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bl/logic/service/maps/mapin.go

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package maps
import (
"blazing/common/data/xmlres"
"blazing/logic/service"
"blazing/logic/service/space"
"blazing/modules/blazing/model"
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"math/rand"
"strings"
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"time"
"github.com/creasty/defaults"
"github.com/gogf/gf/v2/util/gconv"
)
type InInfo struct {
Head service.TomeeHeader `cmd:"2001" struc:"[0]pad"` //切换地图
// 地图类型
MapType uint32
MapId uint32
// Point: 直接给坐标xy
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Point model.Pos `fieldDesc:"直接给坐标xy"`
monsters [3]int
// Reverse2: 暂定 占位字符2
//Reverse2 string `struc:"[2]byte"`
}
func (t *InInfo) Broadcast(mapid uint32, o OutInfo) {
space.GetSpace(mapid).Range(func(playerID uint32, player service.PlayerI) bool {
t.Head.Result = 0
player.SendPack(t.Head.Pack(&o))
return true
})
}
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// 刷怪具体实现
func (t *InInfo) SpawnMonsters(c *service.Player, isfrist bool) {
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// 获取当前地图的怪物配置
if c == nil || c.Info.MapID == 0 { //用户离线
return
}
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if !c.IsLogin {
defer func() {
if c.StopChan != nil {
close(c.StopChan)
c.StopChan = nil
}
}()
}
// 创建数据包
tt := service.NewTomeeHeader(2004, c.Info.UserID)
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if isfrist {
t.monsters = generateThreeUniqueNumbers()
} else {
t.monsters, _, _ = replaceOneNumber(t.monsters)
}
t1 := t.genMonster(c.Info.MapID)
if t1 != nil {
c.OgreInfo = t1
t1 := tt.Pack(t1)
c.SendPack(t1)
}
}
// 2. 从 string 类型 slice 随机选一个元素
func RandomStringFromSlice(s []string) string {
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r := rand.New(rand.NewSource(time.Now().UnixNano()))
randomIdx := r.Intn(len(s))
return s[randomIdx]
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}
// 应该根据怪物信息决定后端生成
func (t *InInfo) genMonster(mapid uint32) *service.OgreInfo {
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// 设置怪物信息
t1 := service.OgreInfo{}
mapss, ok := xmlres.MonsterMap[gconv.Int(mapid)]
if ok && mapss.Monsters != nil {
for i, m := range mapss.Monsters.Monsters { //这里是9个
id := strings.Split(m.ID, " ")
lv := strings.Split(m.Lv, " ")
ttt := service.OgrePetInfo{
Id: gconv.Uint32(RandomStringFromSlice(id)),
}
if ttt.Id != 0 {
ttt.Shiny = 0 //待确认是否刷新异色
ttt.Lv = gconv.Uint32(RandomStringFromSlice(lv))
}
t1.Data[i] = ttt
}
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}
t2 := service.OgreInfo{}
for i := 0; i < 3; i++ {
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t2.Data[t.monsters[i]] = t1.Data[t.monsters[i]]
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}
return &t2
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}
// 计算整数的二进制1的个数Integer.bitCount
func bitsCount(n int) int {
count := 0
for n > 0 {
count += n & 1
n >>= 1
}
return count
}
// 生成0-9之间三个不重复的随机数 进地图5s
func generateThreeUniqueNumbers() [3]int {
rand.Seed(time.Now().UnixNano())
selected := make(map[int]bool)
var result [3]int
index := 0
for index < 3 {
num := rand.Intn(9)
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if !selected[num] {
selected[num] = true
result[index] = num
index++
}
}
return result
}
// 从三个数字中移除一个并从剩余6个数字中选一个补充 10s
func replaceOneNumber(original [3]int) ([3]int, int, int) {
// 随机选择要移除的索引0-2
removeIndex := rand.Intn(3)
removedNum := original[removeIndex]
// 找出所有不在原始数组中的数字(候选数字)
candidates := []int{}
originalMap := make(map[int]bool)
for _, num := range original {
originalMap[num] = true
}
for i := 0; i < 8; i++ {
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if !originalMap[i] {
candidates = append(candidates, i)
}
}
// 从候选数字中随机选择一个
newNum := candidates[rand.Intn(len(candidates))]
// 创建新数组并替换数字
newNumbers := original
newNumbers[removeIndex] = newNum
return newNumbers, removedNum, newNum
}
// 这里存储星球的map
//var planetmap utils.SyncMap[] //= space.NewSyncMap()
// PeopleInfo PeopleInfo类实现OutboundMessage接口
type OutInfo struct {
UserID uint32 `struc:"uint32" fieldDesc:"米米号" json:"user_id"`
// 16字节昵称
Nick string `struc:"[16]byte" fieldDesc:"16字节昵称" json:"nick"`
// 机器人人物颜色 00 rgb
Color uint32 `struc:"uint32" fieldDesc:"机器人人物颜色 00 rgb" json:"color"`
// 固定值0
Texture uint32 `struc:"uint32" fieldDesc:"固定值0" json:"texture"`
// 暂时不明建议先给固定值0
Vip uint16 ` json:"vip"`
// 暂时不明建议先给固定值15
Viped uint16 ` default:"15" json:"viped"`
// 暂时不明建议先给固定值1
VipStage uint32 `struc:"uint32" fieldDesc:"暂时不明建议先给固定值1" json:"vip_stage"`
// 人物状态 =0 步行 !=0 飞行
ActionType uint32 `struc:"uint32" fieldDesc:"人物状态 =0 步行 !=0 飞行" json:"action_type"`
// 上线的地图id
Pos model.Pos `fieldDesc:"上线的地图id" json:"pos"`
// 暂时不明给0
Action uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"action"`
// 暂时不明给2
Direction uint32 `struc:"uint32" default:"2" fieldDesc:"暂时不明给2" json:"direction"`
// 暂时不明给0
ChangeShape uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"change_shape"`
// 暂时不明给0
SpiritTime uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"spirit_time"`
// 暂时不明给0
SpiritID uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"spirit_id"`
// 宠物 ID 暂时无法测试,给 0
PetDV uint32 `struc:"uint32" fieldDesc:"宠物ID暂时无法测试, 给0" json:"pet_dv"`
// 宠物闪光暂时无法测试,给 0
PetShiny uint32 `struc:"uint32" fieldDesc:"宠物闪光暂时无法测试, 给0" json:"pet_shiny"`
// 宠物皮肤暂时无法测试,给 0
PetSkin uint32 `struc:"uint32" fieldDesc:"宠物皮肤暂时无法测试, 给0" json:"pet_skin"`
// 填充字符
Reserved uint32 `struc:"uint32" fieldDesc:"填充字符" json:"reserved"`
// 填充字符
Reserved1 uint32 `struc:"uint32" fieldDesc:"填充字符" json:"reserved1"`
// 填充字符
Reserved2 uint32 `struc:"uint32" fieldDesc:"填充字符" json:"reserved2"`
// 暂时不明给0
FightFlag uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"fight_flag"`
// 教官ID
TeacherID uint32 `struc:"uint32" fieldDesc:"教官ID" json:"teacher_id"`
// 学员ID
StudentID uint32 `struc:"uint32" fieldDesc:"学员ID" json:"student_id"`
// nono状态 固定值-1
NonoState uint32 `struc:"uint32" default:"0xFFFFFFFF" fieldDesc:"nono状态 固定值-1" json:"nono_state"`
// nono颜色 00 FF FF FF
NonoColor uint32 `struc:"uint32" fieldDesc:"nono颜色 00 FF FF FF" json:"nono_color"`
// 是不是超能nono 固定值1
SuperNono uint32 `struc:"uint32" default:"1" fieldDesc:"是不是超能nono 固定值1" json:"super_nono"`
// 暂时不明给0
PlayerForm uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"player_form"`
// 暂时不明给0
TransTime uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"trans_time"`
// 暂时不明给0
TeamID uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"team_id"`
// 暂时不明给0
TeamCoreCount uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"team_core_count"`
// 暂时不明给0
TeamIsShow uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"team_is_show"`
// 暂时不明给0
LogoBg uint16 `json:"logo_bg"`
// 暂时不明给0
LogoIcon uint16 ` json:"logo_icon"`
// 暂时不明给0
LogoColor uint16 `json:"logo_color"`
// 暂时不明给0
TxtColor uint16 `json:"txt_color"`
// 4字节
LogoWord [4]byte `struc:"[4]byte" fieldDesc:"4字节" json:"logo_word"`
ClothesLen uint32 `struc:"sizeof=Clothes" fieldDesc:"穿戴装备的信息" json:"clothes_len"`
// 穿戴装备的信息
Clothes []model.PeopleItemInfo `fieldDesc:"穿戴装备的信息" json:"clothes"`
}
func NewOutInfo() *OutInfo {
l := &OutInfo{}
// 自动填充 struct tag 里的 default 值
if err := defaults.Set(l); err != nil {
panic(err) // 方便发现 default 设置错误
}
return l
}