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@@ -38,8 +38,8 @@ func CreateBattlePetEntity(info model.PetInfo, rand *rand.Rand) *BattlePetEntity
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for i := 0; i < len(info.SkillList); i++ {
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//todo 技能信息应该每回合进行深拷贝,保证每次的技能效果都是不一样的
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ret.Skills[info.SkillList[i].ID] = CreateSkill(&info.SkillList[i], rand, ret)
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// ret.Skills[info.SkillList[i].ID] = CreateSkill(&info.SkillList[i], rand, ret)
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ret.Skills = append(ret.Skills, CreateSkill(&info.SkillList[i], rand, ret))
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}
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return ret
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@@ -4,9 +4,8 @@ import (
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"blazing/common/data"
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"blazing/common/socket/errorcode"
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"blazing/common/utils"
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"blazing/modules/config/service"
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config "blazing/modules/config/model"
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"blazing/modules/player/model"
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"encoding/json"
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"blazing/logic/service/common"
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@@ -34,6 +33,7 @@ type FightC struct {
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Our *input.Input //始终等于房主ID
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Opp *input.Input //对手ID
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Switch map[uint32]*action.ActiveSwitchAction
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Melee []config.PetBaseConfig
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startl sync.Once
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rand *rand.Rand
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StartTime time.Time
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@@ -159,23 +159,19 @@ func (f *FightC) initplayer(c common.PlayerI) (*input.Input, errorcode.ErrorCode
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in.AllPet = in.AllPet[:1]
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case info.BattleMode.PET_MELEE:
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in.AllPet = make([]*info.BattlePetEntity, 0)
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// if len(meetpet) == 0 {
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// initmeetpet()
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// }
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r := service.NewMELEEService().Def()
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if len(r) == 0 {
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return nil, errorcode.ErrorCodes.ErrNoEligiblePokemon
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var meetpet []config.PetBaseConfig
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if c.GetInfo().UserID == f.ownerID {
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meetpet = f.Melee[:3]
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} else {
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meetpet = f.Melee[3:]
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}
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for i, v := range r {
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for i, v := range meetpet {
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if v.Lv == 0 {
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v.Lv = 100
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}
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// var effect int
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// if len(v.Effect) > 0 {
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// effect = int(v.Effect[0])
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// }
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pet := model.GenPetInfo(int(v.MonID), 24, int(v.Nature), int(v.Effect[0]), int(v.Lv), nil, 0)
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var color data.GlowFilter
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@@ -1,7 +1,24 @@
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package input
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import "blazing/logic/service/fight/info"
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import (
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"blazing/logic/service/fight/info"
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"math/rand"
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"time"
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)
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// Shuffle 打乱切片顺序,使用 Fisher-Yates 洗牌算法,泛型支持任意类型
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func Shuffle[T any](slice []T) {
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// 初始化随机数生成器,用当前时间作为种子,避免每次打乱结果相同
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r := rand.New(rand.NewSource(time.Now().UnixNano()))
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// 从后往前遍历,逐个交换
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for i := len(slice) - 1; i > 0; i-- {
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// 生成 0 到 i 之间的随机索引
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j := r.Intn(i + 1)
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// 交换 i 和 j 位置的元素
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slice[i], slice[j] = slice[j], slice[i]
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}
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}
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func (our *Input) GetAction() {
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next := our.Exec(func(t Effect) bool {
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@@ -58,6 +75,7 @@ func (our *Input) GetAction() {
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}
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}
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Shuffle(skills)
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if usedskill == nil {
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for _, s := range skills {
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@@ -8,6 +8,7 @@ import (
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"blazing/logic/service/fight/info"
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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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"math/rand"
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"time"
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)
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@@ -31,6 +32,9 @@ func NewFight(p1, p2 common.PlayerI, fn func(info.FightOverInfo)) (*FightC, erro
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//这里应该挪到玩家初始化执行
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f.ReadyInfo.Status = f.Info.Status
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if f.Info.Mode == info.BattleMode.PET_MELEE {
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f.Melee = service.NewMELEEService().Def()
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}
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var err errorcode.ErrorCode
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f.Our, err = f.initplayer(p1)
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if err > 0 {
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@@ -8,6 +8,7 @@ import (
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"github.com/gogf/gf/v2/util/gconv"
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"github.com/gogf/gf/v2/util/grand"
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"github.com/samber/lo"
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)
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type PetItemHandler func(itemid uint32, ctx *model.PetInfo) bool
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@@ -218,6 +219,7 @@ func init() {
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PetItemRegistry.RegisterExact(300152, func(itemid uint32, onpet *model.PetInfo) bool {
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onpet.SkinID = onpet.ID
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onpet.ExtSkin = append(onpet.ExtSkin, onpet.ID) //添加到拓展皮肤列表
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lo.Uniq(onpet.ExtSkin)
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return true
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})
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//形态固定
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@@ -21,7 +21,7 @@ func (s *MELEEService) Def() []model.PetBaseConfig {
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var pets []model.PetBaseConfig
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m := cool.DBM(s.Model)
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m.OrderRandom().Limit(3).Scan(&pets)
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m.OrderRandom().Limit(6).Scan(&pets)
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return pets
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// return ret.Interface().([]model.PetFusion)
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