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bl/logic/service/player/player.go

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package player
import (
"blazing/common/data/share"
"blazing/common/data/xmlres"
"blazing/common/utils"
"math/rand"
"strings"
"blazing/logic/service/common"
"blazing/logic/service/fight/info"
"blazing/logic/service/space"
"blazing/modules/blazing/model"
blservice "blazing/modules/blazing/service"
"context"
"fmt"
"sync"
"time"
"github.com/gobwas/ws"
"github.com/gobwas/ws/wsutil"
"github.com/gogf/gf/v2/frame/g"
"github.com/gogf/gf/v2/os/glog"
"github.com/gogf/gf/v2/util/gconv"
"github.com/panjf2000/gnet/pkg/logging"
)
func ConutPlayer() int {
count := 0
Mainplayer.Range(func(uint32, *Player) bool {
count++
return true // 继续遍历
})
return count
}
type ClientData struct {
IsCrossDomain bool //是否跨域过
Player *Player //客户实体
//UserID uint32
Wsmsg *WsCodec
}
func NewClientData() *ClientData {
cd := ClientData{
IsCrossDomain: false,
Player: nil,
Wsmsg: &WsCodec{},
}
return &cd
}
var Mainplayer = &utils.SyncMap[uint32, *Player]{} //玩家数据
func (c *Conn) SendPack(bytes []byte) error {
if t, ok := c.MainConn.Context().(*ClientData); ok {
if t.Wsmsg.Upgraded {
// This is the echo server
err := wsutil.WriteServerMessage(c.MainConn, ws.OpBinary, bytes)
if err != nil {
logging.Infof("conn[%v] [err=%v]", c.MainConn.RemoteAddr().String(), err.Error())
return err
}
} else {
_, err := c.MainConn.Write(bytes)
if err != nil {
glog.Debug(context.Background(), err)
}
}
}
return nil
}
type OgreInfo struct {
Data [9]OgrePetInfo
}
type OgrePetInfo struct {
Id uint32
Shiny uint32
Lv uint32 `struc:"skip"` //等级
}
type Player struct {
MainConn *Conn
baseplayer
IsLogin bool //是否登录
mu sync.Mutex
loginChan chan struct{} // 登录完成通知通道
StopChan chan struct{} //停止刷怪协程
context.Context
PVPinfo *info.PVPinfo //当前邀请的玩家ID
Onlinetime uint32 //当前登录时间
OgreInfo *OgreInfo
Service *blservice.UserService
HavePVPinfo []*Player
monsters [3]int
Canmon bool //可以刷怪
}
// PlayerOption 定义配置 Player 的函数类型
type PlayerOption func(*Player)
func WithConn(c *Conn) PlayerOption {
return func(p *Player) {
p.MainConn = c
}
}
func (p *Player) GetAction() {
return
}
// 刷怪具体实现
func (p *Player) SpawnMonsters() {
// 获取当前地图的怪物配置
// 创建数据包
tt := NewTomeeHeader(2004, p.Info.UserID)
p.monsters, _, _ = replaceOneNumber(p.monsters)
p.genMonster(p.Info.MapID) //生成野怪
p.SendPack(tt.Pack(p.OgreInfo))
}
// 2. 从 string 类型 slice 随机选一个元素
func RandomStringFromSlice(s []string) string {
r := rand.New(rand.NewSource(time.Now().UnixNano()))
randomIdx := r.Intn(len(s))
return s[randomIdx]
}
// 应该根据怪物信息决定后端生成
func (p *Player) genMonster(mapid uint32) {
// 设置怪物信息
t1 := OgreInfo{}
mapss, ok := xmlres.MonsterMap[gconv.Int(mapid)]
if ok && mapss.Monsters != nil {
for i, m := range mapss.Monsters.Monsters { //这里是9个
id := strings.Split(m.ID, " ")
lv := strings.Split(m.Lv, " ")
ttt := OgrePetInfo{
Id: gconv.Uint32(RandomStringFromSlice(id)),
}
if ttt.Id != 0 {
ttt.Shiny = 0 //待确认是否刷新异色
ttt.Lv = gconv.Uint32(RandomStringFromSlice(lv))
}
t1.Data[i] = ttt
}
}
t2 := OgreInfo{}
for i := 0; i < 3; i++ {
t2.Data[p.monsters[i]] = t1.Data[p.monsters[i]]
}
p.OgreInfo = &t2
}
// 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(9)
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 < 8; 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
}
// 添加物品
func (p *Player) ItemAdd(t []model.SingleItemInfo) {
var ttt []model.SingleItemInfo
for _, v := range t {
switch v.ItemId {
case 1: //塞尔豆
p.Info.Coins = p.Info.Coins + v.ItemCnt
case 3: //累计经验
p.Info.ExpPool = p.Info.ExpPool + int64(v.ItemCnt)
default:
ttt = append(ttt, v)
}
}
p.Service.ItemAdd(ttt...)
return
}
func (p *Player) SendPack(b []byte) error {
// fmt.Println("发送数据包", len(b))
err := p.MainConn.SendPack(b)
return err
}
func (p *Player) SendAttackValue(b info.AttackValueS) {
t1 := NewTomeeHeader(2505, p.Info.UserID)
p.SendPack(t1.Pack(&b)) //准备包由各自发,因为协议不一样
}
func (p *Player) SendChangePet(b info.ChangePetInfo) {
t1 := NewTomeeHeader(2407, p.Info.UserID)
p.SendPack(t1.Pack(&b)) //准备包由各自发,因为协议不一样
}
func (p *Player) Cheak(b error) {
if b != nil {
g.Log().Error(context.Background(), "出现错误", p.Info.UserID, b.Error())
}
}
func (p *Player) SendReadyToFightInfo(b info.FightStartOutboundInfo) {
t1 := NewTomeeHeader(2504, p.Info.UserID)
p.SendPack(t1.Pack(&b))
}
func (p *Player) SendNoteReadyToFightInfo(b info.NoteReadyToFightInfo) {
t1 := NewTomeeHeader(2503, p.Info.UserID)
p.SendPack(t1.Pack(&b)) //准备包由各自发,因为协议不一样
}
func (p *Player) SendFightEndInfo(b info.FightOverInfo) {
t1 := NewTomeeHeader(2506, p.Info.UserID)
p.SendPack(t1.Pack(&b))
p.FightC = nil
}
func (p *Player) CatchPetInfo(b info.CatchMonsterOutboundInfo) {
t1 := NewTomeeHeader(2409, p.Info.UserID)
p.SendPack(t1.Pack(&b))
}
func LeaveMap(c common.PlayerI) {
t := NewTomeeHeader(2002, c.GetInfo().UserID)
space.GetSpace(c.GetInfo().MapID).Range(func(playerID uint32, player common.PlayerI) bool {
if playerID != c.GetInfo().UserID {
player.SendPack(t.Pack(&space.LeaveMapOutboundInfo{UserID: c.GetInfo().UserID}))
}
return true
})
space.GetSpace(c.GetInfo().MapID).Delete(c.GetInfo().UserID)
}
// Save 保存玩家数据
func (p *Player) Save() {
if p.Info == nil {
return
}
LeaveMap(p)
close(p.StopChan) //停止刷怪
p.IsLogin = false
Mainplayer.Delete(p.Info.UserID)
share.ShareManager.DeleteUserOnline(p.Info.UserID) //设置用户登录服务器
if p.FightC != nil {
p.FightC.Over(p, info.BattleOverReason.PlayerOffline) //玩家逃跑
}
p.Info.TimeToday = p.Info.TimeToday + uint32(time.Now().Unix()) - uint32(p.Onlinetime) //保存电池时间
p.Onlinetime = uint32(time.Now().Unix())
p.Service.Save(p.Info)
}
// 是否可以获得经验
func (p *Player) CanGetExp() bool {
ttt := p.Info.TimeLimit - p.Info.TimeToday
return (uint32(time.Now().Unix()) - uint32(p.Onlinetime)) <= ttt
}
// IsLoggedIn 检查是否已登录
func (lw *Player) IsLoggedIn() bool {
lw.mu.Lock()
defer lw.mu.Unlock()
return lw.IsLogin
}
// WaitForLogin 等待登录完成,无超时
func (lw *Player) WaitForLogin() error {
if lw.IsLoggedIn() {
return nil
}
// 阻塞等待登录完成
<-lw.loginChan
return nil
}
// WaitForLoginWithTimeout 带超时的登录等待
func (lw *Player) WaitForLoginWithTimeout(timeout time.Duration) error {
if lw.IsLoggedIn() {
return nil
}
// 使用定时器实现超时
timer := time.NewTimer(timeout)
defer timer.Stop()
select {
case <-lw.loginChan:
return nil
case <-timer.C:
return fmt.Errorf("登录等待超时: %v", timeout)
}
}
// WaitForLoginWithCtx 带上下文的登录等待
func (lw *Player) WaitForLoginWithCtx(ctx context.Context) error {
if lw.IsLoggedIn() {
return nil
}
select {
case <-lw.loginChan:
return nil
case <-ctx.Done():
return ctx.Err() // 上下文取消或超时
}
}
// CompleteLogin 标记登录完成并通知等待者
func (lw *Player) CompleteLogin() {
lw.mu.Lock()
defer lw.mu.Unlock()
if lw.Info.MapID > 10000 { //如果位于基地,就重置到传送仓
lw.Info.MapID = 1
}
if lw.IsNewPlayer() { //重置新手地图
lw.Info.MapID = 515
}
if !lw.IsLogin {
lw.IsLogin = true
close(lw.loginChan) // 关闭通道以通知所有等待者
}
}
// 定义检查函数判断84-87索引中是否有任意一个元素不等于3
func (lw *Player) IsNewPlayer() bool {
// 遍历84到87的索引
for i := 84; i <= 87; i++ {
if lw.Info.TaskList[i] != 3 {
return true // 只要有一个不等于3就返回true
}
}
return false // 全部等于3则返回false
}
// 邀请玩家加入战斗 邀请者,被邀请者,邀请模式
func (lw *Player) InvitePlayerToBattle(pinfo *info.PVPinfo) {
lw.PVPinfo = pinfo
Mainplayer.Range(func(key uint32, value *Player) bool {
if key == uint32(lw.PVPinfo.PlayerID) {
value.HavePVPinfo = append([]*Player{value}, value.HavePVPinfo...)
t1 := NewTomeeHeader(2501, value.Info.UserID)
t := info.NoteInviteToFightOutboundInfo{
UserID: lw.Info.UserID,
Nick: lw.Info.Nick,
Mode: pinfo.Mode,
}
value.SendPack(t1.Pack(&t))
return false
}
return true
})
}
// 取消对战邀请
func (lw *Player) CancelBattle() {
if lw.PVPinfo == nil {
return
}
Mainplayer.Range(func(key uint32, value *Player) bool {
if key == uint32(lw.PVPinfo.PlayerID) {
for idx, v := range value.HavePVPinfo {
if v != nil && v.GetInfo().UserID == lw.PVPinfo.PlayerID {
value.HavePVPinfo = append(value.HavePVPinfo[:idx], value.HavePVPinfo[idx+1:]...)
}
}
return false
}
return true
})
lw.PVPinfo = nil
}
func (lw *Player) CanBattle() bool {
for _, v := range lw.Info.PetList {
if v.Hp > 0 {
return true
}
}
return false
}
// 同意对战
func (lw *Player) AgreeBattle(userid, flag, mode uint32) (bool, common.PlayerI) {
defer func(p *Player) {
p.HavePVPinfo = make([]*Player, 0)
}(lw) //删除对方的邀请信息
for _, v := range lw.HavePVPinfo {
if v == nil || v.Info.UserID != userid || v.PVPinfo == nil {
continue
}
t1 := NewTomeeHeader(2502, v.Info.UserID)
ret := &info.S2C_NOTE_HANDLE_FIGHT_INVITE{
UserID: lw.Info.UserID,
Nick: lw.Info.Nick,
}
if flag == 0 { //拒绝对战
v.SendPack(t1.Pack(ret))
return false, nil
}
if !lw.IsLogin { //玩家未登录
ret.Result = 4
v.SendPack(t1.Pack(ret))
return false, nil
}
if v.PVPinfo.PlayerID == userid && uint32(v.PVPinfo.Mode) == mode { //成功找到,同意对战
if lw.CanBattle() {
ret.Result = 1
v.SendPack(t1.Pack(ret))
return true, v
} else {
ret.Result = 3
v.SendPack(t1.Pack(ret))
return false, nil
}
}
return false, nil
} //如果对方掉线
return false, nil
}