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bl/logic/controller/user_action.go

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package controller
import (
"blazing/common/socket/errorcode"
"blazing/common/utils"
"blazing/cool"
"blazing/logic/service/item"
"blazing/logic/service/player"
"blazing/logic/service/user"
"blazing/modules/blazing/model"
)
// PlayerAim 玩家射击操作
// data: 包含射击信息的输入数据
// player: 当前玩家对象
// 返回: 射击结果和错误码
func (h Controller) PlayerAim(data *user.AimatInboundInfo, player *player.Player) (result *user.AimatOutboundInfo, err errorcode.ErrorCode) {
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result = &user.AimatOutboundInfo{
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ItemId: data.ItemId,
Point: data.Point,
ShootType: data.ShootType,
UserId: player.Info.UserID,
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}
player.GetSpace().Broadcast(player, data.Head.CMD, result)
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return
}
// PlayerChat 玩家聊天功能
// data: 包含聊天消息的输入数据
// player: 当前玩家对象
// 返回: 聊天结果和错误码
func (h Controller) PlayerChat(data *user.ChatInboundInfo, player *player.Player) (result *user.ChatOutboundInfo, err errorcode.ErrorCode) {
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result = &user.ChatOutboundInfo{
Message: utils.RemoveLast(data.Message),
SenderNickname: player.Info.Nick,
SenderId: player.Info.UserID,
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}
result.Message = cool.Filter.Replace(result.Message, '*')
player.GetSpace().Broadcast(player, data.Head.CMD, result)
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return
}
// ChangePlayerColor 修改玩家颜色消耗50赛尔豆
// data: 包含颜色信息的输入数据
// player: 当前玩家对象
// 返回: 颜色更改结果和错误码
func (h Controller) ChangePlayerColor(data *user.ChangeColorInboundInfo, player *player.Player) (result *user.ChangeColorOutboundInfo, err errorcode.ErrorCode) {
const changeColorCost = 50
if !player.GetCoins(changeColorCost) {
return nil, errorcode.ErrorCodes.ErrSunDouInsufficient10016
}
player.Info.Coins -= changeColorCost
player.Info.Color = data.Color
player.Info.Texture = 0
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result = &user.ChangeColorOutboundInfo{
UserId: player.Info.UserID,
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Color: data.Color,
Coins: player.Info.Coins,
Texture: player.Info.Texture,
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}
player.GetSpace().Broadcast(player, data.Head.CMD, result)
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return
}
// ChangePlayerDoodle 修改玩家涂鸦消耗50赛尔豆
// data: 包含涂鸦信息的输入数据
// player: 当前玩家对象
// 返回: 涂鸦更改结果和错误码
func (h Controller) ChangePlayerDoodle(data *user.ChangeDoodleInboundInfo, player *player.Player) (result *user.ChangeDoodleOutboundInfo, err errorcode.ErrorCode) {
const changeDoodleCost = 50
if !player.GetCoins(changeDoodleCost) {
return nil, errorcode.ErrorCodes.ErrSunDouInsufficient10016
}
player.Info.Coins -= changeDoodleCost
player.Info.Texture = data.Id
player.Info.Color = data.Color
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result = &user.ChangeDoodleOutboundInfo{
UserId: player.Info.UserID,
Color: player.Info.Color,
Coins: player.Info.Coins,
Texture: player.Info.Texture,
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}
player.GetSpace().Broadcast(player, data.Head.CMD, result)
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return
}
// ChangeNONOColor 修改NONO颜色
// data: 包含NONO颜色信息的输入数据
// player: 当前玩家对象
// 返回: NONO颜色更改结果和错误码
func (h Controller) ChangeNONOColor(data *user.ChangeNONOColorInboundInfo, player *player.Player) (result *user.ChangeNONOColorOutboundInfo, err errorcode.ErrorCode) {
//player.Info.Coins -= 200
player.Info.NONO.NonoColor = data.Color
result = &user.ChangeNONOColorOutboundInfo{
Sataus: player.Info.UserID,
Color: player.Info.Color,
}
player.GetSpace().Broadcast(player, data.Head.CMD, result)
return
}
// DanceAction 跳舞动作
// data: 包含跳舞类型信息的输入数据
// player: 当前玩家对象
// 返回: 跳舞动作结果和错误码
func (h Controller) DanceAction(data *user.C2SDanceAction, player *player.Player) (result *user.S2CDanceAction, err errorcode.ErrorCode) {
result = &user.S2CDanceAction{
Type: data.Type,
UserID: player.Info.UserID,
}
player.GetSpace().Broadcast(player, data.Head.CMD, result)
return
}
// PeopleTransform 人物变形
// data: 包含变形信息的输入数据
// player: 当前玩家对象
// 返回: 变形结果和错误码
func (h Controller) PeopleTransform(data *user.C2SPEOPLE_TRANSFROM, player *player.Player) (result *user.S2CPEOPLE_TRANSFROM, err errorcode.ErrorCode) {
result = &user.S2CPEOPLE_TRANSFROM{
SuitID: data.SuitID,
UserID: player.Info.UserID,
}
player.GetSpace().Broadcast(player, data.Head.CMD, result)
return
}
// ChangePlayerCloth 更换玩家服装
// data: 包含服装信息的输入数据
// player: 当前玩家对象
// 返回: 服装更改结果和错误码
func (h Controller) ChangePlayerCloth(data *item.ChangePlayerClothInboundInfo, player *player.Player) (result *item.ChangePlayerClothOutboundInfo, err errorcode.ErrorCode) {
result = &item.ChangePlayerClothOutboundInfo{
UserID: player.Info.UserID,
ClothList: make([]model.PeopleItemInfo, 0),
}
for _, clothID := range data.ClothList {
result.ClothList = append(result.ClothList, model.PeopleItemInfo{ID: clothID, Level: 1})
}
player.Info.Clothes = result.ClothList
player.GetSpace().Broadcast(player, data.Head.CMD, result)
return
}