feat: 添加ItemInfo结构体并重构抽蛋和任务系统 - 在common/data/color.go中添加ItemInfo结构体用于表示发放物品的信息 - 在common/utils/tomap.go中添加RandomSlice泛型函数用于从切片中随机选取元素 - 重构action_egg.go中的EggGamePlay功能,实现抽蛋逻辑和物品发放 - 更新fight_boss.go中使用新的ItemInfo结构体替换旧的model.ItemInfo - 修改user_talk.go中获取物品数量的逻辑 - 更新user_task.go中任务完成逻辑使用新的ItemInfo结构体 - 在egg.go中更新抽蛋结果结构体使用ItemInfo - 更新战斗奖励结构体使用ItemInfo - 在player.go中添加学习力道具处理逻辑 - 重构任务系统使用新的ItemInfo结构体 - 移除旧的model.ItemInfo定义 - 更新宠物奖励配置模型添加成长值等字段 - 实现GetEgg方法用于获取扭蛋奖励 - 修复宠物融合材料服务中的道具验证逻辑 ```
45 lines
1.1 KiB
Go
45 lines
1.1 KiB
Go
package controller
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import (
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"blazing/common/data"
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"blazing/common/socket/errorcode"
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"blazing/logic/service/egg"
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"blazing/logic/service/player"
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"blazing/modules/blazing/model"
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"blazing/modules/config/service"
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"github.com/gogf/gf/v2/util/grand"
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)
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func (h Controller) EggGamePlay(data1 *egg.C2S_EGG_GAME_PLAY, c *player.Player) (result *egg.S2C_EGG_GAME_PLAY, err errorcode.ErrorCode) {
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switch data1.EggNum {
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case 2:
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data1.EggNum = 5
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case 3:
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data1.EggNum = 10
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}
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result = &egg.S2C_EGG_GAME_PLAY{ListInfo: []data.ItemInfo{}}
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if grand.Meet(int(data1.EggNum), 100) {
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r := service.NewPetRewardService().GetEgg()
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newPet := model.GenPetInfo(int(r.MonID), int(r.DV), int(r.Nature), int(r.Effect), int(r.Lv), nil)
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c.Service.Pet.PetAdd(newPet)
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result.HadTime = newPet.CatchTime
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result.PetID = newPet.ID
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}
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items := service.NewItemService().GetEgg(data1.EggNum)
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for _, item := range items {
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if item.ItemId == 0 {
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continue
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}
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c.ItemAdd(item.ItemId, item.ItemCnt)
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result.ListInfo = append(result.ListInfo, data.ItemInfo{ItemId: item.ItemId, ItemCnt: item.ItemCnt})
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}
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c.Service.Item.UPDATE(400501, int(-data1.EggNum))
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return
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}
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