feat(cache): 添加复合键缓存操作支持 添加了基于 uint32+string 组合键的缓存操作方法,包括 GetByCompoundKey、SetByCompoundKey、DelByCompoundKey 和 ContainsByCompoundKey 方法,用于处理用户ID和会话ID的组合缓存场景 fix(vscode): 添加 cSpell 配置支持 struc 词汇 refactor(session): 移除过时的会话管理方法 移除了基于单一字符串键的会话管理方法,因为已迁移到使用 复合键的缓存操作方式 ```
78 lines
1.9 KiB
Go
78 lines
1.9 KiB
Go
package player
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import (
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"blazing/common/utils"
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"blazing/logic/service/common"
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"blazing/logic/service/fight/info"
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"blazing/modules/player/model"
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"math/rand"
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"time"
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"github.com/gogf/gf/v2/util/grand"
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)
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type baseplayer struct {
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//Fightinfo info.Fightinfo
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Info *model.PlayerInfo
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//canFight uint32
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FightC common.FightI //绑定战斗标识 替代本身的是否战斗标记 //IsFighting bool
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*info.PlayerCaptureContext
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}
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// NewPlayerCaptureContext 创建用户捕捉上下文(每次登录调用)
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func newbaseplayer() baseplayer {
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rng := rand.New(rand.NewSource(time.Now().UnixNano() + int64(grand.Intn(1000000))))
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ret := baseplayer{}
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ret.PlayerCaptureContext = &info.PlayerCaptureContext{
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Random: rng,
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Denominator: 1000,
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DecayFactor: 0.10, // 15%衰减率
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MinDecayNum: 1,
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Guarantees: make(map[int]int),
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}
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return ret
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}
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// GetInfo 获取玩家基础信息
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func (p *baseplayer) GetInfo() *model.PlayerInfo {
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return p.Info
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}
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func (f *baseplayer) InvitePlayer(ff common.PlayerI) {
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}
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func (p *baseplayer) QuitFight() {
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}
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// SetFightC 设置玩家战斗控制器
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func (f *baseplayer) SetFightC(fightController common.FightI) {
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f.FightC = fightController
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}
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// GetPlayerCaptureContext 获取玩家捕捉上下文
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func (f *baseplayer) GetPlayerCaptureContext() *info.PlayerCaptureContext {
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return f.PlayerCaptureContext
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}
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// FindPet 根据捕捉时间查找宠物
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// 返回值: (索引, 宠物信息, 是否找到)
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func (f *baseplayer) FindPet(catchTime uint32) (int, *model.PetInfo, bool) {
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return utils.FindWithIndex(f.Info.PetList, func(item model.PetInfo) bool {
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return item.CatchTime == catchTime
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})
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}
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// PetDel 删除指定宠物
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// catchTime: 宠物的捕捉时间戳
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func (f *Player) PetDel(catchTime uint32) {
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index, olpet, ok := f.FindPet(catchTime)
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if ok {
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//先将背包更新
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f.Service.Pet.UPdate(*olpet)
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f.Service.Pet.Pet_del(catchTime)
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f.Info.PetList = append(f.Info.PetList[:index], f.Info.PetList[index+1:]...)
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}
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}
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