``` refactor(player): 移除AI_player冗余方法并优化baseplayer结构
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@@ -1,7 +1,6 @@
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package player
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package player
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import (
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import (
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"blazing/logic/service/common"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/info"
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"blazing/modules/blazing/model"
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"blazing/modules/blazing/model"
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)
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)
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@@ -34,12 +33,6 @@ func (p *AI_player) GetPetInfo() []model.PetInfo {
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func (lw *AI_player) SendLoadPercent(info.LoadPercentOutboundInfo) {
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func (lw *AI_player) SendLoadPercent(info.LoadPercentOutboundInfo) {
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}
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func (f *AI_player) InvitePlayer(ff common.PlayerI) {
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}
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func (p *AI_player) QuitFight() {
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}
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}
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func (p *AI_player) CanFight() bool {
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func (p *AI_player) CanFight() bool {
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@@ -12,6 +12,7 @@ import (
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)
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)
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type baseplayer struct {
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type baseplayer struct {
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//Fightinfo info.Fightinfo
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Info *model.PlayerInfo
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Info *model.PlayerInfo
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//canFight uint32
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//canFight uint32
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FightC common.FightI //绑定战斗标识 替代本身的是否战斗标记 //IsFighting bool
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FightC common.FightI //绑定战斗标识 替代本身的是否战斗标记 //IsFighting bool
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@@ -23,11 +24,11 @@ func newbaseplayer() baseplayer {
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rng := rand.New(rand.NewSource(time.Now().UnixNano() + int64(grand.Intn(1000000))))
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rng := rand.New(rand.NewSource(time.Now().UnixNano() + int64(grand.Intn(1000000))))
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ret := baseplayer{}
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ret := baseplayer{}
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ret.PlayerCaptureContext = &info.PlayerCaptureContext{
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ret.PlayerCaptureContext = &info.PlayerCaptureContext{
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rng,
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Random: rng,
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1000,
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Denominator: 1000,
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0.10, // 15%衰减率
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DecayFactor: 0.10, // 15%衰减率
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1,
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MinDecayNum: 1,
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make(map[int]int),
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Guarantees: make(map[int]int),
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}
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}
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return ret
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return ret
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}
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}
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@@ -37,6 +38,13 @@ func (p *baseplayer) GetInfo() *model.PlayerInfo {
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return p.Info
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return p.Info
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}
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}
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func (f *baseplayer) InvitePlayer(ff common.PlayerI) {
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}
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func (p *baseplayer) QuitFight() {
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}
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// SetFightC 设置玩家战斗控制器
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// SetFightC 设置玩家战斗控制器
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func (f *baseplayer) SetFightC(fightController common.FightI) {
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func (f *baseplayer) SetFightC(fightController common.FightI) {
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f.FightC = fightController
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f.FightC = fightController
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