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