Files
bl/logic/service/fight/input.go

247 lines
5.5 KiB
Go
Raw Normal View History

2025-11-11 05:54:24 +00:00
package fight
import (
"blazing/cool"
"blazing/logic/service/common"
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"context"
"math/rand"
"sort"
"time"
"github.com/jinzhu/copier"
)
type FightC struct {
Info info.NoteReadyToFightInfo
IsReady bool
ownerID uint32 // 战斗发起者ID
Our *input.Input //始终等于房主ID
Opp *input.Input //对手ID
Switch []*action.ActiveSwitchAction
rand *rand.Rand
StartTime time.Time
actionChan chan action.BattleActionI // 所有操作统一从这里进入
Round int //回合数
quit chan struct{}
2025-11-11 05:54:24 +00:00
First *input.Input
Second *input.Input
closefight bool
info.FightOverInfo
}
func (f *FightC) CanEscape() bool {
return f.Info.Status != info.BattleStatus.FIGHT_WITH_PLAYER
}
func (f *FightC) Ownerid() uint32 {
return f.ownerID
}
func (f *FightC) GetInputByPlayer(c common.PlayerI, isOpposite bool) *input.Input {
// 判断当前玩家是否为我方玩家
isOurPlayer := c.GetInfo().UserID == f.ownerID
// 当isOurPlayer与isOpposite值不同时返回我方相同时返回对方
if isOurPlayer != isOpposite {
return f.Our
}
return f.Opp
}
func (f *FightC) GetInputByAction(c action.BattleActionI, isOpposite bool) *input.Input {
// 判断动作所属玩家是否为我方
isOurAction := c.GetPlayerID() == f.Our.Player.GetInfo().UserID
// 根据isOpposite决定是否返回相反方向的输入
if isOurAction == !isOpposite {
return f.Our
}
return f.Opp
}
// 玩家使用技能
func (f *FightC) GetCurrPET(c common.PlayerI) *info.BattlePetEntity {
if f.Our.Player.GetInfo().UserID == c.GetInfo().UserID {
return f.Our.CurrentPet
} else {
return f.Opp.CurrentPet
}
}
func (f *FightC) GetOpp(c common.PlayerI) *input.Input {
return f.GetInputByPlayer(c, true)
}
// 获取随机数
func (f *FightC) GetRand() *rand.Rand {
return f.rand
}
// 获取随机数
func (f *FightC) IsFirst(play common.PlayerI) bool {
return f.First.Player == play
}
// 加载进度
func (f *FightC) LoadPercent(c common.PlayerI, percent int32) {
f.GetInputByPlayer(c, true).Player.SendLoadPercent(info.LoadPercentOutboundInfo{
Id: c.GetInfo().UserID,
Percent: uint32(percent),
})
}
func (f *FightC) initplayer(c common.PlayerI, opp bool) bool {
if len(c.GetInfo().PetList) == 0 {
return false
}
temp := input.NewInput(f, c)
temp.AllPet = make([]*info.BattlePetEntity, 0)
temp.InitAttackValue()
for i := 0; i < len(c.GetInfo().PetList); i++ {
temp.AllPet = append(temp.AllPet, info.CreateBattlePetEntity(&c.GetInfo().PetList[i], f.rand))
}
sort.Slice(temp.AllPet, func(i, j int) bool {
x, y := temp.AllPet[i], temp.AllPet[j]
// 若x血量>0且y血量=0则x排在前
if x.Info.Hp > 0 && y.Info.Hp <= 0 {
return true
}
// 若x血量=0且y血量>0则x排在后
if x.Info.Hp <= 0 && y.Info.Hp > 0 {
return false
}
// 同类型(都>0或都=0保持原有顺序
return i < j
})
switch f.Info.Mode {
case info.BattleMode.SINGLE_MODE:
temp.AllPet = temp.AllPet[:1]
default:
}
if opp {
f.Opp = temp //这里是对方的
copier.Copy(&f.Info.OpponentInfo, f.Opp.Player.GetInfo())
f.Info.OpponentPetList = make([]info.ReadyFightPetInfo, len(temp.AllPet))
for i := 0; i < len(temp.AllPet); i++ {
err := copier.CopyWithOption(&f.Info.OpponentPetList[i], &temp.AllPet[i].Info, copier.Option{IgnoreEmpty: true, DeepCopy: true})
if err != nil {
panic(err)
}
}
} else {
f.Our = temp
copier.Copy(&f.Info.OurInfo, f.Our.Player.GetInfo())
f.Info.OurPetList = make([]info.ReadyFightPetInfo, len(temp.AllPet))
for i := 0; i < len(temp.AllPet); i++ {
err := copier.CopyWithOption(&f.Info.OurPetList[i], &temp.AllPet[i].Info, copier.Option{IgnoreEmpty: true, DeepCopy: true})
if err != nil {
panic(err)
}
}
}
for _, v := range temp.AllPet {
if v.Info.Hp == 0 {
v.NotAlive = true
}
}
f.Opp.SetOPP(f.Our)
f.Our.SetOPP(f.Opp)
temp.CurrentPet = temp.AllPet[0]
return true
}
// 创建新战斗,邀请方和被邀请方,或者玩家和野怪方
func NewFight(mode, status info.EnumBattleMode, p1 common.PlayerI, p2 common.PlayerI) *FightC {
f := &FightC{}
f.ownerID = p1.GetInfo().UserID
f.quit = make(chan struct{})
2025-11-11 05:54:24 +00:00
f.StartTime = time.Now()
seed := f.StartTime.UnixNano() ^ int64(p1.GetInfo().UserID) ^ int64(p2.GetInfo().UserID) // ^ int64(f.Round) // 用异或运算混合多维度信息
f.rand = rand.New(rand.NewSource(seed))
f.Info = info.NoteReadyToFightInfo{
Status: status,
}
f.Info.Status = status //房主
f.Info.Mode = mode
ok := f.initplayer(p1, false)
if !ok {
return nil
}
ok = f.initplayer(p2, true)
if !ok {
return nil
}
i := Fightpool.Free()
if i <= 0 {
Fightpool.Tune(Fightpool.Cap() + 1)
cool.Loger.Error(context.Background(), "Fightpool is full")
}
rr := Fightpool.Submit(f.battleLoop)
if rr != nil {
panic(rr)
}
f.Broadcast(func(ff *input.Input) {
ff.Player.SendNoteReadyToFightInfo(f.Info)
})
return f
}
// 被击败的ID
func (b *FightC) IsWin(c *input.Input, cache uint32) bool {
var tt []*info.BattlePetEntity
bbb := b.Our.AllPet
if c.Player.GetInfo().UserID == b.ownerID { //如果是房主
bbb = b.Opp.AllPet
}
for _, v := range bbb {
if v.Info.CatchTime == cache {
v.NotAlive = true
}
tt = append(tt, v)
}
for _, v := range tt {
if !v.NotAlive { //如果存活
return false
}
}
return true
}
// 广播,并是否结束回合
func (f *FightC) Broadcast(t func(ff *input.Input)) {
t(f.Our)
t(f.Opp)
}