Files
bl/logic/controller/map.go
昔念 9c25ccc214 ```
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。
```
2025-09-20 00:17:29 +08:00

98 lines
2.7 KiB
Go

package controller
import (
"blazing/common/socket/errorcode"
"blazing/logic/service/common"
"blazing/logic/service/maphot"
"blazing/logic/service/maps"
"blazing/logic/service/player"
"blazing/logic/service/space"
"time"
"github.com/jinzhu/copier"
)
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
c.Info.MapID = data.MapId //登录地图
space.GetSpace(c.Info.MapID).Set(c.Info.UserID, c) //添加玩家
result = maps.NewOutInfo()
c.Info.Pos = data.Point
copier.Copy(result, c.Info)
data.Broadcast(c.Info.MapID, *result) //同步广播
// 如果是无怪地图,直接返回
if c.StopChan != nil {
close(c.StopChan)
c.StopChan = nil
}
// 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) {
<-time.After(5 * time.Second)
// 首次刷新
if c.FightC == nil && c.Info.MapID != 0 {
data.SpawnMonsters(c, true)
}
//循环刷新怪物
ticker := time.NewTicker(10 * 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.FightC == nil && c.Info.MapID != 0 {
data.SpawnMonsters(c, false)
}
}
}
}(c.StopChan, int(c.Info.MapID))
return nil, -1
}
func (h Controller) MapHot(data *maphot.InInfo, c *player.Player) (result *maphot.OutInfo, err errorcode.ErrorCode) {
result = &maphot.OutInfo{
HotInfos: space.GetMapHot(),
}
return
}
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
//result = &maps.LeaveMapOutboundInfo{UserID: c.GetUserID()}
data.Broadcast(c.Info.MapID, space.LeaveMapOutboundInfo{UserID: c.Info.UserID}) //同步广播
space.GetSpace(c.Info.MapID).Delete(c.Info.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.Info.MapID = 0 // 重置当前地图
return nil, -1
}
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
result = &maps.ListMapPlayerOutboundInfo{}
result.Player = make([]maps.OutInfo, 0)
space.GetSpace(c.Info.MapID).Range(func(userID uint32, player common.PlayerI) bool {
result1 := maps.NewOutInfo()
copier.Copy(result1, player.GetInfo())
result.Player = append(result.Player, *result1)
return true
})
return
}