diff --git a/logic/controller/fight_boss野怪和地图怪.go b/logic/controller/fight_boss野怪和地图怪.go index 0cec2ac57..621a44b4b 100644 --- a/logic/controller/fight_boss野怪和地图怪.go +++ b/logic/controller/fight_boss野怪和地图怪.go @@ -101,7 +101,7 @@ func (Controller) PlayerFightBoss(data1 *fight.ChallengeBossInboundInfo, p *play var fighc *fight.FightC fighc, _ = fight.NewFight(p, ai, func(foi model.FightOverInfo) { if mdata.WinBonusID != 0 { - if len(mdata.Rule) == 0 { + if len(bosinfo[0].Rule) == 0 { if foi.Reason == 0 && foi.WinnerId == p.Info.UserID { p.SptCompletedTask(mdata.WinBonusID, 1) @@ -109,7 +109,7 @@ func (Controller) PlayerFightBoss(data1 *fight.ChallengeBossInboundInfo, p *play } else { //说明是带规则的 iswin := true - for _, v := range service.NewFightRuleService().GetByRuleIdxs(mdata.Rule) { + for _, v := range service.NewFightRuleService().GetByRuleIdxs(bosinfo[0].Rule) { r := input.GetRule(int64(v.RuleIdx)) if r != nil { r.SetArgs(v.Args...) diff --git a/modules/config/model/boss_pet.go b/modules/config/model/boss_pet.go index f0b5d4f7e..95a27ee54 100644 --- a/modules/config/model/boss_pet.go +++ b/modules/config/model/boss_pet.go @@ -19,9 +19,9 @@ type BossConfig struct { ParentID int32 `gorm:"not null;default:0;column:parentId;type:int" json:"parentId"` // 父ID Remark string `gorm:"comment:'BOSS备注'" json:"remark"` //是否可捕捉MapPit - IsCapture int `gorm:"type:int;default:0;comment:'是否可捕捉'" json:"is_capture"` - Script string `gorm:"size:1024;default:'';comment:'BOSS脚本'" json:"script"` //boss出招逻辑做成js脚本 - + IsCapture int `gorm:"type:int;default:0;comment:'是否可捕捉'" json:"is_capture"` + Script string `gorm:"size:1024;default:'';comment:'BOSS脚本'" json:"script"` //boss出招逻辑做成js脚本 + Rule []uint32 `gorm:"type:jsonb; ;comment:'战胜规则'" json:"rule"` } // TableName 指定BossConfig对应的数据库表名 diff --git a/modules/config/model/map_node.go b/modules/config/model/map_node.go index 6b395bab7..71fc20949 100644 --- a/modules/config/model/map_node.go +++ b/modules/config/model/map_node.go @@ -53,7 +53,7 @@ type MapNode struct { //完成后的脚本回调,比如战胜和击败绑定不同的任务ID,以及剧情绑定不同的ID //回调通boss打完给前端发送固定事件 //PlotFinishScript string `gorm:"type:text;comment:'剧情完成后脚本回调'" json:"plot_finish_script" description:"剧情完成后脚本回调"` - Rule []uint32 `gorm:"type:jsonb; ;comment:'战胜规则'" json:"rule"` + BossIds []uint32 `gorm:"type:jsonb; ;comment:'塔层BOSS ID列表'" json:"boss_ids"` }