package controller import ( "blazing/common/data/xmlres" "blazing/common/socket/errorcode" "blazing/logic/service/fight" "blazing/logic/service/pet" "blazing/logic/service/player" "blazing/modules/blazing/model" "github.com/jinzhu/copier" ) // 获取精灵信息 func (h *Controller) GetPetInfo( data *pet.InInfo, c *player.Player) (result *pet.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 _, tet, ok := c.FindPet(data.CatchTime) if ok { result = &pet.OutInfo{ PetInfo: *tet, } return result, 0 } else { result = &pet.OutInfo{ PetInfo: c.Service.Pet.PetInfo_One(data.CatchTime).Data, } } return result, 0 } // 获取仓库列表 func (h *Controller) GetPetList( data *pet.GetPetListInboundEmpty, c *player.Player) (result *pet.GetPetListOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 result = &pet.GetPetListOutboundInfo{} tt := c.Service.Pet.PetInfo(0) //获得未放生的精灵 result.ShortInfoList = make([]pet.PetShortInfo, len(tt)) for i, v := range tt { copier.Copy(&result.ShortInfoList[i], &v.Data) } return result, 0 } // 获取放生列表 func (h *Controller) PET_ROWEI_LIST( data *pet.GetPetListFreeInboundEmpty, c *player.Player) (result *pet.GetPetListOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 result = &pet.GetPetListOutboundInfo{} tt := c.Service.Pet.PetInfo(1) //获得未放生的精灵 result.ShortInfoList = make([]pet.PetShortInfo, len(tt)) for i, v := range tt { copier.Copy(&result.ShortInfoList[i], &v.Data) } return result, 0 } // 放生包 func (h *Controller) PET_ROWEI( data *pet.PET_ROWEI, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) { _, _, ok := c.FindPet(data.CatchTime) r := xmlres.PetMAP[int(data.ID)].FreeForbidden //如果背包没找到,再放入背包 if !ok && t.CatchTime != 0 && r == 0 { t.Free = 1 } else { err = errorcode.ErrorCodes.ErrCannotReleaseNonWarehouse } }) return nil, err } // 领回包 func (h *Controller) PET_RETRIEVE( data *pet.PET_RETRIEVE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) { _, _, ok := c.FindPet(data.CatchTime) //如果背包没找到,再放入背包 if !ok && t.CatchTime != 0 { t.Free = 0 } }) return nil, 0 } // 精灵背包仓库切换 func (h *Controller) PetRelease( data *pet.PetReleaseInboundInfo, c *player.Player) ( result *pet.PetReleaseOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 //放入背包=数据库置1+添加到背包+pet release发包 仓库=数据库置0+移除背包 设置首发等于取到首发精灵后重新排序 //这里只修改,因为添加和移除背包在宠物获取时已经做了 result = &pet.PetReleaseOutboundInfo{} result.Flag = uint32(data.Flag) //擂台住不能换精灵 if c.GetSpace().Owner.UserID == c.Info.UserID { return result, errorcode.ErrorCodes.ErrChampionCannotSwitch } switch data.Flag { case 0: index, v, ok := c.FindPet(data.CatchTime) if ok { c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) { t.Data = *v //t.InBag = 0 }) c.Info.PetList = append(c.Info.PetList[:index], c.Info.PetList[index+1:]...) } // break // 只移除第一个匹配值,若需移除所有,可省略 break 继续循环 case 1: if len(c.Info.PetList) < 6 { //todo 背包 c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) { _, _, ok := c.FindPet(data.CatchTime) //如果背包没找到,再放入背包 if !ok && t.CatchTime != 0 { //t.InBag = 1 c.Info.PetList = append(c.Info.PetList, t.Data) result.PetInfo = t.Data } }) } } if len(c.Info.PetList) > 0 { result.FirstPetTime = c.Info.PetList[0].CatchTime //设置首发 } return result, 0 } // 精灵展示 func (h *Controller) PlayerShowPet( data *pet.PetShowInboundInfo, c *player.Player) (result *pet.PetShowOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 result = &pet.PetShowOutboundInfo{} _, onpet, ok := c.FindPet(data.CatchTime) if ok { copier.Copy(&result, onpet) result.Flag = data.Flag result.UserID = data.Head.UserID defer c.GetSpace().Broadcast(c, data.Head.CMD, result) } return } // 单体治疗 func (h *Controller) PetOneCure( data *pet.PetOneCureInboundInfo, c *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 if c.GetSpace().Owner.UserID == c.Info.UserID { return result, errorcode.ErrorCodes.ErrChampionCannotHeal } _, onpet, ok := c.FindPet(data.CatchTime) if ok { defer onpet.Cure() } return &pet.PetOneCureOutboundInfo{ CatchTime: data.CatchTime, }, 0 } // 精灵首发 func (h *Controller) PetFirst( data *pet.PetDefaultInboundInfo, c *player.Player) (result *pet.PetDefaultOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 //擂台住不能换精灵 if c.GetSpace().Owner.UserID == c.Info.UserID { return result, errorcode.ErrorCodes.ErrChampionCannotSwitch } result = &pet.PetDefaultOutboundInfo{} index, _, ok := c.FindPet(data.CatchTime) if ok && index != 0 { c.Info.PetList[index], c.Info.PetList[0] = c.Info.PetList[0], c.Info.PetList[index] result.IsDefault = 1 } return result, 0 } // FindWithIndex 遍历slice,找到第一个满足条件的元素 // 返回:索引、元素指针、是否找到 func (h Controller) SetPetExp(data *pet.PetSetExpInboundInfo, c *player.Player) (result *pet.PetSetExpOutboundInfo, err errorcode.ErrorCode) { _, onpet, ok := c.FindPet(data.CatchTime) if ok && onpet.Level < 100 { defer c.AddPetExp(onpet, data.Exp) return &pet.PetSetExpOutboundInfo{ Exp: c.Info.ExpPool, }, 0 } return &pet.PetSetExpOutboundInfo{ Exp: c.Info.ExpPool, }, errorcode.ErrorCodes.ErrSystemError } // 精灵图鉴 func (h Controller) PetBargeList(data *pet.PetBargeListInboundInfo, c *player.Player) (result *pet.PetBargeListOutboundInfo, err errorcode.ErrorCode) { return &pet.PetBargeListOutboundInfo{ PetBargeList: make([]pet.PetBargeListInfo, 0), }, 0 }