```
refactor(item): 优化物品添加逻辑并移除冗余代码 - 修改 ItemAdd 方法签名,从可变参数改为两个独立参数 itemId 和 itemCnt - 移除了对 model.ItemInfo 的依赖,简化调用方式 - 更新所有调用 ItemAdd 的地方以适配新接口 - 删除未使用的 imports 和注释掉的旧配置加载逻辑 - 修复购买物品时金币扣除与物品发放的一致性问题 - 增加玩家操作消耗塞尔豆的扣费逻辑(如宠物治疗、技能设置等) 此变更提升了代码简洁性和一致性,并增强了业务逻辑的准确性。 ```
This commit is contained in:
@@ -1,10 +1,8 @@
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package service
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import (
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"blazing/common/utils"
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"blazing/cool"
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"blazing/modules/blazing/model"
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dictmodel "blazing/modules/dict/model"
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"blazing/modules/dict/service"
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"context"
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"strings"
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@@ -38,11 +36,8 @@ func (s *PetFusionMaterialService) Data(Material1 [4]uint32) uint32 {
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cacheKey := strings.Join(gconv.Strings(Material1[:]), ":")
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println(cacheKey, "获取融合id")
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fusions := service.DictInfoServiceS.DataRemark("fusion")
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fusions := utils.ToMap(service.NewDictInfoService().DataOne("fusion"), func(t dictmodel.DictInfo) uint32 {
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return gconv.Uint32(t.Remark) //物品id转id
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})
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for _, v := range Material1 {
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_, ok := fusions[v]
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if !ok {
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@@ -70,15 +65,13 @@ func (s *PetFusionMaterialService) Data(Material1 [4]uint32) uint32 {
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return effect, nil
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}, 0)
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effect2s := utils.ToMap(service.NewDictInfoService().DataOne("effect"), func(t dictmodel.DictInfo) uint32 {
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return gconv.Uint32(t.ID)
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})
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effect2s := service.DictInfoServiceS.DataID("effect")
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effect := ret.Interface().(*model.PetFusionMaterial)
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if err != nil {
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r := grand.Intn(len(service.NewDictInfoService().DataOne("effect")) - 1)
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return gconv.Uint32(service.NewDictInfoService().DataOne("effect")[r].Remark)
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for _, v := range effect2s {
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return gconv.Uint32(v.Remark)
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}
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}
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r := grand.Intn(4)
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@@ -3,6 +3,7 @@ package service
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import (
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"blazing/cool"
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"blazing/modules/blazing/model"
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"blazing/modules/dict/service"
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)
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type TalkService struct {
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@@ -22,23 +23,34 @@ func NewTalkService(id uint32) *TalkService {
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//实现挖矿次数确认
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func (s *TalkService) Cheak(flag int) bool {
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func (s *TalkService) Cheak(mapid uint32, flag int) (int, bool) {
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m1 := s.GModel(s.Model)
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var talks *model.Talk
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m1.Where("talk_id", flag).Scan(&talks)
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if talks == nil {
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return true //如果表里没有记载数据,那么就可以直接挖矿
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return 0, true //如果表里没有记载数据,那么就可以直接挖矿
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}
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//因为这个是挖一次更新一次,而且是实时更新的,如果更新日期是今天,那么就可以确认不用再重置,否则就需要重置挖矿记录
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if !IsToday(talks.UpdateTime) {
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talks.Count = 0
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m1.Save(talks)
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return true
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return int(talks.Count), true
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}
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maps := service.DictInfoServiceS.DataRemark("mapid")
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if uint32(maps[mapid].ID) != TalkConfigServiceS.GetCache(flag)[0].MapID {
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return 0, false //没在地图
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}
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if talks.Count >= TalkConfigServiceS.GetCache(flag)[0].DailyCollectCount {
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return 0, false
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}
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return int(talks.Count), true //int(config.MaxDailyCnt - talks.Count)
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}
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func (s *TalkService) Update(flag int) {
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@@ -11,6 +11,8 @@ type TalkConfigService struct {
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*cool.Service
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}
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var TalkConfigServiceS = NewTalkConfigService()
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func NewTalkConfigService() *TalkConfigService {
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return &TalkConfigService{
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@@ -19,3 +21,10 @@ func NewTalkConfigService() *TalkConfigService {
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}
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}
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func (s *TalkConfigService) GetCache(flag int) []model.MineralCollectionConfig {
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var config []model.MineralCollectionConfig
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cool.DBM(s.Model).Where("type", flag).Scan(&config)
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return config
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}
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