refactor(fight): 重构战斗模块

- 移除未使用的结构体和接口
- 优化战斗准备和邀请逻辑
- 调整玩家和怪物信息的处理方式
- 更新战斗相关的数据结构
- 重构战斗模式和邀请相关代码
This commit is contained in:
2025-09-02 00:45:29 +08:00
parent 0dbb7d9a8d
commit 39893e4df9
16 changed files with 408 additions and 325 deletions

View File

@@ -65,6 +65,7 @@ func (t *InInfo) SpawnMonsters(c *socket.Player, isfrist bool) {
}
t1 := t.genMonster(c.Info.MapID)
if t1 != nil {
c.OgreInfo = t1
t1 := tt.Pack(t1)
c.SendPack(t1)
}
@@ -80,16 +81,16 @@ func RandomStringFromSlice(s []string) string {
}
// 应该根据怪物信息决定后端生成
func (t *InInfo) genMonster(mapid uint32) *OgreInfo {
func (t *InInfo) genMonster(mapid uint32) *socket.OgreInfo {
// 设置怪物信息
t1 := OgreInfo{}
t1 := socket.OgreInfo{}
mapss, ok := xmlres.MonsterMap[gconv.Int(mapid)]
if ok && mapss.Monsters != nil {
for i, m := range mapss.Monsters.Monsters { //这里是9个
id := strings.Split(m.ID, " ")
lv := strings.Split(m.Lv, " ")
ttt := OgrePetInfo{
ttt := socket.OgrePetInfo{
Id: gconv.Uint32(RandomStringFromSlice(id)),
}
if ttt.Id != 0 {
@@ -102,7 +103,7 @@ func (t *InInfo) genMonster(mapid uint32) *OgreInfo {
}
t2 := OgreInfo{}
t2 := socket.OgreInfo{}
for i := 0; i < 3; i++ {
t2.Data[t.monsters[i]] = t1.Data[t.monsters[i]]