263 lines
5.9 KiB
Go
263 lines
5.9 KiB
Go
package player
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import (
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"blazing/common/data"
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"blazing/common/socket/errorcode"
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"blazing/cool"
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"blazing/logic/service/common"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/space"
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"sync/atomic"
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"blazing/modules/base/service"
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config "blazing/modules/config/service"
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dictrvice "blazing/modules/dict/service"
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blservice "blazing/modules/player/service"
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"context"
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"github.com/antlabs/timer"
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"github.com/gogf/gf/v2/frame/g"
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"github.com/gogf/gf/v2/util/gconv"
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csmap "github.com/mhmtszr/concurrent-swiss-map"
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"github.com/panjf2000/gnet/v2"
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)
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// Mainplayer 全局玩家数据存储映射
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var Mainplayer = csmap.New[uint32, *Player]()
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type OgrePetInfo struct {
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Id uint32
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ShinyLen uint32 `json:"-" struc:"sizeof=ShinyInfo"`
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ShinyInfo []data.GlowFilter `json:"ShinyInfo,omitempty"`
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Lv uint32 `struc:"skip"` //等级
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Item uint32 `struc:"skip"` //奖励,如果有的话
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Ext uint32 `struc:"skip"` //是否变尼尔尼奥
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}
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func (o *OgrePetInfo) RandSHiny() {
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var co *data.GlowFilter
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if o.Ext == 0 {
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co = config.NewShinyService().RandShiny(o.Id)
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}
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if co != nil && len(o.ShinyInfo) == 0 {
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o.ShinyInfo = append(o.ShinyInfo, *co)
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}
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}
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func (o *OgrePetInfo) FixSHiny() {
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var co *data.GlowFilter
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if o.Ext == 0 {
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co = config.NewShinyService().FixShiny(o.Id)
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}
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if co != nil && len(o.ShinyInfo) == 0 {
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o.ShinyInfo = append(o.ShinyInfo, *co)
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}
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}
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type Player struct {
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MainConn gnet.Conn
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baseplayer
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IsLogin bool //是否登录
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Done
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MapNPC timer.TimeNoder
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context.Context
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Fightinfo info.Fightinfo // 当前邀请的玩家ID
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Logintime uint32 // 当前登录时间
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OgreInfo OgrePet
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Service *blservice.UserService
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User *service.BaseSysUserService
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// PVP被邀请信息
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HavePVPinfo []common.PlayerI
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monsters [3]int
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// 0 无,1可以刷怪,2是切换过地图
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Canmon uint32 // 可以刷怪
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CurDark uint32
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}
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type OgrePet struct {
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Data [9]OgrePetInfo
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}
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// PlayerOption 定义配置 Player 的函数类型
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type PlayerOption func(*Player)
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// WithConn 设置玩家连接的配置选项
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func WithConn(c gnet.Conn) PlayerOption {
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return func(p *Player) {
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p.MainConn = c
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}
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}
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func (p *Player) GetCoins(amount uint32) bool {
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if p.Info.Coins < amount {
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return false
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}
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return true
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}
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func (p *Player) UseGold(amount uint32) bool {
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if p.User.GetGold(uint(p.Info.UserID)) < amount {
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return false
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}
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return true
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}
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func (p *Player) GetAction() {
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}
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// InvitePlayer 邀请玩家进行对战
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func (f *Player) InvitePlayer(ff common.PlayerI) {
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f.HavePVPinfo = append(f.HavePVPinfo, ff)
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tt := common.NewTomeeHeader(2501, f.GetInfo().UserID)
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f.SendPack(tt.Pack(&info.NoteInviteToFightOutboundInfo{
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UserID: ff.GetInfo().UserID,
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Nick: ff.GetInfo().Nick,
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Mode: ff.Getfightinfo().Mode,
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}))
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}
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// Getfightinfo 获取玩家的战斗信息
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func (p *Player) Getfightinfo() info.Fightinfo {
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return p.Fightinfo
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}
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// QuitFight 退出战斗
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func (p *Player) QuitFight() {
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p.FightC = nil
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atomic.StoreUint32(&p.Fightinfo.Mode, 0)
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}
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// GetSpace 获取玩家所在的空间
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func (p *Player) GetSpace() *space.Space {
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return space.GetSpace(p.Info.MapID)
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}
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// CanFight 检查玩家是否可以进行战斗
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// 0无战斗,1PVP,2,BOOS,3PVE
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func (p *Player) CanFight() bool {
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if len(p.Info.PetList) == 0 {
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atomic.StoreUint32(&p.Fightinfo.Mode, 0)
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return false
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}
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if p.FightC != nil {
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atomic.StoreUint32(&p.Fightinfo.Mode, 0)
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return false
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}
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for _, pet := range p.Info.PetList {
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if pet.Hp > 0 { // 只要找到一个血量大于0的宠物,就可以战斗
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return true
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}
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}
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// 遍历完所有宠物,都没有血量大于0的,才不能战斗
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atomic.StoreUint32(&p.Fightinfo.Mode, 0)
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return false
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}
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func (p *Player) SendPack(b []byte) error {
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if p.MainConn == nil {
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return nil
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}
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psocket, ok := p.MainConn.Context().(*ClientData)
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if ok {
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return psocket.SendPack(b)
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}
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return nil
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}
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// 添加物品 返回成功添加的物品
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func (p *Player) ItemAdd(ItemId, ItemCnt uint32) (result bool) {
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switch ItemId {
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case 1: //塞尔豆
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p.Info.Coins = p.Info.Coins + ItemCnt
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return true
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case 3: //累计经验
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p.Info.ExpPool = p.Info.ExpPool + ItemCnt
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return true
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case 5: //金豆ItemAdd
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p.User.UpdateGold(p.Info.UserID, int64(ItemCnt*100))
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return true
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case 9: //学习力
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p.Info.EVPool = p.Info.EVPool + ItemCnt
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default:
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itemmax := dictrvice.NewDictInfoService().GetMax(ItemId)
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if itemmax == 0 {
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cool.Logger.Error(context.TODO(), "物品不存在", p.Info.UserID, ItemId)
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t1 := common.NewTomeeHeader(2601, p.Info.UserID)
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t1.Result = uint32(errorcode.ErrorCodes.ErrSystemError200007)
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p.SendPack(t1.Pack(nil)) //准备包由各自发,因为协议不一样
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return false
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}
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if p.Service.Item.CheakItem(ItemId)+ItemCnt > uint32(itemmax) {
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println(p.Info.UserID, "物品超过拥有最大限制", ItemId)
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t1 := common.NewTomeeHeader(2601, p.Info.UserID)
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t1.Result = uint32(errorcode.ErrorCodes.ErrTooManyOfItem)
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p.SendPack(t1.Pack(nil)) //准备包由各自发,因为协议不一样
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return false
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}
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p.Service.Item.UPDATE(ItemId, gconv.Int(ItemCnt))
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return true
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}
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return false
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}
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func (player1 *Player) Kick(qtype int) {
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//取成功,否则创建
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//player1.Save() //先保存数据再返回
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head := common.NewTomeeHeader(1001, player1.Info.UserID)
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head.Result = uint32(errorcode.ErrorCodes.ErrAccountLoggedInElsewhere)
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if qtype == 1 {
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head.Result = uint32(errorcode.ErrorCodes.ErrXinPlanSleepMode)
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}
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//实际上这里有个问题,会造成重复保存问题
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player1.SendPack(head.Pack(nil))
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CloseChan := make(chan struct{})
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player1.MainConn.CloseWithCallback(func(c gnet.Conn, err error) error {
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close(CloseChan)
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return nil
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})
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<-CloseChan
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}
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func (p *Player) Cheak(b error) {
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if b != nil {
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g.Log().Error(context.Background(), "出现错误", p.Info.UserID, b.Error())
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}
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}
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func (p *Player) GiveTitle(id uint32) {
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p.Service.Title.Give(id)
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p.SendPackCmd(50005, &info.S2C_50005{
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Title: id,
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})
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}
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