- 新增 Capture 函数处理捕捉宠物逻辑 - 修改 ChangePet 函数返回值 - 优化物品添加和查询逻辑 - 增加新消息类型 CatchMonsterOutboundInfo - 调整战斗循环处理捕捉逻辑 待修复技能丢失问题
146 lines
3.6 KiB
Go
146 lines
3.6 KiB
Go
package controller
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import (
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"blazing/common/data/xmlres"
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"blazing/common/socket/errorcode"
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"blazing/logic/service"
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"blazing/logic/service/pet"
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"blazing/modules/blazing/model"
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"github.com/jinzhu/copier"
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)
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// 获取精灵信息
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func (h *Controller) GetPetInfo(
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data *pet.InInfo,
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c *service.Player) (result *pet.OutInfo,
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err errorcode.ErrorCode) { //这个时候player应该是空的
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for _, pi := range c.Info.PetList {
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if pi.CatchTime == data.CatchTime {
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result = &pet.OutInfo{
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PetInfo: pi,
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}
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}
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}
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if result == nil {
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result = &pet.OutInfo{
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PetInfo: c.Service.GetPetInfo(data.CatchTime),
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}
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}
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return result, 0
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}
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// 获取仓库列表
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func (h *Controller) GetPetList(
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data *pet.GetPetListInboundEmpty,
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c *service.Player) (result *pet.GetPetListOutboundInfo,
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err errorcode.ErrorCode) { //这个时候player应该是空的
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result = &pet.GetPetListOutboundInfo{}
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tt := c.Service.GetPetList(0) //获得未放生的精灵
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result.ShortInfoList = make([]pet.PetShortInfo, len(tt))
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for i, v := range tt {
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copier.Copy(&result.ShortInfoList[i], &v)
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}
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return result, 0
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}
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// 精灵背包仓库切换
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func (h *Controller) PetRelease(
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data *pet.PetReleaseInboundInfo,
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c *service.Player) (
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result *pet.PetReleaseOutboundInfo,
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err errorcode.ErrorCode) { //这个时候player应该是空的
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//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
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//这里只修改,因为添加和移除背包在宠物获取时已经做了
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result = &pet.PetReleaseOutboundInfo{}
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result.Flag = uint32(data.Flag)
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t := c.Service.PetM(int(data.CatchTime), int(data.Flag))
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switch data.Flag {
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case 0:
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removeIndex := -1
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for i, v := range c.Info.PetList {
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if v.CatchTime == uint32(data.CatchTime) {
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removeIndex = i
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break // 只移除第一个匹配值,若需移除所有,可省略 break 继续循环
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}
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}
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if removeIndex != -1 {
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c.Info.PetList = append(c.Info.PetList[:removeIndex], c.Info.PetList[removeIndex+1:]...)
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}
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case 1:
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//todo 背包
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c.Info.PetList = append(c.Info.PetList, t)
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result.PetInfo = t
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}
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if len(c.Info.PetList) > 0 {
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result.FirstPetTime = c.Info.PetList[0].CatchTime //设置首发
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}
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//service.NewUserService(c.Info.UserID).PetAdd( *r)
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return result, 0
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}
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// 精灵展示
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func (h *Controller) PlayerShowPet(
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data *pet.PetShowInboundInfo, c *service.Player) (result *pet.PetShowOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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results := pet.PetShowOutboundInfo{}
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for _, pi := range c.Info.PetList {
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if pi.CatchTime == data.CatchTime {
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copier.Copy(&results, pi)
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results.Flag = data.Flag
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results.UserID = data.Head.UserID
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data.Broadcast(c.Info.MapID, results) //同步广播
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}
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}
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return result, -1
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}
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func (h *Controller) PetOneCure(
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data *pet.PetOneCureInboundInfo, c *service.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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result = &pet.PetOneCureOutboundInfo{
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data.CatchTime,
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}
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var temp []model.PetInfo
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for _, pi := range c.Info.PetList {
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if pi.CatchTime == data.CatchTime {
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pi.Hp = pi.MaxHp
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// 恢复技能PP值
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var skillList [4]model.SkillInfo
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for i, skill := range pi.SkillList {
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// 跳过无效技能
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if skill.ID == 0 {
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continue
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}
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// 恢复至最大PP值(从配置表获取)
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if maxPP, ok := xmlres.SkillMap[int(skill.ID)]; ok {
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skill.PP = uint32(maxPP.MaxPP)
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skillList[i] = skill
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}
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}
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pi.SkillList = skillList
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}
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temp = append(temp, pi)
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}
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c.Info.PetList = temp
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return result, 0
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}
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