| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132 |
- package rezekislot
- import (
- "math/rand"
- "bet24.com/log"
- )
- type SlotCount struct {
- SlotID int
- Count int
- }
- type SlotColumn struct {
- SlotCounts []SlotCount
- pool []int
- }
- func (sc *SlotColumn) makePool() {
- sc.pool = []int{}
- for _, v := range sc.SlotCounts {
- for i := 0; i < v.Count; i++ {
- sc.pool = append(sc.pool, v.SlotID)
- }
- }
- }
- func (sc *SlotColumn) getSlot() int {
- return sc.pool[rand.Intn(len(sc.pool))]
- }
- type SlotLevel struct {
- Columns []SlotColumn
- }
- type SlotCountManager struct {
- levels []SlotLevel
- WinAmount int
- }
- func newSlotCountManager(counts [][][]int) *SlotCountManager {
- ret := new(SlotCountManager)
- ret.loadDataByConfig(counts)
- return ret
- }
- func newSlotCountManagerByConfig(winAmount int, counts [][][]int) *SlotCountManager {
- log.Color(LogColor, "newSlotCountManagerByConfig")
- ret := new(SlotCountManager)
- ret.WinAmount = winAmount
- ret.loadDataByConfig(counts)
- return ret
- }
- func (scm *SlotCountManager) loadDataByConfig(counts [][][]int) {
- for _, level := range counts {
- // level
- var sl SlotLevel
- for _, column := range level {
- var sc SlotColumn
- for i := 0; i < len(column); i++ {
- if column[i] == 0 {
- continue
- }
- sc.SlotCounts = append(sc.SlotCounts, SlotCount{SlotID: i, Count: column[i]})
- }
- sc.makePool()
- sl.Columns = append(sl.Columns, sc)
- }
- scm.levels = append(scm.levels, sl)
- }
- }
- /*
- 获取16个格子数据,最后一个为特殊区域
- */
- func (scm *SlotCountManager) get16Slots(betLevel int, isFree bool, freeSlotId int) []int {
- ret := make([]int, RESULT_COUNT)
- isHaveFree := make([]bool, COLUMN_COUNT)
- if betLevel >= len(scm.levels) {
- betLevel = len(scm.levels) - 1
- }
- level := scm.levels[betLevel]
- for r := 0; r < ROW_COUNT; r++ {
- for c := 0; c < COLUMN_COUNT; c++ {
- row := (r*COLUMN_COUNT + c) % 5
- id := scm.getSlotIdByLevel(&level.Columns[c], isFree, isHaveFree[row], freeSlotId)
- if !isHaveFree[row] && id == freeSlotId {
- isHaveFree[row] = true
- }
- ret[r*COLUMN_COUNT+c] = id
- }
- }
- //特殊区域
- ret[RESULT_COUNT-1] = scm.getSlotIdByLevel(&level.Columns[5], isFree, isHaveFree[2], freeSlotId)
- return ret
- }
- /*
- 获取扇子ID
- */
- func (scm *SlotCountManager) getFanID(magicSlotId, topSlotId, betLevel int, isFree bool) int {
- //判断顶格是否为扇子 因为只有扇子为通用素材所以判断是否为Magic即可
- if magicSlotId != topSlotId && !isFree {
- return -1
- }
- if betLevel >= len(scm.levels) {
- betLevel = len(scm.levels) - 1
- }
- level := scm.levels[betLevel]
- ret := level.Columns[6].getSlot()
- return ret
- }
- /*
- 根据等级配置获取单个素材ID
- */
- func (scm *SlotCountManager) getSlotIdByLevel(sc *SlotColumn, isFree, isHaveFreeRow bool, freeSlotId int) int {
- slotId := -1
- for {
- slotId = sc.getSlot()
- //每列最多出现一个免费素材
- if !isFree && isHaveFreeRow && slotId == freeSlotId {
- continue
- } else {
- break
- }
- }
- return slotId
- }
|