Files
bl/logic/controller/map.go
昔念 a000d78625 fix(map): 修复玩家离开地图时 Canmon 状态重置问题
修复了在玩家调用 MapList 接口时错误地将 Canmon 设置为 0 的逻辑
问题导致玩家状态异常,现已修正为正确的行为

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fix(fight): 修复战斗中宠物死亡判断逻辑

在 NewSeIdx_9 战斗脚本中增加对当前宠物血量是否为 0 的检查
避免在宠物已死亡的情况下继续执行后续战斗逻辑,防止异常行为

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refactor(pet): 优化宠物技能效果添加逻辑

移除冗余的 Effect 查找过程,简化为通过 HaveAN 判断是否存在技能
2025-12-09 18:49:36 +08:00

72 lines
2.1 KiB
Go

package controller
import (
"blazing/common/socket/errorcode"
"sync/atomic"
"blazing/logic/service/fight"
"blazing/logic/service/maphot"
"blazing/logic/service/maps"
"blazing/logic/service/maps/info"
"blazing/logic/service/player"
"blazing/logic/service/space"
"github.com/jinzhu/copier"
)
func (h *Controller) MapEnter(data *maps.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 *maps.LeaveMapInboundInfo, c *player.Player) (result *info.LeaveMapOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
//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 *maps.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)
if atomic.LoadUint32(&c.GetSpace().TimeBoss.Flag) == 1 {
defer c.SendPackCmd(2022, &c.GetSpace().TimeBoss)
}
result = &info.ListMapPlayerOutboundInfo{
Player: c.GetSpace().GetInfo(),
}
return
}
func (h *Controller) Attack_Boss(data *maps.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
}