fix: 修复战斗模式下的技能和物品使用逻辑
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@@ -61,7 +61,8 @@ func (h Controller) Capture(data *fight.CatchMonsterInboundInfo, c *player.Playe
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}
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}
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if c.GetSpace().IsTime {
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if c.GetSpace().IsTime {
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if data.CapsuleId < 300009 {
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if data.CapsuleId < 300009 {
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return nil, errorcode.ErrorCodes.ErrCannotPerformAction
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go c.FightC.UseSkill(c, 0)
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return nil, -1
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}
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}
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}
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}
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go c.FightC.Capture(c, data.CapsuleId)
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go c.FightC.Capture(c, data.CapsuleId)
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@@ -84,9 +85,10 @@ func (h Controller) UsePetItemInboundInfo(data *fight.UsePetItemInboundInfo, c *
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}
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}
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if c.GetSpace().IsTime {
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if c.GetSpace().IsTime {
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if data.ItemId < 300009 {
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if data.ItemId < 300009 {
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return nil, errorcode.ErrorCodes.ErrCannotPerformAction
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go c.FightC.UseSkill(c, 0)
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}
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}
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}
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}
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go c.FightC.UseItem(c, data.CatchTime, data.ItemId)
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go c.FightC.UseItem(c, data.CatchTime, data.ItemId)
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return nil, -1
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return nil, -1
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}
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}
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@@ -152,6 +152,10 @@ func (f *FightC) UseItem(c common.PlayerI, cacthid, itemid uint32) {
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return
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return
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}
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}
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if f.Info.Mode== info.BattleMode.PET_MELEE {
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go f.UseSkill(c, 0)
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return
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}
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select {
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select {
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case f.actionChan <- &action.UseItemAction{BaseAction: action.NewBaseAction(c.GetInfo().UserID), ItemID: itemid, CacthTime: cacthid}:
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case f.actionChan <- &action.UseItemAction{BaseAction: action.NewBaseAction(c.GetInfo().UserID), ItemID: itemid, CacthTime: cacthid}:
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// 发送成功,可选记录日志
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// 发送成功,可选记录日志
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@@ -330,12 +330,12 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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})
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})
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f.Switch = make(map[uint32]*action.ActiveSwitchAction)
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f.Switch = make(map[uint32]*action.ActiveSwitchAction)
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if f.closefight && f.Info.Mode == info.BattleMode.PET_MELEE {
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if f.closefight && f.Info.Mode == info.BattleMode.PET_MELEE {
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f.Broadcast(func(fighter *input.Input) {
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// f.Broadcast(func(fighter *input.Input) {
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if fighter.UserID != f.WinnerId {
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// if fighter.UserID != f.WinnerId {
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fighter.Player.SendPackCmd(2505, &attackValueResult)
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// fighter.Player.SendPackCmd(2505, &attackValueResult)
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}
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// }
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})
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// })
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return
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return
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}
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}
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f.Broadcast(func(fighter *input.Input) {
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f.Broadcast(func(fighter *input.Input) {
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