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1
2025-08-27 20:52:15 +00:00
parent fc2f88f14a
commit b36ff6d0f1
10 changed files with 283 additions and 18 deletions

View File

@@ -65,7 +65,7 @@ func NewController() *Controller {
return &Controller{}
}
func parseCmd[T any](a T, data []byte) T {
func ParseCmd[T any](a T, data []byte) T {
// := info.NewLoginSidInfo()
struc.Unpack(bytes.NewBuffer(data), &a)
return a

View File

@@ -8,6 +8,7 @@ import (
"blazing/logic/service/maps"
"blazing/logic/service/space"
mservice "blazing/modules/blazing/service"
"math/rand"
"time"
)
@@ -31,7 +32,15 @@ func (h *Controller) MapEnter(data *maps.InInfo, c *entity.Player) (result *maps
// 启动刷怪协程
go func(stopChan chan struct{}, currentMap int) {
ticker := time.NewTicker(5 * time.Second)
time.After(5 * time.Second)
// 首次刷新
if !c.IsFighting && c.MapId != 0 {
spawnMonsters(c)
}
//循环刷新怪物
ticker := time.NewTicker(10 * time.Second)
defer ticker.Stop()
for {
@@ -103,29 +112,24 @@ func spawnMonsters(c *entity.Player) {
// 创建数据包
tt := handler.NewTomeeHeader(2004, c.UserID)
t1 := genMonster(c.MapId)
t1 := genMonster(c.MapId, generateThreeUniqueNumbers())
c.SendPack(tt.Pack(&t1))
}
func genMonster(id uint32) maps.OgreInfo {
// 应该根据怪物信息决定后端生成
func genMonster(mapid uint32, wz [3]int) maps.OgreInfo {
// 设置怪物信息
t1 := maps.OgreInfo{}
var localMenu = make([]int, 0)
for i := 7; i <= 448; i++ {
if bitsCount(i) == 3 {
localMenu = append(localMenu, i)
}
}
for i := 0; i < 3; i++ {
ttt := maps.OgrePetInfo{}
ttt.Id = mservice.NewMonsterService().GetId(id)
ttt.Id = mservice.NewMonsterService().GetId(mapid) //待修改成xml获取
ttt.Shiny = uint32(i + 1)
ttt.Shiny = uint32(i + 1) //异色概率,待实现自定义
//t1.Data[i] = mservice.NewMonsterService().GetId(c.MapId)
t1.Data[i] = ttt
t1.Data[wz[i]] = ttt
}
return t1
@@ -140,3 +144,50 @@ func bitsCount(n int) int {
}
return count
}
// 生成0-9之间三个不重复的随机数 进地图5s
func generateThreeUniqueNumbers() [3]int {
rand.Seed(time.Now().UnixNano())
selected := make(map[int]bool)
var result [3]int
index := 0
for index < 3 {
num := rand.Intn(10)
if !selected[num] {
selected[num] = true
result[index] = num
index++
}
}
return result
}
// 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
func replaceOneNumber(original [3]int) ([3]int, int, int) {
// 随机选择要移除的索引0-2
removeIndex := rand.Intn(3)
removedNum := original[removeIndex]
// 找出所有不在原始数组中的数字(候选数字)
candidates := []int{}
originalMap := make(map[int]bool)
for _, num := range original {
originalMap[num] = true
}
for i := 0; i < 10; i++ {
if !originalMap[i] {
candidates = append(candidates, i)
}
}
// 从候选数字中随机选择一个
newNum := candidates[rand.Intn(len(candidates))]
// 创建新数组并替换数字
newNumbers := original
newNumbers[removeIndex] = newNum
return newNumbers, removedNum, newNum
}

32
logic/controller/task.go Normal file
View File

@@ -0,0 +1,32 @@
package controller
import (
"blazing/common/data/entity"
"blazing/common/socket/errorcode"
"blazing/logic/service/task"
"blazing/modules/blazing/model"
"blazing/modules/blazing/service"
)
/**
* 接受任务
*/
func (h Controller) AcceptTask(data *task.AcceptTaskInboundInfo, c *entity.Player) (result *task.AcceptTaskOutboundInfo, err errorcode.ErrorCode) {
result = &task.AcceptTaskOutboundInfo{}
result.TaskId = data.TaskId
service.NewTaskService(c.UserID).AcceptTask(data.TaskId)
return result, 0
}
/**
* 更新任务步骤
*/
func (h Controller) AddTaskBuf(data *task.AddTaskBufInboundInfo, c *entity.Player) (result *task.AddTaskBufOutboundInfo, err errorcode.ErrorCode) {
service.NewTaskService(c.UserID).AddTaskBuf(data.TaskId, model.TaskInfo{TaskInfo: data.TaskList, Status: 0})
return &task.AddTaskBufOutboundInfo{}, 0
}

View File

@@ -8,6 +8,7 @@ type AcceptTaskInboundInfo struct {
Head handler.TomeeHeader `cmd:"2201" struc:"[0]pad"`
TaskId uint32 `json:"taskId" description:"任务ID"` // 任务ID对应Java的@UInt long
}
type AcceptTaskOutboundInfo struct {
TaskId uint32 `json:"taskId" description:"任务ID"` // 任务ID对应Java的@UInt long
}

View File

@@ -6,8 +6,8 @@ import "blazing/common/socket/handler"
// 用于接收添加任务缓冲区的入站信息
type AddTaskBufInboundInfo struct {
Head handler.TomeeHeader `cmd:"2204" struc:"[0]pad"`
TaskId uint32 `json:"taskId" description:"任务ID"` // 任务ID对应Java的@UInt long
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
TaskId uint32 `json:"taskId" description:"任务ID"` // 任务ID对应Java的@UInt long
TaskList []uint32 `struc:"[20]byte"` // 任务步骤信息对应Java的@ArraySerialize注解
}
type AddTaskBufOutboundInfo struct {
// 该结构体没有字段对应Java中的空类

View File

@@ -19,11 +19,14 @@ import (
_ "blazing/modules"
"github.com/gogf/gf/v2/os/gctx"
"blazing/logic/service/task"
"blazing/login/internal/cmd"
"github.com/gogf/gf/v2/os/gctx"
)
var tt task.GetTaskBufOutboundInfo
func main() {
cmd.Main.Run(gctx.New())

View File

@@ -1 +1,44 @@
package model
package model
import "blazing/cool"
const TableNameTask = "task"
// Task mapped from table <task>
type Task struct {
*cool.Model
PlayerID uint64 `gorm:"not null;index:idx_task_by_player_id;comment:'所属玩家ID'" json:"player_id"`
Data string `gorm:"type:text;not null;comment:'全部数据'" json:"data"`
}
// TaskInfo 单个任务的详细信息,包含任务步骤状态和整体状态
type TaskInfo struct {
// TaskInfo 任务步骤信息对应Java的@ArraySerialize(FIXED_LENGTH=20)注解
// 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
TaskInfo []uint32 `struc:"[20]byte" json:"task_info"`
// 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
// json标签指定JSON字段名与业务状态说明保持一致
Status byte `json:"status"`
}
// TableName PlayerInfo's table name
func (*Task) TableName() string {
return TableNamePlayerInfo
}
// GroupName PlayerInfo's table group
func (*Task) GroupName() string {
return "default"
}
// NewPlayerInfo create a new PlayerInfo
func NewTask() *Task {
return &Task{
Model: cool.NewModel(),
}
}
// init 创建表
func init() {
cool.CreateTable(&Task{})
}

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@@ -0,0 +1,104 @@
package service
import (
"blazing/cool"
"blazing/modules/blazing/model"
"encoding/json"
)
type TaskService struct {
*UserService
}
func NewTaskService(id uint32) *TaskService {
return &TaskService{
&UserService{
userid: id,
Service: &cool.Service{
Model: model.NewTask(),
},
},
}
}
func (s *TaskService) Exec(t func(map[uint32]model.TaskInfo) bool) (ret bool) {
var tt model.Task
s.GetModel().Scan(&tt)
var ttt map[uint32]model.TaskInfo
json.Unmarshal([]byte(tt.Data), &ttt)
ret = t(ttt)
t1, _ := json.Marshal(&ttt)
tt.Data = string(t1)
s.GetModel().Save(&tt) //退出时保存
return
}
func (s *TaskService) AcceptTask(task uint32) (ret bool) {
s.Exec(func(ttt map[uint32]model.TaskInfo) bool {
ft, ok := ttt[task]
if ok { //如果找到任务
if ft.Status == 0 { //可以接受
ft.Status = 1
return true
} else {
return false
}
} else {
ttt[task] = model.TaskInfo{
Status: 1,
}
}
return false
})
return ret
}
/**
* 更新任务步骤
*/
func (s *TaskService) AddTaskBuf(task uint32, info model.TaskInfo) bool {
return s.Exec(func(ttt map[uint32]model.TaskInfo) bool {
if conditions, ok := ttt[task]; ok {
conditions.TaskInfo = info.TaskInfo
ttt[task] = conditions
return true
}
return false
})
}
/**
* 完成任务
*/
func (s *TaskService) CompleteTask(task uint32) bool {
return s.Exec(func(ttt map[uint32]model.TaskInfo) bool {
if conditions, ok := ttt[task]; ok {
conditions.Status = 3
ttt[task] = conditions
}
return false
})
}
/**
* 校验任务是否已经完成
*/
func (s *TaskService) CheckTaskCompleted(task uint32) bool {
return s.Exec(func(ttt map[uint32]model.TaskInfo) bool {
if conditions, ok := ttt[task]; ok {
return conditions.Status == 3
}
return false
})
}

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@@ -0,0 +1,31 @@
package service
import (
"blazing/cool"
"blazing/modules/blazing/model"
"encoding/json"
"github.com/gogf/gf/v2/database/gdb"
)
type UserService struct {
userid uint32
*cool.Service
}
func (s *UserService) GetModel() *gdb.Model {
return cool.DBM(s.Model).Where("player_id", s.userid)
}
func (s *UserService) Exec(t func(map[uint32]model.TaskInfo) bool) {
var tt model.Task
s.GetModel().Scan(&tt)
var ttt map[uint32]model.TaskInfo
json.Unmarshal([]byte(tt.Data), &ttt)
t(ttt)
t1, _ := json.Marshal(&ttt)
tt.Data = string(t1)
s.GetModel().Save(&tt) //退出时保存
}