refactor(controller): 重构控制器函数命名和代码注释 - 重命名 EGG 函数为 EggGamePlay,更新宠物生成逻辑 - 重命名 Leiyi 函数为 GetLeiyiTrainStatus - 重命名 Cacthpet 函数为 CatchPet,添加详细函数注释 - 为 ArenaSetOwner、ArenaFightOwner、ArenaGetInfo、ArenaUpfight、ArenaOwnerAcce 等擂台相关函数添加注释前缀 - 重命名 PETKing 函数为 PetKing - 重命名 FRESH_CHOICE_FIGHT_LEVEL 函数为 FreshChoiceFightLevel,添加详细参数说明 - 重命名 BuyMItem 函数为 BuyMultipleItems - 重命名 ITEM_S
250 lines
6.9 KiB
Go
250 lines
6.9 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/blazing/model"
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"github.com/jinzhu/copier"
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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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// c: 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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c *player.Player) (result *pet.OutInfo,
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err errorcode.ErrorCode) {
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_, petInfo, found := c.FindPet(data.CatchTime)
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if found {
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result = &pet.OutInfo{
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PetInfo: *petInfo,
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}
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return result, 0
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}
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result = &pet.OutInfo{
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PetInfo: c.Service.Pet.PetInfo_One(data.CatchTime).Data,
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}
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return result, 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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// c: 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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c *player.Player) (result *pet.GetPetListOutboundInfo,
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err errorcode.ErrorCode) {
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result = &pet.GetPetListOutboundInfo{}
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petList := c.Service.Pet.PetInfo(0) // 获取未放生的精灵
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result.ShortInfoList = make([]pet.PetShortInfo, len(petList))
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for i, petItem := range petList {
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copier.Copy(&result.ShortInfoList[i], &petItem.Data)
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}
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return result, 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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// c: 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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c *player.Player) (result *pet.GetPetListOutboundInfo,
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err errorcode.ErrorCode) {
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result = &pet.GetPetListOutboundInfo{}
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petList := c.Service.Pet.PetInfo(1) // 获取已放生的精灵
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result.ShortInfoList = make([]pet.PetShortInfo, len(petList))
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for i, petItem := range petList {
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copier.Copy(&result.ShortInfoList[i], &petItem.Data)
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}
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return result, 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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// c: 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, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(pet *model.PetEX) {
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_, _, inBag := c.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 && pet.CatchTime != 0 && freeForbidden == 0 {
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pet.Free = 1
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} else {
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err = errorcode.ErrorCodes.ErrCannotReleaseNonWarehouse
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}
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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, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(pet *model.PetEX) {
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_, _, ok := c.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 && pet.CatchTime != 0 {
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pet.Free = 0
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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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c *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 c.GetSpace().Owner.UserID == c.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 := c.FindPet(data.CatchTime)
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if ok {
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c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(petData *model.PetEX) {
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petData.Data = *pet
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//t.InBag = 0
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})
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c.Info.PetList = append(c.Info.PetList[:index], c.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(c.Info.PetList) < 6 {
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//todo 背包
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c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(petData *model.PetEX) {
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_, _, ok := c.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 && petData.CatchTime != 0 {
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//t.InBag = 1
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c.Info.PetList = append(c.Info.PetList, petData.Data)
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result.PetInfo = petData.Data
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}
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})
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}
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}
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if len(c.Info.PetList) > 0 {
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result.FirstPetTime = c.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, c *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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_, currentPet, ok := c.FindPet(data.CatchTime)
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if ok {
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copier.Copy(&result, currentPet)
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result.Flag = data.Flag
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result.UserID = data.Head.UserID
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defer c.GetSpace().Broadcast(c, data.Head.CMD, result)
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}
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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, c *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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if c.GetSpace().Owner.UserID == c.Info.UserID {
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return result, errorcode.ErrorCodes.ErrChampionCannotHeal
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}
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_, currentPet, ok := c.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, c *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 c.GetSpace().Owner.UserID == c.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 := c.FindPet(data.CatchTime)
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if ok && index != 0 {
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c.Info.PetList[index], c.Info.PetList[0] = c.Info.PetList[0], c.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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// FindWithIndex 遍历slice,找到第一个满足条件的元素
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// 返回:索引、元素指针、是否找到
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func (h Controller) SetPetExp(data *pet.PetSetExpInboundInfo, c *player.Player) (result *pet.PetSetExpOutboundInfo, err errorcode.ErrorCode) {
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_, currentPet, ok := c.FindPet(data.CatchTime)
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if ok && currentPet.Level < 100 {
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c.AddPetExp(currentPet, data.Exp)
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return &pet.PetSetExpOutboundInfo{
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Exp: c.Info.ExpPool,
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}, 0
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}
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return &pet.PetSetExpOutboundInfo{
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Exp: c.Info.ExpPool,
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}, errorcode.ErrorCodes.ErrSystemError
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}
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// GetPetBargeList 精灵图鉴
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func (h Controller) GetPetBargeList(data *pet.PetBargeListInboundInfo, c *player.Player) (result *pet.PetBargeListOutboundInfo, err errorcode.ErrorCode) {
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return &pet.PetBargeListOutboundInfo{
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PetBargeList: make([]pet.PetBargeListInfo, 0),
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}, 0
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}
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