refactor(blazing): 重构任务系统并优化相关功能

- 重构了任务系统的数据结构和执行逻辑
- 优化了地图加载和怪物刷新机制
- 改进了宠物系统的基础架构
- 调整了玩家信息和背包的处理方式
- 统一了数据访问层的接口和实现
This commit is contained in:
2025-08-30 21:59:52 +08:00
parent 2ed5c2db27
commit 75e428f62e
23 changed files with 326 additions and 230 deletions

View File

@@ -4,38 +4,23 @@ import (
"blazing/common/data/socket"
"blazing/common/socket/errorcode"
"blazing/logic/service/pet"
"blazing/modules/blazing/model"
"time"
)
func (h *Controller) GetPetInfo(data *pet.InInfo, c *socket.Player) (result *pet.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
// 获取精灵信息
func (h *Controller) GetPetInfo(
data *pet.InInfo,
c *socket.Player) (result *pet.OutInfo,
err errorcode.ErrorCode) { //这个时候player应该是空的
t := model.PetInfo{
ID: 300,
Name: [16]byte{'1'},
Dv: 1,
Attack: 1000,
Defence: 1000,
SpecialAttack: 1000,
CatchTime: uint32(time.Now().Unix()),
Speed: 1000,
Hp: 1000,
MaxHp: 1000,
Level: 1,
LvExp: 1000,
NextLvExp: 1000,
Exp: 1000,
//SkillList: [4]model.SkillInfo{{ID: 1, Pp: 1}},
Nature: 1,
Shiny: 1,
}
t.SkillListLen = 1
for i := 0; i < 4; i++ {
t.SkillList[i] = model.SkillInfo{ID: 10001, Pp: 10001}
}
t.EffectInfo = make([]model.PetEffectInfo, 0)
t.EffectInfo = append(t.EffectInfo, model.PetEffectInfo{EffectID: 1, ItemID: 1, LeftCount: 1})
return &pet.OutInfo{
PetInfo: t,
}, 0
return nil, 0
}
// 精灵背包仓库切换
func (h *Controller) PetRelease(
data *pet.PetReleaseInboundInfo,
c *socket.Player) (
result *pet.PetReleaseOutboundInfo,
err errorcode.ErrorCode) { //这个时候player应该是空的
return nil, 0
}