package fortunezhishen //房间类型 const ( RoomMode_Classic int = iota //经典 RoomMode_Max ) //场景状态 const ( FortuneZhiShenStateStart int = iota //默认状态 FortuneZhiShenStateMax ) //玩家操作 const ( FortuneZhiShenPlayerOpStart int = iota FortuneZhiShenPlayerOpSwitch ) const ( Normal = iota //正常 FreeGame //免费游戏 StopAndRotate //停留并旋转 StopAndRotate2 //停留并旋转(免费游戏触发的) ) const ( Column = 3 Row = 5 ) const ( MakeAFortune int32 = iota //发财 Wild //财神 Firecrackers //鞭炮 Drum //鼓 Jade //玉牌 Copper //铜币 A K Q J T Gemstone //宝石 ) const ( BetGrandPrize = iota //巨奖 BetBigPrize //大奖 BetMidPrize //中奖 BetSmallPrize //小奖 Bet1_4 Bet5_8 Bet9_12 Bet13_16 Bet17_19 ) const NowByte int64 = 10000 const ( GrandPrize = 21 //巨奖 BigPrize = 22 //大奖 MidPrize = 23 //中奖 SmallPrize = 24 //小奖 ) type WinLine struct { Lines []int32 Poss []int32 LineId int Rate int64 } type WinResult struct { Cards []int32 //15 横着排列 WinLine []WinLine //赢的线数 GemstoneRate []int64 //宝石倍率 GemstoneNum int //宝石数量 MakeAFortuneNum int //发财数量 MidIcon int32 //中间的大图标是什么 LastRes []int32 //上一局的结果 NewAddGemstone int //新增宝石数量 } var LineRateNum = [][]int{ //发财 财神 鞭炮 鼓 玉牌 铜币 A K Q J T 宝石 {1, 0, 5, 6, 6, 5, 10, 9, 8, 7, 6, 10}, //r1 {1, 3, 4, 5, 4, 3, 11, 8, 6, 8, 7, 9}, //r2 {1, 3, 4, 4, 5, 6, 12, 9, 8, 9, 8, 8}, //r3 {1, 3, 4, 5, 4, 3, 11, 8, 6, 8, 9, 7}, //r4 {1, 3, 4, 4, 5, 5, 10, 5, 4, 3, 3, 3}, //r5 } //元素对应数量的倍率 var EleNumRate = make(map[int32]map[int]int64) //小宝石概率 //累计巨奖 累计大奖 红利中奖 红利小奖 1-4 5-8 9-12 13-16 17-19 var SmallGemstoneRatePrize = []int{3, 7, 100, 390, 3500, 2700, 1800, 1000, 500} //大宝石概率 //累计巨奖 累计大奖 红利中奖 红利小奖 1-4 5-8 9-12 13-16 17-19 var BigGemstoneRatePrize = []int{3, 7, 100, 390, 1800, 2700, 3500, 1000, 500} //50种条线的结果 var LineWinNum = [][]int{ {5, 6, 7, 8, 9}, {0, 1, 2, 3, 4}, {10, 11, 12, 13, 14}, {0, 6, 12, 8, 4}, {10, 6, 2, 8, 14}, {0, 1, 7, 3, 4}, {10, 11, 7, 13, 14}, {5, 11, 12, 13, 9}, {5, 1, 2, 3, 9}, {0, 6, 7, 8, 4}, /////// {10, 6, 7, 8, 14}, {0, 6, 2, 8, 4}, {10, 6, 12, 8, 14}, {5, 1, 7, 3, 9}, {5, 11, 7, 13, 9}, {5, 6, 2, 8, 9}, {5, 6, 12, 8, 9}, {0, 11, 2, 13, 4}, {10, 1, 12, 3, 14}, {5, 1, 12, 3, 9}, /////// {5, 11, 2, 13, 9}, {0, 1, 12, 3, 4}, {10, 11, 2, 13, 14}, {0, 11, 12, 13, 4}, {10, 1, 2, 3, 14}, {0, 11, 7, 13, 4}, {10, 1, 7, 3, 14}, {5, 6, 7, 8, 14}, {0, 1, 7, 13, 14}, {10, 11, 7, 3, 4}, /////// {0, 6, 7, 8, 14}, {10, 6, 7, 8, 4}, {0, 6, 12, 8, 14}, {10, 6, 2, 8, 4}, {0, 1, 2, 3, 9}, {10, 11, 12, 13, 9}, {0, 6, 2, 8, 14}, {10, 6, 12, 8, 4}, {5, 1, 7, 13, 9}, {5, 11, 7, 3, 9}, /////// {5, 6, 2, 3, 4}, {5, 6, 12, 13, 14}, {5, 1, 2, 8, 14}, {5, 11, 12, 8, 4}, {5, 1, 7, 13, 14}, {5, 11, 7, 3, 4}, {10, 6, 2, 3, 9}, {0, 6, 12, 13, 9}, {0, 1, 7, 13, 9}, {10, 11, 7, 3, 9}, } func init() { EleNumRate[MakeAFortune] = make(map[int]int64) EleNumRate[MakeAFortune][3] = 100 EleNumRate[MakeAFortune][4] = 750 EleNumRate[MakeAFortune][5] = 5000 EleNumRate[Firecrackers] = make(map[int]int64) EleNumRate[Firecrackers][2] = 2 EleNumRate[Firecrackers][3] = 10 EleNumRate[Firecrackers][4] = 50 EleNumRate[Firecrackers][5] = 150 EleNumRate[Drum] = make(map[int]int64) EleNumRate[Drum][3] = 5 EleNumRate[Drum][4] = 30 EleNumRate[Drum][5] = 100 EleNumRate[Jade] = make(map[int]int64) EleNumRate[Jade][3] = 5 EleNumRate[Jade][4] = 25 EleNumRate[Jade][5] = 100 EleNumRate[Copper] = make(map[int]int64) EleNumRate[Copper][3] = 5 EleNumRate[Copper][4] = 25 EleNumRate[Copper][5] = 100 EleNumRate[A] = make(map[int]int64) EleNumRate[A][3] = 5 EleNumRate[A][4] = 20 EleNumRate[A][5] = 75 EleNumRate[K] = make(map[int]int64) EleNumRate[K][3] = 5 EleNumRate[K][4] = 10 EleNumRate[K][5] = 50 EleNumRate[Q] = make(map[int]int64) EleNumRate[Q][3] = 5 EleNumRate[Q][4] = 10 EleNumRate[Q][5] = 50 EleNumRate[J] = make(map[int]int64) EleNumRate[J][3] = 5 EleNumRate[J][4] = 10 EleNumRate[J][5] = 50 EleNumRate[T] = make(map[int]int64) EleNumRate[T][3] = 5 EleNumRate[T][4] = 10 EleNumRate[T][5] = 50 }