package controller import ( "blazing/common/socket/errorcode" "sync/atomic" "blazing/logic/service/maphot" "blazing/logic/service/maps" "blazing/logic/service/maps/info" "blazing/logic/service/player" "blazing/logic/service/space" "github.com/jinzhu/copier" ) func (h *Controller) MapEnter(data *maps.InInfo, c *player.Player) (result *info.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 c.Info.MapID = data.MapId //登录地图 c.GetSpace().User.Store(c.Info.UserID, c) //添加玩家 result = info.NewOutInfo() c.Info.Pos = data.Point copier.Copy(result, c.Info) defer c.GetSpace().EnterMap(c) // go func() { // for { // <-time.After(time.Second * 5) // var t info.MapBossSInfo // t.INFO = make([]info.MapBossInfo, 0) // t.INFO = append(t.INFO, info.MapBossInfo{ // Id: 47, // Hp: 1, // Pos: 1, // }) // c.SendPackCmd(2021, &t) // } // }() return result, 0 } func (h Controller) MapHot(data *maphot.InInfo, c *player.Player) (result *maphot.OutInfo, err errorcode.ErrorCode) { result = &maphot.OutInfo{ HotInfos: space.GetMapHot(), } return } func (h *Controller) MapLeave(data *maps.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) //data.Broadcast(c.Info.MapID, info.LeaveMapOutboundInfo{UserID: c.Info.UserID}) //同步广播 result = &info.LeaveMapOutboundInfo{ UserID: c.Info.UserID, } defer 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 } func (h *Controller) MapList(data *maps.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(), } atomic.StoreUint32(&c.Canmon, 2) return }