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bl/logic/controller/item_use.go
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refactor: 重构奖励发放逻辑并支持签到默认奖励
2026-04-06 03:42:48 +08:00

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package controller
import (
element "blazing/common/data/Element"
"blazing/common/data/xmlres"
"blazing/common/socket/errorcode"
"blazing/logic/service/fight"
"blazing/logic/service/item"
"blazing/logic/service/player"
"blazing/modules/player/model"
"github.com/jinzhu/copier"
)
const (
// ItemDefaultLeftTime 道具默认剩余时间(毫秒)
ItemDefaultLeftTime = 360000
)
// GetUserItemList 获取用户道具列表
// data: 包含分页参数的输入信息
// c: 当前玩家对象
// 返回: 道具列表和错误码
func (h Controller) GetUserItemList(data *ItemListInboundInfo, c *player.Player) (result *item.ItemListOutboundInfo, err errorcode.ErrorCode) {
result = &item.ItemListOutboundInfo{
ItemList: c.Service.Item.GetUserItemList(data.Param1, data.Param2, ItemDefaultLeftTime),
}
return result, 0
}
// UsePetItemOutOfFight 战斗外使用宠物道具
// data: 包含道具ID和宠物捕获时间的输入信息
// c: 当前玩家对象
// 返回: 使用后的宠物信息和错误码
func (h Controller) UsePetItemOutOfFight(data *C2S_USE_PET_ITEM_OUT_OF_FIGHT, c *player.Player) (result *item.S2C_USE_PET_ITEM_OUT_OF_FIGHT, err errorcode.ErrorCode) {
_, currentPet, found := c.FindPet(data.CatchTime)
if !found {
return nil, errorcode.ErrorCodes.Err10401
}
itemID := uint32(data.ItemID)
if c.Service.Item.CheakItem(itemID) == 0 {
return nil, errorcode.ErrorCodes.ErrInsufficientItems
}
oldHP := currentPet.Hp
itemCfg, ok := xmlres.ItemsMAP[int(itemID)]
if !ok {
errcode := h.handleRegularPetItem(itemID, currentPet)
if errcode != 0 {
return nil, errcode
}
refreshPetPaneKeepHP(currentPet, oldHP)
c.Service.Item.UPDATE(itemID, -1)
result = &item.S2C_USE_PET_ITEM_OUT_OF_FIGHT{}
copier.Copy(&result, currentPet)
return result, 0
}
var errcode errorcode.ErrorCode
switch {
case itemID == 300036:
errcode = h.handleNeuronItem(currentPet, c)
if errcode == 0 {
refreshPetPaneKeepHP(currentPet, oldHP)
}
case itemID == 300212:
errcode = h.handlexuancaiItem(currentPet, c)
case itemCfg.Bonus != 0:
errcode = errorcode.ErrorCodes.ErrItemUnusable
case itemCfg.HP != 0:
errcode = h.handleRecoverHPItemOutOfFight(itemCfg.HP, currentPet)
case itemCfg.PP != 0:
errcode = h.handleRecoverPPItemOutOfFight(itemCfg.PP, currentPet)
default:
errcode = h.handleRegularPetItem(itemID, currentPet)
if errcode == 0 {
refreshPetPaneKeepHP(currentPet, oldHP)
}
}
if errcode != 0 {
return nil, errcode
}
c.Service.Item.UPDATE(itemID, -1)
result = &item.S2C_USE_PET_ITEM_OUT_OF_FIGHT{}
copier.Copy(&result, currentPet)
return result, 0
}
// handleNeuronItem 处理神经元道具的特殊逻辑
func (h Controller) handleNeuronItem(currentPet *model.PetInfo, c *player.Player) errorcode.ErrorCode {
if currentPet.OldCatchTime == 0 {
return errorcode.ErrorCodes.ErrSystemError
}
originalCatchTime := currentPet.CatchTime
oldPet := c.Service.Pet.PetInfoOneUnscoped(currentPet.OldCatchTime)
if oldPet == nil {
return errorcode.ErrorCodes.ErrCannotRevertSpirit
}
copier.CopyWithOption(currentPet, oldPet.Data, copier.Option{DeepCopy: true})
currentPet.CatchTime = originalCatchTime
currentPet.ShinyInfo = oldPet.Data.ShinyInfo
currentPet.EffectInfo = oldPet.Data.EffectInfo
return 0
}
// 炫彩碎片 处理神300212
func (h Controller) handlexuancaiItem(currentPet *model.PetInfo, c *player.Player) errorcode.ErrorCode {
r, _ := element.Calculator.GetCombination(int(xmlres.PetMAP[int(currentPet.ID)].Type))
if r.Secondary != nil {
return errorcode.ErrorCodes.ErrItemUnusable
}
itemid := uint32(currentPet.Type()) + 400686
items := c.Service.Item.CheakItem(itemid)
if items < 100 {
return errorcode.ErrorCodes.ErrInsufficientItems
}
ok := currentPet.FixShiny()
if !ok {
return errorcode.ErrorCodes.ErrItemUnusable
}
c.Service.Item.UPDATE(itemid, -100)
return 0
}
func (h Controller) handleRecoverHPItemOutOfFight(recoverHP int, currentPet *model.PetInfo) errorcode.ErrorCode {
if currentPet.Hp >= currentPet.MaxHp {
return errorcode.ErrorCodes.ErrItemUnusable
}
currentPet.ModelHP(int64(recoverHP))
if currentPet.Hp == 0 {
currentPet.Hp = 1
}
return 0
}
func (h Controller) handleRecoverPPItemOutOfFight(recoverPP int, currentPet *model.PetInfo) errorcode.ErrorCode {
if !canRecoverPP(currentPet) {
return errorcode.ErrorCodes.ErrItemUnusable
}
currentPet.HealPP(recoverPP)
return 0
}
func canRecoverPP(currentPet *model.PetInfo) bool {
for _, skill := range currentPet.SkillList {
skillCfg, ok := xmlres.SkillMap[int(skill.ID)]
if ok && skill.PP < uint32(skillCfg.MaxPP) {
return true
}
}
return false
}
func refreshPetPaneKeepHP(currentPet *model.PetInfo, hp uint32) {
currentPet.CalculatePetPane(100)
if hp > currentPet.MaxHp {
currentPet.Hp = currentPet.MaxHp
return
}
currentPet.Hp = hp
}
// handleRegularPetItem 处理普通宠物道具
func (h Controller) handleRegularPetItem(itemID uint32, currentPet *model.PetInfo) errorcode.ErrorCode {
return item.PetItemRegistry.Handle(itemID, currentPet)
}
// ResetNature 重置宠物性格
// data: 包含道具ID和宠物捕获时间的输入信息
// c: 当前玩家对象
// 返回: 无数据和错误码
func (h Controller) ResetNature(data *C2S_PET_RESET_NATURE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
_, currentPet, found := c.FindPet(data.CatchTime)
if !found {
return nil, errorcode.ErrorCodes.Err10401
}
if c.Service.Item.CheakItem(data.ItemId) <= 0 {
return nil, errorcode.ErrorCodes.ErrInsufficientItems
}
currentHP := currentPet.Hp
currentPet.Nature = data.Nature
refreshPetPaneKeepHP(currentPet, currentHP)
c.Service.Item.UPDATE(data.ItemId, -1)
return result, 0
}
// ==============================
// 双倍经验加速器相关方法
// ==============================
// UseSpeedupItem 使用双倍经验加速器
// data: 包含使用的双倍经验物品ID的输入信息
// c: 当前玩家对象
// 返回: 无数据(响应包单独组装)和错误码
// 说明根据物品ID区分双倍/三倍经验加速器,使用后扣减道具并更新玩家剩余次数
func (h Controller) UseSpeedupItem(data *C2S_USE_SPEEDUP_ITEM, c *player.Player) (result *item.S2C_USE_SPEEDUP_ITEM, err errorcode.ErrorCode) {
// 1. 校验道具是否存在且数量充足
itemCount := c.Service.Item.CheakItem(data.ItemID)
if itemCount <= 0 {
return nil, errorcode.ErrorCodes.ErrInsufficientItems
}
result = &item.S2C_USE_SPEEDUP_ITEM{}
// 2. 核心业务逻辑根据物品ID更新双倍/三倍经验剩余次数
// (注:需根据你的道具配置表,补充 ItemID 与双倍/三倍的映射逻辑)
switch data.ItemID {
case 300027: // 假设1001是双倍经验加速器道具ID
if c.Info.TwoTimes != 0 {
return nil, errorcode.ErrorCodes.ErrItemInUse
}
c.Info.TwoTimes += 50 // 玩家对象新增 TwoTimesExp 字段存储双倍剩余次数
case 300067:
if c.Info.TwoTimes != 0 {
return nil, errorcode.ErrorCodes.ErrItemInUse
}
c.Info.TwoTimes += 25 // 玩家对象新增 TwoTimesExp 字段存储双倍剩余次数
case 300051: // 假设1002是三倍经验加速器道具ID
if c.Info.ThreeTimes != 0 {
return nil, errorcode.ErrorCodes.ErrItemInUse
}
c.Info.ThreeTimes += 50 // 玩家对象新增 ThreeTimesExp 字段存储三倍剩余次数
case 300115:
if c.Info.ThreeTimes != 0 {
return nil, errorcode.ErrorCodes.ErrItemInUse
}
c.Info.ThreeTimes += 30 // 玩家对象新增 ThreeTimesExp 字段存储三倍剩余次数
default:
return nil, errorcode.ErrorCodes.ErrSystemError // 未知道具ID
}
// 3. 扣减道具(数量-1
c.Service.Item.UPDATE(data.ItemID, -1)
result.ThreeTimes = uint32(c.Info.ThreeTimes) // 返回三倍经验剩余次数
result.TwoTimes = uint32(c.Info.TwoTimes) // 返回双倍经验剩余次数
// 4. (可选)持久化玩家经验次数(根据你的项目存储逻辑补充)
// c.Service.Player.SaveExpTimes(c)
// 5. 返回无数据结果和成功错误码
return result, 0
}
// ==============================
// 能量吸收器相关方法
// ==============================
// UseEnergyXishou 使用能量吸收器
// data: 包含使用的能量吸收器物品ID的输入信息
// c: 当前玩家对象
// 返回: 无数据(响应包单独组装)和错误码
// 说明:使用后扣减道具并更新玩家能量吸收器剩余次数
func (h Controller) UseEnergyXishou(data *C2S_USE_ENERGY_XISHOU, c *player.Player) (result *item.S2C_USE_ENERGY_XISHOU, err errorcode.ErrorCode) {
// 1. 校验道具是否存在且数量充足
itemCount := c.Service.Item.CheakItem(data.ItemID)
if itemCount <= 0 {
return nil, errorcode.ErrorCodes.ErrInsufficientItems
}
if c.Info.EnergyTime != 0 {
return nil, errorcode.ErrorCodes.ErrItemInUse
}
// 2. 核心业务逻辑:更新能量吸收器剩余次数
// 可根据道具ID配置不同的次数加成此处默认+1
c.Info.EnergyTime += 40 // 玩家对象新增 EnergyTimes 字段存储能量吸收剩余次数
// 3. 扣减道具(数量-1
c.Service.Item.UPDATE(data.ItemID, -1)
result = &item.S2C_USE_ENERGY_XISHOU{
EnergyTimes: uint32(c.Info.EnergyTime),
}
// 4. (可选)持久化玩家能量次数
// c.Service.Player.SaveEnergyTimes(c)
// 5. 返回无数据结果和成功错误码
return result, 0
}
// ==============================
// 自动战斗仪相关方法
// ==============================
// UseAutoFightItem 使用自动战斗仪
// data: 包含使用的自动战斗仪物品ID的输入信息
// c: 当前玩家对象
// 返回: 无数据(响应包单独组装)和错误码
// 说明使用后扣减道具开启自动战斗flag设为3并更新剩余次数
func (h Controller) UseAutoFightItem(data *C2S_USE_AUTO_FIGHT_ITEM, c *player.Player) (result *item.S2C_USE_AUTO_FIGHT_ITEM, err errorcode.ErrorCode) {
// 1. 校验道具是否存在且数量充足
itemCount := c.Service.Item.CheakItem(data.ItemID)
if itemCount <= 0 {
return nil, errorcode.ErrorCodes.ErrInsufficientItems
}
if c.Info.AutoFightTime != 0 {
return nil, errorcode.ErrorCodes.ErrItemInUse
}
result = &item.S2C_USE_AUTO_FIGHT_ITEM{}
// 2. 核心业务逻辑:开启自动战斗 + 更新剩余次数
c.Info.AutoFight = 3 // 按需求设置自动战斗flag为3需测试
if data.ItemID == 300028 {
c.Info.AutoFightTime += 100
}
result.AutoFight = 1
switch data.ItemID {
case 300028:
c.Info.AutoFightTime += 100
case 300068:
c.Info.AutoFightTime += 50
}
result.AutoFightTimes = c.Info.AutoFightTime
// 3. 扣减道具(数量-1
c.Service.Item.UPDATE(data.ItemID, -1)
return result, 0
}