This commit is contained in:
liwei1dao 2023-11-06 10:03:25 +08:00
commit 5711a882c4
8 changed files with 405 additions and 108 deletions

View File

@ -501,6 +501,8 @@ const ( //Rpc
Rpc_ActivityOver core.Rpc_Key = "Rpc_ActivityOver" //活动结束
Rpc_ActivityStar core.Rpc_Key = "Rpc_ActivityStar" //活动开启
RPC_XXLOffLine core.Rpc_Key = "RPC_XXLOffLine" //三消离线
)
// 事件类型定义处

View File

@ -233,3 +233,18 @@ func (this *configureComp) GetGameRandomConsumeBoxConf() (conf *cfg.GameConsumeB
conf, err = this.GetGameConsumeBoxConf(boxid[comm.GetRandW(szWeight)])
return
}
func (this *configureComp) GetGameBlockByKey(key int32) (conf *cfg.GameBlockData, err error) {
var (
v interface{}
)
if v, err = this.GetConfigure(game_block); err == nil {
if configure, ok := v.(*cfg.GameBlock); ok {
if conf = configure.Get(key); conf != nil {
return
}
}
}
err = comm.NewNotFoundConfErr(moduleName, game_block, key)
return
}

View File

@ -1,8 +1,10 @@
package entertainment
import (
"context"
"go_dreamfactory/comm"
"go_dreamfactory/lego/core"
"go_dreamfactory/lego/sys/event"
"go_dreamfactory/modules"
"go_dreamfactory/pb"
)
@ -52,7 +54,8 @@ func (this *Entertainment) Start() (err error) {
if err = this.ModuleBase.Start(); err != nil {
return
}
event.RegisterGO(comm.EventUserOffline, this.EventUserOffline)
this.service.RegisterFunctionName(string(comm.RPC_XXLOffLine), this.useroffline)
return
}
@ -117,3 +120,36 @@ func (this *Entertainment) ConsumXxlCard(session comm.IUserSession, card string)
})
return
}
// 用户离线处理
func (this *Entertainment) EventUserOffline(uid, sessionid string) {
this.Debugf("user offline: %s", uid)
// if list, err := this.model.getEntertainmList(uid); err == nil {
// var (
// serverPath string = fmt.Sprintf("%s/%s", this.service.GetType(), this.service.GetId())
// )
// if serverPath != list.ServicePath { // RPC 通知房间所在的服务器
// _, err = this.service.RpcGo(
// context.Background(),
// list.ServicePath,
// string(comm.RPC_XXLOffLine),
// &pb.RPCGeneralReqA2{
// Param1: list.Roomid,
// Param2: list.Uid,
// },
// nil)
// if err != nil {
// this.Errorln(err)
// return
// }
// } else {
// this.useroffline(context.Background(), &pb.RPCGeneralReqA2{Param1: list.Roomid, Param2: list.Uid}, nil)
// }
// return
// }
}
func (this *Entertainment) useroffline(ctx context.Context, req *pb.RPCGeneralReqA2, resp *pb.RPCGeneralReqA2) (err error) {
return
}

View File

@ -61,7 +61,7 @@ func (this *Room) operateTimeOut(task *timewheel.Task, args ...interface{}) {
Data: this.chessboard.GetPalatData(),
})
fmt.Printf("===超时棋盘=============\n")
this.chessboard.Debugf()
//this.chessboard.Debugf()
if err := this.module.SendMsgSyncToSession(string(this.module.GetType()), "operatorrst", &pb.EntertainOperatorRstPush{
//Mpadata: szMap,
Power: this.NexPower,
@ -93,7 +93,7 @@ func (this *Room) operateTimeOut(task *timewheel.Task, args ...interface{}) {
}
// 随机一个玩法
func (this *Room) RandomPlayType() {
func (this *Room) RandomPlayType() (itype int32) {
var weight []int32 // 权重
// 开始随机玩法
list := this.module.configure.GetGameConsumeIntegral()
@ -101,15 +101,15 @@ func (this *Room) RandomPlayType() {
weight = append(weight, v.Weight)
}
this.Playtype = list[comm.GetRandW(weight)].Key
return list[comm.GetRandW(weight)].Key
}
func (this *Room) InitRoom(module *Entertainment, p1 *pb.PlayerData, p2 *pb.PlayerData) *Room {
var room *Room
this.module = module
this.chessboard = new(MapData)
this.RandomPlayType()
this.chessboard.InitMap(module) // 初始化棋盘
this.Playtype = this.RandomPlayType()
this.chessboard.InitMap(module, this.Playtype) // 初始化棋盘
if s1, ok := this.module.GetUserSession(p1.Userinfo.Uid); !ok {
this.module.PutUserSession(s1)
} else {
@ -222,11 +222,10 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
case "operator": // 操作消息
var (
curScore int32 // 该次操作的得分
//AIOperator bool
oid1 int32 // 唯一id
oid2 int32
color int32 // 校验消除的颜色
bAddPs bool
oid1 int32 // 唯一id
oid2 int32
color int32 // 校验消除的颜色
bAddPs bool
)
var szMap []*pb.MapData
req := msg.(*pb.EntertainOperatorReq)
@ -381,9 +380,6 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
if this.player1.Ps <= 0 {
this.NexPower = this.player2.Userinfo.Uid
// if len(this.szSession) == 1 { // 校验2号玩家是不是AI
// AIOperator = true
// }
this.player2.Ps = MaxPs
}
} else { // this.curPower == this.player2.Uid
@ -398,8 +394,6 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
if this.player2.Ps <= 0 {
this.NexPower = this.player1.Userinfo.Uid
this.player1.Ps = MaxPs
// this.round++
}
}
for _, v := range szMap { //
@ -454,9 +448,7 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
}
// 变更权限
this.curPower = this.NexPower
// if AIOperator { // AI操作
// this.AiOperator()
// }
case "ready":
var bStartGame bool // 可以开始游戏
this.NexPower = this.player1.Userinfo.Uid
@ -582,7 +574,6 @@ func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg pr
}
}
//this.operatetimer = timewheel.Add(time.Second*time.Duration(this.MaxTime), this.operateTimeOut)
}
return
@ -691,8 +682,8 @@ func (this *Room) JoinRoom(module *Entertainment, p *pb.PlayerData) (room *Room,
this.player1 = p
this.module = module
this.chessboard = new(MapData)
this.RandomPlayType()
this.chessboard.InitMap(module) // 初始化棋盘
this.Playtype = this.RandomPlayType()
this.chessboard.InitMap(module, this.Playtype) // 初始化棋盘
if s1, ok := this.module.GetUserSession(p.Userinfo.Uid); !ok {
this.module.PutUserSession(s1)
} else {

View File

@ -5,6 +5,7 @@ import (
"fmt"
"go_dreamfactory/comm"
"go_dreamfactory/pb"
cfg "go_dreamfactory/sys/configure/structs"
"go_dreamfactory/utils"
"math/big"
)
@ -18,6 +19,11 @@ const (
FourUType = 1 // 4消上下类型
FourLType = 2 // 4消左右类型
BoomType = 4 // 炸弹类型
FireUp = 5 //上烟火
FireDown = 6 //下烟火
FireLeft = 7 //左烟火
FireRight = 8 //右烟火
)
type Girde struct {
@ -34,30 +40,83 @@ type MapData struct {
oid int32 // 唯一id
module *Entertainment
operElem []int32 // 当前移动的元素
iType int32 // 玩法类型
}
// 1~6随机一个数
func GetRandType() int32 {
func (this *MapData) GetRandType() int32 {
n, _ := rand.Int(rand.Reader, big.NewInt(6))
return int32(n.Int64() + 1)
}
func (this *MapData) CreateGride(index int32) *pb.GirdeData {
t := GetRandType()
// 玩法带入
func (this *MapData) CreateGride(index int32) (girde *pb.GirdeData) {
var (
szWeight []int32
szId []int32
id int32
conf *cfg.GameBlockData
err error
) // 权重带入
this.oid++
return &pb.GirdeData{
girde = &pb.GirdeData{ // 默认值
Oid: this.oid,
Color: t,
Cid: t,
Color: 1,
Cid: 1,
Score: 1,
Special: 0,
}
if this.iType == 4 {
for i := 1; i <= 6; i++ { // 6种颜色
if conf, err := this.module.configure.GetGameBlock(int32(i), 4); err == nil {
szWeight = append(szWeight, conf.Weight)
szId = append(szId, conf.Key)
}
if conf, err := this.module.configure.GetGameBlock(int32(i), 0); err == nil {
szWeight = append(szWeight, conf.Weight)
szId = append(szId, conf.Key)
}
}
id = szId[comm.GetRandW(szWeight)]
} else if this.iType == 3 { // 创建棋盘的时候此玩法类型执行效率低下 稍后采用同颜色替换模式处理
// 最多2个
var count int32
for _, v := range this.Plat {
if v.Special == 4 {
count++
if count >= 2 {
break
}
}
}
if count <= 2 {
n, _ := rand.Int(rand.Reader, big.NewInt(6)) // 随机一个颜色
if conf, err := this.module.configure.GetGameBlock(int32(n.Int64()+1), 4); err == nil {
id = conf.Key
}
}
} else {
id = this.GetRandType()
}
conf, err = this.module.configure.GetGameBlockByKey(id)
if err != nil {
return
}
girde.Color = conf.Color
girde.Cid = conf.Key
girde.Special = conf.Type
girde.Score = conf.Score
return
}
// 初始化地图数据
func (this *MapData) InitMap(module *Entertainment) {
func (this *MapData) InitMap(module *Entertainment, iType int32) {
this.module = module
this.iType = 1 //iType
this.oid = 1000 // 方便观察 从1000开始
this.Plat = make([]*pb.GirdeData, Width*Height)
for i := 0; i < Width*Height; i++ {
@ -88,11 +147,11 @@ func (this *MapData) SwapGirde(oldId, newId int32) (bSwap bool) {
func (this *MapData) Debugf() {
fmt.Printf("================\n")
var v int
//var v int
for index := Width - 1; index >= 0; index-- {
for j := 0; j < Height; j++ {
v = index + j*7
fmt.Printf("%d:%d ", v, this.Plat[index+j*Height].Cid)
// v = index + j*7
fmt.Printf("%d:%d ", this.Plat[index+j*Height].Oid, this.Plat[index+j*Height].Cid)
}
fmt.Printf("\n")
@ -360,25 +419,10 @@ func (this *MapData) CheckMap(color int32, bSkill bool) (szMap []*pb.MapData, xc
}
if s := this.Plat[id].Special; s != 0 {
if s == FourUType { // 4消上下类型
for i := 0; i < Height; i++ { // id 的一条线位置
x[(id/Width)*Height+i] = struct{}{}
}
} else if s == FourLType { // 左右类型
for i := 0; i < Width; i++ { // id 的一条线位置
x[id%Height+i*Width] = struct{}{}
}
} else if s == FiveType { // 随机消除
// 获取配置
if c, _ := this.module.configure.GetGameBlock(this.Plat[id].Color, FiveType); c != nil {
if xc, _ := this.SkillUp(0, color, 1, c.Value, false); len(xc) > 0 {
//szMap = append(szMap, sz...)
for key := range xc {
x[key] = struct{}{}
}
}
}
for k := range this.SpecialElem(id, s) {
x[k] = struct{}{}
}
}
x[id] = struct{}{}
}
@ -399,6 +443,7 @@ func (this *MapData) CheckMap(color int32, bSkill bool) (szMap []*pb.MapData, xc
CurSocre: curScore,
CurEnergy: energy,
})
//this.Debugf()
}
@ -436,7 +481,7 @@ func (this *MapData) DropGirde() bool {
}
}
}
//this.Debugf()
return bDrop
}
@ -507,7 +552,6 @@ func (this *MapData) SkillUp(pos int32, color int32, skillid int32, value int32,
x = make(map[int]struct{})
if skillid == 1 { // 随机消除盘面上X个方块
ids = utils.RandomNumbers(0, Total-1, int(value))
} else if skillid == 4 { // 找到pos 位置的所有方块
x := int(pos / Width)
y := int(pos % Height)
@ -527,8 +571,7 @@ func (this *MapData) SkillUp(pos int32, color int32, skillid int32, value int32,
ids = append(ids, (x+i)*Width+(y-i))
}
}
} else if skillid == 3 || skillid == 5 { //选中一个方块,消除周围一圈
} else if skillid == 5 { //选中一个方块,消除周围一圈
ids = append(ids, int(pos)) // 包含自己
x := int(pos / Width)
y := int(pos % Height)
@ -557,32 +600,29 @@ func (this *MapData) SkillUp(pos int32, color int32, skillid int32, value int32,
if x+1 < Width && y-1 >= 0 { // 右下
ids = append(ids, (x+1)*Width+(y-1))
}
} else if skillid == 2 { // 消除中间的一列宝石
for i := 0; i < Height; i++ {
ids = append(ids, 3*Width+i)
}
} else if skillid == 3 { // 四周蔓延 第一次100% 第二次 60% 第三次 30% 第四次 10% 最多4次
var mids map[int]struct{}
mids = make(map[int]struct{}, 0)
for i := 0; i < 4; i++ {
dd := this.Skill3(pos, int32(i))
for k := range dd {
for s := range this.Skill3(int32(k), int32(i)) {
mids[s] = struct{}{}
}
}
}
for k := range mids {
ids = append(ids, k) // 转换成最终消除的坐标
}
}
for _, id := range ids {
s := this.Plat[id].Special
if s != 0 {
if s == FourUType { // 4消上下类型
for i := 0; i < Height; i++ { // id 的一条线位置
x[(id/Width)*Height+i] = struct{}{}
}
} else if s == FourLType { // 左右类型
for i := 0; i < Width; i++ { // id 的一条线位置
x[id%Height+i*Width] = struct{}{}
}
} else if s == FiveType { // 随机消除
// 获取配置
if c, _ := this.module.configure.GetGameBlock(this.Plat[id].Color, FiveType); c != nil {
if xc, _ := this.SkillUp(pos, color, 1, c.Value, false); len(xc) > 0 { // 递归调用
for key := range xc {
x[key] = struct{}{}
}
}
}
if s := this.Plat[id].Special; s != 0 {
for k := range this.SpecialElem(id, s) {
x[k] = struct{}{}
}
}
x[id] = struct{}{}
@ -609,24 +649,15 @@ func (this *MapData) SkillUp(pos int32, color int32, skillid int32, value int32,
return
}
// 随机生成 不可消除的 地图
func (this *MapData) CheckInitPlat() {
this.Plat = make([]*pb.GirdeData, Width*Height)
for i := 0; i < Width*Height; i++ {
this.Plat[i] = this.CreateGride(int32(i))
}
}
func (this *MapData) SetMap() {
sz2 := []int32{
3, 3, 2, 2, 1, 3, 1,
5, 1, 2, 3, 1, 2, 2,
3, 4, 3, 5, 6, 1, 6,
1, 4, 6, 4, 2, 3, 6,
1, 5, 6, 5, 6, 1, 4,
1, 4, 1, 4, 2, 3, 6,
1, 5, 1, 5, 6, 1, 4,
6, 6, 4, 6, 4, 3, 3,
3, 3, 6, 1, 1, 2, 5,
3, 3, 1, 2, 1, 2, 5,
// 1, 4, 2, 5, 4, 5, 2,
// 3, 2, 3, 5, 2, 1, 4,
// 2, 5, 5, 4, 5, 4, 1,
@ -916,5 +947,170 @@ func (this *MapData) RedsetPlatData() {
}
this.SetIndelibilityPlat()
//this.Debugf()
}
//四周蔓延 第一次100% 第二次 60% 第三次 30% 第四次 10% 最多4次
func (this *MapData) Skill3(pos int32, count int32) (m map[int]struct{}) {
m = make(map[int]struct{}, 0)
var sz []int
var percent int32
// 先找出可以蔓延的方向
x := int(pos / Width)
y := int(pos % Height)
if x-1 >= 0 { // 左
sz = append(sz, (x-1)*Width+(y))
}
if y-1 >= 0 { // 下
sz = append(sz, (x)*Width+(y-1))
}
if y+1 < Height { // 上
sz = append(sz, (x)*Width+(y+1))
}
if x+1 < Width { // 右
sz = append(sz, (x+1)*Width+(y))
}
if count == 0 {
percent = 100
} else if count == 1 {
percent = 100
} else if count == 2 || count == 3 {
percent = 100
} else {
return
}
szid := utils.RandomNumbers(0, len(sz), 2)
for _, v := range szid {
if percent >= comm.GetRandNum(0, 100) {
m[sz[v]] = struct{}{}
}
}
return
}
// 获取BoomType 类型周围的所有元素(pos 四周+ 四周的上下左右)
func (this *MapData) GetBoomElem(pos int) (elem []int) {
x := int(pos / Width)
y := int(pos % Height)
if x-1 >= 0 { // 左
elem = append(elem, (x-1)*Width+(y))
}
if y-1 >= 0 { // 下
elem = append(elem, (x)*Width+(y-1))
}
if y+1 < Height { // 上
elem = append(elem, (x)*Width+(y+1))
}
if x+1 < Width { // 右
elem = append(elem, (x+1)*Width+(y))
}
if x-1 >= 0 && y+1 < Height { // 左上
elem = append(elem, (x-1)*Width+(y+1))
}
if x-1 >= 0 && y-1 >= 0 { // 左下
elem = append(elem, (x-1)*Width+(y-1))
}
if x+1 < Width && y+1 < Height { // 右上
elem = append(elem, (x+1)*Width+(y+1))
}
if x+1 < Width && y-1 >= 0 { // 右下
elem = append(elem, (x+1)*Width+(y-1))
}
///
if x-2 >= 0 { // 左左
elem = append(elem, (x-2)*Width+(y))
}
if y-2 >= 0 { // 下下
elem = append(elem, (x)*Width+(y-2))
}
if y+2 < Height { // 上上
elem = append(elem, (x)*Width+(y+2))
}
if x+2 < Width { // 右右
elem = append(elem, (x+2)*Width+(y))
}
return
}
func (this *MapData) GetFireBoom(pos int, itype int32) (elem []int) {
x := int(pos / Width)
y := int(pos % Height)
switch itype {
case FireUp: //上烟火
for i := 0; i < Height; i++ {
if y+1 < Height { // 上上
elem = append(elem, (x)*Width+(y+1))
y += 1
}
}
case FireDown: //下烟火
for i := 0; i < Height; i++ {
if y-1 >= 0 { // 下下
elem = append(elem, (x)*Width+(y-1))
y -= 1
}
}
case FireLeft: //左烟火
for i := 0; i < Height; i++ {
if x-1 >= 0 { // 左左
elem = append(elem, (x-1)*Width+(y))
x -= 1
}
}
case FireRight: //右烟火
for i := 0; i < Height; i++ {
if x+1 < Width { // 右右
elem = append(elem, (x+1)*Width+(y))
x += 1
}
}
}
return
}
// 特殊类型元素 统一处理
func (this *MapData) SpecialElem(id int, s int32) (x map[int]struct{}) {
x = make(map[int]struct{})
if s == FourUType { // 4消上下类型
for i := 0; i < Height; i++ { // id 的一条线位置
x[(id/Width)*Height+i] = struct{}{}
}
} else if s == FourLType { // 左右类型
for i := 0; i < Width; i++ { // id 的一条线位置
x[id%Height+i*Width] = struct{}{}
}
} else if s == FiveType { // 随机消除
// 获取配置
if c, _ := this.module.configure.GetGameBlock(this.Plat[id].Color, FiveType); c != nil {
ids := utils.RandomNumbers(0, Total-1, int(c.Value))
for key := range ids {
x[key] = struct{}{}
}
}
} else if s == BoomType { // 炸弹类型 带走周围一圈+ 上下左右
for key := range this.GetBoomElem(id) {
x[key] = struct{}{}
}
} else if s == FireUp || s == FireDown || s == FireLeft || s == FireRight { // 烟花技能
for key := range this.GetFireBoom(id, s) {
x[key] = struct{}{}
}
}
// for k := range x {
// if this.Plat[k].Special != 0 {
// for key := range this.SpecialElem(k, this.Plat[k].Special) { // 递归调用
// x[key] = struct{}{}
// }
// }
// }
return
}

View File

@ -82,16 +82,50 @@ func Test_Main(t *testing.T) {
entertainment.NewModule(),
)
}()
// sz := utils.RandomNumbers(0, 2, 2)
// fmt.Printf("xxxx%v", sz)
m := new(entertainment.MapData)
m.InitMap(nil)
m.InitMap(nil, 1)
//m.SkillUp(24, 1, 3, 7, true)
m.SetMap()
var vids int
for index := 7 - 1; index >= 0; index-- {
for j := 0; j < 7; j++ {
vids = index + j*7
fmt.Printf("%d ", vids)
}
fmt.Printf("\n")
}
for i := 0; i < 4; i++ {
b := m.GetFireBoom(30, int32(i)+5)
fmt.Printf("xxxx %d\n", b)
}
var mids map[int]struct{}
mids = make(map[int]struct{}, 0)
// k := m.Skill3(24, 0)
for i := 0; i < 4; i++ {
dd := m.Skill3(24, int32(i))
for k := range dd {
for s := range m.Skill3(int32(k), int32(i)) {
mids[s] = struct{}{}
}
}
}
for b := range mids {
fmt.Printf("xxxx %d\n", b)
}
fmt.Printf("xxxx %v\n", m.GetBoomElem(46))
m.Debugf()
// b := m.CheckAndRefreshPlat()
// fmt.Printf("xxxx%v", b)
//m.RedsetPlatData()
m.SwapGirde(15, 22)
m.Debugf()
b := m.CheckAndRefreshPlat()
fmt.Printf("xxxx%v", b)
m.RedsetPlatData()
m.SwapGirde(1, 8)
m.CheckMap(1, false)
m.Debugf()
// for i := 0; i < 100; i++ {

View File

@ -41,6 +41,7 @@ const (
EffectTipsType_Bleed EffectTipsType = 15 //流血
EffectTipsType_Recovery EffectTipsType = 16 //复苏
EffectTipsType_BeatBack EffectTipsType = 17 //反击
EffectTipsType_Diseased EffectTipsType = 18 //禁疗
)
// Enum value maps for EffectTipsType.
@ -64,6 +65,7 @@ var (
15: "Bleed",
16: "Recovery",
17: "BeatBack",
18: "Diseased",
}
EffectTipsType_value = map[string]int32{
"Eff_Success": 0,
@ -84,6 +86,7 @@ var (
"Bleed": 15,
"Recovery": 16,
"BeatBack": 17,
"Diseased": 18,
}
)
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var (

View File

@ -374,7 +374,9 @@ type DBXXLData struct {
Rtime int64 `protobuf:"varint,5,opt,name=rtime,proto3" json:"rtime"` // 刷新时间 (客户端不用)
Playtype []int32 `protobuf:"varint,6,rep,packed,name=playtype,proto3" json:"playtype"` // 每天随机玩法
// map<int32,int64> boxid = 7; // 宝箱 key 宝箱id value 可领取的时间
Box []*BoxData `protobuf:"bytes,7,rep,name=box,proto3" json:"box"`
Box []*BoxData `protobuf:"bytes,7,rep,name=box,proto3" json:"box"`
Roomid string `protobuf:"bytes,8,opt,name=roomid,proto3" json:"roomid"` // 房间id 重连用
ServicePath string `protobuf:"bytes,9,opt,name=servicePath,proto3" json:"servicePath"` // 目标服务节点 重连RPC用
}
func (x *DBXXLData) Reset() {
@ -458,6 +460,20 @@ func (x *DBXXLData) GetBox() []*BoxData {
return nil
}
func (x *DBXXLData) GetRoomid() string {
if x != nil {
return x.Roomid
}
return ""
}
func (x *DBXXLData) GetServicePath() string {
if x != nil {
return x.ServicePath
}
return ""
}
var File_entertain_entertain_db_proto protoreflect.FileDescriptor
var file_entertain_entertain_db_proto_rawDesc = []byte{
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