Files
bl/logic/controller/pet_skill.go
昔念 36ca75aa03 ```
refactor(item): 优化物品添加逻辑并移除冗余代码

- 修改 ItemAdd 方法签名,从可变参数改为两个独立参数 itemId 和 itemCnt
- 移除了对 model.ItemInfo 的依赖,简化调用方式
- 更新所有调用 ItemAdd 的地方以适配新接口
- 删除未使用的 imports 和注释掉的旧配置加载逻辑
- 修复购买物品时金币扣除与物品发放的一致性问题
- 增加玩家操作消耗塞尔豆的扣费逻辑(如宠物治疗、技能设置等)

此变更提升了代码简洁性和一致性,并增强了业务逻辑的准确性。
```
2025-12-08 21:11:12 +08:00

63 lines
1.7 KiB
Go

package controller
import (
"blazing/common/data/xmlres"
"blazing/common/socket/errorcode"
"blazing/common/utils"
"blazing/logic/service/fight"
"blazing/logic/service/pet"
"blazing/logic/service/player"
"blazing/modules/blazing/model"
)
func (h Controller) SetPetSkill(data *pet.ChangeSkillInfo, c *player.Player) (result *pet.ChangeSkillOutInfo, err errorcode.ErrorCode) {
if !c.UseCoins(100) {
return result, errorcode.ErrorCodes.ErrSystemBusy
}
c.Info.Coins -= 50
_, onpet, ok := c.FindPet(data.CatchTime)
if !ok {
return result, errorcode.ErrorCodes.ErrSystemBusy
}
_, _, ok = utils.FindWithIndex(onpet.SkillList, func(item model.SkillInfo) bool { //已经存在技能
return item.ID == data.ReplaceSkill
})
if ok {
return result, errorcode.ErrorCodes.ErrSystemBusy
}
_, hasskill, ok := utils.FindWithIndex(onpet.SkillList, func(item model.SkillInfo) bool { //已经存在技能
return item.ID == data.HasSkill
})
if ok {
hasskill.ID = data.ReplaceSkill
hasskill.PP = uint32(xmlres.SkillMap[int(hasskill.ID)].MaxPP)
}
return &pet.ChangeSkillOutInfo{
CatchTime: data.CatchTime,
}, 0
}
func (h Controller) Skill_Sort(data *pet.C2S_Skill_Sort, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if !c.UseCoins(100) {
return result, errorcode.ErrorCodes.ErrSystemBusy
}
c.Info.Coins -= 50
_, onpet, ok := c.FindPet(data.CapTm)
if ok {
var newskill []model.SkillInfo
for _, v := range data.Skill {
_, HasSkill, ok := utils.FindWithIndex(onpet.SkillList, func(item model.SkillInfo) bool { //已经存在技能
return item.ID == v
})
if ok {
newskill = append(newskill, *HasSkill)
}
}
onpet.SkillList = newskill
}
return nil, 0
}