Files
bl/logic/controller/pet.go
昔念 f281b949ba ```
feat(fight): 调整战斗逻辑与精灵切换机制

- 优化精灵切换时的效果处理,增加切换事件支持
- 修复战斗中超时逻辑和技能CD计算问题
- 增强状态效果在精灵上下场时的清理机制
- 修改伤害计算逻辑以提高准确性
- 更新战斗池初始化参数提升并发性能

此外,同步更新了宠物放生字段命名及逻辑处理方式,并调整网络通信中的限流策略。
```
2025-11-13 02:43:00 +08:00

218 lines
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package controller
import (
"blazing/common/data/xmlres"
"blazing/common/socket/errorcode"
"blazing/common/utils"
"blazing/logic/service/pet"
"blazing/logic/service/player"
"blazing/modules/blazing/model"
"github.com/jinzhu/copier"
)
// 获取精灵信息
func (h *Controller) GetPetInfo(
data *pet.InInfo,
c *player.Player) (result *pet.OutInfo,
err errorcode.ErrorCode) { //这个时候player应该是空的
for _, pi := range c.Info.PetList {
if pi.CatchTime == data.CatchTime {
result = &pet.OutInfo{
PetInfo: pi,
}
}
}
if result == nil {
result = &pet.OutInfo{
PetInfo: c.Service.PetInfo_One(data.CatchTime).Data,
}
}
return result, 0
}
// 获取仓库列表
func (h *Controller) GetPetList(
data *pet.GetPetListInboundEmpty,
c *player.Player) (result *pet.GetPetListOutboundInfo,
err errorcode.ErrorCode) { //这个时候player应该是空的
result = &pet.GetPetListOutboundInfo{}
tt := c.Service.PetInfo(0) //获得未放生的精灵
result.ShortInfoList = make([]pet.PetShortInfo, len(tt))
for i, v := range tt {
copier.Copy(&result.ShortInfoList[i], &v.Data)
}
return result, 0
}
// 精灵背包仓库切换
func (h *Controller) PetRelease(
data *pet.PetReleaseInboundInfo,
c *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)
switch data.Flag {
case 0:
var temp []model.PetInfo
for _, v := range c.Info.PetList {
if v.CatchTime == uint32(data.CatchTime) {
c.Service.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
t.Data = v
//t.InBag = 0
})
} else {
temp = append(temp, v)
}
}
c.Info.PetList = temp
// 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:
//todo 背包
c.Service.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
_, _, ok := utils.FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
return item.CatchTime == uint32(data.CatchTime)
})
//如果背包没找到,再放入背包
if !ok && t.CatchTime != 0 {
//t.InBag = 1
c.Info.PetList = append(c.Info.PetList, t.Data)
result.PetInfo = t.Data
}
})
}
if len(c.Info.PetList) > 0 {
result.FirstPetTime = c.Info.PetList[0].CatchTime //设置首发
}
//service.NewUserService(c.Info.UserID).PetAdd( *r)
return result, 0
}
// 精灵展示
func (h *Controller) PlayerShowPet(
data *pet.PetShowInboundInfo, c *player.Player) (result *pet.PetShowOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
results := pet.PetShowOutboundInfo{}
for _, pi := range c.Info.PetList {
if pi.CatchTime == data.CatchTime {
copier.Copy(&results, pi)
results.Flag = data.Flag
results.UserID = data.Head.UserID
data.Broadcast(c.Info.MapID, results) //同步广播
}
}
return result, -1
}
func (h *Controller) PetOneCure(
data *pet.PetOneCureInboundInfo, c *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
_, onpet, ok := utils.FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
return item.CatchTime == data.CatchTime
})
if ok {
onpet.Cure()
}
return &pet.PetOneCureOutboundInfo{
CatchTime: data.CatchTime,
}, 0
}
// 精灵首发
func (h *Controller) PetFirst(
data *pet.PetDefaultInboundInfo, c *player.Player) (result *pet.PetDefaultOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
result = &pet.PetDefaultOutboundInfo{}
var ttt []model.PetInfo
for index, pi := range c.Info.PetList {
if pi.CatchTime == data.CatchTime {
ttt = append(ttt, pi)
ttt = append(ttt, c.Info.PetList[:index]...)
ttt = append(ttt, c.Info.PetList[index+1:]...)
result.IsDefault = 1
break
}
}
c.Info.PetList = ttt
return result, 0
}
// FindWithIndex 遍历slice找到第一个满足条件的元素
// 返回:索引、元素指针、是否找到
func (h Controller) SetPetExp(data *pet.PetSetExpInboundInfo, c *player.Player) (result *pet.PetSetExpOutboundInfo, err errorcode.ErrorCode) {
_, onpet, ok := utils.FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
return item.CatchTime == data.CatchTime
})
if ok {
c.AddPetExp(onpet, data.Exp)
}
return &pet.PetSetExpOutboundInfo{
Exp: c.Info.ExpPool,
}, 0
}
func (h Controller) SetPetSkill(data *pet.ChangeSkillInfo, c *player.Player) (result *pet.ChangeSkillOutInfo, err errorcode.ErrorCode) {
_, onpet, ok := utils.FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
return item.CatchTime == data.CatchTime
})
if ok {
_, _, ok := utils.FindWithIndex(onpet.SkillList, func(item model.SkillInfo) bool { //已经存在技能
return item.ID == data.ReplaceSkill
})
if ok {
return
}
for i := 0; i < len(onpet.SkillList); i++ {
if onpet.SkillList[i].ID == data.HasSkill {
onpet.SkillList[i].ID = data.ReplaceSkill
onpet.SkillList[i].PP = uint32(xmlres.SkillMap[int(onpet.SkillList[i].ID)].MaxPP)
}
}
}
// onpet.SkillList = lo.UniqBy(onpet.SkillList, func(s model.SkillInfo) int {
// return int(s.ID)
// })
return &pet.ChangeSkillOutInfo{
CatchTime: data.CatchTime,
}, 0
}
func (h Controller) PetBargeList(data *pet.PetBargeListInboundInfo, c *player.Player) (result *pet.PetBargeListOutboundInfo, err errorcode.ErrorCode) {
return &pet.PetBargeListOutboundInfo{
PetBargeList: make([]pet.PetBargeListInfo, 0),
}, 0
}