feat(service): 宠物添加功能增加销售计数参数并优化价格更新逻辑 - 修改PetAdd方法签名,增加salecount参数用于追踪宠物销售次数 - 在多个控制器中统一调用PetAdd方法时传入0作为初始销售次数 - 临时禁用寒流枪活动中的宠物发放功能 - 优化UPdatePrice方法,添加错误处理和价格范围验证逻辑 - 调整宠物购买逻辑,使用免费金币系统并计算递增购买
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@@ -103,7 +103,7 @@ func (f *FightC) battleLoop() {
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f.WinnerId = f.ownerID
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addpet.EffectInfo = nil //清空特性信息
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f.Our.Player.(*player.Player).Service.Pet.PetAdd(&addpet)
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f.Our.Player.(*player.Player).Service.Pet.PetAdd(&addpet, 0)
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f.Our.Player.SendPackCmd(2409, &info.CatchMonsterOutboundInfo{
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CatchTime: uint32(addpet.CatchTime),
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@@ -47,7 +47,7 @@ func (p *Player) TawerCompletedTask(taskID int, ot int) {
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return
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}
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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.Completed {
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if p.Info.GetTask(taskID) != model.Completed {
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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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@@ -94,7 +94,7 @@ func (p *Player) bossgive(taskID int, ot int) {
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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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p.Service.Pet.PetAdd(gift.Pet, 0)
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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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