refactor(logic): 重构玩家战斗状态逻辑
- 移除玩家对象上的 IsFighting 标志 - 使用 FightID 字段来表示玩家是否处于战斗状态 - 更新相关控制器中的战斗状态检查逻辑 - 删除 BattleInputSourceEntity 中的冗余代码
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@@ -33,7 +33,7 @@ func (h *Controller) MapEnter(data *maps.InInfo, c *socket.Player) (result *maps
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<-time.After(5 * time.Second)
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// 首次刷新
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if !c.IsFighting && c.Info.MapID != 0 {
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if c.FightID == "" && c.Info.MapID != 0 {
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data.SpawnMonsters(c, true)
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}
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//循环刷新怪物
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@@ -48,7 +48,7 @@ func (h *Controller) MapEnter(data *maps.InInfo, c *socket.Player) (result *maps
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return
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case <-ticker.C:
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// 刷新当前地图的怪物
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if !c.IsFighting && c.Info.MapID != 0 {
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if c.FightID == "" && c.Info.MapID != 0 {
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data.SpawnMonsters(c, false)
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}
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