```
refactor(cool): 修复Logger变量名拼写错误 将全局Logger变量从Loger修正为Logger,统一日志实例命名规范, 确保所有模块中日志记录的一致性。 BREAKING CHANGE: 全局日志实例变量名从Loger改为Logger ```
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@@ -30,7 +30,7 @@ func (f *FightC) Compare(a, b action.BattleActionI) (action.BattleActionI, actio
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// 玩家逃跑/无响应/掉线
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func (f *FightC) Over(c common.PlayerI, res info.EnumBattleOverReason) {
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if f.closefight {
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cool.Loger.Debug(context.Background(), " 战斗chan已关闭")
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cool.Logger.Debug(context.Background(), " 战斗chan已关闭")
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return
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}
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// case *action.EscapeAction:
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@@ -56,7 +56,7 @@ func (f *FightC) Over(c common.PlayerI, res info.EnumBattleOverReason) {
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func (f *FightC) ChangePet(c common.PlayerI, id uint32) {
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if f.closefight {
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cool.Loger.Debug(context.Background(), " 战斗chan已关闭")
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cool.Logger.Debug(context.Background(), " 战斗chan已关闭")
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return
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}
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//todo 待实现无法切精灵的情况
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@@ -71,7 +71,7 @@ func (f *FightC) ChangePet(c common.PlayerI, id uint32) {
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// 玩家使用技能
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func (f *FightC) UseSkill(c common.PlayerI, id uint32) {
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if f.closefight {
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cool.Loger.Debug(context.Background(), " 战斗chan已关闭")
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cool.Logger.Debug(context.Background(), " 战斗chan已关闭")
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return
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}
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ret := &action.SelectSkillAction{
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@@ -95,7 +95,7 @@ func (f *FightC) UseSkill(c common.PlayerI, id uint32) {
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// 玩家使用技能
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func (f *FightC) Capture(c common.PlayerI, id uint32) {
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if f.closefight {
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cool.Loger.Debug(context.Background(), " 战斗chan已关闭")
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cool.Logger.Debug(context.Background(), " 战斗chan已关闭")
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return
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}
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f.actionChan <- &action.UseItemAction{BaseAction: action.NewBaseAction(c.GetInfo().UserID), ItemID: id}
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@@ -103,7 +103,7 @@ func (f *FightC) Capture(c common.PlayerI, id uint32) {
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func (f *FightC) UseItem(c common.PlayerI, cacthid, itemid uint32) {
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if f.closefight {
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cool.Loger.Debug(context.Background(), " 战斗chan已关闭")
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cool.Logger.Debug(context.Background(), " 战斗chan已关闭")
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return
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}
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f.actionChan <- &action.UseItemAction{BaseAction: action.NewBaseAction(c.GetInfo().UserID), ItemID: itemid, CacthTime: cacthid}
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