Files
bl/logic/controller/map.go
昔念 75e428f62e refactor(blazing): 重构任务系统并优化相关功能
- 重构了任务系统的数据结构和执行逻辑
- 优化了地图加载和怪物刷新机制
- 改进了宠物系统的基础架构
- 调整了玩家信息和背包的处理方式
- 统一了数据访问层的接口和实现
2025-08-30 21:59:52 +08:00

96 lines
2.6 KiB
Go

package controller
import (
"blazing/common/data/socket"
"blazing/common/socket/errorcode"
"blazing/logic/service/maphot"
"blazing/logic/service/maps"
"blazing/logic/service/space"
"time"
"github.com/jinzhu/copier"
)
func (h *Controller) MapEnter(data *maps.InInfo, c *socket.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.IsFighting && 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.IsFighting && 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 *socket.Player) (result *maphot.OutInfo, err errorcode.ErrorCode) {
result = &maphot.OutInfo{
HotInfos: space.GetMapHot(),
}
return
}
func (h *Controller) MapLeave(data *maps.LeaveMapInboundInfo, c *socket.Player) (result *maps.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, maps.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 *socket.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 *socket.Player) bool {
result1 := maps.NewOutInfo()
copier.Copy(result1, player.Info)
result.Player = append(result.Player, *result1)
return true
})
return
}