package controller import ( "blazing/common/data/entity" "blazing/common/socket/errorcode" "blazing/common/socket/handler" "blazing/logic/service/maphot" "blazing/logic/service/maps" "blazing/logic/service/space" mservice "blazing/modules/blazing/service" "time" ) func (h *Controller) MapEnter(data *maps.InInfo, c *entity.Player) (result *maps.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 c.MapId = data.MapId //登录地图 space.GetSpace(c.MapId).Set(c.UserID, c) //添加玩家 tt := maps.NewOutInfo() tt.UserID = c.UserID tt.Nick = c.Nick tt.Pos = data.Point data.Broadcast(c.MapId, *tt) //同步广播 // 如果是无怪地图,直接返回 if mservice.NewMonsterService().GetId(c.MapId) == 0 { return nil, -1 } // 创建新的停止通道 c.StopChan = make(chan struct{}) // 启动刷怪协程 go func(stopChan chan struct{}, currentMap int) { ticker := time.NewTicker(5 * time.Second) defer ticker.Stop() for { select { case <-stopChan: // 收到停止信号,退出协程 return case <-ticker.C: // 刷新当前地图的怪物 if !c.IsFighting && c.MapId != 0 { spawnMonsters(currentMap, c) } } } }(c.StopChan, int(c.MapId)) return nil, -1 } func (h Controller) MapHot(data *maphot.InInfo, c *entity.Player) (result *maphot.OutInfo, err errorcode.ErrorCode) { result = &maphot.OutInfo{ HotInfos: space.GetMapHot(), } return } func (h *Controller) MapLeave(data *maps.LeaveMapInboundInfo, c *entity.Player) (result *maps.LeaveMapOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 //result = &maps.LeaveMapOutboundInfo{UserID: c.GetUserID()} data.Broadcast(c.MapId, maps.LeaveMapOutboundInfo{UserID: c.GetUserID()}) //同步广播 space.GetSpace(c.MapId).Delete(c.UserID) // 如果有正在运行的刷怪协程,发送停止信号 if c.StopChan != nil { close(c.StopChan) c.StopChan = nil } c.MapId = 0 // 重置当前地图 return nil, -1 } func (h *Controller) MapList(data *maps.ListMapPlayerInboundInfo, c *entity.Player) (result *maps.ListMapPlayerOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 result = &maps.ListMapPlayerOutboundInfo{} result.Player = make([]maps.OutInfo, 0) result1 := maps.NewOutInfo() result1.UserID = c.UserID //result.Pos = model.Pos{X: 500, Y: 400} result1.Nick = c.Nick result.Player = append(result.Player, *result1) return } // 刷怪具体实现 func spawnMonsters(mapID int, c *entity.Player) { // 获取当前地图的怪物配置 if mservice.NewMonsterService().GetId(c.MapId) == 0 { return } // 创建数据包 tt := handler.NewTomeeHeader(2004, c.UserID) // 设置怪物信息 t1 := maps.OgreInfo{} //copy(t1.Data[:], monsterConfig) // 使用地图对应的怪物配置 for i := 0; i < 3; i++ { ttt := maps.OgrePetInfo{} ttt.Id = mservice.NewMonsterService().GetId(c.MapId) ttt.Shiny = uint32(i + 1) //t1.Data[i] = mservice.NewMonsterService().GetId(c.MapId) t1.Data[i] = ttt } // 发送数据包 c.SendPack(tt.Pack(&t1)) }