```
refactor(item_use): 重构道具使用逻辑并提取常量 - 添加 ItemDefaultLeftTime 和 ItemNeuronID 常量定义 - 使用结构体字面量初始化 itemInfo,替换手动赋值 - 将神经元道具处理逻辑提取为独立方法 handleNeuronItem - 将普通宠物道具处理逻辑提取为独立方法 handleRegularPetItem - 优化 UsePetItemOutOfFight 方法的条件判断结构 fix(NewSeIdx_700): 修复Boss技能伤害计算参数错误 - 修正 Skill_Useed 方法中 Div 方法的参数索引,从 Args()[1]
This commit is contained in:
@@ -10,6 +10,13 @@ import (
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"github.com/jinzhu/copier"
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)
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const (
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// ItemDefaultLeftTime 道具默认剩余时间(毫秒)
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ItemDefaultLeftTime = 360000
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// ItemNeuronID 神经元道具ID
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ItemNeuronID = 300036
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)
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// GetUserItemList 获取用户道具列表
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// data: 包含分页参数的输入信息
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// c: 当前玩家对象
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@@ -20,10 +27,11 @@ func (h Controller) GetUserItemList(data *item.ItemListInboundInfo, c *player.Pl
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items := c.Service.Item.Get(data.Param1, data.Param2)
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for _, itemData := range items {
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var itemInfo model.SingleItemInfo
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itemInfo.ItemId = itemData.ItemId
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itemInfo.ItemCnt = itemData.ItemCnt
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itemInfo.LeftTime = 360000
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itemInfo := model.SingleItemInfo{
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ItemId: itemData.ItemId,
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ItemCnt: itemData.ItemCnt,
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LeftTime: ItemDefaultLeftTime,
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}
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if itemInfo.ItemCnt != 0 {
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result.ItemList = append(result.ItemList, itemInfo)
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}
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@@ -45,27 +53,14 @@ func (h Controller) UsePetItemOutOfFight(data *item.C2S_USE_PET_ITEM_OUT_OF_FIGH
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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if data.ItemID == 300036 {
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// 神经元需要特殊处理
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if currentPet.OldCatchTime == 0 {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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oldPetCatchTime := currentPet.CatchTime
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oldPet := c.Service.Pet.PetInfo_One_Unscoped(currentPet.OldCatchTime)
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println(c.Info.UserID, "还原", len(c.Info.PetList), currentPet.ID, oldPet.Data.ID)
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copier.CopyWithOption(currentPet, oldPet.Data, copier.Option{DeepCopy: true})
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currentPet.CatchTime = oldPetCatchTime
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println(c.Info.UserID, "还原后", len(c.Info.PetList), currentPet.ID, oldPet.Data.ID)
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var errcode errorcode.ErrorCode
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if data.ItemID == ItemNeuronID {
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errcode = h.handleNeuronItem(currentPet, c)
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} else {
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handler := item.PetItemRegistry.GetHandler(data.ItemID)
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if handler == nil {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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success := handler(data.ItemID, currentPet)
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if !success {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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errcode = h.handleRegularPetItem(data.ItemID, currentPet)
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}
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if errcode != 0 {
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return nil, errcode
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}
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c.Service.Item.UPDATE(data.ItemID, -1)
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@@ -76,19 +71,49 @@ func (h Controller) UsePetItemOutOfFight(data *item.C2S_USE_PET_ITEM_OUT_OF_FIGH
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return result, 0
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}
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// handleNeuronItem 处理神经元道具的特殊逻辑
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func (h Controller) handleNeuronItem(currentPet *model.PetInfo, c *player.Player) errorcode.ErrorCode {
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if currentPet.OldCatchTime == 0 {
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return errorcode.ErrorCodes.ErrSystemError
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}
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originalCatchTime := currentPet.CatchTime
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oldPet := c.Service.Pet.PetInfo_One_Unscoped(currentPet.OldCatchTime)
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copier.CopyWithOption(currentPet, oldPet.Data, copier.Option{DeepCopy: true})
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currentPet.CatchTime = originalCatchTime
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currentPet.ShinyInfo = oldPet.Data.ShinyInfo
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currentPet.EffectInfo = oldPet.Data.EffectInfo
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return 0
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}
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// handleRegularPetItem 处理普通宠物道具
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func (h Controller) handleRegularPetItem(itemID uint32, currentPet *model.PetInfo) errorcode.ErrorCode {
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handler := item.PetItemRegistry.GetHandler(itemID)
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if handler == nil {
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return errorcode.ErrorCodes.ErrSystemError
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}
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if !handler(itemID, currentPet) {
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return errorcode.ErrorCodes.ErrSystemError
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}
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return 0
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}
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// ResetNature 重置宠物性格
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// data: 包含道具ID和宠物捕获时间的输入信息
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// c: 当前玩家对象
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// 返回: 无数据和错误码
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func (h Controller) ResetNature(data *item.C2S_PET_RESET_NATURE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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if c.Service.Item.CheakItem(data.ItemId) <= 0 {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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_, currentPet, found := c.FindPet(data.CatchTime)
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if !found {
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return nil, errorcode.ErrorCodes.Err10401
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}
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if c.Service.Item.CheakItem(data.ItemId) <= 0 {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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currentPet.Nature = data.Nature
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currentPet.CalculatePetPane(false)
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c.Service.Item.UPDATE(data.ItemId, -1)
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@@ -20,7 +20,7 @@ func (e *NewSel700) Skill_Useed() bool {
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}
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e.Input.Heal(
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e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.SumDamage.Div(e.Args()[1]),
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e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.SumDamage.Div(e.Args()[0]),
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)
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return true
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}
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48
modules/config/model/TaskConfig.go
Normal file
48
modules/config/model/TaskConfig.go
Normal file
@@ -0,0 +1,48 @@
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package model
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import (
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"blazing/cool"
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)
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// 表名常量定义:任务配置表
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const (
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TableNameTaskConfig = "task_config" // 任务配置表(记录任务ID、类型、目标、奖励、状态等核心信息)
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)
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// TaskConfig 任务核心配置模型
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type TaskConfig struct {
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*cool.Model
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// 核心字段
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TaskId uint32 `gorm:"not null;uniqueIndex;comment:'任务唯一ID'" json:"task_id" description:"任务唯一ID"`
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TaskName string `gorm:"not null;size:128;comment:'任务名称'" json:"task_name" description:"任务名称"`
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// 奖励配置
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ItemRewardIds []uint32 `gorm:"not null;type:json;default:'[]';comment:'绑定奖励物品ID数组,关联item_gift表主键'" json:"item_reward_ids" description:"奖励物品数组"`
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ElfRewardIds []uint32 `gorm:"not null;type:json;default:'[]';comment:'绑定奖励精灵ID数组,关联config_pet_boss表主键'" json:"elf_reward_ids" description:"奖励精灵数组"`
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// 任务状态和周期
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IsEnabled uint32 `gorm:"not null;default:1;comment:'是否启用该任务(0-禁用 1-启用)'" json:"is_enabled" description:"是否启用"`
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Remark string `gorm:"size:512;default:'';comment:'任务备注'" json:"remark" description:"备注信息"`
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}
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// -------------------------- 核心配套方法(遵循项目规范)--------------------------
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func (*TaskConfig) TableName() string {
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return TableNameTaskConfig
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}
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func (*TaskConfig) GroupName() string {
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return "default"
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}
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func NewTaskConfig() *TaskConfig {
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return &TaskConfig{
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Model: cool.NewModel(),
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}
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}
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// -------------------------- 表结构自动同步 --------------------------
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func init() {
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cool.CreateTable(&TaskConfig{})
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}
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@@ -2,8 +2,6 @@ package model
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import (
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"blazing/cool"
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"errors"
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"fmt"
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"time"
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)
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@@ -56,59 +54,6 @@ func NewCDKConfig() *CDKConfig {
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}
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}
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// -------------------------- 业务操作方法(适配可兑换次数 != 0 需求)--------------------------
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// SetExchangeTotalCount 设置总可兑换次数(确保不为0,满足where !=0 约束)
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func (c *CDKConfig) SetExchangeTotalCount(total uint32) error {
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if total == 0 {
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return errors.New("CDK总可兑换次数不能为0,请设置大于0的数值")
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}
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// 若剩余次数大于新的总次数,同步更新剩余次数为总次数
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if c.ExchangeRemainCount > total {
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c.ExchangeRemainCount = total
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}
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return nil
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}
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// DeductRemainCount 扣减剩余可兑换次数(扣减后仍保证非负,且仅当剩余次数>0时可扣减)
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func (c *CDKConfig) DeductRemainCount(deductNum uint32) error {
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if deductNum <= 0 {
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return errors.New("扣减的兑换次数必须大于0")
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}
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// 校验剩余次数是否大于0(满足where !=0 前置条件)
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if c.ExchangeRemainCount == 0 {
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return errors.New("CDK剩余可兑换次数为0,无法继续扣减")
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}
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// 校验扣减后是否为负
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if c.ExchangeRemainCount < deductNum {
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return fmt.Errorf("剩余可兑换次数不足(当前剩余%d,需扣减%d)", c.ExchangeRemainCount, deductNum)
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}
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c.ExchangeRemainCount -= deductNum
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return nil
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}
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// IsAvailable 判断CDK是否可用(剩余次数!=0 + 启用 + 在有效期内)
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func (c *CDKConfig) IsAvailable() (bool, string) {
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now := time.Now()
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// 校验剩余次数是否!=0
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if c.ExchangeRemainCount == 0 {
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return false, "CDK剩余可兑换次数为0,已失效"
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}
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// 校验是否启用
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if c.IsEnabled == 0 {
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return false, "CDK已被禁用,无法使用"
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}
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// 校验有效期
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if now.Before(c.ValidStartTime) {
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return false, "CDK尚未到有效时间,暂无法使用"
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}
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if now.After(c.ValidEndTime) {
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return false, "CDK已过有效期,已失效"
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}
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return true, "CDK可用"
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}
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// -------------------------- 表结构自动同步 --------------------------
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func init() {
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cool.CreateTable(&CDKConfig{})
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Reference in New Issue
Block a user