新增对特定性格道具的支持,包括 Nature 和 NatureSet 属性解析, 并优化精灵融合、任务奖励、战斗捕捉等流程中的宠物添加方式。 同时修复部分战斗逻辑及数据结构引用问题。
95 lines
2.6 KiB
Go
95 lines
2.6 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/logic/service/fight"
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"blazing/logic/service/item"
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"blazing/logic/service/player"
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"blazing/modules/blazing/model"
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"strings"
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"github.com/gogf/gf/v2/util/gconv"
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"github.com/gogf/gf/v2/util/grand"
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"github.com/jinzhu/copier"
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)
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func (h Controller) UserItemList(data *item.ItemListInboundInfo, c *player.Player) (result *item.ItemListOutboundInfo, err errorcode.ErrorCode) {
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result = &item.ItemListOutboundInfo{}
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result.ItemList = make([]model.SingleItemInfo, 0)
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item := c.Service.Item.Get(data.Param1, data.Param2)
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for _, v := range item {
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var vv model.SingleItemInfo
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vv.ItemId = v.ItemId
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vv.ItemCnt = v.ItemCnt
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vv.LeftTime = 360000
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result.ItemList = append(result.ItemList, vv)
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}
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return result, 0
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}
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func (h Controller) ItemUsePet(data *item.C2S_USE_PET_ITEM_OUT_OF_FIGHT, c *player.Player) (result *item.S2C_USE_PET_ITEM_OUT_OF_FIGHT, err errorcode.ErrorCode) {
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_, onpet, ok := c.FindPet(data.CatchTime)
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if !ok {
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return nil, errorcode.ErrorCodes.Err10401
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}
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// 绑定变量到switch,显式匹配true
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switch itemID := data.ItemID; true {
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//这是学习力遗忘
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case itemID >= 300037 && itemID <= 300041:
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onpet.Ev[itemID-300037+1] = 0
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// 体力遗忘
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case itemID == 300042:
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onpet.Ev[0] = 0
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// 全能遗忘
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case itemID == 300650:
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onpet.Ev = [6]uint32{}
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//性格随机
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case itemID == 300025:
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onpet.Nature = uint32(grand.Intn(25))
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case itemID >= 240042 && itemID <= 240056:
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if xmlres.ItemsMAP[int(itemID)].Nature != 0 {
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onpet.Nature = uint32(xmlres.ItemsMAP[int(itemID)].Nature)
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}
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if xmlres.ItemsMAP[int(itemID)].NatureSet != "" {
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rr := strings.Split(xmlres.ItemsMAP[int(itemID)].NatureSet, " ")
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onpet.Nature = gconv.Uint32(rr[grand.Intn(len(rr))-1])
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}
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default:
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// 无效ID处理
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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if c.Service.Item.CheakItem(data.ItemID) == 0 {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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c.Service.Item.SubItem(data.ItemID, 1)
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result = &item.S2C_USE_PET_ITEM_OUT_OF_FIGHT{}
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onpet.CalculatePetPane()
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copier.Copy(&result, onpet)
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return result, 0
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}
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func (h Controller) RESET_NATURE(data *item.C2S_PET_RESET_NATURE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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if c.Service.Item.CheakItem(data.ItemId) == 0 {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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_, onpet, ok := c.FindPet(data.CatchTime)
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if !ok {
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return nil, errorcode.ErrorCodes.Err10401
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}
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onpet.Nature = data.Nature
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onpet.CalculatePetPane()
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c.Service.Item.SubItem(data.ItemId, 1)
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return result, 0
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}
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