feat(fight_boss): 新增怪物ID处理逻辑,支持随机选择与过滤空值

新增 `processMonID` 函数用于处理 BOSS 战斗中怪物 ID 的字符串分割、
过滤空值,并在多个 ID 中随机选取一个。优化新手任务 BOSS 战逻辑,
使其更灵活地适配不同的配置输入。

---

refactor(map): 使用 ants 协程池优化地图进出逻辑并移除无用导入

将原本通过
This commit is contained in:
2025-11-16 11:56:57 +08:00
parent 7cbd3bb801
commit 0a8ef3d555
13 changed files with 214 additions and 128 deletions

View File

@@ -3,7 +3,6 @@ package controller
import (
"blazing/common/socket/errorcode"
"blazing/logic/service/common"
"blazing/logic/service/maphot"
"blazing/logic/service/maps"
"blazing/logic/service/maps/info"
@@ -11,19 +10,24 @@ import (
"blazing/logic/service/space"
"github.com/jinzhu/copier"
"github.com/panjf2000/ants/v2"
)
var mappool, _ = ants.NewPool(-1)
func (h *Controller) MapEnter(data *maps.InInfo, c *player.Player) (result *info.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
c.Info.MapID = data.MapId //登录地图
space.GetSpace(c.Info.MapID).User.Store(c.Info.UserID, c) //添加玩家
c.Info.MapID = data.MapId //登录地图
c.GetSpace().User.Store(c.Info.UserID, c) //添加玩家
result = info.NewOutInfo()
c.Info.Pos = data.Point
copier.Copy(result, c.Info)
mappool.Submit(func() {
c.GetSpace().EnterMap(c)
})
go space.GetSpace(c.Info.MapID).EnterMap(c) //玩家进入地图
return result, -1
return result, 0
}
func (h Controller) MapHot(data *maphot.InInfo, c *player.Player) (result *maphot.OutInfo, err errorcode.ErrorCode) {
@@ -39,33 +43,21 @@ func (h *Controller) MapLeave(data *maps.LeaveMapInboundInfo, c *player.Player)
c.Canmon = false
c.Changemap = true //可以刷怪
//data.Broadcast(c.Info.MapID, info.LeaveMapOutboundInfo{UserID: c.Info.UserID}) //同步广播
go space.GetSpace(c.Info.MapID).LeaveMap(c) //玩家离开地图
mappool.Submit(func() {
c.GetSpace().LeaveMap(c) //玩家离开地图
})
// 如果有正在运行的刷怪协程,发送停止信号
c.Info.MapID = 0 // 重置当前地图
return &info.LeaveMapOutboundInfo{UserID: c.Info.UserID}, -1
return &info.LeaveMapOutboundInfo{UserID: c.Info.UserID}, 0
}
func (h *Controller) MapList(data *maps.ListMapPlayerInboundInfo, c *player.Player) (result *maps.ListMapPlayerOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
func (h *Controller) MapList(data *maps.ListMapPlayerInboundInfo, c *player.Player) (result *info.ListMapPlayerOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
result = &maps.ListMapPlayerOutboundInfo{}
result.Player = make([]info.OutInfo, 0)
space.GetSpace(c.Info.MapID).User.Range(func(playerID uint32, player common.PlayerI) bool {
result1 := info.NewOutInfo()
copier.CopyWithOption(result1, player.GetInfo(), copier.Option{DeepCopy: true})
result.Player = append(result.Player, *result1)
result.Player = LastFourElements(result.Player)
return false
})
result = &info.ListMapPlayerOutboundInfo{
Player: c.GetSpace().GetInfo(),
}
c.Canmon = true //可以刷怪
return
}
func LastFourElements[T any](s []T) []T {
n := len(s)
if n <= 30 {
// 切片长度小于等于4时返回整个切片
return s
}
// 切片长度大于4时返回最后4个元素从n-4索引到末尾
return s[n-30:]
}