refactor: 重构战斗系统支持多单位多动作
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@@ -21,7 +21,7 @@ func NewFight(p1, p2 common.PlayerI, b1, b2 []model.PetInfo, fn func(model.Fight
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f.OurPlayers = []common.PlayerI{p1}
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f.OppPlayers = []common.PlayerI{p2}
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f.Switch = make(map[uint32]*action.ActiveSwitchAction)
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f.Switch = make(map[actionSlotKey]*action.ActiveSwitchAction)
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f.callback = fn //战斗结束的回调
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f.quit = make(chan struct{})
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f.over = make(chan struct{})
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@@ -58,7 +58,6 @@ func NewFight(p1, p2 common.PlayerI, b1, b2 []model.PetInfo, fn func(model.Fight
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ff.SetOPP(f.GetInputByPlayer(ff.Player, true))
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})
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f.FightStartOutboundInfo = f.buildFightStartInfo()
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if f.Info.Status == info.BattleMode.FIGHT_WITH_NPC {
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f.Opp[0].Finished = true //PVE 默认boss数据直接加载完成
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@@ -67,11 +66,10 @@ func NewFight(p1, p2 common.PlayerI, b1, b2 []model.PetInfo, fn func(model.Fight
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if f.Opp[0].Player.(*player.AI_player).CanCapture > 0 {
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f.Opp[0].CanCapture = f.Opp[0].Player.(*player.AI_player).CanCapture
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f.FightStartOutboundInfo.Info2.Catchable = 1 //可以捕捉就置1
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}
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f.Opp[0].AttackValue.Prop = f.Opp[0].Player.(*player.AI_player).Prop
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f.FightStartOutboundInfo.Info2.Prop = f.Opp[0].AttackValue.Prop
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}
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f.FightStartOutboundInfo = f.buildFightStartInfo()
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f.Broadcast(func(ff *input.Input) {
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