feat(xml): 添加进化配置映射并更新错误码提示 - 在 `common/data/xmlres/file.go` 中添加 EVOLVMAP 用于加载进化配置 - 更新多个控制器中的金币不足错误码,统一使用骄阳余额不足错误码 `ErrSunDouInsufficient10016` - 修改战斗逻辑中 AI 动作触发机制,并优化战斗流程 - 增加对融合材料合法性的校验 - 调整战斗动作通道缓冲区大小以提升并发处理能力 - 更新 XML 配置
90 lines
2.4 KiB
Go
90 lines
2.4 KiB
Go
package service
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import (
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"blazing/cool"
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"blazing/modules/blazing/model"
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"blazing/modules/dict/service"
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"strings"
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"github.com/gogf/gf/v2/database/gdb"
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"github.com/gogf/gf/v2/frame/g"
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"github.com/gogf/gf/v2/util/gconv"
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"github.com/gogf/gf/v2/util/grand"
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)
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// PetFusionMaterialService 宠物融合材料子表Service(对应pet_fusion_material表)
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type PetFusionMaterialService struct {
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*cool.Service // 嵌入通用Service(继承基础CRUD方法)
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}
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var PetFusionMaterialServiceIns = NewPetFusionMaterialService()
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// NewPetFusionMaterialService 创建PetFusionMaterialService实例
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func NewPetFusionMaterialService() *PetFusionMaterialService {
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return &PetFusionMaterialService{
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&cool.Service{
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Model: model.NewPetFusionMaterial(), // 绑定PetFusionMaterial模型(默认参数占位)
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//Cache: gcache.New(),
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// PageQueryOp: &cool.QueryOp{KeyWordField: []string{"material1", "material2", "material3", "material4"}},
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},
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}
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}
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// 获取融合材料的特性,返回两个值,一个是指定的特性,另一个是如果配方没找到的情况下,默认的配置
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func (s *PetFusionMaterialService) Data(Material1 [4]uint32) uint32 {
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cacheKey := strings.Join(gconv.Strings(Material1[:]), ":")
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println(cacheKey, "获取融合id")
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fusions := service.DictInfoServiceS.GetData("fusion")
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for _, v := range Material1 {
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if v < 10000 {
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//使用过小的道具
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return 0
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}
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_, ok := fusions[v]
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if !ok {
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//todo使用了非法材料
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return 0
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}
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}
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m := cool.DBM(s.Model)
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var effect *model.PetFusionMaterial //一个特性应该是唯一的,但是我们要获取默认随机特性
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condition := g.Map{
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"material1": Material1[0],
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"material2": Material1[1],
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"material3": Material1[2],
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"material4": Material1[3],
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"is_enable": 1,
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}
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m.Where(condition).Cache(gdb.CacheOption{
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// Duration: time.Hour,
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Force: false,
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}).Scan(&effect)
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//这时候有可能效果是空的,那么这时候就再次查询默认的特性,保证每次必会生成一个数据库有的特性
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//也许这个时候的特性配方就是随机从数据库中查找一个特性
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if effect == nil {
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effect2s := service.DictInfoServiceS.GetData("effect")
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for _, v := range effect2s {
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return gconv.Uint32(v.Value)
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}
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}
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r := grand.Intn(4)
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switch r {
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case 0:
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return effect.Trait1Idx
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case 1:
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return effect.Trait2Idx
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case 2:
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return effect.Trait3Idx
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case 3:
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return effect.Trait4Idx
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}
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return 0
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}
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