202 lines
5.2 KiB
Go
202 lines
5.2 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/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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// 获取精灵信息
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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) { //这个时候player应该是空的
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for _, pi := range c.Info.PetList {
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if pi.CatchTime == data.CatchTime {
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result = &pet.OutInfo{
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PetInfo: pi,
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}
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}
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}
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if result == nil {
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result = &pet.OutInfo{
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PetInfo: c.Service.PetInfo_One(data.CatchTime).Data,
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}
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}
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return result, 0
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}
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// 获取仓库列表
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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) { //这个时候player应该是空的
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result = &pet.GetPetListOutboundInfo{}
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tt := c.Service.PetInfo(0) //获得未放生的精灵
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result.ShortInfoList = make([]pet.PetShortInfo, len(tt))
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for i, v := range tt {
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copier.Copy(&result.ShortInfoList[i], &v.Data)
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}
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return result, 0
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}
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// 精灵背包仓库切换
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func (h *Controller) PetRelease(
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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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switch data.Flag {
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case 0:
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var temp []model.PetInfo
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for _, v := range c.Info.PetList {
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if v.CatchTime == uint32(data.CatchTime) {
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c.Service.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
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t.Data = v
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t.InBag = 0
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})
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} else {
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temp = append(temp, v)
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}
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}
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c.Info.PetList = temp
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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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//todo 背包
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c.Service.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
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t.InBag = 1
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c.Info.PetList = append(c.Info.PetList, t.Data)
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result.PetInfo = t.Data
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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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//service.NewUserService(c.Info.UserID).PetAdd( *r)
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return result, 0
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}
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// 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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results := pet.PetShowOutboundInfo{}
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for _, pi := range c.Info.PetList {
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if pi.CatchTime == data.CatchTime {
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copier.Copy(&results, pi)
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results.Flag = data.Flag
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results.UserID = data.Head.UserID
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data.Broadcast(c.Info.MapID, results) //同步广播
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}
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}
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return result, -1
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}
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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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_, onpet, ok := utils.FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
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return item.CatchTime == data.CatchTime
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})
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if ok {
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onpet.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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// 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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result = &pet.PetDefaultOutboundInfo{}
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var ttt []model.PetInfo
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for index, pi := range c.Info.PetList {
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if pi.CatchTime == data.CatchTime {
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ttt = append(ttt, pi)
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ttt = append(ttt, c.Info.PetList[:index]...)
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ttt = append(ttt, c.Info.PetList[index+1:]...)
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result.IsDefault = 1
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break
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}
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}
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c.Info.PetList = ttt
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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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_, onpet, ok := utils.FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
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return item.CatchTime == data.CatchTime
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})
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if ok {
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c.AddPetExp(onpet, data.Exp)
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}
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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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func (h Controller) SetPetSkill(data *pet.ChangeSkillInfo, c *player.Player) (result *pet.ChangeSkillOutInfo, err errorcode.ErrorCode) {
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_, onpet, ok := utils.FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
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return item.CatchTime == data.CatchTime
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})
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if ok {
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_, _, ok := utils.FindWithIndex(onpet.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
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}
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for i := 0; i < len(onpet.SkillList); i++ {
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if onpet.SkillList[i].ID == data.HasSkill {
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onpet.SkillList[i].ID = data.ReplaceSkill
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onpet.SkillList[i].PP = uint32(xmlres.SkillMap[int(onpet.SkillList[i].ID)].MaxPP)
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}
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}
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}
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// onpet.SkillList = lo.UniqBy(onpet.SkillList, func(s model.SkillInfo) int {
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// return int(s.ID)
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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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