feat(boss-fight): 调整宠物战斗奖励逻辑 修复闪亮怪物奖励物品的位置,将奖励物品发放逻辑从条件判断前移到判断后, 确保只有符合条件的玩家才能获得玄铁奖励。 fix(player-energy): 修复能量时间消耗问题 注释掉EnergyTime的自动减1逻辑,避免玩家能量值异常减少。 refactor(shop-config): 优化商店查询配置 移除商品名称字段查询,只保留remark字段作为关键词搜索, 简化商品表的SELECT语句,提高查询效率。 ```
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@@ -175,14 +175,7 @@ func (Controller) OnPlayerFightNpcMonster(data1 *fight.FightNpcMonsterInboundInf
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p.AddPetExp(foi.Winpet, int64(addexp))
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pettype := int64(xmlres.PetMAP[int(refPet.GetID())].Type)
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if monster.IsShiny() && p.CanGetXUAN() && pettype < 16 {
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xuan := 400686 + pettype
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ok := p.ItemAdd(xuan, 1)
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if ok {
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items.ADDitem(uint32(xuan), 1)
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}
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}
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if p.CanGetItem() {
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item := p.GetSpace().GetDrop()
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@@ -195,7 +188,14 @@ func (Controller) OnPlayerFightNpcMonster(data1 *fight.FightNpcMonsterInboundInf
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}
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}
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if monster.IsShiny() && p.CanGetXUAN() && pettype < 16 {
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xuan := 400686 + pettype
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ok := p.ItemAdd(xuan, 1)
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if ok {
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items.ADDitem(uint32(xuan), 1)
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}
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}
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p.SendPackCmd(8004, items)
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evs := gconv.Int64s(strings.Split(xmlres.PetMAP[int(monster.ID)].YieldingEV, " "))
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@@ -97,7 +97,7 @@ func (p *Player) CanGetXUAN() bool {
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var base = 1
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if p.Info.EnergyTime > 0 {
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base = 2
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p.Info.EnergyTime--
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// p.Info.EnergyTime--
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}
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if grand.Meet(base, 2) {
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return true
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@@ -23,11 +23,11 @@ func NewShopService() *ShopService {
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{"is_enable", 1, true},
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}
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},
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Select: "product_id,product_name,seerdou_price,jindou_price,remark",
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Select: "product_id,seerdou_price,jindou_price,remark",
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},
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PageQueryOp: &cool.QueryOp{
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KeyWordField: []string{"desc", "product_name"},
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KeyWordField: []string{"remark"},
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},
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},
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}
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