- 将 `OnHit`、`AfterHit` 等方法重命名为 `AfterSkill` 和 `Attacked`,统一触发时机命名 - 调整 `BeforeSkill` 与 `PreSkill` 的职责,明确技能前处理逻辑 - 修改 `UseSkill` 为 `CanSkill`,增强语义清晰度 - 补充精灵切换时的触发方法 `OnSwitchOut` 与 `OnOwnerSwitchIn` - 修复战斗中属性拷贝逻辑及状态持续回合计算的安全检查 - 增加捕获精灵后的日志输出,便于调试追踪 - 完善默认伤害效果节点的初始化逻辑
50 lines
852 B
Go
50 lines
852 B
Go
package service
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import (
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"blazing/cool"
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"blazing/modules/blazing/model"
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)
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func (s *UserService) Item(t func(map[uint32]model.SingleItemInfo) bool) {
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//todo待测试
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var player model.ItemEX
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m1 := cool.DBM(s.item.Model).Where("player_id", s.userid)
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err := m1.Scan(&player)
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if err != nil {
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player.PlayerID = uint64(s.userid)
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player.Data = make(map[uint32]model.SingleItemInfo)
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_, err := m1.Insert(player)
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if err != nil {
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panic(err)
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}
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}
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if !t(player.Data) {
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return
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}
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_, err = m1.Update(player)
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if err != nil {
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panic(err)
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}
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}
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func (s *UserService) ItemAdd(t ...model.SingleItemInfo) {
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s.Item(func(rer map[uint32]model.SingleItemInfo) bool {
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for _, v := range t {
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tt, ok := rer[v.ItemId]
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if ok {
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tt.ItemCnt += v.ItemCnt
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rer[v.ItemId] = tt
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} else {
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rer[v.ItemId] = v
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}
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}
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return true
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})
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}
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