305 lines
8.0 KiB
Go
305 lines
8.0 KiB
Go
package maps
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import (
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"blazing/common/data/socket"
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"blazing/common/data/xmlres"
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"blazing/common/socket/handler"
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"blazing/logic/service/space"
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"blazing/modules/blazing/model"
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"math/rand"
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"strings"
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"time"
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"github.com/creasty/defaults"
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"github.com/gogf/gf/v2/util/gconv"
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)
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type InInfo struct {
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Head handler.TomeeHeader `cmd:"2001" struc:"[0]pad"` //切换地图
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// 地图类型
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MapType uint32
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MapId uint32
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// Point: 直接给坐标x,y
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Point model.Pos `fieldDesc:"直接给坐标x,y"`
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monsters [3]int
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// Reverse2: 暂定 占位字符2
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//Reverse2 string `struc:"[2]byte"`
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}
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func (t *InInfo) Broadcast(mapid uint32, o OutInfo) {
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space.GetSpace(mapid).Range(func(playerID uint32, player *socket.Player) bool {
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t.Head.Result = 0
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player.SendPack(t.Head.Pack(&o))
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return true
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})
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}
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// 刷怪具体实现
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func (t *InInfo) SpawnMonsters(c *socket.Player, isfrist bool) {
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// 获取当前地图的怪物配置
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if c == nil || c.Info.MapID == 0 { //用户离线
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return
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}
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if !c.IsLogin {
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defer func() {
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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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}()
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}
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// 创建数据包
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tt := handler.NewTomeeHeader(2004, c.Info.UserID)
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if isfrist {
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t.monsters = generateThreeUniqueNumbers()
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} else {
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t.monsters, _, _ = replaceOneNumber(t.monsters)
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}
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t1 := t.genMonster(c.Info.MapID)
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if t1 != nil {
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c.OgreInfo = t1
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t1 := tt.Pack(t1)
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c.SendPack(t1)
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}
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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 (t *InInfo) genMonster(mapid uint32) *socket.OgreInfo {
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// 设置怪物信息
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t1 := socket.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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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 := socket.OgrePetInfo{
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Id: gconv.Uint32(RandomStringFromSlice(id)),
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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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t2 := socket.OgreInfo{}
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for i := 0; i < 3; i++ {
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t2.Data[t.monsters[i]] = t1.Data[t.monsters[i]]
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}
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return &t2
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}
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// 计算整数的二进制1的个数(Integer.bitCount)
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func bitsCount(n int) int {
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count := 0
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for n > 0 {
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count += n & 1
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n >>= 1
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}
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return count
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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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rand.Seed(time.Now().UnixNano())
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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 := rand.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 := rand.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[rand.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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// 这里存储星球的map
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//var planetmap utils.SyncMap[] //= space.NewSyncMap()
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// PeopleInfo PeopleInfo类,实现OutboundMessage接口
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type OutInfo struct {
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UserID uint32 `struc:"uint32" fieldDesc:"米米号" json:"user_id"`
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// 16字节昵称
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Nick string `struc:"[16]byte" fieldDesc:"16字节昵称" json:"nick"`
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// 机器人人物颜色 00 rgb
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Color uint32 `struc:"uint32" fieldDesc:"机器人人物颜色 00 rgb" json:"color"`
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// 固定值0
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Texture uint32 `struc:"uint32" fieldDesc:"固定值0" json:"texture"`
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// 暂时不明建议先给固定值0
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Vip uint16 ` json:"vip"`
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// 暂时不明建议先给固定值15
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Viped uint16 ` default:"15" json:"viped"`
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// 暂时不明建议先给固定值1
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VipStage uint32 `struc:"uint32" fieldDesc:"暂时不明建议先给固定值1" json:"vip_stage"`
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// 人物状态 =0 步行 !=0 飞行
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ActionType uint32 `struc:"uint32" fieldDesc:"人物状态 =0 步行 !=0 飞行" json:"action_type"`
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// 上线的地图id
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Pos model.Pos `fieldDesc:"上线的地图id" json:"pos"`
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// 暂时不明给0
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Action uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"action"`
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// 暂时不明给2
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Direction uint32 `struc:"uint32" default:"2" fieldDesc:"暂时不明给2" json:"direction"`
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// 暂时不明给0
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ChangeShape uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"change_shape"`
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// 暂时不明给0
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SpiritTime uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"spirit_time"`
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// 暂时不明给0
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SpiritID uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"spirit_id"`
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// 宠物 ID 暂时无法测试,给 0
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PetDV uint32 `struc:"uint32" fieldDesc:"宠物ID暂时无法测试, 给0" json:"pet_dv"`
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// 宠物闪光暂时无法测试,给 0
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PetShiny uint32 `struc:"uint32" fieldDesc:"宠物闪光暂时无法测试, 给0" json:"pet_shiny"`
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// 宠物皮肤暂时无法测试,给 0
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PetSkin uint32 `struc:"uint32" fieldDesc:"宠物皮肤暂时无法测试, 给0" json:"pet_skin"`
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// 填充字符
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Reserved uint32 `struc:"uint32" fieldDesc:"填充字符" json:"reserved"`
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// 填充字符
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Reserved1 uint32 `struc:"uint32" fieldDesc:"填充字符" json:"reserved1"`
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// 填充字符
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Reserved2 uint32 `struc:"uint32" fieldDesc:"填充字符" json:"reserved2"`
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// 暂时不明给0
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FightFlag uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"fight_flag"`
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// 教官ID
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TeacherID uint32 `struc:"uint32" fieldDesc:"教官ID" json:"teacher_id"`
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// 学员ID
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StudentID uint32 `struc:"uint32" fieldDesc:"学员ID" json:"student_id"`
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// nono状态 固定值-1
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NonoState uint32 `struc:"uint32" default:"0xFFFFFFFF" fieldDesc:"nono状态 固定值-1" json:"nono_state"`
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// nono颜色 00 FF FF FF
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NonoColor uint32 `struc:"uint32" fieldDesc:"nono颜色 00 FF FF FF" json:"nono_color"`
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// 是不是超能nono 固定值1
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SuperNono uint32 `struc:"uint32" default:"1" fieldDesc:"是不是超能nono 固定值1" json:"super_nono"`
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// 暂时不明给0
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PlayerForm uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"player_form"`
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// 暂时不明给0
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TransTime uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"trans_time"`
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// 暂时不明给0
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TeamID uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"team_id"`
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// 暂时不明给0
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TeamCoreCount uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"team_core_count"`
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// 暂时不明给0
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TeamIsShow uint32 `struc:"uint32" fieldDesc:"暂时不明给0" json:"team_is_show"`
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// 暂时不明给0
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LogoBg uint16 `json:"logo_bg"`
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// 暂时不明给0
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LogoIcon uint16 ` json:"logo_icon"`
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// 暂时不明给0
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LogoColor uint16 `json:"logo_color"`
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// 暂时不明给0
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TxtColor uint16 `json:"txt_color"`
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// 4字节
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LogoWord [4]byte `struc:"[4]byte" fieldDesc:"4字节" json:"logo_word"`
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ClothesLen uint32 `struc:"sizeof=Clothes" fieldDesc:"穿戴装备的信息" json:"clothes_len"`
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// 穿戴装备的信息
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Clothes []model.PeopleItemInfo `fieldDesc:"穿戴装备的信息" json:"clothes"`
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}
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func NewOutInfo() *OutInfo {
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l := &OutInfo{}
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// 自动填充 struct tag 里的 default 值
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if err := defaults.Set(l); err != nil {
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panic(err) // 方便发现 default 设置错误
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}
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return l
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}
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func LeaveMap(c *socket.Player) {
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t := handler.NewTomeeHeader(2002, c.Info.UserID)
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space.GetSpace(c.Info.MapID).Range(func(playerID uint32, player *socket.Player) bool {
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player.SendPack(t.Pack(&LeaveMapOutboundInfo{UserID: c.Info.UserID}))
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return true
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})
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space.GetSpace(c.Info.MapID).Delete(c.Info.UserID)
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}
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