351 lines
7.6 KiB
Go
351 lines
7.6 KiB
Go
package player
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import (
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"blazing/common/data/xmlres"
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"blazing/common/socket/errorcode"
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"blazing/common/utils"
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"blazing/cool"
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"blazing/logic/service/common"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/space"
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"math/rand"
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"strings"
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"sync/atomic"
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"blazing/modules/blazing/model"
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blservice "blazing/modules/blazing/service"
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"context"
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"time"
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"github.com/antlabs/timer"
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"github.com/gogf/gf/v2/frame/g"
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"github.com/gogf/gf/v2/util/gconv"
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"github.com/gogf/gf/v2/util/grand"
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"github.com/panjf2000/gnet/v2"
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)
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func ConutPlayer() int {
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count := 0
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Mainplayer.Range(func(uint32, *Player) bool {
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count++
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return true // 继续遍历
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})
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return count
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}
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var Mainplayer = &utils.SyncMap[uint32, *Player]{} //玩家数据
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type OgreInfo struct {
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Data [9]OgrePetInfo
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}
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type OgrePetInfo struct {
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Id uint32
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Shiny uint32
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Lv uint32 `struc:"skip"` //等级
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Item uint32 `struc:"skip"` //奖励,如果有的话
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}
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type Player struct {
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MainConn gnet.Conn
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baseplayer
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IsLogin bool //是否登录
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Done
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StopChan timer.TimeNoder
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context.Context
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Fightinfo info.Fightinfo //当前邀请的玩家ID
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Logintime uint32 //当前登录时间
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OgreInfo OgreInfo
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Service *blservice.UserService
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// PVP被邀请信息
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HavePVPinfo []common.PlayerI
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monsters [3]int
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//0 无,1可以刷怪,2是切换过地图
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Canmon uint32 //可以刷怪
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// Changemap bool //是否切换过地图
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}
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// PlayerOption 定义配置 Player 的函数类型
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type PlayerOption func(*Player)
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func WithConn(c gnet.Conn) PlayerOption {
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return func(p *Player) {
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p.MainConn = c
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}
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}
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func (p *Player) UseCoins(t uint32) bool {
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if p.Info.Coins < t {
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return false
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}
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p.Info.Coins = p.Info.Coins - t
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return true
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}
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func (p *Player) GetAction() {
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}
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func (f *Player) InvitePlayer(ff common.PlayerI) {
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f.HavePVPinfo = append(f.HavePVPinfo, ff)
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tt := common.NewTomeeHeader(2501, f.GetInfo().UserID)
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f.SendPack(tt.Pack(&info.NoteInviteToFightOutboundInfo{
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UserID: ff.GetInfo().UserID,
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Nick: ff.GetInfo().Nick,
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Mode: ff.Getfightinfo().Mode,
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}))
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}
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func (p *Player) Getfightinfo() info.Fightinfo {
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return p.Fightinfo
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}
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func (p *Player) QuitFight() {
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p.FightC = nil
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}
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func (p *Player) GetSpace() *space.Space {
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return space.GetSpace(p.Info.MapID)
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}
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// 0无战斗,1PVP,2,BOOS,3PVE
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func (p *Player) CanFight() bool {
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if len(p.Info.PetList) == 0 {
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atomic.StoreUint32(&p.Fightinfo.Mode, 0)
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return false
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}
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if p.FightC != nil {
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atomic.StoreUint32(&p.Fightinfo.Mode, 0)
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return false
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}
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// if p.GetSpace().ARENA.ChallengerID == p.Info.UserID || p.GetSpace().ARENA.Id == p.Info.UserID {
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// return false
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// }
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for _, v := range p.Info.PetList {
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if v.Hp > 0 { // 只要找到一个血量大于0的宠物,就可以战斗
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return true
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}
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}
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// 遍历完所有宠物,都没有血量大于0的,才不能战斗
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atomic.StoreUint32(&p.Fightinfo.Mode, 0)
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return false
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// }
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// return false
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}
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// 刷怪具体实现
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func (p *Player) SpawnMonsters() {
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// 获取当前地图的怪物配置
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// 创建数据包
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tt := common.NewTomeeHeader(2004, p.Info.UserID)
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p.genMonster(p.Info.MapID) //生成野怪
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p.SendPack(tt.Pack(&p.OgreInfo))
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}
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func (p *Player) SendPack(b []byte) error {
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if p.MainConn == nil {
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return nil
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}
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_, ok := p.MainConn.Context().(*ClientData)
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if ok {
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return p.MainConn.Context().(*ClientData).SendPack(b)
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}
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return nil
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}
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// 2. 从 string 类型 slice 随机选一个元素
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func RandomStringFromSlice(s []string) string {
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r := rand.New(rand.NewSource(time.Now().UnixNano()))
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randomIdx := r.Intn(len(s))
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return s[randomIdx]
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}
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// 应该根据怪物信息决定后端生成
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func (p *Player) genMonster(mapid uint32) {
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var oldnum, newNum int
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p.monsters, oldnum, newNum = replaceOneNumber(p.monsters)
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// 设置怪物信息
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t1 := OgreInfo{}
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mapss, ok := xmlres.MonsterMap[gconv.Int(mapid)]
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if ok && mapss.Monsters != nil {
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ok, _, _ := p.PlayerCaptureContext.Roll(mapss.Monsters.WildBonusProb, mapss.Monsters.WildBonusTotalProb)
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for i, m := range mapss.Monsters.Monsters { //这里是9个
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id := strings.Split(m.ID, " ")
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lv := strings.Split(m.Lv, " ")
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ttt := OgrePetInfo{
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Id: gconv.Uint32(RandomStringFromSlice(id)),
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}
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if ok {
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ttt.Item = uint32(mapss.Monsters.ItemBonusID)
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}
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if ttt.Id != 0 {
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ttt.Shiny = 0 //待确认是否刷新异色
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ttt.Lv = gconv.Uint32(RandomStringFromSlice(lv))
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}
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t1.Data[i] = ttt
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}
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}
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if atomic.CompareAndSwapUint32(&p.Canmon, 2, 1) {
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p.OgreInfo = OgreInfo{} //切地图清空
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for i := 0; i < 3; i++ {
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p.OgreInfo.Data[p.monsters[i]] = t1.Data[p.monsters[i]]
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}
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}
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p.OgreInfo.Data[oldnum] = OgrePetInfo{}
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p.OgreInfo.Data[newNum] = t1.Data[newNum]
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}
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// 生成0-9之间三个不重复的随机数 进地图5s
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func generateThreeUniqueNumbers() [3]int {
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selected := make(map[int]bool)
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var result [3]int
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index := 0
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for index < 3 {
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num := grand.Intn(9)
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if !selected[num] {
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selected[num] = true
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result[index] = num
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index++
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}
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}
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return result
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}
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// 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
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func replaceOneNumber(original [3]int) ([3]int, int, int) {
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// 随机选择要移除的索引(0-2)
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removeIndex := grand.Intn(3)
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removedNum := original[removeIndex]
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// 找出所有不在原始数组中的数字(候选数字)
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candidates := []int{}
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originalMap := make(map[int]bool)
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for _, num := range original {
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originalMap[num] = true
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}
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for i := 0; i < 8; i++ {
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if !originalMap[i] {
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candidates = append(candidates, i)
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}
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}
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// 从候选数字中随机选择一个
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newNum := candidates[grand.Intn(len(candidates))]
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// 创建新数组并替换数字
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newNumbers := original
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newNumbers[removeIndex] = newNum
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return newNumbers, removedNum, newNum
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}
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// 添加物品 返回成功添加的物品
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func (p *Player) ItemAdd(t ...model.ItemInfo) (result []model.ItemInfo) {
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var ttt []model.ItemInfo
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for _, v := range t {
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switch v.ItemId {
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case 1: //塞尔豆
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p.Info.Coins = p.Info.Coins + v.ItemCnt
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case 3: //累计经验
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p.Info.ExpPool = p.Info.ExpPool + v.ItemCnt
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case 5: //金豆ItemAdd
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p.Info.GoldBean = p.Info.GoldBean + v.ItemCnt
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default:
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ttt = append(ttt, v)
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}
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}
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for _, v := range ttt {
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itemx, ok := xmlres.ItemsMAP[int(v.ItemId)]
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if !ok {
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cool.Loger.Error(context.TODO(), "物品不存在", v.ItemId)
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t1 := common.NewTomeeHeader(2601, p.Info.UserID)
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t1.Result = uint32(errorcode.ErrorCodes.ErrBaseItemTypeLimit)
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p.SendPack(t1.Pack(nil)) //准备包由各自发,因为协议不一样
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continue
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}
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if itemx.Max == 0 {
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itemx.Max = 1
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}
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if p.Service.Item.CheakItem(v.ItemId)+v.ItemCnt > uint32(itemx.Max) {
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cool.Loger.Error(context.TODO(), "物品超过拥有最大限制", v.ItemId)
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t1 := common.NewTomeeHeader(2601, p.Info.UserID)
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t1.Result = uint32(errorcode.ErrorCodes.ErrTooManyOfItem)
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p.SendPack(t1.Pack(nil)) //准备包由各自发,因为协议不一样
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continue
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}
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p.Service.Item.AddItem(v.ItemId, v.ItemCnt)
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result = append(result, v)
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}
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return
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}
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func (player1 *Player) Kick() {
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if player1.IsLogin {
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//取成功,否则创建
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//player1.Save() //先保存数据再返回
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head := common.NewTomeeHeader(1001, player1.Info.UserID)
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head.Result = uint32(errorcode.ErrorCodes.ErrAccountLoggedInElsewhere)
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//实际上这里有个问题,会造成重复保存问题
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player1.SendPack(head.Pack(nil))
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CloseChan := make(chan struct{})
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player1.MainConn.CloseWithCallback(func(c gnet.Conn, err error) error {
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close(CloseChan)
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return nil
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})
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<-CloseChan
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}
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}
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func (p *Player) Cheak(b error) {
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if b != nil {
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g.Log().Error(context.Background(), "出现错误", p.Info.UserID, b.Error())
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}
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}
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