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- #pragma once
- #include <boost/unordered_map.hpp>
- #include <vector>
- struct Fish_RoomCFGData
- {
- //房间id
- int mRoomID;
- //房间类型
- int mRoomType;
- //房间名
- std::string mRoomName;
- //房间图片
- std::string mRoomImage;
- //房间名字
- std::string mArmatureName;
- //房间路径
- std::string mArmaturePath;
- //出鱼配置
- std::string mOutFishConfig;
- //鱼阵配置
- std::string mLargetFishConfig;
- //BOSS鱼阵
- int mBOSSID;
- //普通刷鱼时间(秒)
- int mNormalOutFishTime;
- //特殊BOSSID
- int mSpecialBoss;
- //BOSS路径分组
- int mBossGroup;
- //金币条件
- int mGoldCondition;
- //vip条件
- int mVipCondition;
- //场次顺序
- int mOrder;
- //礼券条件
- int mTicketCondition;
- //解锁礼包到达等级
- int mLockBagLv;
- //等级条件
- int mLevelCondition;
- //机器人最少金币
- int mRobotMinGold;
- //机器人最多金币
- int mRobotMaxGold;
- //最低倍率
- int mMinRate;
- //最大倍率
- int mMaxRate;
- //是否开放高炮
- int mSkillTurret;
- //倍率列表
- std::vector<int> mRateList;
- //桌子数
- int mTableCount;
- //时间检测
- std::string mTimeCheck;
- //红包次数
- int mRedPackage;
- //红包数量
- std::vector<int> mRedQuantity;
- //是否显示
- bool mIsShow;
- //是否开放
- bool mIsOpen;
- //能量系数
- int mPowerParam;
- //购买能量消耗
- int mBuyPowerCost;
- //导弹倍率
- int mMissileRate;
- //导弹消耗
- int mMissileCost;
- //开启保护
- bool mOpenProtect;
- //是否可以获得捕鱼经验
- bool mExpGet;
- //是否可以换桌
- bool mChangeTable;
- //提示离开房间等级
- int mWarnLeaveLv;
- //不可进入等级
- int mNoEnterLv;
- //期望盈利率千分比
- int mWinRateAverage;
- //最大盈利率
- int mWinRateMax;
- //最小盈利率
- int mWinRateMin;
- //盈利率起始控制值
- int mWinRateCtrValue;
- //场景id列表
- std::vector<int> mSceneIds;
- //开放时间
- std::vector<int> mOpenTime;
- //免费锁定道具ID
- std::vector<int> mFreeLockId;
- //免费狂暴道具ID
- std::vector<int> mFreeViolentId;
- };
- class Fish_RoomCFG
- {
- public:
- private:
- static std::auto_ptr<Fish_RoomCFG> msSingleton;
- public:
- int GetCount();
- const Fish_RoomCFGData* GetData(int RoomID);
- boost::unordered_map<int, Fish_RoomCFGData>& GetMapData();
- void Reload();
- void Load(const std::string& path);
- void Load();
- static Fish_RoomCFG* GetSingleton();
- private:
- boost::unordered_map<int, Fish_RoomCFGData> mMapData;
- };
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