refactor(controller): 重构控制器函数命名和代码注释 - 重命名 EGG 函数为 EggGamePlay,更新宠物生成逻辑 - 重命名 Leiyi 函数为 GetLeiyiTrainStatus - 重命名 Cacthpet 函数为 CatchPet,添加详细函数注释 - 为 ArenaSetOwner、ArenaFightOwner、ArenaGetInfo、ArenaUpfight、ArenaOwnerAcce 等擂台相关函数添加注释前缀 - 重命名 PETKing 函数为 PetKing - 重命名 FRESH_CHOICE_FIGHT_LEVEL 函数为 FreshChoiceFightLevel,添加详细参数说明 - 重命名 BuyMItem 函数为 BuyMultipleItems - 重命名 ITEM_S
63 lines
1.5 KiB
Go
63 lines
1.5 KiB
Go
package controller
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import (
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"blazing/common/socket/errorcode"
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"blazing/logic/service/common"
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"blazing/logic/service/fight"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/player"
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)
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//大乱斗
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func (h Controller) PetMelee(data *fight.StartPetWarInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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c.Fightinfo.Mode = info.BattleMode.PET_MELEE
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c.Fightinfo.Status = info.BattleMode.PET_MELEE
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err = c.JoinFight(func(p common.PlayerI) bool {
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_, err = fight.NewFight(p, c, func(foi *info.FightOverInfo) {
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if foi.Reason == 0 { //我放获胜
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if foi.WinnerId == c.GetInfo().UserID {
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c.Info.MessWin += 1
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} else {
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p.GetInfo().MessWin += 1
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}
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}
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}) ///开始对战,房主方以及被邀请方
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return err <= 0
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})
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return
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}
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func (h Controller) PetKing(data *fight.PetKingJoinInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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c.Fightinfo.Status = info.BattleMode.PET_TOPLEVEL
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switch data.Type {
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case 5:
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c.Fightinfo.Mode = info.BattleMode.SINGLE_MODE
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case 6:
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c.Fightinfo.Mode = info.BattleMode.MULTI_MODE
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}
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err = c.JoinFight(func(p common.PlayerI) bool {
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_, err = fight.NewFight(p, c, func(foi *info.FightOverInfo) {
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if foi.Reason == 0 { //我放获胜
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if foi.WinnerId == c.GetInfo().UserID {
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c.Info.MonKingWin += 1
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} else {
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p.GetInfo().MonKingWin += 1
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}
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}
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}) ///开始对战,房主方以及被邀请方
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return err <= 0
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})
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return
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}
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