```
All checks were successful
ci/woodpecker/push/my-first-workflow Pipeline was successful

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
This commit is contained in:
昔念
2026-03-11 12:19:13 +08:00
parent 46bc05ab29
commit a29a8ddec2
17 changed files with 95 additions and 35 deletions

View File

@@ -103,7 +103,7 @@ func (f *FightC) battleLoop() {
f.WinnerId = f.ownerID
addpet.EffectInfo = nil //清空特性信息
f.Our.Player.(*player.Player).Service.Pet.PetAdd(&addpet)
f.Our.Player.(*player.Player).Service.Pet.PetAdd(&addpet, 0)
f.Our.Player.SendPackCmd(2409, &info.CatchMonsterOutboundInfo{
CatchTime: uint32(addpet.CatchTime),

View File

@@ -47,7 +47,7 @@ func (p *Player) TawerCompletedTask(taskID int, ot int) {
return
}
// 处理默认分支ot=-1仅奖励存在时才完成主任务
if p.Info.GetTask(taskID) != model.Completed {
if p.Info.GetTask(taskID) != model.Completed {
defaultGift := p.getTaskGift(taskID, -1)
if defaultGift != nil { // 奖励存在才标记主任务完成
p.Info.SetTask(taskID, model.Completed)
@@ -94,7 +94,7 @@ func (p *Player) bossgive(taskID int, ot int) {
// 发放宠物奖励
if gift.Pet != nil {
p.Service.Pet.PetAdd(gift.Pet)
p.Service.Pet.PetAdd(gift.Pet, 0)
res.PetID = gift.Pet.ID
res.CaptureTm = gift.Pet.CatchTime
}