```
refactor(controller): 重构控制器代码结构并优化战斗状态检查 - 添加包级注释说明controller包的功能和架构设计 - 重命名Controller结构体注释,使其更清晰明了 - 添加ParseCmd函数的
This commit is contained in:
@@ -9,87 +9,91 @@ import (
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"blazing/logic/service/player"
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)
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// 准备战斗
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func (h Controller) OnReadyToFight(data *fight.ReadyToFightInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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// checkFightStatus 检查战斗状态
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func (h Controller) checkFightStatus(c *player.Player) errorcode.ErrorCode {
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if c.FightC == nil {
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return nil, errorcode.ErrorCodes.ErrBattleEnded
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return errorcode.ErrorCodes.ErrBattleEnded
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}
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return 0
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}
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// OnReadyToFight 准备战斗
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func (h Controller) OnReadyToFight(data *fight.ReadyToFightInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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if err := h.checkFightStatus(c); err != 0 {
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return nil, err
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}
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defer c.FightC.ReadyFight(c)
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return nil, -1
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}
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// 使用技能包
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// UseSkill 使用技能包
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func (h Controller) UseSkill(data *fight.UseSkillInInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, errorcode.ErrorCodes.ErrBattleEnded
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if err := h.checkFightStatus(c); err != 0 {
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return nil, err
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}
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defer c.FightC.UseSkill(c, data.SkillId)
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return nil, 0
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}
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// 战斗逃跑
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// Escape 战斗逃跑
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func (h Controller) Escape(data *fight.EscapeFightInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, errorcode.ErrorCodes.ErrBattleEnded
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if err := h.checkFightStatus(c); err != 0 {
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return nil, err
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}
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if atomic.LoadUint32(&c.Fightinfo.Mode) == 0 {
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return nil, errorcode.ErrorCodes.ErrBattleNotStarted //,没开始对战
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battleMode := atomic.LoadUint32(&c.Fightinfo.Mode)
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if battleMode == 0 {
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return nil, errorcode.ErrorCodes.ErrBattleNotStarted
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}
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if atomic.LoadUint32(&c.Fightinfo.Mode) == 1 { //用户对战不能逃跑
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if battleMode == 1 {
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return nil, errorcode.ErrorCodes.ErrCannotFleePlayerBattle
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}
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defer c.FightC.Over(c, info.BattleOverReason.PlayerEscape)
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return nil, 0
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}
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// 切换精灵
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// ChangePet 切换精灵
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func (h Controller) ChangePet(data *fight.ChangePetInboundInfo, c *player.Player) (result *info.ChangePetInfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, errorcode.ErrorCodes.ErrBattleEnded
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if err := h.checkFightStatus(c); err != 0 {
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return nil, err
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}
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defer c.FightC.ChangePet(c, data.CatchTime)
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return nil, -1
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}
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// 切换精灵
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// Capture 捕捉精灵
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func (h Controller) Capture(data *fight.CatchMonsterInboundInfo, c *player.Player) (result *info.CatchMonsterOutboundInfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, errorcode.ErrorCodes.ErrBattleEnded
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if err := h.checkFightStatus(c); err != 0 {
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return nil, err
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}
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defer c.FightC.Capture(c, data.CapsuleId)
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return nil, -1
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}
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// 加载进度
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// LoadPercent 加载进度
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func (h Controller) LoadPercent(data *fight.LoadPercentInboundInfo, c *player.Player) (result *info.LoadPercentOutboundInfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, -1
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}
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defer c.FightC.LoadPercent(c, int32(data.Percent))
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return nil, -1
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}
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// UsePetItemInboundInfo 使用宠物道具
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func (h Controller) UsePetItemInboundInfo(data *fight.UsePetItemInboundInfo, c *player.Player) (result *info.UsePetIteminfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, errorcode.ErrorCodes.ErrBattleEnded
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if err := h.checkFightStatus(c); err != 0 {
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return nil, err
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}
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defer c.FightC.UseItem(c, data.CatchTime, data.ItemId)
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return nil, -1
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}
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// FightChat 战斗聊天
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func (h Controller) FightChat(data *fight.ChatInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, errorcode.ErrorCodes.ErrBattleEnded
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if err := h.checkFightStatus(c); err != 0 {
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return nil, err
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}
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defer c.FightC.Chat(c, data.Message)
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return nil, -1
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}
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