Files
bl/logic/controller/item.go

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package controller
import (
"blazing/common/data/xmlres"
"blazing/common/socket/errorcode"
"math/rand"
"time"
"blazing/logic/service/common"
"blazing/logic/service/item"
"blazing/logic/service/player"
"blazing/logic/service/space"
"blazing/modules/blazing/model"
)
func (h Controller) UserItemList(data *item.ItemListInboundInfo, c *player.Player) (result *item.ItemListOutboundInfo, err errorcode.ErrorCode) {
result = &item.ItemListOutboundInfo{}
result.ItemList = make([]model.SingleItemInfo, 0)
item := c.Service.Item(data.Param1, data.Param2)
for _, v := range item {
var vv model.SingleItemInfo
vv.ItemId = v.ItemId
vv.ItemCnt = v.ItemCnt
vv.LeftTime = 360000
result.ItemList = append(result.ItemList, vv)
}
return result, 0
}
func (h Controller) PlayerGoldCount(data *item.GoldOnlineRemainInboundInfo, c *player.Player) (result *item.GoldOnlineRemainOutboundInfo, err errorcode.ErrorCode) {
return &item.GoldOnlineRemainOutboundInfo{
GoldNumber: uint32(c.Info.GoldBean) * 100,
Coin: c.Info.Coins,
}, 0
}
feat(player): 新增玩家累计经验查询接口 新增 PlayerExp 控制器方法,用于返回玩家的累计经验值。同时调整了经验池字段类型为 uint32 并修复相关使用逻辑。 feat(pet): 实现宠物经验增加与升级逻辑 在 Player 结构体中新增 AddPetExp 方法,支持宠物经验增长、自动升级及进化判断。升级后会重新计算面板属性并推送更新包。 feat(fight): 重构战斗伤害计算与效果系统 引入 DamageZone 和 EnumDamageType 类型,统一红伤处理流程;移除旧有的 Pet/Skill/Prop 属性获取临时修改机制,改为直接访问真实属性。更新多个技能效果实现以适配新结构。 refactor(effect): 优化技能效果初始化和生命周期方法 统一技能效果初始化方式,明确各阶段回调函数职责,如 PreActionStart、PreAttacked 等。删除已废弃的属性修改钩子函数,并更新状态类效果实现。 refactor(input): 移除 deepcopy 依赖并替换为 go-deepcopy 将原先使用的 mohae/deepcopy 替换为 barkimedes/go-deepcopy,用于战斗节点中的 effect 拷贝逻辑,提升性能和安全性。 refactor(model): 调整玩家信息字段类型 将 PlayerInfo 中的 GoldBean 字段由 int32 改为 uint32,ExpPool 字段由 int64 改为 uint32,确保数据类型一致性与合理性。 feat(nono): 增加 Nono 跟随/收回协议结构定义 新增 NonoFollowOrHomeInInfo 和 NonoFollowOutInfo 结构体,用于处理 Nono 宠物的跟随与收回操作指令。 chore(deps): 添加 go-deepcopy 依赖 在 go.mod 中引入 github.com/barkimedes/go-deepcopy 依赖库,用于替代原有的 deepcopy 工具。
2025-09-26 13:33:55 +08:00
func (h Controller) PlayerExp(data *item.ExpTotalRemainInboundInfo, c *player.Player) (result *item.ExpTotalRemainOutboundInfo, err errorcode.ErrorCode) {
return &item.ExpTotalRemainOutboundInfo{
TotalExp: uint32(c.Info.ExpPool),
}, 0
}
func (h Controller) BuyItem(data *item.BuyInboundInfo, c *player.Player) (result *item.BuyOutboundInfo, err errorcode.ErrorCode) {
tt, ok := xmlres.ItemsMAP[int(data.ItemId)]
if ok && tt.Price != 0 {
if (data.Count * uint32(tt.Price)) <= c.Info.Coins {
c.Info.Coins -= data.Count * uint32(tt.Price)
r := c.ItemAdd(model.SingleItemInfo{ItemId: data.ItemId, ItemCnt: data.Count})
if len(r) != 0 {
return &item.BuyOutboundInfo{
ItemId: data.ItemId,
Level: 1,
Count: data.Count,
Coins: c.Info.Coins,
}, 0
}
}
}
return &item.BuyOutboundInfo{
Coins: c.Info.Coins,
}, 0
}
func (h Controller) ChangePlayerCloth(data *item.ChangePlayerClothInboundInfo, c *player.Player) (result *item.ChangePlayerClothOutboundInfo, err errorcode.ErrorCode) {
result = &item.ChangePlayerClothOutboundInfo{
UserID: c.Info.UserID,
ClothList: make([]model.PeopleItemInfo, 0),
}
for _, v := range data.ClothList {
result.ClothList = append(result.ClothList, model.PeopleItemInfo{ID: v, Level: 1})
}
c.Info.Clothes = result.ClothList
space.GetSpace(c.Info.MapID).User.IterCb(func(playerID uint32, player common.PlayerI) {
// fmt.Println("ChangePlayerCloth", playerID, data.Head.Pack(result))
data.Head.Result = 0
player.SendPack(data.Head.Pack(result))
})
return nil, -1
}
func (h Controller) Talk(data *item.TalkCountInboundInfo, c *player.Player) (result *item.TalkCountOutboundInfo, err errorcode.ErrorCode) {
result = &item.TalkCountOutboundInfo{}
c.Service.Talk(func(t map[uint32]uint32) bool {
tt, ok := t[data.ID]
if ok {
result.GiftCount = tt
}
return false
})
return result, 0
}
var talkcacche = make(map[string]uint32)
func (h Controller) TalkCate(data *item.TalkCateInboundInfo, c *player.Player) (result *item.DayTalkInfo, err errorcode.ErrorCode) {
result = &item.DayTalkInfo{}
result.OutList = make([]item.CateInfo, 0)
for _, te := range xmlres.TalkConfig.Energies {
if te.MapID == uint64(c.Info.MapID) && te.Type == uint64(data.ID) { //
_, ok := talkcacche[te.Name]
if !ok {
for _, v := range xmlres.ItemsMAP {
if v.Name == te.Name {
talkcacche[te.Name] = uint32(v.ID)
}
}
}
rand.Seed(time.Now().UnixNano()) // UnixNano 精度更高,避免短时间内种子重复
// 2. 生成 1-10 的随机数rand.Intn(10) → 0-9+1 后范围变为 1-10
randomNum := rand.Intn(10) + 1
c.Service.Talk(func(t map[uint32]uint32) bool {
if t == nil {
t = make(map[uint32]uint32)
}
_, ok := t[data.ID]
if !ok {
t[data.ID] = 0
}
t[data.ID] += 1
if t[data.ID] < uint32(te.CollectCnt) {
result.OutList = append(result.OutList, item.CateInfo{ID: uint32(talkcacche[te.Name]), Count: uint32(randomNum)})
c.ItemAdd(model.SingleItemInfo{ItemId: uint32(talkcacche[te.Name]), ItemCnt: uint32(randomNum)})
}
return true
})
break
}
}
return result, 0
}
func (h Controller) BuyMItem(data *item.BuyMultiInboundInfo, c *player.Player) (result *item.BuyMultiOutboundInfo, err errorcode.ErrorCode) {
var rrr []model.SingleItemInfo
for _, v := range data.ItemIds {
_, ok := xmlres.ItemsMAP[int(v)]
if ok {
rrr = append(rrr, model.SingleItemInfo{ItemId: uint32(v), ItemCnt: 1})
}
}
r := c.ItemAdd(rrr...)
if len(r) != 0 {
return &item.BuyMultiOutboundInfo{
Coins: c.Info.Coins,
}, 0
}
return &item.BuyMultiOutboundInfo{
Coins: c.Info.Coins,
}, 0
}