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 --- 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 --- 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
72 lines
2.1 KiB
Go
72 lines
2.1 KiB
Go
package controller
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import (
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"blazing/common/socket/errorcode"
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"sync/atomic"
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"blazing/logic/service/fight"
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"blazing/logic/service/maphot"
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"blazing/logic/service/maps"
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"blazing/logic/service/maps/info"
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"blazing/logic/service/player"
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"blazing/logic/service/space"
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"github.com/jinzhu/copier"
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)
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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
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c.Info.MapID = data.MapId //登录地图
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c.GetSpace().User.Store(c.Info.UserID, c) //添加玩家
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println("进入地图", c.Info.UserID, c.Info.MapID)
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result = info.NewOutInfo()
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c.Info.Pos = data.Point
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copier.Copy(result, c.Info)
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defer c.GetSpace().EnterMap(c)
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return result, 0
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}
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func (h Controller) MapHot(data *maphot.InInfo, c *player.Player) (result *maphot.OutInfo, err errorcode.ErrorCode) {
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result = &maphot.OutInfo{
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HotInfos: space.GetMapHot(),
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}
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return
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}
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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
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//data.Broadcast(c.Info.MapID, info.LeaveMapOutboundInfo{UserID: c.Info.UserID}) //同步广播
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result = &info.LeaveMapOutboundInfo{
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UserID: c.Info.UserID,
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}
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defer c.GetSpace().LeaveMap(c) //玩家离开地图
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// 如果有正在运行的刷怪协程,发送停止信号
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//c.Info.MapID = 0 // 重置当前地图
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return
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}
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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
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atomic.StoreUint32(&c.Canmon, 2)
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if atomic.LoadUint32(&c.GetSpace().TimeBoss.Flag) == 1 {
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defer c.SendPackCmd(2022, &c.GetSpace().TimeBoss)
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}
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result = &info.ListMapPlayerOutboundInfo{
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Player: c.GetSpace().GetInfo(),
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}
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return
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}
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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
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if atomic.LoadInt32(&c.GetSpace().MapBossInfo.Hp) > 0 {
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atomic.AddInt32(&c.GetSpace().MapBossInfo.Hp, -1)
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}
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return
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}
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