fix(fight): 修复单输入战斗中效果处理逻辑错误 - 在Effect201的OnSkill方法中调整了多输入战斗检查的位置, 确保单输入战斗中的单目标效果被正确忽略 - 添加了针对单输入战斗中单目标效果的测试用例 - 移除了重复的多输入战斗检查代码 feat(fight): 添加战斗初始化时捕获标识设置功能 - 在initfightready函数中添加对CanCapture字段的处理 将玩家的捕获能力信息传递到战斗准备信息中 - 在ReadyFightPetInfo结构体中添加IsCapture字段用于 标识宠物是否为捕获类型 refactor(fight): 调整战斗初始化顺序确保数据一致性 - 将ReadyInfo初始化移到绑定输入上下文之后执行 确保团队视图链接完成后再进行准备信息构建 fix(player): 增加宠物血量检查避免无效匹配 - 在玩家匹配检测中增加首只宠物血量检查 当首只宠物血量为0时不参与匹配以防止异常情况 ```
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@@ -196,7 +196,7 @@ func (s *CdkService) UseServerNamingCDK(ctx context.Context, code string, ownerI
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}
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var server model.ServerList
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if err := tx.Model(model.NewServerList()).With(model.ServerShow{}).Where("online_id", serverID).Scan(&server); err != nil {
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if err := tx.Model(model.NewServerList()).Where("online_id", serverID).Scan(&server); err != nil {
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return err
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}
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if server.OnlineID == 0 {
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@@ -216,8 +216,13 @@ func (s *CdkService) UseServerNamingCDK(ctx context.Context, code string, ownerI
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}
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var currentShow model.ServerShow
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if server.ServerShow != nil {
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currentShow = *server.ServerShow
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if err := tx.Model(model.NewServerShow()).
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Where("server_id", serverID).
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Where("owner", ownerID).
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OrderDesc("id").
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Limit(1).
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Scan(¤tShow); err != nil {
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return err
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}
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updated = currentShow
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@@ -225,7 +230,7 @@ func (s *CdkService) UseServerNamingCDK(ctx context.Context, code string, ownerI
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updated.Name = serverName
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updated.Owner = ownerID
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if currentShow.ServerID == 0 || !serverService.isActiveServerShow(¤tShow, now) || currentShow.Owner != ownerID {
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if currentShow.ServerID == 0 || !serverService.isActiveServerShow(¤tShow, now) {
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updated.ExpireTime = now.AddDate(0, 1, 0)
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} else {
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baseTime := currentShow.ExpireTime
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