2025-09-04 03:05:37 +08:00
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package service
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import (
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"blazing/logic/service/fight/info"
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2025-09-06 00:31:08 +08:00
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"blazing/modules/blazing/model"
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2025-09-04 03:05:37 +08:00
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"fmt"
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)
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type AI_player struct {
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2025-09-08 01:23:12 +08:00
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FightC *FightC //绑定战斗标识 替代本身的是否战斗标记 //IsFighting bool
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petinfo []model.PetInfo //精灵信息
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2025-09-04 03:05:37 +08:00
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}
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2025-09-08 01:23:12 +08:00
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func NewAI_player(m model.PetInfo) *AI_player {
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ret := &AI_player{}
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ret.petinfo = make([]model.PetInfo, 0)
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ret.petinfo = append(ret.petinfo, m)
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return ret
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}
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func (f *AI_player) SetFightC(ff *FightC) {
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f.FightC = ff
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}
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func (f *AI_player) ID() uint32 {
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return 0
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2025-09-04 03:05:37 +08:00
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}
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func (f *AI_player) MapID() uint32 {
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panic("not implemented") // TODO: Implement
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}
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2025-09-04 23:57:22 +08:00
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// func (f *AI_player) GetInfo() model.PlayerInfo {
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// return f.FightC.Opp.
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// }
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2025-09-04 03:05:37 +08:00
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func (f *AI_player) SendPack(b []byte) error {
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panic("not implemented") // TODO: Implement
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}
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func (f *AI_player) SendReadyToFightInfo(gg info.FightStartOutboundInfo) {
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fmt.Println(gg)
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2025-09-05 22:40:36 +08:00
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// f.FightC.UseSkill(f, f.fightinfo.OpponentPetList[0].SkillList[0].ID) //使用1#技能,实际上要按照四个技能权重去使用
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//这时候给个出招
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}
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2025-09-08 01:23:12 +08:00
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func (f *AI_player) SendNoteReadyToFightInfo(fs info.NoteReadyToFightInfo) {
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fmt.Println(fs)
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}
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2025-09-05 22:40:36 +08:00
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func (f *AI_player) SendFightEndInfo(_ info.FightOverInfo) {
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//fmt.Println("战斗结束")
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}
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func (f *AI_player) GetAction() {
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f.FightC.UseSkill(f, int32(f.FightC.Opp.CurrentPet.Skills[0].ID)) //使用1#技能,实际上要按照四个技能权重去使用
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2025-09-05 22:40:36 +08:00
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}
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func (p *AI_player) End() {
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p.FightC = nil
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return
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}
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2025-09-08 01:23:12 +08:00
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func (p *AI_player) GetPetInfo() []model.PetInfo {
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return p.petinfo
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}
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2025-09-06 01:47:08 +08:00
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func (p *AI_player) SendAttackValue(info.AttackValueS) {
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}
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2025-09-07 00:23:28 +08:00
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func (p *AI_player) SendChangePet(info.ChangePetInfo) {
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}
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