- 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
113 lines
3.0 KiB
Go
113 lines
3.0 KiB
Go
package controller
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import (
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"blazing/common/data/entity"
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"blazing/common/socket/errorcode"
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"blazing/common/socket/handler"
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"blazing/logic/service/maphot"
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"blazing/logic/service/maps"
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"blazing/logic/service/space"
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mservice "blazing/modules/blazing/service"
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"time"
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)
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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
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c.MapId = data.MapId //登录地图
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space.GetSpace(c.MapId).Set(c.UserID, c) //添加玩家
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tt := maps.NewOutInfo()
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tt.UserID = c.UserID
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tt.Nick = c.Nick
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tt.Pos = data.Point
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data.Broadcast(c.MapId, *tt) //同步广播
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// 如果是无怪地图,直接返回
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if mservice.NewMonsterService().GetId(c.MapId) == 0 {
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return nil, -1
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}
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// 创建新的停止通道
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c.StopChan = make(chan struct{})
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// 启动刷怪协程
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go func(stopChan chan struct{}, currentMap int) {
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ticker := time.NewTicker(5 * time.Second)
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defer ticker.Stop()
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for {
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select {
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case <-stopChan:
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// 收到停止信号,退出协程
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return
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case <-ticker.C:
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// 刷新当前地图的怪物
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if !c.IsFighting && c.MapId != 0 {
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spawnMonsters(currentMap, c)
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}
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}
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}
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}(c.StopChan, int(c.MapId))
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return nil, -1
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}
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func (h Controller) MapHot(data *maphot.InInfo, c *entity.Player) (result *maphot.OutInfo, err errorcode.ErrorCode) {
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result = &maphot.OutInfo{
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HotInfos: space.GetMapHot(),
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}
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return
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}
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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
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//result = &maps.LeaveMapOutboundInfo{UserID: c.GetUserID()}
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data.Broadcast(c.MapId, maps.LeaveMapOutboundInfo{UserID: c.GetUserID()}) //同步广播
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space.GetSpace(c.MapId).Delete(c.UserID)
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// 如果有正在运行的刷怪协程,发送停止信号
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if c.StopChan != nil {
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close(c.StopChan)
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c.StopChan = nil
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}
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c.MapId = 0 // 重置当前地图
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return nil, -1
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}
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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
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result = &maps.ListMapPlayerOutboundInfo{}
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result.Player = make([]maps.OutInfo, 0)
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result1 := maps.NewOutInfo()
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result1.UserID = c.UserID
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//result.Pos = model.Pos{X: 500, Y: 400}
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result1.Nick = c.Nick
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result.Player = append(result.Player, *result1)
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return
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}
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// 刷怪具体实现
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func spawnMonsters(mapID int, c *entity.Player) {
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// 获取当前地图的怪物配置
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if mservice.NewMonsterService().GetId(c.MapId) == 0 {
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return
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}
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// 创建数据包
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tt := handler.NewTomeeHeader(2004, c.UserID)
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// 设置怪物信息
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t1 := maps.OgreInfo{}
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//copy(t1.Data[:], monsterConfig) // 使用地图对应的怪物配置
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for i := 0; i < 3; i++ {
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ttt := maps.OgrePetInfo{}
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ttt.Id = mservice.NewMonsterService().GetId(c.MapId)
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ttt.Shiny = uint32(i + 1)
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//t1.Data[i] = mservice.NewMonsterService().GetId(c.MapId)
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t1.Data[i] = ttt
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}
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// 发送数据包
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c.SendPack(tt.Pack(&t1))
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}
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