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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
126 lines
2.7 KiB
Go
126 lines
2.7 KiB
Go
package service
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import (
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"blazing/common/utils"
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"blazing/cool"
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configmodel "blazing/modules/config/model"
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config "blazing/modules/config/service"
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"blazing/modules/player/model"
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"github.com/gogf/gf/v2/os/gtime"
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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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func (s *TalkService) reset(flag int) {
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s.dbm(s.Model).Where("talk_id", flag).Data("count", 0, "last_reset_time", gtime.Now()).Update()
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}
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func (s *TalkService) progress(flag int) (uint32, *model.Talk, *configmodel.MineralCollectionConfig, bool) {
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var talks *model.Talk
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s.dbm(s.Model).Where("talk_id", flag).Scan(&talks)
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cfg := config.NewTalkConfigService().GetCache(flag)
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if cfg == nil {
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return 0, talks, nil, false
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}
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if talks == nil {
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return 0, nil, cfg, true
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}
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switch cfg.Limit {
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case 0:
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if !utils.IsToday(talks.LastResetTime) {
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s.reset(flag)
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return 0, talks, cfg, true
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}
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case 1:
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if !utils.IsWEEK(talks.LastResetTime) {
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s.reset(flag)
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return 0, talks, cfg, true
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}
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case 2:
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if !utils.IsMon(talks.LastResetTime) {
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s.reset(flag)
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return 0, talks, cfg, true
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}
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}
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return talks.Count, talks, cfg, true
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}
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func (s *TalkService) Progress(flag int) (uint32, bool) {
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count, _, _, ok := s.progress(flag)
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return count, ok
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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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count, _, cfg, ok := s.progress(flag)
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if !ok || cfg == nil {
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return 0, false //没在地图
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}
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if uint32(mapid) != cfg.MapID {
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return 0, false //没在地图
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}
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if count >= cfg.DailyCollectCount {
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return 0, false
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}
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return int(count), true //int(config.MaxDailyCnt - talks.Count)
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}
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func (s *TalkService) Update(flag int, count int) bool {
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// VIP 直接返回失败
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if cool.Config.ServerInfo.IsVip != 0 {
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return true
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}
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talkID := uint32(flag)
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userID := uint64(s.userid)
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db := s.dbm(s.Model)
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// 1. 获取配置上限
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cfg := config.NewTalkConfigService().GetCache(flag)
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if cfg == nil {
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return false
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}
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maxCount := int(cfg.DailyCollectCount)
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// 2. 原子操作:不存在则插入(count=0),存在则不操作
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talk := model.Talk{
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PlayerID: userID,
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TalkID: talkID,
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}
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// 唯一索引 + InsertIgnore 保证只会插入1次
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_, _ = db.Data(talk).InsertIgnore()
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// 3. 原子条件自增(只有没超上限才会增加)
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affected, err := db.
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Where("talk_id = ?", talkID).
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Where("player_id = ?", userID). // 关键:必须加 player_id 条件
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Where("count + ? <= ?", count, maxCount).
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Increment("count", count)
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if err != nil {
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return false
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}
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row, _ := affected.RowsAffected()
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// 0 行受影响 = 已达上限
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return row > 0
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}
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