feat(xmlres): 添加任务数据加载与初始化逻辑

在 xmlres 包中新增 TaskMap 用于存储任务数据,并在 initfile 函数中
加载 task.xml 文件内容。同时调整 login 控制器中的任务重置逻辑,根据
任务类型每日重置任务状态。修复 pet 控制器释放宠物时的数据更新问题。
战斗系统中增加 Effect 的 OnMiss 回调处理,并修正状态效果映射关系。
修复 PVP 邀
This commit is contained in:
2025-10-20 23:59:49 +08:00
parent f53028d1fc
commit b90bceafd9
10 changed files with 83 additions and 25 deletions

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@@ -48,6 +48,7 @@ var (
EffectMAP map[int]NewSeIdx EffectMAP map[int]NewSeIdx
PlayerEffectMAP map[int]NewSeIdx PlayerEffectMAP map[int]NewSeIdx
ItemsMAP map[int]Item ItemsMAP map[int]Item
TaskMap map[int]Task
) )
func initfile() { func initfile() {
@@ -67,6 +68,7 @@ func initfile() {
}) })
TalkConfig = getXml[TalkCount](path + "talk.xml") TalkConfig = getXml[TalkCount](path + "talk.xml")
Monster := getXml[MonsterRoot](path + "地图配置野怪.xml") Monster := getXml[MonsterRoot](path + "地图配置野怪.xml")
MonsterMap = utils.ToMap(Monster.Maps, func(m TMapConfig) int { MonsterMap = utils.ToMap(Monster.Maps, func(m TMapConfig) int {
@@ -82,7 +84,11 @@ func initfile() {
v.SideEffectArgS = ParseSideEffectArgs(v.SideEffectArg) v.SideEffectArgS = ParseSideEffectArgs(v.SideEffectArg)
SkillMap[v.ID] = v SkillMap[v.ID] = v
} }
task := getXml[Tasks](path + "task.xml")
TaskMap = utils.ToMap[Task, int](task.Tasks, func(m Task) int {
return m.ID
})
pet := getXml[Monsters](path + "226.xml") pet := getXml[Monsters](path + "226.xml")
PetMAP = utils.ToMap[PetInfo, int](pet.Monsters, func(m PetInfo) int { PetMAP = utils.ToMap[PetInfo, int](pet.Monsters, func(m PetInfo) int {
return m.ID return m.ID

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@@ -0,0 +1,41 @@
package xmlres
import "github.com/ECUST-XX/xml"
// Tasks 根节点:包含所有任务
type Tasks struct {
XMLName xml.Name `xml:"tasks"`
Tasks []Task `xml:"task"` // 任务列表
}
// Task 任务节点:对应 <task>
type Task struct {
// 任务属性XML属性
ID int `xml:"ID,attr"` // 任务标识
Name string `xml:"name,attr"` // 任务名
Parent string `xml:"parent,attr"` // 父级任务格式ID|ID
IsMat int `xml:"isMat,attr"` // 父级匹配类型0单配/1全配
Type int `xml:"type,attr"` // 任务类型0常规/1日常
IsDir int `xml:"isDir,attr"` // 是否直接完成0否/1是
Doc string `xml:"doc,attr"` // 文档说明
Alert string `xml:"alert,attr"` // 提示说明
IsEnd int `xml:"isEnd,attr"` // 是否结束任务0否/1是
Especial *int `xml:"especial,attr"` // 可选是否需要特殊提示框1是nil表示无
Condition *string `xml:"condition,attr"` // 可选:接任务限制条件
// 任务子节点
Des *string `xml:"des"` // 可选:<des>节点CDATA
TaskDes *string `xml:"taskDes"` // 可选:<taskDes>节点多段CDATA用$$分隔)
ProDes *string `xml:"proDes"` // 可选:<proDes>节点CDATA
Pros []Pro `xml:"pro"` // 步骤列表:<pro>节点集合
}
// Pro 步骤节点:对应 <pro>
type Pro struct {
Name string `xml:"name,attr"` // 步骤名
Parent string `xml:"parent,attr"` // 父级步骤(格式:步骤|步骤)
IsMat string `xml:"isMat,attr"` // 父级步骤匹配类型0单配/1全配可能为空
Doc string `xml:"doc,attr"` // 文档说明
Alert string `xml:"alert,attr"` // 提示说明
IsEnd int `xml:"isEnd,attr"` // 是否最后一步0否/1是可选
}

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@@ -2,6 +2,7 @@ package controller
import ( import (
"blazing/common/data/share" "blazing/common/data/share"
"blazing/common/data/xmlres"
"blazing/cool" "blazing/cool"
"fmt" "fmt"
@@ -13,6 +14,7 @@ import (
"blazing/logic/service/maps" "blazing/logic/service/maps"
"blazing/logic/service/player" "blazing/logic/service/player"
"blazing/logic/service/space" "blazing/logic/service/space"
"blazing/modules/blazing/model"
blservice "blazing/modules/blazing/service" blservice "blazing/modules/blazing/service"
"context" "context"
"time" "time"
@@ -58,27 +60,31 @@ func (h *Controller) Login(data *user.MAIN_LOGIN_IN, c gnet.Conn) (result *user.
//每天login时候检查重置时间然后把电池任务挖矿重置 //每天login时候检查重置时间然后把电池任务挖矿重置
//挖矿需要单独存,因为防止多开挖矿 //挖矿需要单独存,因为防止多开挖矿
t.Info.TimeToday = 0 //重置电池 t.Info.TimeToday = 0 //重置电池
defer func() {
// for i := 400; i < 500; i++ { //每日任务区段
// t.Info.TaskList[i] = 0 //重置每日任务
// t.Service.Task((uint32(i)), func(te *model.TaskEX) bool { for i := 400; i < 100; i++ { //每日任务区段
// te.Data = make([]uint32, 0)
// return true
// })
// } if xmlres.TaskMap[i].Type == 1 { //日常任务
for i := 400; i < 50; i++ { //每日任务区段 t.Info.TaskList[i-1] = 0 //重置每日任务
t.Info.DailyResArr[i] = 0 //重置每日任务 t.Service.Task(uint32(i), func(t *model.TaskEX) bool {
t.Data = []uint32{}
return true
})
} }
t.Service.Talk(func(m *map[uint32]uint32) bool {
m = &map[uint32]uint32{} }
return true for i := 0; i < 50; i++ { //每日任务区段
}) t.Info.DailyResArr[i] = 0 //重置每日任务
}()
}
t.Service.Talk(func(m *map[uint32]uint32) bool { //挖矿
m = &map[uint32]uint32{}
return true
})
} }
t.Info.TaskList[3] = 3 //新手任务
t.CompleteLogin() //通知客户端登录成功 t.CompleteLogin() //通知客户端登录成功

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@@ -66,10 +66,6 @@ func (h *Controller) PetRelease(
result = &pet.PetReleaseOutboundInfo{} result = &pet.PetReleaseOutboundInfo{}
result.Flag = uint32(data.Flag) result.Flag = uint32(data.Flag)
c.Service.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
t.InBag = int(data.Flag)
})
switch data.Flag { switch data.Flag {
case 0: case 0:
@@ -82,6 +78,11 @@ func (h *Controller) PetRelease(
} }
if removeIndex != -1 { if removeIndex != -1 {
c.Service.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
t.Data = c.Info.PetList[removeIndex]
t.InBag = int(data.Flag)
})
c.Info.PetList = append(c.Info.PetList[:removeIndex], c.Info.PetList[removeIndex+1:]...) c.Info.PetList = append(c.Info.PetList[:removeIndex], c.Info.PetList[removeIndex+1:]...)
} }

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@@ -67,3 +67,6 @@ func (e *Effect10) OnHit(opp *input.Input, skill *info.SkillEntity) {
} }
} }
func (e *Effect10) OnMiss(opp *input.Input, skill *info.SkillEntity) {
}

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@@ -67,7 +67,7 @@ func init() {
tt(info.PetStatus.Paralysis, &StatusNotSkill{}) tt(info.PetStatus.Paralysis, &StatusNotSkill{})
tt(info.PetStatus.Tired, &StatusNotSkill{}) tt(info.PetStatus.Tired, &StatusNotSkill{})
tt(info.PetStatus.Sleep, &StatusNotSkill{}) tt(info.PetStatus.Fear, &StatusNotSkill{})
tt(info.PetStatus.Petrified, &StatusNotSkill{}) tt(info.PetStatus.Petrified, &StatusNotSkill{})
} }

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@@ -24,9 +24,9 @@ func (e *EffectNode) Skill_Hit_to(ctx input.Ctx) bool {
func (e *EffectNode) OnSkill(ctx input.Ctx) bool { func (e *EffectNode) OnSkill(ctx input.Ctx) bool {
if e.Effect != nil { if e.Effect != nil {
if e.Hit() { //没命中 if e.Hit() { //没命中
e.OnHit(ctx.Input, ctx.SkillEntity) e.Effect.OnHit(ctx.Input, ctx.SkillEntity)
} else { } else {
e.OnMiss(ctx.Input, ctx.SkillEntity) e.Effect.OnMiss(ctx.Input, ctx.SkillEntity)
} }
} }
return true return true

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@@ -10,9 +10,9 @@ func (lw *Player) InvitePlayerToBattle(pinfo *info.PVPinfo) {
lw.PVPinfo = pinfo lw.PVPinfo = pinfo
Mainplayer.Range(func(key uint32, value *Player) bool { Mainplayer.Range(func(key uint32, value *Player) bool {
if key == uint32(lw.PVPinfo.PlayerID) { if key == uint32(pinfo.PlayerID) {
value.HavePVPinfo = append([]*Player{value}, value.HavePVPinfo...) value.HavePVPinfo = append([]*Player{lw}, value.HavePVPinfo...)
t1 := NewTomeeHeader(2501, value.Info.UserID) t1 := NewTomeeHeader(2501, value.Info.UserID)
t := info.NoteInviteToFightOutboundInfo{ t := info.NoteInviteToFightOutboundInfo{
UserID: lw.Info.UserID, UserID: lw.Info.UserID,
@@ -97,7 +97,7 @@ func (lw *Player) AgreeBattle(userid, flag uint32, mode info.EnumBattleMode) (bo
v.SendPack(t1.Pack(ret)) v.SendPack(t1.Pack(ret))
return false, nil return false, nil
} }
if v.PVPinfo.PlayerID == userid && v.PVPinfo.Mode == mode { //成功找到,同意对战 if v.Info.UserID == userid && v.PVPinfo.Mode == mode { //成功找到,同意对战
if lw.CanBattle() { if lw.CanBattle() {
ret.Result = 1 ret.Result = 1

1
public/config/task.xml Symbolic link
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@@ -0,0 +1 @@
E:/newcode/flash/src/Core/_assets/18_com.robot.core.config.xml.TasksXMLInfo_xmlClass.bin