```
refactor(task): 重构任务奖励系统,优化任务奖励处理逻辑 移除废弃的任务相关代码文件,包括task/list.go和task/list_daily.go, 以及相关的模型定义config_task表和PetReward服务。 修改任务奖励获取方式,从原有的TaskResultMap改为通过数据库配置获取, 新增TaskService.Get方法用于获取任务配置信息。 --- feat(boss): 优化
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@@ -8,6 +8,7 @@ import (
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"blazing/logic/service/fight"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/task"
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"blazing/logic/service/player"
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"blazing/modules/blazing/model"
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@@ -140,17 +141,29 @@ func (h Controller) PlayerFightBoss(data *fight.ChallengeBossInboundInfo, p *pla
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if p.Info.GetTask(taskID) == model.Unaccepted {
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p.Info.SetTask(taskID, model.Completed) //设置完成任务
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monsterInfo.PetList[0].Downgrade(1)
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petID := monsterInfo.PetList[0].ID
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gift := task.GetTaskInfo(uint32(taskID), 0)
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if gift != nil {
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newPet := model.GenPetInfo(int(petID), -1, -1, 0, 1, nil)
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p.Service.Pet.PetAdd(newPet)
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res := &info.S2C_GET_BOSS_MONSTER{
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BonusID: uint32(taskID),
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}
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if gift.Pet != nil {
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p.Service.Pet.PetAdd(gift.Pet)
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res.PetID = gift.Pet.ID
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res.CaptureTm = gift.Pet.CatchTime
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}
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for _, item := range gift.ItemList {
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success := p.ItemAdd(item.ItemId, item.ItemCnt)
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if success {
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res.ItemList = append(res.ItemList, item)
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}
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}
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p.SendPackCmd(8004, res)
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}
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p.SendPackCmd(8004, &info.S2C_GET_BOSS_MONSTER{
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BonusID: uint32(taskID),
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PetID: petID,
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CaptureTm: newPet.CatchTime,
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})
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}
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}
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