package controller import ( "blazing/common/socket/errorcode" "blazing/logic/service/common" "blazing/logic/service/maphot" "blazing/logic/service/maps" "blazing/logic/service/player" "blazing/logic/service/space" "github.com/jinzhu/copier" ) func (h *Controller) MapEnter(data *maps.InInfo, c *player.Player) (result *maps.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 c.Info.MapID = data.MapId //登录地图 space.GetSpace(c.Info.MapID).User.Set(c.Info.UserID, c) //添加玩家 result = maps.NewOutInfo() c.Info.Pos = data.Point copier.Copy(result, c.Info) data.Broadcast(c.Info.MapID, *result) //同步广播 return nil, -1 } 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 *space.LeaveMapOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 //result = &maps.LeaveMapOutboundInfo{UserID: c.GetUserID()} c.Canmon = false c.Changemap = true //可以刷怪 data.Broadcast(c.Info.MapID, space.LeaveMapOutboundInfo{UserID: c.Info.UserID}) //同步广播 space.GetSpace(c.Info.MapID).User.Remove(c.Info.UserID) // 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) MapList(data *maps.ListMapPlayerInboundInfo, c *player.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) space.GetSpace(c.Info.MapID).User.IterCb(func(playerID uint32, player common.PlayerI) { result1 := maps.NewOutInfo() copier.CopyWithOption(result1, player.GetInfo(), copier.Option{DeepCopy: true}) result.Player = append(result.Player, *result1) result.Player = LastFourElements(result.Player) }) c.Canmon = true //可以刷怪 return } func LastFourElements[T any](s []T) []T { n := len(s) if n <= 30 { // 切片长度小于等于4时,返回整个切片 return s } // 切片长度大于4时,返回最后4个元素(从n-4索引到末尾) return s[n-30:] }