feat: 重构任务奖励系统并增加宠物技能和皮肤奖励
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将任务奖励逻辑重构到单独的文件中,增加对宠物技能和皮肤奖励的支持,优化任务完成处理流程
This commit is contained in:
xinian
2026-04-11 19:25:59 +08:00
parent ecc483a11a
commit f6aa0c3339
13 changed files with 536 additions and 188 deletions

View File

@@ -77,31 +77,16 @@ func (h Controller) CompleteTask(data1 *CompleteTaskInboundInfo, c *player.Playe
// if service.NewTaskService().IsAcceptable(data1.TaskId) == nil {
// return nil, errorcode.ErrorCodes.ErrSystemError
// }
c.Info.SetTask(int(data1.TaskId), model.Completed)
result = &task.CompleteTaskOutboundInfo{
TaskId: data1.TaskId,
ItemList: make([]data.ItemInfo, 0),
}
taskInfo := task.GetTaskInfo(int(data1.TaskId), int(data1.OutState))
if taskInfo == nil {
return nil, errorcode.ErrorCodes.ErrNeedCompleteTaskForPrize
if _, err = c.ApplyTaskCompletion(data1.TaskId, int(data1.OutState), result); err != 0 {
return nil, err
}
if taskInfo.Pet != nil {
c.Service.Pet.PetAdd(taskInfo.Pet, 0)
result.CaptureTime = taskInfo.Pet.CatchTime
result.PetTypeId = taskInfo.Pet.ID
}
for _, item := range taskInfo.ItemList {
success := c.ItemAdd(item.ItemId, item.ItemCnt)
if success {
result.ItemList = append(result.ItemList, item)
}
if taskErr := c.Info.SetTask(int(data1.TaskId), model.Completed); taskErr != nil {
return nil, errorcode.ErrorCodes.ErrSystemError
}
return result, 0 //通过PUB/SUB回包