refactor(item): 优化物品添加逻辑并移除冗余代码 - 修改 ItemAdd 方法签名,从可变参数改为两个独立参数 itemId 和 itemCnt - 移除了对 model.ItemInfo 的依赖,简化调用方式 - 更新所有调用 ItemAdd 的地方以适配新接口 - 删除未使用的 imports 和注释掉的旧配置加载逻辑 - 修复购买物品时金币扣除与物品发放的一致性问题 - 增加玩家操作消耗塞尔豆的扣费逻辑(如宠物治疗、技能设置等) 此变更提升了代码简洁性和一致性,并增强了业务逻辑的准确性。 ```
68 lines
1.8 KiB
Go
68 lines
1.8 KiB
Go
package controller
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import (
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"blazing/common/socket/errorcode"
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"blazing/logic/service/nono"
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"blazing/logic/service/player"
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"github.com/jinzhu/copier"
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)
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// 处理命令: 105
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func (h *Controller) NonoFollowOrHome(data *nono.NonoFollowOrHomeInInfo, c *player.Player) (result *nono.NonoFollowOutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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c.Info.NONO.Flag = data.Flag
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result = &nono.NonoFollowOutInfo{
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UserID: data.Head.UserID,
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SuperStage: data.Flag,
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Flag: data.Flag,
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Nick: "",
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Color: 0,
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Power: 0,
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}
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return
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}
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// 获取nono信息
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func (h *Controller) GetNonoInfo(data *nono.NonoInboundInfo, c *player.Player) (result *nono.NonoOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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result = &nono.NonoOutboundInfo{}
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copier.Copy(result, &c.Info.NONO)
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result.UserID = c.Info.UserID
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for i := 0; i < 20; i++ {
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result.Func[i] = 255
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}
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result.Num = 1
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result.SuperNono = 1
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result.SuperLevel = 12
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return
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}
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func (h *Controller) SwitchFlying(data *nono.SwitchFlyingInboundInfo, c *player.Player) (result *nono.SwitchFlyingOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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result = &nono.SwitchFlyingOutboundInfo{
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UserId: data.Head.UserID,
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Type: data.Type,
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}
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return
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}
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func (h *Controller) PlayerPetCure(data *nono.PetCureInboundInfo, c *player.Player) (result *nono.PetCureOutboundEmpty, err errorcode.ErrorCode) { //这个时候player应该是空的
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if c.GetSpace().Owner.UserID == c.Info.UserID {
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return result, errorcode.ErrorCodes.ErrChampionCannotHeal
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}
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if !c.UseCoins(50) {
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return result, errorcode.ErrorCodes.ErrSystemBusy
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}
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for i := 0; i < len(c.Info.PetList); i++ {
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c.Info.PetList[i].Cure()
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}
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c.Info.Coins -= 50
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return
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}
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