package controller import ( "blazing/common/socket/errorcode" "blazing/cool" "blazing/logic/service/item" "blazing/logic/service/player" "blazing/logic/service/user" "blazing/modules/blazing/model" "github.com/jinzhu/copier" ) // UserSimInfo 根据用户ID获取模拟用户信息 // data: 包含用户ID的输入信息 // c: 玩家对象 // 返回: 模拟用户信息及错误码 func (h Controller) UserSimInfo(data *user.SimUserInfoInboundInfo, c *player.Player) (result *user.SimUserInfoOutboundInfo, err errorcode.ErrorCode) { ret := &user.SimUserInfoOutboundInfo{} copier.Copy(ret, c.Service.Info.Person(data.UserId)) return ret, 0 } // UserMoreInfo 获取用户的更多信息。 // data: 包含用户ID的输入信息。 // c: 当前玩家对象。 // 返回: 包含用户更多信息的输出结果和错误码。 func (h Controller) UserMoreInfo(data *user.MoreUserInfoInboundInfo, c *player.Player) (result *user.MoreUserInfoOutboundInfo, err errorcode.ErrorCode) { ret := &user.MoreUserInfoOutboundInfo{} info := c.Service.Info.Person(data.UserId) copier.CopyWithOption(ret, info, copier.Option{IgnoreEmpty: true, DeepCopy: true}) //todo 待实现 return ret, 0 } func (h Controller) Aimat(data *user.AimatInboundInfo, c *player.Player) (result *user.AimatOutboundInfo, err errorcode.ErrorCode) { result = &user.AimatOutboundInfo{ ItemId: data.ItemId, Point: data.Point, ShootType: data.ShootType, UserId: c.Info.UserID, } c.GetSpace().Broadcast(c, data.Head.CMD, result) return } func (h Controller) Chat(data *user.ChatInboundInfo, c *player.Player) (result *user.ChatOutboundInfo, err errorcode.ErrorCode) { result = &user.ChatOutboundInfo{ Message: string([]byte(data.Message)[:data.MessageLen-1]), SenderNickname: c.Info.Nick, SenderId: c.Info.UserID, } result.Message = cool.Filter.Replace(result.Message, '*') c.GetSpace().Broadcast(c, data.Head.CMD, result) return } func (h Controller) ChangePlayerColor(data *user.ChangeColorInboundInfo, c *player.Player) (result *user.ChangeColorOutboundInfo, err errorcode.ErrorCode) { if !c.UseCoins(200) { //如果花不了200,直接返回 return } c.Info.Color = data.Color c.Info.Texture = 0 result = &user.ChangeColorOutboundInfo{ UserId: c.Info.UserID, Color: data.Color, Coins: c.Info.Coins, Texture: c.Info.Texture, } c.GetSpace().Broadcast(c, data.Head.CMD, result) return } func (h Controller) ChangePlayerDoodle(data *user.ChangeDoodleInboundInfo, c *player.Player) (result *user.ChangeDoodleOutboundInfo, err errorcode.ErrorCode) { if !c.UseCoins(200) { //如果花不了200,直接返回 return } c.Info.Texture = data.Id c.Info.Color = data.Color result = &user.ChangeDoodleOutboundInfo{ UserId: c.Info.UserID, Color: c.Info.Color, Coins: c.Info.Coins, Texture: c.Info.Texture, } c.GetSpace().Broadcast(c, data.Head.CMD, result) return } func (h Controller) ChangeNONOColor(data *user.ChangeNONOColorInboundInfo, c *player.Player) (result *user.ChangeNONOColorOutboundInfo, err errorcode.ErrorCode) { //c.Info.Coins -= 200 c.Info.NONO.NonoColor = data.Color result = &user.ChangeNONOColorOutboundInfo{ Sataus: c.Info.UserID, Color: c.Info.Color, } c.GetSpace().Broadcast(c, data.Head.CMD, result) return } func (h Controller) DANCE_ACTION(data *user.C2SDanceAction, c *player.Player) (result *user.S2CDanceAction, err errorcode.ErrorCode) { result = &user.S2CDanceAction{ Type: data.Type, UserID: c.Info.UserID, } c.GetSpace().Broadcast(c, data.Head.CMD, result) return } func (h Controller) PEOPLE_TRANSFROM(data *user.C2SPEOPLE_TRANSFROM, c *player.Player) (result *user.S2CPEOPLE_TRANSFROM, err errorcode.ErrorCode) { result = &user.S2CPEOPLE_TRANSFROM{ SuitID: data.SuitID, UserID: c.Info.UserID, } c.GetSpace().Broadcast(c, data.Head.CMD, result) return } func (h Controller) ChangePlayerCloth(data *item.ChangePlayerClothInboundInfo, c *player.Player) (result *item.ChangePlayerClothOutboundInfo, err errorcode.ErrorCode) { result = &item.ChangePlayerClothOutboundInfo{ UserID: c.Info.UserID, ClothList: make([]model.PeopleItemInfo, 0), } for _, v := range data.ClothList { result.ClothList = append(result.ClothList, model.PeopleItemInfo{ID: v, Level: 1}) } c.Info.Clothes = result.ClothList c.GetSpace().Broadcast(c, data.Head.CMD, result) return }