package service import ( "blazing/cool" "blazing/modules/config/model" "blazing/modules/dict/service" "github.com/gogf/gf/v2/frame/g" "github.com/gogf/gf/v2/util/grand" ) // PetFusionMaterialService 宠物融合材料子表Service(对应pet_fusion_material表) type PetFusionMaterialService struct { *cool.Service // 嵌入通用Service(继承基础CRUD方法) } // NewPetFusionMaterialService 创建PetFusionMaterialService实例 func NewPetFusionMaterialService() *PetFusionMaterialService { return &PetFusionMaterialService{ &cool.Service{ Model: model.NewPetFusionMaterial(), // 绑定PetFusionMaterial模型(默认参数占位) //Cache: gcache.New(), // PageQueryOp: &cool.QueryOp{KeyWordField: []string{"material1", "material2", "material3", "material4"}}, }, } } // 获取融合材料的特性,返回两个值,一个是指定的特性,另一个是如果配方没找到的情况下,默认的配置 func (s *PetFusionMaterialService) Data(Material1 [4]uint32) int32 { fusions := service.NewDictInfoService().GetData("fusion") for _, v := range Material1 { // if v < 10000 { // //使用过小的道具 // return 0 // } _, ok := fusions[v] if !ok { //todo使用了非法材料 return 0 } } m := dbm_enable(s.Model) var effect *model.PetFusionMaterial //一个特性应该是唯一的,但是我们要获取默认随机特性 condition := g.Map{ "material1": Material1[0], "material2": Material1[1], "material3": Material1[2], "material4": Material1[3], "is_enable": 1, } m.Where(condition).Scan(&effect) if effect != nil { r := grand.Intn(4) switch r { case 0: return int32(effect.Trait1Idx) case 1: return int32(effect.Trait2Idx) case 2: return int32(effect.Trait3Idx) case 3: return int32(effect.Trait4Idx) } } return -1 }