```
feat(broadcast): 添加全服广播功能并完善相关逻辑 新增 Broadcast 结构体及 Server 的 Broadcast 方法,用于实现全服广播消息, 并在 RPC 客户端中增加对应接口。同时在 fight 模块中添加聊天信息结构体和处理逻辑。 refactor(pet_skill): 优化宠物技能设置逻辑 修复宠物技能替换判断条件错误的问题,并调整相关逻辑顺序以提高代码可读性与健壮性。 feat(chat): 实现战斗内聊天功能 新增战斗中的聊天指令结构体 ChatInfo 和对应的控制器方法 FightChat, 支持玩家在战斗中发送聊天消息。 refactor(item_buy): 调整金币购买道具的扣费方式 将原直接比较金币数量改为调用
This commit is contained in:
@@ -84,3 +84,12 @@ func (h Controller) UsePetItemInboundInfo(data *fight.UsePetItemInboundInfo, c *
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return nil, -1
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}
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func (h Controller) FightChat(data *fight.ChatInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, errorcode.ErrorCodes.ErrBattleEnded
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}
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c.FightC.Chat(c, data.Message)
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return nil, -1
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}
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@@ -58,7 +58,7 @@ func (h Controller) BuyMItem(data *item.BuyMultiInboundInfo, c *player.Player) (
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func (h Controller) BuyGoldItem(data *item.C2S_GOLD_BUY_PRODUCT, c *player.Player) (result *item.S2C_GoldBuyProductInfo, err errorcode.ErrorCode) {
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r := xmlres.GoldProductMap[int(data.ProductID)]
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if uint32(data.Count)*uint32(gconv.Uint32(r.Price)) > c.Info.GoldBean {
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if !c.UseGold(uint32(data.Count) * uint32(gconv.Uint32(r.Price))) {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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c.ItemAdd(model.ItemInfo{ItemId: uint32(gconv.Uint32(r.ItemID)), ItemCnt: uint32(data.Count)})
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@@ -69,6 +69,7 @@ func (h Controller) BuyGoldItem(data *item.C2S_GOLD_BUY_PRODUCT, c *player.Playe
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PayGold: uint32(data.Count) * uint32(gconv.Uint32(r.Price)),
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Reserved: 0,
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}
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return
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}
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@@ -16,17 +16,16 @@ func (h Controller) SetPetSkill(data *pet.ChangeSkillInfo, c *player.Player) (re
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}
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_, onpet, ok := c.FindPet(data.CatchTime)
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if ok {
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_, HasSkill, ok := utils.FindWithIndex(onpet.SkillList, func(item model.SkillInfo) bool { //已经存在技能
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return item.ID == data.ReplaceSkill
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})
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if !ok {
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HasSkill.ID = data.ReplaceSkill
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HasSkill.PP = uint32(xmlres.SkillMap[int(HasSkill.ID)].MaxPP)
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}
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if !ok {
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return result, errorcode.ErrorCodes.ErrSystemBusy
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}
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_, HasSkill, ok := utils.FindWithIndex(onpet.SkillList, func(item model.SkillInfo) bool { //已经存在技能
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return item.ID == data.HasSkill
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})
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if !ok {
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HasSkill.ID = data.ReplaceSkill
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HasSkill.PP = uint32(xmlres.SkillMap[int(HasSkill.ID)].MaxPP)
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}
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return &pet.ChangeSkillOutInfo{
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CatchTime: data.CatchTime,
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}, 0
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@@ -2,6 +2,7 @@ package controller
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import (
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"blazing/common/socket/errorcode"
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"blazing/common/utils"
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"blazing/cool"
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"blazing/logic/service/item"
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"blazing/logic/service/player"
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@@ -51,7 +52,7 @@ func (h Controller) Chat(data *user.ChatInboundInfo, c *player.Player) (result *
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result = &user.ChatOutboundInfo{
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Message: string([]byte(data.Message)[:data.MessageLen-1]),
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Message: utils.RemoveLast(data.Message),
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SenderNickname: c.Info.Nick,
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SenderId: c.Info.UserID,
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}
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