feat(game): 实现扭蛋系统批量物品添加功能并优化地图逻辑 - 新增ItemAddBatch方法用于批量添加物品,支持普通道具和特殊道具的分别处理 - 优化扭蛋游戏玩法中的物品添加逻辑,使用新的批量接口提升性能 - 在扭蛋机器人命令中实现完整的物品检查和批量添加流程 refactor(map): 重构地图控制器代码结构并添加注释 - 为EnterMap、LeaveMap、GetMapPlayerList等方法添加中文注释 - 统一地图相关的命名规范,如enter map替换进入地图 - 调整地图玩家列表中BOSS广播命令ID,2021和2022进行对调 refactor(boss): 重构定时BOSS代码并优化注释 - 将原有的中文注释改为英文注释,统一代码风格 - 简化TimeBossRule结构体定义和相关配置 - 优化定时任务注册逻辑,去除冗余的注释和变量 refactor(space): 清理地图空间服务代码注释 - 移除多余的中文注释和说明文字 - 统一代码格式,移除不必要的空行和注释 - 保持原有的天气系统和地图刷怪逻辑不变 fix(role): 修复系统角色权限查询逻辑 - 修改BaseSysRoleService中的查询条件,正确处理管理员权限 - 使用Extend方法替代Where进行复杂的权限判断逻辑 - 确保超级管理员可以访问所有角色,其他用户受限于权限范围 refactor(dict): 添加字典服务批量查询方法 - 新增GetMaxMap方法用于批量获取物品最大持有上限 - 优化数据库查询,减少多次单个查询的开销 - 支持一次请求多个物品的最大数量限制 fix(player): 修复玩家信息保存异常处理 - 将panic方式改为错误日志记录,避免程序崩溃 - 优化Save方法的重试逻辑,统一错误处理方式 - 在本地文件回退时记录详细错误信息 feat(robot): 扩展扭蛋机器人功能 - 添加用户验证和角色创建检查 - 实现批量扭蛋的完整逻辑,支持1-10次抽取 - 集成物品数量检查和批量添加功能 ```
317 lines
9.4 KiB
Go
317 lines
9.4 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/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/player/model"
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)
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func buildPetShortInfo(info model.PetInfo) pet.PetShortInfo {
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return pet.PetShortInfo{
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ID: info.ID,
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CatchTime: info.CatchTime,
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Level: info.Level,
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SkinID: info.SkinID,
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ShinyLen: info.ShinyLen,
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ShinyInfo: info.ShinyInfo,
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}
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}
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func buildPetListOutboundInfo(petList []model.PetInfo) *pet.GetPetListOutboundInfo {
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result := &pet.GetPetListOutboundInfo{
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ShortInfoList: make([]pet.PetShortInfo, len(petList)),
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}
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for i := range petList {
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result.ShortInfoList[i] = buildPetShortInfo(petList[i])
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}
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return result
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}
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func removePetByCatchTime(petList []model.PetInfo, catchTime uint32) []model.PetInfo {
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for i := range petList {
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if petList[i].CatchTime == catchTime {
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return append(petList[:i], petList[i+1:]...)
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}
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}
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return petList
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}
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func syncBackupPetList(player *player.Player) {
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if len(player.Info.BackupPetList) > 0 {
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return
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}
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storagePets := player.Service.Pet.PetInfo(1)
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if len(storagePets) == 0 {
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player.Info.BackupPetList = make([]model.PetInfo, 0)
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return
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}
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player.Info.BackupPetList = make([]model.PetInfo, len(storagePets))
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for i := range storagePets {
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player.Info.BackupPetList[i] = storagePets[i].Data
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}
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}
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func buildUserBagPetInfo(player *player.Player) *pet.GetUserBagPetInfoOutboundInfo {
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syncBackupPetList(player)
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result := &pet.GetUserBagPetInfoOutboundInfo{
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PetList: make([]model.PetInfo, len(player.Info.PetList)),
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BackupPetList: make([]model.PetInfo, len(player.Info.BackupPetList)),
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}
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copy(result.PetList, player.Info.PetList)
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copy(result.BackupPetList, player.Info.BackupPetList)
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return result
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}
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func buildPetShowOutboundInfo(userID, flag uint32, info *model.PetInfo) *pet.PetShowOutboundInfo {
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return &pet.PetShowOutboundInfo{
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UserID: userID,
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CatchTime: info.CatchTime,
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ID: info.ID,
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Flag: flag,
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Dv: info.Dv,
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ShinyLen: info.ShinyLen,
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ShinyInfo: info.ShinyInfo,
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SkinID: info.SkinID,
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}
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}
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// GetPetInfo 获取精灵信息
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// data: 包含精灵捕获时间的输入信息
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// player: 当前玩家对象
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// 返回: 精灵信息和错误码
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func (h Controller) GetPetInfo(
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data *pet.InInfo,
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player *player.Player) (result *model.PetInfo,
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err errorcode.ErrorCode) {
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_, petInfo, found := player.FindPet(data.CatchTime)
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if found {
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result = petInfo
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return result, 0
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}
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ret := player.Service.Pet.PetInfoOneByCatchTime(data.CatchTime)
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if ret == nil {
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return nil, errorcode.ErrorCodes.ErrPokemonNotExists
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}
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result = &ret.Data
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return result, 0
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}
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// GetUserBagPetInfo 获取主背包和并列备用精灵列表
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func (h Controller) GetUserBagPetInfo(
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data *pet.GetUserBagPetInfoInboundEmpty,
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player *player.Player) (result *pet.GetUserBagPetInfoOutboundInfo,
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err errorcode.ErrorCode) {
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return buildUserBagPetInfo(player), 0
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}
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// GetPetList 获取仓库列表
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// data: 空输入结构
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// player: 当前玩家对象
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// 返回: 精灵列表和错误码
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func (h Controller) GetPetList(
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data *pet.GetPetListInboundEmpty,
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player *player.Player) (result *pet.GetPetListOutboundInfo,
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err errorcode.ErrorCode) {
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return buildPetListOutboundInfo(player.Info.PetList), 0
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}
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// GetPetReleaseList 获取放生列表
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// data: 空输入结构
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// player: 当前玩家对象
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// 返回: 放生精灵列表和错误码
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func (h Controller) GetPetReleaseList(
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data *pet.GetPetListFreeInboundEmpty,
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player *player.Player) (result *pet.GetPetListOutboundInfo,
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err errorcode.ErrorCode) {
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syncBackupPetList(player)
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return buildPetListOutboundInfo(player.Info.BackupPetList), 0
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}
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// PetReleaseToWarehouse 将精灵从仓库包中放生
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// data: 包含精灵ID和捕获时间的输入信息
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// player: 当前玩家对象
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// 返回: 无数据和错误码
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func (h Controller) PetReleaseToWarehouse(
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data *pet.PET_ROWEI, player *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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_, _, inBag := player.FindPet(data.CatchTime)
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freeForbidden := xmlres.PetMAP[int(data.ID)].FreeForbidden
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// 如果背包没找到,再放入背包
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if inBag || freeForbidden == 1 {
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return nil, errorcode.ErrorCodes.ErrCannotReleaseNonWarehouse
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}
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if !player.Service.Pet.UpdateFree(data.CatchTime, 1) {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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return nil, err
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}
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// PetRetrieveFromWarehouse 领回包
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func (h Controller) PetRetrieveFromWarehouse(
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data *pet.PET_RETRIEVE, player *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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//如果背包没找到,再放入背包
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if _, _, ok := player.FindPet(data.CatchTime); !ok {
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if !player.Service.Pet.UpdateFree(data.CatchTime, 0) {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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}
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return nil, 0
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}
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// TogglePetBagWarehouse 精灵背包仓库切换
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func (h Controller) TogglePetBagWarehouse(
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data *pet.PetReleaseInboundInfo,
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player *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 player.GetSpace().Owner.UserID == player.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, pet, ok := player.FindPet(data.CatchTime)
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if ok {
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// ========== 新增:index合法性校验 ==========
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if index < 0 || index >= len(player.Info.PetList) {
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return result, errorcode.ErrorCodes.ErrPokemonIDMismatch
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}
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if !player.Service.Pet.Update(*pet) {
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return result, errorcode.ErrorCodes.ErrSystemError
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}
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player.Info.BackupPetList = removePetByCatchTime(player.Info.BackupPetList, data.CatchTime)
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player.Info.BackupPetList = append(player.Info.BackupPetList, *pet)
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player.Info.PetList = append(player.Info.PetList[:index], player.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(player.Info.PetList) < 6 {
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//todo 背包
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_, _, ok := player.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 {
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r := player.Service.Pet.PetInfoOneByCatchTime(data.CatchTime)
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if r == nil {
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return result, errorcode.ErrorCodes.ErrPokemonNotExists
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}
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player.Info.PetList = append(player.Info.PetList, r.Data)
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player.Info.BackupPetList = removePetByCatchTime(player.Info.BackupPetList, data.CatchTime)
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result.PetInfo = r.Data
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} else {
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player.Info.BackupPetList = removePetByCatchTime(player.Info.BackupPetList, data.CatchTime)
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}
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}
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}
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if len(player.Info.PetList) > 0 {
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result.FirstPetTime = player.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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// PlayerShowPet 精灵展示
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func (h Controller) PlayerShowPet(
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data *pet.PetShowInboundInfo, player *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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UserID: data.Head.UserID,
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CatchTime: data.CatchTime,
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Flag: data.Flag,
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}
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_, currentPet, ok := player.FindPet(data.CatchTime)
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if data.Flag == 0 {
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player.SetPetDisplay(0, nil)
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player.GetSpace().RefreshUserInfo(player)
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defer player.GetSpace().Broadcast(player, data.Head.CMD, result)
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return
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}
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if !ok {
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return nil, errorcode.ErrorCodes.ErrPokemonNotExists
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}
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player.SetPetDisplay(data.Flag, currentPet)
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player.GetSpace().RefreshUserInfo(player)
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result = buildPetShowOutboundInfo(data.Head.UserID, data.Flag, currentPet)
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defer player.GetSpace().Broadcast(player, data.Head.CMD, result)
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return
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}
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// PetOneCure 单体治疗
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func (h Controller) PetOneCure(
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data *pet.PetOneCureInboundInfo, player *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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if player.GetSpace().Owner.UserID == player.Info.UserID {
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return result, errorcode.ErrorCodes.ErrChampionCannotHeal
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}
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_, currentPet, ok := player.FindPet(data.CatchTime)
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if ok {
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defer currentPet.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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// PetFirst 精灵首发
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func (h Controller) PetFirst(
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data *pet.PetDefaultInboundInfo, player *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 player.GetSpace().Owner.UserID == player.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 := player.FindPet(data.CatchTime)
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if ok && index != 0 {
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player.Info.PetList[index], player.Info.PetList[0] = player.Info.PetList[0], player.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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// SetPetExp 设置宠物经验
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func (h Controller) SetPetExp(data *pet.PetSetExpInboundInfo, player *player.Player) (result *pet.PetSetExpOutboundInfo, err errorcode.ErrorCode) {
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_, currentPet, found := player.FindPet(data.CatchTime)
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if found && currentPet.Level < 100 {
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player.AddPetExp(currentPet, data.Exp)
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return &pet.PetSetExpOutboundInfo{Exp: player.Info.ExpPool}, 0
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}
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return &pet.PetSetExpOutboundInfo{Exp: player.Info.ExpPool}, errorcode.ErrorCodes.ErrSystemError
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}
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