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This commit is contained in:
@@ -814,7 +814,7 @@ namespace FishGameService.GameService
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}
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public async Task<long> KillFish(string cid, string roomId, string userId, string fishNumber, string fihsId, long gold, long timespan, string bulletId, long timestamp, string sign)
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public async Task<(long gold, long gainExp, long exp, int level, long expMax)> KillFish(string cid, string roomId, string userId, string fishNumber, string fihsId, long gold, long timespan, string bulletId, long timestamp, string sign)
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{
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return await _distributedLock.TryExecuteAsync(
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$"{RedisKey.DistributedLockPrefix}fish:gold:{roomId}:{userId}",
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@@ -822,12 +822,12 @@ namespace FishGameService.GameService
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retry: true);
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}
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private async Task<long> KillFishInternal(string cid, string roomId, string userId, string fishNumber, string fihsId, long gold, long timespan, string bulletId, long timestamp, string sign)
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private async Task<(long gold, long gainExp, long exp, int level, long expMax)> KillFishInternal(string cid, string roomId, string userId, string fishNumber, string fihsId, long gold, long timespan, string bulletId, long timestamp, string sign)
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{
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if (!VerifySign(cid, $"{roomId}|{userId}|{fishNumber}|{fihsId}|{gold}|{timespan}|{bulletId}|{timestamp}", timestamp, sign))
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{
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_sendResult.ErrorMessage(cid, ErrorCodes.签名错误, "签名错误");
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return 0;
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return (0, 0, 0, 0, 0);
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}
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;
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@@ -847,7 +847,7 @@ namespace FishGameService.GameService
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if (!string.IsNullOrWhiteSpace(cid))
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_sendResult.ErrorMessage(cid, ErrorCodes.鱼配置不存在, "鱼配置不存在");
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return 0;
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return (0, 0, 0, 0, 0);
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}
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var gameRoom = _redisService.GetGameRoom(roomId);
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if (gameRoom == null)
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@@ -855,7 +855,7 @@ namespace FishGameService.GameService
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if (!string.IsNullOrWhiteSpace(cid))
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_sendResult.ErrorMessage(cid, ErrorCodes.房间不存在, "房间不存在");
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return 0;
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return (0, 0, 0, 0, 0);
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}
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var player = gameRoom.Players.Where(c => c.UserId == userId).FirstOrDefault();
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if (player == null)
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@@ -863,31 +863,32 @@ namespace FishGameService.GameService
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if (!string.IsNullOrWhiteSpace(cid))
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_sendResult.ErrorMessage(cid, ErrorCodes.玩家不在房间, "玩家不在房间");
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return 0;
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return (0, 0, 0, 0, 0);
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}
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if (player.State == 2)
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{
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return player.Gold;
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return (player.Gold, 0, player.Exp, player.Level, player.MaxExp);
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}
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if (!IsCallerPlayer(cid, gameRoom, player))
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{
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_hubGame.SendUserCId(cid, "KickToMainPage", new { userId });
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return player.Gold;
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return (player.Gold, 0, player.Exp, player.Level, player.MaxExp);
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}
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if (gold <= 0 || string.IsNullOrWhiteSpace(bulletId))
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{
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_sendResult.ErrorMessage(cid, ErrorCodes.子弹参数无效, "子弹参数无效");
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return player.Gold;
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return (player.Gold, 0, player.Exp, player.Level, player.MaxExp);
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}
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if (!TryConsumeBullet(roomId, userId, bulletId))
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{
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return player.Gold;
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return (player.Gold, 0, player.Exp, player.Level, player.MaxExp);
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}
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var isKill = false;
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long killExpGain = 0;
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var factor = 0.0;
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var playerFactor = await GetPlayerFactorAsync(roomId, userId);
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@@ -897,7 +898,7 @@ namespace FishGameService.GameService
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serverFishId = fishIdLong;
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if (!_fishSpawnService.ValidateFishHit(roomId, fishIdLong))
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{
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return player.Gold;
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return (player.Gold, 0, player.Exp, player.Level, player.MaxExp);
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}
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}
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@@ -1006,7 +1007,7 @@ namespace FishGameService.GameService
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catch (OverflowException)
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{
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_sendResult.ErrorMessage(cid, ErrorCodes.金币参数超出范围, "金币参数超出范围");
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return player.Gold;
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return (player.Gold, 0, player.Exp, player.Level, player.MaxExp);
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}
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(long gold, double beishu, object res) res;
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if (isKill)
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@@ -1062,7 +1063,39 @@ namespace FishGameService.GameService
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var expGain = fishConfig.FishType is FishTypeEnum.Boss鱼 or FishTypeEnum.特殊鱼 or FishTypeEnum.特殊Boss
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? 1000 : fishConfig.FishScore;
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_redisService.AddFishingExpProgress(roomId, player.UserId, expGain);
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if (expGain > 0)
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{
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var expSaved = false;
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try
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{
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var expResult = await _userService.UpdateAssets(new UserAssetParam
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{
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UserId = player.UserId,
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Exp = expGain,
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ChangeType = UserAssetChangeTypeEnum.增加,
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Source = RewardSource.击杀鱼,
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Remark = "捕鱼经验",
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RoomInfo = roomId,
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IsAddRecord = false
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});
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expSaved = expResult.isok;
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}
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catch (Exception ex)
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{
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_logger.LogError(ex, "击杀经验实时入库异常 roomId={RoomId} userId={UserId} exp={Exp}", roomId, player.UserId, expGain);
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}
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if (expSaved)
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{
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ApplyFishingExp(player, expGain);
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killExpGain = expGain;
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}
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else
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{
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_logger.LogWarning("击杀经验实时入库未成功,转为 Redis 累计待离房结算 roomId={RoomId} userId={UserId} exp={Exp}", roomId, player.UserId, expGain);
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_redisService.AddFishingExpProgress(roomId, player.UserId, expGain);
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}
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}
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if ((fishConfig.FishType == FishTypeEnum.Boss鱼 || fishConfig.FishType == FishTypeEnum.特殊Boss || fishConfig.FishType == FishTypeEnum.特殊鱼)
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&& fishNumber != "12028"
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@@ -1135,7 +1168,21 @@ namespace FishGameService.GameService
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}
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_redisService.AddSystemGoldDay(gold - (isKill ? skillGold : 0));
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return player.Gold;
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return (player.Gold, killExpGain, player.Exp, player.Level, player.MaxExp);
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}
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/// <summary>
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/// 击杀经验实时入库成功后,同步房间内玩家的经验/等级/经验上限(与 UserEntity.LevelVerify 的升级判定保持一致)。
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/// </summary>
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private void ApplyFishingExp(RedisGamePlayer player, long gainExp)
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{
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player.Exp += gainExp;
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var levelCfg = _gameConfig?.UserLevelConfigs?.FirstOrDefault(c => player.Exp >= c.ExpMin && player.Exp < c.ExpMax);
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if (levelCfg != null)
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{
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player.Level = levelCfg.Level;
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player.MaxExp = levelCfg.ExpMax;
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}
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}
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private void AddBullets(string roomId, string userId, List<string> bulletIds)
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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@@ -25,7 +25,7 @@ namespace FishGameService.GameService
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Task<(List<string> bullets, long gold)> FireCannon(string cid, string roomId, string userId, long gold, int count, long timestamp, string sign, object extra = null);
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Task<long> KillFish(string cid, string roomId, string userId, string fishNumber, string fihsId, long gold, long timespan, string bulletId, long timestamp, string sign);
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Task<(long gold, long gainExp, long exp, int level, long expMax)> KillFish(string cid, string roomId, string userId, string fishNumber, string fihsId, long gold, long timespan, string bulletId, long timestamp, string sign);
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Task LeaveRoom(string cid, string roomId, string userId);
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@@ -313,8 +313,16 @@ namespace FishGameService.Hubs
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{
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string cid = Context.ConnectionId;
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var currentGold = await _fishingService.KillFish(cid, roomId, userId, fishNumber, fihsId, gold, timespan, bulletId, timestamp, sign);
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return new { gold = currentGold, timestamp = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() };
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var result = await _fishingService.KillFish(cid, roomId, userId, fishNumber, fihsId, gold, timespan, bulletId, timestamp, sign);
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return new
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{
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gold = result.gold,
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gainExp = result.gainExp,
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exp = result.exp,
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level = result.level,
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expMax = result.expMax,
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timestamp = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds()
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};
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}
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public async Task LeaveRoom(string roomId, string userId)
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@@ -96,6 +96,7 @@ namespace FishGameService.Services
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RoomLevel = roomLevel,
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Config = config,
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};
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ResetBossSpawnState(state);
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var now = DateTime.UtcNow;
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lock (state.Lock)
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@@ -132,6 +133,7 @@ namespace FishGameService.Services
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state.Config = newConfig;
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state.NextSpawnByType.Clear();
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ResetBossSpawnState(state);
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}
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}
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@@ -893,6 +895,12 @@ namespace FishGameService.Services
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return spawned;
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}
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if (prob.FishType == (int)CommonDomain.Enum.FishTypeEnum.Boss鱼)
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return SpawnBossFishByQueue(state, candidates, spawnCount, now, random, isFirst);
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if (prob.FishType == (int)CommonDomain.Enum.FishTypeEnum.特殊Boss)
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return SpawnSpecialBossByCycle(state, candidates, spawnCount, now, random, isFirst);
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var maxAttempts = Math.Max(20, spawnCount * 10);
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for (int attempt = 0; spawned.Count < spawnCount && attempt < maxAttempts; attempt++)
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{
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@@ -921,7 +929,6 @@ namespace FishGameService.Services
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now < nextAllowedAt)
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continue;
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var fishId = NextFishId();
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var routeId = PickRoute(fishCfg, random, requestedOdd);
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if (alternateBySide && ((routeId & 1) == 1) != requestedOdd)
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@@ -962,49 +969,7 @@ namespace FishGameService.Services
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preferOdd = !preferOdd;
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}
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var times = fishCfg.Times > 0 ? fishCfg.Times : 8;
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DateTime createdAt;
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if (isFirst)
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{
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var pastOffset = times * (0.2 + random.NextDouble() * 0.6);
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createdAt = now.AddSeconds(-pastOffset);
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}
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else
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{
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createdAt = now;
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}
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var activeFish = new ActiveFish
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{
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FishId = fishId,
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FishNumber = fishCfg.FishNumber,
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FishType = fishCfg.FishType,
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RouteId = routeId,
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CreatedAt = createdAt,
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ExpireAt = createdAt.AddSeconds(times),
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IsKilled = false
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};
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state.ActiveFishes[fishId] = activeFish;
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if (fishCfg.FishType == 2 || fishCfg.FishType == 5)
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{
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state.NextAllowedSpawnByFishNumber[fishCfg.FishNumber] =
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activeFish.ExpireAt.AddSeconds(RestrictedFishRespawnBufferSeconds);
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}
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state.FishCountByType.TryGetValue(fishCfg.FishType, out var fc);
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state.FishCountByType[fishCfg.FishType] = fc + 1;
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spawned.Add(new SpawnFishItem
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{
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FishId = fishId,
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FishIds = new List<long> { fishId },
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FishNumber = fishCfg.FishNumber,
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FishType = fishCfg.FishType,
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RouteId = routeId,
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CreatedAtMs = new DateTimeOffset(createdAt).ToUnixTimeMilliseconds(),
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ExpireAtMs = new DateTimeOffset(activeFish.ExpireAt).ToUnixTimeMilliseconds()
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});
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spawned.Add(AddActiveFish(state, fishCfg, routeId, isFirst, now, random));
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}
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}
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else if (prob.Type == 2 && config.FishArrays != null)
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@@ -1139,6 +1104,221 @@ namespace FishGameService.Services
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return spawned;
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}
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/// <summary>
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/// 重置 Boss 排队状态:Boss鱼(FishType=2)队列、回合计数、特殊Boss(FishType=5)轮询列表
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/// </summary>
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private static void ResetBossSpawnState(RoomFishState state)
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{
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var fishes = state.Config?.Fishes ?? new List<FishSpawnFish>();
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state.BossQueue = fishes
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.Where(f => f.FishType == (int)CommonDomain.Enum.FishTypeEnum.Boss鱼 &&
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f.FishWeight > 0 && !string.IsNullOrWhiteSpace(f.FishNumber))
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.Select(f => f.FishNumber)
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.Distinct()
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.OrderBy(_ => Random.Shared.Next())
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.ToList();
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state.BossQueueTotal = state.BossQueue.Count;
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state.BossSpawnedThisRound = new List<string>();
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state.BossRoundBatchCount = 0;
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state.SpecialBossCycle = fishes
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.Where(f => f.FishType == (int)CommonDomain.Enum.FishTypeEnum.特殊Boss &&
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f.FishWeight > 0 && !string.IsNullOrWhiteSpace(f.FishNumber))
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.Select(f => f.FishNumber)
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.Distinct()
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.OrderBy(_ => Random.Shared.Next())
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.ToList();
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}
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/// <summary>
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/// Boss鱼排队出鱼:按队列依次轮流出、不重复;每 maxBosscount/2 轮(批次)为一个回合,
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/// 回合结束后本回合出过的鱼重新添加到随机出 Boss 的列表中。
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/// </summary>
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private List<SpawnFishItem> SpawnBossFishByQueue(RoomFishState state, List<FishSpawnFish> candidates,
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int spawnCount, DateTime now, Random random, bool isFirst)
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{
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var spawned = new List<SpawnFishItem>();
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if (state.BossQueueTotal == 0 && state.BossQueue.Count == 0 && state.BossSpawnedThisRound.Count == 0)
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ResetBossSpawnState(state);
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while (spawned.Count < spawnCount)
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{
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var requestedOdd = state.PreferOddRestrictedRoute;
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var fishCfg = TakeNextEligibleBoss(state, candidates, requestedOdd, now);
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if (fishCfg == null)
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break;
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var routeId = PickRoute(fishCfg, random, requestedOdd);
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state.PreferOddRestrictedRoute = (routeId & 1) == 0;
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spawned.Add(AddActiveFish(state, fishCfg, routeId, isFirst, now, random));
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}
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state.BossRoundBatchCount++;
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var roundLength = Math.Max(1, state.BossQueueTotal / 2);
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if (state.BossRoundBatchCount >= roundLength)
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{
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if (state.BossSpawnedThisRound.Count > 0)
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state.BossQueue.AddRange(state.BossSpawnedThisRound);
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state.BossSpawnedThisRound.Clear();
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state.BossRoundBatchCount = 0;
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}
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return spawned;
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}
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/// <summary>
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/// 特殊Boss轮询出鱼:每轮按随机顺序把每个特殊Boss各出一次,出完一轮重新随机排序。
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/// </summary>
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private List<SpawnFishItem> SpawnSpecialBossByCycle(RoomFishState state, List<FishSpawnFish> candidates,
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int spawnCount, DateTime now, Random random, bool isFirst)
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{
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var spawned = new List<SpawnFishItem>();
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while (spawned.Count < spawnCount)
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{
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var requestedOdd = state.PreferOddRestrictedRoute;
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var fishCfg = TakeNextEligibleSpecialBoss(state, candidates, requestedOdd, now);
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if (fishCfg == null)
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break;
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var routeId = PickRoute(fishCfg, random, requestedOdd);
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state.PreferOddRestrictedRoute = (routeId & 1) == 0;
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spawned.Add(AddActiveFish(state, fishCfg, routeId, isFirst, now, random));
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}
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return spawned;
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}
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/// <summary>
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/// 从 Boss 队列依次取鱼:取队头,仍活跃或处于冷却期的鱼暂缓到队尾,取出的鱼记录到本回合已出列表。
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/// </summary>
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private FishSpawnFish? TakeNextEligibleBoss(RoomFishState state, List<FishSpawnFish> candidates,
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bool requestedOdd, DateTime now)
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{
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var scanLimit = state.BossQueue.Count;
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for (var i = 0; i < scanLimit && state.BossQueue.Count > 0; i++)
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{
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var fishNumber = state.BossQueue[0];
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state.BossQueue.RemoveAt(0);
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var fishCfg = candidates.FirstOrDefault(f =>
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string.Equals(f.FishNumber, fishNumber, StringComparison.OrdinalIgnoreCase));
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if (fishCfg == null)
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continue;
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if (!HasRouteForSide(fishCfg, requestedOdd) || IsFishNumberActiveOrCooling(state, fishNumber, now))
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{
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state.BossQueue.Add(fishNumber);
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continue;
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}
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state.BossSpawnedThisRound.Add(fishNumber);
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return fishCfg;
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}
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return null;
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}
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/// <summary>
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/// 从特殊Boss轮询列表依次取鱼:取队头,仍活跃或处于冷却期的鱼暂缓到队尾;列表取空后重新随机排序。
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/// </summary>
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private FishSpawnFish? TakeNextEligibleSpecialBoss(RoomFishState state, List<FishSpawnFish> candidates,
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bool requestedOdd, DateTime now)
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{
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if (state.SpecialBossCycle.Count == 0)
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{
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state.SpecialBossCycle = candidates
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.Select(f => f.FishNumber)
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.Distinct()
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.OrderBy(_ => Random.Shared.Next())
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.ToList();
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}
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|
||||
var scanLimit = state.SpecialBossCycle.Count;
|
||||
for (var i = 0; i < scanLimit && state.SpecialBossCycle.Count > 0; i++)
|
||||
{
|
||||
var fishNumber = state.SpecialBossCycle[0];
|
||||
state.SpecialBossCycle.RemoveAt(0);
|
||||
|
||||
var fishCfg = candidates.FirstOrDefault(f =>
|
||||
string.Equals(f.FishNumber, fishNumber, StringComparison.OrdinalIgnoreCase));
|
||||
if (fishCfg == null)
|
||||
continue;
|
||||
|
||||
if (!HasRouteForSide(fishCfg, requestedOdd) || IsFishNumberActiveOrCooling(state, fishNumber, now))
|
||||
{
|
||||
state.SpecialBossCycle.Add(fishNumber);
|
||||
continue;
|
||||
}
|
||||
|
||||
return fishCfg;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private static bool IsFishNumberActiveOrCooling(RoomFishState state, string fishNumber, DateTime now)
|
||||
{
|
||||
if (state.ActiveFishes.Values.Any(f => !f.IsKilled && f.ExpireAt > now &&
|
||||
string.Equals(f.FishNumber, fishNumber, StringComparison.Ordinal)))
|
||||
return true;
|
||||
|
||||
return state.NextAllowedSpawnByFishNumber.TryGetValue(fishNumber, out var nextAllowedAt) && now < nextAllowedAt;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 将鱼写入房间活跃鱼状态并返回出鱼项(首批鱼向前偏移创建时间,模拟已游动一段时间)。
|
||||
/// </summary>
|
||||
private SpawnFishItem AddActiveFish(RoomFishState state, FishSpawnFish fishCfg, int routeId,
|
||||
bool isFirst, DateTime now, Random random)
|
||||
{
|
||||
var times = fishCfg.Times > 0 ? fishCfg.Times : 8;
|
||||
|
||||
DateTime createdAt;
|
||||
if (isFirst)
|
||||
{
|
||||
var pastOffset = times * (0.2 + random.NextDouble() * 0.6);
|
||||
createdAt = now.AddSeconds(-pastOffset);
|
||||
}
|
||||
else
|
||||
{
|
||||
createdAt = now;
|
||||
}
|
||||
|
||||
var fishId = NextFishId();
|
||||
var activeFish = new ActiveFish
|
||||
{
|
||||
FishId = fishId,
|
||||
FishNumber = fishCfg.FishNumber,
|
||||
FishType = fishCfg.FishType,
|
||||
RouteId = routeId,
|
||||
CreatedAt = createdAt,
|
||||
ExpireAt = createdAt.AddSeconds(times),
|
||||
IsKilled = false
|
||||
};
|
||||
|
||||
state.ActiveFishes[fishId] = activeFish;
|
||||
if (fishCfg.FishType == 2 || fishCfg.FishType == 5)
|
||||
{
|
||||
state.NextAllowedSpawnByFishNumber[fishCfg.FishNumber] =
|
||||
activeFish.ExpireAt.AddSeconds(RestrictedFishRespawnBufferSeconds);
|
||||
}
|
||||
state.FishCountByType.TryGetValue(fishCfg.FishType, out var fc);
|
||||
state.FishCountByType[fishCfg.FishType] = fc + 1;
|
||||
|
||||
return new SpawnFishItem
|
||||
{
|
||||
FishId = fishId,
|
||||
FishIds = new List<long> { fishId },
|
||||
FishNumber = fishCfg.FishNumber,
|
||||
FishType = fishCfg.FishType,
|
||||
RouteId = routeId,
|
||||
CreatedAtMs = new DateTimeOffset(createdAt).ToUnixTimeMilliseconds(),
|
||||
ExpireAtMs = new DateTimeOffset(activeFish.ExpireAt).ToUnixTimeMilliseconds()
|
||||
};
|
||||
}
|
||||
|
||||
private static string GetSpawnLogTypeName(int fishType)
|
||||
{
|
||||
return fishType switch
|
||||
@@ -1271,6 +1451,16 @@ namespace FishGameService.Services
|
||||
|
||||
public Dictionary<string, int> ActiveArrayFishCount { get; set; } = new Dictionary<string, int>();
|
||||
|
||||
public List<string> BossQueue { get; set; } = new List<string>();
|
||||
|
||||
public List<string> BossSpawnedThisRound { get; set; } = new List<string>();
|
||||
|
||||
public int BossQueueTotal { get; set; }
|
||||
|
||||
public int BossRoundBatchCount { get; set; }
|
||||
|
||||
public List<string> SpecialBossCycle { get; set; } = new List<string>();
|
||||
|
||||
public bool PreferOddArrayNumber { get; set; } = true;
|
||||
|
||||
public bool PreferOddRestrictedRoute { get; set; } = true;
|
||||
|
||||
Reference in New Issue
Block a user