- 优化技能执行流程,统一使用 SelectSkillAction 作为技能载体 - 移除冗余的技能 ID 字段,简化数据结构 - 调整命中判断和技能效果触发机制,提升准确性 - 修改精灵切换与捕获相关方法参数格式 - 更新技能列表结构为动态数组以支持灵活长度 - 完善睡眠等异常状态的处理逻辑 - 修复战斗中技能 PP 扣减及副本还原问题 - 清理无用代码,如多余的 FindWithIndex 函数定义 - 强化验证码缓存键命名规则,增强安全性
195 lines
5.0 KiB
Go
195 lines
5.0 KiB
Go
package controller
|
||
|
||
import (
|
||
"blazing/common/data/xmlres"
|
||
"blazing/common/socket/errorcode"
|
||
"blazing/common/utils"
|
||
|
||
"blazing/logic/service/pet"
|
||
"blazing/logic/service/player"
|
||
|
||
"blazing/modules/blazing/model"
|
||
|
||
"github.com/jinzhu/copier"
|
||
)
|
||
|
||
// 获取精灵信息
|
||
func (h *Controller) GetPetInfo(
|
||
data *pet.InInfo,
|
||
c *player.Player) (result *pet.OutInfo,
|
||
err errorcode.ErrorCode) { //这个时候player应该是空的
|
||
|
||
for _, pi := range c.Info.PetList {
|
||
if pi.CatchTime == data.CatchTime {
|
||
result = &pet.OutInfo{
|
||
PetInfo: pi,
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
if result == nil {
|
||
|
||
result = &pet.OutInfo{
|
||
PetInfo: c.Service.PetInfo_One(data.CatchTime).Data,
|
||
}
|
||
|
||
}
|
||
return result, 0
|
||
}
|
||
|
||
// 获取仓库列表
|
||
func (h *Controller) GetPetList(
|
||
data *pet.GetPetListInboundEmpty,
|
||
c *player.Player) (result *pet.GetPetListOutboundInfo,
|
||
err errorcode.ErrorCode) { //这个时候player应该是空的
|
||
result = &pet.GetPetListOutboundInfo{}
|
||
|
||
tt := c.Service.PetInfo(0) //获得未放生的精灵
|
||
result.ShortInfoList = make([]pet.PetShortInfo, len(tt))
|
||
for i, v := range tt {
|
||
|
||
copier.Copy(&result.ShortInfoList[i], &v.Data)
|
||
|
||
}
|
||
return result, 0
|
||
|
||
}
|
||
|
||
// 精灵背包仓库切换
|
||
func (h *Controller) PetRelease(
|
||
data *pet.PetReleaseInboundInfo,
|
||
c *player.Player) (
|
||
result *pet.PetReleaseOutboundInfo,
|
||
err errorcode.ErrorCode) { //这个时候player应该是空的
|
||
//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
|
||
//这里只修改,因为添加和移除背包在宠物获取时已经做了
|
||
result = &pet.PetReleaseOutboundInfo{}
|
||
result.Flag = uint32(data.Flag)
|
||
|
||
switch data.Flag {
|
||
case 0:
|
||
|
||
removeIndex := -1
|
||
for i, v := range c.Info.PetList {
|
||
if v.CatchTime == uint32(data.CatchTime) {
|
||
removeIndex = i
|
||
break // 只移除第一个匹配值,若需移除所有,可省略 break 继续循环
|
||
}
|
||
|
||
}
|
||
if removeIndex != -1 {
|
||
c.Service.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
|
||
t.Data = c.Info.PetList[removeIndex]
|
||
t.InBag = int(data.Flag)
|
||
|
||
})
|
||
c.Info.PetList = append(c.Info.PetList[:removeIndex], c.Info.PetList[removeIndex+1:]...)
|
||
}
|
||
|
||
case 1:
|
||
//todo 背包
|
||
c.Service.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
|
||
c.Info.PetList = append(c.Info.PetList, t.Data)
|
||
result.PetInfo = t.Data
|
||
|
||
})
|
||
|
||
}
|
||
if len(c.Info.PetList) > 0 {
|
||
result.FirstPetTime = c.Info.PetList[0].CatchTime //设置首发
|
||
}
|
||
//service.NewUserService(c.Info.UserID).PetAdd( *r)
|
||
return result, 0
|
||
}
|
||
|
||
// 精灵展示
|
||
func (h *Controller) PlayerShowPet(
|
||
data *pet.PetShowInboundInfo, c *player.Player) (result *pet.PetShowOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
|
||
results := pet.PetShowOutboundInfo{}
|
||
|
||
for _, pi := range c.Info.PetList {
|
||
if pi.CatchTime == data.CatchTime {
|
||
copier.Copy(&results, pi)
|
||
results.Flag = data.Flag
|
||
results.UserID = data.Head.UserID
|
||
data.Broadcast(c.Info.MapID, results) //同步广播
|
||
}
|
||
|
||
}
|
||
return result, -1
|
||
|
||
}
|
||
func (h *Controller) PetOneCure(
|
||
data *pet.PetOneCureInboundInfo, c *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
|
||
|
||
_, onpet, ok := utils.FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
|
||
return item.CatchTime == data.CatchTime
|
||
})
|
||
if ok {
|
||
onpet.Cure()
|
||
}
|
||
|
||
return &pet.PetOneCureOutboundInfo{
|
||
CatchTime: data.CatchTime,
|
||
}, 0
|
||
|
||
}
|
||
|
||
// 精灵首发
|
||
func (h *Controller) PetFirst(
|
||
data *pet.PetDefaultInboundInfo, c *player.Player) (result *pet.PetDefaultOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
|
||
result = &pet.PetDefaultOutboundInfo{}
|
||
var ttt []model.PetInfo
|
||
|
||
for index, pi := range c.Info.PetList {
|
||
if pi.CatchTime == data.CatchTime {
|
||
ttt = append(ttt, pi)
|
||
ttt = append(ttt, c.Info.PetList[:index]...)
|
||
ttt = append(ttt, c.Info.PetList[index+1:]...)
|
||
result.IsDefault = 1
|
||
break
|
||
}
|
||
|
||
}
|
||
c.Info.PetList = ttt
|
||
return result, 0
|
||
|
||
}
|
||
|
||
// FindWithIndex 遍历slice,找到第一个满足条件的元素
|
||
// 返回:索引、元素指针、是否找到
|
||
|
||
func (h Controller) SetPetExp(data *pet.PetSetExpInboundInfo, c *player.Player) (result *pet.PetSetExpOutboundInfo, err errorcode.ErrorCode) {
|
||
_, onpet, ok := utils.FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
|
||
return item.CatchTime == data.CatchTime
|
||
})
|
||
if ok {
|
||
|
||
c.AddPetExp(onpet, data.Exp, false)
|
||
}
|
||
|
||
return &pet.PetSetExpOutboundInfo{
|
||
Exp: c.Info.ExpPool,
|
||
}, 0
|
||
}
|
||
func (h Controller) SetPetSkill(data *pet.ChangeSkillInfo, c *player.Player) (result *pet.ChangeSkillOutInfo, err errorcode.ErrorCode) {
|
||
_, onpet, ok := utils.FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
|
||
return item.CatchTime == data.CatchTime
|
||
})
|
||
if ok {
|
||
for i := 0; i < len(onpet.SkillList); i++ {
|
||
if onpet.SkillList[i].ID == data.HasSkill {
|
||
onpet.SkillList[i].ID = data.ReplaceSkill
|
||
onpet.SkillList[i].PP = uint32(xmlres.SkillMap[int(onpet.SkillList[i].ID)].MaxPP)
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return &pet.ChangeSkillOutInfo{
|
||
CatchTime: data.CatchTime,
|
||
}, 0
|
||
}
|