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feat(service): 宠物添加功能增加销售计数参数并优化价格更新逻辑 - 修改PetAdd方法签名,增加salecount参数用于追踪宠物销售次数 - 在多个控制器中统一调用PetAdd方法时传入0作为初始销售次数 - 临时禁用寒流枪活动中的宠物发放功能 - 优化UPdatePrice方法,添加错误处理和价格范围验证逻辑 - 调整宠物购买逻辑,使用免费金币系统并计算递增购买
80 lines
2.4 KiB
Go
80 lines
2.4 KiB
Go
package controller
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import (
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"blazing/common/data"
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"blazing/common/socket/errorcode"
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"blazing/logic/service/common"
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"blazing/logic/service/player"
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"blazing/modules/config/service"
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"blazing/modules/player/model"
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"github.com/gogf/gf/v2/util/grand"
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)
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func (h Controller) EggGamePlay(data1 *C2S_EGG_GAME_PLAY, c *player.Player) (result *S2C_EGG_GAME_PLAY, err errorcode.ErrorCode) {
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switch data1.EggNum {
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case 2:
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data1.EggNum = 5
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case 3:
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data1.EggNum = 10
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}
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r := c.Service.Item.CheakItem(400501)
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if data1.EggNum > 10 || data1.EggNum <= 0 {
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return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrSystemError)
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}
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if r < 0 {
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return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrGachaTicketsInsufficient)
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}
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if data1.EggNum > r {
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return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrGachaTicketsInsufficient)
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}
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result = &S2C_EGG_GAME_PLAY{ListInfo: []data.ItemInfo{}}
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if grand.Meet(int(data1.EggNum), 100) {
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r := service.NewPetRewardService().GetEgg()
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newPet := model.GenPetInfo(int(r.MonID), int(r.DV), int(r.Nature), int(r.Effect), int(r.Lv), nil, 0)
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if grand.Meet(1, 500) {
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newPet.RandomByWeightShiny()
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}
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c.Service.Pet.PetAdd(newPet, 0)
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result.HadTime = newPet.CatchTime
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result.PetID = newPet.ID
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}
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items := service.NewItemService().GetEgg(data1.EggNum)
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for _, item := range items {
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if item.ItemId == 0 {
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continue
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}
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c.ItemAdd(item.ItemId, item.ItemCnt)
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result.ListInfo = append(result.ListInfo, data.ItemInfo{ItemId: item.ItemId, ItemCnt: item.ItemCnt})
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}
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c.Service.Item.UPDATE(400501, int(-data1.EggNum))
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return
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}
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// C2S_EGG_GAME_PLAY 前端向后端发送的抽蛋请求结构体
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// 对应原 C# 的 C2S_EGG_GAME_PLAY
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type C2S_EGG_GAME_PLAY struct {
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Head common.TomeeHeader `cmd:"3201" struc:"skip"`
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EggNum int64 `struc:"uint32"` // 抽蛋次数标识:1 = 1次 2 = 5次 3 = 10次
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// 注:Go 中 uint 是平台相关类型(32/64位),游戏开发中推荐用 uint32 明确匹配 C# 的 uint
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}
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// S2C_EGG_GAME_PLAY 后端向前端返回的抽蛋结果结构体
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// 对应原 C# 的 S2C_EGG_GAME_PLAY
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type S2C_EGG_GAME_PLAY struct {
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GiftIN uint32 `struc:"uint32"`
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PetID uint32 `struc:"uint32"` // 抽中精灵的id
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HadTime uint32 `struc:"uint32"` // 抽中精灵的捕捉时间(若为时间戳,建议改为 uint64)
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ListInfoLen uint32 `struc:"sizeof=ListInfo"`
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ListInfo []data.ItemInfo `json:"listinfo"` // 抽中物品的物品数组
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}
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