feat(fight): 重构战斗模块并添加新功能
- 重构了战斗动作处理逻辑,增加了新的战斗动作类型 - 新增了逃跑、使用药剂、系统放弃等战斗动作 - 优化了战斗回合循环和动作执行顺序 - 增加了战斗结束处理逻辑 - 调整了玩家和AI的战斗行为 -增加精灵捕捉
This commit is contained in:
@@ -44,6 +44,10 @@ func (h Controller) OnPlayerFightNpcMonster(data *fight.FightNpcMonsterInboundIn
|
||||
if err1 != nil {
|
||||
panic(err)
|
||||
}
|
||||
|
||||
if c.FightC != nil {
|
||||
return nil, -1
|
||||
}
|
||||
c.FightC = &service.FightC{}
|
||||
c.FightC.NewFight(&ttt, c) //把两个玩家都传进去
|
||||
c.FightC.OwnerID = c.Info.UserID
|
||||
@@ -72,15 +76,6 @@ func (h Controller) UseSkill(data *fight.UseSkillInboundInfo, c *service.Player)
|
||||
// 战斗逃跑
|
||||
func (h Controller) Escape(data *fight.EscapeFightInboundInfo, c *service.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
|
||||
|
||||
defer func() {
|
||||
//战斗结束Escape
|
||||
ttt := service.NewTomeeHeader(2506, c.Info.UserID)
|
||||
|
||||
c.SendPack(ttt.Pack(&fight.FightOverInfo{
|
||||
Reason: 0,
|
||||
}))
|
||||
c.FightC = nil
|
||||
}()
|
||||
|
||||
c.FightC.Escape(c)
|
||||
return nil, 0
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user