Files
bl/logic/service/player/base.go
昔念 1f614e4904
All checks were successful
ci/woodpecker/push/my-first-workflow Pipeline was successful
```
refactor(player): 优化宠物信息获取逻辑

在GetPetInfo方法中添加必要的空行以提高代码可读性,
确保代码结构更清晰易维护。
```
2026-03-25 23:29:52 +08:00

109 lines
2.4 KiB
Go

package player
import (
"blazing/common/socket/errorcode"
"blazing/common/utils"
"blazing/logic/service/common"
"blazing/logic/service/fight/info"
"blazing/modules/player/model"
"math/rand"
"time"
"github.com/gogf/gf/v2/util/grand"
)
type baseplayer struct {
//Fightinfo info.Fightinfo
Info *model.PlayerInfo
//canFight uint32
FightC common.FightI //绑定战斗标识 替代本身的是否战斗标记 //IsFighting bool
*info.PlayerCaptureContext
}
// NewPlayerCaptureContext 创建用户捕捉上下文(每次登录调用)
func newbaseplayer() baseplayer {
rng := rand.New(rand.NewSource(time.Now().UnixNano() + int64(grand.Intn(1000000))))
ret := baseplayer{}
ret.PlayerCaptureContext = &info.PlayerCaptureContext{
Random: rng,
Denominator: 1000,
DecayFactor: 0.10, // 15%衰减率
MinDecayNum: 1,
Guarantees: make(map[int]int),
}
return ret
}
// GetInfo 获取玩家基础信息
func (p *baseplayer) GetInfo() *model.PlayerInfo {
return p.Info
}
func (p *baseplayer) GetPetInfo(limitlevel uint32) []model.PetInfo {
var ret []model.PetInfo
for _, pet := range p.Info.PetList {
if limitlevel > 0 {
pet.Level = utils.Min(pet.Level, limitlevel)
}
ret = append(ret, pet)
}
return ret
}
func (f *baseplayer) InvitePlayer(ff common.PlayerI) {
}
func (p *baseplayer) CanFight() errorcode.ErrorCode {
return 0
}
func (p *baseplayer) QuitFight() {
}
// SetFightC 设置玩家战斗控制器
func (f *baseplayer) SetFightC(fightController common.FightI) {
f.FightC = fightController
}
// GetPlayerCaptureContext 获取玩家捕捉上下文
func (f *baseplayer) GetPlayerCaptureContext() *info.PlayerCaptureContext {
return f.PlayerCaptureContext
}
// FindPet 根据捕捉时间查找宠物
// 返回值: (索引, 宠物信息, 是否找到)
func (f *baseplayer) FindPet(catchTime uint32) (int, *model.PetInfo, bool) {
return utils.FindWithIndex(f.Info.PetList, func(item model.PetInfo) bool {
return item.CatchTime == catchTime
})
}
func (p *baseplayer) Getfightinfo() info.Fightinfo {
return info.Fightinfo{}
}
func (f *baseplayer) SendPack(b []byte) error {
return nil
}
func (f *baseplayer) MessWin(b bool) {
}
func (f *baseplayer) SendPackCmd(_ uint32, _ any) {
//fmt.Println("战斗结束")
}
func (p *baseplayer) ItemAdd(ItemId, ItemCnt int64) (result bool) {
return true
}
func (lw *baseplayer) SendLoadPercent(info.LoadPercentOutboundInfo) {
}