refactor: 重构入参类型引用
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@@ -21,7 +21,7 @@ const (
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// data: 包含分页参数的输入信息
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// c: 当前玩家对象
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// 返回: 道具列表和错误码
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func (h Controller) GetUserItemList(data *item.ItemListInboundInfo, c *player.Player) (result *item.ItemListOutboundInfo, err errorcode.ErrorCode) {
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func (h Controller) GetUserItemList(data *ItemListInboundInfo, c *player.Player) (result *item.ItemListOutboundInfo, err errorcode.ErrorCode) {
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result = &item.ItemListOutboundInfo{
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ItemList: c.Service.Item.GetUserItemList(data.Param1, data.Param2, ItemDefaultLeftTime),
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}
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@@ -32,7 +32,7 @@ func (h Controller) GetUserItemList(data *item.ItemListInboundInfo, c *player.Pl
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// data: 包含道具ID和宠物捕获时间的输入信息
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// c: 当前玩家对象
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// 返回: 使用后的宠物信息和错误码
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func (h Controller) UsePetItemOutOfFight(data *item.C2S_USE_PET_ITEM_OUT_OF_FIGHT, c *player.Player) (result *item.S2C_USE_PET_ITEM_OUT_OF_FIGHT, err errorcode.ErrorCode) {
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func (h Controller) UsePetItemOutOfFight(data *C2S_USE_PET_ITEM_OUT_OF_FIGHT, c *player.Player) (result *item.S2C_USE_PET_ITEM_OUT_OF_FIGHT, err errorcode.ErrorCode) {
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_, currentPet, found := c.FindPet(data.CatchTime)
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if !found {
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return nil, errorcode.ErrorCodes.Err10401
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@@ -180,7 +180,7 @@ func (h Controller) handleRegularPetItem(itemID uint32, currentPet *model.PetInf
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// data: 包含道具ID和宠物捕获时间的输入信息
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// c: 当前玩家对象
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// 返回: 无数据和错误码
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func (h Controller) ResetNature(data *item.C2S_PET_RESET_NATURE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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func (h Controller) ResetNature(data *C2S_PET_RESET_NATURE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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_, currentPet, found := c.FindPet(data.CatchTime)
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if !found {
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return nil, errorcode.ErrorCodes.Err10401
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@@ -206,7 +206,7 @@ func (h Controller) ResetNature(data *item.C2S_PET_RESET_NATURE, c *player.Playe
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// c: 当前玩家对象
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// 返回: 无数据(响应包单独组装)和错误码
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// 说明:根据物品ID区分双倍/三倍经验加速器,使用后扣减道具并更新玩家剩余次数
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func (h Controller) UseSpeedupItem(data *item.C2S_USE_SPEEDUP_ITEM, c *player.Player) (result *item.S2C_USE_SPEEDUP_ITEM, err errorcode.ErrorCode) {
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func (h Controller) UseSpeedupItem(data *C2S_USE_SPEEDUP_ITEM, c *player.Player) (result *item.S2C_USE_SPEEDUP_ITEM, err errorcode.ErrorCode) {
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// 1. 校验道具是否存在且数量充足
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itemCount := c.Service.Item.CheakItem(data.ItemID)
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if itemCount <= 0 {
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@@ -263,7 +263,7 @@ func (h Controller) UseSpeedupItem(data *item.C2S_USE_SPEEDUP_ITEM, c *player.Pl
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// c: 当前玩家对象
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// 返回: 无数据(响应包单独组装)和错误码
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// 说明:使用后扣减道具并更新玩家能量吸收器剩余次数
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func (h Controller) UseEnergyXishou(data *item.C2S_USE_ENERGY_XISHOU, c *player.Player) (result *item.S2C_USE_ENERGY_XISHOU, err errorcode.ErrorCode) {
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func (h Controller) UseEnergyXishou(data *C2S_USE_ENERGY_XISHOU, c *player.Player) (result *item.S2C_USE_ENERGY_XISHOU, err errorcode.ErrorCode) {
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// 1. 校验道具是否存在且数量充足
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itemCount := c.Service.Item.CheakItem(data.ItemID)
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if itemCount <= 0 {
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@@ -298,7 +298,7 @@ func (h Controller) UseEnergyXishou(data *item.C2S_USE_ENERGY_XISHOU, c *player.
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// c: 当前玩家对象
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// 返回: 无数据(响应包单独组装)和错误码
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// 说明:使用后扣减道具,开启自动战斗(flag设为3)并更新剩余次数
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func (h Controller) UseAutoFightItem(data *item.C2S_USE_AUTO_FIGHT_ITEM, c *player.Player) (result *item.S2C_USE_AUTO_FIGHT_ITEM, err errorcode.ErrorCode) {
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func (h Controller) UseAutoFightItem(data *C2S_USE_AUTO_FIGHT_ITEM, c *player.Player) (result *item.S2C_USE_AUTO_FIGHT_ITEM, err errorcode.ErrorCode) {
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// 1. 校验道具是否存在且数量充足
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itemCount := c.Service.Item.CheakItem(data.ItemID)
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