重构 Talk 方法中物品奖励的获取方式,使用新的配置服务以支持多物品 ID 奖励机制。 移除了对 github.com/gogf/gf/v2/util/grand 包的依赖,改为通过服务获取实际物品数量。 同时更新了相关模型定义: - 修改 MineralCollectionConfig 中 ItemID 为数组形式以支持多个物品配置 - 调整 ItemGift 模型字段
88 lines
1.9 KiB
Go
88 lines
1.9 KiB
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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config "blazing/modules/config/service"
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)
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type TalkService struct {
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BaseService
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}
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func NewTalkService(id uint32) *TalkService {
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return &TalkService{
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BaseService: BaseService{userid: id,
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Service: &cool.Service{Model: model.NewTalk()},
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},
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}
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}
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//实现挖矿次数确认
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func (s *TalkService) Cheak(mapid uint32, flag int) (int, bool) {
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m1 := s.GModel(s.Model)
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var talks *model.Talk
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m1.Where("talk_id", flag).Scan(&talks)
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if talks == nil {
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talks = model.NewTalk()
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talks.PlayerID = uint64(s.userid)
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talks.TalkID = uint32(flag)
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s.GModel(s.Model).Data(talks).FieldsEx("id").Insert()
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return 0, true //如果表里没有记载数据,那么就可以直接挖矿
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}
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//因为这个是挖一次更新一次,而且是实时更新的,如果更新日期是今天,那么就可以确认不用再重置,否则就需要重置挖矿记录
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if !IsToday(talks.UpdateTime) {
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talks.Count = 0
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m1.Save(talks)
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return int(talks.Count), true
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}
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if uint32(mapid) != config.NewTalkConfigService().GetCache(flag).MapID {
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return 0, false //没在地图
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}
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if talks.Count >= config.NewTalkConfigService().GetCache(flag).DailyCollectCount {
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return 0, false
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}
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return int(talks.Count), true //int(config.MaxDailyCnt - talks.Count)
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}
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func (s *TalkService) Update(flag int) {
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m1 := s.GModel(s.Model)
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var talks model.Talk
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m1.Where("talk_id", flag).Scan(&talks)
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//talks.PlayerID = uint64(s.userid)
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//talks.TalkID = uint32(flag)
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talks.Count += 1
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m1.Save(talks)
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}
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// // TalkCheck 获取玩家当前的Talk数据
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// // todo 待实现xml解析判断是否溢出
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// func (s *TalkService) Exec(t func(map[uint32]uint32) bool) {
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// m1 := s.GModel(s.Model)
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// var talks model.Talk
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// m1.Scan(&talks)
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// ok := t(talks)
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// if ok {
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// talks.PlayerID = uint64(s.userid)
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// m1.Save(talks)
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// }
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// }
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