```
feat(fight): 实现精灵大乱斗模式并优化对战逻辑 新增大乱斗模式(PET_MELEE)支持,重构原有精灵王之战相关逻辑。 更新战斗初始化流程,添加随机精灵选择机制。 调整玩家匹配与取消邀请接口实现方式。 完善战斗结束处理函数,移除未实现异常抛出。 ```
This commit is contained in:
@@ -6,8 +6,8 @@ import (
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/modules/blazing/model"
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"math/rand"
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"sort"
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"sync"
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"time"
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@@ -100,81 +100,80 @@ func (f *FightC) LoadPercent(c common.PlayerI, percent int32) {
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})
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}
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func (f *FightC) initplayer(c common.PlayerI, opp bool) bool {
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func (f *FightC) initplayer(c common.PlayerI) *input.Input {
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if len(c.GetInfo().PetList) == 0 {
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return false
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return nil
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}
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temp := input.NewInput(f, c)
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temp.AllPet = make([]*info.BattlePetEntity, 0)
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temp.InitAttackValue()
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in := input.NewInput(f, c)
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in.AllPet = make([]*info.BattlePetEntity, 0)
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in.InitAttackValue()
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for i := 0; i < len(c.GetInfo().PetList); i++ {
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temp.AllPet = append(temp.AllPet, info.CreateBattlePetEntity(&c.GetInfo().PetList[i], f.rand))
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in.AllPet = append(in.AllPet, info.CreateBattlePetEntity(&c.GetInfo().PetList[i], f.rand))
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}
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sort.Slice(temp.AllPet, func(i, j int) bool {
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x, y := temp.AllPet[i], temp.AllPet[j]
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// 若x血量>0且y血量=0,则x排在前
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if x.Info.Hp > 0 && y.Info.Hp <= 0 {
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return true
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}
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// 若x血量=0且y血量>0,则x排在后
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if x.Info.Hp <= 0 && y.Info.Hp > 0 {
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return false
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}
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// 同类型(都>0或都=0)保持原有顺序
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return i < j
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})
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in.SortPet()
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switch f.Info.Mode {
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case info.BattleMode.SINGLE_MODE:
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temp.AllPet = temp.AllPet[:1]
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in.AllPet = in.AllPet[:1]
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case info.BattleMode.PET_MELEE:
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in.AllPet = make([]*info.BattlePetEntity, 0)
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for _, v := range RandomElfIDs(3) {
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p := model.GenPetInfo(v, 24, -1, -1, -1, 100)
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p.CatchTime = uint32(v)
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in.AllPet = append(in.AllPet, info.CreateBattlePetEntity(p, f.rand))
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}
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//in.AllPet = in.AllPet[:3]
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default:
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}
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if opp {
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switch f.Info.Status {
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case info.BattleStatus.FIGHT_WITH_PLAYER:
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default:
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temp.Finished = true //PVE 默认boss数据直接加载完成
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}
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f.Opp = temp //这里是对方的
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in.CurrentPet = in.AllPet[0]
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return in
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}
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copier.Copy(&f.Info.OpponentInfo, f.Opp.Player.GetInfo())
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f.Info.OpponentPetList = make([]info.ReadyFightPetInfo, len(temp.AllPet))
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for i := 0; i < len(temp.AllPet); i++ {
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// RandomElfIDs 从1-2000中随机抽取n个不重复的精灵ID
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func RandomElfIDs(n int) []int {
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if n <= 0 || n > 2000 {
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return nil
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}
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err := copier.CopyWithOption(&f.Info.OpponentPetList[i], &temp.AllPet[i].Info, copier.Option{IgnoreEmpty: true, DeepCopy: true})
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if err != nil {
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panic(err)
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}
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}
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} else {
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f.Our = temp
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// 用map记录已抽取的ID,避免重复
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used := make(map[int]struct{}, n)
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ids := make([]int, 0, n)
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copier.Copy(&f.Info.OurInfo, f.Our.Player.GetInfo())
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f.Info.OurPetList = make([]info.ReadyFightPetInfo, len(temp.AllPet))
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for i := 0; i < len(temp.AllPet); i++ {
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for len(ids) < n {
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// 生成1-2000的随机数
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id := rand.Intn(2000) + 1 // rand.Intn(2000)生成0-1999,+1后为1-2000
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err := copier.CopyWithOption(&f.Info.OurPetList[i], &temp.AllPet[i].Info, copier.Option{IgnoreEmpty: true, DeepCopy: true})
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if err != nil {
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panic(err)
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}
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// 检查是否已抽取
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if _, exists := used[id]; !exists {
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used[id] = struct{}{}
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ids = append(ids, id)
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}
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}
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for _, v := range temp.AllPet {
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if v.Info.Hp == 0 {
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v.NotAlive = true
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}
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return ids
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}
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func initfightready(in *input.Input) (info.FightUserInfo, []info.ReadyFightPetInfo) {
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t := make([]info.ReadyFightPetInfo, len(in.AllPet))
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userindo := info.FightUserInfo{
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UserID: in.UserID,
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Nick: in.Player.GetInfo().Nick,
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}
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temp.CurrentPet = temp.AllPet[0]
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return true
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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})
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if err != nil {
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panic(err)
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}
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}
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return userindo, t
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}
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// 创建新战斗,邀请方和被邀请方,或者玩家和野怪方
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@@ -192,15 +191,18 @@ func NewFight(mode, status info.EnumBattleMode, p1 common.PlayerI, p2 common.Pla
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}
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f.Info.Status = status //房主
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f.Info.Mode = mode
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ok := f.initplayer(p1, false)
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if !ok {
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return nil
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f.Our, f.Opp = f.initplayer(p1), f.initplayer(p2)
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f.Info.OurInfo, f.Info.OurPetList = initfightready(f.Our)
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f.Info.OpponentInfo, f.Info.OpponentPetList = initfightready(f.Opp)
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switch f.Info.Status {
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case info.BattleStatus.FIGHT_WITH_PLAYER:
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default:
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f.Our.Finished = true //PVE 默认boss数据直接加载完成
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}
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ok = f.initplayer(p2, true)
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if !ok {
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return nil
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}
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f.Our.SetOPP(f.Opp)
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f.Opp.SetOPP(f.Our)
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