feat(pet): 新增精灵可学习技能查询功能 新增 GetPetLearnableSkills 接口用于查询当前精灵可学习技能(包含等级技能和额外技能ExtSKill), 优化 SetPetSkill 和 SortPetSkills 方法中的技能处理逻辑,提升技能管理和排序的准确性。 同时修复了宠物存储信息查询时缺少参数验证的问题,在管理后台接口中增加 free 参数支持。 BREAKING CHANGE: 管理后台
182 lines
4.6 KiB
Go
182 lines
4.6 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/player/model"
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)
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type GetPetLearnableSkillsOutboundInfo struct {
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SkillListLen uint32 `struc:"sizeof=SkillList"`
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SkillList []uint32 `json:"skillList"`
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}
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func collectPetLearnableSkillList(currentPet *model.PetInfo) []uint32 {
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skillSet := make(map[uint32]struct{})
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skills := make([]uint32, 0)
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appendSkill := func(skillID uint32) {
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if skillID == 0 {
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return
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}
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if _, exists := skillSet[skillID]; exists {
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return
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}
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skillSet[skillID] = struct{}{}
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skills = append(skills, skillID)
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}
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for _, skillID := range currentPet.GetLevelRangeCanLearningSkills(1, currentPet.Level) {
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appendSkill(skillID)
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}
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for _, skillID := range currentPet.ExtSKill {
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appendSkill(skillID)
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}
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for _, skill := range currentPet.SkillList {
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delete(skillSet, skill.ID)
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}
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result := make([]uint32, 0, len(skillSet))
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for _, skillID := range skills {
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if _, exists := skillSet[skillID]; exists {
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result = append(result, skillID)
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}
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}
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return result
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}
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// GetPetLearnableSkills 查询当前精灵可学习技能(等级技能 + 额外技能ExtSKill)
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func (h Controller) GetPetLearnableSkills(
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data *GetPetLearnableSkillsInboundInfo,
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c *player.Player,
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) (result *GetPetLearnableSkillsOutboundInfo, err errorcode.ErrorCode) {
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_, currentPet, ok := c.FindPet(data.CatchTime)
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if !ok {
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return nil, errorcode.ErrorCodes.ErrPokemonNotExists
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}
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return &GetPetLearnableSkillsOutboundInfo{
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SkillList: collectPetLearnableSkillList(currentPet),
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}, 0
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}
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// SetPetSkill 设置宠物技能,消耗50赛尔豆
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func (h Controller) SetPetSkill(data *ChangeSkillInfo, c *player.Player) (result *pet.ChangeSkillOutInfo, err errorcode.ErrorCode) {
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const setSkillCost = 50
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if !c.GetCoins(setSkillCost) {
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return nil, errorcode.ErrorCodes.ErrSunDouInsufficient10016
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}
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c.Info.Coins -= setSkillCost
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_, currentPet, ok := c.FindPet(data.CatchTime)
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if !ok {
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return nil, errorcode.ErrorCodes.ErrSystemBusy
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}
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canLearnSkillSet := make(map[uint32]struct{})
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for _, skillID := range collectPetLearnableSkillList(currentPet) {
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canLearnSkillSet[skillID] = struct{}{}
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}
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if _, exists := canLearnSkillSet[data.ReplaceSkill]; !exists {
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return nil, errorcode.ErrorCodes.ErrSystemBusy
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}
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skillInfo, exists := xmlres.SkillMap[int(data.ReplaceSkill)]
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if !exists {
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return nil, errorcode.ErrorCodes.ErrSystemBusy
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}
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_, _, ok = utils.FindWithIndex(currentPet.SkillList, func(item model.SkillInfo) bool { //已经存在技能
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return item.ID == data.ReplaceSkill
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})
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if ok {
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return nil, errorcode.ErrorCodes.ErrSystemBusy
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}
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maxPP := uint32(skillInfo.MaxPP)
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if data.HasSkill != 0 {
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// 查找要学习的技能并替换
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_, targetSkill, found := utils.FindWithIndex(currentPet.SkillList, func(item model.SkillInfo) bool {
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return item.ID == data.HasSkill
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})
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if !found {
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return nil, errorcode.ErrorCodes.ErrSystemBusy
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}
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targetSkill.ID = data.ReplaceSkill
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targetSkill.PP = maxPP
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} else {
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if len(currentPet.SkillList) >= 4 {
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return nil, errorcode.ErrorCodes.ErrSystemBusy
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}
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currentPet.SkillList = append(currentPet.SkillList, model.SkillInfo{
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ID: data.ReplaceSkill,
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PP: maxPP,
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})
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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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// SortPetSkills 排序宠物技能,消耗50赛尔豆
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func (h Controller) SortPetSkills(data *C2S_Skill_Sort, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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const skillSortCost = 50
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if !c.GetCoins(skillSortCost) {
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return nil, errorcode.ErrorCodes.ErrSunDouInsufficient10016
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}
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c.Info.Coins -= skillSortCost
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_, currentPet, ok := c.FindPet(data.CapTm)
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if !ok {
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return nil, errorcode.ErrorCodes.ErrPokemonNotExists
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}
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usedSkillSet := make(map[uint32]struct{})
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newSkillList := make([]model.SkillInfo, 0, 4)
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for _, skillID := range data.Skill {
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if skillID == 0 {
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continue
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}
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if _, used := usedSkillSet[skillID]; used {
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continue
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}
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_, skill, found := utils.FindWithIndex(currentPet.SkillList, func(item model.SkillInfo) bool {
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return item.ID == skillID
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})
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if !found {
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continue
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}
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newSkillList = append(newSkillList, *skill)
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usedSkillSet[skillID] = struct{}{}
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}
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for _, skill := range currentPet.SkillList {
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if skill.ID == 0 {
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continue
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}
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if _, used := usedSkillSet[skill.ID]; used {
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continue
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}
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newSkillList = append(newSkillList, skill)
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usedSkillSet[skill.ID] = struct{}{}
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}
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if len(newSkillList) > 4 {
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newSkillList = newSkillList[:4]
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}
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currentPet.SkillList = newSkillList
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return nil, 0
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}
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