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。 ```
123 lines
3.0 KiB
Go
123 lines
3.0 KiB
Go
package controller
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import (
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"blazing/common/socket/errorcode"
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"blazing/logic/service/player"
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"blazing/logic/service/task"
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"blazing/modules/blazing/model"
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)
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/**
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* 接受任务
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*/
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func (h Controller) AcceptTask(data *task.AcceptTaskInboundInfo, c *player.Player) (result *task.AcceptTaskOutboundInfo, err errorcode.ErrorCode) {
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//isdaliy := false
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// if data.Head.CMD != 2201 { //判断是每日任务
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// //isdaliy = true
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// }
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if c.Info.GetTask(int(data.TaskId)) == model.Unaccepted {
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c.Info.SetTask(int(data.TaskId), model.Accepted)
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}
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c.Service.Task.Exec(uint32(data.TaskId), func(t *model.TaskEX) bool {
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t.Data = []uint32{}
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return true
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})
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result = &task.AcceptTaskOutboundInfo{}
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result.TaskId = data.TaskId
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return result, 0
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}
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/**
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* 更新任务步骤
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*/
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func (h Controller) AddTaskBuf(data *task.AddTaskBufInboundInfo, c *player.Player) (result *task.AddTaskBufOutboundInfo, err errorcode.ErrorCode) {
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// isdaliy := false
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// if data.Head.CMD != 2204 { //判断是每日任务
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// isdaliy = true
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// }
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c.Service.Task.Exec(data.TaskId, func(te *model.TaskEX) bool {
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te.Data = data.TaskList
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return true
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})
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return result, 0
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}
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/**
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* 完成任务
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*/
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func (h Controller) Complete_Task(data *task.CompleteTaskInboundInfo, c *player.Player) (result *task.CompleteTaskOutboundInfo, err errorcode.ErrorCode) {
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if c.Info.GetTask(int(data.TaskId)) != model.Accepted { //如果任务没有接受或者已经完成Complete_Task
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return result, 0
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}
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c.Info.SetTask(int(data.TaskId), model.Completed)
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result = &task.CompleteTaskOutboundInfo{
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TaskId: data.TaskId,
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ItemList: make([]model.ItemInfo, 0),
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}
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//提交任务
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//task.Tasktopic.Pub(*data)
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tt := task.Get_Task_Info(*data)
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if tt == nil {
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return result, 0 //通过PUB/SUB回包
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}
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if tt.PetTypeId != 0 {
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r := model.GenPetInfo(int(tt.PetTypeId), 31, -1, 0, 0, 50)
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result.PetTypeId = r.ID
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c.Service.Pet.PetAdd(r)
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result.CaptureTime = r.CatchTime //这个写到后面,方便捕捉时间被修改后造成的时间不对问题
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}
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for _, v := range tt.ItemList {
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ret := c.ItemAdd(v.ItemId, v.ItemCnt) //获取成功的条目
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if ret {
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result.ItemList = append(result.ItemList, v)
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}
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}
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return result, 0 //通过PUB/SUB回包
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}
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/**
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* 获取任务状态
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*/
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func (h Controller) Get_Task_Buf(data *task.GetTaskBufInboundInfo, c *player.Player) (result *task.GetTaskBufOutboundInfo, err errorcode.ErrorCode) {
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result = &task.GetTaskBufOutboundInfo{
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TaskId: data.TaskId,
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}
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c.Service.Task.Exec(data.TaskId, func(te *model.TaskEX) bool {
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result.TaskList = te.Data
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return false
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})
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return result, 0
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}
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/**
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* 删除任务
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*/
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func (h Controller) Delete_Task(data *task.DeleteTaskInboundInfo, c *player.Player) (result *task.DeleteTaskOutboundInfo, err errorcode.ErrorCode) {
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if c.Info.GetTask(int(data.TaskId)) == model.Accepted {
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c.Info.SetTask(int(data.TaskId), model.Unaccepted)
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return &task.DeleteTaskOutboundInfo{TaskId: data.TaskId}, 0
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}
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return &task.DeleteTaskOutboundInfo{}, 0
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}
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