ddc88bac
zhangqijia
fix: 记录战斗
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// 游戏服角色相关操作
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69d286a7
zhangqijia
fix: 插件用来做部分热更
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2
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package action
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zhangqijia
登录服改为http,游戏服改为长连...
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import (
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fix: CreateReq ui...
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"fmt"
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登录服改为http,游戏服改为长连...
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"github.com/golang/protobuf/proto"
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765431a4
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增加schema接口, 抽象 mo...
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7
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"pro2d/common"
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0e5d52de
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reactor: 重构底层框架1.0
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"pro2d/common/components"
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fix: CreateReq ui...
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"pro2d/common/db/redisproxy"
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增加schema接口, 抽象 mo...
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"pro2d/common/logger"
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fix: 记录战斗
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"pro2d/csvdata"
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0e5d52de
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reactor: 重构底层框架1.0
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"pro2d/models"
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7f269318
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add pb.go; 添加关闭连接...
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"pro2d/pb"
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)
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zhangqijia
fix: game,account...
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// HeartRpc 心跳请求
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zhangqijia
fix: 优化协议,除了登录和创建...
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func HeartRpc(role *models.RoleModel, msg components.IMessage) (int32, interface{}) {
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添加定时器, 检查心跳
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//msg.Conn.SetLastHeartCheckTime()
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return 0, nil
}
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fix: game,account...
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// getRandomName 随机名字
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fix: CreateReq ui...
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func getRandomName() string {
name := ""
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feat: 增加上阵下阵协议,增加...
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for {
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name = common.RandomName(common.DefaultName)
if name == "" {
continue
}
relay, err := redisproxy.SETNX(fmt.Sprintf(common.NickNames, name), "1")
if err != nil {
continue
}
if relay.(int64) == 1 {
break
}
}
return name
}
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/*
CreateRpc 创建角色请求
1: proto解析错误
2: 角色不存在
*/
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3e92be67
zhangqijia
fix: 优化协议,除了登录和创建...
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func CreateRpc(role1 *models.RoleModel, msg components.IMessage) (int32, interface{}) {
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req := pb.CreateReq{}
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if err := proto.Unmarshal(msg.GetData(), &req); err != nil {
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reactor: 重构目录, 重构...
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logger.Error("CreateRpc err: %v", err)
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101d1cc1
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feat: 一个基于redis的自...
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return 1, err
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}
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fix: CreateReq ui...
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role := models.RoleExistByUid(req.Token)
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if role != nil {
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return 2, "role exists"
}
roleId, err := common.GetNextRoleId()
if err != nil {
return 3, err
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}
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role = models.NewRole(roleId)
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feat: 增加GM相关接口。详情...
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role.Role.Uid = req.Token
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role.Role.Level = 1
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role.Role.Nick = getRandomName()
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if err := role.Create(); err != nil {
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reactor: 重构目录, 重构...
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logger.Error("CreateRpc role create err: %v", err)
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fix: id自增做了写更新。阵容...
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return 4, nil
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}
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loginReq uid -> t...
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role.InitRole()
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return 0, nil
}
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// ChangeTeamRpc 阵容变换
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fix: 优化协议,除了登录和创建...
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func ChangeTeamRpc(role *models.RoleModel, msg components.IMessage) (int32, interface{}) {
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req := pb.ChangeTeamReq{}
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if err := proto.Unmarshal(msg.GetData(), &req); err != nil {
logger.Error("loginRpc err: %v", err)
return 1, nil
}
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role.UpdateTeam(req.Team)
return 0, nil
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fix: 插件用来做部分热更
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}
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17fe96be
zhangqijia
feat: 增加装备相关数据和协议
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/*
HeroEquipReferRpc 穿戴/脱 装备
2: 装备不存在
*/
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fix: 优化协议,除了登录和创建...
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func HeroEquipReferRpc(role *models.RoleModel, msg components.IMessage) (int32, interface{}) {
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req := pb.HeroEquipReferReq{}
if err := proto.Unmarshal(msg.GetData(), &req); err != nil {
logger.Error("loginRpc err: %v", err)
return 1, nil
}
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fix: 裝備戒指类型特殊处理
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for _, equipInfo := range req.EquipIds {
ret := role.EquipmentRefer(equipInfo.EquipId, req.HeroId, req.Refer, equipInfo.Pos)
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fix: 裝備 删除pos 添加 ...
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if ret != 0 {
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logger.Error("ret: %d, equipId: %s, heroId: %s, refer: %d, pos:%d", ret, equipInfo.EquipId, req.HeroId, req.Refer, equipInfo.Pos)
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feat: 增加装备相关数据和协议
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}
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fix: update 装备脱/戴
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fix: 裝備位置修改
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}
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feat: 增加装备相关数据和协议
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return 0, nil
}
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fix: 删除装备 删除物品请求
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/*
RoleClearItemsRpc 删除物品
2 删除失败
*/
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fix: 优化协议,除了登录和创建...
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func RoleClearItemsRpc(role *models.RoleModel, msg components.IMessage) (int32, interface{}) {
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req := pb.RoleClearItemsReq{}
if err := proto.Unmarshal(msg.GetData(), &req); err != nil {
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fix: UpLevel
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logger.Error("proto rpc err: %v", err)
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fix: 删除装备 删除物品请求
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return 1, nil
}
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fix: 删除装备 删除物品请求
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fix: 批量删除物品
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bkup := make(common.IMapStringNum)
for _, item := range req.Items {
for k, v := range common.StringToMapNum(item) {
tmp, ok := bkup[k]
if !ok {
tmp = 0
}
bkup[k] = v + tmp
}
}
if !role.CostItems(bkup) {
logger.Error("cost err: %s", common.MapNumToString(bkup))
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return 2, nil
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}
return 0, nil
}
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/*
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fix: 记录战斗
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RoleStartBattleRpc 开始战斗
*/
func RoleStartBattleRpc(role *models.RoleModel, msg components.IMessage) (int32, interface{}) {
req := pb.RoleStartBattleReq{}
if err := proto.Unmarshal(msg.GetData(), &req); err != nil {
logger.Error("loginRpc err: %v", err)
return 1, nil
}
//TODO 消耗体力
return 0, nil
}
/*
RoleEndBattleRpc 结束战斗
2 关卡不存在
RoleEndBattleRsp 返回值
*/
func RoleEndBattleRpc(role *models.RoleModel, msg components.IMessage) (int32, interface{}) {
req := pb.RoleEndBattleReq{}
if err := proto.Unmarshal(msg.GetData(), &req); err != nil {
logger.Error("loginRpc err: %v", err)
return 1, nil
}
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fix: 记录战斗
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chapterInfo := csvdata.Get().TbRogueChapter.Get(req.ChapterId)
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fix: 首次通关记录到数据库
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chapterCount, first := role.Role.Passchapters[req.ChapterId]
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fix: 记录战斗
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carbonInfo, ok := chapterInfo.Carbons[req.CarbonId]
if !ok {
logger.Error("carbonInfo not exists")
return 2, nil
}
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fix: 结束战斗的协议加上队伍id
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//team
team, ok := role.Teams[req.TeamId]
if !ok {
logger.Error("team not exists")
return 3, nil
}
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reward := make(common.IMapStringNum)
if !first {
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role.Role.Passchapters[req.ChapterId] = 1
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for k, v := range common.StringToMapNum(carbonInfo.FirstAward) {
reward[k] = v
}
} else {
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role.Role.Passchapters[req.ChapterId] = chapterCount + 1
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}
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role.SetProperty("passchapters", role.Role.Passchapters)
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for k, v := range common.StringToMapNum(carbonInfo.NormalAward) {
rv, ok := reward[k]
if !ok {
reward[k] = v
} else {
reward[k] = rv + v
}
}
//award
reward = role.Award(reward)
//exp
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686ff048
zhangqijia
fix: 结束战斗增加字段
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var amount int32
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ddc88bac
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fix: 记录战斗
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if req.Pass {
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fix: 结束战斗增加字段
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amount = carbonInfo.CarbonExp
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ddc88bac
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fix: 记录战斗
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} else {
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amount = carbonInfo.CarbonFailExp
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}
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zhangqijia
fix: 结束战斗增加字段
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level, exp := role.UpLevel(amount)
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fix: update
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role.UpdateProperties(map[string]interface{}{"level": level, "exp": exp}, true)
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fix: 记录战斗
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rsp := &pb.RoleEndBattleRsp{
RoleLevel: level,
RoleExp: exp,
}
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fix: 结束战斗的协议加上队伍id
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//team exp
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heros := make([]*pb.Hero, 3)
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92256e32
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fix: 结束战斗的协议加上队伍id
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t := team.(*models.TeamModel).Team
h1, ok := role.Heros[t.HeroId1]
if ok {
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level, exp = h1.(*models.HeroModel).UpLevel(amount)
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fix: 结束战斗的协议加上队伍id
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h1.SetProperty("level", level)
h1.SetProperty("exp", exp)
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heros[0] = h1.(*models.HeroModel).Hero
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fix: 结束战斗的协议加上队伍id
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}
h2, ok := role.Heros[t.HeroId2]
if ok {
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level, exp = h2.(*models.HeroModel).UpLevel(amount)
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fix: 结束战斗的协议加上队伍id
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h2.SetProperty("level", level)
h2.SetProperty("exp", exp)
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heros[1] = h2.(*models.HeroModel).Hero
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}
h3, ok := role.Heros[t.HeroId3]
if ok {
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level, exp = h3.(*models.HeroModel).UpLevel(amount)
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h3.SetProperty("level", level)
h3.SetProperty("exp", exp)
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heros[2] = h3.(*models.HeroModel).Hero
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}
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rsp.RoleExpamount = amount
rsp.Pass = req.Pass
rsp.Reward = common.MapNumToString(reward)
rsp.Hero = heros
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fix: 记录战斗
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return 0, rsp
}
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