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将任务奖励逻辑重构到单独的文件中,增加对宠物技能和皮肤奖励的支持,优化任务完成处理流程
72 lines
1.8 KiB
Go
72 lines
1.8 KiB
Go
package player
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import (
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"blazing/modules/player/model"
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"github.com/pointernil/bitset32"
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)
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// SptCompletedTask 完成任务(单分支)
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// 优化点:仅当奖励存在时,才完成任务并发放奖励
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func (p *Player) SptCompletedTask(taskID int, ot int) {
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if !p.IsLogin {
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return
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}
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// 1. 检查任务当前状态:未接受才处理
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if p.Info.GetTask(taskID) == model.Completed {
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return
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}
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if !p.canCompleteTaskReward(taskID, ot) {
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return
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}
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granted, err := p.ApplyTaskCompletion(uint32(taskID), ot, nil)
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if err != 0 {
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return
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}
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p.Info.SetTask(taskID, model.Completed)
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p.SendTaskCompletionBonus(uint32(taskID), granted)
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}
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// TawerCompletedTask 完成塔类任务(多分支)
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// 优化点:1. 默认分支仅奖励存在时才完成主任务 2. 指定分支仅奖励存在时才标记完成并发奖
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func (p *Player) TawerCompletedTask(taskID int, ot int) {
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if !p.IsLogin {
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return
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}
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// 处理默认分支(ot=-1):仅奖励存在时才完成主任务
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if p.Info.GetTask(taskID) != model.Completed {
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if p.canCompleteTaskReward(taskID, -1) {
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granted, err := p.ApplyTaskCompletion(uint32(taskID), -1, nil)
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if err == 0 {
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p.Info.SetTask(taskID, model.Completed)
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p.SendTaskCompletionBonus(uint32(taskID), granted)
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}
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}
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}
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// 处理指定分支(ot):仅奖励存在时才标记分支完成并发奖
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taskData, err := p.Service.Task.GetTask(uint32(taskID))
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if err != nil {
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return
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}
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if !p.canCompleteTaskReward(taskID, ot) {
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return
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}
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r := bitset32.From(taskData.Data)
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if !r.Test(uint(ot)) {
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r.Set(uint(ot))
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granted, rewardErr := p.ApplyTaskCompletion(uint32(taskID), ot, nil)
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if rewardErr != 0 {
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return
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}
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p.SendTaskCompletionBonus(uint32(taskID), granted)
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taskData.Data = r.Bytes()
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_ = p.Service.Task.SetTask(taskData)
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}
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}
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