feat(pet): 添加学习力分配功能并优化相关逻辑 - 新增 PetEVdiy 接口用于自定义宠物学习力分配 - 限制单次学习力分配不超过510,单项不超过255 - 学习力池 EVPool 字段添加到 PlayerInfo 结构体 - 使用 github.com/samber/lo 简化数组求和操作 - 更新 fight_boss 逻辑以正确处理 BOSS 战斗后经验与学习力奖励发放 - 调整任务列表中部分
290 lines
7.3 KiB
Go
290 lines
7.3 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/common/utils"
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"blazing/logic/service/fight"
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"blazing/logic/service/pet"
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"blazing/logic/service/player"
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"blazing/modules/blazing/model"
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"github.com/jinzhu/copier"
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"github.com/samber/lo"
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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 *player.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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_, tet, ok := c.FindPet(data.CatchTime)
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if ok {
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result = &pet.OutInfo{
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PetInfo: *tet,
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}
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return result, 0
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} else {
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result = &pet.OutInfo{
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PetInfo: c.Service.Pet.PetInfo_One(data.CatchTime).Data,
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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 *player.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.Pet.PetInfo(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.Data)
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}
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return result, 0
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}
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// 获取放生列表
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func (h *Controller) PET_ROWEI_LIST(
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data *pet.GetPetListFreeInboundEmpty,
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c *player.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.Pet.PetInfo(1) //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.Data)
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}
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return result, 0
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}
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// 放生包
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func (h *Controller) PET_ROWEI(
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data *pet.PET_ROWEI, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
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_, _, ok := c.FindPet(data.CatchTime)
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//如果背包没找到,再放入背包
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if !ok && t.CatchTime != 0 && xmlres.PetMAP[int(data.ID)].FreeForbidden == 0 {
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t.Free = 1
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}
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})
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return nil, 0
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}
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// 领回包
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func (h *Controller) PET_RETRIEVE(
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data *pet.PET_RETRIEVE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
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_, _, ok := c.FindPet(data.CatchTime)
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//如果背包没找到,再放入背包
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if !ok && t.CatchTime != 0 {
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t.Free = 0
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}
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})
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return nil, 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 *player.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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//擂台住不能换精灵
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if c.GetSpace().Owner.UserID == c.Info.UserID {
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return result, errorcode.ErrorCodes.ErrChampionCannotSwitch
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}
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switch data.Flag {
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case 0:
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index, _, ok := c.FindPet(data.CatchTime)
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if ok {
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c.Info.PetList = append(c.Info.PetList[:index], c.Info.PetList[index+1:]...)
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}
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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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case 1:
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if len(c.Info.PetList) < 6 {
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//todo 背包
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c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
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_, _, ok := c.FindPet(data.CatchTime)
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//如果背包没找到,再放入背包
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if !ok && t.CatchTime != 0 {
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//t.InBag = 1
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c.Info.PetList = append(c.Info.PetList, t.Data)
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result.PetInfo = t.Data
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}
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})
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}
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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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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 *player.Player) (result *pet.PetShowOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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result = &pet.PetShowOutboundInfo{}
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_, onpet, ok := c.FindPet(data.CatchTime)
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if ok {
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copier.Copy(&result, onpet)
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result.Flag = data.Flag
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result.UserID = data.Head.UserID
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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}
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return
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}
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// 单体治疗
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func (h *Controller) PetOneCure(
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data *pet.PetOneCureInboundInfo, c *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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if c.GetSpace().Owner.UserID == c.Info.UserID {
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return result, errorcode.ErrorCodes.ErrChampionCannotHeal
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}
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_, onpet, ok := c.FindPet(data.CatchTime)
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if ok {
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onpet.Cure()
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}
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return &pet.PetOneCureOutboundInfo{
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CatchTime: data.CatchTime,
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}, 0
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}
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// 精灵首发
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func (h *Controller) PetFirst(
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data *pet.PetDefaultInboundInfo, c *player.Player) (result *pet.PetDefaultOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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//擂台住不能换精灵
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if c.GetSpace().Owner.UserID == c.Info.UserID {
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return result, errorcode.ErrorCodes.ErrChampionCannotSwitch
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}
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result = &pet.PetDefaultOutboundInfo{}
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index, _, ok := c.FindPet(data.CatchTime)
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if ok && index != 0 {
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c.Info.PetList[index], c.Info.PetList[0] = c.Info.PetList[0], c.Info.PetList[index]
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result.IsDefault = 1
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}
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return result, 0
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}
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// FindWithIndex 遍历slice,找到第一个满足条件的元素
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// 返回:索引、元素指针、是否找到
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func (h Controller) SetPetExp(data *pet.PetSetExpInboundInfo, c *player.Player) (result *pet.PetSetExpOutboundInfo, err errorcode.ErrorCode) {
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_, onpet, ok := c.FindPet(data.CatchTime)
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if ok {
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c.AddPetExp(onpet, data.Exp)
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}
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return &pet.PetSetExpOutboundInfo{
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Exp: c.Info.ExpPool,
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}, 0
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}
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func (h Controller) SetPetSkill(data *pet.ChangeSkillInfo, c *player.Player) (result *pet.ChangeSkillOutInfo, err errorcode.ErrorCode) {
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_, onpet, ok := c.FindPet(data.CatchTime)
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if ok {
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_, HasSkill, ok := utils.FindWithIndex(onpet.SkillList, func(item model.SkillInfo) bool { //已经存在技能
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return item.ID == data.ReplaceSkill
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})
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if !ok {
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HasSkill.ID = data.ReplaceSkill
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HasSkill.PP = uint32(xmlres.SkillMap[int(HasSkill.ID)].MaxPP)
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}
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}
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return &pet.ChangeSkillOutInfo{
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CatchTime: data.CatchTime,
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}, 0
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}
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func (h Controller) PetBargeList(data *pet.PetBargeListInboundInfo, c *player.Player) (result *pet.PetBargeListOutboundInfo, err errorcode.ErrorCode) {
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return &pet.PetBargeListOutboundInfo{
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PetBargeList: make([]pet.PetBargeListInfo, 0),
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}, 0
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}
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func (h Controller) PetEVdiy(data *pet.PetEV, c *player.Player) (result *pet.S2C_50001, err errorcode.ErrorCode) {
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_, onpet, ok := c.FindPet(data.CacthTime)
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if !ok {
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return nil, errorcode.ErrorCodes.Err10401
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}
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//分配超过510的数据
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if lo.Sum(data.EVs[:]) > 510 {
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return nil, errorcode.ErrorCodes.Err10401
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}
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for _, v := range data.EVs {
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//分配超过255的数据
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if v > 255 {
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return nil, errorcode.ErrorCodes.Err10401
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}
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}
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if lo.Sum(data.EVs[:]) < lo.Sum(onpet.Ev[:]) {
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return nil, errorcode.ErrorCodes.Err10401
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}
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USEEV1 := lo.Sum(data.EVs[:]) - lo.Sum(onpet.Ev[:])
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//加的比池子还多
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if USEEV1 > c.Info.EVPool {
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return nil, errorcode.ErrorCodes.Err10401
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}
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onpet.Ev = data.EVs
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c.Info.EVPool -= USEEV1
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result = &pet.S2C_50001{}
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result.UseEV = USEEV1
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return result, 0
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}
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