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修复宠物融合功能中物品消耗逻辑错误,从批量更新改为逐个更新物品 移除地图玩家列表获取中多余的MapBoss信息发送条件判断
85 lines
2.4 KiB
Go
85 lines
2.4 KiB
Go
package controller
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import (
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"blazing/common/socket/errorcode"
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"blazing/cool"
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"blazing/modules/player/service"
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"sync/atomic"
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"time"
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"blazing/logic/service/fight"
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"blazing/logic/service/maphot"
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"blazing/logic/service/space/info"
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"blazing/logic/service/player"
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"blazing/logic/service/space"
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)
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func (h Controller) EnterMap(data *space.InInfo, c *player.Player) (result *info.SimpleInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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if c.Info.MapID != data.MapId {
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atomic.StoreUint32(&c.Canmon, 2)
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c.MapNPC.Reset(6 * time.Second)
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} else {
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atomic.StoreUint32(&c.Canmon, 1)
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}
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c.Info.MapID = data.MapId //登录地图
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c.Info.Pos = data.Point
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if cool.Config.ServerInfo.IsDebug != 0 {
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println("进入地图", c.Info.UserID, c.Info.MapID)
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}
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// copier.CopyWithOption(result, c.Info, copier.Option{DeepCopy: true})
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c.GetSpace().EnterMap(c)
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if data.MapId > 10000 && data.MapId != c.Info.UserID {
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c.Service.Done.UpdateRoom(1, 0)
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service.NewDoneService(data.MapId).UpdateRoom(0, 1)
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}
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return nil, -1
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}
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func (h Controller) GetMapHot(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) LeaveMap(data *space.LeaveMapInboundInfo, c *player.Player) (result *info.LeaveMapOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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atomic.StoreUint32(&c.Canmon, 0)
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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 nil, -1
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}
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func (h Controller) GetMapPlayerList(data *space.ListMapPlayerInboundInfo, c *player.Player) (result *info.ListMapPlayerOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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result = &info.ListMapPlayerOutboundInfo{
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Player: c.GetSpace().GetInfo(c),
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}
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c.SendPackCmd(2003, result)
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if atomic.LoadUint32(&c.GetSpace().TimeBoss.Flag) == 1 {
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c.SendPackCmd(2022, &c.GetSpace().TimeBoss)
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}
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c.SendPackCmd(2021, &c.GetSpace().MapBossSInfo)
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return nil, -1
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}
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func (h Controller) AttackBoss(data *space.AttackBossInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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for i := 0; i < len(c.GetSpace().MapBossSInfo.INFO); i++ {
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if atomic.LoadInt32(&c.GetSpace().MapBossSInfo.INFO[i].Hp) > 0 {
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atomic.AddInt32(&c.GetSpace().MapBossSInfo.INFO[i].Hp, -1)
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}
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}
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return
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}
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