fix(fight): 修复战斗中属性变化与暴击判定逻辑

- 调整能力提升计算时机,确保命中后再恢复原始属性
- 暴击判断前置,仅在命中时计算暴击翻倍及破防逻辑
- 优化回合结束效果清除逻辑,增加状态存活判断

refactor(controller): 重构擂台相关接口返回结构体类型

- 将 ARENA_SET_OWENR、ARENA_FIGHT_OWENR 等函数的返回值统一改为
  NullOutboundInfo,并移除冗余字段返回
- 广播逻辑调整,统一使用 Broadcast
This commit is contained in:
2025-11-20 05:57:29 +08:00
parent c0b09c92c4
commit 53d6db7e17
37 changed files with 555 additions and 151 deletions

View File

@@ -48,3 +48,32 @@ type ChangeNONOColorOutboundInfo struct {
Color uint32 `codec:"color"` // 前端发来的更改的颜色rgb值 (对应Java的@UInt long)
}
// C2SDanceAction 前端发送给后端的舞蹈动作请求结构体
// 对应 C# 的 C2S_DANCE_ACTION
type C2SDanceAction struct {
Head common.TomeeHeader `cmd:"2103" struc:"[0]pad"`
// Reserve 固定参数(值为 10001
Reserve uint32 `struc:"uint32,big"`
// Type 动作类型3 = 蹲下)
Type uint32 `struc:"uint32,big"`
}
type S2CDanceAction struct {
// UserID 玩家ID
UserID uint32 `struc:"uint32,big"`
// Type 动作类型(透传前端的 type3 = 蹲下)
Type uint32 `struc:"uint32,big"`
}
type C2SPEOPLE_TRANSFROM struct {
Head common.TomeeHeader `cmd:"2111" struc:"[0]pad"`
// Reserve 固定参数(值为 10001
SuitID uint32 `struc:"uint32,big"`
}
type S2CPEOPLE_TRANSFROM struct {
// UserID 玩家ID
UserID uint32 `struc:"uint32,big"`
// Type 动作类型(透传前端的 type3 = 蹲下)
SuitID uint32 `struc:"uint32,big"`
}