```
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feat(fight): 添加旧组队协议支持并优化战斗系统

- 实现了旧组队协议相关功能,包括GroupReadyFightFinish、GroupUseSkill、
  GroupUseItem、GroupChangePet和GroupEscape方法
- 新增组队战斗相关的入站信息结构体定义
- 实现了组队BOSS战斗逻辑,添加groupBossSlotLimit常量
- 重构宠物技能设置逻辑,调整金币消耗时机
- 优化战斗循环逻辑,添加对无行动槽位的处理
- 改进AI行动逻辑,增加多位置目标选择
This commit is contained in:
昔念
2026-04-08 01:28:55 +08:00
parent 918cdeac0e
commit 0051ac0be8
21 changed files with 993 additions and 67 deletions

View File

@@ -18,7 +18,8 @@ import (
)
const (
rewardItemExpPool = 3
rewardItemExpPool = 3
groupBossSlotLimit = 3
)
// PlayerFightBoss 挑战地图boss
@@ -50,7 +51,7 @@ func (Controller) PlayerFightBoss(req *ChallengeBossInboundInfo, p *player.Playe
ai.AddBattleProp(0, 2)
var fightC *fight.FightC
fightC, err = fight.NewFight(p, ai, p.GetPetInfo(100), ai.GetPetInfo(0), func(foi model.FightOverInfo) {
fightC, err = startMapBossFight(mapNode, p, ai, func(foi model.FightOverInfo) {
if mapNode.WinBonusID == 0 {
return
}
@@ -65,6 +66,63 @@ func (Controller) PlayerFightBoss(req *ChallengeBossInboundInfo, p *player.Playe
return nil, -1
}
func startMapBossFight(
mapNode *configmodel.MapNode,
p *player.Player,
ai *player.AI_player,
fn func(model.FightOverInfo),
) (*fight.FightC, errorcode.ErrorCode) {
ourPets := p.GetPetInfo(100)
oppPets := ai.GetPetInfo(0)
if mapNode != nil && mapNode.IsGroupBoss != 0 {
ourSlots := buildGroupBossPetSlots(ourPets, groupBossSlotLimit)
oppSlots := buildGroupBossPetSlots(oppPets, groupBossSlotLimit)
if len(ourSlots) > 0 && len(oppSlots) > 0 {
return fight.NewLegacyGroupFightSingleControllerN(p, ai, ourSlots, oppSlots, fn)
}
}
return fight.NewFight(p, ai, ourPets, oppPets, fn)
}
func buildGroupBossPetSlots(pets []model.PetInfo, slotLimit int) [][]model.PetInfo {
if len(pets) == 0 {
return nil
}
slots := make([][]model.PetInfo, 0, slotLimit)
for _, pet := range pets {
if pet.Hp == 0 {
continue
}
if slotLimit <= 0 {
slotLimit = 3
}
if len(slots) < slotLimit {
slots = append(slots, []model.PetInfo{pet})
continue
}
break
}
if len(slots) == 0 {
return nil
}
var idx int = 0
for _, pet := range pets[len(slots):] {
if pet.Hp == 0 {
continue
}
for step := 0; step < len(slots); step++ {
slotIdx := (idx + step) % len(slots)
if len(slots[slotIdx]) < 6 {
slots[slotIdx] = append(slots[slotIdx], pet)
idx = (slotIdx + 1) % len(slots)
break
}
}
}
return slots
}
// OnPlayerFightNpcMonster 战斗野怪
func (Controller) OnPlayerFightNpcMonster(req *FightNpcMonsterInboundInfo, p *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err = p.CanFight(); err != 0 {