feat(item): 添加 NatureProbs 字段并优化宠物道具使用逻辑
- 在 `Item` 结构体中新增 `NatureProbs` 字段,用于支持性格概率配置 - 重构 `ItemUsePet` 控制器方法,引入处理器注册机制统一管理道具效果 - 修复神经元相关道具的特殊处理逻辑,增强代码可维护性 - 调整 `S2C_USE_PET_ITEM_OUT_OF_FIGHT` 响应结构体,增加技能列表长度字段 - 修改 `ResetNature` 方法命名及判断条件,提升语义清晰度与健壮性 - 新增 `PetInfo_One_Unscoped` 查询方法以支持软删除数据访问 - 实
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@@ -1,16 +1,12 @@
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package controller
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import (
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"blazing/common/data/xmlres"
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"blazing/common/socket/errorcode"
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"blazing/logic/service/fight"
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"blazing/logic/service/item"
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"blazing/logic/service/player"
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"blazing/modules/blazing/model"
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"strings"
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"github.com/gogf/gf/v2/util/gconv"
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"github.com/gogf/gf/v2/util/grand"
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"github.com/jinzhu/copier"
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)
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@@ -35,40 +31,33 @@ func (h Controller) ItemUsePet(data *item.C2S_USE_PET_ITEM_OUT_OF_FIGHT, c *play
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if !ok {
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return nil, errorcode.ErrorCodes.Err10401
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}
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// 绑定变量到switch,显式匹配true
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switch itemID := data.ItemID; true {
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//这是学习力遗忘
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case itemID >= 300037 && itemID <= 300041:
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onpet.Ev[itemID-300037+1] = 0
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// 体力遗忘
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case itemID == 300042:
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onpet.Ev[0] = 0
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// 全能遗忘
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case itemID == 300650:
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onpet.Ev = [6]uint32{}
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//性格随机
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case itemID == 300025:
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onpet.Nature = (onpet.Nature + uint32(grand.Intn(25))) % 25
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//性格转换
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case itemID >= 300081 && itemID <= 300086:
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onpet.Nature = gconv.Uint32(*xmlres.ItemsMAP[int(itemID)].Nature)
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//性格转换
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case (itemID >= 300602 && itemID <= 300605) || itemID == 300119 || itemID == 300120:
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rr := strings.Split(*xmlres.ItemsMAP[int(itemID)].NatureSet, " ")
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onpet.Nature = gconv.Uint32(rr[grand.Intn(len(rr))-1])
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default:
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// 无效ID处理
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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if c.Service.Item.CheakItem(data.ItemID) == 0 {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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hd := item.PetItemRegistry.GetHandler(data.ItemID)
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if hd == nil {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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if data.ItemID == 300025 {
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//神经元需要特殊处理
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if onpet.OldCatchTime == 0 {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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oldpetc := onpet.CatchTime
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oldpet := c.Service.Pet.PetInfo_One_Unscoped(onpet.OldCatchTime)
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copier.Copy(onpet, oldpet.Data)
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onpet.CatchTime = oldpetc
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} else {
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r := hd(data.ItemID, onpet)
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if !r {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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}
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c.Service.Item.SubItem(data.ItemID, 1)
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result = &item.S2C_USE_PET_ITEM_OUT_OF_FIGHT{}
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onpet.CalculatePetPane()
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@@ -77,8 +66,8 @@ func (h Controller) ItemUsePet(data *item.C2S_USE_PET_ITEM_OUT_OF_FIGHT, c *play
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return result, 0
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}
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func (h Controller) RESET_NATURE(data *item.C2S_PET_RESET_NATURE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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if c.Service.Item.CheakItem(data.ItemId) == 0 {
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func (h Controller) ResetNature(data *item.C2S_PET_RESET_NATURE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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if c.Service.Item.CheakItem(data.ItemId) <= 0 {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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_, onpet, ok := c.FindPet(data.CatchTime)
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