```
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]
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@@ -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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