All checks were successful
ci/woodpecker/push/my-first-workflow Pipeline was successful
feat(game): 实现扭蛋系统批量物品添加功能并优化地图逻辑 - 新增ItemAddBatch方法用于批量添加物品,支持普通道具和特殊道具的分别处理 - 优化扭蛋游戏玩法中的物品添加逻辑,使用新的批量接口提升性能 - 在扭蛋机器人命令中实现完整的物品检查和批量添加流程 refactor(map): 重构地图控制器代码结构并添加注释 - 为EnterMap、LeaveMap、GetMapPlayerList等方法添加中文注释 - 统一地图相关的命名规范,如enter
83 lines
2.4 KiB
Go
83 lines
2.4 KiB
Go
package controller
|
||
|
||
import (
|
||
"blazing/common/socket/errorcode"
|
||
"blazing/cool"
|
||
"blazing/modules/player/service"
|
||
"sync/atomic"
|
||
"time"
|
||
|
||
"blazing/logic/service/fight"
|
||
"blazing/logic/service/maphot"
|
||
"blazing/logic/service/space/info"
|
||
|
||
"blazing/logic/service/player"
|
||
"blazing/logic/service/space"
|
||
)
|
||
|
||
// EnterMap 处理玩家进入地图。
|
||
func (h Controller) EnterMap(data *space.InInfo, c *player.Player) (result *info.SimpleInfo, err errorcode.ErrorCode) {
|
||
if c.Info.MapID != data.MapId {
|
||
atomic.StoreUint32(&c.Canmon, 2)
|
||
c.MapNPC.Reset(6 * time.Second)
|
||
} else {
|
||
atomic.StoreUint32(&c.Canmon, 1)
|
||
}
|
||
|
||
c.Info.MapID = data.MapId // 更新当前地图ID。
|
||
c.Info.Pos = data.Point
|
||
|
||
if cool.Config.ServerInfo.IsDebug != 0 {
|
||
println("enter map", c.Info.UserID, c.Info.MapID)
|
||
}
|
||
|
||
c.GetSpace().EnterMap(c)
|
||
if data.MapId > 10000 && data.MapId != c.Info.UserID {
|
||
c.Service.Done.UpdateRoom(1, 0)
|
||
service.NewDoneService(data.MapId).UpdateRoom(0, 1)
|
||
}
|
||
return nil, -1
|
||
}
|
||
|
||
func (h Controller) GetMapHot(data *maphot.InInfo, c *player.Player) (result *maphot.OutInfo, err errorcode.ErrorCode) {
|
||
result = &maphot.OutInfo{
|
||
HotInfos: space.GetMapHot(),
|
||
}
|
||
return
|
||
}
|
||
|
||
// LeaveMap 处理玩家离开地图。
|
||
func (h Controller) LeaveMap(data *space.LeaveMapInboundInfo, c *player.Player) (result *info.LeaveMapOutboundInfo, err errorcode.ErrorCode) {
|
||
atomic.StoreUint32(&c.Canmon, 0)
|
||
|
||
c.GetSpace().LeaveMap(c) // 从当前空间移除玩家。
|
||
|
||
// 这里不直接清空 MapID,由后续进入地图流程接管。
|
||
return nil, -1
|
||
}
|
||
|
||
// GetMapPlayerList 获取当前地图内的玩家列表与地图广播信息。
|
||
func (h Controller) GetMapPlayerList(data *space.ListMapPlayerInboundInfo, c *player.Player) (result *info.ListMapPlayerOutboundInfo, err errorcode.ErrorCode) {
|
||
result = &info.ListMapPlayerOutboundInfo{
|
||
Player: c.GetSpace().GetInfo(c),
|
||
}
|
||
c.SendPackCmd(2003, result)
|
||
if atomic.LoadUint32(&c.GetSpace().TimeBoss.Flag) == 1 {
|
||
c.SendPackCmd(2021, &c.GetSpace().TimeBoss)
|
||
}
|
||
c.SendPackCmd(2022, c.GetSpace().GenBoss(true))
|
||
|
||
return nil, -1
|
||
}
|
||
|
||
// AttackBoss 调试扣减当前地图广播BOSS血量。
|
||
func (h Controller) AttackBoss(data *space.AttackBossInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
|
||
for i := 0; i < len(c.GetSpace().MapBossSInfo.INFO); i++ {
|
||
if atomic.LoadInt32(&c.GetSpace().MapBossSInfo.INFO[i].Hp) > 0 {
|
||
atomic.AddInt32(&c.GetSpace().MapBossSInfo.INFO[i].Hp, -1)
|
||
}
|
||
}
|
||
|
||
return
|
||
}
|