feat(fight_boss): 优化BOSS战斗奖励逻辑并修复宠物等级突破100级限制 重构了handleMapBossFightRewards函数,将奖励逻辑分离到独立的处理函数中, 增加了shouldGrantBossWinBonus条件判断,确保只有满足条件时才发放胜利奖励。 同时修复了宠物等级系统,允许宠物等级突破100级限制但面板属性仍保持100级上限, 改进了经验获取和面板更新逻辑。 fix(item
342 lines
11 KiB
Go
342 lines
11 KiB
Go
package controller
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import (
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element "blazing/common/data/Element"
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"blazing/common/data/xmlres"
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"blazing/common/socket/errorcode"
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"blazing/logic/service/fight"
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"blazing/logic/service/item"
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"blazing/logic/service/player"
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"blazing/modules/player/model"
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"github.com/jinzhu/copier"
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)
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const (
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// ItemDefaultLeftTime 道具默认剩余时间(毫秒)
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ItemDefaultLeftTime = 360000
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// UniversalNatureItemID 全能性格转化剂Ω
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UniversalNatureItemID uint32 = 300136
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)
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// GetUserItemList 获取用户道具列表
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// data: 包含分页参数的输入信息
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// c: 当前玩家对象
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// 返回: 道具列表和错误码
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func (h Controller) GetUserItemList(data *ItemListInboundInfo, c *player.Player) (result *item.ItemListOutboundInfo, err errorcode.ErrorCode) {
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result = &item.ItemListOutboundInfo{
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ItemList: c.Service.Item.GetUserItemList(data.Param1, data.Param2, ItemDefaultLeftTime),
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}
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return result, 0
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}
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// UsePetItemOutOfFight 战斗外使用宠物道具
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// data: 包含道具ID和宠物捕获时间的输入信息
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// c: 当前玩家对象
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// 返回: 使用后的宠物信息和错误码
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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) {
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_, currentPet, found := c.FindPet(data.CatchTime)
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if !found {
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return nil, errorcode.ErrorCodes.Err10401
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}
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itemID := uint32(data.ItemID)
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if c.Service.Item.CheakItem(itemID) == 0 {
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return nil, errorcode.ErrorCodes.ErrInsufficientItems
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}
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oldHP := currentPet.Hp
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itemCfg, ok := xmlres.ItemsMAP[int(itemID)]
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if !ok {
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errcode := h.handleRegularPetItem(itemID, currentPet)
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if errcode != 0 {
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return nil, errcode
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}
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refreshPetPaneKeepHP(currentPet, oldHP)
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c.Service.Item.UPDATE(itemID, -1)
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result = &item.S2C_USE_PET_ITEM_OUT_OF_FIGHT{}
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copier.Copy(&result, currentPet)
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return result, 0
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}
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var errcode errorcode.ErrorCode
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switch {
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case itemID == 300036:
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errcode = h.handleNeuronItem(currentPet, c)
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if errcode == 0 {
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refreshPetPaneKeepHP(currentPet, oldHP)
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}
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case itemID == 300212:
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errcode = h.handlexuancaiItem(currentPet, c)
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case itemCfg.Bonus != 0:
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errcode = errorcode.ErrorCodes.ErrItemUnusable
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case itemCfg.HP != 0:
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errcode = h.handleRecoverHPItemOutOfFight(itemCfg.HP, currentPet)
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case itemCfg.PP != 0:
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errcode = h.handleRecoverPPItemOutOfFight(itemCfg.PP, currentPet)
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default:
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errcode = h.handleRegularPetItem(itemID, currentPet)
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if errcode == 0 {
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refreshPetPaneKeepHP(currentPet, oldHP)
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}
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}
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if errcode != 0 {
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return nil, errcode
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}
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c.Service.Item.UPDATE(itemID, -1)
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result = &item.S2C_USE_PET_ITEM_OUT_OF_FIGHT{}
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copier.Copy(&result, currentPet)
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return result, 0
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}
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// handleNeuronItem 处理神经元道具的特殊逻辑
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func (h Controller) handleNeuronItem(currentPet *model.PetInfo, c *player.Player) errorcode.ErrorCode {
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if currentPet.OldCatchTime == 0 {
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return errorcode.ErrorCodes.ErrSystemError
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}
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originalCatchTime := currentPet.CatchTime
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oldPet := c.Service.Pet.PetInfoOneUnscoped(currentPet.OldCatchTime)
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if oldPet == nil {
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return errorcode.ErrorCodes.ErrCannotRevertSpirit
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}
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copier.CopyWithOption(currentPet, oldPet.Data, copier.Option{DeepCopy: true})
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currentPet.CatchTime = originalCatchTime
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currentPet.ShinyInfo = oldPet.Data.ShinyInfo
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currentPet.EffectInfo = oldPet.Data.EffectInfo
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return 0
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}
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// 炫彩碎片 处理神300212
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func (h Controller) handlexuancaiItem(currentPet *model.PetInfo, c *player.Player) errorcode.ErrorCode {
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r, _ := element.Calculator.GetCombination(int(xmlres.PetMAP[int(currentPet.ID)].Type))
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if r.Secondary != nil {
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return errorcode.ErrorCodes.ErrItemUnusable
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}
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itemid := uint32(currentPet.Type()) + 400686
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items := c.Service.Item.CheakItem(itemid)
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if items < 100 {
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return errorcode.ErrorCodes.ErrInsufficientItems
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}
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ok := currentPet.FixShiny()
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if !ok {
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return errorcode.ErrorCodes.ErrItemUnusable
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}
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c.Service.Item.UPDATE(itemid, -100)
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return 0
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}
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func (h Controller) handleRecoverHPItemOutOfFight(recoverHP int, currentPet *model.PetInfo) errorcode.ErrorCode {
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if currentPet.Hp >= currentPet.MaxHp {
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return errorcode.ErrorCodes.ErrItemUnusable
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}
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currentPet.ModelHP(int64(recoverHP))
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if currentPet.Hp == 0 {
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currentPet.Hp = 1
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}
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return 0
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}
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func (h Controller) handleRecoverPPItemOutOfFight(recoverPP int, currentPet *model.PetInfo) errorcode.ErrorCode {
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if !canRecoverPP(currentPet) {
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return errorcode.ErrorCodes.ErrItemUnusable
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}
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currentPet.HealPP(recoverPP)
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return 0
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}
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func canRecoverPP(currentPet *model.PetInfo) bool {
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for _, skill := range currentPet.SkillList {
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skillCfg, ok := xmlres.SkillMap[int(skill.ID)]
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if ok && skill.PP < uint32(skillCfg.MaxPP) {
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return true
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}
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}
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return false
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}
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func refreshPetPaneKeepHP(currentPet *model.PetInfo, hp uint32) {
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currentPet.CalculatePetPane(100)
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if hp > currentPet.MaxHp {
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currentPet.Hp = currentPet.MaxHp
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return
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}
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currentPet.Hp = hp
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}
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// handleRegularPetItem 处理普通宠物道具
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func (h Controller) handleRegularPetItem(itemID uint32, currentPet *model.PetInfo) errorcode.ErrorCode {
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return item.PetItemRegistry.Handle(itemID, currentPet)
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}
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// ResetNature 重置宠物性格
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// data: 包含道具ID和宠物捕获时间的输入信息
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// c: 当前玩家对象
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// 返回: 无数据和错误码
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func (h Controller) ResetNature(data *C2S_PET_RESET_NATURE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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_, currentPet, found := c.FindPet(data.CatchTime)
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if !found {
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return nil, errorcode.ErrorCodes.Err10401
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}
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if data.ItemId != UniversalNatureItemID {
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return nil, errorcode.ErrorCodes.ErrItemUnusable
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}
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if _, ok := xmlres.NatureRootMap[int(data.Nature)]; !ok {
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return nil, errorcode.ErrorCodes.ErrItemUnusable
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}
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if c.Service.Item.CheakItem(data.ItemId) <= 0 {
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return nil, errorcode.ErrorCodes.ErrInsufficientItems
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}
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currentHP := currentPet.Hp
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currentPet.Nature = data.Nature
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refreshPetPaneKeepHP(currentPet, currentHP)
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c.Service.Item.UPDATE(data.ItemId, -1)
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return result, 0
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}
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// ==============================
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// 双倍经验加速器相关方法
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// ==============================
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// UseSpeedupItem 使用双倍经验加速器
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// data: 包含使用的双倍经验物品ID的输入信息
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// c: 当前玩家对象
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// 返回: 无数据(响应包单独组装)和错误码
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// 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
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func (h Controller) UseSpeedupItem(data *C2S_USE_SPEEDUP_ITEM, c *player.Player) (result *item.S2C_USE_SPEEDUP_ITEM, err errorcode.ErrorCode) {
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// 1. 校验道具是否存在且数量充足
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itemCount := c.Service.Item.CheakItem(data.ItemID)
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if itemCount <= 0 {
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return nil, errorcode.ErrorCodes.ErrInsufficientItems
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}
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result = &item.S2C_USE_SPEEDUP_ITEM{}
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// 2. 核心业务逻辑:根据物品ID更新双倍/三倍经验剩余次数
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// (注:需根据你的道具配置表,补充 ItemID 与双倍/三倍的映射逻辑)
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switch data.ItemID {
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case 300027: // 假设1001是双倍经验加速器道具ID
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if c.Info.TwoTimes != 0 {
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return nil, errorcode.ErrorCodes.ErrItemInUse
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}
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c.Info.TwoTimes += 50 // 玩家对象新增 TwoTimesExp 字段存储双倍剩余次数
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case 300067:
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if c.Info.TwoTimes != 0 {
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return nil, errorcode.ErrorCodes.ErrItemInUse
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}
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c.Info.TwoTimes += 25 // 玩家对象新增 TwoTimesExp 字段存储双倍剩余次数
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case 300051: // 假设1002是三倍经验加速器道具ID
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if c.Info.ThreeTimes != 0 {
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return nil, errorcode.ErrorCodes.ErrItemInUse
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}
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c.Info.ThreeTimes += 50 // 玩家对象新增 ThreeTimesExp 字段存储三倍剩余次数
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case 300115:
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if c.Info.ThreeTimes != 0 {
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return nil, errorcode.ErrorCodes.ErrItemInUse
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}
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c.Info.ThreeTimes += 30 // 玩家对象新增 ThreeTimesExp 字段存储三倍剩余次数
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default:
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return nil, errorcode.ErrorCodes.ErrSystemError // 未知道具ID
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}
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// 3. 扣减道具(数量-1)
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c.Service.Item.UPDATE(data.ItemID, -1)
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result.ThreeTimes = uint32(c.Info.ThreeTimes) // 返回三倍经验剩余次数
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result.TwoTimes = uint32(c.Info.TwoTimes) // 返回双倍经验剩余次数
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// 4. (可选)持久化玩家经验次数(根据你的项目存储逻辑补充)
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// c.Service.Player.SaveExpTimes(c)
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// 5. 返回无数据结果和成功错误码
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return result, 0
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}
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// ==============================
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// 能量吸收器相关方法
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// ==============================
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// UseEnergyXishou 使用能量吸收器
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// data: 包含使用的能量吸收器物品ID的输入信息
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// c: 当前玩家对象
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// 返回: 无数据(响应包单独组装)和错误码
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// 说明:使用后扣减道具并更新玩家能量吸收器剩余次数
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func (h Controller) UseEnergyXishou(data *C2S_USE_ENERGY_XISHOU, c *player.Player) (result *item.S2C_USE_ENERGY_XISHOU, err errorcode.ErrorCode) {
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// 1. 校验道具是否存在且数量充足
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itemCount := c.Service.Item.CheakItem(data.ItemID)
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if itemCount <= 0 {
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return nil, errorcode.ErrorCodes.ErrInsufficientItems
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}
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if c.Info.EnergyTime != 0 {
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return nil, errorcode.ErrorCodes.ErrItemInUse
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}
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// 2. 核心业务逻辑:更新能量吸收器剩余次数
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// (注:可根据道具ID配置不同的次数加成,此处默认+1)
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c.Info.EnergyTime += 40 // 玩家对象新增 EnergyTimes 字段存储能量吸收剩余次数
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// 3. 扣减道具(数量-1)
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c.Service.Item.UPDATE(data.ItemID, -1)
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result = &item.S2C_USE_ENERGY_XISHOU{
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EnergyTimes: uint32(c.Info.EnergyTime),
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}
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// 4. (可选)持久化玩家能量次数
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// c.Service.Player.SaveEnergyTimes(c)
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// 5. 返回无数据结果和成功错误码
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return result, 0
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}
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// ==============================
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// 自动战斗仪相关方法
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// ==============================
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// UseAutoFightItem 使用自动战斗仪
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// data: 包含使用的自动战斗仪物品ID的输入信息
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// c: 当前玩家对象
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// 返回: 无数据(响应包单独组装)和错误码
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// 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
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func (h Controller) UseAutoFightItem(data *C2S_USE_AUTO_FIGHT_ITEM, c *player.Player) (result *item.S2C_USE_AUTO_FIGHT_ITEM, err errorcode.ErrorCode) {
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// 1. 校验道具是否存在且数量充足
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itemCount := c.Service.Item.CheakItem(data.ItemID)
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if itemCount <= 0 {
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return nil, errorcode.ErrorCodes.ErrInsufficientItems
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}
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if c.Info.AutoFightTime != 0 {
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return nil, errorcode.ErrorCodes.ErrItemInUse
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}
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result = &item.S2C_USE_AUTO_FIGHT_ITEM{}
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// 2. 核心业务逻辑:开启自动战斗 + 更新剩余次数
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c.Info.AutoFight = 3 // 按需求设置自动战斗flag为3(需测试)
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if data.ItemID == 300028 {
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c.Info.AutoFightTime += 100
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}
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result.AutoFight = 1
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switch data.ItemID {
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case 300028:
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c.Info.AutoFightTime += 100
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case 300068:
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c.Info.AutoFightTime += 50
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}
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result.AutoFightTimes = c.Info.AutoFightTime
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// 3. 扣减道具(数量-1)
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c.Service.Item.UPDATE(data.ItemID, -1)
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return result, 0
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}
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