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" "math/rand" "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) { time.After(5 * time.Second) // 首次刷新 if !c.IsFighting && c.MapId != 0 { spawnMonsters(c) } //循环刷新怪物 ticker := time.NewTicker(10 * 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(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(c *entity.Player) { // 获取当前地图的怪物配置 if c == nil || mservice.NewMonsterService().GetId(c.MapId) == 0 { //用户离线 return } if !c.IsLogin { defer func() { if c.StopChan != nil { close(c.StopChan) c.StopChan = nil } }() } // 创建数据包 tt := handler.NewTomeeHeader(2004, c.UserID) t1 := genMonster(c.MapId, generateThreeUniqueNumbers()) c.SendPack(tt.Pack(&t1)) } // 应该根据怪物信息决定后端生成 func genMonster(mapid uint32, wz [3]int) maps.OgreInfo { // 设置怪物信息 t1 := maps.OgreInfo{} for i := 0; i < 3; i++ { ttt := maps.OgrePetInfo{} ttt.Id = mservice.NewMonsterService().GetId(mapid) //待修改成xml获取 ttt.Shiny = uint32(i + 1) //异色概率,待实现自定义 //t1.Data[i] = mservice.NewMonsterService().GetId(c.MapId) t1.Data[wz[i]] = ttt } return t1 } // 计算整数的二进制1的个数(Integer.bitCount) func bitsCount(n int) int { count := 0 for n > 0 { count += n & 1 n >>= 1 } return count } // 生成0-9之间三个不重复的随机数 进地图5s func generateThreeUniqueNumbers() [3]int { rand.Seed(time.Now().UnixNano()) selected := make(map[int]bool) var result [3]int index := 0 for index < 3 { num := rand.Intn(10) if !selected[num] { selected[num] = true result[index] = num index++ } } return result } // 从三个数字中移除一个,并从剩余6个数字中选一个补充 10s func replaceOneNumber(original [3]int) ([3]int, int, int) { // 随机选择要移除的索引(0-2) removeIndex := rand.Intn(3) removedNum := original[removeIndex] // 找出所有不在原始数组中的数字(候选数字) candidates := []int{} originalMap := make(map[int]bool) for _, num := range original { originalMap[num] = true } for i := 0; i < 10; i++ { if !originalMap[i] { candidates = append(candidates, i) } } // 从候选数字中随机选择一个 newNum := candidates[rand.Intn(len(candidates))] // 创建新数组并替换数字 newNumbers := original newNumbers[removeIndex] = newNum return newNumbers, removedNum, newNum }