```
feat: 更新战斗系统模型结构和Redis消息处理 - 引入gredis依赖用于Redis消息处理 - 将战斗相关的枚举和结构体从info包迁移到model包 - 更新战斗结束原因、攻击值等类型的引用路径 - 添加新的zset工具包到工作区 - 修改Redis消息处理逻辑以正确解析gredis.Message类型 - 在战斗控制器中统一使用model包下的类型定义
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@@ -9,12 +9,13 @@ import (
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"blazing/logic/service/fight/input"
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"blazing/logic/service/player"
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"blazing/modules/config/service"
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"blazing/modules/player/model"
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"math/rand"
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"time"
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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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func NewFight(p1, p2 common.PlayerI, fn func(info.FightOverInfo)) (*FightC, errorcode.ErrorCode) {
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func NewFight(p1, p2 common.PlayerI, fn func(model.FightOverInfo)) (*FightC, errorcode.ErrorCode) {
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// fmt.Println("NewFight", p1.GetInfo().UserID)
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f := &FightC{}
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@@ -84,7 +85,7 @@ func NewFight(p1, p2 common.PlayerI, fn func(info.FightOverInfo)) (*FightC, erro
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//fmt.Println(f.Our.UserID, "战斗超时结算")
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if !f.Our.Finished || !f.Opp.Finished { //如果有任一没有加载完成
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f.closefight = true //阻止继续添加action
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f.Reason = info.BattleOverReason.PlayerOffline
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f.Reason = model.BattleOverReason.PlayerOffline
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switch {
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case !f.Opp.Finished: //邀请方没加载完成 先判断邀请方,如果都没加载完成,就算做房主胜利
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f.WinnerId = f.Our.Player.GetInfo().UserID
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