Files
bl/logic/controller/pet_info.go
昔念 07d25b3e96 ```
feat(friend): 添加好友系统功能实现

完善好友管理功能,包括添加好友、回复好友请求、删除好友等操作,
同时优化了相关数据结构和接口定义。

BREAKING CHANGE: 调整了黑名单数据结构,将BlackInfo从结构体改为uint32数组
```
2026-01-20 06:15:55 +08:00

227 lines
6.5 KiB
Go

package controller
import (
"blazing/common/data/xmlres"
"blazing/common/socket/errorcode"
"blazing/logic/service/fight"
"blazing/logic/service/pet"
"blazing/logic/service/player"
"github.com/jinzhu/copier"
)
// GetPetInfo 获取精灵信息
// data: 包含精灵捕获时间的输入信息
// player: 当前玩家对象
// 返回: 精灵信息和错误码
func (h Controller) GetPetInfo(
data *pet.InInfo,
player *player.Player) (result *pet.OutInfo,
err errorcode.ErrorCode) {
_, petInfo, found := player.FindPet(data.CatchTime)
if found {
result = &pet.OutInfo{
PetInfo: *petInfo,
}
return result, 0
}
result = &pet.OutInfo{
PetInfo: player.Service.Pet.PetInfo_One(data.CatchTime).Data,
}
return result, 0
}
// GetPetList 获取仓库列表
// data: 空输入结构
// player: 当前玩家对象
// 返回: 精灵列表和错误码
func (h Controller) GetPetList(
data *pet.GetPetListInboundEmpty,
player *player.Player) (result *pet.GetPetListOutboundInfo,
err errorcode.ErrorCode) {
result = &pet.GetPetListOutboundInfo{}
petList := player.Service.Pet.PetInfo(0) // 获取未放生的精灵
result.ShortInfoList = make([]pet.PetShortInfo, len(petList))
for i, petItem := range petList {
copier.Copy(&result.ShortInfoList[i], &petItem.Data)
}
return result, 0
}
// GetPetReleaseList 获取放生列表
// data: 空输入结构
// player: 当前玩家对象
// 返回: 放生精灵列表和错误码
func (h Controller) GetPetReleaseList(
data *pet.GetPetListFreeInboundEmpty,
player *player.Player) (result *pet.GetPetListOutboundInfo,
err errorcode.ErrorCode) {
result = &pet.GetPetListOutboundInfo{}
petList := player.Service.Pet.PetInfo(1) // 获取已放生的精灵
result.ShortInfoList = make([]pet.PetShortInfo, len(petList))
for i, petItem := range petList {
copier.Copy(&result.ShortInfoList[i], &petItem.Data)
}
return result, 0
}
// PetReleaseToWarehouse 将精灵从仓库包中放生
// data: 包含精灵ID和捕获时间的输入信息
// player: 当前玩家对象
// 返回: 无数据和错误码
func (h Controller) PetReleaseToWarehouse(
data *pet.PET_ROWEI, player *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
_, _, inBag := player.FindPet(data.CatchTime)
freeForbidden := xmlres.PetMAP[int(data.ID)].FreeForbidden
// 如果背包没找到,再放入背包
if inBag || freeForbidden == 1 {
return nil, errorcode.ErrorCodes.ErrCannotReleaseNonWarehouse
}
player.Service.Pet.UPdateFree(data.CatchTime, 1)
return nil, err
}
// PetRetrieveFromWarehouse 领回包
func (h Controller) PetRetrieveFromWarehouse(
data *pet.PET_RETRIEVE, player *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
//如果背包没找到,再放入背包
if _, _, ok := player.FindPet(data.CatchTime); !ok {
player.Service.Pet.UPdateFree(data.CatchTime, 0)
}
return nil, 0
}
// TogglePetBagWarehouse 精灵背包仓库切换
func (h Controller) TogglePetBagWarehouse(
data *pet.PetReleaseInboundInfo,
player *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 player.GetSpace().Owner.UserID == player.Info.UserID {
return result, errorcode.ErrorCodes.ErrChampionCannotSwitch
}
switch data.Flag {
case 0:
index, pet, ok := player.FindPet(data.CatchTime)
if ok {
player.Service.Pet.UPdate(*pet)
player.Info.PetList = append(player.Info.PetList[:index], player.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(player.Info.PetList) < 6 {
//todo 背包
_, _, ok := player.FindPet(data.CatchTime)
//如果背包没找到,再放入背包
if !ok {
r := player.Service.Pet.PetInfo_One(data.CatchTime)
if r == nil {
return result, errorcode.ErrorCodes.ErrSystemError
}
player.Info.PetList = append(player.Info.PetList, r.Data)
result.PetInfo = r.Data
}
}
}
if len(player.Info.PetList) > 0 {
result.FirstPetTime = player.Info.PetList[0].CatchTime //设置首发
}
return result, 0
}
// PlayerShowPet 精灵展示
func (h Controller) PlayerShowPet(
data *pet.PetShowInboundInfo, player *player.Player) (result *pet.PetShowOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
result = &pet.PetShowOutboundInfo{}
_, currentPet, ok := player.FindPet(data.CatchTime)
if ok {
copier.Copy(&result, currentPet)
result.Flag = data.Flag
result.UserID = data.Head.UserID
defer player.GetSpace().Broadcast(player, data.Head.CMD, result)
}
return
}
// PetOneCure 单体治疗
func (h Controller) PetOneCure(
data *pet.PetOneCureInboundInfo, player *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
if player.GetSpace().Owner.UserID == player.Info.UserID {
return result, errorcode.ErrorCodes.ErrChampionCannotHeal
}
_, currentPet, ok := player.FindPet(data.CatchTime)
if ok {
defer currentPet.Cure()
}
return &pet.PetOneCureOutboundInfo{
CatchTime: data.CatchTime,
}, 0
}
// PetFirst 精灵首发
func (h Controller) PetFirst(
data *pet.PetDefaultInboundInfo, player *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 player.GetSpace().Owner.UserID == player.Info.UserID {
return result, errorcode.ErrorCodes.ErrChampionCannotSwitch
}
result = &pet.PetDefaultOutboundInfo{}
index, _, ok := player.FindPet(data.CatchTime)
if ok && index != 0 {
player.Info.PetList[index], player.Info.PetList[0] = player.Info.PetList[0], player.Info.PetList[index]
result.IsDefault = 1
}
return result, 0
}
// SetPetExp 设置宠物经验
func (h Controller) SetPetExp(data *pet.PetSetExpInboundInfo, player *player.Player) (result *pet.PetSetExpOutboundInfo, err errorcode.ErrorCode) {
_, currentPet, found := player.FindPet(data.CatchTime)
if found && currentPet.Level < 100 {
player.AddPetExp(currentPet, data.Exp)
return &pet.PetSetExpOutboundInfo{
Exp: player.Info.ExpPool,
}, 0
}
return &pet.PetSetExpOutboundInfo{
Exp: player.Info.ExpPool,
}, errorcode.ErrorCodes.ErrSystemError
}