refactor: 重构战斗系统动作提交和竞技场锁定逻辑
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@@ -306,7 +306,7 @@ func (h Controller) TogglePetBagWarehouse(
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result = &pet.PetReleaseOutboundInfo{}
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result.Flag = uint32(data.Flag)
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if player.GetSpace().Owner.UserID == player.Info.UserID {
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if player.IsArenaSwitchLocked() {
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return result, errorcode.ErrorCodes.ErrChampionCannotSwitch
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}
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@@ -380,7 +380,7 @@ func (h Controller) TogglePetBagWarehouseLegacy(
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result = &pet.PetReleaseOutboundInfo{}
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result.Flag = uint32(data.Flag)
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//擂台住不能换精灵
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if player.GetSpace().Owner.UserID == player.Info.UserID {
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if player.IsArenaSwitchLocked() {
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return result, errorcode.ErrorCodes.ErrChampionCannotSwitch
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}
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switch data.Flag {
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@@ -464,7 +464,7 @@ func (h Controller) PlayerShowPet(
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// PetOneCure 单体治疗
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func (h Controller) PetOneCure(
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data *pet.PetOneCureInboundInfo, player *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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if player.GetSpace().Owner.UserID == player.Info.UserID {
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if player.IsArenaHealLocked() {
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return result, errorcode.ErrorCodes.ErrChampionCannotHeal
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}
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@@ -484,7 +484,7 @@ func (h Controller) PetOneCure(
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func (h Controller) PetFirst(
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data *pet.PetDefaultInboundInfo, player *player.Player) (result *pet.PetDefaultOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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//擂台住不能换精灵
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if player.GetSpace().Owner.UserID == player.Info.UserID {
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if player.IsArenaSwitchLocked() {
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return result, errorcode.ErrorCodes.ErrChampionCannotSwitch
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}
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