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

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package fight
import (
"blazing/common/socket/errorcode"
"blazing/common/utils"
"blazing/modules/player/model"
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"blazing/logic/service/common"
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/user"
"sync"
"sync/atomic"
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"time"
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"github.com/gogf/gf/v2/util/grand"
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"github.com/jinzhu/copier"
)
type FightC struct {
//准备战斗信息
ReadyInfo model.NoteReadyToFightInfo
//开始战斗信息
info.FightStartOutboundInfo
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Info info.Fightinfo
IsReady bool
ownerID uint32 // 战斗发起者ID
Our []*input.Input // 我方战斗位
Opp []*input.Input // 敌方战斗位
OurPlayers []common.PlayerI // 我方操作者
OppPlayers []common.PlayerI // 敌方操作者
Switch map[actionSlotKey]*action.ActiveSwitchAction
startl sync.Once
StartTime time.Time
actionMu sync.Mutex
actionNotify chan struct{}
acceptActions bool
pendingActions []action.BattleActionI // 待处理动作队列,同一战斗位最多保留一个动作
actionRound atomic.Uint32
quit chan struct{}
over chan struct{}
First *input.Input
TrueFirst *input.Input
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Second *input.Input
closefight bool
overl sync.Once
waittime int
model.FightOverInfo
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//战斗结束的插装
callback func(model.FightOverInfo)
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}
type actionSlotKey struct {
PlayerID uint32
ActorIndex int
}
func newActionSlotKey(playerID uint32, actorIndex int) actionSlotKey {
return actionSlotKey{
PlayerID: playerID,
ActorIndex: actorIndex,
}
}
func actionSlotKeyFromAction(act action.BattleActionI) actionSlotKey {
if act == nil {
return actionSlotKey{}
}
return newActionSlotKey(act.GetPlayerID(), act.GetActorIndex())
}
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func (f *FightC) primaryOur() *input.Input {
if len(f.Our) == 0 {
return nil
}
return f.Our[0]
}
func (f *FightC) primaryOpp() *input.Input {
if len(f.Opp) == 0 {
return nil
}
return f.Opp[0]
}
func (f *FightC) primaryOurPlayer() common.PlayerI {
if len(f.OurPlayers) == 0 {
return nil
}
return f.OurPlayers[0]
}
func (f *FightC) primaryOppPlayer() common.PlayerI {
if len(f.OppPlayers) == 0 {
return nil
}
return f.OppPlayers[0]
}
func (f *FightC) selectInput(inputs []*input.Input, index int) *input.Input {
if len(inputs) == 0 {
return nil
}
if index >= 0 && index < len(inputs) && inputs[index] != nil {
return inputs[index]
}
for _, in := range inputs {
if in != nil {
return in
}
}
return nil
}
func (f *FightC) isPlayerInSide(players []common.PlayerI, userID uint32) bool {
for _, player := range players {
if player != nil && player.GetInfo().UserID == userID {
return true
}
}
return false
}
func (f *FightC) isOurPlayerID(userID uint32) bool {
if f.isPlayerInSide(f.OurPlayers, userID) {
return true
}
if f.isPlayerInSide(f.OppPlayers, userID) {
return false
}
return userID == f.ownerID
}
// bindInputFightContext 为输入站位绑定战斗上下文与玩家战斗容器。
// 支持一次传入多组输入(如 Our/Opp
func (f *FightC) bindInputFightContext(inputGroups ...[]*input.Input) {
for _, inputs := range inputGroups {
for _, fighter := range inputs {
if fighter == nil {
continue
}
fighter.FightC = f
if fighter.Player != nil {
fighter.Player.SetFightC(f)
}
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}
}
}
// linkOppInputs 仅建立“默认对手回退”关系,不参与真实目标选择。
// 真实目标应由 action.targetIndex 决定;这里仅为旧 effect/无动作上下文链路提供默认 Opp。
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func (f *FightC) linkOppInputs() {
defaultOpp := f.selectInput(f.Opp, 0)
for _, fighter := range f.Our {
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if fighter == nil {
continue
}
fighter.SetOPP(defaultOpp)
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}
defaultOur := f.selectInput(f.Our, 0)
for _, fighter := range f.Opp {
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if fighter == nil {
continue
}
fighter.SetOPP(defaultOur)
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}
}
// linkTeamViews 建立每个输入的同阵营/对阵营视图Team/OppTeam
func (f *FightC) linkTeamViews() {
for _, fighter := range f.Our {
if fighter == nil {
continue
}
fighter.Team = f.Our
fighter.OppTeam = f.Opp
}
for _, fighter := range f.Opp {
if fighter == nil {
continue
}
fighter.Team = f.Opp
fighter.OppTeam = f.Our
}
}
// getSideInputs 按 userID 判定所属阵营后返回目标侧输入集合。
func (f *FightC) getSideInputs(userID uint32, isOpposite bool) []*input.Input {
isOur := f.isOurPlayerID(userID)
if isOpposite {
if isOur {
return f.Opp
}
return f.Our
}
if isOur {
return f.Our
}
return f.Opp
}
// findInputByUserID 在双方站位中按控制者查找任一输入,并返回是否属于我方。
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func (f *FightC) findInputByUserID(userID uint32) (*input.Input, bool) {
for _, in := range f.Our {
if in != nil && in.ControlledBy(userID) {
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return in, true
}
}
for _, in := range f.Opp {
if in != nil && in.ControlledBy(userID) {
return in, false
}
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}
return nil, false
}
// getInputByUserID 按 userID + 站位下标获取输入。
// 当查询本侧站位时,要求该站位必须由 userID 控制。
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func (f *FightC) getInputByUserID(userID uint32, index int, isOpposite bool) *input.Input {
selected := f.selectInput(f.getSideInputs(userID, isOpposite), index)
if selected == nil {
return nil
}
// 操作自身站位时,必须由该站位控制者发起。
if !isOpposite && !selected.ControlledBy(userID) {
return nil
}
return selected
}
// getInputByController 按控制者获取其首个可操作站位(常用于兼容单站位接口)。
func (f *FightC) getInputByController(userID uint32, isOpposite bool) *input.Input {
sideInputs := f.getSideInputs(userID, isOpposite)
for _, in := range sideInputs {
if in != nil && in.ControlledBy(userID) {
return in
}
}
return f.selectInput(sideInputs, 0)
}
func (f *FightC) expectedActionSlots() map[actionSlotKey]struct{} {
slots := make(map[actionSlotKey]struct{}, len(f.Our)+len(f.Opp))
for _, slot := range f.SideSlots(SideOur) {
slots[newActionSlotKey(slot.ControllerUserID, slot.SlotIndex)] = struct{}{}
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}
for _, slot := range f.SideSlots(SideOpp) {
slots[newActionSlotKey(slot.ControllerUserID, slot.SlotIndex)] = struct{}{}
}
return slots
}
func (f *FightC) setActionAttackValue(act action.BattleActionI) {
if act == nil {
return
}
attacker := f.GetInputByAction(act, false)
if attacker == nil || attacker.AttackValue == nil {
return
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}
attacker.AttackValue.ActorIndex = uint32(act.GetActorIndex())
attacker.AttackValue.TargetIndex = uint32(act.GetTargetIndex())
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}
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func (f *FightC) Ownerid() uint32 {
return f.ownerID
}
func (f *FightC) GetInputByPlayer(c common.PlayerI, isOpposite bool) *input.Input {
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if c == nil {
if isOpposite {
return f.primaryOpp()
}
return f.primaryOur()
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}
return f.getInputByController(c.GetInfo().UserID, isOpposite)
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}
// GetInputsByPlayer 返回玩家在指定侧的全部可控站位。
func (f *FightC) GetInputsByPlayer(c common.PlayerI, isOpposite bool) []*input.Input {
if c == nil {
return nil
}
sideInputs := f.getSideInputs(c.GetInfo().UserID, isOpposite)
result := make([]*input.Input, 0, len(sideInputs))
for _, in := range sideInputs {
if in != nil && in.ControlledBy(c.GetInfo().UserID) {
result = append(result, in)
}
}
return result
}
// GetInputByPlayerAt 按玩家+站位下标获取输入。
func (f *FightC) GetInputByPlayerAt(c common.PlayerI, actorIndex int, isOpposite bool) *input.Input {
if c == nil {
return nil
}
return f.getInputByUserID(c.GetInfo().UserID, actorIndex, isOpposite)
}
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func (f *FightC) GetInputByAction(c action.BattleActionI, isOpposite bool) *input.Input {
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if c == nil {
if isOpposite {
return f.primaryOpp()
}
return f.primaryOur()
}
index := c.GetActorIndex()
if isOpposite {
index = c.GetTargetIndex()
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}
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return f.getInputByUserID(c.GetPlayerID(), index, isOpposite)
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}
// 玩家使用技能
func (f *FightC) GetCurrPET(c common.PlayerI) *info.BattlePetEntity {
return f.GetCurrPETAt(c, 0)
}
func (f *FightC) GetCurrPETAt(c common.PlayerI, actorIndex int) *info.BattlePetEntity {
if c == nil {
return nil
}
in := f.getInputByUserID(c.GetInfo().UserID, actorIndex, false)
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if in == nil {
return nil
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}
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return in.PrimaryCurPet()
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}
func (f *FightC) GetCurrPETByAction(c action.BattleActionI, isOpposite bool) *info.BattlePetEntity {
in := f.GetInputByAction(c, isOpposite)
if in == nil {
return nil
}
return in.CurrentPet()
}
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func (f *FightC) GetOpp(c common.PlayerI) *input.Input {
return f.GetInputByPlayer(c, true)
}
// // 获取随机数
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func (f *FightC) IsFirst(play common.PlayerI) bool {
return f.TrueFirst.Player == play
}
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func (f *FightC) GetRound() uint32 {
return f.Round
}
func (f *FightC) Chat(c common.PlayerI, msg string) {
f.GetInputByPlayer(c, true).Player.SendPackCmd(50002, &user.ChatOutboundInfo{
SenderId: c.GetInfo().UserID,
SenderNickname: c.GetInfo().Nick,
Message: utils.RemoveLast(msg),
})
}
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// 加载进度
func (f *FightC) LoadPercent(c common.PlayerI, percent int32) {
if f.Info.Mode == info.BattleMode.PET_MELEE {
return
}
if f.Info.Status == info.BattleMode.FIGHT_WITH_NPC {
return
}
f.GetInputByPlayer(c, true).Player.SendPackCmd(2441, &info.LoadPercentOutboundInfo{
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Id: c.GetInfo().UserID,
Percent: uint32(percent),
})
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}
func (f *FightC) initplayer(c common.PlayerI, b []model.PetInfo) (*input.Input, errorcode.ErrorCode) {
r := c.CanFight()
if c.CanFight() != 0 {
return nil, r
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}
in := input.NewInput(f, c)
in.AllPet = make([]*info.BattlePetEntity, 0)
in.InitAttackValue()
for i := 0; i < len(b); i++ {
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//玩家精灵重置到100等级
pet := b[i]
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entity := info.CreateBattlePetEntity(pet)
entity.BindController(c.GetInfo().UserID)
in.AllPet = append(in.AllPet, entity)
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}
in.SortPet()
if len(in.AllPet) == 0 {
return nil, errorcode.ErrorCodes.ErrNoEligiblePokemon
}
switch f.Info.Mode {
case info.BattleMode.SINGLE_MODE:
in.AllPet = in.AllPet[:1]
default:
}
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in.SetCurPetAt(0, in.AllPet[0])
return in, 0
}
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// RandomElfIDs 从1-2000中随机抽取n个不重复的精灵ID
func RandomElfIDs(n int) []int {
if n <= 0 || n > 2000 {
return nil
}
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// 用map记录已抽取的ID避免重复
used := make(map[int]struct{}, n)
ids := make([]int, 0, n)
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for len(ids) < n {
// 生成1-2000的随机数
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id := grand.Intn(2000) + 1 // rand.Intn(2000)生成0-1999+1后为1-2000
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// 检查是否已抽取
if _, exists := used[id]; !exists {
used[id] = struct{}{}
ids = append(ids, id)
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}
}
return ids
}
func initfightready(in *input.Input) (model.FightUserInfo, []model.ReadyFightPetInfo) {
t := make([]model.ReadyFightPetInfo, len(in.AllPet))
userindo := model.FightUserInfo{
UserID: in.UserID,
Nick: in.Player.GetInfo().Nick,
}
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for i := 0; i < len(in.AllPet); i++ {
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err := copier.CopyWithOption(&t[i], &in.AllPet[i].Info, copier.Option{IgnoreEmpty: true, DeepCopy: true})
if err != nil {
panic(err)
}
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}
return userindo, t
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}
// 被击败的ID
func (f *FightC) IsWin(c *input.Input) bool {
if c == nil || c.Player == nil {
return false
}
for _, sideInput := range f.getSideInputs(c.Player.GetInfo().UserID, true) {
if sideInput == nil {
continue
}
for _, v := range sideInput.AllPet {
if v.Alive() {
return false
}
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}
}
return true
}
// 广播,并是否结束回合
func (f *FightC) Broadcast(t func(ff *input.Input)) {
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for _, ff := range f.Our {
if ff != nil {
t(ff)
}
}
for _, ff := range f.Opp {
if ff != nil {
t(ff)
}
}
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}
func (f *FightC) GetOverChan() chan struct{} {
return f.over
}
func (f *FightC) GetOverInfo() model.FightOverInfo {
return f.FightOverInfo
}
func (f *FightC) GetAttackValue(b bool) *model.AttackValue {
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our := f.primaryOur()
if our == nil {
return nil
}
return f.GetInputByPlayer(our.Player, b).AttackValue
}