package richblessed // 房间类型 const ( RoomMode_Classic int = iota //经典 RoomMode_Max ) // 场景状态 const ( RichBlessedStateStart int = iota //默认状态 RichBlessedStateMax ) // 玩家操作 const ( RichBlessedPlayerOpStart int = iota RichBlessedPlayerOpSwitch RichBlessedPlayerOpJack ) const NowByte int64 = 10000 const ( Normal = iota //正常 FreeGame //免费游戏 JackGame //Jack ) const ( Column = 3 Row = 5 LineNum = 88 ) const ( Wild int32 = iota //万能元素 福字 Scatter //铜锣 GoldenPhoenix //金凤凰 Sailboat //帆船 GoldenTortoise //金龟 GoldIngot //金元宝 Copper //金钱币 A //A K //K Q //Q J //J Ten //10 Nine //9 EleMax ) const ( GoldBoy int32 = iota //金色男孩 金娃 GoldGirl //金色女孩 蓝娃 BlueBoy //蓝色男孩 绿娃 BlueGirl //蓝色女孩 紫娃 JackMax ) // 元素对应数量的倍率 var EleNumRate = make(map[int32]map[int]int64) var JkEleNumRate = [4]int64{1000000, 75000, 5000, 1500} var JKWeight = []int32{10, 20, 80, 400} type WinLine struct { Lines []int32 Poss []int32 LineId int Rate int64 } type WinResult struct { EleValue []int32 WinLine []WinLine //赢的线数 // JackPotNum int //JackPot数量 按数量 翻倍 给奖池 FreeNum int32 AllRate int64 IsHaveScatter bool //JACKPOT游戏 JackpotEle int32 //中奖元素 JackpotRate int64 } var EleWeight = [][]int32{ {0, 996, 2350, 2380, 2460, 2680, 3450, 4650, 4650, 4650, 4650, 4650, 4650}, {9530, 810, 1600, 2460, 3250, 3970, 5100, 7950, 7950, 7950, 7950, 7950, 7950}, {9450, 500, 1850, 2200, 3600, 3850, 5390, 6760, 6760, 6760, 6760, 6760, 6760}, {9350, 1050, 2000, 2600, 3909, 4540, 4700, 5750, 5750, 5750, 5750, 5750, 5750}, {0, 970, 1390, 2580, 3180, 4400, 4800, 3090, 3000, 3000, 3000, 3000, 3000}, {0, 2900, 7800, 8700, 5850, 6150, 5500, 0, 0, 0, 0, 0, 0}, {1810, 3900, 7800, 8800, 6000, 6250, 5150, 0, 0, 0, 0, 0, 0}, {3050, 1780, 5810, 7200, 8000, 9500, 10000, 0, 0, 0, 0, 0, 0}, {940, 400, 880, 1850, 4050, 7400, 9900, 0, 0, 0, 0, 0, 0}, {0, 900, 158, 500, 1550, 4500, 9600, 0, 0, 0, 0, 0, 0}, {0, 0, 100, 20000}, } func init() { EleNumRate[Scatter] = make(map[int]int64) EleNumRate[Scatter][3] = 5 * LineNum EleNumRate[Scatter][4] = 10 * LineNum EleNumRate[Scatter][5] = 50 * LineNum EleNumRate[GoldenPhoenix] = make(map[int]int64) EleNumRate[GoldenPhoenix][3] = 100 EleNumRate[GoldenPhoenix][4] = 200 EleNumRate[GoldenPhoenix][5] = 1000 EleNumRate[Sailboat] = make(map[int]int64) EleNumRate[Sailboat][3] = 50 EleNumRate[Sailboat][4] = 100 EleNumRate[Sailboat][5] = 500 EleNumRate[GoldenTortoise] = make(map[int]int64) EleNumRate[GoldenTortoise][3] = 40 EleNumRate[GoldenTortoise][4] = 80 EleNumRate[GoldenTortoise][5] = 400 EleNumRate[GoldIngot] = make(map[int]int64) EleNumRate[GoldIngot][3] = 25 EleNumRate[GoldIngot][4] = 50 EleNumRate[GoldIngot][5] = 250 EleNumRate[Copper] = make(map[int]int64) EleNumRate[Copper][3] = 10 EleNumRate[Copper][4] = 20 EleNumRate[Copper][5] = 100 EleNumRate[A] = make(map[int]int64) EleNumRate[A][3] = 5 EleNumRate[A][4] = 10 EleNumRate[A][5] = 50 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[Ten] = make(map[int]int64) EleNumRate[Ten][3] = 5 EleNumRate[Ten][4] = 10 EleNumRate[Ten][5] = 50 EleNumRate[Nine] = make(map[int]int64) EleNumRate[Nine][3] = 5 EleNumRate[Nine][4] = 10 EleNumRate[Nine][5] = 50 }