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
129 lines
3.7 KiB
Go
129 lines
3.7 KiB
Go
package controller
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import (
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"blazing/common/socket/errorcode"
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"blazing/common/utils"
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"blazing/cool"
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"blazing/logic/service/item"
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"blazing/logic/service/player"
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"blazing/logic/service/user"
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"blazing/modules/blazing/model"
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)
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// PlayerAim 射击
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func (h Controller) PlayerAim(data *user.AimatInboundInfo, c *player.Player) (result *user.AimatOutboundInfo, err errorcode.ErrorCode) {
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result = &user.AimatOutboundInfo{
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ItemId: data.ItemId,
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Point: data.Point,
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ShootType: data.ShootType,
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UserId: c.Info.UserID,
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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) PlayerChat(data *user.ChatInboundInfo, c *player.Player) (result *user.ChatOutboundInfo, err errorcode.ErrorCode) {
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result = &user.ChatOutboundInfo{
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Message: utils.RemoveLast(data.Message),
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SenderNickname: c.Info.Nick,
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SenderId: c.Info.UserID,
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}
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result.Message = cool.Filter.Replace(result.Message, '*')
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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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// ChangePlayerColor 修改玩家颜色,消耗50赛尔豆
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func (h Controller) ChangePlayerColor(data *user.ChangeColorInboundInfo, c *player.Player) (result *user.ChangeColorOutboundInfo, err errorcode.ErrorCode) {
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const changeColorCost = 50
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if !c.UseCoins(changeColorCost) {
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return nil, errorcode.ErrorCodes.ErrSunDouInsufficient10016
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}
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c.Info.Coins -= changeColorCost
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c.Info.Color = data.Color
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c.Info.Texture = 0
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result = &user.ChangeColorOutboundInfo{
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UserId: c.Info.UserID,
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Color: data.Color,
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Coins: c.Info.Coins,
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Texture: c.Info.Texture,
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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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// ChangePlayerDoodle 修改玩家涂鸦,消耗50赛尔豆
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func (h Controller) ChangePlayerDoodle(data *user.ChangeDoodleInboundInfo, c *player.Player) (result *user.ChangeDoodleOutboundInfo, err errorcode.ErrorCode) {
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const changeDoodleCost = 50
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if !c.UseCoins(changeDoodleCost) {
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return nil, errorcode.ErrorCodes.ErrSunDouInsufficient10016
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}
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c.Info.Coins -= changeDoodleCost
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c.Info.Texture = data.Id
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c.Info.Color = data.Color
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result = &user.ChangeDoodleOutboundInfo{
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UserId: c.Info.UserID,
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Color: c.Info.Color,
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Coins: c.Info.Coins,
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Texture: c.Info.Texture,
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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) ChangeNONOColor(data *user.ChangeNONOColorInboundInfo, c *player.Player) (result *user.ChangeNONOColorOutboundInfo, err errorcode.ErrorCode) {
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//c.Info.Coins -= 200
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c.Info.NONO.NonoColor = data.Color
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result = &user.ChangeNONOColorOutboundInfo{
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Sataus: c.Info.UserID,
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Color: c.Info.Color,
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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) DanceAction(data *user.C2SDanceAction, c *player.Player) (result *user.S2CDanceAction, err errorcode.ErrorCode) {
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result = &user.S2CDanceAction{
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Type: data.Type,
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UserID: c.Info.UserID,
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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) PeopleTransform(data *user.C2SPEOPLE_TRANSFROM, c *player.Player) (result *user.S2CPEOPLE_TRANSFROM, err errorcode.ErrorCode) {
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result = &user.S2CPEOPLE_TRANSFROM{
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SuitID: data.SuitID,
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UserID: c.Info.UserID,
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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) ChangePlayerCloth(data *item.ChangePlayerClothInboundInfo, c *player.Player) (result *item.ChangePlayerClothOutboundInfo, err errorcode.ErrorCode) {
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result = &item.ChangePlayerClothOutboundInfo{
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UserID: c.Info.UserID,
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ClothList: make([]model.PeopleItemInfo, 0),
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}
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for _, clothID := range data.ClothList {
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result.ClothList = append(result.ClothList, model.PeopleItemInfo{ID: clothID, Level: 1})
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}
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c.Info.Clothes = result.ClothList
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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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