Merge branch 'main' of https://github.com/72wo/blazing
This commit is contained in:
@@ -46,7 +46,7 @@ func (m *sessionManager) GetSession(sessionID string) (uint32, error) {
|
||||
|
||||
// SaveSession 保存会话信息
|
||||
func (m *sessionManager) SaveSession(sessionID string, userID uint32) error {
|
||||
return m.sessionStore.Set(gctx.New(), sessionID, userID, time.Hour*24)
|
||||
return m.sessionStore.Set(gctx.New(), sessionID, userID, time.Hour*1)
|
||||
}
|
||||
|
||||
// DeleteSession 删除会话
|
||||
|
||||
@@ -12,9 +12,19 @@ func (h *Server) KickPerson(a int) error {
|
||||
|
||||
return player.KickPlayer(uint32(a))
|
||||
}
|
||||
|
||||
// 参数不为0是强制踢出
|
||||
func (h *Server) QuitSelf(a int) error {
|
||||
//TODO 这里待退出
|
||||
fmt.Println("检测到退出请求")
|
||||
|
||||
h.quit = true
|
||||
if a != 0 {
|
||||
player.Mainplayer.Range(func(key uint32, value *player.Player) bool {
|
||||
value.Kick()
|
||||
return true
|
||||
})
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
10
common/utils/help.go
Normal file
10
common/utils/help.go
Normal file
@@ -0,0 +1,10 @@
|
||||
package utils
|
||||
|
||||
func FindWithIndex[T any](slice []T, predicate func(item T) bool) (int, *T, bool) {
|
||||
for i := range slice {
|
||||
if predicate(slice[i]) {
|
||||
return i, &slice[i], true
|
||||
}
|
||||
}
|
||||
return -1, nil, false
|
||||
}
|
||||
201
common/utils/limit/LICENSE
Normal file
201
common/utils/limit/LICENSE
Normal file
@@ -0,0 +1,201 @@
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
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||||
|
||||
1. Definitions.
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||||
|
||||
"License" shall mean the terms and conditions for use, reproduction,
|
||||
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APPENDIX: How to apply the Apache License to your work.
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To apply the Apache License to your work, attach the following
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Copyright 2025 肖其顿
|
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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See the License for the specific language governing permissions and
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limitations under the License.
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13
common/utils/limit/NOTICE
Normal file
13
common/utils/limit/NOTICE
Normal file
@@ -0,0 +1,13 @@
|
||||
Copyright 2025 肖其顿
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
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|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
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distributed under the License is distributed on an "AS IS" BASIS,
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||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
42
common/utils/limit/README.md
Normal file
42
common/utils/limit/README.md
Normal file
@@ -0,0 +1,42 @@
|
||||
# limit [](https://pkg.go.dev/github.com/xiaoqidun/limit)
|
||||
一个高性能、并发安全的 Go 语言动态速率限制器
|
||||
|
||||
# 安装指南
|
||||
```shell
|
||||
go get -u github.com/xiaoqidun/limit
|
||||
```
|
||||
|
||||
# 快速开始
|
||||
```go
|
||||
package main
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"github.com/xiaoqidun/limit"
|
||||
"golang.org/x/time/rate"
|
||||
)
|
||||
|
||||
func main() {
|
||||
// 1. 创建一个新的 Limiter 实例
|
||||
limiter := limit.New()
|
||||
// 2. 确保在程序退出前优雅地停止后台任务,这非常重要
|
||||
defer limiter.Stop()
|
||||
// 3. 为任意键 "some-key" 获取一个速率限制器
|
||||
// - rate.Limit(2): 表示速率为 "每秒2个请求"
|
||||
// - 2: 表示桶的容量 (Burst),允许瞬时处理2个请求
|
||||
rateLimiter := limiter.Get("some-key", rate.Limit(2), 2)
|
||||
// 4. 模拟3次连续的突发请求
|
||||
// 由于速率和容量都为2,只有前两次请求能立即成功
|
||||
for i := 0; i < 3; i++ {
|
||||
if rateLimiter.Allow() {
|
||||
fmt.Printf("请求 %d: 已允许\n", i+1)
|
||||
} else {
|
||||
fmt.Printf("请求 %d: 已拒绝\n", i+1)
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
# 授权协议
|
||||
本项目使用 [Apache License 2.0](https://github.com/xiaoqidun/limit/blob/main/LICENSE) 授权协议
|
||||
68
common/utils/limit/example_test.go
Normal file
68
common/utils/limit/example_test.go
Normal file
@@ -0,0 +1,68 @@
|
||||
// Copyright 2025 肖其顿
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
package limit_test
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"time"
|
||||
|
||||
"github.com/xiaoqidun/limit"
|
||||
"golang.org/x/time/rate"
|
||||
)
|
||||
|
||||
// ExampleLimiter 演示了 limit 包的基本用法。
|
||||
func ExampleLimiter() {
|
||||
// 创建一个使用默认配置的 Limiter 实例
|
||||
limiter := limit.New()
|
||||
// 程序退出前,优雅地停止后台任务,这非常重要
|
||||
defer limiter.Stop()
|
||||
// 为一个特定的测试键获取一个速率限制器
|
||||
// 限制为每秒2个请求,最多允许3个并发(桶容量)
|
||||
testKey := "testKey"
|
||||
rateLimiter := limiter.Get(testKey, rate.Limit(2), 3)
|
||||
// 模拟连续的请求
|
||||
for i := 0; i < 5; i++ {
|
||||
if rateLimiter.Allow() {
|
||||
fmt.Printf("请求 %d: 已允许\n", i+1)
|
||||
} else {
|
||||
fmt.Printf("请求 %d: 已拒绝\n", i+1)
|
||||
}
|
||||
time.Sleep(100 * time.Millisecond)
|
||||
}
|
||||
// 手动移除一个不再需要的限制器
|
||||
limiter.Del(testKey)
|
||||
// Output:
|
||||
// 请求 1: 已允许
|
||||
// 请求 2: 已允许
|
||||
// 请求 3: 已允许
|
||||
// 请求 4: 已拒绝
|
||||
// 请求 5: 已拒绝
|
||||
}
|
||||
|
||||
// ExampleNewWithConfig 展示了如何使用自定义配置。
|
||||
func ExampleNewWithConfig() {
|
||||
// 自定义配置
|
||||
config := limit.Config{
|
||||
ShardCount: 64, // 分片数量,必须是2的幂
|
||||
GCInterval: 5 * time.Minute, // GC 检查周期
|
||||
Expiration: 15 * time.Minute, // 限制器过期时间
|
||||
}
|
||||
// 使用自定义配置创建一个 Limiter 实例
|
||||
customLimiter := limit.NewWithConfig(config)
|
||||
defer customLimiter.Stop()
|
||||
fmt.Println("使用自定义配置的限制器已成功创建")
|
||||
// Output:
|
||||
// 使用自定义配置的限制器已成功创建
|
||||
}
|
||||
5
common/utils/limit/go.mod
Normal file
5
common/utils/limit/go.mod
Normal file
@@ -0,0 +1,5 @@
|
||||
module github.com/xiaoqidun/limit
|
||||
|
||||
go 1.18
|
||||
|
||||
require golang.org/x/time v0.8.0
|
||||
2
common/utils/limit/go.sum
Normal file
2
common/utils/limit/go.sum
Normal file
@@ -0,0 +1,2 @@
|
||||
golang.org/x/time v0.8.0 h1:9i3RxcPv3PZnitoVGMPDKZSq1xW1gK1Xy3ArNOGZfEg=
|
||||
golang.org/x/time v0.8.0/go.mod h1:3BpzKBy/shNhVucY/MWOyx10tF3SFh9QdLuxbVysPQM=
|
||||
278
common/utils/limit/limit.go
Normal file
278
common/utils/limit/limit.go
Normal file
@@ -0,0 +1,278 @@
|
||||
// Copyright 2025 肖其顿
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
// Package limit 提供了一个高性能、并发安全的动态速率限制器。
|
||||
// 它使用分片锁来减少高并发下的锁竞争,并能自动清理长期未使用的限制器。
|
||||
package limit
|
||||
|
||||
import (
|
||||
"hash"
|
||||
"hash/fnv"
|
||||
"sync"
|
||||
"sync/atomic"
|
||||
"time"
|
||||
|
||||
"golang.org/x/time/rate"
|
||||
)
|
||||
|
||||
// defaultShardCount 是默认的分片数量,设为2的幂可以优化哈希计算。
|
||||
const defaultShardCount = 32
|
||||
|
||||
// Config 定义了 Limiter 的可配置项。
|
||||
type Config struct {
|
||||
// ShardCount 指定分片数量,必须是2的幂。如果为0或无效值,则使用默认值32。
|
||||
ShardCount int
|
||||
// GCInterval 指定GC周期,即检查并清理过期限制器的间隔。如果为0,则使用默认值10分钟。
|
||||
GCInterval time.Duration
|
||||
// Expiration 指定过期时间,即限制器在最后一次使用后能存活多久。如果为0,则使用默认值30分钟。
|
||||
Expiration time.Duration
|
||||
}
|
||||
|
||||
// Limiter 是一个高性能、分片实现的动态速率限制器。
|
||||
// 它的实例在并发使用时是安全的。
|
||||
type Limiter struct {
|
||||
// 存储所有分片
|
||||
shards []*shard
|
||||
// 配置信息
|
||||
config Config
|
||||
// 标记限制器是否已停止
|
||||
stopped atomic.Bool
|
||||
// 确保Stop方法只执行一次
|
||||
stopOnce sync.Once
|
||||
}
|
||||
|
||||
// New 使用默认配置创建一个新的 Limiter 实例。
|
||||
func New() *Limiter {
|
||||
return NewWithConfig(Config{})
|
||||
}
|
||||
|
||||
// NewWithConfig 根据提供的配置创建一个新的 Limiter 实例。
|
||||
func NewWithConfig(config Config) *Limiter {
|
||||
// 如果未设置,则使用默认值
|
||||
if config.ShardCount == 0 {
|
||||
config.ShardCount = defaultShardCount
|
||||
}
|
||||
if config.GCInterval == 0 {
|
||||
config.GCInterval = 10 * time.Minute
|
||||
}
|
||||
if config.Expiration == 0 {
|
||||
config.Expiration = 30 * time.Minute
|
||||
}
|
||||
// 确保分片数量是2的幂,以便进行高效的位运算
|
||||
if config.ShardCount <= 0 || (config.ShardCount&(config.ShardCount-1)) != 0 {
|
||||
config.ShardCount = defaultShardCount
|
||||
}
|
||||
l := &Limiter{
|
||||
shards: make([]*shard, config.ShardCount),
|
||||
config: config,
|
||||
}
|
||||
// 初始化所有分片
|
||||
for i := 0; i < config.ShardCount; i++ {
|
||||
l.shards[i] = newShard(config.GCInterval, config.Expiration)
|
||||
}
|
||||
return l
|
||||
}
|
||||
|
||||
// Get 获取或创建一个与指定键关联的速率限制器。
|
||||
// 如果限制器已存在,它会根据传入的 r (速率) 和 b (并发数) 更新其配置。
|
||||
// 如果 Limiter 实例已被 Stop 方法关闭,此方法将返回 nil。
|
||||
func (l *Limiter) Get(k string, r rate.Limit, b int) *rate.Limiter {
|
||||
// 快速路径检查,避免在已停止时进行哈希和查找
|
||||
if l.stopped.Load() {
|
||||
return nil
|
||||
}
|
||||
// 定位到具体分片进行操作
|
||||
return l.getShard(k).get(k, r, b)
|
||||
}
|
||||
|
||||
// Del 手动移除一个与指定键关联的速率限制器。
|
||||
// 如果 Limiter 实例已被 Stop 方法关闭,此方法不执行任何操作。
|
||||
func (l *Limiter) Del(k string) {
|
||||
// 快速路径检查
|
||||
if l.stopped.Load() {
|
||||
return
|
||||
}
|
||||
// 定位到具体分片进行操作
|
||||
l.getShard(k).del(k)
|
||||
}
|
||||
|
||||
// Stop 停止 Limiter 的所有后台清理任务,并释放相关资源。
|
||||
// 此方法对于并发调用是安全的,并且可以被多次调用。
|
||||
func (l *Limiter) Stop() {
|
||||
l.stopOnce.Do(func() {
|
||||
l.stopped.Store(true)
|
||||
for _, s := range l.shards {
|
||||
s.stop()
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
// getShard 根据key的哈希值获取对应的分片。
|
||||
func (l *Limiter) getShard(key string) *shard {
|
||||
hasher := fnvHasherPool.Get().(hash.Hash32)
|
||||
defer func() {
|
||||
hasher.Reset()
|
||||
fnvHasherPool.Put(hasher)
|
||||
}()
|
||||
_, _ = hasher.Write([]byte(key)) // FNV-1a never returns an error.
|
||||
// 使用位运算代替取模,提高效率
|
||||
return l.shards[hasher.Sum32()&(uint32(l.config.ShardCount)-1)]
|
||||
}
|
||||
|
||||
// shard 代表 Limiter 的一个分片,它包含独立的锁和数据,以减少全局锁竞争。
|
||||
type shard struct {
|
||||
mutex sync.Mutex
|
||||
stopCh chan struct{}
|
||||
limiter map[string]*session
|
||||
stopOnce sync.Once
|
||||
waitGroup sync.WaitGroup
|
||||
}
|
||||
|
||||
// newShard 创建一个新的分片实例,并启动其gc任务。
|
||||
func newShard(gcInterval, expiration time.Duration) *shard {
|
||||
s := &shard{
|
||||
// mutex 会被自动初始化为其零值(未锁定状态)
|
||||
stopCh: make(chan struct{}),
|
||||
limiter: make(map[string]*session),
|
||||
}
|
||||
s.waitGroup.Add(1)
|
||||
go s.gc(gcInterval, expiration)
|
||||
return s
|
||||
}
|
||||
|
||||
// gc 定期清理分片中过期的限制器。
|
||||
func (s *shard) gc(interval, expiration time.Duration) {
|
||||
defer s.waitGroup.Done()
|
||||
ticker := time.NewTicker(interval)
|
||||
defer ticker.Stop()
|
||||
for {
|
||||
// 优先检查停止信号,确保能快速响应
|
||||
select {
|
||||
case <-s.stopCh:
|
||||
return
|
||||
default:
|
||||
}
|
||||
select {
|
||||
case <-ticker.C:
|
||||
s.mutex.Lock()
|
||||
// 再次检查分片是否已停止,防止在等待锁期间被停止
|
||||
if s.limiter == nil {
|
||||
s.mutex.Unlock()
|
||||
return
|
||||
}
|
||||
for k, v := range s.limiter {
|
||||
// 清理过期的限制器
|
||||
if time.Since(v.lastGet) > expiration {
|
||||
// 将 session 对象放回池中前,重置其状态
|
||||
v.limiter = nil
|
||||
v.lastGet = time.Time{}
|
||||
sessionPool.Put(v)
|
||||
delete(s.limiter, k)
|
||||
}
|
||||
}
|
||||
s.mutex.Unlock()
|
||||
case <-s.stopCh:
|
||||
// 收到停止信号,退出goroutine
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// get 获取或创建一个新的速率限制器,如果已存在则更新其配置。
|
||||
func (s *shard) get(k string, r rate.Limit, b int) *rate.Limiter {
|
||||
s.mutex.Lock()
|
||||
defer s.mutex.Unlock()
|
||||
// 检查分片是否已停止
|
||||
if s.limiter == nil {
|
||||
return nil
|
||||
}
|
||||
sess, ok := s.limiter[k]
|
||||
if !ok {
|
||||
// 从池中获取 session 对象
|
||||
sess = sessionPool.Get().(*session)
|
||||
sess.limiter = rate.NewLimiter(r, b)
|
||||
s.limiter[k] = sess
|
||||
} else {
|
||||
// 如果已存在,则更新其速率和并发数
|
||||
sess.limiter.SetLimit(r)
|
||||
sess.limiter.SetBurst(b)
|
||||
}
|
||||
sess.lastGet = time.Now()
|
||||
return sess.limiter
|
||||
}
|
||||
|
||||
// del 从分片中移除一个键的速率限制器。
|
||||
func (s *shard) del(k string) {
|
||||
s.mutex.Lock()
|
||||
defer s.mutex.Unlock()
|
||||
// 检查分片是否已停止
|
||||
if s.limiter == nil {
|
||||
return
|
||||
}
|
||||
if sess, ok := s.limiter[k]; ok {
|
||||
// 将 session 对象放回池中前,重置其状态
|
||||
sess.limiter = nil
|
||||
sess.lastGet = time.Time{}
|
||||
sessionPool.Put(sess)
|
||||
delete(s.limiter, k)
|
||||
}
|
||||
}
|
||||
|
||||
// stop 停止分片的gc任务,并同步等待其完成后再清理资源。
|
||||
func (s *shard) stop() {
|
||||
// 使用 sync.Once 确保 channel 只被关闭一次,彻底避免并发风险
|
||||
s.stopOnce.Do(func() {
|
||||
close(s.stopCh)
|
||||
})
|
||||
// 等待 gc goroutine 完全退出
|
||||
s.waitGroup.Wait()
|
||||
// 锁定并进行最终的资源清理
|
||||
// 因为 gc 已经退出,所以此时只有 Get/Del 会竞争锁
|
||||
s.mutex.Lock()
|
||||
defer s.mutex.Unlock()
|
||||
// 检查是否已被清理,防止重复操作
|
||||
if s.limiter == nil {
|
||||
return
|
||||
}
|
||||
// 将所有 session 对象放回对象池
|
||||
for _, sess := range s.limiter {
|
||||
sess.limiter = nil
|
||||
sess.lastGet = time.Time{}
|
||||
sessionPool.Put(sess)
|
||||
}
|
||||
// 清理map,释放内存,并作为停止标记
|
||||
s.limiter = nil
|
||||
}
|
||||
|
||||
// session 存储每个键的速率限制器实例和最后访问时间。
|
||||
type session struct {
|
||||
// 最后一次访问时间
|
||||
lastGet time.Time
|
||||
// 速率限制器
|
||||
limiter *rate.Limiter
|
||||
}
|
||||
|
||||
// sessionPool 使用 sync.Pool 来复用 session 对象,以减少 GC 压力。
|
||||
var sessionPool = sync.Pool{
|
||||
New: func() interface{} {
|
||||
return new(session)
|
||||
},
|
||||
}
|
||||
|
||||
// fnvHasherPool 使用 sync.Pool 来复用 FNV-1a 哈希对象,以减少高并发下的内存分配。
|
||||
var fnvHasherPool = sync.Pool{
|
||||
New: func() interface{} {
|
||||
return fnv.New32a()
|
||||
},
|
||||
}
|
||||
95
common/utils/limit/limit_test.go
Normal file
95
common/utils/limit/limit_test.go
Normal file
@@ -0,0 +1,95 @@
|
||||
// Copyright 2025 肖其顿
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
package limit
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"sync"
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"golang.org/x/time/rate"
|
||||
)
|
||||
|
||||
// TestLimiter 覆盖了 Limiter 的主要功能。
|
||||
func TestLimiter(t *testing.T) {
|
||||
// 子测试:验证基本的允许/拒绝逻辑
|
||||
t.Run("基本功能测试", func(t *testing.T) {
|
||||
limiter := New()
|
||||
defer limiter.Stop()
|
||||
key := "测试键"
|
||||
// 创建一个每秒2个令牌,桶容量为1的限制器
|
||||
rl := limiter.Get(key, rate.Limit(2), 1)
|
||||
if rl == nil {
|
||||
t.Fatal("limiter.Get() 意外返回 nil,测试无法继续")
|
||||
}
|
||||
if !rl.Allow() {
|
||||
t.Error("rl.Allow(): 首次调用应返回 true, 实际为 false")
|
||||
}
|
||||
if rl.Allow() {
|
||||
t.Error("rl.Allow(): 超出突发容量的调用应返回 false, 实际为 true")
|
||||
}
|
||||
time.Sleep(500 * time.Millisecond)
|
||||
if !rl.Allow() {
|
||||
t.Error("rl.Allow(): 令牌补充后的调用应返回 true, 实际为 false")
|
||||
}
|
||||
})
|
||||
|
||||
// 子测试:验证 Del 方法的功能
|
||||
t.Run("删除功能测试", func(t *testing.T) {
|
||||
limiter := New()
|
||||
defer limiter.Stop()
|
||||
key := "测试键"
|
||||
rl1 := limiter.Get(key, rate.Limit(2), 1)
|
||||
if !rl1.Allow() {
|
||||
t.Fatal("获取限制器后的首次 Allow() 调用失败")
|
||||
}
|
||||
limiter.Del(key)
|
||||
rl2 := limiter.Get(key, rate.Limit(2), 1)
|
||||
if !rl2.Allow() {
|
||||
t.Error("Del() 后重新获取的限制器未能允许请求")
|
||||
}
|
||||
})
|
||||
|
||||
// 子测试:验证 Stop 方法的功能
|
||||
t.Run("停止功能测试", func(t *testing.T) {
|
||||
limiter := New()
|
||||
limiter.Stop()
|
||||
if rl := limiter.Get("任意键", 1, 1); rl != nil {
|
||||
t.Error("Stop() 后 Get() 应返回 nil, 实际返回了有效实例")
|
||||
}
|
||||
// 多次调用 Stop 不应引发 panic
|
||||
limiter.Stop()
|
||||
})
|
||||
|
||||
// 子测试:验证并发安全性
|
||||
t.Run("并发安全测试", func(t *testing.T) {
|
||||
limiter := New()
|
||||
defer limiter.Stop()
|
||||
var wg sync.WaitGroup
|
||||
numGoroutines := 100
|
||||
for i := 0; i < numGoroutines; i++ {
|
||||
wg.Add(1)
|
||||
go func(i int) {
|
||||
defer wg.Done()
|
||||
key := fmt.Sprintf("并发测试键-%d", i)
|
||||
if limiter.Get(key, rate.Limit(10), 5) == nil {
|
||||
t.Errorf("并发获取键 '%s' 时, Get() 意外返回 nil", key)
|
||||
}
|
||||
}(i)
|
||||
}
|
||||
wg.Wait()
|
||||
})
|
||||
}
|
||||
1
go.work
1
go.work
@@ -13,6 +13,7 @@ use (
|
||||
./common/utils/go-jsonrpc
|
||||
./common/utils/go-sensitive-word-1.3.3
|
||||
./common/utils/goja
|
||||
./common/utils/limit
|
||||
./common/utils/log
|
||||
./common/utils/sturc
|
||||
./common/utils/xml
|
||||
|
||||
@@ -157,13 +157,13 @@ func (h Controller) ChangePet(data *fight.ChangePetInboundInfo, c *player.Player
|
||||
// 切换精灵
|
||||
func (h Controller) Capture(data *fight.CatchMonsterInboundInfo, c *player.Player) (result *info.CatchMonsterOutboundInfo, err errorcode.ErrorCode) {
|
||||
|
||||
c.FightC.Capture(c, (data.CapsuleId))
|
||||
c.FightC.Capture(c, data.CapsuleId)
|
||||
return nil, -1
|
||||
}
|
||||
|
||||
// 切换精灵
|
||||
// 加载进度
|
||||
func (h Controller) LoadPercent(data *fight.LoadPercentInboundInfo, c *player.Player) (result *info.LoadPercentOutboundInfo, err errorcode.ErrorCode) {
|
||||
|
||||
c.FightC.LoadPercent(c, (int32(data.Percent)))
|
||||
c.FightC.LoadPercent(c, int32(data.Percent))
|
||||
return nil, -1
|
||||
}
|
||||
|
||||
@@ -50,13 +50,16 @@ func (h Controller) BuyItem(data *item.BuyInboundInfo, c *player.Player) (result
|
||||
if (data.Count * uint32(tt.Price)) <= c.Info.Coins {
|
||||
c.Info.Coins -= data.Count * uint32(tt.Price)
|
||||
|
||||
c.ItemAdd(model.SingleItemInfo{ItemId: data.ItemId, ItemCnt: data.Count})
|
||||
return &item.BuyOutboundInfo{
|
||||
ItemId: data.ItemId,
|
||||
Level: 1,
|
||||
Count: data.Count,
|
||||
Coins: c.Info.Coins,
|
||||
}, 0
|
||||
r := c.ItemAdd(model.SingleItemInfo{ItemId: data.ItemId, ItemCnt: data.Count})
|
||||
if len(r) != 0 {
|
||||
return &item.BuyOutboundInfo{
|
||||
ItemId: data.ItemId,
|
||||
Level: 1,
|
||||
Count: data.Count,
|
||||
Coins: c.Info.Coins,
|
||||
}, 0
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -77,7 +80,7 @@ func (h Controller) ChangePlayerCloth(data *item.ChangePlayerClothInboundInfo, c
|
||||
result.ClothList = append(result.ClothList, model.PeopleItemInfo{ID: v, Level: 1})
|
||||
}
|
||||
c.Info.Clothes = result.ClothList
|
||||
defer space.GetSpace(c.Info.MapID).User.IterCb(func(playerID uint32, player common.PlayerI) {
|
||||
space.GetSpace(c.Info.MapID).User.IterCb(func(playerID uint32, player common.PlayerI) {
|
||||
// fmt.Println("ChangePlayerCloth", playerID, data.Head.Pack(result))
|
||||
data.Head.Result = 0
|
||||
player.SendPack(data.Head.Pack(result))
|
||||
@@ -140,3 +143,25 @@ func (h Controller) TalkCate(data *item.TalkCateInboundInfo, c *player.Player) (
|
||||
|
||||
return result, 0
|
||||
}
|
||||
func (h Controller) BuyMItem(data *item.BuyMultiInboundInfo, c *player.Player) (result *item.BuyMultiOutboundInfo, err errorcode.ErrorCode) {
|
||||
var rrr []model.SingleItemInfo
|
||||
for _, v := range data.ItemIds {
|
||||
_, ok := xmlres.ItemsMAP[int(v)]
|
||||
|
||||
if ok {
|
||||
rrr = append(rrr, model.SingleItemInfo{ItemId: uint32(v), ItemCnt: 1})
|
||||
|
||||
}
|
||||
}
|
||||
r := c.ItemAdd(rrr...)
|
||||
if len(r) != 0 {
|
||||
return &item.BuyMultiOutboundInfo{
|
||||
|
||||
Coins: c.Info.Coins,
|
||||
}, 0
|
||||
}
|
||||
return &item.BuyMultiOutboundInfo{
|
||||
|
||||
Coins: c.Info.Coins,
|
||||
}, 0
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ package controller
|
||||
import (
|
||||
"blazing/common/data/xmlres"
|
||||
"blazing/common/socket/errorcode"
|
||||
"blazing/common/utils"
|
||||
|
||||
"blazing/logic/service/pet"
|
||||
"blazing/logic/service/player"
|
||||
@@ -122,7 +123,7 @@ func (h *Controller) PlayerShowPet(
|
||||
func (h *Controller) PetOneCure(
|
||||
data *pet.PetOneCureInboundInfo, c *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
|
||||
|
||||
_, onpet, ok := FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
|
||||
_, onpet, ok := utils.FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
|
||||
return item.CatchTime == data.CatchTime
|
||||
})
|
||||
if ok {
|
||||
@@ -158,16 +159,9 @@ func (h *Controller) PetFirst(
|
||||
|
||||
// FindWithIndex 遍历slice,找到第一个满足条件的元素
|
||||
// 返回:索引、元素指针、是否找到
|
||||
func FindWithIndex[T any](slice []T, predicate func(item T) bool) (int, *T, bool) {
|
||||
for i := range slice {
|
||||
if predicate(slice[i]) {
|
||||
return i, &slice[i], true
|
||||
}
|
||||
}
|
||||
return -1, nil, false
|
||||
}
|
||||
|
||||
func (h Controller) SetPetExp(data *pet.PetSetExpInboundInfo, c *player.Player) (result *pet.PetSetExpOutboundInfo, err errorcode.ErrorCode) {
|
||||
_, onpet, ok := FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
|
||||
_, onpet, ok := utils.FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
|
||||
return item.CatchTime == data.CatchTime
|
||||
})
|
||||
if ok {
|
||||
@@ -180,11 +174,11 @@ func (h Controller) SetPetExp(data *pet.PetSetExpInboundInfo, c *player.Player)
|
||||
}, 0
|
||||
}
|
||||
func (h Controller) SetPetSkill(data *pet.ChangeSkillInfo, c *player.Player) (result *pet.ChangeSkillOutInfo, err errorcode.ErrorCode) {
|
||||
_, onpet, ok := FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
|
||||
_, onpet, ok := utils.FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
|
||||
return item.CatchTime == data.CatchTime
|
||||
})
|
||||
if ok {
|
||||
for i := 0; i < 4; i++ {
|
||||
for i := 0; i < len(onpet.SkillList); i++ {
|
||||
if onpet.SkillList[i].ID == data.HasSkill {
|
||||
onpet.SkillList[i].ID = data.ReplaceSkill
|
||||
onpet.SkillList[i].PP = uint32(xmlres.SkillMap[int(onpet.SkillList[i].ID)].MaxPP)
|
||||
|
||||
@@ -104,7 +104,7 @@ func (h Controller) Complete_Task(data *task.CompleteTaskInboundInfo, c *player.
|
||||
// out_id=1的奖励物品
|
||||
result.ItemList = append(result.ItemList,
|
||||
task.ItemInfo{ItemId: 300001, ItemCount: 5}, // 普通胶囊x5
|
||||
task.ItemInfo{ItemId: 300011, ItemCount: 3}, // 初级体力药剂x3
|
||||
task.ItemInfo{ItemId: 300011, ItemCount: 5}, // 初级体力药剂x3
|
||||
)
|
||||
|
||||
// 新手任务4
|
||||
@@ -548,7 +548,18 @@ func (h Controller) Complete_Task(data *task.CompleteTaskInboundInfo, c *player.
|
||||
for _, v := range result.ItemList {
|
||||
ttt = append(ttt, model.SingleItemInfo{ItemId: v.ItemId, ItemCnt: v.ItemCount})
|
||||
}
|
||||
c.ItemAdd(ttt...)
|
||||
r := c.ItemAdd(ttt...)
|
||||
tempItemList := make([]task.ItemInfo, 0)
|
||||
for _, v := range result.ItemList {
|
||||
for _, v1 := range r {
|
||||
if v1.ItemId == v.ItemId {
|
||||
tempItemList = append(tempItemList, task.ItemInfo{ItemId: v.ItemId, ItemCount: v.ItemCount})
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
result.ItemList = tempItemList //临时变量为了防止报错的时候返回数据没问题
|
||||
return result, 0
|
||||
}
|
||||
|
||||
|
||||
@@ -10,6 +10,7 @@ import (
|
||||
|
||||
_ "blazing/contrib/drivers/pgsql"
|
||||
"blazing/logic/service/fight"
|
||||
"blazing/logic/service/player"
|
||||
|
||||
"blazing/cool"
|
||||
|
||||
@@ -30,6 +31,12 @@ func PprofWeb() {
|
||||
}
|
||||
func signalHandlerForMain(sig os.Signal) {
|
||||
fight.Fightpool.Release()
|
||||
|
||||
player.Mainplayer.Range(func(key uint32, value *player.Player) bool {
|
||||
value.Save()
|
||||
|
||||
return true
|
||||
})
|
||||
fmt.Println("MainProcess is shutting down due to signal:", sig.String())
|
||||
}
|
||||
|
||||
|
||||
@@ -32,9 +32,8 @@ type BattleActionI interface {
|
||||
|
||||
// SelectSkillAction 选择技能的战斗动作
|
||||
type SelectSkillAction struct {
|
||||
ID uint32 //技能ID
|
||||
BaseAction
|
||||
Skill *info.SkillEntity // 使用的技能
|
||||
*info.SkillEntity // 使用的技能
|
||||
//PetInfo *info.BattlePetEntity // 使用技能的宠物
|
||||
Attack info.AttackValue
|
||||
}
|
||||
|
||||
11
logic/service/fight/action/help.go
Normal file
11
logic/service/fight/action/help.go
Normal file
@@ -0,0 +1,11 @@
|
||||
package action
|
||||
|
||||
func CanUse(s *SelectSkillAction) bool {
|
||||
if s == nil {
|
||||
return false
|
||||
|
||||
}
|
||||
|
||||
return s.Info.PP > 0
|
||||
|
||||
}
|
||||
@@ -2,7 +2,6 @@ package effect
|
||||
|
||||
import (
|
||||
"blazing/logic/service/fight/action"
|
||||
"blazing/logic/service/fight/info"
|
||||
"blazing/logic/service/fight/input"
|
||||
"blazing/logic/service/fight/node"
|
||||
|
||||
@@ -18,16 +17,19 @@ type Effect1 struct {
|
||||
|
||||
func init() {
|
||||
ret := &Effect1{}
|
||||
ret.Effect = ret
|
||||
|
||||
input.InitEffect(input.EffectType.Skill, 1, ret)
|
||||
|
||||
}
|
||||
|
||||
// 命中之后
|
||||
func (e *Effect1) OnHit(opp *input.Input, skill *info.SkillEntity) {
|
||||
func (e *Effect1) OnSkill(ctx input.Ctx) bool {
|
||||
if !e.Hit() {
|
||||
return true
|
||||
}
|
||||
|
||||
e.Input.Heal(
|
||||
&action.SelectSkillAction{}, e.Input.DamageZone.Damage.Div(decimal.NewFromInt(2)),
|
||||
)
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
@@ -16,7 +16,6 @@ func newp(t1 info.EnumBattleStatus) *Effect10 {
|
||||
Status: t1,
|
||||
}
|
||||
|
||||
t.Effect = t
|
||||
return t
|
||||
}
|
||||
|
||||
@@ -51,7 +50,7 @@ func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 114, newp(info.PetStatus.Flammable))
|
||||
|
||||
}
|
||||
func (e *Effect10) OnHit(opp *input.Input, skill *info.SkillEntity) {
|
||||
func (e *Effect10) OnSkill(ctx input.Ctx) bool {
|
||||
t, _, _ := e.Input.Player.Roll(e.EffectNode.SideEffectArgs[0], 100)
|
||||
if t {
|
||||
|
||||
@@ -61,11 +60,11 @@ func (e *Effect10) OnHit(opp *input.Input, skill *info.SkillEntity) {
|
||||
if eff.ID != 0 {
|
||||
eff.Effect.Duration(int(t1))
|
||||
|
||||
opp.AddEffect(eff)
|
||||
ctx.AddEffect(eff)
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
func (e *Effect10) OnMiss(opp *input.Input, skill *info.SkillEntity) {
|
||||
|
||||
|
||||
@@ -13,16 +13,20 @@ type Effect3 struct {
|
||||
Etype info.EnumAbilityOpType
|
||||
}
|
||||
|
||||
func (e *Effect3) OnHit(opp *input.Input, skill *info.SkillEntity) {
|
||||
func (e *Effect3) OnSkill(ctx input.Ctx) bool {
|
||||
|
||||
if !e.Hit() {
|
||||
return true
|
||||
}
|
||||
for i := 0; i < 6; i++ {
|
||||
if e.Rev {
|
||||
opp.SetProp(e.Input, int8(i), e.Level, e.Etype)
|
||||
ctx.SetProp(e.Input, int8(i), e.Level, e.Etype)
|
||||
} else {
|
||||
e.Input.SetProp(opp, int8(i), e.Level, e.Etype)
|
||||
e.Input.SetProp(ctx.Input, int8(i), e.Level, e.Etype)
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
func neweffect3(rev bool, level int8, etype info.EnumAbilityOpType) *Effect3 {
|
||||
@@ -31,7 +35,7 @@ func neweffect3(rev bool, level int8, etype info.EnumAbilityOpType) *Effect3 {
|
||||
Level: level,
|
||||
Etype: etype,
|
||||
}
|
||||
ret.Effect = ret
|
||||
|
||||
return ret
|
||||
}
|
||||
func init() {
|
||||
|
||||
@@ -20,7 +20,7 @@ func NewEffectStat(b bool) input.Effect {
|
||||
EffectNode: node.EffectNode{},
|
||||
Etype: b,
|
||||
}
|
||||
ret.Effect = ret
|
||||
|
||||
return ret
|
||||
}
|
||||
|
||||
@@ -40,11 +40,13 @@ type EffectStat struct {
|
||||
// addrA := unsafe.Pointer(baseAddr + 4) //根据攻击算其他字段
|
||||
// *(*uint32)(addrA) = 100
|
||||
// }
|
||||
func (e *EffectStat) OnHit(opp *input.Input, skill *info.SkillEntity) {
|
||||
|
||||
func (e *EffectStat) OnSkill(ctx input.Ctx) bool {
|
||||
if !e.Hit() {
|
||||
return true
|
||||
}
|
||||
t, _, _ := e.Input.Player.Roll(e.EffectNode.SideEffectArgs[1], 100)
|
||||
if !t { //没触发
|
||||
return
|
||||
return true
|
||||
}
|
||||
ptype := info.AbilityOpType.ADD
|
||||
if e.EffectNode.SideEffectArgs[2] < 0 {
|
||||
@@ -54,7 +56,7 @@ func (e *EffectStat) OnHit(opp *input.Input, skill *info.SkillEntity) {
|
||||
e.Input.SetProp(e.Input, int8(e.EffectNode.SideEffectArgs[0]), int8(e.EffectNode.SideEffectArgs[2]), ptype)
|
||||
|
||||
} else { //对方
|
||||
opp.SetProp(e.Input, int8(e.EffectNode.SideEffectArgs[0]), int8(e.EffectNode.SideEffectArgs[2]), ptype)
|
||||
ctx.SetProp(e.Input, int8(e.EffectNode.SideEffectArgs[0]), int8(e.EffectNode.SideEffectArgs[2]), ptype)
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
package effect
|
||||
|
||||
import (
|
||||
"blazing/logic/service/fight/info"
|
||||
"blazing/logic/service/fight/input"
|
||||
"blazing/logic/service/fight/node"
|
||||
)
|
||||
@@ -21,12 +20,15 @@ func init() {
|
||||
Owner: true,
|
||||
},
|
||||
}
|
||||
t.Effect = t
|
||||
|
||||
input.InitEffect(input.EffectType.Skill, 62, t)
|
||||
|
||||
}
|
||||
|
||||
func (e *Effect62) OnHit(*input.Input, *info.SkillEntity) {
|
||||
func (e *Effect62) OnSkill(ctx input.Ctx) bool {
|
||||
if !e.Hit() {
|
||||
return true
|
||||
}
|
||||
if e.Duration() != 1 { //说明还没到生效节点
|
||||
e.Hide = true //隐藏效果
|
||||
} else {
|
||||
@@ -42,7 +44,7 @@ func (e *Effect62) OnHit(*input.Input, *info.SkillEntity) {
|
||||
//否则触发秒杀 在对面使用技能后
|
||||
//return true
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
// 默认添加回合
|
||||
|
||||
@@ -19,11 +19,28 @@ type StatusNotSkill struct {
|
||||
}
|
||||
|
||||
// 不能出手
|
||||
func (e *StatusNotSkill) Skill_Hit_Pre(input.Ctx) bool {
|
||||
func (e *StatusNotSkill) Skill_Hit_Pre(ctx input.Ctx) bool {
|
||||
if e.EffectStatus.Status == info.PetStatus.Sleep {
|
||||
|
||||
ctx.AddEffect(&input.EffectID{ //对对方添加出手解除效果
|
||||
ID: -1,
|
||||
Effect: &StatusSleep{},
|
||||
})
|
||||
|
||||
}
|
||||
return false
|
||||
|
||||
}
|
||||
|
||||
type StatusSleep struct { //睡眠不能出手 ,这个挂载到对面来实现对方攻击后解除睡眠效果
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func (e *StatusSleep) Skill_Useed(input.Ctx) bool {
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// 扣血类
|
||||
type DrainHP struct {
|
||||
EffectStatus
|
||||
@@ -65,9 +82,9 @@ func init() {
|
||||
}
|
||||
input.InitEffect(input.EffectType.Status, int(info.PetStatus.DrainHP), &EffectStatus{}) //寄生种子
|
||||
|
||||
tt(info.PetStatus.Paralysis, &StatusNotSkill{})
|
||||
tt(info.PetStatus.Tired, &StatusNotSkill{})
|
||||
tt(info.PetStatus.Fear, &StatusNotSkill{})
|
||||
tt(info.PetStatus.Petrified, &StatusNotSkill{})
|
||||
|
||||
tt(info.PetStatus.Paralysis, &StatusNotSkill{}) //麻痹
|
||||
tt(info.PetStatus.Tired, &StatusNotSkill{}) //疲惫
|
||||
tt(info.PetStatus.Fear, &StatusNotSkill{}) //害怕
|
||||
tt(info.PetStatus.Petrified, &StatusNotSkill{}) //石化
|
||||
input.InitEffect(input.EffectType.Status, 8, &StatusSleep{}) //睡眠
|
||||
}
|
||||
|
||||
@@ -1,11 +1,13 @@
|
||||
package fight
|
||||
|
||||
import (
|
||||
"blazing/common/utils"
|
||||
"blazing/logic/service/common"
|
||||
"blazing/logic/service/fight/action"
|
||||
"blazing/logic/service/fight/info"
|
||||
"blazing/logic/service/fight/input"
|
||||
"blazing/logic/service/player"
|
||||
"blazing/modules/blazing/model"
|
||||
"fmt"
|
||||
"math/rand"
|
||||
"reflect"
|
||||
@@ -329,27 +331,12 @@ func (f *FightC) battleLoop() {
|
||||
|
||||
// 如果后手不是技能,替换成空技能(放弃出手)
|
||||
if _, ok := BattleActionI[1].(*action.SelectSkillAction); !ok {
|
||||
BattleActionI[1] = &action.SelectSkillAction{
|
||||
ID: 0,
|
||||
BaseAction: action.NewBaseAction(BattleActionI[1].GetPlayerID()),
|
||||
}
|
||||
|
||||
f.enterturn(&action.SelectSkillAction{ //双方均放弃出手
|
||||
ID: 0,
|
||||
BaseAction: action.NewBaseAction(BattleActionI[1].GetPlayerID()),
|
||||
},
|
||||
&action.SelectSkillAction{
|
||||
ID: 0,
|
||||
BaseAction: action.NewBaseAction(BattleActionI[0].GetPlayerID()),
|
||||
})
|
||||
f.enterturn(nil, nil) //双方都不出手
|
||||
|
||||
} else {
|
||||
|
||||
f.enterturn(BattleActionI[1].(*action.SelectSkillAction), //后手方先手,先手方放弃出手
|
||||
&action.SelectSkillAction{
|
||||
ID: 0,
|
||||
BaseAction: action.NewBaseAction(BattleActionI[0].GetPlayerID()),
|
||||
})
|
||||
//后手方先手,先手方放弃出手
|
||||
f.enterturn(BattleActionI[1].(*action.SelectSkillAction), nil)
|
||||
|
||||
}
|
||||
|
||||
@@ -385,45 +372,15 @@ func (f *FightC) battleLoop() {
|
||||
fmt.Println("ItemID 不在指定范围内")
|
||||
}
|
||||
|
||||
// 回合逻辑:另一方只要不是技能,也放弃出手
|
||||
leftAction := BattleActionI[0]
|
||||
rightAction := BattleActionI[1]
|
||||
|
||||
if _, ok := rightAction.(*action.SelectSkillAction); !ok {
|
||||
rightAction = &action.SelectSkillAction{
|
||||
ID: 0,
|
||||
BaseAction: action.NewBaseAction(rightAction.GetPlayerID()),
|
||||
}
|
||||
if _, ok := BattleActionI[1].(*action.SelectSkillAction); !ok {
|
||||
f.enterturn(nil, nil)
|
||||
} else {
|
||||
f.enterturn(BattleActionI[1].(*action.SelectSkillAction), nil)
|
||||
}
|
||||
|
||||
if _, ok := leftAction.(*action.SelectSkillAction); !ok {
|
||||
leftAction = &action.SelectSkillAction{
|
||||
ID: 0,
|
||||
BaseAction: action.NewBaseAction(leftAction.GetPlayerID()),
|
||||
}
|
||||
}
|
||||
|
||||
f.enterturn(leftAction.(*action.SelectSkillAction), rightAction.(*action.SelectSkillAction))
|
||||
|
||||
default: // 双方都是技能或者默认情况
|
||||
leftAction := BattleActionI[0]
|
||||
rightAction := BattleActionI[1]
|
||||
|
||||
// 双方只要不是技能,就放弃出手
|
||||
if _, ok := leftAction.(*action.SelectSkillAction); !ok {
|
||||
leftAction = &action.SelectSkillAction{
|
||||
ID: 0,
|
||||
BaseAction: action.NewBaseAction(leftAction.GetPlayerID()),
|
||||
}
|
||||
}
|
||||
if _, ok := rightAction.(*action.SelectSkillAction); !ok {
|
||||
rightAction = &action.SelectSkillAction{
|
||||
ID: 0,
|
||||
BaseAction: action.NewBaseAction(rightAction.GetPlayerID()),
|
||||
}
|
||||
}
|
||||
|
||||
f.enterturn(leftAction.(*action.SelectSkillAction), rightAction.(*action.SelectSkillAction))
|
||||
f.enterturn(BattleActionI[0].(*action.SelectSkillAction), BattleActionI[1].(*action.SelectSkillAction))
|
||||
}
|
||||
|
||||
}
|
||||
@@ -436,28 +393,28 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, a *action.S
|
||||
attacker.Exec(func(t input.Effect) bool { //计算命中 miss改命中
|
||||
|
||||
t.Skill_Hit_Pre(input.Ctx{ //调基础命中
|
||||
Input: defender,
|
||||
SkillEntity: a.Skill,
|
||||
Input: defender,
|
||||
SelectSkillAction: a,
|
||||
}) //相当于先调整基础命中,不光调整命中,这里还能调整技能属性,暴击率
|
||||
|
||||
return true
|
||||
})
|
||||
a.Skill.AttackTimeC(attacker.GetProp(5, true)) //计算命中
|
||||
defender.Exec(func(t input.Effect) bool { //计算闪避 ,然后修改对方命中),同时相当于计算属性无效这种
|
||||
a.AttackTimeC(attacker.GetProp(5, true)) //计算命中
|
||||
defender.Exec(func(t input.Effect) bool { //计算闪避 ,然后修改对方命中),同时相当于计算属性无效这种
|
||||
t.Skill_Hit_to(input.Ctx{ //计算命中后,我方强制改命中效果
|
||||
Input: attacker,
|
||||
SkillEntity: a.Skill,
|
||||
Input: attacker,
|
||||
SelectSkillAction: a,
|
||||
})
|
||||
|
||||
return true
|
||||
})
|
||||
|
||||
attacker.AttackValue.AttackTime = a.Skill.AttackTime //是否命中赋值
|
||||
attacker.Exec(func(t input.Effect) bool { //计算命中 miss改命中
|
||||
attacker.AttackValue.AttackTime = a.AttackTime //是否命中赋值
|
||||
attacker.Exec(func(t input.Effect) bool { //计算命中 miss改命中
|
||||
|
||||
t.Skill_Hit(input.Ctx{ //计算变威力
|
||||
Input: attacker,
|
||||
SkillEntity: a.Skill,
|
||||
Input: attacker,
|
||||
SelectSkillAction: a,
|
||||
}) //相当于先调整基础命中,不光调整命中,这里还能调整技能属性,暴击率
|
||||
|
||||
return true
|
||||
@@ -466,20 +423,20 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, a *action.S
|
||||
//技能miss+效果生效 这里属于强制改命中效果,但是正常来说,技能miss掉后效果也应该失效
|
||||
//技能失效+效果失效
|
||||
// 记录技能信息
|
||||
attacker.AttackValue.SkillID = uint32(a.Skill.ID) //获取技能ID
|
||||
if attacker.AttackValue.AttackTime > 0 { //如果命中
|
||||
attacker.UseSkill(defender, a.Skill) //暴击计算
|
||||
attacker.AttackValue.IsCritical = a.Skill.Crit
|
||||
attacker.AttackValue.SkillID = uint32(a.ID) //获取技能ID
|
||||
if attacker.AttackValue.AttackTime > 0 { //如果命中
|
||||
attacker.UseSkill(defender, a) //暴击计算
|
||||
attacker.AttackValue.IsCritical = a.Crit
|
||||
attacker.Exec(func(t input.Effect) bool { //计算命中 miss改命中
|
||||
|
||||
t.Calculate_Pre(input.Ctx{ //计算视为效果
|
||||
Input: defender,
|
||||
SkillEntity: a.Skill,
|
||||
Input: defender,
|
||||
SelectSkillAction: a,
|
||||
}) //相当于先调整基础命中,不光调整命中,这里还能调整技能属性,暴击率
|
||||
|
||||
return true
|
||||
})
|
||||
attacker.DamageZone.Damage = attacker.CalculatePower(defender, a.Skill)
|
||||
attacker.DamageZone.Damage = attacker.CalculatePower(defender, a.SkillEntity)
|
||||
|
||||
if attacker.AttackValue.IsCritical == 1 {
|
||||
|
||||
@@ -488,16 +445,14 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, a *action.S
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
}
|
||||
for _, e := range attacker.EffectCache {
|
||||
//这里实现应该参考本地技能是否命中,然后
|
||||
e.Hit(a.Skill.AttackTime != 0) //我方效果命中
|
||||
e.Hit(a.AttackTime != 0) //我方效果命中
|
||||
}
|
||||
for _, t := range defender.EffectCache {
|
||||
if t.GetInput() == attacker { //如果取反,说明是给对方添加的回合效果
|
||||
t.Hit(a.Skill.AttackTime != 0)
|
||||
t.Hit(a.AttackTime != 0)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -505,8 +460,8 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, a *action.S
|
||||
attacker.Exec(func(t input.Effect) bool {
|
||||
|
||||
t.OnSkill(input.Ctx{
|
||||
Input: defender,
|
||||
SkillEntity: a.Skill,
|
||||
Input: defender,
|
||||
SelectSkillAction: a,
|
||||
}) //调用伤害计算
|
||||
|
||||
return true
|
||||
@@ -516,7 +471,7 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, a *action.S
|
||||
|
||||
Input: attacker,
|
||||
|
||||
SkillEntity: a.Skill,
|
||||
SelectSkillAction: a,
|
||||
DamageZone: &info.DamageZone{
|
||||
Type: info.DamageType.Red,
|
||||
Damage: attacker.DamageZone.Damage,
|
||||
@@ -533,6 +488,12 @@ func IsNil(x interface{}) bool {
|
||||
rv := reflect.ValueOf(x)
|
||||
return rv.Kind() == reflect.Ptr && rv.IsNil()
|
||||
}
|
||||
func copyskill(t *action.SelectSkillAction) *action.SelectSkillAction {
|
||||
|
||||
oldskill, _ := deepcopy.Anything(t) //备份技能
|
||||
|
||||
return oldskill.(*action.SelectSkillAction)
|
||||
}
|
||||
|
||||
//回合有先手方和后手方,同时有攻击方和被攻击方
|
||||
|
||||
@@ -554,10 +515,9 @@ func (f *FightC) enterturn(fattack, sattack *action.SelectSkillAction) {
|
||||
}
|
||||
f.First.InitAttackValue()
|
||||
f.Second.InitAttackValue()
|
||||
fmt.Println("房主", fattack.ID, "挑战者", sattack.ID)
|
||||
|
||||
switch {
|
||||
case sattack.ID != 0:
|
||||
case sattack != nil:
|
||||
|
||||
f.Second.Parseskill(f.Second, sattack) //解析到临时数据
|
||||
|
||||
@@ -568,7 +528,7 @@ func (f *FightC) enterturn(fattack, sattack *action.SelectSkillAction) {
|
||||
return true
|
||||
})
|
||||
switch {
|
||||
case fattack.ID != 0: //房主也放弃出手
|
||||
case fattack != nil: //房主也放弃出手
|
||||
//是否miss都应该施加解析effect
|
||||
f.First.Parseskill(f.Second, fattack) //解析到临时数据
|
||||
|
||||
@@ -580,11 +540,11 @@ func (f *FightC) enterturn(fattack, sattack *action.SelectSkillAction) {
|
||||
})
|
||||
switch {
|
||||
|
||||
case fattack.Skill.Priority < sattack.Skill.Priority:
|
||||
case fattack.SkillEntity.Priority < sattack.SkillEntity.Priority:
|
||||
|
||||
fattack, sattack = sattack, fattack //互换先手权
|
||||
f.First, f.Second = f.Second, f.First
|
||||
case fattack.Skill.Priority == sattack.Skill.Priority:
|
||||
case fattack.SkillEntity.Priority == sattack.SkillEntity.Priority:
|
||||
|
||||
if f.Second.GetProp(4, false) > f.First.GetProp(4, false) {
|
||||
fattack, sattack = sattack, fattack //互换先手权
|
||||
@@ -615,25 +575,28 @@ func (f *FightC) enterturn(fattack, sattack *action.SelectSkillAction) {
|
||||
})
|
||||
//开始回合操作
|
||||
for i := 0; i < 2; i++ {
|
||||
var oldskill interface{}
|
||||
if i == 0 { //
|
||||
var oldskill *action.SelectSkillAction //原始技能
|
||||
var currentskill *action.SelectSkillAction //当前技能
|
||||
if i == 0 { //
|
||||
attacker, defender = f.First, f.Second
|
||||
oldskill = copyskill(fattack)
|
||||
currentskill = fattack
|
||||
|
||||
oldskill, _ = deepcopy.Anything(fattack.Skill) //备份技能
|
||||
} else {
|
||||
attacker, defender = f.Second, f.First
|
||||
oldskill, _ = deepcopy.Anything(sattack.Skill) //备份技能
|
||||
oldskill = copyskill(sattack)
|
||||
currentskill = sattack
|
||||
}
|
||||
|
||||
canuseskill := true
|
||||
// 实际上攻击方 还有系统选择放弃出手的
|
||||
if IsNil(oldskill) || attacker.CurrentPet.Info.Hp <= 0 {
|
||||
if IsNil(currentskill) || attacker.CurrentPet.Info.Hp <= 0 {
|
||||
|
||||
// attacker.AttackValue.SkillID = 0
|
||||
canuseskill = false
|
||||
|
||||
} else {
|
||||
if !oldskill.(*info.SkillEntity).CanUse() {
|
||||
if !action.CanUse(currentskill) {
|
||||
// attacker.AttackValue.SkillID = 0
|
||||
canuseskill = false
|
||||
}
|
||||
@@ -643,20 +606,21 @@ func (f *FightC) enterturn(fattack, sattack *action.SelectSkillAction) {
|
||||
//结算状态
|
||||
//然后这里还可以处理自爆类
|
||||
return t.Skill_Hit_Pre(input.Ctx{
|
||||
Input: attacker,
|
||||
SkillEntity: fattack.Skill,
|
||||
Input: defender,
|
||||
SelectSkillAction: currentskill,
|
||||
}) //返回本身结算,如果false,说明不能使用技能了
|
||||
|
||||
})
|
||||
if canuseskill && canuseskillok { //可以使用技能
|
||||
if i == 0 { //
|
||||
f.processSkillAttack(attacker, defender, fattack)
|
||||
fattack.Skill = oldskill.(*info.SkillEntity) //还原技能效果
|
||||
fattack.Skill.Info.PP-- //减少PP
|
||||
} else {
|
||||
f.processSkillAttack(attacker, defender, sattack)
|
||||
sattack.Skill = oldskill.(*info.SkillEntity) //还原技能效果
|
||||
sattack.Skill.Info.PP-- //减少PP
|
||||
|
||||
f.processSkillAttack(attacker, defender, currentskill)
|
||||
currentskill = oldskill
|
||||
_, skill, ok := utils.FindWithIndex(attacker.CurrentPet.Info.SkillList, func(item model.SkillInfo) bool {
|
||||
return item.ID == currentskill.Info.ID
|
||||
})
|
||||
if ok {
|
||||
|
||||
skill.PP--
|
||||
}
|
||||
|
||||
}
|
||||
@@ -668,6 +632,13 @@ func (f *FightC) enterturn(fattack, sattack *action.SelectSkillAction) {
|
||||
return true
|
||||
})
|
||||
|
||||
//技能使用后
|
||||
attacker.Exec(func(t input.Effect) bool { //技能使用后的我方效果
|
||||
t.Skill_Useed(input.Ctx{Input: defender, SelectSkillAction: currentskill})
|
||||
|
||||
return true
|
||||
})
|
||||
|
||||
fmt.Println(i,
|
||||
// "玩家技能:", oldskill.(*info.SkillEntity).ID,
|
||||
"玩家技能伤害:", attacker.DamageZone.Damage,
|
||||
@@ -715,6 +686,9 @@ func (f *FightC) enterturn(fattack, sattack *action.SelectSkillAction) {
|
||||
return true
|
||||
})
|
||||
f.First.AttackValue.RemainHp = int32(f.First.CurrentPet.Info.Hp)
|
||||
f.First.AttackValue.SkillList = f.First.CurrentPet.Info.SkillList
|
||||
|
||||
f.Second.AttackValue.SkillList = f.Second.CurrentPet.Info.SkillList
|
||||
f.Second.AttackValue.RemainHp = int32(f.Second.CurrentPet.Info.Hp)
|
||||
ret := info.AttackValueS{
|
||||
FAttack: *f.First.AttackValue,
|
||||
|
||||
@@ -40,9 +40,11 @@ func CreateBattlePetEntity(info *model.PetInfo, rand *rand.Rand) *BattlePetEntit
|
||||
|
||||
ret.PetInfo = xmlres.PetMAP[int(info.ID)] //注入精灵信息
|
||||
ret.Info = info
|
||||
for i := 0; i < 4; i++ {
|
||||
for i := 0; i < len(info.SkillList); i++ {
|
||||
//todo 技能信息应该每回合进行深拷贝,保证每次的技能效果都是不一样的
|
||||
|
||||
ret.Skills[i] = CreateSkill(&info.SkillList[i], rand, ret)
|
||||
|
||||
}
|
||||
|
||||
return ret
|
||||
|
||||
@@ -71,7 +71,7 @@ func CreateSkill(skill *model.SkillInfo, rand *rand.Rand, pet *BattlePetEntity)
|
||||
}
|
||||
|
||||
ret.Info = skill
|
||||
|
||||
fmt.Printf("技能2 %p\n", ret.Info)
|
||||
return &ret
|
||||
}
|
||||
|
||||
@@ -189,7 +189,6 @@ func (s *SkillEntity) Criticalrandom() decimal.Decimal {
|
||||
// Accuracy 优化版命中率计算(用绝对值和正负判断处理等级)
|
||||
func (a *SkillEntity) GetAccuracy(level int) uint32 {
|
||||
// 基础参数校验
|
||||
|
||||
|
||||
if level >= 0 { //强化等级
|
||||
return uint32(CalculateRealValue((a.Accuracy), level))
|
||||
|
||||
@@ -238,10 +238,10 @@ type ReadyFightPetInfo struct {
|
||||
|
||||
// 精灵最大HP,@UInt long
|
||||
MaxHp uint32 `fieldDesc:"最大HP" `
|
||||
SkillListLen uint32
|
||||
SkillListLen uint32 `struc:"sizeof=SkillList"`
|
||||
// 技能信息列表(固定4个元素,技能ID和剩余PP,无技能则为0)
|
||||
// List<SkillInfo>,初始化容量为4
|
||||
SkillList [4]model.SkillInfo `fieldDesc:"技能信息 技能ID跟剩余PP 固定32字节 没有给0" serialize:"fixedLength=4,type=structArray"`
|
||||
SkillList []model.SkillInfo `fieldDesc:"技能信息 技能ID跟剩余PP 固定32字节 没有给0" serialize:"fixedLength=4,type=structArray"`
|
||||
|
||||
// 精灵捕获时间,@UInt long
|
||||
CatchTime uint32 `fieldDesc:"精灵捕获时间" `
|
||||
|
||||
@@ -6,8 +6,8 @@ import (
|
||||
)
|
||||
|
||||
type Ctx struct {
|
||||
*Input //施加方
|
||||
*action.BaseAction //action本身
|
||||
*info.SkillEntity //技能
|
||||
*info.DamageZone //伤害
|
||||
*Input //施加方
|
||||
*action.SelectSkillAction //action本身
|
||||
|
||||
*info.DamageZone //伤害
|
||||
}
|
||||
|
||||
@@ -10,7 +10,7 @@ import (
|
||||
"github.com/shopspring/decimal"
|
||||
)
|
||||
|
||||
func (u *Input) UseSkill(opp *Input, skill *info.SkillEntity) {
|
||||
func (u *Input) UseSkill(opp *Input, skill *action.SelectSkillAction) {
|
||||
|
||||
skill.Crit = 0
|
||||
if skill.Category() == info.Category.STATUS { //属性技能不用算暴击
|
||||
|
||||
@@ -67,6 +67,7 @@ func (i *Input) InitAttackValue() {
|
||||
if old != nil {
|
||||
i.AttackValue.Prop = old.Prop
|
||||
i.AttackValue.Status = old.Status
|
||||
i.AttackValue.SkillList = old.SkillList
|
||||
}
|
||||
|
||||
}
|
||||
@@ -113,9 +114,9 @@ func (i *Input) GetStatusBonus() float64 {
|
||||
// 解析并 施加effect
|
||||
func (i *Input) Parseskill(defender *Input, skill *action.SelectSkillAction) {
|
||||
i.EffectCache = make([]Effect, 0) //先把上一回合数据清空
|
||||
temparg := skill.Skill.SideEffectArgS
|
||||
temparg := skill.SideEffectArgS
|
||||
|
||||
for _, v := range skill.Skill.SideEffectS {
|
||||
for _, v := range skill.SideEffectS {
|
||||
|
||||
t := Geteffect(EffectType.Skill, v)
|
||||
|
||||
|
||||
@@ -21,7 +21,9 @@ func (e *EffectNode) OnOwnerSwitchIn(ctx input.Ctx) bool {
|
||||
return true
|
||||
}
|
||||
|
||||
//自身下场,清除掉技能效果
|
||||
func (e *EffectNode) OnOwnerSwitchOut(ctx input.Ctx) bool {
|
||||
e.Input.AttackValue = nil
|
||||
//自身下场清除掉自身的回合效果
|
||||
//this.GetBattle().Effects[this.GetInput().UserID].RemoveEffect(this)
|
||||
e.NotALive()
|
||||
|
||||
@@ -8,7 +8,6 @@ import (
|
||||
// 检查,激活,延后
|
||||
// /基础节点
|
||||
type EffectNode struct {
|
||||
Effect
|
||||
duration int // 默认为-1 持续回合/次(0 = 即时生效,>0 = 回合数 ,负数是永久) \
|
||||
|
||||
Input *input.Input
|
||||
|
||||
@@ -22,13 +22,13 @@ func (e *EffectNode) Skill_Hit_to(ctx input.Ctx) bool {
|
||||
return true
|
||||
}
|
||||
func (e *EffectNode) OnSkill(ctx input.Ctx) bool {
|
||||
if e.Effect != nil {
|
||||
if e.Hit() { //没命中
|
||||
e.Effect.OnHit(ctx.Input, ctx.SkillEntity)
|
||||
} else {
|
||||
e.Effect.OnMiss(ctx.Input, ctx.SkillEntity)
|
||||
}
|
||||
}
|
||||
// if e.Effect != nil {
|
||||
// if e.Hit() { //没命中
|
||||
// e.Effect.OnHit(ctx.Input, ctx.SkillEntity)
|
||||
// } else {
|
||||
// e.Effect.OnMiss(ctx.Input, ctx.SkillEntity)
|
||||
// }
|
||||
// }
|
||||
return true
|
||||
}
|
||||
|
||||
@@ -41,15 +41,16 @@ func (e *EffectNode) Skill_Use(ctx input.Ctx) bool {
|
||||
return true
|
||||
}
|
||||
func (e *EffectNode) Skill_Useed(ctx input.Ctx) bool {
|
||||
if e.Effect != nil {
|
||||
if e.Input.CurrentPet.Info.Hp == 0 {
|
||||
e.OnDefeat(ctx.Input, ctx.SkillEntity) //死亡
|
||||
// if e.Effect != nil {
|
||||
// if e.Input.CurrentPet.Info.Hp == 0 {
|
||||
// e.OnDefeat(ctx.Input, ctx.SkillEntity) //死亡
|
||||
|
||||
} else {
|
||||
e.OnAlive(ctx.Input, ctx.SkillEntity) //存活
|
||||
}
|
||||
// } else {
|
||||
// e.OnAlive(ctx.Input, ctx.SkillEntity) //存活
|
||||
// }
|
||||
|
||||
}
|
||||
// }
|
||||
// return true
|
||||
return true
|
||||
}
|
||||
|
||||
|
||||
@@ -93,11 +93,11 @@ func (f *FightC) UseSkill(c common.PlayerI, id int32) {
|
||||
BaseAction: action.NewBaseAction(c.GetInfo().UserID),
|
||||
}
|
||||
//ret.PetInfo = f.GetInputByPlayer(c, false).CurrentPet
|
||||
ret.ID = uint32(id)
|
||||
|
||||
for _, v := range f.GetInputByPlayer(c, false).CurrentPet.Skills {
|
||||
|
||||
if v != nil && v.ID == int(id) {
|
||||
ret.Skill = v
|
||||
ret.SkillEntity = v
|
||||
break
|
||||
}
|
||||
|
||||
|
||||
@@ -19,3 +19,12 @@ type BuyOutboundInfo struct {
|
||||
//购买的物品等级
|
||||
Level uint32
|
||||
}
|
||||
type BuyMultiInboundInfo struct {
|
||||
Head player.TomeeHeader `cmd:"2606" struc:"[0]pad"`
|
||||
ItemListLen uint32 `struc:"sizeof=ItemIds"`
|
||||
ItemIds []uint32 `json:"itemIds" description:"购买的物品ID列表"` // @UInt Long对应uint64,List对应切片
|
||||
}
|
||||
type BuyMultiOutboundInfo struct {
|
||||
//剩余的数量
|
||||
Coins uint32
|
||||
}
|
||||
|
||||
@@ -57,19 +57,19 @@ func (p *Player) AddPetExp(petinfo *model.PetInfo, addExp uint32, bro bool) {
|
||||
|
||||
for i := 0; i < 4; i++ {
|
||||
|
||||
if petinfo.SkillList[i].ID == 0 {
|
||||
if len(canLearnSkillList) != 0 {
|
||||
skid := canLearnSkillList[len(canLearnSkillList)-1]
|
||||
petinfo.SkillList[i].ID = skid
|
||||
petinfo.SkillList[i].PP = uint32(xmlres.SkillMap[int(skid)].MaxPP)
|
||||
petinfo.SkillListLen += 1
|
||||
canLearnSkillList = canLearnSkillList[:len(canLearnSkillList)-1]
|
||||
}
|
||||
if len(canLearnSkillList) != 0 {
|
||||
skid := canLearnSkillList[len(canLearnSkillList)-1]
|
||||
petinfo.SkillList = append(petinfo.SkillList, model.SkillInfo{
|
||||
|
||||
ID: skid,
|
||||
PP: uint32(xmlres.SkillMap[int(skid)].MaxPP),
|
||||
})
|
||||
|
||||
canLearnSkillList = canLearnSkillList[:len(canLearnSkillList)-1]
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
petinfo.SkillList = petinfo.SkillList[:4] //归正到4
|
||||
//todo 待实现
|
||||
// // 发送技能更新消息
|
||||
// updateSkillInfo := UpdateSkillInfo{
|
||||
|
||||
@@ -3,7 +3,9 @@ package player
|
||||
import (
|
||||
"blazing/common/data/share"
|
||||
"blazing/common/data/xmlres"
|
||||
"blazing/common/socket/errorcode"
|
||||
"blazing/common/utils"
|
||||
"blazing/cool"
|
||||
"fmt"
|
||||
"math/rand"
|
||||
"strings"
|
||||
@@ -212,24 +214,82 @@ func replaceOneNumber(original [3]int) ([3]int, int, int) {
|
||||
}
|
||||
|
||||
// 添加物品
|
||||
func (p *Player) ItemAdd(t ...model.SingleItemInfo) {
|
||||
func (p *Player) ItemAdd(t ...model.SingleItemInfo) (result []model.SingleItemInfo) {
|
||||
var ttt []model.SingleItemInfo
|
||||
for _, v := range t {
|
||||
|
||||
switch v.ItemId {
|
||||
case 1: //塞尔豆
|
||||
p.Info.Coins = p.Info.Coins + v.ItemCnt
|
||||
|
||||
case 3: //累计经验
|
||||
p.Info.ExpPool = p.Info.ExpPool + v.ItemCnt
|
||||
|
||||
case 5: //金豆ItemAdd
|
||||
p.Info.GoldBean = p.Info.GoldBean + v.ItemCnt
|
||||
|
||||
default:
|
||||
ttt = append(ttt, v)
|
||||
}
|
||||
|
||||
}
|
||||
p.Service.ItemAdd(ttt...)
|
||||
|
||||
p.Service.Item(func(rer map[uint32]model.SingleItemInfo) bool {
|
||||
|
||||
for _, v := range ttt {
|
||||
itemx, ok := xmlres.ItemsMAP[int(v.ItemId)]
|
||||
if !ok {
|
||||
cool.Loger.Error(context.TODO(), "物品不存在", v.ItemId)
|
||||
|
||||
t1 := NewTomeeHeader(2601, p.Info.UserID)
|
||||
t1.Result = uint32(errorcode.ErrorCodes.ErrBaseItemTypeLimit)
|
||||
|
||||
p.SendPack(t1.Pack(nil)) //准备包由各自发,因为协议不一样
|
||||
continue
|
||||
}
|
||||
itemm, ok := rer[v.ItemId]
|
||||
|
||||
if !ok {
|
||||
rer[v.ItemId] = v
|
||||
result = append(result, v)
|
||||
continue
|
||||
}
|
||||
itemm.ItemCnt += v.ItemCnt
|
||||
if itemm.ItemCnt > uint32(itemx.Max) {
|
||||
cool.Loger.Error(context.TODO(), "物品超过拥有最大限制", v.ItemId)
|
||||
t1 := NewTomeeHeader(2601, p.Info.UserID)
|
||||
t1.Result = uint32(errorcode.ErrorCodes.ErrTooManyOfItem)
|
||||
|
||||
p.SendPack(t1.Pack(nil)) //准备包由各自发,因为协议不一样
|
||||
continue
|
||||
}
|
||||
result = append(result, v)
|
||||
rer[v.ItemId] = itemm
|
||||
|
||||
}
|
||||
return true
|
||||
})
|
||||
return
|
||||
}
|
||||
|
||||
func (player1 *Player) Kick() {
|
||||
if player1.IsLogin {
|
||||
//取成功,否则创建
|
||||
//player1.Save() //先保存数据再返回
|
||||
head := NewTomeeHeader(1001, player1.Info.UserID)
|
||||
head.Result = uint32(errorcode.ErrorCodes.ErrAccountLoggedInElsewhere)
|
||||
//实际上这里有个问题,会造成重复保存问题
|
||||
|
||||
player1.SendPack(head.Pack(nil))
|
||||
player1.MainConn.Context().(*ClientData).CloseChan = make(chan struct{})
|
||||
player1.MainConn.Context().(*ClientData).Mu.Lock()
|
||||
player1.MainConn.Close()
|
||||
player1.MainConn.Context().(*ClientData).Mu.Unlock()
|
||||
// clientdata.Player = player
|
||||
|
||||
<-player1.MainConn.Context().(*ClientData).CloseChan
|
||||
}
|
||||
}
|
||||
func (p *Player) SendPack(b []byte) error {
|
||||
if _, ok := p.MainConn.Context().(*ClientData); !ok {
|
||||
return fmt.Errorf("链接错误,取消发包")
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
package player
|
||||
|
||||
import (
|
||||
"blazing/common/socket/errorcode"
|
||||
|
||||
"github.com/panjf2000/gnet/v2"
|
||||
)
|
||||
|
||||
@@ -33,22 +31,7 @@ func KickPlayer(userid uint32) error { //踢出玩家
|
||||
//TODO 返回错误码
|
||||
//var player *entity.Player
|
||||
if player1, ok := Mainplayer.Load(userid); ok {
|
||||
if player1.IsLogin {
|
||||
//取成功,否则创建
|
||||
//player1.Save() //先保存数据再返回
|
||||
head := NewTomeeHeader(1001, userid)
|
||||
head.Result = uint32(errorcode.ErrorCodes.ErrAccountLoggedInElsewhere)
|
||||
//实际上这里有个问题,会造成重复保存问题
|
||||
|
||||
player1.SendPack(head.Pack(nil))
|
||||
player1.MainConn.Context().(*ClientData).CloseChan = make(chan struct{})
|
||||
player1.MainConn.Context().(*ClientData).Mu.Lock()
|
||||
player1.MainConn.Close()
|
||||
player1.MainConn.Context().(*ClientData).Mu.Unlock()
|
||||
// clientdata.Player = player
|
||||
|
||||
<-player1.MainConn.Context().(*ClientData).CloseChan
|
||||
}
|
||||
player1.Kick()
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -107,6 +107,7 @@ github.com/stretchr/testify v1.8.0/go.mod h1:yNjHg4UonilssWZ8iaSj1OCr/vHnekPRkoO
|
||||
github.com/stretchr/testify v1.8.1/go.mod h1:w2LPCIKwWwSfY2zedu0+kehJoqGctiVI29o6fzry7u4=
|
||||
github.com/stretchr/testify v1.11.1 h1:7s2iGBzp5EwR7/aIZr8ao5+dra3wiQyKjjFuvgVKu7U=
|
||||
github.com/stretchr/testify v1.11.1/go.mod h1:wZwfW3scLgRK+23gO65QZefKpKQRnfz6sD981Nm4B6U=
|
||||
<<<<<<< HEAD
|
||||
github.com/tencent-connect/botgo v0.2.1 h1:+BrTt9Zh+awL28GWC4g5Na3nQaGRWb0N5IctS8WqBCk=
|
||||
github.com/tencent-connect/botgo v0.2.1/go.mod h1:oO1sG9ybhXNickvt+CVym5khwQ+uKhTR+IhTqEfOVsI=
|
||||
github.com/tidwall/gjson v1.9.3 h1:hqzS9wAHMO+KVBBkLxYdkEeeFHuqr95GfClRLKlgK0E=
|
||||
@@ -117,6 +118,10 @@ github.com/tidwall/pretty v1.2.0 h1:RWIZEg2iJ8/g6fDDYzMpobmaoGh5OLl4AXtGUGPcqCs=
|
||||
github.com/tidwall/pretty v1.2.0/go.mod h1:ITEVvHYasfjBbM0u2Pg8T2nJnzm8xPwvNhhsoaGGjNU=
|
||||
github.com/yuin/goldmark v1.2.1/go.mod h1:3hX8gzYuyVAZsxl0MRgGTJEmQBFcNTphYh9decYSb74=
|
||||
github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY=
|
||||
=======
|
||||
github.com/xiaoqidun/limit v1.0.1 h1:tJBDRv+JkziRghRCKHUVyxLGSL1CkkY+aPKMorWZJ20=
|
||||
github.com/xiaoqidun/limit v1.0.1/go.mod h1:9blqqk5PcsnkWyIBwkkPHUQJjlx2p+Cf0TxVGz0MDFg=
|
||||
>>>>>>> 248a326bb5cc8fb68085c2534a10a1c7e3935d46
|
||||
go.opentelemetry.io/otel v1.24.0 h1:0LAOdjNmQeSTzGBzduGe/rU4tZhMwL5rWgtp9Ku5Jfo=
|
||||
go.opentelemetry.io/otel v1.24.0/go.mod h1:W7b9Ozg4nkF5tWI5zsXkaKKDjdVjpD4oAt9Qi/MArHo=
|
||||
go.opentelemetry.io/otel/metric v1.24.0 h1:6EhoGWWK28x1fbpA4tYTOWBkPefTDQnb8WSGXlc88kI=
|
||||
@@ -192,6 +197,7 @@ golang.org/x/text v0.22.0 h1:bofq7m3/HAFvbF51jz3Q9wLg3jkvSPuiZu/pD1XwgtM=
|
||||
golang.org/x/text v0.22.0/go.mod h1:YRoo4H8PVmsu+E3Ou7cqLVH8oXWIHVoX0jqUWALQhfY=
|
||||
golang.org/x/time v0.8.0 h1:9i3RxcPv3PZnitoVGMPDKZSq1xW1gK1Xy3ArNOGZfEg=
|
||||
golang.org/x/time v0.8.0/go.mod h1:3BpzKBy/shNhVucY/MWOyx10tF3SFh9QdLuxbVysPQM=
|
||||
<<<<<<< HEAD
|
||||
golang.org/x/tools v0.0.0-20180917221912-90fa682c2a6e/go.mod h1:n7NCudcB/nEzxVGmLbDWY5pfWTLqBcC2KZ6jyYvM4mQ=
|
||||
golang.org/x/tools v0.0.0-20191119224855-298f0cb1881e/go.mod h1:b+2E5dAYhXwXZwtnZ6UAqBI28+e2cm9otk0dWdXHAEo=
|
||||
golang.org/x/tools v0.0.0-20201224043029-2b0845dc783e/go.mod h1:emZCQorbCU4vsT4fOWvOPXz4eW1wZW4PmDk9uLelYpA=
|
||||
@@ -209,6 +215,9 @@ google.golang.org/protobuf v1.21.0/go.mod h1:47Nbq4nVaFHyn7ilMalzfO3qCViNmqZ2kzi
|
||||
google.golang.org/protobuf v1.23.0/go.mod h1:EGpADcykh3NcUnDUJcl1+ZksZNG86OlYog2l/sGQquU=
|
||||
google.golang.org/protobuf v1.26.0-rc.1/go.mod h1:jlhhOSvTdKEhbULTjvd4ARK9grFBp09yW+WbY/TyQbw=
|
||||
google.golang.org/protobuf v1.26.0/go.mod h1:9q0QmTI4eRPtz6boOQmLYwt+qCgq0jsYwAQnmE0givc=
|
||||
=======
|
||||
|
||||
>>>>>>> 248a326bb5cc8fb68085c2534a10a1c7e3935d46
|
||||
gopkg.in/check.v1 v0.0.0-20161208181325-20d25e280405/go.mod h1:Co6ibVJAznAaIkqp8huTwlJQCZ016jof/cbN4VW5Yz0=
|
||||
gopkg.in/check.v1 v1.0.0-20180628173108-788fd7840127/go.mod h1:Co6ibVJAznAaIkqp8huTwlJQCZ016jof/cbN4VW5Yz0=
|
||||
gopkg.in/check.v1 v1.0.0-20201130134442-10cb98267c6c h1:Hei/4ADfdWqJk1ZMxUNpqntNwaWcugrBjAiHlqqRiVk=
|
||||
|
||||
@@ -12,11 +12,13 @@ import (
|
||||
"github.com/gogf/gf/v2/net/ghttp"
|
||||
"github.com/gogf/gf/v2/os/gcmd"
|
||||
"github.com/gogf/gf/v2/os/gfile"
|
||||
"github.com/xiaoqidun/limit"
|
||||
"golang.org/x/time/rate"
|
||||
)
|
||||
|
||||
var (
|
||||
Main = gcmd.Command{
|
||||
limiter = limit.New()
|
||||
Main = gcmd.Command{
|
||||
Name: "main",
|
||||
Usage: "main",
|
||||
Brief: "start http server",
|
||||
@@ -52,12 +54,12 @@ func beforeServeHook(r *ghttp.Request) {
|
||||
r.Response.CORSDefault()
|
||||
}
|
||||
|
||||
var limiter = rate.NewLimiter(rate.Limit(10), 1)
|
||||
|
||||
// Limiter is a middleware that implements rate limiting for all HTTP requests.
|
||||
// It returns HTTP 429 (Too Many Requests) when the rate limit is exceeded.
|
||||
func Limiter(r *ghttp.Request) {
|
||||
if !limiter.Allow() {
|
||||
rateLimiter := limiter.Get(r.GetClientIp(), rate.Limit(10), 2)
|
||||
|
||||
if !rateLimiter.Allow() {
|
||||
r.Response.WriteStatusExit(429) // Return 429 Too Many Requests
|
||||
r.ExitAll()
|
||||
}
|
||||
|
||||
@@ -30,7 +30,6 @@ import (
|
||||
)
|
||||
|
||||
func main() {
|
||||
//Test_kick()
|
||||
|
||||
cmd.Main.Run(gctx.New())
|
||||
}
|
||||
|
||||
@@ -42,7 +42,7 @@ func (s *BaseSysLoginService) Login(ctx context.Context, req *v1.BaseOpenLoginRe
|
||||
baseSysUser = model.NewBaseSysUser()
|
||||
)
|
||||
|
||||
vcode, _ := cool.CacheManager.Get(ctx, captchaId)
|
||||
vcode, _ := cool.CacheManager.Get(ctx, "login:"+captchaId)
|
||||
if vcode.String() != verifyCode {
|
||||
err = gerror.New("验证码错误")
|
||||
return
|
||||
@@ -82,7 +82,7 @@ func (*BaseSysLoginService) Captcha(req *v1.BaseOpenCaptchaReq) (interface{}, er
|
||||
|
||||
result.Data = `data:image/svg+xml;base64,` + svgbase64
|
||||
result.CaptchaId = guid.S()
|
||||
cool.CacheManager.Set(ctx, result.CaptchaId, captchaText, 1800*time.Second)
|
||||
cool.CacheManager.Set(ctx, "login:"+result.CaptchaId, captchaText, 1800*time.Second)
|
||||
cool.Loger.Debug(ctx, "验证码", result.CaptchaId, captchaText)
|
||||
return result, err
|
||||
}
|
||||
|
||||
@@ -95,9 +95,10 @@ type PetInfo struct {
|
||||
|
||||
// 速度学习力(@UInt long → uint32)
|
||||
EvSpeed uint32 `fieldDesc:"速度学习力" `
|
||||
SkillListLen uint32
|
||||
SkillListLen uint32 `struc:"sizeof=SkillList"`
|
||||
|
||||
// 技能信息:固定4条,空则赋值0(固定长度List → [4]SkillInfo,零值即符合“赋值0”)
|
||||
SkillList [4]SkillInfo
|
||||
SkillList []SkillInfo
|
||||
|
||||
// 捕捉时间(@UInt long → 若为时间戳用uint32;若需时间类型可改为time.Time,需配合序列化处理)
|
||||
CatchTime uint32 `fieldDesc:"捕捉时间" `
|
||||
@@ -124,7 +125,7 @@ type PetInfo struct {
|
||||
|
||||
func (pet *PetInfo) Cure() {
|
||||
pet.Hp = pet.MaxHp
|
||||
for i := 0; i < 4; i++ {
|
||||
for i := 0; i < len(pet.SkillList); i++ {
|
||||
maxPP, ok := xmlres.SkillMap[int(pet.SkillList[i].ID)]
|
||||
// 恢复至最大PP值(从配置表获取)
|
||||
if pet.SkillList[i].ID != 0 && ok {
|
||||
@@ -133,15 +134,21 @@ func (pet *PetInfo) Cure() {
|
||||
}
|
||||
}
|
||||
}
|
||||
func (petinfo *PetInfo) Update() {
|
||||
|
||||
// 传入bool则不升级
|
||||
func (petinfo *PetInfo) Update(t ...bool) {
|
||||
|
||||
basic := xmlres.PetMAP[int(petinfo.ID)]
|
||||
// 检查是否可以进化
|
||||
if basic.EvolvesTo != 0 && // 有明确的进化
|
||||
int(petinfo.Level) >= basic.EvolvingLv && // 有明确的进化等级
|
||||
basic.IsLarge == 0 { // 非最终形态
|
||||
|
||||
petinfo.ID = uint32(basic.EvolvesTo)
|
||||
if len(t) == 0 {
|
||||
// 检查是否可以进化
|
||||
if basic.EvolvesTo != 0 && // 有明确的进化
|
||||
int(petinfo.Level) >= basic.EvolvingLv && // 有明确的进化等级
|
||||
basic.IsLarge == 0 { // 非最终形态
|
||||
|
||||
petinfo.ID = uint32(basic.EvolvesTo)
|
||||
basic = xmlres.PetMAP[int(petinfo.ID)] //重新计算
|
||||
}
|
||||
}
|
||||
|
||||
petinfo.LvExp = petinfo.NextLvExp
|
||||
@@ -289,13 +296,12 @@ func GenPetInfo(
|
||||
|
||||
// ---- 技能学习 ----
|
||||
skills := LastFourElements(p.GetLevelRangeCanLearningSkills(0, p.Level)) // 最后四个技能
|
||||
p.SkillListLen = uint32(len(skills))
|
||||
|
||||
for i := 0; i < len(skills) && i < len(p.SkillList); i++ {
|
||||
for i := 0; i < len(skills) && i < 4; i++ {
|
||||
skillID := skills[i]
|
||||
if info, ok := xmlres.SkillMap[int(skillID)]; ok {
|
||||
p.SkillList[i].ID = skillID
|
||||
p.SkillList[i].PP = uint32(info.MaxPP)
|
||||
p.SkillList = append(p.SkillList, SkillInfo{ID: skillID, PP: uint32(info.MaxPP)})
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -303,7 +309,7 @@ func GenPetInfo(
|
||||
p.CalculatePetPane()
|
||||
p.Hp = p.MaxHp
|
||||
|
||||
p.Update()
|
||||
p.Update(true)
|
||||
|
||||
return p
|
||||
}
|
||||
|
||||
@@ -29,20 +29,5 @@ func (s *UserService) Item(t func(map[uint32]model.SingleItemInfo) bool) {
|
||||
panic(err)
|
||||
}
|
||||
}
|
||||
func (s *UserService) ItemAdd(t ...model.SingleItemInfo) {
|
||||
|
||||
s.Item(func(rer map[uint32]model.SingleItemInfo) bool {
|
||||
for _, v := range t {
|
||||
tt, ok := rer[v.ItemId]
|
||||
if ok {
|
||||
tt.ItemCnt += v.ItemCnt
|
||||
rer[v.ItemId] = tt
|
||||
} else {
|
||||
rer[v.ItemId] = v
|
||||
}
|
||||
|
||||
}
|
||||
return true
|
||||
})
|
||||
|
||||
}
|
||||
// /添加进来的物品一定是保证存在的
|
||||
|
||||
Reference in New Issue
Block a user