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bl/logic/controller/fight_tawor.go

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package controller
import (
"blazing/common/socket/errorcode"
"blazing/common/utils"
"blazing/logic/service/fight"
"blazing/logic/service/player"
"blazing/logic/service/space/info"
"sync/atomic"
"github.com/jinzhu/copier"
)
// FreshChoiceFightLevel 处理玩家选择挑战模式(试炼之塔或勇者之塔)
// 根据不同的CMD值设置玩家的挑战状态和地图信息并返回当前挑战层级信息
// 参数:
//
// data: 客户端发送的挑战层级选择请求数据包含CMD和挑战层级
// c: 玩家对象,包含玩家的详细信息
//
// 返回值:
//
// result: 服务器返回给客户端的挑战层级信息包含当前战斗层级和Boss ID
// err: 错误码,表示处理过程中是否出现错误
func (h Controller) FreshChoiceFightLevel(data *fight.C2S_FRESH_CHOICE_FIGHT_LEVEL, c *player.Player) (result *fight.S2C_FreshChoiceLevelRequestInfo, err errorcode.ErrorCode) {
result = &fight.S2C_FreshChoiceLevelRequestInfo{}
switch data.Head.CMD {
case 2428: //试炼之塔
c.Info.CurrentFreshStage = utils.Max(c.Info.CurrentFreshStage, 1)
result.CurFightLevel = uint(c.Info.CurrentFreshStage)
case 2414: //勇者之塔
c.Info.CurrentStage = utils.Max(c.Info.CurrentStage, 1)
result.CurFightLevel = uint(c.Info.CurrentStage)
}
// 设置Boss ID为固定值10
result.BossId = []uint32{10}
// 重置玩家的Canmon标志位为0表示可以刷怪
atomic.StoreUint32(&c.Canmon, 0)
// 在函数结束时将玩家传送到对应地图
defer c.GetSpace().LeaveMap(c)
return result, 0
}
func (h Controller) FreshLeaveFightLevel(data *fight.FRESH_LEAVE_FIGHT_LEVEL, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
defer c.GetSpace().EnterMap(c)
out := info.NewOutInfo()
copier.CopyWithOption(out, c.GetInfo(), copier.Option{DeepCopy: true})
c.SendPackCmd(2001, out)
return result, 0
}