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@@ -65,7 +65,7 @@ func NewController() *Controller {
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return &Controller{}
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}
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func parseCmd[T any](a T, data []byte) T {
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func ParseCmd[T any](a T, data []byte) T {
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// := info.NewLoginSidInfo()
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struc.Unpack(bytes.NewBuffer(data), &a)
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return a
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@@ -8,6 +8,7 @@ import (
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"blazing/logic/service/maps"
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"blazing/logic/service/space"
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mservice "blazing/modules/blazing/service"
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"math/rand"
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"time"
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)
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@@ -31,7 +32,15 @@ func (h *Controller) MapEnter(data *maps.InInfo, c *entity.Player) (result *maps
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// 启动刷怪协程
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go func(stopChan chan struct{}, currentMap int) {
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ticker := time.NewTicker(5 * time.Second)
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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.MapId != 0 {
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spawnMonsters(c)
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}
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//循环刷新怪物
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ticker := time.NewTicker(10 * time.Second)
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defer ticker.Stop()
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for {
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@@ -103,29 +112,24 @@ func spawnMonsters(c *entity.Player) {
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// 创建数据包
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tt := handler.NewTomeeHeader(2004, c.UserID)
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t1 := genMonster(c.MapId)
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t1 := genMonster(c.MapId, generateThreeUniqueNumbers())
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c.SendPack(tt.Pack(&t1))
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}
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func genMonster(id uint32) maps.OgreInfo {
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// 应该根据怪物信息决定后端生成
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func genMonster(mapid uint32, wz [3]int) maps.OgreInfo {
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// 设置怪物信息
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t1 := maps.OgreInfo{}
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var localMenu = make([]int, 0)
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for i := 7; i <= 448; i++ {
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if bitsCount(i) == 3 {
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localMenu = append(localMenu, i)
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}
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}
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for i := 0; i < 3; i++ {
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ttt := maps.OgrePetInfo{}
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ttt.Id = mservice.NewMonsterService().GetId(id)
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ttt.Id = mservice.NewMonsterService().GetId(mapid) //待修改成xml获取
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ttt.Shiny = uint32(i + 1)
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ttt.Shiny = uint32(i + 1) //异色概率,待实现自定义
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//t1.Data[i] = mservice.NewMonsterService().GetId(c.MapId)
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t1.Data[i] = ttt
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t1.Data[wz[i]] = ttt
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}
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return t1
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@@ -140,3 +144,50 @@ func bitsCount(n int) int {
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}
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return count
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}
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// 生成0-9之间三个不重复的随机数 进地图5s
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func generateThreeUniqueNumbers() [3]int {
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rand.Seed(time.Now().UnixNano())
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selected := make(map[int]bool)
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var result [3]int
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index := 0
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for index < 3 {
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num := rand.Intn(10)
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if !selected[num] {
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selected[num] = true
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result[index] = num
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index++
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}
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}
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return result
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}
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// 从三个数字中移除一个,并从剩余6个数字中选一个补充 10s
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func replaceOneNumber(original [3]int) ([3]int, int, int) {
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// 随机选择要移除的索引(0-2)
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removeIndex := rand.Intn(3)
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removedNum := original[removeIndex]
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// 找出所有不在原始数组中的数字(候选数字)
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candidates := []int{}
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originalMap := make(map[int]bool)
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for _, num := range original {
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originalMap[num] = true
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}
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for i := 0; i < 10; i++ {
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if !originalMap[i] {
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candidates = append(candidates, i)
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}
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}
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// 从候选数字中随机选择一个
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newNum := candidates[rand.Intn(len(candidates))]
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// 创建新数组并替换数字
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newNumbers := original
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newNumbers[removeIndex] = newNum
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return newNumbers, removedNum, newNum
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}
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32
logic/controller/task.go
Normal file
32
logic/controller/task.go
Normal file
@@ -0,0 +1,32 @@
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package controller
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import (
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"blazing/common/data/entity"
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"blazing/common/socket/errorcode"
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"blazing/logic/service/task"
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"blazing/modules/blazing/model"
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"blazing/modules/blazing/service"
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)
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/**
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* 接受任务
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*/
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func (h Controller) AcceptTask(data *task.AcceptTaskInboundInfo, c *entity.Player) (result *task.AcceptTaskOutboundInfo, err errorcode.ErrorCode) {
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result = &task.AcceptTaskOutboundInfo{}
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result.TaskId = data.TaskId
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service.NewTaskService(c.UserID).AcceptTask(data.TaskId)
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return result, 0
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}
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/**
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* 更新任务步骤
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*/
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func (h Controller) AddTaskBuf(data *task.AddTaskBufInboundInfo, c *entity.Player) (result *task.AddTaskBufOutboundInfo, err errorcode.ErrorCode) {
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service.NewTaskService(c.UserID).AddTaskBuf(data.TaskId, model.TaskInfo{TaskInfo: data.TaskList, Status: 0})
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return &task.AddTaskBufOutboundInfo{}, 0
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}
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@@ -8,6 +8,7 @@ type AcceptTaskInboundInfo struct {
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Head handler.TomeeHeader `cmd:"2201" struc:"[0]pad"`
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TaskId uint32 `json:"taskId" description:"任务ID"` // 任务ID,对应Java的@UInt long
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}
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type AcceptTaskOutboundInfo struct {
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TaskId uint32 `json:"taskId" description:"任务ID"` // 任务ID,对应Java的@UInt long
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}
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@@ -6,8 +6,8 @@ import "blazing/common/socket/handler"
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// 用于接收添加任务缓冲区的入站信息
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type AddTaskBufInboundInfo struct {
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Head handler.TomeeHeader `cmd:"2204" struc:"[0]pad"`
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TaskId uint32 `json:"taskId" description:"任务ID"` // 任务ID,对应Java的@UInt long
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TaskList []byte `json:"taskList" description:"任务步骤信息" arraySerialize:"fixedLength=20"` // 任务步骤信息,对应Java的@ArraySerialize注解
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TaskId uint32 `json:"taskId" description:"任务ID"` // 任务ID,对应Java的@UInt long
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TaskList []uint32 `struc:"[20]byte"` // 任务步骤信息,对应Java的@ArraySerialize注解
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}
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type AddTaskBufOutboundInfo struct {
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// 该结构体没有字段,对应Java中的空类
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@@ -19,11 +19,14 @@ import (
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_ "blazing/modules"
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"github.com/gogf/gf/v2/os/gctx"
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"blazing/logic/service/task"
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"blazing/login/internal/cmd"
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"github.com/gogf/gf/v2/os/gctx"
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)
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var tt task.GetTaskBufOutboundInfo
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func main() {
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cmd.Main.Run(gctx.New())
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@@ -1 +1,44 @@
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package model
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package model
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import "blazing/cool"
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const TableNameTask = "task"
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// Task mapped from table <task>
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type Task struct {
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*cool.Model
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PlayerID uint64 `gorm:"not null;index:idx_task_by_player_id;comment:'所属玩家ID'" json:"player_id"`
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Data string `gorm:"type:text;not null;comment:'全部数据'" json:"data"`
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}
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// TaskInfo 单个任务的详细信息,包含任务步骤状态和整体状态
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type TaskInfo struct {
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// TaskInfo 任务步骤信息,对应Java的@ArraySerialize(FIXED_LENGTH=20)注解
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// struc:"[20]byte" 确保二进制序列化时固定20字节长度,json标签指定JSON字段名
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TaskInfo []uint32 `struc:"[20]byte" json:"task_info"`
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// Status 任务整体状态:0-未接受,1-已接受,2-已完成未领取,3-已完成已领取
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// json标签指定JSON字段名,与业务状态说明保持一致
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Status byte `json:"status"`
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}
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// TableName PlayerInfo's table name
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func (*Task) TableName() string {
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return TableNamePlayerInfo
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}
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// GroupName PlayerInfo's table group
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func (*Task) GroupName() string {
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return "default"
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}
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// NewPlayerInfo create a new PlayerInfo
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func NewTask() *Task {
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return &Task{
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Model: cool.NewModel(),
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}
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}
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// init 创建表
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func init() {
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cool.CreateTable(&Task{})
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}
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104
modules/blazing/service/task.go
Normal file
104
modules/blazing/service/task.go
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@@ -0,0 +1,104 @@
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package service
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import (
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"blazing/cool"
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"blazing/modules/blazing/model"
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"encoding/json"
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)
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type TaskService struct {
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*UserService
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}
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func NewTaskService(id uint32) *TaskService {
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return &TaskService{
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&UserService{
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userid: id,
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Service: &cool.Service{
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Model: model.NewTask(),
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},
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},
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}
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}
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func (s *TaskService) Exec(t func(map[uint32]model.TaskInfo) bool) (ret bool) {
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var tt model.Task
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s.GetModel().Scan(&tt)
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var ttt map[uint32]model.TaskInfo
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json.Unmarshal([]byte(tt.Data), &ttt)
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ret = t(ttt)
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t1, _ := json.Marshal(&ttt)
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tt.Data = string(t1)
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s.GetModel().Save(&tt) //退出时保存
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return
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}
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func (s *TaskService) AcceptTask(task uint32) (ret bool) {
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s.Exec(func(ttt map[uint32]model.TaskInfo) bool {
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ft, ok := ttt[task]
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if ok { //如果找到任务
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if ft.Status == 0 { //可以接受
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ft.Status = 1
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return true
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} else {
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return false
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}
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} else {
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ttt[task] = model.TaskInfo{
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Status: 1,
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}
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}
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return false
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})
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return ret
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}
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/**
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* 更新任务步骤
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*/
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func (s *TaskService) AddTaskBuf(task uint32, info model.TaskInfo) bool {
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return s.Exec(func(ttt map[uint32]model.TaskInfo) bool {
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if conditions, ok := ttt[task]; ok {
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conditions.TaskInfo = info.TaskInfo
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ttt[task] = conditions
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return true
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}
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return false
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})
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}
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/**
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* 完成任务
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*/
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func (s *TaskService) CompleteTask(task uint32) bool {
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return s.Exec(func(ttt map[uint32]model.TaskInfo) bool {
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if conditions, ok := ttt[task]; ok {
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conditions.Status = 3
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ttt[task] = conditions
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}
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return false
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})
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}
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/**
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* 校验任务是否已经完成
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*/
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func (s *TaskService) CheckTaskCompleted(task uint32) bool {
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return s.Exec(func(ttt map[uint32]model.TaskInfo) bool {
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if conditions, ok := ttt[task]; ok {
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return conditions.Status == 3
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}
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return false
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})
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}
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31
modules/blazing/service/user.go
Normal file
31
modules/blazing/service/user.go
Normal file
@@ -0,0 +1,31 @@
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package service
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import (
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"blazing/cool"
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"blazing/modules/blazing/model"
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"encoding/json"
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"github.com/gogf/gf/v2/database/gdb"
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)
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type UserService struct {
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userid uint32
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*cool.Service
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}
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func (s *UserService) GetModel() *gdb.Model {
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return cool.DBM(s.Model).Where("player_id", s.userid)
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}
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func (s *UserService) Exec(t func(map[uint32]model.TaskInfo) bool) {
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var tt model.Task
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s.GetModel().Scan(&tt)
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var ttt map[uint32]model.TaskInfo
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json.Unmarshal([]byte(tt.Data), &ttt)
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t(ttt)
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t1, _ := json.Marshal(&ttt)
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tt.Data = string(t1)
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s.GetModel().Save(&tt) //退出时保存
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}
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Reference in New Issue
Block a user