fix(fight): 使用模型层方法生成精灵信息 refactor(controller): 移除冗余变量与内联XML读取逻辑 refactor(pet): 重构经验更新与进化逻辑 refactor(item): 校验并扣减使用道具数量 feat(item): 新增金豆购买商品协议结构体 feat(user): 迁移角色服装变更逻辑至user控制器 feat(pet): 增加技能排序协议定义 refactor(utils): 移除未使用的工具函数引用 chore(config): 更新地图怪物配置信息 详细变更内容包括: - 在`xmlres/file.go`中初始化`GoldProductMap`并加载相关配置。 - 将`GenPetInfo`方法从玩家服务迁移至`model`包以统一管理。 - 合并部分不必要的局部变量声明,并优化XML资源加载方式。 - 拆分精灵升级与进化方法,明确调用职责。 - 在战斗和治疗等操作前增加货币校验及扣除逻辑。 - 补充金豆购买相关的客户端/服务端通信结构体。 - 调整技能选择逻辑避免潜在索引越界问题。 - 更新部分注释说明和代码结构以提升可维护性。
140 lines
4.3 KiB
Go
140 lines
4.3 KiB
Go
package controller
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import (
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"blazing/common/socket/errorcode"
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"blazing/cool"
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"blazing/logic/service/item"
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"blazing/logic/service/player"
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"blazing/logic/service/user"
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"blazing/modules/blazing/model"
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"github.com/jinzhu/copier"
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)
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// UserSimInfo 根据用户ID获取模拟用户信息
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// data: 包含用户ID的输入信息
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// c: 玩家对象
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// 返回: 模拟用户信息及错误码
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func (h Controller) UserSimInfo(data *user.SimUserInfoInboundInfo, c *player.Player) (result *user.SimUserInfoOutboundInfo, err errorcode.ErrorCode) {
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ret := &user.SimUserInfoOutboundInfo{}
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copier.Copy(ret, c.Service.Info.Person(data.UserId))
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return ret, 0
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}
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// UserMoreInfo 获取用户的更多信息。
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// data: 包含用户ID的输入信息。
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// c: 当前玩家对象。
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// 返回: 包含用户更多信息的输出结果和错误码。
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func (h Controller) UserMoreInfo(data *user.MoreUserInfoInboundInfo, c *player.Player) (result *user.MoreUserInfoOutboundInfo, err errorcode.ErrorCode) {
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ret := &user.MoreUserInfoOutboundInfo{}
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info := c.Service.Info.Person(data.UserId)
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copier.CopyWithOption(ret, info, copier.Option{IgnoreEmpty: true, DeepCopy: true})
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//todo 待实现
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return ret, 0
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}
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func (h Controller) Aimat(data *user.AimatInboundInfo, c *player.Player) (result *user.AimatOutboundInfo, err errorcode.ErrorCode) {
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result = &user.AimatOutboundInfo{
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ItemId: data.ItemId,
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Point: data.Point,
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ShootType: data.ShootType,
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UserId: c.Info.UserID,
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}
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return
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}
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func (h Controller) Chat(data *user.ChatInboundInfo, c *player.Player) (result *user.ChatOutboundInfo, err errorcode.ErrorCode) {
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result = &user.ChatOutboundInfo{
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Message: string([]byte(data.Message)[:data.MessageLen-1]),
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SenderNickname: c.Info.Nick,
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SenderId: c.Info.UserID,
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}
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result.Message = cool.Filter.Replace(result.Message, '*')
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return
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}
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func (h Controller) ChangePlayerColor(data *user.ChangeColorInboundInfo, c *player.Player) (result *user.ChangeColorOutboundInfo, err errorcode.ErrorCode) {
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if !c.UseCoins(200) { //如果花不了200,直接返回
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return
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}
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c.Info.Color = data.Color
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c.Info.Texture = 0
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result = &user.ChangeColorOutboundInfo{
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UserId: c.Info.UserID,
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Color: data.Color,
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Coins: c.Info.Coins,
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Texture: c.Info.Texture,
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}
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return
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}
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func (h Controller) ChangePlayerDoodle(data *user.ChangeDoodleInboundInfo, c *player.Player) (result *user.ChangeDoodleOutboundInfo, err errorcode.ErrorCode) {
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if !c.UseCoins(200) { //如果花不了200,直接返回
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return
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}
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c.Info.Texture = data.Id
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c.Info.Color = data.Color
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result = &user.ChangeDoodleOutboundInfo{
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UserId: c.Info.UserID,
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Color: c.Info.Color,
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Coins: c.Info.Coins,
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Texture: c.Info.Texture,
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}
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return
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}
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func (h Controller) ChangeNONOColor(data *user.ChangeNONOColorInboundInfo, c *player.Player) (result *user.ChangeNONOColorOutboundInfo, err errorcode.ErrorCode) {
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//c.Info.Coins -= 200
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c.Info.NONO.NonoColor = data.Color
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result = &user.ChangeNONOColorOutboundInfo{
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Sataus: c.Info.UserID,
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Color: c.Info.Color,
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}
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return
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}
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func (h Controller) DANCE_ACTION(data *user.C2SDanceAction, c *player.Player) (result *user.S2CDanceAction, err errorcode.ErrorCode) {
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result = &user.S2CDanceAction{
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Type: data.Type,
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UserID: c.Info.UserID,
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}
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return
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}
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func (h Controller) PEOPLE_TRANSFROM(data *user.C2SPEOPLE_TRANSFROM, c *player.Player) (result *user.S2CPEOPLE_TRANSFROM, err errorcode.ErrorCode) {
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result = &user.S2CPEOPLE_TRANSFROM{
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SuitID: data.SuitID,
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UserID: c.Info.UserID,
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}
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return
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}
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func (h Controller) ChangePlayerCloth(data *item.ChangePlayerClothInboundInfo, c *player.Player) (result *item.ChangePlayerClothOutboundInfo, err errorcode.ErrorCode) {
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result = &item.ChangePlayerClothOutboundInfo{
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UserID: c.Info.UserID,
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ClothList: make([]model.PeopleItemInfo, 0),
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}
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for _, v := range data.ClothList {
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result.ClothList = append(result.ClothList, model.PeopleItemInfo{ID: v, Level: 1})
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}
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c.Info.Clothes = result.ClothList
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return
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}
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