Files
bl/logic/controller/item_buy.go
xinian a5485de510
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2026-02-10 22:09:15 +08:00

147 lines
3.8 KiB
Go

package controller
import (
"blazing/common/data/xmlres"
"blazing/common/socket/errorcode"
"blazing/modules/config/service"
"blazing/logic/service/item"
"blazing/logic/service/player"
"github.com/gogf/gf/v2/util/gconv"
)
// 防止封包通过领取来获取道具
// BuyItem 购买单个道具
// data: 包含购买道具信息的输入数据
// player: 当前玩家对象
// 返回: 购买结果和错误码
func (h Controller) BuyItem(data *item.BuyInboundInfo, player *player.Player) (result *item.BuyOutboundInfo, err errorcode.ErrorCode) {
itemInfo, exists := xmlres.ItemsMAP[int(data.ItemId)]
if !exists {
return &item.BuyOutboundInfo{Coins: player.Info.Coins}, 0
}
// 免费道具直接添加
if itemInfo.Price == 0 {
if player.ItemAdd(data.ItemId, data.Count) {
return &item.BuyOutboundInfo{
ItemId: data.ItemId,
Level: 1,
Count: data.Count,
Coins: player.Info.Coins,
}, 0
}
return &item.BuyOutboundInfo{Coins: player.Info.Coins}, 0
}
// 需要付费的道具
totalCost := data.Count * uint32(itemInfo.Price)
if !player.GetCoins(totalCost) {
return &item.BuyOutboundInfo{Coins: player.Info.Coins}, errorcode.ErrorCodes.ErrSunDouInsufficient10016
}
if player.ItemAdd(data.ItemId, data.Count) {
player.Info.Coins -= totalCost
return &item.BuyOutboundInfo{
ItemId: data.ItemId,
Level: 1,
Count: data.Count,
Coins: player.Info.Coins,
}, 0
}
// 购买失败,返还赛尔豆
player.Info.Coins += totalCost
return &item.BuyOutboundInfo{Coins: player.Info.Coins}, 0
}
// BuyMultipleItems 批量购买道具
// data: 包含批量购买道具信息的输入数据
// player: 当前玩家对象
// 返回: 批量购买结果和错误码
func (h Controller) BuyMultipleItems(data *item.BuyMultiInboundInfo, player *player.Player) (result *item.BuyMultiOutboundInfo, err errorcode.ErrorCode) {
for _, itemID := range data.ItemIds {
itemInfo, exists := xmlres.ItemsMAP[int(itemID)]
if !exists {
continue
}
// 免费道具直接添加
if itemInfo.Price == 0 {
player.ItemAdd(itemID, 1)
continue
}
// 需要付费的道具
if !player.GetCoins(uint32(itemInfo.Price)) {
break
}
if player.ItemAdd(itemID, 1) {
player.Info.Coins -= uint32(itemInfo.Price)
}
}
return &item.BuyMultiOutboundInfo{
Coins: player.Info.Coins,
}, 0
}
// BuyGoldItem 使用金豆购买商品
// data: 包含金豆购买商品信息的输入数据
// player: 当前玩家对象
// 返回: 金豆购买结果和错误码
func (h Controller) BuyGoldItem(data *item.C2S_GOLD_BUY_PRODUCT, player *player.Player) (result *item.S2C_GoldBuyProductInfo, err errorcode.ErrorCode) {
//product, exists := xmlres.GoldProductMap[int(data.ProductID)]
pro := service.NewShopService().Get(data.ProductID)
if pro == nil {
return nil, errorcode.ErrorCodes.ErrSystemError
}
var usegold uint64
var addSuccess bool
switch data.Type {
case 0:
if pro.SeerdouPrice == 0 {
return nil, errorcode.ErrorCodes.ErrSystemError
}
if !player.GetCoins(data.Count * uint32(pro.SeerdouPrice)) {
return nil, errorcode.ErrorCodes.ErrSystemError
}
usegold = uint64(data.Count) * uint64(pro.SeerdouPrice)
case 1:
if pro.JindouPrice == 0 {
return nil, errorcode.ErrorCodes.ErrSystemError
}
if !player.UseGold(int64(data.Count) * int64(pro.JindouPrice) * 100) {
return nil, errorcode.ErrorCodes.ErrSystemError
}
usegold = uint64(data.Count) * uint64(pro.JindouPrice*100)
}
addSuccess = player.ItemAdd(uint32(gconv.Uint32(pro.ProductID)), uint32(data.Count))
if addSuccess {
switch data.Type {
case 0:
player.Info.Coins -= uint32(usegold)
case 1:
player.User.UpdateGold(player.Info.UserID, -int64(usegold))
}
player.SendPackCmd(1105, item.GoldOnlineRemainOutboundInfo{
Coin: player.Info.Coins,
GoldNumber: uint32(player.User.GetGold(uint(player.Info.UserID))),
})
}
return nil, -1
}