 5, 6},
{5, 6, 3, 4, 6, 4, 7, 7, 7, 7, 6, 2, 7, 5, 6, 4, 4, 4, 4, 3, 1, 2, 3, 4, 4, 7, 5, 5, 5, 5, 6, 6, 6, 6, 4, 7, 6, 1, 1, 7, 4, 5, 7, 6, 5, 4, 6, 7, 4, 7, 3, 5, 6, 7, 1, 5, 7, 3, 4, 6, 7, 2, 2, 2, 2, 7, 7, 6, 6, 3, 4, 6, 5, 1, 7, 6, 6, 4, 5, 7, 2, 5, 7, 6, 4, 4, 4, 4, 3, 6, 1, 3, 5, 4, 6, 7, 2, 3, 4, 6, 6, 6, 6, 3, 6, 7, 2, 3, 7, 6, 5, 4, 7, 6, 4, 3, 3, 3, 3, 4, 7, 7, 5, 1, 6, 5, 7, 7, 6, 6, 2, 5, 5, 4, 7, 7, 5, 3, 4, 2, 6, 5, 6, 4, 7, 5, 5, 5, 7, 7, 6, 7, 6, 3, 1, 1, 1, 5, 3, 7, 7, 7, 7, 7, 6, 4, 7, 6, 4, 1, 7, 5, 3, 5, 5, 5, 5, 1, 7, 4, 6, 7, 4, 6, 7, 4, 6, 3, 7, 5, 6, 3, 5, 1, 1, 1, 6, 5, 4, 5, 7, 7, 7, 7, 1, 2, 2, 3, 3, 7, 7, 7, 7, 7, 4, 7, 6, 5, 2, 4, 3, 5, 7, 6, 5, 7, 1, 3, 4, 7, 6, 6, 6, 6, 7, 1, 6, 5, 7, 3, 5, 6, 7, 7, 3, 6, 7, 5, 5, 7, 7, 7, 7, 7, 6, 5, 5, 5, 5, 1, 1, 1, 1, 2, 4, 6, 3, 5, 7, 5, 2, 7, 6, 5, 3, 4, 1, 6, 6, 6, 6, 5, 1, 7, 7, 7, 7, 6, 3, 7, 5, 4, 4, 7, 6, 7, 7, 7, 7, 7},
{5, 5, 5, 7, 7, 7, 6, 4, 4, 4, 3, 3, 3, 6, 1, 7, 6, 5, 5, 5, 6, 7, 5, 4, 3, 6, 7, 5, 4, 3, 7, 7, 7, 6, 6, 3, 7, 7, 7, 2, 4, 4, 4, 6, 1, 1, 3, 7, 5, 3, 7, 6, 4, 7, 6, 3, 7, 6, 7, 7, 3, 4, 5, 5, 5, 6, 3, 7, 7, 7, 2, 6, 5, 6, 6, 6, 7, 7, 7, 4, 5, 5, 5, 7, 2, 3, 4, 7, 6, 4, 7, 3, 6, 4, 7, 2, 2, 2, 6, 6, 6, 3, 7, 5, 6, 6, 6, 3, 7, 5, 3, 7, 6, 4, 3, 6, 7, 4, 6, 7, 3, 2, 7, 7, 7, 6, 3, 3, 3, 5, 7, 7, 7, 3, 6, 3, 1, 1, 7, 6, 3, 7, 5, 6, 6, 6, 7, 3, 5, 6, 7, 4, 6, 6, 6, 5, 3, 2, 7, 3, 6, 7, 3, 5, 2, 6, 7, 4, 6, 7, 5, 2, 7, 7, 7, 5, 6, 6, 6, 5, 3, 7, 4, 4, 4, 7, 6, 6, 6, 7, 7, 7, 4, 5, 2, 3, 5, 4, 6, 7, 3, 2, 6, 7, 4, 3, 7, 4, 7, 3, 6, 6, 7, 6, 5, 5, 5, 2, 2, 7, 7, 7, 7, 3, 4, 5, 3, 7, 7, 7, 5, 5, 5, 6, 6, 6, 6, 2, 6, 3, 6, 5, 3, 7, 6, 2, 2, 4, 3, 3, 3, 5, 7, 3, 5, 7, 6, 5, 7, 7, 7, 7, 6, 6, 3, 7, 4, 6, 2, 3, 5, 7, 2, 1, 5, 7, 6, 5, 5, 5, 6, 3, 5, 6, 4, 6, 7, 6, 7, 4, 2, 7, 7, 7, 6, 6, 6, 7, 7, 7},
}
_.FortuneOxReelReSpinRange = {
{3, 4, 3},
}
_.FortuneOxReelReSpinReel = {
{9, 9, 9, 9, 9, 9, 9, 1, 1, 1, 1, 1, 1, 1, 9, 9, 9, 9, 9, 9, 9, 2, 2, 2, 2, 2, 2, 2, 7, 7, 7, 7, 7, 7, 7, 7, 1, 1, 1, 1, 1, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 3, 3, 3, 3, 3, 9, 9, 9, 9, 9, 9, 9, 1, 1, 1, 1, 1, 1, 8, 8, 8, 8, 8, 8, 8, 8, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 8, 8, 8, 8, 8, 8, 8, 8},
{9, 9, 9, 9, 9, 9, 9, 1, 1, 1, 1, 1, 1, 1, 9, 9, 9, 9, 9, 9, 9, 2, 2, 2, 2, 2, 2, 2, 7, 7, 7, 7, 7, 7, 7, 7, 1, 1, 1, 1, 1, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 3, 3, 3, 3, 3, 9, 9, 9, 9, 9, 9, 9, 1, 1, 1, 1, 1, 1, 8, 8, 8, 8, 8, 8, 8, 8, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 8, 8, 8, 8, 8, 8, 8, 8},
{9, 9, 9, 9, 9, 9, 9, 1, 1, 1, 1, 1, 1, 1, 9, 9, 9, 9, 9, 9, 9, 2, 2, 2, 2, 2, 2, 2, 7, 7, 7, 7, 7, 7, 7, 7, 1, 1, 1, 1, 1, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 3, 3, 3, 3, 3, 9, 9, 9, 9, 9, 9, 9, 1, 1, 1, 1, 1, 1, 8, 8, 8, 8, 8, 8, 8, 8, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 8, 8, 8, 8, 8, 8, 8, 8},
}
_.FortuneOxSymbol = {
[1] = {
id = 1,
name = "wild",
is_wild = true,
group = {1},
pay_rate = {0, 0, 200},
client_order = 1,
client_dsc = "",
},
[2] = {
id = 2,
name = "元宝",
is_wild = false,
group = {2},
pay_rate = {0, 0, 100},
client_order = 2,
client_dsc = "",
},
[3] = {
id = 3,
name = "金锦盒",
is_wild = false,
group = {3},
pay_rate = {0, 0, 50},
client_order = 3,
client_dsc = "",
},
[4] = {
id = 4,
name = "钱袋",
is_wild = false,
group = {4},
pay_rate = {0, 0, 20},
client_order = 4,
client_dsc = "",
},
[5] = {
id = 5,
name = "红包",
is_wild = false,
group = {5},
pay_rate = {0, 0, 10},
client_order = 5,
client_dsc = "",
},
[6] = {
id = 6,
name = "橘子",
is_wild = false,
group = {6},
pay_rate = {0, 0, 5},
client_order = 6,
client_dsc = "",
},
[7] = {
id = 7,
name = "炮竹",
is_wild = false,
group = {7},
pay_rate = {0, 0, 3},
client_order = 7,
client_dsc = "",
},
[8] = {
id = 8,
name = "SuperStack1",
is_wild = false,
group = {8},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[9] = {
id = 9,
name = "SuperStack2",
is_wild = false,
group = {9},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
}
_.FortuneOxSymbolBetRatio = {
{
bet_ratio = 1,
},
}
return _

View File

@ -0,0 +1,346 @@
-- <important: auto generate by excel-to-lua converter, do not modify>
local _ = {}
_.FortuneRabbitBetBetChangeList = {
[0] = {
index = 0,
bet_change_list = 0.3,
bet_size_index = 0,
bet_level_index = 0,
},
[1] = {
index = 1,
bet_change_list = 0.6,
bet_size_index = 0,
bet_level_index = 1,
},
[2] = {
index = 2,
bet_change_list = 0.9,
bet_size_index = 0,
bet_level_index = 2,
},
[3] = {
index = 3,
bet_change_list = 1,
bet_size_index = 1,
bet_level_index = 0,
},
[4] = {
index = 4,
bet_change_list = 1.5,
bet_size_index = 0,
bet_level_index = 4,
},
[5] = {
index = 5,
bet_change_list = 3,
bet_size_index = 0,
bet_level_index = 9,
},
[6] = {
index = 6,
bet_change_list = 5,
bet_size_index = 1,
bet_level_index = 4,
},
[7] = {
index = 7,
bet_change_list = 9,
bet_size_index = 3,
bet_level_index = 0,
},
[8] = {
index = 8,
bet_change_list = 10,
bet_size_index = 1,
bet_level_index = 9,
},
[9] = {
index = 9,
bet_change_list = 15,
bet_size_index = 2,
bet_level_index = 4,
},
[10] = {
index = 10,
bet_change_list = 30,
bet_size_index = 2,
bet_level_index = 9,
},
[11] = {
index = 11,
bet_change_list = 45,
bet_size_index = 3,
bet_level_index = 4,
},
[12] = {
index = 12,
bet_change_list = 90,
bet_size_index = 3,
bet_level_index = 9,
},
}
_.FortuneRabbitBetBetLevel = {
[0] = {
index = 0,
bet_level = 1,
},
[1] = {
index = 1,
bet_level = 2,
},
[2] = {
index = 2,
bet_level = 3,
},
[3] = {
index = 3,
bet_level = 4,
},
[4] = {
index = 4,
bet_level = 5,
},
[5] = {
index = 5,
bet_level = 6,
},
[6] = {
index = 6,
bet_level = 7,
},
[7] = {
index = 7,
bet_level = 8,
},
[8] = {
index = 8,
bet_level = 9,
},
[9] = {
index = 9,
bet_level = 10,
},
}
_.FortuneRabbitBetBetLine = {
[0] = {
index = 0,
bet_line = 10,
},
}
_.FortuneRabbitBetBetSize = {
[0] = {
index = 0,
bet_size = 300,
},
[1] = {
index = 1,
bet_size = 1000,
},
[2] = {
index = 2,
bet_size = 3000,
},
[3] = {
index = 3,
bet_size = 9000,
},
}
_.FortuneRabbitCashPrizeWeight = {
{
id = 1,
prize_value = 0.5,
weight = 144,
},
{
id = 2,
prize_value = 1,
weight = 25,
},
{
id = 3,
prize_value = 2,
weight = 25,
},
{
id = 4,
prize_value = 5,
weight = 100,
},
{
id = 5,
prize_value = 10,
weight = 50,
},
{
id = 6,
prize_value = 20,
weight = 25,
},
{
id = 7,
prize_value = 30,
weight = 15,
},
{
id = 8,
prize_value = 50,
weight = 10,
},
{
id = 9,
prize_value = 100,
weight = 5,
},
{
id = 10,
prize_value = 500,
weight = 1,
},
}
_.FortuneRabbitFormation = {
{
spin_type = 1,
node_type = "BaseSpin",
id = 1,
seq_id = 1,
reel = "BaseSpin",
matrix = "Line10Form343TypeA",
symbol = "Default",
first_init_method = 2,
other_init_method = 4,
first_init_symbols = {},
other_init_symbols = {},
},
{
spin_type = 3,
node_type = "FreeSpin",
id = 1,
seq_id = 1,
reel = "FreeSpin",
matrix = "Line10Form343TypeA",
symbol = "Default",
first_init_method = 3,
other_init_method = 3,
first_init_symbols = {},
other_init_symbols = {},
},
}
_.FortuneRabbitReelBaseSpinRange = {
{3, 4, 3},
}
_.FortuneRabbitReelBaseSpinReel = {
{3, 7, 2, 2, 2, 3, 5, 4, 7, 8, 8, 8, 6, 2, 4, 5, 6, 7, 6, 6, 6, 2, 2, 2, 1, 5, 4, 4, 4, 5, 7, 5, 4, 6, 4, 4, 3, 4, 7, 7, 7, 4, 5, 6, 7, 3, 3, 3, 5, 2, 6, 4, 4, 4, 5, 7, 7, 7, 2, 5, 7, 4, 2, 6, 5, 7, 8, 8, 8, 2, 2, 2, 5, 6, 2, 2, 2, 5, 7, 6, 6, 4, 2, 7, 7, 7, 6, 5, 7, 6, 1, 5, 5, 2, 6, 6, 2, 5, 5, 7, 7, 1, 6, 6, 6, 5, 7, 5, 6, 7, 2, 5, 6, 5, 3, 3, 3, 6, 2, 5, 7, 6, 8, 8, 8, 6, 7, 5, 2, 6, 7, 7, 5, 3, 6, 7, 7, 6, 5, 2, 2, 2, 7, 8, 8, 8, 5, 4, 4, 4, 6, 4, 4, 7, 4, 2, 6, 7, 7, 5, 5, 5, 7, 6, 1, 2, 4, 6, 5, 7, 2, 2, 2, 7, 4, 7, 5, 6, 8, 8, 8, 5, 6, 7, 4, 6, 1, 5, 5, 5, 6, 6, 6, 7, 4, 5, 2, 3, 7, 5, 7, 6, 4, 4, 4, 7, 7, 7, 3, 4, 5, 5, 5, 2, 7, 7, 7, 4, 5, 7, 6, 5, 7, 6, 5, 5, 7, 4, 5, 6, 7, 6, 4, 4, 2, 5, 5, 5, 7, 6, 4, 5, 4, 6, 7, 4, 7, 3, 6, 5, 8, 8, 8, 2, 7, 7, 2, 2, 6, 5, 2, 6, 4, 7, 6, 3, 5, 4, 6, 6, 6, 3, 4, 7, 2, 5, 6, 7, 2, 4, 5, 6, 6, 6, 8, 8, 8, 7, 5, 4, 1, 5, 7, 2, 6, 7, 5, 5, 5, 6},
{5, 6, 3, 4, 6, 4, 6, 5, 7, 4, 6, 2, 7, 5, 6, 4, 4, 4, 4, 3, 5, 2, 3, 4, 4, 7, 5, 5, 5, 5, 8, 8, 8, 8, 4, 7, 6, 5, 1, 7, 4, 5, 7, 6, 5, 4, 8, 8, 8, 8, 3, 5, 6, 4, 1, 5, 7, 3, 4, 6, 7, 2, 2, 2, 2, 6, 7, 6, 7, 3, 4, 6, 5, 1, 7, 6, 6, 4, 5, 8, 8, 5, 7, 6, 4, 4, 4, 4, 3, 6, 1, 3, 5, 4, 6, 7, 2, 3, 4, 5, 5, 5, 5, 3, 6, 7, 2, 3, 7, 6, 5, 4, 7, 6, 4, 3, 3, 3, 3, 4, 7, 7, 5, 1, 6, 5, 7, 4, 6, 3, 2, 5, 5, 4, 7, 7, 5, 3, 4, 8, 8, 5, 6, 4, 7, 5, 5, 5, 5, 8, 8, 7, 6, 3, 1, 1, 1, 5, 3, 4, 6, 7, 5, 3, 6, 4, 7, 6, 4, 1, 7, 5, 8, 8, 5, 5, 5, 1, 7, 4, 6, 7, 4, 6, 7, 4, 6, 3, 7, 5, 6, 3, 5, 6, 4, 7, 5, 6, 4, 5, 7, 7, 7, 7, 1, 2, 2, 3, 3, 7, 8, 8, 8, 8, 4, 7, 6, 5, 2, 4, 3, 5, 7, 6, 5, 7, 1, 3, 4, 7, 6, 6, 6, 6, 7, 1, 6, 5, 7, 3, 5, 6, 7, 7, 3, 6, 7, 5, 5, 8, 8, 8, 8, 7, 6, 5, 5, 5, 5, 1, 1, 1, 1, 2, 4, 6, 3, 5, 8, 8, 8, 8, 6, 5, 3, 4, 2, 6, 6, 6, 6, 5, 1, 7, 7, 7, 7, 6, 3, 7, 5, 4, 4, 7, 6, 5, 5, 5, 5, 7},
{5, 5, 5, 6, 7, 3, 6, 4, 4, 4, 3, 3, 3, 4, 7, 1, 6, 5, 5, 5, 6, 7, 5, 4, 3, 6, 7, 5, 4, 3, 8, 8, 8, 6, 6, 3, 7, 7, 7, 2, 4, 4, 4, 1, 1, 1, 3, 7, 5, 3, 7, 6, 4, 7, 6, 3, 4, 6, 5, 7, 3, 4, 5, 5, 5, 6, 3, 7, 7, 7, 2, 6, 5, 6, 6, 6, 8, 8, 8, 4, 5, 5, 5, 7, 2, 3, 4, 7, 6, 4, 7, 3, 6, 4, 7, 2, 4, 3, 6, 6, 6, 3, 7, 5, 8, 8, 8, 3, 7, 5, 3, 7, 6, 4, 3, 6, 7, 4, 6, 7, 3, 2, 7, 7, 7, 6, 3, 3, 3, 5, 8, 8, 8, 3, 6, 3, 1, 1, 7, 6, 3, 7, 5, 2, 2, 2, 7, 3, 5, 6, 7, 4, 6, 6, 6, 5, 3, 2, 7, 3, 6, 7, 3, 5, 2, 6, 7, 4, 6, 7, 5, 2, 7, 7, 7, 5, 6, 6, 6, 5, 3, 7, 4, 4, 4, 7, 6, 6, 6, 8, 8, 8, 4, 5, 2, 3, 5, 4, 6, 7, 3, 2, 6, 7, 4, 3, 8, 8, 8, 3, 6, 6, 7, 6, 5, 5, 5, 2, 2, 8, 8, 8, 7, 3, 4, 5, 3, 7, 7, 7, 5, 5, 5, 4, 4, 4, 6, 2, 6, 3, 6, 5, 3, 7, 6, 2, 2, 4, 3, 3, 3, 5, 7, 3, 5, 7, 6, 5, 7, 7, 7, 7, 6, 6, 3, 7, 4, 6, 2, 3, 5, 7, 2, 1, 5, 7, 6, 5, 5, 5, 6, 3, 5, 6, 4, 6, 7, 6, 7, 4, 2, 7, 7, 7, 6, 6, 6, 7, 7, 7},
}
_.FortuneRabbitReelFreeSpinRange = {
{3, 4, 3},
}
_.FortuneRabbitReelFreeSpinReel = {
{200, 200, 200, 200, 8, 8, 8, 200, 200, 200, 200, 200},
{200, 200, 200, 8, 8, 8, 8, 200, 200, 200, 200, 200},
{200, 200, 200, 200, 8, 8, 8, 200, 200, 200, 200, 200},
}
_.FortuneRabbitSymbol = {
[1] = {
id = 1,
name = "wild",
is_wild = true,
group = {1},
pay_rate = {0, 0, 200},
client_order = 1,
client_dsc = "",
},
[2] = {
id = 2,
name = "元宝",
is_wild = false,
group = {2},
pay_rate = {0, 0, 100},
client_order = 2,
client_dsc = "",
},
[3] = {
id = 3,
name = "钱袋",
is_wild = false,
group = {3},
pay_rate = {0, 0, 50},
client_order = 3,
client_dsc = "",
},
[4] = {
id = 4,
name = "红包",
is_wild = false,
group = {4},
pay_rate = {0, 0, 10},
client_order = 4,
client_dsc = "",
},
[5] = {
id = 5,
name = "铜币",
is_wild = false,
group = {5},
pay_rate = {0, 0, 5},
client_order = 5,
client_dsc = "",
},
[6] = {
id = 6,
name = "爆竹",
is_wild = false,
group = {6},
pay_rate = {0, 0, 3},
client_order = 6,
client_dsc = "",
},
[7] = {
id = 7,
name = "胡萝卜",
is_wild = false,
group = {7},
pay_rate = {0, 0, 2},
client_order = 7,
client_dsc = "",
},
[8] = {
id = 8,
name = "Cash",
is_wild = false,
group = {8},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[200] = {
id = 200,
name = "Empty",
is_wild = false,
group = {200},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
}
_.FortuneRabbitSymbolBetRatio = {
{
bet_ratio = 1,
},
}
return _

View File

@ -0,0 +1,293 @@
-- <important: auto generate by excel-to-lua converter, do not modify>
local _ = {}
_.FortuneTigerBetBetChangeList = {
[0] = {
index = 0,
bet_change_list = 0.15,
bet_size_index = 0,
bet_level_index = 0,
},
[1] = {
index = 1,
bet_change_list = 0.3,
bet_size_index = 0,
bet_level_index = 1,
},
[2] = {
index = 2,
bet_change_list = 0.45,
bet_size_index = 0,
bet_level_index = 2,
},
[3] = {
index = 3,
bet_change_list = 0.5,
bet_size_index = 1,
bet_level_index = 0,
},
[4] = {
index = 4,
bet_change_list = 0.75,
bet_size_index = 0,
bet_level_index = 4,
},
[5] = {
index = 5,
bet_change_list = 1.5,
bet_size_index = 0,
bet_level_index = 9,
},
[6] = {
index = 6,
bet_change_list = 2.5,
bet_size_index = 1,
bet_level_index = 4,
},
[7] = {
index = 7,
bet_change_list = 4.5,
bet_size_index = 3,
bet_level_index = 0,
},
[8] = {
index = 8,
bet_change_list = 5,
bet_size_index = 1,
bet_level_index = 9,
},
[9] = {
index = 9,
bet_change_list = 7.5,
bet_size_index = 2,
bet_level_index = 4,
},
[10] = {
index = 10,
bet_change_list = 15,
bet_size_index = 2,
bet_level_index = 9,
},
[11] = {
index = 11,
bet_change_list = 22.5,
bet_size_index = 3,
bet_level_index = 4,
},
[12] = {
index = 12,
bet_change_list = 45,
bet_size_index = 3,
bet_level_index = 9,
},
}
_.FortuneTigerBetBetLevel = {
[0] = {
index = 0,
bet_level = 1,
},
[1] = {
index = 1,
bet_level = 2,
},
[2] = {
index = 2,
bet_level = 3,
},
[3] = {
index = 3,
bet_level = 4,
},
[4] = {
index = 4,
bet_level = 5,
},
[5] = {
index = 5,
bet_level = 6,
},
[6] = {
index = 6,
bet_level = 7,
},
[7] = {
index = 7,
bet_level = 8,
},
[8] = {
index = 8,
bet_level = 9,
},
[9] = {
index = 9,
bet_level = 10,
},
}
_.FortuneTigerBetBetLine = {
[0] = {
index = 0,
bet_line = 5,
},
}
_.FortuneTigerBetBetSize = {
[0] = {
index = 0,
bet_size = 300,
},
[1] = {
index = 1,
bet_size = 1000,
},
[2] = {
index = 2,
bet_size = 3000,
},
[3] = {
index = 3,
bet_size = 9000,
},
}
_.FortuneTigerFormation = {
{
spin_type = 1,
node_type = "BaseSpin",
id = 1,
seq_id = 1,
reel = "BaseSpin",
matrix = "Line5Form3X3TypeB",
symbol = "Default",
first_init_method = 2,
other_init_method = 4,
first_init_symbols = {},
other_init_symbols = {},
},
{
spin_type = 3,
node_type = "ReSpin",
id = 1,
seq_id = 1,
reel = "ReSpin",
matrix = "Line5Form3X3TypeB",
symbol = "Default",
first_init_method = 3,
other_init_method = 3,
first_init_symbols = {},
other_init_symbols = {},
},
}
_.FortuneTigerReelBaseSpinRange = {
{3, 3, 3},
}
_.FortuneTigerReelBaseSpinReel = {
{3, 7, 2, 2, 2, 3, 5, 4, 7, 5, 5, 5, 6, 2, 4, 7, 6, 6, 6, 4, 3, 4, 0, 3, 7, 7, 6, 5, 7, 5, 4, 6, 4, 4, 3, 4, 7, 7, 7, 4, 7, 4, 7, 3, 3, 3, 5, 2, 6, 4, 4, 4, 5, 7, 7, 7, 2, 5, 7, 4, 3, 6, 5, 7, 6, 3, 6, 6, 2, 3, 5, 6, 3, 2, 2, 5, 7, 6, 6, 4, 0, 7, 7, 3, 6, 4, 7, 6, 0, 5, 5, 2, 6, 6, 2, 5, 5, 7, 7, 0, 4, 4, 4, 5, 3, 5, 6, 7, 2, 5, 6, 5, 7, 7, 7, 6, 0, 5, 7, 6, 6, 7, 7, 6, 3, 5, 0, 6, 7, 7, 5, 3, 6, 7, 7, 6, 5, 5, 0, 3, 7, 7, 7, 4, 5, 4, 4, 4, 6, 4, 4, 7, 4, 2, 6, 3, 5, 7, 5, 5, 5, 6, 0, 2, 4, 6, 5, 3, 3, 3, 2, 7, 4, 7, 6, 7, 7, 7, 6, 7, 4, 6, 0, 5, 6, 6, 6, 7, 4, 5, 2, 3, 7, 5, 7, 6, 7, 7, 3, 3, 7, 5, 7, 4, 5, 5, 5, 2, 7, 7, 7, 4, 5, 7, 7, 5, 5, 7, 4, 5, 6, 7, 6, 4, 4, 0, 6, 6, 5, 7, 6, 4, 5, 4, 6, 7, 4, 7, 3, 6, 5, 7, 7, 6, 2, 7, 3, 2, 2, 6, 5, 2, 6, 6, 6, 4, 6, 4, 6, 6, 6, 3, 4, 7, 0, 5, 6, 7, 2, 6, 7, 6, 6, 3, 6, 7, 6, 3, 5, 4, 7, 5, 7, 2, 6, 3, 5, 5, 5, 6},
{5, 6, 3, 4, 6, 4, 5, 7, 5, 6, 2, 2, 5, 4, 6, 5, 4, 4, 4, 3, 5, 2, 6, 4, 5, 7, 4, 5, 5, 5, 7, 6, 6, 6, 4, 7, 6, 0, 0, 7, 4, 5, 6, 6, 5, 4, 2, 2, 4, 7, 3, 6, 7, 6, 0, 7, 7, 3, 7, 6, 7, 7, 2, 2, 2, 7, 7, 6, 6, 3, 6, 4, 5, 7, 6, 6, 4, 5, 7, 2, 5, 7, 6, 4, 4, 4, 3, 6, 0, 3, 5, 4, 6, 7, 2, 3, 4, 6, 6, 6, 7, 3, 6, 7, 2, 3, 7, 6, 5, 4, 6, 6, 4, 7, 3, 3, 3, 4, 7, 7, 6, 0, 5, 5, 7, 7, 6, 6, 2, 5, 5, 4, 7, 7, 5, 3, 4, 2, 6, 5, 6, 4, 7, 5, 5, 5, 7, 7, 6, 7, 6, 3, 0, 0, 0, 5, 3, 7, 4, 7, 7, 7, 6, 4, 7, 6, 4, 0, 7, 5, 3, 5, 5, 5, 4, 7, 5, 6, 7, 4, 6, 7, 4, 6, 3, 2, 5, 6, 3, 5, 0, 0, 0, 6, 5, 4, 5, 4, 7, 7, 7, 6, 2, 7, 3, 7, 5, 5, 7, 3, 4, 7, 6, 5, 2, 4, 3, 5, 7, 6, 5, 7, 0, 3, 4, 7, 6, 6, 6, 7, 7, 0, 6, 5, 7, 3, 5, 2, 7, 7, 3, 6, 7, 7, 5, 5, 7, 7, 7, 2, 6, 7, 3, 5, 7, 0, 0, 0, 6, 4, 6, 3, 5, 7, 5, 2, 7, 6, 5, 3, 4, 0, 6, 6, 5, 7, 6, 0, 7, 6, 7, 7, 6, 3, 3, 2, 4, 4, 7, 2},
{7, 5, 5, 5, 7, 7, 7, 6, 4, 4, 4, 3, 3, 3, 6, 0, 7, 6, 3, 5, 5, 6, 7, 5, 4, 4, 4, 7, 5, 4, 0, 7, 7, 7, 6, 6, 3, 7, 7, 7, 2, 4, 4, 4, 6, 0, 0, 0, 7, 5, 2, 5, 6, 4, 7, 6, 3, 7, 6, 7, 7, 3, 4, 5, 5, 5, 6, 3, 7, 7, 7, 2, 6, 5, 4, 6, 6, 0, 7, 7, 4, 5, 5, 5, 7, 2, 3, 4, 7, 6, 4, 4, 4, 6, 4, 7, 2, 2, 2, 6, 6, 6, 2, 7, 5, 6, 6, 6, 5, 3, 5, 0, 7, 6, 4, 3, 6, 7, 6, 7, 4, 3, 2, 4, 7, 5, 6, 3, 0, 4, 5, 7, 7, 7, 3, 6, 0, 0, 0, 7, 4, 3, 7, 5, 6, 6, 6, 7, 0, 5, 6, 7, 4, 6, 5, 6, 5, 0, 2, 4, 3, 6, 7, 3, 5, 2, 6, 7, 4, 6, 7, 5, 2, 7, 7, 7, 5, 6, 6, 6, 5, 2, 7, 4, 4, 4, 7, 6, 6, 6, 7, 7, 7, 4, 5, 2, 3, 5, 4, 6, 7, 3, 2, 6, 7, 4, 3, 7, 4, 7, 3, 6, 6, 7, 6, 5, 5, 5, 2, 2, 5, 7, 7, 7, 3, 4, 5, 3, 7, 7, 7, 5, 5, 5, 6, 6, 5, 6, 2, 6, 3, 6, 5, 3, 7, 6, 2, 2, 4, 0, 5, 4, 3, 7, 3, 7, 5, 6, 5, 7, 7, 7, 7, 6, 6, 3, 4, 6, 2, 3, 0, 7, 2, 0, 5, 7, 5, 5, 5, 6, 3, 5, 6, 4, 6, 7, 6, 5, 4, 2},
}
_.FortuneTigerReelReSpinRange = {
{3, 3, 3},
}
_.FortuneTigerReelReSpinReel = {
{8, 8, 0, 200, 200, 8, 8, 8, 200, 200, 0, 200, 200, 8, 8, 200, 200, 0, 0, 200, 200, 8, 200, 200, 0, 8, 8, 200, 200, 8, 0, 0, 200, 200, 8, 200, 200, 0, 200, 200, 8, 8, 200, 200, 0, 0, 0, 200, 200, 8, 200, 200, 0, 0, 8, 200, 200, 8, 200, 200},
{8, 8, 0, 200, 200, 8, 8, 8, 200, 200, 0, 200, 200, 8, 8, 200, 200, 0, 0, 200, 200, 8, 200, 200, 0, 8, 8, 200, 200, 8, 0, 0, 200, 200, 8, 200, 200, 0, 200, 200, 8, 8, 200, 200, 0, 0, 0, 200, 200, 8, 200, 200, 0, 0, 8, 200, 200, 8, 200, 200},
{8, 8, 0, 200, 200, 8, 8, 8, 200, 200, 0, 200, 200, 8, 8, 200, 200, 0, 0, 200, 200, 8, 200, 200, 0, 8, 8, 200, 200, 8, 0, 0, 200, 200, 8, 200, 200, 0, 200, 200, 8, 8, 200, 200, 0, 0, 0, 200, 200, 8, 200, 200, 0, 0, 8, 200, 200, 8, 200, 200},
}
_.FortuneTigerSymbol = {
[1] = {
id = 1,
name = "wild",
is_wild = true,
group = {1},
pay_rate = {0, 0, 250},
client_order = 1,
client_dsc = "",
},
[2] = {
id = 2,
name = "元宝",
is_wild = false,
group = {2},
pay_rate = {0, 0, 100},
client_order = 2,
client_dsc = "",
},
[3] = {
id = 3,
name = "玉饰",
is_wild = false,
group = {3},
pay_rate = {0, 0, 25},
client_order = 3,
client_dsc = "",
},
[4] = {
id = 4,
name = "福袋",
is_wild = false,
group = {4},
pay_rate = {0, 0, 10},
client_order = 4,
client_dsc = "",
},
[5] = {
id = 5,
name = "红包",
is_wild = false,
group = {5},
pay_rate = {0, 0, 8},
client_order = 5,
client_dsc = "",
},
[6] = {
id = 6,
name = "爆竹",
is_wild = false,
group = {6},
pay_rate = {0, 0, 5},
client_order = 6,
client_dsc = "",
},
[7] = {
id = 7,
name = "橘子",
is_wild = false,
group = {7},
pay_rate = {0, 0, 3},
client_order = 7,
client_dsc = "",
},
[8] = {
id = 8,
name = "SuperStack",
is_wild = false,
group = {8},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
[200] = {
id = 200,
name = "Empty",
is_wild = false,
group = {200},
pay_rate = {0, 0, 0},
client_order = 0,
client_dsc = "",
},
}
_.FortuneTigerSymbolBetRatio = {
{
bet_ratio = 1,
},
}
return _

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@ -0,0 +1,52 @@
-- <important: auto generate by excel-to-lua converter, do not modify>
local _ = {}
_.PrizeModelPrizeModelTypeA = {
[1] = {
id = 1,
ani_type = "big_win",
min_multiple = 10,
max_multiple = 25,
},
[2] = {
id = 2,
ani_type = "mega_win",
min_multiple = 25,
max_multiple = 50,
},
[3] = {
id = 3,
ani_type = "epic_win",
min_multiple = 50,
max_multiple = -1,
},
}
_.PrizeModelPrizeModelTypeB = {
[1] = {
id = 1,
ani_type = "big_win",
min_multiple = 15,
max_multiple = 30,
},
[2] = {
id = 2,
ani_type = "mega_win",
min_multiple = 30,
max_multiple = 45,
},
[3] = {
id = 3,
ani_type = "epic_win",
min_multiple = 45,
max_multiple = 60,
},
[4] = {
id = 4,
ani_type = "epic_win",
min_multiple = 60,
max_multiple = -1,
},
}
return _

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@ -0,0 +1,14 @@
@echo off
if exist "external" (cd external)
if not exist converter.exe (
echo Building converter...
go build -o converter.exe ../tools/converter
) else (
echo converter.exe already exists.
)
converter.exe go /excel ../internal/exported/excel2go ..
echo Done.
pause
exit

3
gamesrv/slotspkg/external/README.md vendored Normal file
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@ -0,0 +1,3 @@
# external
### 后续需要移植出去,暂时放这里

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