Files
bl/logic/controller/map.go
昔念 fe89620efb ```
feat(item): 出售物品后减少背包中对应物品数量

在处理物品出售逻辑时,增加调用 SubItem 方法以正确扣减玩家背包中的物品数量。

feat(map): 玩家离开地图时重置 Canmon 标志位

通过 atomic.StoreUint32 将玩家的 Canmon 状态设置为 0,确保线程安全。

fix(pet): 调整宠物经验增加逻辑并修复技能学习问题

重构 AddPetExp 方法逻辑,优化升级流程、技能学习机制,并修正经验显示
2025-12-13 21:47:07 +08:00

69 lines
2.0 KiB
Go

package controller
import (
"blazing/common/socket/errorcode"
"sync/atomic"
"blazing/logic/service/fight"
"blazing/logic/service/maphot"
"blazing/logic/service/space/info"
"blazing/logic/service/player"
"blazing/logic/service/space"
"github.com/jinzhu/copier"
)
func (h *Controller) MapEnter(data *space.InInfo, c *player.Player) (result *info.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
c.Info.MapID = data.MapId //登录地图
c.GetSpace().User.Store(c.Info.UserID, c) //添加玩家
println("进入地图", c.Info.UserID, c.Info.MapID)
result = info.NewOutInfo()
c.Info.Pos = data.Point
copier.Copy(result, c.Info)
defer c.GetSpace().EnterMap(c)
return result, 0
}
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 *space.LeaveMapInboundInfo, c *player.Player) (result *info.LeaveMapOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
atomic.StoreUint32(&c.Canmon, 0)
//data.Broadcast(c.Info.MapID, info.LeaveMapOutboundInfo{UserID: c.Info.UserID}) //同步广播
result = &info.LeaveMapOutboundInfo{
UserID: c.Info.UserID,
}
defer c.GetSpace().LeaveMap(c) //玩家离开地图
// 如果有正在运行的刷怪协程,发送停止信号
//c.Info.MapID = 0 // 重置当前地图
return
}
func (h *Controller) MapList(data *space.ListMapPlayerInboundInfo, c *player.Player) (result *info.ListMapPlayerOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
atomic.StoreUint32(&c.Canmon, 2)
result = &info.ListMapPlayerOutboundInfo{
Player: c.GetSpace().GetInfo(c),
}
return
}
func (h *Controller) Attack_Boss(data *space.AttackBossInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
if atomic.LoadInt32(&c.GetSpace().MapBossInfo.Hp) > 0 {
atomic.AddInt32(&c.GetSpace().MapBossInfo.Hp, -1)
}
return
}