feat(controller): 增强命令注册逻辑并修复试炼塔关卡限制 - 在命令注册时检查重复方法,如果存在则panic提示错误 - 移除CurrentFreshStage和CurrentStage的默认值设置逻辑 - 添加关卡等级验证,确保用户不能挑战超过最大关卡数的关卡 - 修复试炼之塔和勇者之塔的关卡计算逻辑 fix(item): 修复道具
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@@ -98,10 +98,14 @@ func Init(isGame bool) {
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cmdInfo.NewReqFunc = func() interface{} {
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return reflect.New(reqType).Interface()
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}
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cool.CmdCache[cmd] = cmdInfo
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// if exists { // 方法已存在
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// glog.Error(context.Background(), "命令处理方法已存在,跳过注册", cmd, method.Name)
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// }
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_, exists := cool.CmdCache[cmd]
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if exists { // 方法已存在
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panic(fmt.Sprintf("命令处理方法已存在,跳过注册 %d %s", cmd, method.Name))
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} else {
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cool.CmdCache[cmd] = cmdInfo
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}
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}
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}
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}
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51
logic/controller/action_超时空隧道.go
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51
logic/controller/action_超时空隧道.go
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@@ -0,0 +1,51 @@
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package controller
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import (
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"blazing/common/socket/errorcode"
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"blazing/logic/service/common"
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"blazing/logic/service/player"
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"blazing/modules/config/service"
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"github.com/samber/lo"
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)
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// 进入超时空隧道
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func (h Controller) TimeMap(data *C2s_SP, c *player.Player) (result *S2C_SP, err errorcode.ErrorCode) {
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result = &S2C_SP{}
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maps := service.NewMapService().GetTimeMap()
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result.MapList = make([]ServerInfo, len(maps))
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for i, v := range maps {
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result.MapList[i].ID = v.MapID
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result.MapList[i].DropItemIds = v.DropItemIds
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pits := service.NewMapPitService().GetDataALL(v.MapID)
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for _, v := range pits {
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result.MapList[i].Pet = append(result.MapList[i].Pet, v.RefreshID...)
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}
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result.MapList[i].Pet = lo.Union(result.MapList[i].Pet)
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}
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return
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}
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type C2s_SP struct {
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Head common.TomeeHeader `cmd:"60002" struc:"skip"` //超时空地图
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}
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// OutInfo 表示地图热度的出站消息
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type S2C_SP struct {
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MapListLen uint32 `struc:"sizeof=MapList"`
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MapList []ServerInfo
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}
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type ServerInfo struct {
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ID uint32 //地图ID
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PetLen uint32 `struc:"sizeof=Pet"`
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Pet []uint32 //拥有的精灵
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DropItemIdsLen uint32 `struc:"sizeof=DropItemIds"`
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DropItemIds []uint32 //掉落物
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GameLen uint32 `struc:"sizeof=Game"`
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Game string
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}
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@@ -21,8 +21,8 @@ import (
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func (h Controller) FreshOpen(data *fight.C2S_OPEN_DARKPORTAL, c *player.Player) (result *fight.S2C_OPEN_DARKPORTAL, err errorcode.ErrorCode) {
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result = &fight.S2C_OPEN_DARKPORTAL{}
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c.Info.CurrentFreshStage = utils.Max(c.Info.CurrentFreshStage, 1)
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c.Info.CurrentStage = utils.Max(c.Info.CurrentStage, 1)
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// c.Info.CurrentFreshStage = utils.Max(c.Info.CurrentFreshStage, 1)
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// c.Info.CurrentStage = utils.Max(c.Info.CurrentStage, 1)
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boss := service.NewTower110Service().Boss(uint32(data.Level))
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if len(boss) == 0 {
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return nil, errorcode.ErrorCodes.ErrPokemonNotExists
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@@ -59,11 +59,16 @@ func (h Controller) FreshChoiceFightLevel(data *fight.C2S_FRESH_CHOICE_FIGHT_LEV
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if data.Level > 0 {
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switch data.Head.CMD {
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case 2428: //试炼之塔
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if data.Level > uint(c.Info.MaxFreshStage) {
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return nil, errorcode.ErrorCodes.ErrPokemonNotExists
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}
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c.Info.CurrentFreshStage = uint32((data.Level-1)*10) + 1
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c.Info.CurrentFreshStage = uint32(data.Level)
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case 2414: //勇者之塔
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c.Info.CurrentStage = uint32((data.Level-1)*10) + 1
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if data.Level > uint(c.Info.MaxStage) {
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return nil, errorcode.ErrorCodes.ErrPokemonNotExists
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}
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c.Info.CurrentStage = uint32(data.Level)
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}
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@@ -179,14 +179,16 @@ func (h Controller) UseSpeedupItem(data *item.C2S_USE_SPEEDUP_ITEM, c *player.Pl
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return nil, errorcode.ErrorCodes.ErrItemInUse
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}
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c.Info.ThreeTimes += 30 // 玩家对象新增 ThreeTimesExp 字段存储三倍剩余次数
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default:
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return nil, errorcode.ErrorCodes.ErrSystemError // 未知道具ID
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}
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// 3. 扣减道具(数量-1)
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c.Service.Item.UPDATE(data.ItemID, -1)
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result.ThreeTimes = c.Info.ThreeTimes // 返回三倍经验剩余次数
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result.TwoTimes = c.Info.TwoTimes // 返回双倍经验剩余次数
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result.ThreeTimes = uint32(c.Info.ThreeTimes) // 返回三倍经验剩余次数
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result.TwoTimes = uint32(c.Info.TwoTimes) // 返回双倍经验剩余次数
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// 4. (可选)持久化玩家经验次数(根据你的项目存储逻辑补充)
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// c.Service.Player.SaveExpTimes(c)
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@@ -218,6 +220,9 @@ func (h Controller) UseEnergyXishou(data *item.C2S_USE_ENERGY_XISHOU, c *player.
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// 3. 扣减道具(数量-1)
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c.Service.Item.UPDATE(data.ItemID, -1)
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result = &item.S2C_USE_ENERGY_XISHOU{
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EnergyTimes: uint32(c.Info.EnergyTime),
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}
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// 4. (可选)持久化玩家能量次数
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// c.Service.Player.SaveEnergyTimes(c)
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@@ -134,12 +134,7 @@ type ChatInfo struct {
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}
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type C2S_FRESH_CHOICE_FIGHT_LEVEL struct {
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Head common.TomeeHeader `cmd:"2428|2414" struc:"skip"`
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// Level 挑战层数选择标识
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// 0: 继续挑战(从数据库存储的当前通关层数开始)
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// 1: 从1层开始
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// 2: 从11层开始
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// 3: 从21层开始
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// 4: 从31层开始
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Level uint `json:"level"` // 若使用JSON序列化,添加tag;若用protobuf可替换为对应的tag
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}
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type C2S_OPEN_DARKPORTAL struct {
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@@ -301,7 +301,7 @@ type FightOverInfo struct {
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// 3=isDraw 双方平手
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// 4=isSysError 系统错误
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// 5=isNpcEscape 精灵主动逃跑
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Winpet *model.PetInfo `struc:"skip"`
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Round uint32 `struc:"skip"`
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LastAttavue AttackValue `struc:"skip"`
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@@ -311,7 +311,7 @@ type FightOverInfo struct {
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TwoTimes uint32 // 双倍经验剩余次数
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ThreeTimes uint32 // 三倍经验剩余次数
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AutoFightTimes uint32 // 自动战斗剩余次数
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EnergyTimes uint32 // 能量吸收器剩余次数
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EnergyTime uint32 // 能量吸收器剩余次数
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LearnTimes uint32 // 双倍学习器剩余次数
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}
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@@ -145,6 +145,9 @@ func init() {
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PetItemRegistry.RegisterSet([]uint32{300119, 300120}, nvfunc)
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PetItemRegistry.RegisterExact(300790, func(itemid uint32, onpet *model.PetInfo) bool {
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if onpet.Dv >= 31 {
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return false
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}
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r := grand.Intn(2)
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if r == 0 {
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if onpet.Dv > 0 {
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@@ -81,12 +81,12 @@ func (p *Player) CanGet() bool {
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func (p *Player) CanGetExp() (float32, float32) {
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var base float32 = 1
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if p.Info.TwoTimes != 0 {
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if p.Info.TwoTimes > 0 {
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p.Info.TwoTimes--
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base *= 2
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}
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if p.Info.ThreeTimes != 0 {
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if p.Info.ThreeTimes > 0 {
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p.Info.ThreeTimes--
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base *= 3
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@@ -95,7 +95,7 @@ func (p *Player) CanGetExp() (float32, float32) {
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}
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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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if p.Info.EnergyTime > 0 {
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base = 2
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p.Info.EnergyTime--
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}
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@@ -106,7 +106,7 @@ func (p *Player) CanGetXUAN() bool {
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}
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func (p *Player) CanGetItem() bool {
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var base = 3
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if p.Info.EnergyTime != 0 {
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if p.Info.EnergyTime > 0 {
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base = 6
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p.Info.EnergyTime--
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}
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@@ -3,7 +3,6 @@ package admin
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import (
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"blazing/cool"
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"blazing/modules/config/service"
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"context"
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"github.com/gogf/gf/v2/frame/g"
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)
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@@ -28,16 +27,16 @@ type TimeMapReq struct {
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g.Meta `path:"/timemap" method:"GET"`
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}
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func (this *MapController) TimeMap(ctx context.Context, req *TimeMapReq) (res *cool.BaseRes, err error) {
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res = &cool.BaseRes{}
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res.Data = service.NewMapService().GetTimeMap()
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// re := service.NewMapService().GetTimeMap()
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// for _, v := range re {
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// v.
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// func (this *MapController) TimeMap(ctx context.Context, req *TimeMapReq) (res *cool.BaseRes, err error) {
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// res = &cool.BaseRes{}
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// res.Data = service.NewMapService().GetTimeMap()
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// // re := service.NewMapService().GetTimeMap()
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// // for _, v := range re {
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// // v.
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// }
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return res, nil
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}
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// // }
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// return res, nil
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// }
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// type MapTipReq struct {
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// g.Meta `path:"/maptip" method:"GET"`
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@@ -173,11 +173,11 @@ type PlayerInfo struct {
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CurrentFreshStage uint32 `struc:"uint32" default:"1" json:"current_fresh_stage"` // 当前试炼层数
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MaxFreshStage uint32 `struc:"uint32" json:"max_fresh_stage"` // 最高试炼层
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MaxArenaWins uint32 `struc:"uint32" json:"max_arena_wins"` // 星际擂台连胜
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TwoTimes uint32 `struc:"uint32" default:"0" json:"two_times"` // 双倍经验加速器剩余使用次数
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ThreeTimes uint32 `struc:"uint32" default:"0" json:"three_times"` // 三倍经验加速器剩余使用次数
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TwoTimes int32 `struc:"uint32" default:"0" json:"two_times"` // 双倍经验加速器剩余使用次数
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ThreeTimes int32 `struc:"uint32" default:"0" json:"three_times"` // 三倍经验加速器剩余使用次数
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AutoFight uint32 `struc:"uint32" default:"0" json:"auto_fight"` // 是否自动战斗
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AutoFightTime uint32 `struc:"uint32" default:"0" json:"auto_fight_time"` // 自动战斗剩余的场次
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EnergyTime uint32 `struc:"uint32" default:"0" json:"energy_time"` // 能量吸收仪剩余次数
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EnergyTime int32 `struc:"uint32" default:"0" json:"energy_time"` // 能量吸收仪剩余次数
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LearnTimes uint32 `struc:"uint32" default:"0" json:"learn_times"` // 学习力吸收仪剩余次数
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MonBattleMedal uint32 `struc:"uint32" default:"0" json:"mon_battle_medal"` // 默认0
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RecordCount uint32 `struc:"uint32" default:"0" json:"record_count"` // 默认0
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