Files
bl/logic/controller/item_use.go
昔念 b86ab8d5a9 ```
feat(pet): 完善宠物异色功能和战斗逻辑

- 优化宠物异色生成逻辑,当Ext不为0时使用Ext值生成异色效果
- 修复战斗中我方放弃出手时的先后手判断逻辑
- 更新宠物融合和还原操作的调试日志输出
```
2025-12-31 00:57:28 +08:00

95 lines
3.0 KiB
Go

package controller
import (
"blazing/common/socket/errorcode"
"blazing/logic/service/fight"
"blazing/logic/service/item"
"blazing/logic/service/player"
"blazing/modules/blazing/model"
"github.com/jinzhu/copier"
)
// 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 *item.ItemListInboundInfo, c *player.Player) (result *item.ItemListOutboundInfo, err errorcode.ErrorCode) {
result = &item.ItemListOutboundInfo{}
result.ItemList = make([]model.SingleItemInfo, 0)
items := c.Service.Item.Get(data.Param1, data.Param2)
for _, itemData := range items {
var itemInfo model.SingleItemInfo
itemInfo.ItemId = itemData.ItemId
itemInfo.ItemCnt = itemData.ItemCnt
itemInfo.LeftTime = 360000
if itemInfo.ItemCnt != 0 {
result.ItemList = append(result.ItemList, itemInfo)
}
}
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 *item.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
}
if c.Service.Item.CheakItem(data.ItemID) == 0 {
return nil, errorcode.ErrorCodes.ErrSystemError
}
if data.ItemID == 300036 {
// 神经元需要特殊处理
if currentPet.OldCatchTime == 0 {
return nil, errorcode.ErrorCodes.ErrSystemError
}
oldPetCatchTime := currentPet.CatchTime
oldPet := c.Service.Pet.PetInfo_One_Unscoped(currentPet.OldCatchTime)
println(c.Info.UserID, "还原", len(c.Info.PetList), currentPet.ID, oldPet.Data.ID)
currentPet = &oldPet.Data
currentPet.CatchTime = oldPetCatchTime
} else {
handler := item.PetItemRegistry.GetHandler(data.ItemID)
if handler == nil {
return nil, errorcode.ErrorCodes.ErrSystemError
}
success := handler(data.ItemID, currentPet)
if !success {
return nil, errorcode.ErrorCodes.ErrSystemError
}
}
c.Service.Item.UPDATE(data.ItemID, -1)
result = &item.S2C_USE_PET_ITEM_OUT_OF_FIGHT{}
currentPet.CalculatePetPane(false)
copier.Copy(&result, currentPet)
return result, 0
}
// 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 *item.C2S_PET_RESET_NATURE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if c.Service.Item.CheakItem(data.ItemId) <= 0 {
return nil, errorcode.ErrorCodes.ErrSystemError
}
_, currentPet, found := c.FindPet(data.CatchTime)
if !found {
return nil, errorcode.ErrorCodes.Err10401
}
currentPet.Nature = data.Nature
currentPet.CalculatePetPane(false)
c.Service.Item.UPDATE(data.ItemId, -1)
return result, 0
}