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@@ -377,8 +377,8 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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}
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}
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if f.Info.Status == info.BattleMode.FIGHT_WITH_NPC {
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if f.Info.Status == info.BattleMode.FIGHT_WITH_NPC {
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println("AI出手")
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// println("AI出手")
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go f.Opp.GetAction()
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f.Opp.GetAction()
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}
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}
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@@ -17,7 +17,7 @@ func (our *Input) GetAction() {
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if selfPet.Info.Hp <= 0 {
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if selfPet.Info.Hp <= 0 {
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for _, v := range our.AllPet {
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for _, v := range our.AllPet {
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if v.Info.Hp > 0 {
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if v.Info.Hp > 0 {
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println("AI出手,切换宠物")
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// println("AI出手,切换宠物")
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our.FightC.ChangePet(our.Player, v.Info.CatchTime)
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our.FightC.ChangePet(our.Player, v.Info.CatchTime)
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return
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return
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}
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}
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@@ -32,6 +32,7 @@ func (our *Input) GetAction() {
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if len(skills) == 0 {
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if len(skills) == 0 {
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return
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return
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}
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}
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//println("AI出手,选择技能")
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var usedskill *info.SkillEntity
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var usedskill *info.SkillEntity
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for _, s := range skills {
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for _, s := range skills {
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if s == nil {
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if s == nil {
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@@ -158,6 +158,7 @@ func (f *FightC) collectPlayerActions(ourID, oppID uint32) map[uint32]action.Bat
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}
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}
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pid := paction.GetPlayerID()
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pid := paction.GetPlayerID()
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if pid != ourID && pid != oppID {
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if pid != ourID && pid != oppID {
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continue
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continue
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}
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}
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@@ -167,6 +168,7 @@ func (f *FightC) collectPlayerActions(ourID, oppID uint32) map[uint32]action.Bat
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// }
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// }
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selfinput := f.GetInputByAction(paction, false)
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selfinput := f.GetInputByAction(paction, false)
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if ret, ok := paction.(*action.ActiveSwitchAction); ok {
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if ret, ok := paction.(*action.ActiveSwitchAction); ok {
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// println("玩家执行切换精灵动作:", pid, ret.Cid)
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//正常结束可以切换,以及死切后还能再切一次
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//正常结束可以切换,以及死切后还能再切一次
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if selfinput.CanChange == 0 {
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if selfinput.CanChange == 0 {
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if selfinput.CurrentPet.Info.Hp > 0 { //非死亡切换
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if selfinput.CurrentPet.Info.Hp > 0 { //非死亡切换
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@@ -211,8 +213,8 @@ func (f *FightC) collectPlayerActions(ourID, oppID uint32) map[uint32]action.Bat
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if f.Info.Status == info.BattleMode.FIGHT_WITH_NPC && pid == 0 {
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if f.Info.Status == info.BattleMode.FIGHT_WITH_NPC && pid == 0 {
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f.Switch = make(map[uint32]*action.ActiveSwitchAction)
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f.Switch = make(map[uint32]*action.ActiveSwitchAction)
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f.Our.Player.SendPackCmd(2407, &ret.Reason)
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f.Our.Player.SendPackCmd(2407, &ret.Reason)
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println("AI出手死切")
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//println("AI出手死切")
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go f.Our.GetAction() //boss出手后获取出招
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f.Opp.GetAction() //boss出手后获取出招
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}
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}
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continue
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continue
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@@ -222,9 +224,10 @@ func (f *FightC) collectPlayerActions(ourID, oppID uint32) map[uint32]action.Bat
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}
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}
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} else {
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} else {
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println("玩家执行释放技能动作:", pid, paction.(*action.SelectSkillAction).Info.ID)
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if selfinput.CurrentPet.Info.Hp <= 0 { //0血执行非切换动作
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if selfinput.CurrentPet.Info.Hp <= 0 { //0血执行非切换动作
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//todo 记录异常操作
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//todo 记录异常操作
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println("玩家执行了异常操作,当前精灵血量为0,不能执行非切换动作", pid)
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continue
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continue
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}
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}
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if selfinput.CanChange == 1 { //非被动死亡情况下,不能执行额外动作,0允许切,2是死亡,可以额外动作
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if selfinput.CanChange == 1 { //非被动死亡情况下,不能执行额外动作,0允许切,2是死亡,可以额外动作
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