feat(player): 重构任务状态管理逻辑
将任务状态相关的 GetTask 和 SetTask 方法从 player 包迁移至 model.PlayerInfo 结构体中, 统一通过 c.Info 调
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@@ -121,9 +121,8 @@ func (h Controller) PlayerFightBoss(data *fight.ChallengeBossInboundInfo, c *pla
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fight.NewFight(c, ai, func(foi *info.FightOverInfo) {
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if taskid != 0 {
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if foi.Reason == 0 && foi.WinnerId == c.Info.UserID {
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if c.GetTask(taskid) == player.Unaccepted {
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c.SetTask(taskid, player.Completed) //设置完成任务
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c.Info.TaskList[taskid-1] = 3
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if c.Info.GetTask(taskid) == model.Unaccepted {
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c.Info.SetTask(taskid, model.Completed) //设置完成任务
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moinfo.PetList[0].Downgrade(1)
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PetID := moinfo.PetList[0].ID
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@@ -58,6 +58,7 @@ func (h *Controller) Login(data *user.MAIN_LOGIN_IN, c gnet.Conn) (result *user.
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t.Service = blservice.NewUserService(data.Head.UserID)
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t.User = service.NewBaseSysUserService()
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t.Info = t.Service.Info.Personself()
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if t.Info == nil {
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defer c.Close()
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return
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@@ -19,8 +19,8 @@ func (h Controller) AcceptTask(data *task.AcceptTaskInboundInfo, c *player.Playe
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// //isdaliy = true
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// }
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if c.GetTask(int(data.TaskId)) == player.Unaccepted {
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c.SetTask(int(data.TaskId), player.Accepted)
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if c.Info.GetTask(int(data.TaskId)) == model.Unaccepted {
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c.Info.SetTask(int(data.TaskId), model.Accepted)
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}
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c.Service.Task.Exec(uint32(data.TaskId), func(t *model.TaskEX) bool {
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@@ -55,12 +55,12 @@ func (h Controller) AddTaskBuf(data *task.AddTaskBufInboundInfo, c *player.Playe
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* 完成任务
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*/
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func (h Controller) Complete_Task(data *task.CompleteTaskInboundInfo, c *player.Player) (result *task.CompleteTaskOutboundInfo, err errorcode.ErrorCode) {
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if c.GetTask(int(data.TaskId)) != player.Accepted { //如果任务没有接受或者已经完成Complete_Task
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if c.Info.GetTask(int(data.TaskId)) != model.Accepted { //如果任务没有接受或者已经完成Complete_Task
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return result, 0
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}
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c.SetTask(int(data.TaskId), player.Completed)
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c.Info.SetTask(int(data.TaskId), model.Completed)
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result = &task.CompleteTaskOutboundInfo{
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TaskId: data.TaskId,
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@@ -112,8 +112,8 @@ func (h Controller) Get_Task_Buf(data *task.GetTaskBufInboundInfo, c *player.Pla
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*/
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func (h Controller) Delete_Task(data *task.DeleteTaskInboundInfo, c *player.Player) (result *task.DeleteTaskOutboundInfo, err errorcode.ErrorCode) {
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if c.GetTask(int(data.TaskId)) == player.Accepted {
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c.SetTask(int(data.TaskId), player.Unaccepted)
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if c.Info.GetTask(int(data.TaskId)) == model.Accepted {
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c.Info.SetTask(int(data.TaskId), model.Unaccepted)
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return &task.DeleteTaskOutboundInfo{TaskId: data.TaskId}, 0
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}
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