feat(fight): 添加旧组队协议支持并优化战斗系统 - 实现了旧组队协议相关功能,包括GroupReadyFightFinish、GroupUseSkill、 GroupUseItem、GroupChangePet和GroupEscape方法 - 新增组队战斗相关的入站信息结构体定义 - 实现了组队BOSS战斗逻辑,添加groupBossSlotLimit常量 - 重构宠物技能设置逻辑,调整金币消耗时机 - 优化战斗循环逻辑,添加对无行动槽位的处理 - 改进AI行动逻辑,增加多位置目标选择机制 - 完善捕获系统上下文处理,修复空指针问题 - 添加战斗状态更新和数据同步机制 fix(pet-skill): 修复宠物技能设置中的金币扣除逻辑错误 - 将金币扣除逻辑移到验证之后 - 修正宠物技能数量限制检查的顺序 - 防止重复添加已有技能的情况 refactor(fight): 重构战斗系统代码结构 - 分离新旧组队协议的战斗创建逻辑 - 优化战斗输入验证和处理流程 - 改进战斗循环中的错误处理机制 ```
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@@ -43,7 +43,8 @@ func (h Controller) GroupUseSkill(data *GroupUseSkillInboundInfo, c *player.Play
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targetRelation = fight.SkillTargetAlly
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}
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h.dispatchFightActionEnvelope(c, fight.NewSkillActionEnvelope(data.SkillId, int(data.ActorIndex), int(data.TargetPos), targetRelation, 0))
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return nil, 0
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c.SendPackCmd(7558, nil)
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return nil, -1
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}
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func (h Controller) GroupUseItem(data *GroupUseItemInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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@@ -75,54 +75,13 @@ func startMapBossFight(
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ourPets := p.GetPetInfo(100)
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oppPets := ai.GetPetInfo(0)
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if mapNode != nil && mapNode.IsGroupBoss != 0 {
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ourSlots := buildGroupBossPetSlots(ourPets, groupBossSlotLimit)
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oppSlots := buildGroupBossPetSlots(oppPets, groupBossSlotLimit)
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if len(ourSlots) > 0 && len(oppSlots) > 0 {
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return fight.NewLegacyGroupFightSingleControllerN(p, ai, ourSlots, oppSlots, fn)
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if len(ourPets) > 0 && len(oppPets) > 0 {
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return fight.NewLegacyGroupFightSingleController(p, ai, ourPets, oppPets, groupBossSlotLimit, fn)
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}
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}
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return fight.NewFight(p, ai, ourPets, oppPets, fn)
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}
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func buildGroupBossPetSlots(pets []model.PetInfo, slotLimit int) [][]model.PetInfo {
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if len(pets) == 0 {
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return nil
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}
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slots := make([][]model.PetInfo, 0, slotLimit)
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for _, pet := range pets {
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if pet.Hp == 0 {
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continue
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}
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if slotLimit <= 0 {
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slotLimit = 3
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}
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if len(slots) < slotLimit {
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slots = append(slots, []model.PetInfo{pet})
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continue
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}
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break
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}
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if len(slots) == 0 {
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return nil
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}
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var idx int = 0
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for _, pet := range pets[len(slots):] {
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if pet.Hp == 0 {
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continue
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}
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for step := 0; step < len(slots); step++ {
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slotIdx := (idx + step) % len(slots)
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if len(slots[slotIdx]) < 6 {
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slots[slotIdx] = append(slots[slotIdx], pet)
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idx = (slotIdx + 1) % len(slots)
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break
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}
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}
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}
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return slots
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}
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// OnPlayerFightNpcMonster 战斗野怪
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func (Controller) OnPlayerFightNpcMonster(req *FightNpcMonsterInboundInfo, p *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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if err = p.CanFight(); err != 0 {
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@@ -64,6 +64,7 @@ func (h *Controller) SwitchFlying(data *SwitchFlyingInboundInfo, c *player.Playe
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// PlayerPetCure 处理控制器请求。
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func (h *Controller) PlayerPetCure(data *PetCureInboundInfo, c *player.Player) (result *nono.PetCureOutboundEmpty, err errorcode.ErrorCode) { //这个时候player应该是空的
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_ = data
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result = &nono.PetCureOutboundEmpty{}
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if c.IsArenaHealLocked() {
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return result, errorcode.ErrorCodes.ErrChampionCannotHeal
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}
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@@ -73,6 +74,9 @@ func (h *Controller) PlayerPetCure(data *PetCureInboundInfo, c *player.Player) (
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for i := range c.Info.PetList {
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c.Info.PetList[i].Cure()
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}
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for i := range c.Info.BackupPetList {
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c.Info.BackupPetList[i].Cure()
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}
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c.Info.Coins -= nonoPetCureCost
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return
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}
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