fix(logic): 修复 MAXPET 为 0 时的宠物加载逻辑
- 在加载玩家宠物信息时,增加了对 MAXPET 为 0 的判断 - 当 MAXPET 为 0 时,不再加载任何宠物到战斗中 - 此修改避免了在不应该加载宠物的情况下错误地添加宠物到战斗中
This commit is contained in:
@@ -186,7 +186,7 @@ func NewFight(i info.NoteReadyToFightInfo, p1 PlayerI, p2 PlayerI) *FightC {
|
||||
Player: p1,
|
||||
}
|
||||
for k, v := range p1.GetPetInfo() {
|
||||
if k < int(i.MAXPET) {
|
||||
if i.MAXPET != 0 && k < int(i.MAXPET) { //todo 待测试
|
||||
f.Our.AllPet = append(f.Our.AllPet, info.CreateBattlePetEntity(v, f.rand))
|
||||
}
|
||||
|
||||
@@ -197,7 +197,7 @@ func NewFight(i info.NoteReadyToFightInfo, p1 PlayerI, p2 PlayerI) *FightC {
|
||||
Player: p2,
|
||||
}
|
||||
for k, v := range p2.GetPetInfo() {
|
||||
if k < int(i.MAXPET) {
|
||||
if i.MAXPET != 0 && k < int(i.MAXPET) {
|
||||
f.Opp.AllPet = append(f.Opp.AllPet, info.CreateBattlePetEntity(v, f.rand))
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user