feat(broadcast): 添加全服广播功能并完善相关逻辑 新增 Broadcast 结构体及 Server 的 Broadcast 方法,用于实现全服广播消息, 并在 RPC 客户端中增加对应接口。同时在 fight 模块中添加聊天信息结构体和处理逻辑。 refactor(pet_skill): 优化宠物技能设置逻辑 修复宠物技能替换判断条件错误的问题,并调整相关逻辑顺序以提高代码可读性与健壮性。 feat(chat): 实现战斗内聊天功能 新增战斗中的聊天指令结构体 ChatInfo 和对应的控制器方法 FightChat, 支持玩家在战斗中发送聊天消息。 refactor(item_buy): 调整金币购买道具的扣费方式 将原直接比较金币数量改为调用
54 lines
1.5 KiB
Go
54 lines
1.5 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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)
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func (h Controller) SetPetSkill(data *pet.ChangeSkillInfo, c *player.Player) (result *pet.ChangeSkillOutInfo, err errorcode.ErrorCode) {
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if !c.UseCoins(100) {
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return result, errorcode.ErrorCodes.ErrSystemBusy
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}
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_, onpet, ok := c.FindPet(data.CatchTime)
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if !ok {
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return result, errorcode.ErrorCodes.ErrSystemBusy
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}
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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.HasSkill
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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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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) Skill_Sort(data *pet.C2S_Skill_Sort, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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if !c.UseCoins(100) {
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return result, errorcode.ErrorCodes.ErrSystemBusy
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}
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_, onpet, ok := c.FindPet(data.CapTm)
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if ok {
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var newskill []model.SkillInfo
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for _, v := range data.Skill {
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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 == v
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})
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if ok {
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newskill = append(newskill, *HasSkill)
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}
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}
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onpet.SkillList = newskill
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}
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return nil, 0
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}
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