game_sync/gamerule/richblessed/constants.go

161 lines
3.9 KiB
Go

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
}