feat(fight): 优化战斗效果触发机制 - 移除 EffectDefeatTrigger 的 OnSkill 方法,简化标记逻辑 - 修复 SwitchOut 方法中的判断条件,正确检查对方精灵血量 - 移除多余的 can 字段检查,简化代码流程 feat(pet): 完善宠物购买事务处理 - 添加数据库事务支持,确保购买操作的原子性 - 增加余额检查的安全验证 - 使用原生SQL更新最大时间戳,避免
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@@ -47,22 +47,16 @@ func registerDefeatTriggerEffects() {
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// 共性逻辑:OnSkill标记生效,Switch检查条件并触发行为
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// 共性逻辑:OnSkill标记生效,Switch检查条件并触发行为
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// -----------------------------------------------------------
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// -----------------------------------------------------------
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// OnSkill:命中时标记当次攻击可触发效果
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// OnSkill:命中时标记当次攻击可触发效果
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func (e *EffectDefeatTrigger) OnSkill() bool {
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e.can = true // 标记当次攻击有效
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return true
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}
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func (e *EffectDefeatTrigger) SwitchOut(in *input.Input) bool {
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func (e *EffectDefeatTrigger) SwitchOut(in *input.Input) bool {
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// 1. 检查效果是否生效(当次攻击有效)
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// 1. 检查效果是否生效(当次攻击有效)
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if !e.can {
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return true
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}
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// 2. 过滤我方切精灵的情况(只处理对方切精灵)
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// 2. 过滤我方切精灵的情况(只处理对方切精灵)
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if in == e.Ctx().Our {
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if in == e.Ctx().Our {
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return true
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return true
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}
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}
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if e.Ctx().Our.CurrentPet.Info.Hp > 0 {
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if e.Ctx().Opp.CurrentPet.Info.Hp > 0 {
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return true
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return true
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}
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}
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e.isd = true
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e.isd = true
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@@ -73,9 +67,7 @@ func (e *EffectDefeatTrigger) SwitchOut(in *input.Input) bool {
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// Switch:检查是否击败对方,满足条件则根据effectID触发对应行为
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// Switch:检查是否击败对方,满足条件则根据effectID触发对应行为
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func (e *EffectDefeatTrigger) SwitchIn(in *input.Input) bool {
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func (e *EffectDefeatTrigger) SwitchIn(in *input.Input) bool {
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// 1. 检查效果是否生效(当次攻击有效)
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// 1. 检查效果是否生效(当次攻击有效)
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if !e.can {
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return true
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}
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if !e.isd { //不是击败触发
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if !e.isd { //不是击败触发
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return true
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return true
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}
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}
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@@ -2,11 +2,13 @@ package service
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import (
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import (
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"blazing/cool"
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"blazing/cool"
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basemodel "blazing/modules/base/model"
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"blazing/modules/base/service"
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"blazing/modules/base/service"
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"blazing/modules/player/model"
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"blazing/modules/player/model"
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"context"
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"context"
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"fmt"
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"fmt"
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"github.com/gogf/gf/v2/database/gdb"
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"github.com/gogf/gf/v2/frame/g"
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"github.com/gogf/gf/v2/frame/g"
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"github.com/gogf/gf/v2/os/gtime"
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"github.com/gogf/gf/v2/os/gtime"
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)
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)
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@@ -73,7 +75,6 @@ func (s *PetService) UPdatePrice(ctime uint32, Price uint32, is_sale uint32) err
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return nil
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return nil
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}
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}
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func (s *PetService) BuyPet(pid uint32) error {
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func (s *PetService) BuyPet(pid uint32) error {
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tt := NewPetService(0).PetInfo_One_ID(pid)
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tt := NewPetService(0).PetInfo_One_ID(pid)
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if tt == nil {
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if tt == nil {
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@@ -94,18 +95,59 @@ func (s *PetService) BuyPet(pid uint32) error {
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if !tt.UpdateTime.AddDate(0, 0, 1).Before(gtime.Now()) {
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if !tt.UpdateTime.AddDate(0, 0, 1).Before(gtime.Now()) {
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return fmt.Errorf("数据异常")
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return fmt.Errorf("数据异常")
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}
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}
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useglod := int64(tt.SalePrice)*102 + int64(tt.SaleCount)*5
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if service.NewBaseSysUserService().GetFreeGold(uint(s.userid)) < useglod {
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return g.DB().Transaction(context.TODO(), func(ctx context.Context, tx gdb.TX) error {
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return fmt.Errorf("余额不足")
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}
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service.NewBaseSysUserService().UpdateFreeGold(s.userid, -useglod)
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useglod := int64(tt.SalePrice)*102 + int64(tt.SaleCount)*5
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NewPetService(tt.PlayerID).Pet_del(tt.CatchTime)
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var res1 basemodel.BaseSysUser
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service.NewBaseSysUserService().UpdateFreeGold(tt.PlayerID, int64(tt.SalePrice)*98)
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s.PetAdd(&tt.Data, tt.SaleCount+1)
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return nil
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tx.Model(basemodel.BaseSysUser{}).Where("id", tt.PlayerID).Fields("free_gold").Scan(&res1)
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if res1.FreeGold < useglod {
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return fmt.Errorf("余额不足")
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}
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_, err := tx.Model(basemodel.BaseSysUser{}).Where("id", s.userid).Increment("free_gold", -useglod)
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if err != nil {
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return err
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}
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tx.Model(s.Model).Where("catch_time", tt.CatchTime).Delete()
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_, err = tx.Model(basemodel.BaseSysUser{}).Where("id", tt.PlayerID).Increment("free_gold", int64(tt.SalePrice)*98)
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if err != nil {
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return err
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}
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sql := fmt.Sprintf(`
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UPDATE %s
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SET max_ts = CASE
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WHEN max_ts < EXTRACT(EPOCH FROM NOW())::INT THEN EXTRACT(EPOCH FROM NOW())::INT
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ELSE max_ts + 1
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END
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WHERE id = ? AND deleted_at IS NULL
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RETURNING max_ts;
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`, service.NewBaseSysUserService().Model.TableName())
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// 执行 Raw SQL 并扫描返回值
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ret, err := tx.Model(service.NewBaseSysUserService().Model).Raw(sql, s.userid).All()
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if err != nil {
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return err
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}
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//fmt.Println(ret, err)
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tt.CatchTime = ret.Array()[0].Uint32()
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var player model.Pet
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player.PlayerID = s.userid
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player.Data = tt.Data
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player.CatchTime = tt.CatchTime
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player.Free = 0
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player.SaleCount = tt.SaleCount + 1
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player.IsVip = cool.Config.ServerInfo.IsVip
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_, err = tx.Model(s.Model).Insert(player)
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if err != nil {
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return err
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}
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return nil
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})
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}
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}
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func (s *PetService) UPdate(t model.PetInfo) {
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func (s *PetService) UPdate(t model.PetInfo) {
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