feat(fight_boss): 优化BOSS战斗奖励逻辑并修复宠物等级突破100级限制 重构了handleMapBossFightRewards函数,将奖励逻辑分离到独立的处理函数中, 增加了shouldGrantBossWinBonus条件判断,确保只有满足条件时才发放胜利奖励。 同时修复了宠物等级系统,允许宠物等级突破100级限制但面板属性仍保持100级上限, 改进了经验获取和面板更新逻辑。 fix(item_use): 添加全能性格转化剂使用验证 添加了UniversalNatureItemID常量定义,增加对道具ID和性格配置的有效性验证, 确保只有正确的道具和性格类型才能被使用。 refactor(fight): 统一战斗结束原因处理逻辑 引入normalizeFightOverReason函数来标准化战斗结束原因, 统一了不同模块中的战斗结果映射逻辑,提高了代码一致性。 perf(pet): 优化宠物升级和经验计算性能 移除了等级100的硬性限制,在保证面板属性不超限的前提下允许宠物等级继续增长, 优化了经验分配和面板重新计算的逻辑流程。 ```
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@@ -13,10 +13,11 @@ func (h Controller) GetPetInfo(
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data *GetPetInfoInboundInfo,
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player *player.Player) (result *model.PetInfo,
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err errorcode.ErrorCode) {
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_, petInfo, found := player.FindPet(data.CatchTime)
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if found {
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result = petInfo
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return result, 0
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if slot, found := player.FindPetBagSlot(data.CatchTime); found {
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if petInfo := slot.PetInfoPtr(); petInfo != nil {
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result = petInfo
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return result, 0
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}
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}
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ret := player.Service.Pet.PetInfoOneByCatchTime(data.CatchTime)
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@@ -73,7 +74,6 @@ func (h Controller) PlayerShowPet(
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Flag: data.Flag,
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}
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_, currentPet, ok := player.FindPet(data.CatchTime)
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if data.Flag == 0 {
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player.SetPetDisplay(0, nil)
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player.GetSpace().RefreshUserInfo(player)
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@@ -81,10 +81,16 @@ func (h Controller) PlayerShowPet(
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return
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}
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slot, ok := player.FindPetBagSlot(data.CatchTime)
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if !ok {
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return nil, errorcode.ErrorCodes.ErrPokemonNotExists
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}
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currentPet := slot.PetInfoPtr()
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if currentPet == nil {
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return nil, errorcode.ErrorCodes.ErrPokemonNotExists
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}
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player.SetPetDisplay(data.Flag, currentPet)
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player.GetSpace().RefreshUserInfo(player)
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result = buildPetShowOutboundInfo(data.Head.UserID, data.Flag, currentPet)
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