Files
bl/logic/controller/map.go
昔念 081f990110 refactor(assets): 重构资产同步流程并添加宠物相关功能
- 移除了资产同步到私有 B 仓库的工作流
- 在玩家结构中添加了 IsFighting 字段
- 新增了宠物信息相关功能和数据结构
- 优化了地图进入和怪物刷新逻辑
- 调整了玩家登录和地图数据发送流程
- 重构了部分代码以提高可维护性和性能
2025-08-24 17:33:19 +08:00

113 lines
3.0 KiB
Go

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))
}