This commit is contained in:
@@ -105,8 +105,15 @@ func (s *Server) OnTraffic(c gnet.Conn) (action gnet.Action) {
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defer func() {
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if err := recover(); err != nil { // 恢复 panic,err 为 panic 错误值
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// 1. 打印错误信息
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if t, ok := c.Context().(*player.ClientData); ok {
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if t.Player != nil {
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if t.Player.Info != nil {
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cool.Logger.Error(context.TODO(), "panic 错误:", t.Player.Info.UserID, err)
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}
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cool.Logger.Error(context.TODO(), "panic 错误:", err)
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}
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}
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}
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}()
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@@ -17,7 +17,8 @@ import (
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"github.com/jinzhu/copier"
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)
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func (h Controller) FreshOPEN(data *fight.C2S_OPEN_DARKPORTAL, c *player.Player) (result *fight.S2C_OPEN_DARKPORTAL, err errorcode.ErrorCode) {
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// 暗黑门进入boss
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func (h Controller) FreshOpen(data *fight.C2S_OPEN_DARKPORTAL, c *player.Player) (result *fight.S2C_OPEN_DARKPORTAL, err errorcode.ErrorCode) {
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result = &fight.S2C_OPEN_DARKPORTAL{}
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c.Info.CurrentFreshStage = utils.Max(c.Info.CurrentFreshStage, 1)
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@@ -57,6 +57,12 @@ func (f *FightC) ChangePet(c common.PlayerI, id uint32) {
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return
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}
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ii, _ := f.GetInputByPlayer(c, false).GetPet(id)
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if ii == nil {
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//无法切换不允许切换的精灵
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return
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}
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//todo 待实现无法切精灵的情况
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ret := &action.ActiveSwitchAction{
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BaseAction: action.NewBaseAction(c.GetInfo().UserID),
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@@ -187,7 +187,7 @@ func (our *Input) InitAttackValue() {
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}
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func (our *Input) GetPet(id uint32) (ii *info.BattlePetEntity, Reason info.ChangePetInfo) {
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for _, v := range our.AllPet {
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if v.Info.CatchTime == uint32(id) {
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if v.Info.CatchTime == uint32(id) && v.Info.Hp > 0 {
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copier.Copy(&Reason, &v.Info)
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Reason.UserId = our.Player.GetInfo().UserID
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@@ -138,7 +138,7 @@ func (f *FightC) battleLoop() {
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func (f *FightC) collectPlayerActions(ourID, oppID uint32) map[uint32]action.BattleActionI {
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actions := make(map[uint32]action.BattleActionI)
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waitr := time.Duration(f.waittime)*time.Millisecond*10 + 60*time.Second
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waitr := time.Duration(f.waittime)*time.Millisecond*10 + 30*time.Second
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timeout := time.After(waitr)
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for len(actions) < 2 {
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@@ -188,6 +188,7 @@ func (f *FightC) collectPlayerActions(ourID, oppID uint32) map[uint32]action.Bat
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// oldpet := selfinput.CurrentPet
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// InitAttackValue := *selfinput.AttackValue
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selfinput.CurrentPet, ret.Reason = selfinput.GetPet(ret.Cid)
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selfinput.Player.SendPackCmd(2407, &ret.Reason)
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f.Switch[selfinput.UserID] = ret
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@@ -214,6 +215,8 @@ func (f *FightC) collectPlayerActions(ourID, oppID uint32) map[uint32]action.Bat
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}
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continue
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}
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} else {
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continue
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}
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} else {
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@@ -8,31 +8,67 @@ import (
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"github.com/pointernil/bitset32"
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)
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func (p *Player) SptCompletedTask(taskID int, ot int) {
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//完成每日
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if p.Info.GetTask(taskID) == model.Unaccepted {
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p.Info.SetTask(taskID, model.Completed) //设置完成任务
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p.bossgive(taskID, ot)
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// 辅助函数:获取任务奖励,封装逻辑便于复用和统一检查
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// 返回nil表示无奖励
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func (p *Player) getTaskGift(taskID int, ot int) *task.TaskResult {
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// 防御性检查:taskID非法时直接返回nil
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if taskID <= 0 {
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return nil
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}
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return task.GetTaskInfo(taskID, ot)
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}
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// 这个是通过总任务去完成,还可以去实现完成分支
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// boss的完成时限,所以先完成默认的分支,然后完成指定分支
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func (p *Player) TawerCompletedTask(taskID int, ot int) {
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//完成每日
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if p.Info.GetTask(taskID) == model.Unaccepted {
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p.Info.SetTask(taskID, model.Completed) //设置完成任务
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p.bossgive(taskID, -1)
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// SptCompletedTask 完成任务(单分支)
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// 优化点:仅当奖励存在时,才完成任务并发放奖励
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func (p *Player) SptCompletedTask(taskID int, ot int) {
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// 1. 检查任务当前状态:未接受才处理
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if p.Info.GetTask(taskID) != model.Unaccepted {
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return
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}
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// 2. 核心逻辑:先检查奖励是否存在,无奖励则直接返回(不完成任务)
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gift := p.getTaskGift(taskID, ot)
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if gift == nil {
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return
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}
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// 3. 奖励存在时,才标记任务完成 + 发放奖励
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p.Info.SetTask(taskID, model.Completed)
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p.bossgive(taskID, ot)
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}
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// TawerCompletedTask 完成塔类任务(多分支)
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// 优化点:1. 默认分支仅奖励存在时才完成主任务 2. 指定分支仅奖励存在时才标记完成并发奖
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func (p *Player) TawerCompletedTask(taskID int, ot int) {
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// 处理默认分支(ot=-1):仅奖励存在时才完成主任务
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if p.Info.GetTask(taskID) == model.Unaccepted {
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defaultGift := p.getTaskGift(taskID, -1)
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if defaultGift != nil { // 奖励存在才标记主任务完成
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p.Info.SetTask(taskID, model.Completed)
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p.bossgive(taskID, -1)
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}
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}
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// 处理指定分支(ot):仅奖励存在时才标记分支完成并发奖
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p.Service.Task.Exec(uint32(taskID), func(te *model.TaskEX) bool {
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// 防御性检查:避免空指针
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if te == nil {
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return false
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}
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// 核心检查:指定分支的奖励是否存在
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branchGift := p.getTaskGift(taskID, ot)
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if branchGift == nil {
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return false
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}
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// 初始化分支数据
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if te.Data == nil {
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te.Data = []uint32{}
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}
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r := bitset32.From(te.Data)
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// 分支未完成时,标记完成并发放奖励
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if !r.Test(uint(ot)) {
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r.Set(uint(ot))
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p.bossgive(taskID, ot)
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@@ -41,34 +77,38 @@ func (p *Player) TawerCompletedTask(taskID int, ot int) {
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}
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return false
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})
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}
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// bossgive 发放任务奖励(逻辑保持不变,仅补充注释)
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func (p *Player) bossgive(taskID int, ot int) {
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gift := task.GetTaskInfo((taskID), ot)
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if gift != nil {
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res := &info.S2C_GET_BOSS_MONSTER{
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BonusID: uint32(taskID),
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}
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if gift.Pet != nil {
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p.Service.Pet.PetAdd(gift.Pet)
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res.PetID = gift.Pet.ID
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res.CaptureTm = gift.Pet.CatchTime
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}
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for _, item := range gift.ItemList {
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success := p.ItemAdd(item.ItemId, item.ItemCnt)
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if success {
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res.ItemList = append(res.ItemList, item)
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}
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}
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if gift.Title != 0 {
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p.GiveTitle(gift.Title)
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}
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p.SendPackCmd(8004, res)
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gift := p.getTaskGift(taskID, ot)
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if gift == nil {
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return
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}
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res := &info.S2C_GET_BOSS_MONSTER{
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BonusID: uint32(taskID),
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}
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// 发放宠物奖励
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if gift.Pet != nil {
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p.Service.Pet.PetAdd(gift.Pet)
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res.PetID = gift.Pet.ID
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res.CaptureTm = gift.Pet.CatchTime
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}
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// 发放道具奖励(仅成功添加的道具才返回给前端)
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for _, item := range gift.ItemList {
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if success := p.ItemAdd(item.ItemId, item.ItemCnt); success {
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res.ItemList = append(res.ItemList, item)
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}
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}
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// 发放称号奖励
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if gift.Title != 0 {
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p.GiveTitle(gift.Title)
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}
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// 发送奖励通知给前端
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p.SendPackCmd(8004, res)
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}
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@@ -244,7 +244,7 @@ func (p *ClientData) SendPack(b []byte) error {
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}
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} else {
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err := p.Conn.AsyncWrite(b, nil)
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_, err := p.Conn.Write(b)
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if err != nil {
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glog.Debug(context.Background(), err)
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@@ -10,6 +10,6 @@ import (
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func dbm(m cool.IModel) *gdb.Model {
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return cool.DBM(m).
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Cache(gdb.CacheOption{
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Force: false,
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Force: true,
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})
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}
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@@ -68,7 +68,7 @@ func (m *UnifiedTowerModel) GroupName() string {
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// Boss 根据塔等级获取对应的Boss配置(统一入口)
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func (s *TowerService) Boss(towerLevel uint32) *model.BaseTowerConfig {
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// 构建基础查询条件
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query := cool.DBM(s.Model).Where("tower_level = ?", towerLevel).Where("is_enabled", 1)
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query := dbm(s.Model).Where("tower_level = ?", towerLevel).Where("is_enabled", 1)
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// 600塔专属的缓存配置
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var config model.BaseTowerConfig
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@@ -11,12 +11,18 @@ import (
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// 获取任务信息
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func (s *TaskService) Exec(id uint32, t func(*model.TaskEX) bool) {
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var gg model.TaskEX
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m1 := s.PModel(s.Model).Where("task_id", id)
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m1.Scan(&gg)
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tre := t(&gg)
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if !tre { //不需要更新
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return
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}
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if cool.Config.ServerInfo.IsVip != 0 {
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return
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}
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gg.PlayerID = uint64(s.userid)
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gg.TaskID = id
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_, err := m1.Save(gg)
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