```
feat(fight): 添加 BOSS 战斗逻辑与地图交互功能 - 在 fight_boss.go 中增加对 BOSS 血量是否为 0 的判断,避免无效赋值 - 在 map.go 中移除旧的测试代码,并将 Canmon 状态设置移至 MapList 方法中 - 新增 Attack_Boss 接口方法用于处理玩家攻击 BOSS 请求 - 修改 MapBossInfo 结构体字段类型
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@@ -5,6 +5,7 @@ import (
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"blazing/common/utils"
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"blazing/logic/service/common"
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"blazing/logic/service/maps/info"
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maps "blazing/logic/service/maps/info"
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csmap "github.com/mhmtszr/concurrent-swiss-map"
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@@ -20,12 +21,13 @@ type Space struct {
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//ID uint32 // 地图ID
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Name string //地图名称
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Owner ARENA
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info.MapBossInfo
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}
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// NewSyncMap 创建一个新的玩家同步map
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func NewSpace() *Space {
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return &Space{
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ret := &Space{
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User: csmap.New[uint32, common.PlayerI](
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// set the number of map shards. the default value is 32.
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csmap.WithShardCount[uint32, common.PlayerI](32),
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@@ -57,6 +59,8 @@ func NewSpace() *Space {
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// csmap.WithSize[string, int](1000),
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),
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}
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return ret
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}
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// 获取星球
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@@ -77,7 +81,7 @@ func GetSpace(id uint32) *Space {
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if t.Super == 0 {
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t.Super = uint32(v.ID)
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}
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t.gettimeboss(uint32(v.ID))
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_, ok := maphot[t.Super]
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if !ok {
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var t1 int32
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