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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@@ -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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