refactor: 统一战斗报文发送逻辑
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@@ -174,11 +174,7 @@ func (f *FightC) battleLoop() {
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//大乱斗,给个延迟
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//<-time.After(1000)
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f.Broadcast(func(ff *input.Input) {
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if f.LegacyGroupProtocol {
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f.sendLegacyGroupOver(ff.Player, &f.FightOverInfo)
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} else {
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ff.Player.SendPackCmd(2506, &f.FightOverInfo)
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}
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f.sendFightPacket(ff.Player, fightPacketOver, &f.FightOverInfo)
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ff.Player.QuitFight()
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@@ -264,7 +260,7 @@ func (f *FightC) collectPlayerActions(expectedSlots map[actionSlotKey]struct{})
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ret.Reason = reason
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ret.Reason.ActorIndex = uint32(ret.ActorIndex)
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selfinput.Player.SendPackCmd(2407, &ret.Reason)
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f.sendFightPacket(selfinput.Player, fightPacketChangePetSuccess, &ret.Reason)
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f.Switch[key] = ret
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@@ -285,7 +281,7 @@ func (f *FightC) collectPlayerActions(expectedSlots map[actionSlotKey]struct{})
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selfinput.CanChange = 0
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if f.Info.Status == info.BattleMode.FIGHT_WITH_NPC && paction.GetPlayerID() == 0 {
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f.Switch = make(map[actionSlotKey]*action.ActiveSwitchAction)
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f.Our[0].Player.SendPackCmd(2407, &ret.Reason)
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f.sendFightPacket(f.Our[0].Player, fightPacketChangePetSuccess, &ret.Reason)
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//println("AI出手死切")
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f.triggerNPCActions() // boss出手后获取出招
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@@ -606,7 +602,7 @@ func (f *FightC) handleItemAction(a *action.UseItemAction) {
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if currentPet == nil {
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return
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}
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ff.Player.SendPackCmd(2406, &info.UsePetIteminfo{
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f.sendFightPacket(ff.Player, fightPacketUseItem, &info.UsePetIteminfo{
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UserID: source.UserID,
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ChangeHp: int32(addhp),
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ItemID: uint32(item.ID),
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@@ -621,7 +617,7 @@ func (f *FightC) handleItemAction(a *action.UseItemAction) {
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if currentPet == nil {
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return
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}
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ff.Player.SendPackCmd(2406, &info.UsePetIteminfo{
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f.sendFightPacket(ff.Player, fightPacketUseItem, &info.UsePetIteminfo{
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UserID: source.UserID,
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ItemID: uint32(item.ID),
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