feat(boss_fight): 完善宠物捕获和战斗奖励机制 - 在宠物捕获时记录当前地图ID作为CatchMap - 将经验值奖励改为通过道具系统发放,统一使用ItemAdd方法处理 - 调整EXP奖励的计算方式,移除原有S2C_GET_BOSS_MONSTER中的EXP字段 feat(arena): 优化竞技场对战奖励和EV分配 - 将竞技场胜利奖励的EV值
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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/logic/service/fight"
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"blazing/logic/service/pet"
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"blazing/logic/service/player"
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@@ -12,7 +13,7 @@ import (
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// data: 包含宠物捕获时间和EV分配数据的输入信息
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// c: 当前玩家对象
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// 返回: 分配结果和错误码
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func (h Controller) PetEVDiy(data *pet.PetEV, c *player.Player) (result *pet.S2C_50001, err errorcode.ErrorCode) {
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func (h Controller) PetEVDiy(data *pet.PetEV, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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_, currentPet, found := c.FindPet(data.CacthTime)
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if !found {
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return nil, errorcode.ErrorCodes.Err10401
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@@ -45,7 +46,7 @@ func (h Controller) PetEVDiy(data *pet.PetEV, c *player.Player) (result *pet.S2C
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currentPet.CalculatePetPane(false)
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c.Info.EVPool -= int64(usedEV)
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result = &pet.S2C_50001{}
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result.UseEV = -int32(usedEV)
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// result = &pet.S2C_50001{}
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// result.UseEV = -int32(usedEV)
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return result, 0
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}
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