feat(utils): 重构 OrderedMap 为 OrderMap,支持排序和非阻塞遍历
- 将原有的 `OrderedMap` 替换为 `OrderMap`,基于 `map` 和 `slice` 实现,提升性能并简化逻辑 - 支持自定义 key 排序规则,若未提供则按插入顺序维护 - 提供 `Set`、`Get`、`Delete`、`Keys`、`Values` 等基本操作,均并发安全 - 引入非阻塞遍历机制(`Iter`、`Iter
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@@ -21,7 +21,7 @@ type Input struct {
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*info.AttackValue
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FightC common.FightI
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// info.BattleActionI
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Effects *utils.OrderedMap[int, Effect] //effects 实际上全局就是effect无限回合 //effects容器 技能的
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Effects *utils.OrderMap[int, Effect] //effects 实际上全局就是effect无限回合 //effects容器 技能的
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DamageZone struct {
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Damage decimal.Decimal //伤害
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BeforeADD decimal.Decimal //攻击伤害
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@@ -40,7 +40,7 @@ type Input struct {
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func NewInput(c common.FightI, p common.PlayerI) *Input {
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ret := &Input{FightC: c, Player: p}
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ret.Effects = utils.NewOrderedMap[int, Effect]()
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ret.Effects = utils.NewOrderedMap[int, Effect](nil)
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// t := Geteffect(EffectType.Damage, 0)
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// t.Effect.SetArgs(ret)
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@@ -58,7 +58,16 @@ func (i *Input) GetPetInfo() *info.BattlePetEntity {
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// 这个每回合都会调用
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func (i *Input) InitAttackValue() {
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var old *info.AttackValue
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if i.AttackValue != nil {
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old = i.AttackValue
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}
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i.AttackValue = info.NewAttackValue(i.Player.GetInfo().UserID)
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if old != nil {
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i.AttackValue.Prop = old.Prop
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i.AttackValue.Status = old.Status
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}
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}
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func (i *Input) GetPet(id uint32) (ii *info.BattlePetEntity, Reason info.ChangePetInfo) {
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