```
feat(go): 升级 Go 版本至 1.20 统一将所有模块的 Go 版本从 1.18 或 1.19 升级到 1.20,以使用最新的语言特性和性能改进。 feat(service): 新增乱斗服务默认宠物生成逻辑 在 fight 模块中调用新的 MELEEService.Def() 方法来生成初始对战宠物, 并根据配置
This commit is contained in:
@@ -1,6 +1,6 @@
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module blazing/contrib/drivers/mysql
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go 1.18
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go 1.20
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require (
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github.com/gogf/gf/contrib/drivers/mysql/v2 v2.6.3
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@@ -1,6 +1,6 @@
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module blazing/contrib/drivers/pgsql
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go 1.18
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go 1.20
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require (
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github.com/gogf/gf/contrib/drivers/pgsql/v2 v2.8.0
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@@ -1,6 +1,6 @@
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module blazing/contrib/files/local
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go 1.18
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go 1.20
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require github.com/gogf/gf/v2 v2.8.0
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@@ -1,6 +1,6 @@
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module blazing/contrib/files/pngcm
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go 1.18
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go 1.20
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require github.com/gogf/gf/v2 v2.8.0
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@@ -1,6 +1,6 @@
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module blazing/common
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go 1.19
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go 1.20
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require github.com/panjf2000/gnet v1.6.7
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@@ -1,5 +1,5 @@
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module github.com/pointernil/bitset32
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go 1.19
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go 1.20
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require github.com/bits-and-blooms/bitset v1.5.0 // direct
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@@ -1,6 +1,6 @@
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module github.com/antlabs/cronex
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go 1.19
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go 1.20
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require github.com/antlabs/timer v0.1.4
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@@ -1,5 +1,5 @@
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module github.com/xiaoqidun/limit
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go 1.18
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go 1.20
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require golang.org/x/time v0.8.0
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@@ -1,6 +1,6 @@
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module github.com/bruceshao/lockfree
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go 1.18
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go 1.20
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require (
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github.com/davecgh/go-spew v1.1.1 // indirect
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@@ -1,6 +1,6 @@
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module blazing/logic
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go 1.19
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go 1.20
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require (
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github.com/antlabs/timer v0.1.4
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@@ -6,6 +6,7 @@ import (
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"blazing/common/utils"
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"blazing/cool"
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"blazing/modules/blazing/model"
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"blazing/modules/blazing/service"
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"fmt"
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"blazing/logic/service/common"
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@@ -171,16 +172,54 @@ func (f *FightC) initplayer(c common.PlayerI) (*input.Input, errorcode.ErrorCode
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if len(meetpet) == 0 {
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initmeetpet()
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}
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for i, v := range meetpet {
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v1 := v
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if len(in.AllPet) > 2 {
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break
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}
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r := service.NewMELEEService().Def()
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for i, v := range r {
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if v.Lv == 0 {
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v.Lv = 100
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}
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// var effect int
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// if len(v.Effect) > 0 {
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// effect = int(v.Effect[0])
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// }
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pet := model.GenPetInfo(int(v.MonID), 24, int(v.Nature), int(v.Effect[0]), int(v.Lv), nil)
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if v.Color != nil {
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pet.ShinyInfo = append(pet.ShinyInfo, *v.Color)
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}
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if len(v.Prop) == 5 {
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pet.Prop = [5]uint32(v.Prop)
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}
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if len(v.SKill) != 0 {
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for i := 0; i < 4; i++ {
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if v.SKill[i] != 0 {
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pet.SkillList[i].ID = v.SKill[i]
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}
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}
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}
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pet.CatchTime = c.GetInfo().UserID + uint32(i)*1000000
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pet.Cure()
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in.AllPet = append(in.AllPet, info.CreateBattlePetEntity(*pet, f.rand))
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v1.CatchTime = c.GetInfo().UserID + uint32(i)*1000000
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v1.Cure()
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in.AllPet = append(in.AllPet, info.CreateBattlePetEntity(v1, f.rand))
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}
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// for i, v := range meetpet {
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// v1 := v
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// if len(in.AllPet) > 2 {
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// break
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// }
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// v1.CatchTime = c.GetInfo().UserID + uint32(i)*1000000
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// v1.Cure()
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// in.AllPet = append(in.AllPet, info.CreateBattlePetEntity(v1, f.rand))
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// }
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//in.AllPet = in.AllPet[:3]
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default:
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@@ -1,6 +1,6 @@
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module blazing/login
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go 1.19
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go 1.20
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require (
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github.com/gogf/gf/contrib/nosql/redis/v2 v2.8.0
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@@ -32,7 +32,7 @@ type MeleeConfig struct {
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Nature uint32 `gorm:"not null;default:0;comment:'BOSS属性-性格'" json:"nature"`
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SKill []uint32 `gorm:"type:jsonb;not null;default:'[]';comment:'BOSS技能'" json:"skill"`
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Effect []uint32 `gorm:"type:jsonb;not null;default:'[]';comment:'BOSS特性'" json:"effect"`
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Color string `gorm:"not null;default:'0';comment:'BOSS颜色'" json:"color"`
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Color *string `gorm:"comment:'BOSS颜色'" json:"color"`
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IsEnable uint32 `gorm:"not null;default:0;comment:'是否启用'" json:"is_enable"`
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// ISMELEE uint32 `gorm:"not null;default:0;comment:'是否乱斗配置'" json:"is_melee"`
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@@ -82,10 +82,7 @@ type MeleeConfig struct {
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// MeleeConfigEX 扩展BOSS配置模型(用于前端/业务层的数组格式解析)
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type MeleeConfigEX struct {
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MeleeConfig
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Color GlowFilter `json:"color"`
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ISboss uint32 `gorm:"not null;default:0;comment:'是否是Boss'" json:"is_boss"`
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ISgift uint32 `gorm:"not null;default:0;comment:'是否是礼物'" json:"is_gif"`
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Color *GlowFilter `json:"color"`
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}
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// TableName 指定MeleeConfig对应的数据库表名
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@@ -16,3 +16,14 @@ func NewMELEEService() *MELEEService {
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},
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}
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}
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func (s *MELEEService) Def() []model.MeleeConfigEX {
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var pets []model.MeleeConfigEX
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m := cool.DBM(s.Model)
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m.OrderRandom().Limit(3).Scan(&pets)
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return pets
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// return ret.Interface().([]model.PetFusion)
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}
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@@ -49,10 +49,10 @@ func (s *PetFusionMaterialService) Data(Material1 [4]uint32) uint32 {
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var effect *model.PetFusionMaterial //一个特性应该是唯一的,但是我们要获取默认随机特性
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condition := g.Map{
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"material1": fusions[Material1[0]].ID,
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"material2": fusions[Material1[1]].ID,
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"material3": fusions[Material1[2]].ID,
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"material4": fusions[Material1[3]].ID,
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"material1": Material1[0],
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"material2": Material1[1],
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"material3": Material1[2],
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"material4": Material1[3],
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"is_enable": 1,
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}
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m.Where(condition).Cache(gdb.CacheOption{
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@@ -1,6 +1,6 @@
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module blazing/modules/dict
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go 1.18
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go 1.20
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require github.com/gogf/gf/v2 v2.8.0
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@@ -1,6 +1,6 @@
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module blazing/modules
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go 1.19
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go 1.20
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require (
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)
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@@ -1,6 +1,6 @@
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module blazing/modules/space
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go 1.18
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go 1.20
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require github.com/gogf/gf/v2 v2.8.0
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@@ -1,6 +1,6 @@
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module blazing/modules/task
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go 1.18
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go 1.20
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require (
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github.com/gogf/gf/v2 v2.8.0
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