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feat(game): 实现扭蛋系统批量物品添加功能并优化地图逻辑 - 新增ItemAddBatch方法用于批量添加物品,支持普通道具和特殊道具的分别处理 - 优化扭蛋游戏玩法中的物品添加逻辑,使用新的批量接口提升性能 - 在扭蛋机器人命令中实现完整的物品检查和批量添加流程 refactor(map): 重构地图控制器代码结构并添加注释 - 为EnterMap、LeaveMap、GetMapPlayerList等方法添加中文注释 - 统一地图相关的命名规范,如enter
81 lines
1.3 KiB
Go
81 lines
1.3 KiB
Go
package service
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import (
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"blazing/cool"
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"blazing/modules/player/model"
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"context"
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"github.com/pointernil/bitset32"
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)
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func (s *TaskService) CanShop() bool {
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var gg *model.Task
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s.dbm(s.Model).Where("task_id", 500).Scan(&gg)
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if gg == nil {
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return false
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}
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r := bitset32.From(gg.Data)
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// 分支未完成时,标记完成并发放奖励
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if !r.Test(70) {
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return false
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}
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var ggg *model.Task
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s.dbm(s.Model).Where("task_id", 600).Scan(&ggg)
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if ggg == nil {
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return false
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}
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// 分支未完成时,标记完成并发放奖励
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if !bitset32.From(ggg.Data).Test(50) {
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return false
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}
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return true
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}
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// 获取任务信息
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func (s *TaskService) Exec(id uint32, t func(*model.Task) bool) {
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var gg model.Task
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m1 := s.dbm(s.Model).Where("task_id", id)
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m1.Scan(&gg)
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if gg.Data == nil {
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gg.Data = make([]uint32, 0)
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}
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tre := t(&gg)
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if !tre { //不需要更新
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return
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}
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if cool.Config.ServerInfo.IsVip != 0 {
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return
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}
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gg.PlayerID = uint64(s.userid)
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gg.TaskID = id
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_, err := m1.Save(gg)
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if err != nil {
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cool.Logger.Error(context.TODO(), "task save failed", s.userid, id, err)
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}
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}
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type TaskService struct {
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BaseService
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}
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func NewTaskService(id uint32) *TaskService {
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return &TaskService{
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BaseService: BaseService{userid: id,
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Service: &cool.Service{Model: model.NewTask()},
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},
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}
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}
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