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@@ -0,0 +1,699 @@
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+<?php
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+
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+namespace App\Module\Pet\Logic;
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+
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+use App\Module\GameItems\Services\ItemService;
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+use App\Module\Pet\Enums\PetStatus;
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+use App\Module\Pet\Events\PetLevelUpEvent;
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+use App\Module\Pet\Events\PetRemouldEvent;
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+use App\Module\Pet\Events\PetSkillUsedEvent;
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+use App\Module\Pet\Events\PetStatusChangedEvent;
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+use App\Module\Pet\Models\PetConfig;
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+use App\Module\Pet\Models\PetLevelConfig;
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+use App\Module\Pet\Models\PetRemouldLog;
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+use App\Module\Pet\Models\PetSkill;
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+use App\Module\Pet\Models\PetSkillLog;
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+use App\Module\Pet\Models\PetUser;
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+use App\Module\Pet\Validators\PetFoodValidator;
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+use Exception;
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+use Illuminate\Support\Facades\DB;
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+use Illuminate\Support\Facades\Log;
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+
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+/**
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+ * 宠物逻辑类
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+ *
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+ * 处理宠物相关的业务逻辑,包括创建宠物、升级宠物、喂养宠物、
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+ * 洗髓宠物、使用技能等功能。该类是宠物模块内部使用的核心逻辑类,
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+ * 不对外提供服务,由PetService调用。
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+ */
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+class PetLogic
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+{
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+ /**
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+ * 物品服务
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+ *
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+ * @var ItemService
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+ */
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+ protected $itemService;
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+
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+ /**
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+ * 宠物食物验证器
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+ *
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+ * @var PetFoodValidator
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+ */
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+ protected $petFoodValidator;
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+
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+ /**
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+ * 构造函数
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+ */
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+ public function __construct()
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+ {
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+ $this->itemService = new ItemService();
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+ $this->petFoodValidator = new PetFoodValidator();
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+ }
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+
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+ /**
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+ * 创建宠物
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+ *
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+ * @param int $userId 用户ID
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+ * @param string $name 宠物名称
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+ * @param int|null $grade 宠物品阶,如果为null则随机生成(1一品,2二品,3三品,4四品)
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+ * @param array $options 其他选项
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+ * @return array 创建结果
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+ * @throws Exception
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+ */
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+ public function createPet(int $userId, string $name, ?int $grade = null, array $options = []): array
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+ {
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+ // 验证宠物名称
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+ if (empty($name) || mb_strlen($name) > 20) {
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+ throw new Exception("宠物名称不能为空且不能超过20个字符");
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+ }
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+
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+ // 检查用户宠物数量限制
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+ $petCount = PetUser::where('user_id', $userId)->count();
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+ $maxPets = config('pet.max_pets_per_user', 3);
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+
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+ if ($petCount >= $maxPets) {
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+ throw new Exception("已达到最大宠物数量限制: {$maxPets}");
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+ }
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+
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+ // 如果未指定品阶,则根据概率随机生成
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+ if ($grade === null) {
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+ $grade = $this->generateRandomGrade();
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+ }
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+
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+ // 获取宠物配置
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+ $petConfig = PetConfig::where('pet_type', $options['pet_type'] ?? 'default')->first();
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+ if (!$petConfig) {
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+ $petConfig = PetConfig::first(); // 使用默认配置
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+ if (!$petConfig) {
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+ throw new Exception("宠物配置不存在");
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+ }
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+ }
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+
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+ // 创建宠物
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+ $pet = new PetUser();
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+ $pet->user_id = $userId;
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+ $pet->name = $name;
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+ $pet->grade = $grade;
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+ $pet->level = 1;
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+ $pet->experience = 0;
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+ $pet->stamina = $petConfig->stamina_max ?? 100;
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+ $pet->status = PetStatus::NORMAL;
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+ $pet->save();
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+
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+ Log::info('宠物创建成功', [
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+ 'user_id' => $userId,
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+ 'pet_id' => $pet->id,
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+ 'name' => $name,
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+ 'grade' => $grade->value
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+ ]);
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+
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+ return [
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+ 'pet_id' => $pet->id,
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+ 'grade' => $grade
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+ ];
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+ }
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+
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+ /**
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+ * 根据概率随机生成宠物品阶
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+ *
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+ * @return int 品阶值(1一品,2二品,3三品,4四品)
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+ */
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+ protected function generateRandomGrade(): int
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+ {
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+ $probabilities = config('pet.grade_probability', [
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+ 1 => 0.6, // 一品阶:60%
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+ 2 => 0.25, // 二品阶:25%
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+ 3 => 0.1, // 三品阶:10%
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+ 4 => 0.05 // 四品阶:5%
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+ ]);
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+
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+ $rand = mt_rand(1, 100) / 100;
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+ $cumulative = 0;
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+
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+ foreach ($probabilities as $grade => $probability) {
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+ $cumulative += $probability;
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+ if ($rand <= $cumulative) {
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+ return $grade;
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+ }
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+ }
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+
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+ // 默认返回一品
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+ return 1;
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+ }
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+
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+ /**
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+ * 宠物升级
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+ *
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+ * @param int $petId 宠物ID
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+ * @return array 升级结果
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+ * @throws Exception
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+ */
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+ public function levelUpPet(int $petId): array
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+ {
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+ // 获取宠物信息
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+ $pet = PetUser::findOrFail($petId);
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+
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+ // 获取当前等级配置
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+ $currentLevelConfig = PetLevelConfig::where('level', $pet->level)->first();
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+ if (!$currentLevelConfig) {
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+ throw new Exception("宠物等级配置不存在");
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+ }
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+
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+ // 获取下一级配置
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+ $nextLevelConfig = PetLevelConfig::where('level', $pet->level + 1)->first();
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+ if (!$nextLevelConfig) {
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+ throw new Exception("宠物已达到最大等级");
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+ }
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+
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+ // 检查经验值是否足够
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+ if ($pet->experience < $nextLevelConfig->exp_required) {
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+ throw new Exception("经验值不足,无法升级");
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+ }
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+
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+ // 记录旧等级
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+ $oldLevel = $pet->level;
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+
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+ // 升级宠物
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+ $pet->level += 1;
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+ $pet->save();
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+
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+ // 获取新解锁的技能
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+ $unlockedSkills = [];
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+ if ($nextLevelConfig->unlock_skills) {
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+ $unlockedSkills = json_decode($nextLevelConfig->unlock_skills, true);
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+ }
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+
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+ // 触发宠物升级事件
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+ event(new PetLevelUpEvent(
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+ $pet->user_id,
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+ $pet->id,
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+ $oldLevel,
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+ $pet->level,
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+ $unlockedSkills
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+ ));
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+
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+ Log::info('宠物升级成功', [
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+ 'pet_id' => $petId,
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+ 'old_level' => $oldLevel,
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+ 'new_level' => $pet->level,
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+ 'unlocked_skills' => $unlockedSkills
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+ ]);
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+
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+ return [
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+ 'old_level' => $oldLevel,
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+ 'new_level' => $pet->level,
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+ 'unlocked_skills' => $unlockedSkills
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+ ];
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+ }
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+
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+ /**
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+ * 宠物喂养
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+ *
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+ * @param int $petId 宠物ID
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+ * @param int $itemId 物品ID(狗粮)
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+ * @param int $amount 数量
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+ * @return array 喂养结果
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+ * @throws Exception
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+ */
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+ public function feedPet(int $petId, int $itemId, int $amount): array
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+ {
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+ // 获取宠物信息
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+ $pet = PetUser::findOrFail($petId);
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+
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+ // 验证物品是否为宠物口粮
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+ if (!$this->petFoodValidator->validate($itemId, [])) {
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+ throw new Exception("该物品不是宠物口粮");
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+ }
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+
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+ // 获取物品信息
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+ $item = $this->itemService->getItemInfo($itemId);
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+ if (!$item) {
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+ throw new Exception("物品不存在");
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+ }
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+
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+ // 消耗物品
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+ $consumeResult = $this->itemService->consumeItem(
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+ $pet->user_id,
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+ $itemId,
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+ null,
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+ $amount,
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+ [
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+ 'source_type' => 'pet_feed',
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+ 'source_id' => $petId,
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+ 'details' => ['pet_id' => $petId]
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+ ]
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+ );
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+
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+ if (!$consumeResult['success']) {
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+ throw new Exception("物品消耗失败: " . ($consumeResult['message'] ?? '未知错误'));
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+ }
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+
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+ // 计算获得的经验值和体力
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+ $expGained = $item->pet_exp * $amount;
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+ $staminaGained = $item->pet_power * $amount;
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+
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+ // 更新宠物状态为喂养中
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+ $oldStatus = $pet->status;
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+ $pet->status = PetStatus::FEEDING;
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+ $pet->save();
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+
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+ // 触发宠物状态变更事件
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+ event(new PetStatusChangedEvent(
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+ $pet->user_id,
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+ $pet->id,
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+ $oldStatus,
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+ PetStatus::FEEDING,
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+ 'pet_feed',
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+ ['item_id' => $itemId, 'amount' => $amount]
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+ ));
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+
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+ // 增加经验值
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+ $levelUpOccurred = $this->addExperience($petId, $expGained);
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+
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+ // 恢复体力
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+ $this->addStamina($petId, $staminaGained);
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+
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+ // 喂养完成后恢复正常状态
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+ $pet->refresh();
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+ $pet->status = PetStatus::NORMAL;
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+ $pet->save();
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+
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+ // 触发宠物状态变更事件
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+ event(new PetStatusChangedEvent(
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+ $pet->user_id,
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+ $pet->id,
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+ PetStatus::FEEDING,
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+ PetStatus::NORMAL,
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+ 'pet_feed_complete',
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+ ['item_id' => $itemId, 'amount' => $amount]
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+ ));
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+
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+ Log::info('宠物喂养成功', [
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+ 'pet_id' => $petId,
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+ 'item_id' => $itemId,
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+ 'amount' => $amount,
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+ 'exp_gained' => $expGained,
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+ 'stamina_gained' => $staminaGained,
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+ 'level_up' => $levelUpOccurred
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+ ]);
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+
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+ return [
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+ 'exp_gained' => $expGained,
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+ 'stamina_gained' => $staminaGained,
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+ 'level_up' => $levelUpOccurred
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+ ];
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+ }
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+
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+ /**
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+ * 增加宠物经验值
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+ *
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+ * @param int $petId 宠物ID
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+ * @param int $expAmount 经验值数量
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+ * @return bool 是否触发升级
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+ */
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+ protected function addExperience(int $petId, int $expAmount): bool
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+ {
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+ // 获取宠物信息
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+ $pet = PetUser::findOrFail($petId);
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+
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+ // 增加经验值
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+ $pet->experience += $expAmount;
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+ $pet->save();
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+
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+ // 检查是否可以升级
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+ $nextLevelConfig = PetLevelConfig::where('level', $pet->level + 1)->first();
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+ if ($nextLevelConfig && $pet->experience >= $nextLevelConfig->exp_required) {
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+ try {
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+ $this->levelUpPet($petId);
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+ return true;
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+ } catch (Exception $e) {
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+ Log::error('宠物升级失败', [
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+ 'pet_id' => $petId,
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+ 'error' => $e->getMessage()
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+ ]);
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+ return false;
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+ }
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+ }
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+
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+ return false;
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+ }
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+
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+ /**
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+ * 增加宠物体力
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+ *
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+ * @param int $petId 宠物ID
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+ * @param int $staminaAmount 体力数量
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+ * @return int 实际增加的体力值
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+ */
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+ protected function addStamina(int $petId, int $staminaAmount): int
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+ {
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+ // 获取宠物信息
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+ $pet = PetUser::findOrFail($petId);
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+
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+ // 获取宠物等级配置
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+ $levelConfig = PetLevelConfig::where('level', $pet->level)->first();
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+ $maxStamina = $levelConfig ? $levelConfig->stamina_max : 100;
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+
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+ // 计算实际增加的体力值
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+ $oldStamina = $pet->stamina;
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+ $newStamina = min($maxStamina, $oldStamina + $staminaAmount);
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+ $actualGained = $newStamina - $oldStamina;
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+
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+ // 更新体力值
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+ $pet->stamina = $newStamina;
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+ $pet->save();
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+
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+ return $actualGained;
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+ }
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+
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+ /**
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+ * 宠物洗髓
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+ *
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+ * @param int $petId 宠物ID
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+ * @param int $itemId 洗髓道具ID,如果为0则使用钻石
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+ * @return array 洗髓结果
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+ * @throws Exception
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+ */
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+ public function remouldPet(int $petId, int $itemId = 0): array
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+ {
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+ // 获取宠物信息
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+ $pet = PetUser::findOrFail($petId);
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+
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+ // 记录旧品阶
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+ $oldGrade = $pet->grade;
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+
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+ // 如果使用道具
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+ if ($itemId > 0) {
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+ // 验证物品是否为洗髓道具
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+ $remouldItemId = config('pet.remould_cost.item_id');
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+ if ($itemId != $remouldItemId) {
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+ throw new Exception("该物品不是洗髓道具");
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+ }
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+
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+ // 消耗物品
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+ $consumeResult = $this->itemService->consumeItem(
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+ $pet->user_id,
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+ $itemId,
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+ null,
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+ 1,
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+ [
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+ 'source_type' => 'pet_remould',
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+ 'source_id' => $petId,
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+ 'details' => ['pet_id' => $petId]
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+ ]
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+ );
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+
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+ if (!$consumeResult['success']) {
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|
+ throw new Exception("物品消耗失败: " . ($consumeResult['message'] ?? '未知错误'));
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ // 使用钻石
|
|
|
+ $diamondCost = config('pet.remould_cost.diamond', 50);
|
|
|
+
|
|
|
+ // TODO: 消耗钻石的逻辑,需要调用相关服务
|
|
|
+ // 这里需要根据实际项目中的钻石消耗方式进行实现
|
|
|
+ // 暂时使用占位代码
|
|
|
+ $diamondConsumeSuccess = true;
|
|
|
+
|
|
|
+ if (!$diamondConsumeSuccess) {
|
|
|
+ throw new Exception("钻石不足,无法进行洗髓");
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // 随机生成新品阶
|
|
|
+ $newGrade = $this->generateRandomGrade();
|
|
|
+
|
|
|
+ // 更新宠物品阶
|
|
|
+ $pet->grade = $newGrade;
|
|
|
+ $pet->save();
|
|
|
+
|
|
|
+ // 记录洗髓日志
|
|
|
+ PetRemouldLog::create([
|
|
|
+ 'pet_id' => $petId,
|
|
|
+ 'old_grade' => $oldGrade,
|
|
|
+ 'new_grade' => $newGrade,
|
|
|
+ 'remould_time' => now()
|
|
|
+ ]);
|
|
|
+
|
|
|
+ // 触发宠物洗髓事件
|
|
|
+ event(new PetRemouldEvent(
|
|
|
+ $pet->user_id,
|
|
|
+ $pet->id,
|
|
|
+ $oldGrade,
|
|
|
+ $newGrade
|
|
|
+ ));
|
|
|
+
|
|
|
+ Log::info('宠物洗髓成功', [
|
|
|
+ 'pet_id' => $petId,
|
|
|
+ 'old_grade' => $oldGrade,
|
|
|
+ 'new_grade' => $newGrade,
|
|
|
+ 'item_id' => $itemId
|
|
|
+ ]);
|
|
|
+
|
|
|
+ return [
|
|
|
+ 'old_grade' => $oldGrade,
|
|
|
+ 'new_grade' => $newGrade
|
|
|
+ ];
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * 使用宠物技能
|
|
|
+ *
|
|
|
+ * @param int $petId 宠物ID
|
|
|
+ * @param int $skillId 技能ID
|
|
|
+ * @param array $params 技能参数
|
|
|
+ * @return array 技能使用结果
|
|
|
+ * @throws Exception
|
|
|
+ */
|
|
|
+ public function useSkill(int $petId, int $skillId, array $params = []): array
|
|
|
+ {
|
|
|
+ // 获取宠物信息
|
|
|
+ $pet = PetUser::findOrFail($petId);
|
|
|
+
|
|
|
+ // 获取技能信息
|
|
|
+ $skill = PetSkill::findOrFail($skillId);
|
|
|
+
|
|
|
+ // 检查技能冷却时间
|
|
|
+ $lastUsed = PetSkillLog::where('pet_id', $petId)
|
|
|
+ ->where('skill_id', $skillId)
|
|
|
+ ->orderBy('used_at', 'desc')
|
|
|
+ ->first();
|
|
|
+
|
|
|
+ if ($lastUsed) {
|
|
|
+ $cooldownSeconds = $skill->cool_down;
|
|
|
+ $secondsSinceLastUse = now()->diffInSeconds($lastUsed->used_at);
|
|
|
+
|
|
|
+ if ($secondsSinceLastUse < $cooldownSeconds) {
|
|
|
+ $remainingCooldown = $cooldownSeconds - $secondsSinceLastUse;
|
|
|
+ throw new Exception("技能冷却中,还需等待 {$remainingCooldown} 秒");
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // 检查体力是否足够
|
|
|
+ if ($pet->stamina < $skill->stamina_cost) {
|
|
|
+ throw new Exception("体力不足,无法使用技能");
|
|
|
+ }
|
|
|
+
|
|
|
+ // 消耗体力
|
|
|
+ $pet->stamina -= $skill->stamina_cost;
|
|
|
+ $pet->save();
|
|
|
+
|
|
|
+ // 执行技能效果
|
|
|
+ $effectResult = $this->executeSkillEffect($pet, $skill, $params);
|
|
|
+
|
|
|
+ // 记录技能使用日志
|
|
|
+ $skillLog = PetSkillLog::create([
|
|
|
+ 'pet_id' => $petId,
|
|
|
+ 'skill_id' => $skillId,
|
|
|
+ 'used_at' => now(),
|
|
|
+ 'effect_result' => json_encode($effectResult)
|
|
|
+ ]);
|
|
|
+
|
|
|
+ // 触发宠物技能使用事件
|
|
|
+ event(new PetSkillUsedEvent(
|
|
|
+ $pet->user_id,
|
|
|
+ $pet->id,
|
|
|
+ $skillId,
|
|
|
+ $params
|
|
|
+ ));
|
|
|
+
|
|
|
+ Log::info('宠物技能使用成功', [
|
|
|
+ 'pet_id' => $petId,
|
|
|
+ 'skill_id' => $skillId,
|
|
|
+ 'params' => $params,
|
|
|
+ 'effect_result' => $effectResult
|
|
|
+ ]);
|
|
|
+
|
|
|
+ return [
|
|
|
+ 'effect_result' => $effectResult
|
|
|
+ ];
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * 执行技能效果
|
|
|
+ *
|
|
|
+ * @param PetUser $pet 宠物对象
|
|
|
+ * @param PetSkill $skill 技能对象
|
|
|
+ * @param array $params 技能参数
|
|
|
+ * @return array 技能效果结果
|
|
|
+ */
|
|
|
+ protected function executeSkillEffect(PetUser $pet, PetSkill $skill, array $params): array
|
|
|
+ {
|
|
|
+ // 根据技能名称执行不同的效果
|
|
|
+ switch ($skill->skill_name) {
|
|
|
+ case '自动收菜':
|
|
|
+ // 调用农场模块的收获接口
|
|
|
+ // 这里需要根据实际项目中的农场模块接口进行实现
|
|
|
+ // 暂时使用占位代码
|
|
|
+ $harvestResult = [
|
|
|
+ 'success' => true,
|
|
|
+ 'harvested_count' => mt_rand(1, 5),
|
|
|
+ 'items' => []
|
|
|
+ ];
|
|
|
+
|
|
|
+ return $harvestResult;
|
|
|
+
|
|
|
+ case '自动播种':
|
|
|
+ // 调用农场模块的播种接口
|
|
|
+ // 这里需要根据实际项目中的农场模块接口进行实现
|
|
|
+ // 暂时使用占位代码
|
|
|
+ $plantResult = [
|
|
|
+ 'success' => true,
|
|
|
+ 'planted_count' => mt_rand(1, 5),
|
|
|
+ 'seeds' => []
|
|
|
+ ];
|
|
|
+
|
|
|
+ return $plantResult;
|
|
|
+
|
|
|
+ case '灾害防护':
|
|
|
+ // 设置农场模块的灾害防护标志
|
|
|
+ // 这里需要根据实际项目中的农场模块接口进行实现
|
|
|
+ // 暂时使用占位代码
|
|
|
+ $protectResult = [
|
|
|
+ 'success' => true,
|
|
|
+ 'protected_type' => $params['disaster_type'] ?? 'all',
|
|
|
+ 'duration' => 3600 // 1小时
|
|
|
+ ];
|
|
|
+
|
|
|
+ return $protectResult;
|
|
|
+
|
|
|
+ default:
|
|
|
+ return [
|
|
|
+ 'success' => false,
|
|
|
+ 'message' => '未知技能效果'
|
|
|
+ ];
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * 变更宠物状态
|
|
|
+ *
|
|
|
+ * @param int $petId 宠物ID
|
|
|
+ * @param PetStatus $status 新状态
|
|
|
+ * @param string $reason 变更原因
|
|
|
+ * @return bool 是否变更成功
|
|
|
+ */
|
|
|
+ public function changeStatus(int $petId, PetStatus $status, string $reason = ''): bool
|
|
|
+ {
|
|
|
+ // 获取宠物信息
|
|
|
+ $pet = PetUser::findOrFail($petId);
|
|
|
+
|
|
|
+ // 记录旧状态
|
|
|
+ $oldStatus = $pet->status;
|
|
|
+
|
|
|
+ // 如果状态相同,则不需要变更
|
|
|
+ if ($oldStatus === $status) {
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ // 更新状态
|
|
|
+ $pet->status = $status;
|
|
|
+ $pet->save();
|
|
|
+
|
|
|
+ // 触发宠物状态变更事件
|
|
|
+ event(new PetStatusChangedEvent(
|
|
|
+ $pet->user_id,
|
|
|
+ $pet->id,
|
|
|
+ $oldStatus,
|
|
|
+ $status,
|
|
|
+ $reason
|
|
|
+ ));
|
|
|
+
|
|
|
+ Log::info('宠物状态变更成功', [
|
|
|
+ 'pet_id' => $petId,
|
|
|
+ 'old_status' => $oldStatus->value,
|
|
|
+ 'new_status' => $status->value,
|
|
|
+ 'reason' => $reason
|
|
|
+ ]);
|
|
|
+
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * 恢复宠物体力
|
|
|
+ *
|
|
|
+ * @param int $petId 宠物ID
|
|
|
+ * @param int $minutes 经过的分钟数
|
|
|
+ * @return int 恢复的体力值
|
|
|
+ */
|
|
|
+ public function recoverStamina(int $petId, int $minutes): int
|
|
|
+ {
|
|
|
+ // 获取宠物信息
|
|
|
+ $pet = PetUser::findOrFail($petId);
|
|
|
+
|
|
|
+ // 获取宠物等级配置
|
|
|
+ $levelConfig = PetLevelConfig::where('level', $pet->level)->first();
|
|
|
+ $maxStamina = $levelConfig ? $levelConfig->stamina_max : 100;
|
|
|
+ $recoveryRate = $levelConfig ? $levelConfig->stamina_recovery_rate : 5;
|
|
|
+
|
|
|
+ // 计算恢复的体力值
|
|
|
+ $recoveryAmount = $recoveryRate * $minutes;
|
|
|
+ $oldStamina = $pet->stamina;
|
|
|
+ $newStamina = min($maxStamina, $oldStamina + $recoveryAmount);
|
|
|
+ $actualRecovered = $newStamina - $oldStamina;
|
|
|
+
|
|
|
+ // 更新体力值
|
|
|
+ if ($actualRecovered > 0) {
|
|
|
+ $pet->stamina = $newStamina;
|
|
|
+ $pet->save();
|
|
|
+
|
|
|
+ Log::info('宠物体力恢复成功', [
|
|
|
+ 'pet_id' => $petId,
|
|
|
+ 'minutes' => $minutes,
|
|
|
+ 'recovery_rate' => $recoveryRate,
|
|
|
+ 'old_stamina' => $oldStamina,
|
|
|
+ 'new_stamina' => $newStamina,
|
|
|
+ 'actual_recovered' => $actualRecovered
|
|
|
+ ]);
|
|
|
+ }
|
|
|
+
|
|
|
+ return $actualRecovered;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * 计算宠物战力
|
|
|
+ *
|
|
|
+ * @param int $petId 宠物ID
|
|
|
+ * @return int 战力值
|
|
|
+ */
|
|
|
+ public function calculatePower(int $petId): int
|
|
|
+ {
|
|
|
+ // 获取宠物信息
|
|
|
+ $pet = PetUser::findOrFail($petId);
|
|
|
+
|
|
|
+ // 获取宠物等级配置
|
|
|
+ $levelConfig = PetLevelConfig::where('level', $pet->level)->first();
|
|
|
+
|
|
|
+ // 基础战力
|
|
|
+ $basePower = $levelConfig ? ($levelConfig->numeric_attributes['base_power'] ?? 100) : 100;
|
|
|
+
|
|
|
+ // 品阶加成
|
|
|
+ $gradeBonus = config('pet.grade_attribute_bonus.' . $pet->grade, 0);
|
|
|
+
|
|
|
+ // 计算最终战力
|
|
|
+ $power = $basePower * (1 + $gradeBonus);
|
|
|
+
|
|
|
+ return (int)$power;
|
|
|
+ }
|
|
|
+}
|