feat(fight): 实现玩家间战斗邀请与处理功能 新增战斗邀请与处理逻辑,包括邀请发送、邀请接受/拒绝流程。 添加战斗模式支持(1v1 和 6v6)及相关数据结构定义。 优化玩家战斗准备逻辑,完善战斗初始化流程。 修复玩家离线保存数据时的空指针问题。 调整战斗相关枚举类型,统一管理战斗模式。 完善邀请战斗消息结构体及通信协议。 ```
98 lines
2.7 KiB
Go
98 lines
2.7 KiB
Go
package controller
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import (
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"blazing/common/socket/errorcode"
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"blazing/logic/service/common"
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"blazing/logic/service/maphot"
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"blazing/logic/service/maps"
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"blazing/logic/service/player"
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"blazing/logic/service/space"
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"time"
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"github.com/jinzhu/copier"
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)
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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
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c.Info.MapID = data.MapId //登录地图
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space.GetSpace(c.Info.MapID).Set(c.Info.UserID, c) //添加玩家
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result = maps.NewOutInfo()
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c.Info.Pos = data.Point
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copier.Copy(result, c.Info)
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data.Broadcast(c.Info.MapID, *result) //同步广播
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// 如果是无怪地图,直接返回
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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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// 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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<-time.After(5 * time.Second)
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// 首次刷新
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if c.FightC == nil && c.Info.MapID != 0 {
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data.SpawnMonsters(c, true)
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}
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//循环刷新怪物
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ticker := time.NewTicker(10 * 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.FightC == nil && c.Info.MapID != 0 {
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data.SpawnMonsters(c, false)
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}
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}
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}
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}(c.StopChan, int(c.Info.MapID))
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return nil, -1
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}
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func (h Controller) MapHot(data *maphot.InInfo, c *player.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 *player.Player) (result *space.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.Info.MapID, space.LeaveMapOutboundInfo{UserID: c.Info.UserID}) //同步广播
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space.GetSpace(c.Info.MapID).Delete(c.Info.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.Info.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 *player.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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space.GetSpace(c.Info.MapID).Range(func(userID uint32, player common.PlayerI) bool {
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result1 := maps.NewOutInfo()
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copier.Copy(result1, player.GetInfo())
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result.Player = append(result.Player, *result1)
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return true
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})
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return
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}
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