refactor(logic): 重构战斗相关逻辑和数据结构
- 优化了 FightPetInfo 和 AttackValue 结构体,使用更合理的数据类型 - 重新定义了战斗流程中的各种消息结构体 - 改进了宠物信息生成和计算逻辑 - 重构了宠物相关服务和控制器方法 - 优化了数据库操作,提高了代码的可读性和维护性
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@@ -4,8 +4,8 @@ import (
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"blazing/common/data/socket"
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"blazing/common/socket/errorcode"
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"blazing/logic/service/pet"
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"blazing/modules/blazing/model"
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"blazing/modules/blazing/service"
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blservice "blazing/modules/blazing/service"
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)
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// 获取精灵信息
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@@ -20,6 +20,26 @@ func (h *Controller) GetPetInfo(
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}, 0
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}
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// 获取仓库列表
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func (h *Controller) GetPetList(
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data *pet.GetPetListInboundEmpty,
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c *socket.Player) (result *pet.GetPetListOutboundInfo,
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err errorcode.ErrorCode) { //这个时候player应该是空的
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result = &pet.GetPetListOutboundInfo{}
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tt := blservice.NewUserService(c.Info.UserID).GetPetList(0) //获得未放生的精灵
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result.ShortInfoList = make([]pet.PetShortInfo, len(tt))
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for i, v := range tt {
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result.ShortInfoList[i] = pet.PetShortInfo{
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TypeId: v.ID,
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CatchTime: v.CatchTime,
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}
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}
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return
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}
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// 精灵背包仓库切换
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func (h *Controller) PetRelease(
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data *pet.PetReleaseInboundInfo,
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@@ -29,7 +49,8 @@ func (h *Controller) PetRelease(
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//放入背包=数据库置1+添加到背包+pet release发包 仓库=数据库置0+移除背包 设置首发等于取到首发精灵后重新排序
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//这里只修改,因为添加和移除背包在宠物获取时已经做了
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result = &pet.PetReleaseOutboundInfo{}
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result.PetInfo = make([]model.PetInfo, 0)
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result.Flag = uint32(data.Flag)
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t := service.NewUserService(c.Info.UserID).PetM(int(data.CatchTime), int(data.Flag))
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switch data.Flag {
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case 0:
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@@ -45,12 +66,14 @@ func (h *Controller) PetRelease(
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if removeIndex != -1 {
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c.Info.PetList = append(c.Info.PetList[:removeIndex], c.Info.PetList[removeIndex+1:]...)
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}
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result.FirstPetTime = c.Info.PetList[0].CatchTime //设置首发
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if len(c.Info.PetList) > 0 {
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result.FirstPetTime = c.Info.PetList[0].CatchTime //设置首发
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}
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case 1:
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//todo 背包
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PetAdd(c, t)
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result.PetInfo = append(result.PetInfo, t)
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c.Info.PetList = append(c.Info.PetList, t)
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result.PetInfo = t
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}
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//service.NewUserService(c.Info.UserID).PetAdd( *r)
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