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bl/logic/service/fight/fightc.go

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package fight
import (
"blazing/logic/service/common"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/player"
"fmt"
"math/rand"
"sort"
"time"
"github.com/jinzhu/copier"
"github.com/mohae/deepcopy"
"github.com/shopspring/decimal"
)
type FightC struct {
Info info.NoteReadyToFightInfo
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ownerID uint32 // 战斗发起者ID
Our *input.Input //始终等于房主ID
Opp *input.Input //对手ID
rand *rand.Rand
StartTime time.Time
actionChan chan BattleActionI // 所有操作统一从这里进入
Round int //回合数
First *input.Input
Second *input.Input
}
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 == f.Our.Player
// 逻辑简化:当"是否为我方玩家"与"是否需要对方"状态一致时,返回对方输入,否则返回我方输入
if isOurPlayer == isOpposite {
return f.Opp
}
return f.Our
}
func (f *FightC) GetInputByAction(c BattleActionI, isOpposite bool) *input.Input {
// 判断动作所属玩家是否为我方
isOurAction := c.GetPlayerID() == f.Our.Player.ID()
// 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.ID() == c.ID() {
return f.Our.CurrentPet
} else {
return f.Opp.CurrentPet
}
}
// 获取随机数
func (f *FightC) GetRand() *rand.Rand {
return f.rand
}
func (f *FightC) initplayer(c common.PlayerI, opp bool) {
temp := input.NewInput(f, c)
temp.AllPet = make([]*info.BattlePetEntity, 0)
for i := 0; i < len(c.GetPetInfo()); i++ {
if f.Info.MAXPET == 0 || i < int(f.Info.MAXPET) {
temp.AllPet = append(temp.AllPet, info.CreateBattlePetEntity(&c.GetPetInfo()[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
})
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)
}
}
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}
for _, v := range temp.AllPet {
if v.Info.Hp == 0 {
v.NotAlive = true
}
}
temp.CurrentPet = temp.AllPet[0]
}
// 创建新战斗,邀请方和被邀请方,或者玩家和野怪方
func NewFight(i info.EnumBattleMode, p1 common.PlayerI, p2 common.PlayerI) *FightC {
f := &FightC{}
f.ownerID = p1.ID()
f.Info.FightId = i //房主
seed := f.StartTime.UnixNano() ^ int64(p1.ID()) ^ int64(p2.ID()) // ^ 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{
FightId: i,
}
f.initplayer(p1, false)
f.initplayer(p2, true)
defer func() {
rr := Fightpool.Submit(f.battleLoop)
if rr != nil {
panic(rr)
}
f.Broadcast(func(ff *input.Input) {
ff.Player.SendNoteReadyToFightInfo(f.Info)
})
}()
//go f.battleLoop() // 起战斗循环
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.ID() == b.ownerID { //如果是房主
bbb = b.Opp.AllPet
} else {
bbb = b.Our.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)) {
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t(f.Our)
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t(f.Opp)
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}
// 战斗回合循环
func (f *FightC) battleLoop() {
f.StartTime = time.Now()
f.actionChan = make(chan BattleActionI, 2) // 初始化全局操作通道
fmt.Println("战斗开始精灵", f.Our.Player.GetPetInfo()[0].CatchTime)
//战斗开始前操作
for {
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f.Round++ //回合数自增
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if f.actionChan == nil { //回合数超过250,战斗平局结束f.Round > 250 ||
break
}
actions := make(map[uint32]BattleActionI) // 每个玩家一条记录
timeout := time.After(60 * time.Second)
for len(actions) < 2 {
select {
case action := <-f.actionChan:
// 只接受有效玩家 ID\
if action == nil {
continue
}
if action.GetPlayerID() != f.Our.Player.ID() && action.GetPlayerID() != f.Opp.Player.ID() {
continue
}
if a, isExpelled := action.(*ActiveSwitchAction); isExpelled {
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//fmt.Println("对方死亡切换")
f.Broadcast(func(ff *input.Input) {
ff.Player.SendChangePet(a.Reason)
})
if f.GetInputByAction(action, false).CanChange {
//如果是被动切换,不计入回合结算
f.GetInputByAction(action, false).CanChange = false
continue
}
}
if action.GetPlayerID() != 0 && f.Info.FightId == 3 {
f.GetInputByAction(action, true).Player.GetAction()
}
// 如果该玩家已经提交过,就忽略重复动作
if _, exists := actions[uint32(action.GetPlayerID())]; exists {
fmt.Printf("玩家%d 已经提交过动作,忽略重复\n", action.GetPlayerID())
continue
}
actions[uint32(action.GetPlayerID())] = action
fmt.Println("玩家%d 执行动作", action.GetPlayerID())
case <-timeout:
fmt.Println("回合操作超时")
if _, exists := actions[f.Our.Player.ID()]; !exists {
actions[f.Our.Player.ID()] = &SystemGiveUpAction{
BaseAction: NewBaseAction(f.Our.Player.ID())} //系统选择出手
}
if _, exists := actions[f.Opp.Player.ID()]; !exists {
actions[f.Opp.Player.ID()] = &SystemGiveUpAction{BaseAction: NewBaseAction(f.Opp.Player.ID())} //系统选择出手
}
}
}
// 双方动作齐了,取出来结算
//todo 如果一方没有选择,实际上就是后端判断PP是否还有,前端是直接发的
p1Action := actions[f.Our.Player.ID()]
p2Action := actions[f.Opp.Player.ID()]
fmt.Println("开始结算回合")
var BattleActionI [2]BattleActionI
BattleActionI[0], BattleActionI[1] = Compare(p1Action, p2Action)
switch faction := BattleActionI[0].(type) {
case *EscapeAction: //优先逃跑
f.Broadcast(func(ff *input.Input) {
ff.Player.SendFightEndInfo(faction.Reason) //广播逃跑原因
})
break
case *PlayerOfflineAction: //单方掉线
f.Broadcast(func(ff *input.Input) {
ff.Player.SendFightEndInfo(faction.Reason) //广播逃跑原因
})
break
case *ActiveSwitchAction: //切换上场的,切换方放弃出手
f.enterturn(BattleActionI[1], &SystemGiveUpAction{BaseAction: NewBaseAction(BattleActionI[0].GetPlayerID())}) //切换,相当于后手直接出手
case *UseItemAction: //使用道具
//fmt.Println(faction.ItemID)
switch {
case faction.ItemID >= 30001 && faction.ItemID <= 300010: //胶囊
f.Broadcast(func(ff *input.Input) {
//todo 将血量和技能pp传回enterturn
tt, ok := ff.Player.(*player.Player)
mo, ism := f.Opp.Player.(*player.AI_player)
if ok { //如果获取玩家
if ism && mo.CanCapture { //如果获取到IA
tt.Service.PetAdd(*f.Opp.CurrentPet.Info)
tt.CatchPetInfo(info.CatchMonsterOutboundInfo{
CatchTime: uint32(f.Opp.CurrentPet.Info.CatchTime),
PetId: uint32(f.Opp.CurrentPet.ID),
})
} else { //说明不是可以捕捉的
tt.CatchPetInfo(info.CatchMonsterOutboundInfo{})
}
}
ff.Player.SendFightEndInfo(info.FightOverInfo{
WinnerId: f.ownerID,
})
})
// 当 ItemID 在 30001-300010 之间时执行的逻辑
fmt.Println("ItemID 在范围内")
case faction.ItemID == 300001:
// 原来的单个值判断(如果还需要保留)
fmt.Println("ItemID 是 300001")
default:
// 其他情况
fmt.Println("ItemID 不在指定范围内")
}
f.enterturn(BattleActionI[1], &SystemGiveUpAction{BaseAction: NewBaseAction(BattleActionI[0].GetPlayerID())}) //切换,相当于后手直接出手
case *SelectSkillAction: //选择技能
//回合前操作,比如挂载buff
f.enterturn(BattleActionI[0], BattleActionI[1])
//回合后操作
}
}
}
// 解析并 施加effect
func (f *FightC) parseskill(attacker, defender *input.Input, id *SelectSkillAction) {
temparg := id.Skill.SideEffectArgS
for _, v := range id.Skill.SideEffectS {
t, ok := input.NodeM[v]
if ok { //获取成功
args := t.GetArgSize()
t.SetArgs(temparg[:args]) //设置入参
// //如果不是是房主方,说明施加的对象是反的,比如本来是false,实际上是给邀请方施加的
// //所以这里要对target取反
// if id.GetPlayerID() != f.ownerID {
// t.SetOwner(!t.GetOwner())
// }
temparg = temparg[args:]
if t.GetOwner() { //如果取反,说明是给对方添加的回合效果
//实际上,owner永远为反,说明是对方给我添加的
defender.Effect.AddEffect(deepcopy.Copy(t).(input.Effect))
} else {
attacker.Effect.AddEffect(deepcopy.Copy(t).(input.Effect))
}
}
}
}
func (f *FightC) initAttackers(fattack, sattack BattleActionI) {
// 伤害值
// 根据攻击方归属设置当前战斗的主/次攻击方属性
if fattack.GetPlayerID() == f.ownerID {
f.First, f.Second = f.Our, f.Opp // 攻击方为我方时,主攻击方是我方
} else {
f.First, f.Second = f.Opp, f.Our // 攻击方为对方时,主攻击方是对方
}
// 统一赋值,减少重复代码
f.First.InitAttackValue()
f.Second.InitAttackValue()
fmt.Println("先手", f.First.CurrentPet.Info.CatchTime, "后手", f.Second.CurrentPet.Info.CatchTime)
// TODO: 在这里调用技能结算逻辑
}
// 处理技能攻击逻辑
func (f *FightC) processSkillAttack(attacker, defender *input.Input, skill *SelectSkillAction) {
// 记录技能信息
attacker.AttackValue.SkillID = uint32(skill.Skill.ID) //获取技能ID
attacker.Effect.Exec(func(t input.Effect) bool { //计算命中
attacker.AttackValue.AttackTime = t.IsHit(attacker, defender, skill.Skill)
return attacker.AttackTime == 0 //等于0,继续处理
})
defender.Effect.Exec(func(t input.Effect) bool { //计算命中
attacker.AttackValue.AttackTime = t.TakeHit(attacker, defender, skill.Skill)
return attacker.AttackTime > 0 //
})
if attacker.AttackValue.AttackTime > 0 { //如果命中
spower := skill.Skill.CalculatePower(defender.CurrentPet)
attacker.Damage = spower
attacker.Effect.Exec(func(t input.Effect) bool { //计算暴击率加成
attacker.AttackValue.IsCritical = t.IsCrit(attacker, defender, skill.Skill)
return attacker.AttackValue.IsCritical == 0
})
if attacker.AttackValue.IsCritical == 1 {
attacker.Damage.Mul(decimal.NewFromInt(2)) //暴击翻倍
}
if uint32(attacker.Damage.IntPart()) > defender.CurrentPet.Info.Hp {
defender.CurrentPet.Info.Hp = 0
} else {
defender.CurrentPet.Info.Hp = defender.CurrentPet.Info.Hp - uint32(attacker.Damage.IntPart())
}
// 扣减防御方血量
} //todo 处理未命中效果
}
//回合有先手方和后手方,同时有攻击方和被攻击方
func (f *FightC) enterturn(fattack, sattack BattleActionI) {
f.initAttackers(fattack, sattack) //初始化先后手
var attacker, defender *input.Input
//开始回合操作
for i := 0; i < 2; i++ {
var attackeraction BattleActionI
if i == 0 { //
attacker, defender = f.First, f.Second
attackeraction = fattack
attacker.First = true //先手技能
//attacker.BattleActionI, defender.BattleActionI = fattack, sattack
} else {
attacker, defender = f.Second, f.First
attackeraction = sattack
attacker.First = false //先手技能
}
skill, ok := attackeraction.(*SelectSkillAction)
if !ok || attacker.CurrentPet.Info.Hp <= 0 { //还有系统选择放弃出手的
continue
}
//**回合开始前enterturn
attacker.Effect.Exec(func(t input.Effect) bool { //计算命中
//结算状态
t.OnTurnStart(attacker, defender)
return true
})
canuseskill := attacker.Effect.Exec(func(t input.Effect) bool { //计算命中
//结算状态
return t.UseSkill(attacker, defender) //返回本身结算,如果false,说明不能使用技能了
})
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if canuseskill { //可以使用技能
f.parseskill(attacker, defender, skill) //解析effect
f.processSkillAttack(attacker, defender, skill)
skill.Skill.Info.PP-- //减少PP
}
fmt.Println(i,
"玩家技能伤害:", attacker.Damage,
"自身剩余血量:", attacker.CurrentPet.Info.Hp,
"对手剩余血量:", defender.CurrentPet.Info.Hp,
)
if defender.CurrentPet.Info.Hp == 0 {
defender.CanChange = true //被打死就可以切精灵了
if f.IsWin(attacker, defender.CurrentPet.Info.CatchTime) { //然后检查是否战斗结束
var WinnerId uint32
if i == 0 {
WinnerId = f.First.Player.ID()
} else {
WinnerId = f.Second.Player.ID()
}
defer f.Broadcast(func(ff *input.Input) {
//todo 将血量和技能pp传回enterturn
ff.Player.SendFightEndInfo(info.FightOverInfo{
WinnerId: WinnerId,
})
})
defer close(f.actionChan)
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}
}
}
f.Broadcast(func(ff *input.Input) {
ret := info.AttackValueS{
FAttack: *f.First.AttackValue,
SAttack: *f.Second.AttackValue,
}
ret.FAttack.RemainHp = int32(f.First.CurrentPet.Info.Hp)
ret.FAttack.LostHp = uint32(f.First.Damage.IntPart()) //先手方造成血量
ret.SAttack.RemainHp = int32(f.Second.CurrentPet.Info.Hp)
ret.SAttack.LostHp = uint32(f.Second.Damage.IntPart()) //后手方造成血量
//ret.SAttack.Status.Poisoned_1 = 1
ff.Player.SendAttackValue(ret)
})
}