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# Configuration | ||
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configuration 基于配置导表功能实现的配置加载及刷新功能 | ||
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[![Go doc](https://img.shields.io/badge/go.dev-reference-brightgreen?logo=go&logoColor=white&style=flat)](https://pkg.go.dev/github.com/kercylan98/minotaur/configuration) | ||
![](https://img.shields.io/badge/Email-kercylan@gmail.com-green.svg?style=flat) | ||
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## 目录 | ||
列出了该 `package` 下所有的函数,可通过目录进行快捷跳转 ❤️ | ||
<details> | ||
<summary>展开 / 折叠目录</summary | ||
> 包级函数定义 | ||
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|函数|描述 | ||
|:--|:-- | ||
|[Init](#Init)|配置初始化 | ||
|[Load](#Load)|加载配置 | ||
|[Refresh](#Refresh)|刷新配置 | ||
|[WithTickerLoad](#WithTickerLoad)|通过定时器加载配置 | ||
|[StopTickerLoad](#StopTickerLoad)|停止通过定时器加载配置 | ||
|[RegConfigRefreshEvent](#RegConfigRefreshEvent)|当配置刷新时将立即执行被注册的事件处理函数 | ||
|[OnConfigRefreshEvent](#OnConfigRefreshEvent)|暂无描述... | ||
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> 结构体定义 | ||
|结构体|描述 | ||
|:--|:-- | ||
|[RefreshEventHandle](#refresheventhandle)|配置刷新事件处理函数 | ||
|[Loader](#loader)|配置加载器 | ||
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</details> | ||
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#### func Init(loader ...Loader) | ||
<span id="Init"></span> | ||
> 配置初始化 | ||
> - 在初始化后会立即加载配置 | ||
*** | ||
#### func Load() | ||
<span id="Load"></span> | ||
> 加载配置 | ||
> - 加载后并不会刷新线上配置,需要执行 Refresh 函数对线上配置进行刷新 | ||
*** | ||
#### func Refresh() | ||
<span id="Refresh"></span> | ||
> 刷新配置 | ||
*** | ||
#### func WithTickerLoad(ticker *timer.Ticker, interval time.Duration) | ||
<span id="WithTickerLoad"></span> | ||
> 通过定时器加载配置 | ||
> - 通过定时器加载配置后,会自动刷新线上配置 | ||
> - 调用该函数后不会立即刷新,而是在 interval 后加载并刷新一次配置,之后每隔 interval 加载并刷新一次配置 | ||
*** | ||
#### func StopTickerLoad() | ||
<span id="StopTickerLoad"></span> | ||
> 停止通过定时器加载配置 | ||
*** | ||
#### func RegConfigRefreshEvent(handle RefreshEventHandle) | ||
<span id="RegConfigRefreshEvent"></span> | ||
> 当配置刷新时将立即执行被注册的事件处理函数 | ||
*** | ||
#### func OnConfigRefreshEvent() | ||
<span id="OnConfigRefreshEvent"></span> | ||
*** | ||
### RefreshEventHandle | ||
配置刷新事件处理函数 | ||
```go | ||
type RefreshEventHandle struct{} | ||
``` | ||
### Loader | ||
配置加载器 | ||
```go | ||
type Loader struct{} | ||
``` |
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# Main | ||
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[![Go doc](https://img.shields.io/badge/go.dev-reference-brightgreen?logo=go&logoColor=white&style=flat)](https://pkg.go.dev/github.com/kercylan98/minotaur/main) | ||
![](https://img.shields.io/badge/Email-kercylan@gmail.com-green.svg?style=flat) | ||
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## 目录 | ||
列出了该 `package` 下所有的函数,可通过目录进行快捷跳转 ❤️ | ||
<details> | ||
<summary>展开 / 折叠目录</summary | ||
> 包级函数定义 | ||
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|函数|描述 | ||
|:--|:-- | ||
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> 结构体定义 | ||
|结构体|描述 | ||
|:--|:-- | ||
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</details> | ||
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|
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# Main | ||
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[![Go doc](https://img.shields.io/badge/go.dev-reference-brightgreen?logo=go&logoColor=white&style=flat)](https://pkg.go.dev/github.com/kercylan98/minotaur/main) | ||
![](https://img.shields.io/badge/Email-kercylan@gmail.com-green.svg?style=flat) | ||
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## 目录 | ||
列出了该 `package` 下所有的函数,可通过目录进行快捷跳转 ❤️ | ||
<details> | ||
<summary>展开 / 折叠目录</summary | ||
> 包级函数定义 | ||
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||
|函数|描述 | ||
|:--|:-- | ||
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> 结构体定义 | ||
|结构体|描述 | ||
|:--|:-- | ||
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</details> | ||
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|
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# Main | ||
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[![Go doc](https://img.shields.io/badge/go.dev-reference-brightgreen?logo=go&logoColor=white&style=flat)](https://pkg.go.dev/github.com/kercylan98/minotaur/main) | ||
![](https://img.shields.io/badge/Email-kercylan@gmail.com-green.svg?style=flat) | ||
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||
## 目录 | ||
列出了该 `package` 下所有的函数,可通过目录进行快捷跳转 ❤️ | ||
<details> | ||
<summary>展开 / 折叠目录</summary | ||
> 包级函数定义 | ||
|
||
|函数|描述 | ||
|:--|:-- | ||
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> 结构体定义 | ||
|结构体|描述 | ||
|:--|:-- | ||
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</details> | ||
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|
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# Main | ||
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[![Go doc](https://img.shields.io/badge/go.dev-reference-brightgreen?logo=go&logoColor=white&style=flat)](https://pkg.go.dev/github.com/kercylan98/minotaur/main) | ||
![](https://img.shields.io/badge/Email-kercylan@gmail.com-green.svg?style=flat) | ||
|
||
## 目录 | ||
列出了该 `package` 下所有的函数,可通过目录进行快捷跳转 ❤️ | ||
<details> | ||
<summary>展开 / 折叠目录</summary | ||
> 包级函数定义 | ||
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||
|函数|描述 | ||
|:--|:-- | ||
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> 结构体定义 | ||
|结构体|描述 | ||
|:--|:-- | ||
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</details> | ||
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|
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# Main | ||
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[![Go doc](https://img.shields.io/badge/go.dev-reference-brightgreen?logo=go&logoColor=white&style=flat)](https://pkg.go.dev/github.com/kercylan98/minotaur/main) | ||
![](https://img.shields.io/badge/Email-kercylan@gmail.com-green.svg?style=flat) | ||
|
||
## 目录 | ||
列出了该 `package` 下所有的函数,可通过目录进行快捷跳转 ❤️ | ||
<details> | ||
<summary>展开 / 折叠目录</summary | ||
> 包级函数定义 | ||
|
||
|函数|描述 | ||
|:--|:-- | ||
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||
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||
> 结构体定义 | ||
|结构体|描述 | ||
|:--|:-- | ||
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</details> | ||
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|
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# Game | ||
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game 目录下包含了各类通用的游戏玩法性内容,其中该目录主要为基础性内容,具体目录将对应不同的游戏功能性内容。 | ||
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[![Go doc](https://img.shields.io/badge/go.dev-reference-brightgreen?logo=go&logoColor=white&style=flat)](https://pkg.go.dev/github.com/kercylan98/minotaur/game) | ||
![](https://img.shields.io/badge/Email-kercylan@gmail.com-green.svg?style=flat) | ||
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Game 包提供了游戏领域中常见的功能实现,例如活动、任务、战斗、房间等实现。 | ||
开发者可以使用它来快速构建游戏中的常见功能,例如游戏活动、任务系统、多人房间等。 | ||
## 目录 | ||
列出了该 `package` 下所有的函数,可通过目录进行快捷跳转 ❤️ | ||
<details> | ||
<summary>展开 / 折叠目录</summary | ||
> 目前还在考虑逐步将该包移除,未来项目结构可能会进行调整 | ||
## package activity [`活动`](./activity) | ||
提供了通用的活动设计,开发者可以使用它来设计和实现游戏中的活动机制。活动是游戏中重要的激励和玩法设计元素,它可以是一次性的,也可以是周期性的。活动系统框架将包括活动的创建、开启、关闭、奖励等功能,开发者可以根据游戏类型和风格,定制不同类型的活动,并设定相应的奖励机制,以增加游戏的可玩性和挑战性。 | ||
> 包级函数定义 | ||
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活动整体的配置将通过可选项的方式进行配置。 | ||
|函数|描述 | ||
|:--|:-- | ||
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> 在 `activity` 包中提供了以下 6 种事件: | ||
> - 即将开始的活动事件 | ||
> - 活动开始事件 | ||
> - 活动结束事件 | ||
> - 活动结束后延长展示开始事件 | ||
> - 活动结束后延长展示结束事件 | ||
> - 新的一天事件 | ||
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## package fight [`战斗`](./fight) | ||
在 `fight` 中目前仅提供了回合制[`TurnBased`](./fight/turn_based.go)的实现。 | ||
- [`TurnBased`](./fight/turn_based.go) 仅提供了回合制的基本实现,开发者可以根据自己的需求进行扩展。其中包括:回合切换、回合开始、回合结束、回合超时、根据速度调节下次行动间隔。 | ||
> 结构体定义 | ||
## package space [`空间`](./space) | ||
计划提供游戏中常见的空间设计,例如房间、地图等。开发者可以使用它来快速构建游戏中的常见空间,例如多人房间、地图等。 | ||
> 目前仅提供了房间的基本实现 | ||
|结构体|描述 | ||
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- [`Room`](./space/room_manager.go) 提供了房间的基本实现,开发者可以根据自己的需求进行扩展。 | ||
- 房间通过 [`RoomManager`](./space/room_manager.go) 进行管理,由 [`RoomController`](./space/room_controller.go) 进行控制; | ||
- 实现了加入、退出、事件、查询、销毁、座位、带顺序座位号、密码、人数上限等常用的基础功能。 | ||
</details> | ||
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## package task [`任务`](./task) | ||
提供了通用的任务设计,开发者可以使用它来设计和实现游戏中的任务机制。任务是游戏中重要的激励和玩法设计元素,它可以是一次性的,也可以是周期性的。任务系统框架将包括任务的创建、开启、关闭、奖励等功能,开发者可以根据游戏类型和风格,定制不同类型的任务,并设定相应的奖励机制,以增加游戏的可玩性和挑战性。 | ||
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> 该包仅实现了任务基本状态的管理,例如任务类型、分配、事件、状态变化等,开发者可以根据自己的需求进行扩展。 |
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