package controller import ( "blazing/common/socket/errorcode" "blazing/cool" "blazing/modules/player/service" "sync/atomic" "time" "blazing/logic/service/fight" "blazing/logic/service/maphot" "blazing/logic/service/space/info" "blazing/logic/service/player" "blazing/logic/service/space" ) func (h Controller) EnterMap(data *space.InInfo, c *player.Player) (result *info.SimpleInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 if c.Info.MapID != data.MapId { atomic.StoreUint32(&c.Canmon, 2) c.MapNPC.Reset(6 * time.Second) } else { atomic.StoreUint32(&c.Canmon, 1) } c.Info.MapID = data.MapId //登录地图 c.Info.Pos = data.Point if cool.Config.ServerInfo.IsDebug != 0 { println("进入地图", c.Info.UserID, c.Info.MapID) } // copier.CopyWithOption(result, c.Info, copier.Option{DeepCopy: true}) c.GetSpace().EnterMap(c) if data.MapId > 10000 && data.MapId != c.Info.UserID { c.Service.Done.UpdateRoom(1, 0) service.NewDoneService(data.MapId).UpdateRoom(0, 1) } return nil, -1 } func (h Controller) GetMapHot(data *maphot.InInfo, c *player.Player) (result *maphot.OutInfo, err errorcode.ErrorCode) { result = &maphot.OutInfo{ HotInfos: space.GetMapHot(), } return } func (h Controller) LeaveMap(data *space.LeaveMapInboundInfo, c *player.Player) (result *info.LeaveMapOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 atomic.StoreUint32(&c.Canmon, 0) c.GetSpace().LeaveMap(c) //玩家离开地图 // 如果有正在运行的刷怪协程,发送停止信号 //c.Info.MapID = 0 // 重置当前地图 return nil, -1 } func (h Controller) GetMapPlayerList(data *space.ListMapPlayerInboundInfo, c *player.Player) (result *info.ListMapPlayerOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 result = &info.ListMapPlayerOutboundInfo{ Player: c.GetSpace().GetInfo(c), } c.SendPackCmd(2003, result) if atomic.LoadUint32(&c.GetSpace().TimeBoss.Flag) == 1 { c.SendPackCmd(2022, &c.GetSpace().TimeBoss) } c.SendPackCmd(2021, &c.GetSpace().MapBossSInfo) return nil, -1 } func (h Controller) AttackBoss(data *space.AttackBossInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 for i := 0; i < len(c.GetSpace().MapBossSInfo.INFO); i++ { if atomic.LoadInt32(&c.GetSpace().MapBossSInfo.INFO[i].Hp) > 0 { atomic.AddInt32(&c.GetSpace().MapBossSInfo.INFO[i].Hp, -1) } } return }