refactor: 重构战斗初始化传递宠物列表
All checks were successful
ci/woodpecker/push/my-first-workflow Pipeline was successful
All checks were successful
ci/woodpecker/push/my-first-workflow Pipeline was successful
This commit is contained in:
@@ -8,14 +8,13 @@ import (
|
||||
"blazing/logic/service/fight/info"
|
||||
"blazing/logic/service/fight/input"
|
||||
"blazing/logic/service/player"
|
||||
"blazing/modules/config/service"
|
||||
"blazing/modules/player/model"
|
||||
"math/rand"
|
||||
"time"
|
||||
)
|
||||
|
||||
// 创建新战斗,邀请方和被邀请方,或者玩家和野怪方
|
||||
func NewFight(p1, p2 common.PlayerI, fn func(model.FightOverInfo)) (*FightC, errorcode.ErrorCode) {
|
||||
func NewFight(p1, p2 common.PlayerI, b1, b2 []model.PetInfo, fn func(model.FightOverInfo)) (*FightC, errorcode.ErrorCode) {
|
||||
|
||||
// fmt.Println("NewFight", p1.GetInfo().UserID)
|
||||
f := &FightC{}
|
||||
@@ -33,17 +32,15 @@ func NewFight(p1, p2 common.PlayerI, fn func(model.FightOverInfo)) (*FightC, err
|
||||
//这里应该挪到玩家初始化执行
|
||||
|
||||
f.ReadyInfo.Status = f.Info.Status
|
||||
if f.Info.Mode == info.BattleMode.PET_MELEE {
|
||||
f.Melee = service.NewMELEEService().Def()
|
||||
}
|
||||
|
||||
var err errorcode.ErrorCode
|
||||
f.Our, err = f.initplayer(p1)
|
||||
f.Our, err = f.initplayer(p1, b1)
|
||||
if err > 0 {
|
||||
return nil, err
|
||||
|
||||
}
|
||||
|
||||
f.Opp, err = f.initplayer(p2)
|
||||
f.Opp, err = f.initplayer(p2, b2)
|
||||
if err > 0 {
|
||||
return nil, err
|
||||
|
||||
|
||||
Reference in New Issue
Block a user