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bl/logic/controller/pet_skill.go

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package controller
import (
"blazing/common/data/xmlres"
"blazing/common/socket/errorcode"
"blazing/common/utils"
"blazing/logic/service/fight"
"blazing/logic/service/pet"
"blazing/logic/service/player"
"blazing/modules/blazing/model"
)
// SetPetSkill 设置宠物技能消耗50赛尔豆
func (h Controller) SetPetSkill(data *pet.ChangeSkillInfo, c *player.Player) (result *pet.ChangeSkillOutInfo, err errorcode.ErrorCode) {
const setSkillCost = 50
if !c.UseCoins(setSkillCost) {
return nil, errorcode.ErrorCodes.ErrSunDouInsufficient10016
}
c.Info.Coins -= setSkillCost
_, onpet, ok := c.FindPet(data.CatchTime)
if !ok {
return nil, errorcode.ErrorCodes.ErrSystemBusy
}
// 检查要替换的技能是否已存在
_, _, exists := utils.FindWithIndex(onpet.SkillList, func(item model.SkillInfo) bool {
return item.ID == data.ReplaceSkill
})
if exists {
return nil, errorcode.ErrorCodes.ErrSystemBusy
}
// 查找要学习的技能并替换
_, hasSkill, ok := utils.FindWithIndex(onpet.SkillList, func(item model.SkillInfo) bool {
return item.ID == data.HasSkill
})
if ok {
hasSkill.ID = data.ReplaceSkill
hasSkill.PP = uint32(xmlres.SkillMap[int(hasSkill.ID)].MaxPP)
}
return &pet.ChangeSkillOutInfo{
CatchTime: data.CatchTime,
}, 0
}
// SkillSort 排序宠物技能消耗50赛尔豆
func (h Controller) SkillSort(data *pet.C2S_Skill_Sort, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
const skillSortCost = 50
if !c.UseCoins(skillSortCost) {
return nil, errorcode.ErrorCodes.ErrSunDouInsufficient10016
}
c.Info.Coins -= skillSortCost
_, onpet, ok := c.FindPet(data.CapTm)
if ok {
var newSkillList []model.SkillInfo
for _, skillID := range data.Skill {
_, skill, found := utils.FindWithIndex(onpet.SkillList, func(item model.SkillInfo) bool {
return item.ID == skillID
})
if found {
newSkillList = append(newSkillList, *skill)
}
}
onpet.SkillList = newSkillList
}
return nil, 0
}