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:
2025-11-15 01:53:51 +08:00
parent d73eb9eb26
commit 0e1860bdf4
7 changed files with 123 additions and 67 deletions

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@@ -3,14 +3,24 @@ package controller
import ( import (
"blazing/common/socket/errorcode" "blazing/common/socket/errorcode"
"blazing/logic/service/fight" "blazing/logic/service/fight"
"blazing/logic/service/fight/info"
"blazing/logic/service/player" "blazing/logic/service/player"
) )
//精灵王之战 //大乱斗
func (h Controller) PvpKingFight(data *fight.StartPetWarInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { func (h Controller) PET_MELEE(data *fight.StartPetWarInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if !c.CanFight() { if !c.CanFight() {
return nil, errorcode.ErrorCodes.ErrPokemonNotEligible return nil, errorcode.ErrorCodes.ErrPokemonNotEligible
} }
c.PVPinfo = &info.PVPinfo{
Mode: info.BattleMode.PET_MELEE,
Status: info.BattleStatus.FIGHT_WITH_PLAYER}
g := c.PET_MELEE()
if g != nil {
fight.NewFight(info.BattleMode.PET_MELEE, info.BattleStatus.FIGHT_WITH_PLAYER, c.PET_MELEE(), c) ///开始对战,房主方以及被邀请方
}
return return
} }

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@@ -35,7 +35,7 @@ func (h Controller) OnPlayerInviteOtherFight(data *fight.InviteToFightInboundInf
// 取消和他人战斗 // 取消和他人战斗
func (h Controller) OnPlayerCanceledOtherInviteFight(data *fight.InviteFightCancelInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { func (h Controller) OnPlayerCanceledOtherInviteFight(data *fight.InviteFightCancelInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
c.CancelBattle() c.PVPinfo = nil
return nil, 0 return nil, 0
} }

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@@ -26,11 +26,13 @@ import (
type EnumBattleMode int type EnumBattleMode int
var BattleMode = enum.New[struct { var BattleMode = enum.New[struct {
PET_MELEE EnumBattleMode `enum:"3"` //乱斗模式
SINGLE_MODE EnumBattleMode `enum:"1"` // 单人模式 SINGLE_MODE EnumBattleMode `enum:"1"` // 单人模式
MULTI_MODE EnumBattleMode `enum:"2"` // 多人模式 MULTI_MODE EnumBattleMode `enum:"2"` // 多人模式
}]() }]()
var BattleStatus = enum.New[struct { var BattleStatus = enum.New[struct {
// 原ActionScript中的常量映射 // 原ActionScript中的常量映射
FIGHT_WITH_NPC EnumBattleMode `enum:"3"` // 与NPC战斗 FIGHT_WITH_NPC EnumBattleMode `enum:"3"` // 与NPC战斗
FIGHT_WITH_BOSS EnumBattleMode `enum:"2"` // 与BOSS战斗 FIGHT_WITH_BOSS EnumBattleMode `enum:"2"` // 与BOSS战斗
FIGHT_WITH_PLAYER EnumBattleMode `enum:"1"` // 与玩家战斗PVP FIGHT_WITH_PLAYER EnumBattleMode `enum:"1"` // 与玩家战斗PVP

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@@ -6,8 +6,8 @@ import (
"blazing/logic/service/fight/action" "blazing/logic/service/fight/action"
"blazing/logic/service/fight/info" "blazing/logic/service/fight/info"
"blazing/logic/service/fight/input" "blazing/logic/service/fight/input"
"blazing/modules/blazing/model"
"math/rand" "math/rand"
"sort"
"sync" "sync"
"time" "time"
@@ -100,81 +100,80 @@ func (f *FightC) LoadPercent(c common.PlayerI, percent int32) {
}) })
} }
func (f *FightC) initplayer(c common.PlayerI, opp bool) bool { func (f *FightC) initplayer(c common.PlayerI) *input.Input {
if len(c.GetInfo().PetList) == 0 { if len(c.GetInfo().PetList) == 0 {
return false return nil
} }
temp := input.NewInput(f, c) in := input.NewInput(f, c)
temp.AllPet = make([]*info.BattlePetEntity, 0) in.AllPet = make([]*info.BattlePetEntity, 0)
temp.InitAttackValue() in.InitAttackValue()
for i := 0; i < len(c.GetInfo().PetList); i++ { for i := 0; i < len(c.GetInfo().PetList); i++ {
temp.AllPet = append(temp.AllPet, info.CreateBattlePetEntity(&c.GetInfo().PetList[i], f.rand)) in.AllPet = append(in.AllPet, info.CreateBattlePetEntity(&c.GetInfo().PetList[i], f.rand))
} }
sort.Slice(temp.AllPet, func(i, j int) bool { in.SortPet()
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
})
switch f.Info.Mode { switch f.Info.Mode {
case info.BattleMode.SINGLE_MODE: case info.BattleMode.SINGLE_MODE:
temp.AllPet = temp.AllPet[:1] in.AllPet = in.AllPet[:1]
case info.BattleMode.PET_MELEE:
in.AllPet = make([]*info.BattlePetEntity, 0)
for _, v := range RandomElfIDs(3) {
p := model.GenPetInfo(v, 24, -1, -1, -1, 100)
p.CatchTime = uint32(v)
in.AllPet = append(in.AllPet, info.CreateBattlePetEntity(p, f.rand))
}
//in.AllPet = in.AllPet[:3]
default: default:
} }
if opp {
switch f.Info.Status {
case info.BattleStatus.FIGHT_WITH_PLAYER:
default: in.CurrentPet = in.AllPet[0]
temp.Finished = true //PVE 默认boss数据直接加载完成 return in
} }
f.Opp = temp //这里是对方的
copier.Copy(&f.Info.OpponentInfo, f.Opp.Player.GetInfo()) // RandomElfIDs 从1-2000中随机抽取n个不重复的精灵ID
f.Info.OpponentPetList = make([]info.ReadyFightPetInfo, len(temp.AllPet)) func RandomElfIDs(n int) []int {
for i := 0; i < len(temp.AllPet); i++ { if n <= 0 || n > 2000 {
return nil
}
err := copier.CopyWithOption(&f.Info.OpponentPetList[i], &temp.AllPet[i].Info, copier.Option{IgnoreEmpty: true, DeepCopy: true}) // 用map记录已抽取的ID避免重复
if err != nil { used := make(map[int]struct{}, n)
panic(err) ids := make([]int, 0, n)
}
}
} else {
f.Our = temp
copier.Copy(&f.Info.OurInfo, f.Our.Player.GetInfo()) for len(ids) < n {
f.Info.OurPetList = make([]info.ReadyFightPetInfo, len(temp.AllPet)) // 生成1-2000的随机数
for i := 0; i < len(temp.AllPet); i++ { id := rand.Intn(2000) + 1 // rand.Intn(2000)生成0-1999+1后为1-2000
err := copier.CopyWithOption(&f.Info.OurPetList[i], &temp.AllPet[i].Info, copier.Option{IgnoreEmpty: true, DeepCopy: true}) // 检查是否已抽取
if err != nil { if _, exists := used[id]; !exists {
panic(err) used[id] = struct{}{}
} ids = append(ids, id)
} }
} }
for _, v := range temp.AllPet { return ids
if v.Info.Hp == 0 { }
v.NotAlive = true func initfightready(in *input.Input) (info.FightUserInfo, []info.ReadyFightPetInfo) {
t := make([]info.ReadyFightPetInfo, len(in.AllPet))
} userindo := info.FightUserInfo{
UserID: in.UserID,
Nick: in.Player.GetInfo().Nick,
} }
temp.CurrentPet = temp.AllPet[0] for i := 0; i < len(in.AllPet); i++ {
return true
err := copier.CopyWithOption(&t[i], &in.AllPet[i].Info, copier.Option{IgnoreEmpty: true, DeepCopy: true})
if err != nil {
panic(err)
}
}
return userindo, t
} }
// 创建新战斗,邀请方和被邀请方,或者玩家和野怪方 // 创建新战斗,邀请方和被邀请方,或者玩家和野怪方
@@ -192,15 +191,18 @@ func NewFight(mode, status info.EnumBattleMode, p1 common.PlayerI, p2 common.Pla
} }
f.Info.Status = status //房主 f.Info.Status = status //房主
f.Info.Mode = mode f.Info.Mode = mode
ok := f.initplayer(p1, false) f.Our, f.Opp = f.initplayer(p1), f.initplayer(p2)
if !ok {
return nil f.Info.OurInfo, f.Info.OurPetList = initfightready(f.Our)
f.Info.OpponentInfo, f.Info.OpponentPetList = initfightready(f.Opp)
switch f.Info.Status {
case info.BattleStatus.FIGHT_WITH_PLAYER:
default:
f.Our.Finished = true //PVE 默认boss数据直接加载完成
} }
ok = f.initplayer(p2, true)
if !ok {
return nil
}
f.Our.SetOPP(f.Opp) f.Our.SetOPP(f.Opp)
f.Opp.SetOPP(f.Our) f.Opp.SetOPP(f.Our)

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@@ -2,6 +2,7 @@ package input
import ( import (
"blazing/common/data/xmlres" "blazing/common/data/xmlres"
"sort"
"blazing/logic/service/common" "blazing/logic/service/common"
"blazing/logic/service/fight/action" "blazing/logic/service/fight/action"
@@ -56,6 +57,29 @@ func NewInput(c common.FightI, p common.PlayerI) *Input {
return ret return ret
} }
func (our *Input) SortPet() {
sort.Slice(our.AllPet, func(i, j int) bool {
x, y := our.AllPet[i], our.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
})
for _, v := range our.AllPet {
if v.Info.Hp == 0 {
v.NotAlive = true
}
}
}
func (our *Input) GetPetInfo() *info.BattlePetEntity { func (our *Input) GetPetInfo() *info.BattlePetEntity {
return our.CurrentPet return our.CurrentPet
@@ -66,6 +90,7 @@ func (our *Input) SetOPP(t *Input) {
our.Opp = t our.Opp = t
} }
func (our *Input) GenSataus() { func (our *Input) GenSataus() {
our.Status = [20]int8{} our.Status = [20]int8{}
for i := 0; i < 20; i++ { //堆叠状态剩余回合 for i := 0; i < 20; i++ { //堆叠状态剩余回合

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@@ -14,7 +14,8 @@ func (e *EffectNode) PreBattleEnd() bool {
} }
func (e *EffectNode) OnBattleEnd() bool { func (e *EffectNode) OnBattleEnd() bool {
panic("not implemented") // TODO: Implement // panic("not implemented") // TODO: Implement
return true
} }
func (e *EffectNode) EFFect_Befer(in *input.Input, effEffect input.Effect) bool { func (e *EffectNode) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {

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@@ -2,12 +2,14 @@ package player
import ( import (
"blazing/logic/service/common" "blazing/logic/service/common"
"blazing/logic/service/fight/info" "blazing/logic/service/fight/info"
"blazing/logic/service/space" "blazing/logic/service/space"
) )
// 邀请玩家加入战斗 邀请者,被邀请者,邀请模式 // 邀请玩家加入战斗 邀请者,被邀请者,邀请模式
func (lw *Player) InvitePlayerToBattle() { func (lw *Player) InvitePlayerToBattle() {
pinfo := lw.PVPinfo pinfo := lw.PVPinfo
space.GetSpace(lw.Info.MapID).User.IterCb(func(key uint32, v common.PlayerI) { space.GetSpace(lw.Info.MapID).User.IterCb(func(key uint32, v common.PlayerI) {
@@ -28,11 +30,25 @@ func (lw *Player) InvitePlayerToBattle() {
}) })
} }
func (p *Player) PET_MELEE() *Player {
var lw *Player
//pinfo := lw.PVPinfo
space.GetSpace(p.Info.MapID).User.IterCb(func(key uint32, v common.PlayerI) {
// 取消对战邀请 value := v.(*Player)
func (lw *Player) CancelBattle() {
lw.PVPinfo = nil if value.PVPinfo != nil && value != p {
//确认是乱斗模式
if value.PVPinfo.Mode == info.BattleMode.PET_MELEE {
lw = value
return
}
}
})
return lw
} }
func (p *Player) SendLoadPercent(b info.LoadPercentOutboundInfo) { func (p *Player) SendLoadPercent(b info.LoadPercentOutboundInfo) {