refactor(fight/effect): 重构能力操作类型枚举命名,统一使用大写形式(ADD/SUB/COPY/RESET)并更新相关调用点

This commit is contained in:
1
2025-09-26 18:39:59 +00:00
parent c52c409ffc
commit d46849a020
13 changed files with 431 additions and 312 deletions

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@@ -0,0 +1,42 @@
package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// 基类特性
type NewSel0 struct {
node.EffectNode
Catchtime int //保存精灵的唯一指令,保证在上场时候正确注入
Hide bool //是否隐藏 ,所属精灵下场后特性就应该消失
//如果2只精灵一个特性怎么办每次切精灵注入特性
}
// 重写回合结束效果,特性都是无线回合类的
// 次数类本质上也是这种
func (e *NewSel0) TurnEnd(opp *input.Input) {
}
// 免疫"能力(battle_lv)下降"
type NewSel1 struct {
NewSel0
}
func (e *NewSel0) BeferProp(in *input.Input, prop, level int8, ptype info.EnumAbilityOpType) bool {
//能力下降类
if level > 0 && ptype == info.AbilityOpType.SUB {
return false
}
return true
}
func init() {
input.InitEffect(input.EffectType.NewSel, 1, &NewSel0{})
}

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@@ -29,14 +29,14 @@ func init() {
input.InitEffect(input.EffectType.Skill, 3, &Effect3{
EffectNode: node.EffectNode{},
Level: -1,
Etype: info.AbilityOpType.AbilityOpReset,
Etype: info.AbilityOpType.RESET,
})
// 消除对手能力提升状态
input.InitEffect(input.EffectType.Skill, 33, &Effect3{
EffectNode: node.EffectNode{},
Rev: true,
Level: 1,
Etype: info.AbilityOpType.AbilityOpReset,
Etype: info.AbilityOpType.RESET,
})
// 将能力下降状态反馈给对手
input.InitEffect(input.EffectType.Skill, 63, &Effect3{

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@@ -46,9 +46,9 @@ func (e *EffectStat) OnHit(opp *input.Input, skill *info.SkillEntity) {
if !t { //没触发
return
}
ptype := info.AbilityOpType.AbilityOpIncrease
ptype := info.AbilityOpType.ADD
if e.EffectNode.SideEffectArgs[2] < 0 {
ptype = info.AbilityOpType.AbilityOpDecrease
ptype = info.AbilityOpType.SUB
}
if !e.Etype { //自身
e.Input.SetProp(e.Input, int8(e.EffectNode.SideEffectArgs[0]), int8(e.EffectNode.SideEffectArgs[2]), ptype)

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@@ -91,10 +91,10 @@ type Playerinvite struct { //挂载到[]Playerinvite上? 被邀请者->邀请
type EnumAbilityOpType string
var AbilityOpType = enum.New[struct {
AbilityOpIncrease EnumAbilityOpType `enum:"1"` // 能力增加(强化)
AbilityOpDecrease EnumAbilityOpType `enum:"2"` // 能力减少(弱化)
AbilityOpCopy EnumAbilityOpType `enum:"3"` // 复制强化/弱化
AbilityOpReset EnumAbilityOpType `enum:"4"` // 能力重置
ADD EnumAbilityOpType `enum:"1"` // 能力增加(强化)
SUB EnumAbilityOpType `enum:"2"` // 能力减少(弱化)
COPY EnumAbilityOpType `enum:"3"` // 复制强化/弱化
RESET EnumAbilityOpType `enum:"4"` // 能力重置
AbilityOpStealStrengthen EnumAbilityOpType `enum:"6"` // 吸取强化
AbilityOpReverse EnumAbilityOpType `enum:"7"` // 反转强化/弱化

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@@ -2,6 +2,9 @@ package input
import (
"blazing/common/data/xmlres"
"blazing/logic/service/fight/info"
"fmt"
"math"
"github.com/gogf/gf/v2/util/gconv"
)
@@ -23,6 +26,115 @@ func getItemBonus(itemID uint32) float64 {
return 1.0
}
// 特殊胶囊必定成功
// CaptureParams 捕捉参数
// type CaptureParams struct {
// PetID int // 精灵ID
// MaxHP int // 目标最大HP
// CurrentHP int // 目标当前HP
// CatchRate int // 目标捕获率分子
// CatchDenom int // 捕获率分母如100、1000
// ItemID int // 使用的道具ID
// Statuses [20]byte // 异常状态数组存在的状态对应位置为1
// OwnedCount int // 已拥有数量(-1=保底0=锁定≥1=衰减)
// -1是保底模式0是锁定模式》0是衰减模式
// Capture 执行捕捉 ,捕捉精灵,使用的道具,模式
func (c *Input) Capture(pet *info.BattlePetEntity, ItemID uint32, ownerpet int) (bool, CaptureDetails) {
if getItemBonus(ItemID) >= 255 {
return true, CaptureDetails{
Success: true,
Mode: "特殊胶囊必定成功",
BaseRate: 100.0,
ModifiedRate: 100.0,
GuaranteeBonus: 0,
StatusBonus: c.GetStatusBonus(),
Details: fmt.Sprintf("道具ID=%d必定成功", ItemID),
}
}
// 锁定模式
if ownerpet == 0 {
return false, CaptureDetails{
Success: false,
Mode: "锁定模式",
BaseRate: 0,
ModifiedRate: 0,
GuaranteeBonus: 0,
StatusBonus: c.GetStatusBonus(),
Details: "已拥有数量为0无法捕捉",
}
}
// 计算基础捕捉率
baseRate := c.calcBaseRate(pet, ItemID)
denominator := c.Player.GetPlayerCaptureContext().Denominator
numerator := int(baseRate * float64(denominator))
// 衰减模式
if ownerpet > 0 {
decay := math.Pow(1-c.Player.GetPlayerCaptureContext().DecayFactor, float64(ownerpet))
baseRate *= decay
if baseRate < 0.01 {
baseRate = 0.01 // 最低1%成功率
}
numerator = int(baseRate * float64(denominator))
}
// 走统一保底判定
success, basePct, bonusPct := c.Player.Roll(numerator, denominator)
return success, CaptureDetails{
Success: success,
Mode: map[int]string{-1: "保底模式", 0: "锁定模式", 1: "衰减模式"}[ownerpet],
BaseRate: basePct,
ModifiedRate: basePct + bonusPct,
GuaranteeBonus: bonusPct,
StatusBonus: c.GetStatusBonus(),
Details: fmt.Sprintf("a=%d, 分子=%d, 分母=%d", c.calcBaseA(pet, ItemID), numerator, denominator),
}
}
// calcBaseA 按公式计算a值
func (c *Input) calcBaseA(pet *info.BattlePetEntity, ItemID uint32) int {
catchRate := gconv.Int(pet.CatchRate)
catchRate = (catchRate * c.Player.GetPlayerCaptureContext().Denominator) / 1000 // 归一化到1000分母
if catchRate < 3 {
catchRate = 3
}
currentHP := pet.Info.Hp
if currentHP <= 0 {
currentHP = 1
}
hpRatio := (3.0*float64(pet.Info.MaxHp) - 2.0*float64(currentHP)) / (3.0 * float64(pet.Info.MaxHp))
if hpRatio < 0 {
hpRatio = 0
}
itemBonus := getItemBonus(ItemID)
statusBonus := c.GetStatusBonus()
return int(hpRatio * float64(catchRate) * itemBonus * statusBonus)
}
// calcBaseRate 按公式计算基础成功率
func (c *Input) calcBaseRate(pet *info.BattlePetEntity, ItemID uint32) float64 {
if getItemBonus(ItemID) >= 255 {
return 1.0
}
a := c.calcBaseA(pet, ItemID)
if a >= 255 {
return 1.0
}
g := int(1048560.0 / math.Floor(math.Sqrt(math.Floor(math.Sqrt(math.Floor(16711680.0/float64(a)))))))
return math.Pow(float64(g)/65536.0, 4.0)
}
// CaptureDetails 捕捉详情
type CaptureDetails struct {
Success bool

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@@ -22,7 +22,9 @@ type Effect interface {
PreAttacked(opp *Input, skill *info.SkillEntity) //预处理受击技能
BeforeAttacked(opp *Input, id *info.DamageZone) //受击前触发 这时候就是百分比减伤区间
Attacked(opp *Input, id *info.DamageZone) // 受击触发 这时候就是点数减伤
Shield() bool // 护盾值变化时触发
PostDamage() bool // 伤害结算后触发(血量扣除后),比如触发回神,反弹也在这里实现
Shield() bool // 护盾值变化时触发
OnSwitchIn() bool // 精灵出战 / 上场时触发
OnSwitchOut() bool // 精灵下场时触发
@@ -33,8 +35,6 @@ type Effect interface {
PreBattleEnd() bool //战斗结束前
OnBattleEnd() bool //战斗结束
// PostDamage() bool // 伤害结算后触发(血量扣除后)
// AfterAttacked() bool // 被攻击后触发(受击判定)
// OnSkillPP() bool //技能PP减少节点
// // 治疗相关触发
// OnBeforeHeal() bool // 治疗前触发

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@@ -93,61 +93,130 @@ func (u *Input) SetProp(in *Input, prop, level int8, ptype info.EnumAbilityOpTyp
return t.BeferProp(in, prop, level, ptype) //返回本身结算,如果false,说明不能使用技能了
})
if canuseskill {
if !canuseskill {
return false
}
var newValue int8
abfunc := func(prop, level int8, ptype info.EnumAbilityOpType) (ret bool) {
switch ptype {
case info.AbilityOpType.AbilityOpIncrease:
newValue := utils.Min(u.AttackValue.Prop[prop]+int8(level), 6)
case info.AbilityOpType.ADD:
newValue = utils.Min(u.AttackValue.Prop[prop]+int8(level), 6)
if newValue > u.AttackValue.Prop[prop] {
fmt.Println("属性值会增加")
ret = true
return true
} else {
fmt.Println("属性值不会增加")
ret = false
return false
}
// 执行赋值
u.AttackValue.Prop[prop] = newValue
case info.AbilityOpType.SUB:
newValue = utils.Max(u.AttackValue.Prop[prop]+int8(level), -6)
if newValue < u.AttackValue.Prop[prop] {
fmt.Println("属性值会减少")
return true
} else {
fmt.Println("属性值不会增加")
return false
}
case info.AbilityOpType.AbilityOpDecrease:
u.AttackValue.Prop[prop] = utils.Max(u.AttackValue.Prop[prop]+int8(level), -6)
case info.AbilityOpType.AbilityOpReset:
case info.AbilityOpType.RESET:
if level > 0 && u.AttackValue.Prop[prop] > 0 { //消强
u.AttackValue.Prop[prop] = 0
newValue = 0
return true
}
if level < 0 && u.AttackValue.Prop[prop] < 0 { //解弱
u.AttackValue.Prop[prop] = 0
}
case info.AbilityOpType.AbilityOpStealStrengthen:
if in.AttackValue.Prop[prop] > 0 {
u.SetProp(u, prop, in.AttackValue.Prop[prop], info.AbilityOpType.AbilityOpIncrease)
in.SetProp(u, prop, 1, info.AbilityOpType.AbilityOpReset) //消除对面强化
}
case info.AbilityOpType.AbilityOpReverse:
if level > 0 && u.AttackValue.Prop[prop] > 0 { //反转强化实际上是附带2倍的反转强化
u.SetProp(u, prop, u.AttackValue.Prop[prop]*2, info.AbilityOpType.AbilityOpDecrease)
}
if level < 0 && u.AttackValue.Prop[prop] < 0 {
u.SetProp(u, prop, -u.AttackValue.Prop[prop]*2, info.AbilityOpType.AbilityOpIncrease)
}
case info.AbilityOpType.AbilityOpBounceWeaken:
if u.AttackValue.Prop[prop] < 0 {
in.SetProp(u, prop, u.AttackValue.Prop[prop], info.AbilityOpType.AbilityOpDecrease)
u.SetProp(u, prop, -1, info.AbilityOpType.AbilityOpReset) //消除自身弱化
newValue = 0
return true
}
}
return false
}
return
switch ptype {
case info.AbilityOpType.AbilityOpStealStrengthen:
temp := in.AttackValue.Prop[prop]
if temp <= 0 { //对方没有强化
return false
}
if abfunc(prop, temp, info.AbilityOpType.ADD) { //把对面的强化等级添加自身
u.AttackValue.Prop[prop] = newValue //成功把 强化更新
in.SetProp(u, prop, 1, info.AbilityOpType.RESET) //吸取后消除对面强化
}
case info.AbilityOpType.AbilityOpReverse:
temp := u.AttackValue.Prop[prop]
switch {
case level > 0: //反转强化
if temp <= 0 { //没有强化
return false
}
if abfunc(prop, temp*2, info.AbilityOpType.SUB) {
u.AttackValue.Prop[prop] = newValue
if temp == -u.AttackValue.Prop[prop] { //成功到对应弱化
return true
} else {
return true
}
} else { //自身免弱或已到-6
return false
}
default: //反转弱化
if temp >= 0 { //没有弱化
return false
}
if abfunc(prop, -temp*2, info.AbilityOpType.ADD) {
u.AttackValue.Prop[prop] = newValue
if temp == -u.AttackValue.Prop[prop] { //成功到对应强化
return true
} else {
return true
}
} else { //自身免弱或已到-6
return false
}
}
case info.AbilityOpType.AbilityOpBounceWeaken:
temp := u.AttackValue.Prop[prop]
if temp >= 0 { //没有弱化
return false
}
if in.SetProp(u, prop, temp, info.AbilityOpType.SUB) {
u.SetProp(u, prop, -1, info.AbilityOpType.RESET) //消除自身弱化
return true
}
default: //增加减少重置
if abfunc(prop, level, ptype) {
// 执行赋值
u.AttackValue.Prop[prop] = newValue
return true
}
}
return false
}
func (i *Input) GetAction(opp *Input) {
//使用1#技能,实际上要按照四个技能权重去使用

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@@ -4,10 +4,7 @@ import (
"blazing/common/utils"
"blazing/logic/service/common"
"blazing/logic/service/fight/info"
"fmt"
"math"
"github.com/gogf/gf/v2/util/gconv"
"github.com/jinzhu/copier"
)
@@ -87,112 +84,3 @@ func (i *Input) GetStatusBonus() float64 {
return maxBonus
}
// 特殊胶囊必定成功
// CaptureParams 捕捉参数
// type CaptureParams struct {
// PetID int // 精灵ID
// MaxHP int // 目标最大HP
// CurrentHP int // 目标当前HP
// CatchRate int // 目标捕获率分子
// CatchDenom int // 捕获率分母如100、1000
// ItemID int // 使用的道具ID
// Statuses [20]byte // 异常状态数组存在的状态对应位置为1
// OwnedCount int // 已拥有数量(-1=保底0=锁定≥1=衰减)
// -1是保底模式0是锁定模式》0是衰减模式
// Capture 执行捕捉 ,捕捉精灵,使用的道具,模式
func (c *Input) Capture(pet *info.BattlePetEntity, ItemID uint32, ownerpet int) (bool, CaptureDetails) {
if getItemBonus(ItemID) >= 255 {
return true, CaptureDetails{
Success: true,
Mode: "特殊胶囊必定成功",
BaseRate: 100.0,
ModifiedRate: 100.0,
GuaranteeBonus: 0,
StatusBonus: c.GetStatusBonus(),
Details: fmt.Sprintf("道具ID=%d必定成功", ItemID),
}
}
// 锁定模式
if ownerpet == 0 {
return false, CaptureDetails{
Success: false,
Mode: "锁定模式",
BaseRate: 0,
ModifiedRate: 0,
GuaranteeBonus: 0,
StatusBonus: c.GetStatusBonus(),
Details: "已拥有数量为0无法捕捉",
}
}
// 计算基础捕捉率
baseRate := c.calcBaseRate(pet, ItemID)
denominator := c.Player.GetPlayerCaptureContext().Denominator
numerator := int(baseRate * float64(denominator))
// 衰减模式
if ownerpet > 0 {
decay := math.Pow(1-c.Player.GetPlayerCaptureContext().DecayFactor, float64(ownerpet))
baseRate *= decay
if baseRate < 0.01 {
baseRate = 0.01 // 最低1%成功率
}
numerator = int(baseRate * float64(denominator))
}
// 走统一保底判定
success, basePct, bonusPct := c.Player.Roll(numerator, denominator)
return success, CaptureDetails{
Success: success,
Mode: map[int]string{-1: "保底模式", 0: "锁定模式", 1: "衰减模式"}[ownerpet],
BaseRate: basePct,
ModifiedRate: basePct + bonusPct,
GuaranteeBonus: bonusPct,
StatusBonus: c.GetStatusBonus(),
Details: fmt.Sprintf("a=%d, 分子=%d, 分母=%d", c.calcBaseA(pet, ItemID), numerator, denominator),
}
}
// calcBaseA 按公式计算a值
func (c *Input) calcBaseA(pet *info.BattlePetEntity, ItemID uint32) int {
catchRate := gconv.Int(pet.CatchRate)
catchRate = (catchRate * c.Player.GetPlayerCaptureContext().Denominator) / 1000 // 归一化到1000分母
if catchRate < 3 {
catchRate = 3
}
currentHP := pet.Info.Hp
if currentHP <= 0 {
currentHP = 1
}
hpRatio := (3.0*float64(pet.Info.MaxHp) - 2.0*float64(currentHP)) / (3.0 * float64(pet.Info.MaxHp))
if hpRatio < 0 {
hpRatio = 0
}
itemBonus := getItemBonus(ItemID)
statusBonus := c.GetStatusBonus()
return int(hpRatio * float64(catchRate) * itemBonus * statusBonus)
}
// calcBaseRate 按公式计算基础成功率
func (c *Input) calcBaseRate(pet *info.BattlePetEntity, ItemID uint32) float64 {
if getItemBonus(ItemID) >= 255 {
return 1.0
}
a := c.calcBaseA(pet, ItemID)
if a >= 255 {
return 1.0
}
g := int(1048560.0 / math.Floor(math.Sqrt(math.Floor(math.Sqrt(math.Floor(16711680.0/float64(a)))))))
return math.Pow(float64(g)/65536.0, 4.0)
}

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@@ -14,8 +14,8 @@ import (
type EnumEffectType int
var EffectType = enum.New[struct {
Skill EnumEffectType `enum:"1000000"` //技能
//Prop EnumEffectType `enum:"2000000"` //
Skill EnumEffectType `enum:"1000000"` //技能
NewSel EnumEffectType `enum:"2000000"` //
Status EnumEffectType `enum:"3000000"` //状态
}]()

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@@ -0,0 +1,38 @@
package player
import "blazing/logic/service/fight/info"
func (p *Player) SendAttackValue(b info.AttackValueS) {
t1 := NewTomeeHeader(2505, p.Info.UserID)
p.SendPack(t1.Pack(&b)) //准备包由各自发,因为协议不一样
}
func (p *Player) SendChangePet(b info.ChangePetInfo) {
t1 := NewTomeeHeader(2407, p.Info.UserID)
p.SendPack(t1.Pack(&b)) //准备包由各自发,因为协议不一样
}
func (p *Player) SendReadyToFightInfo(b info.FightStartOutboundInfo) {
t1 := NewTomeeHeader(2504, p.Info.UserID)
p.SendPack(t1.Pack(&b))
}
func (p *Player) SendNoteReadyToFightInfo(b info.NoteReadyToFightInfo) {
t1 := NewTomeeHeader(2503, p.Info.UserID)
p.SendPack(t1.Pack(&b)) //准备包由各自发,因为协议不一样
}
func (p *Player) SendFightEndInfo(b info.FightOverInfo) {
t1 := NewTomeeHeader(2506, p.Info.UserID)
p.SendPack(t1.Pack(&b))
p.FightC = nil
}
func (p *Player) CatchPetInfo(b info.CatchMonsterOutboundInfo) {
t1 := NewTomeeHeader(2409, p.Info.UserID)
p.SendPack(t1.Pack(&b))
}

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@@ -0,0 +1,119 @@
package player
import (
"blazing/logic/service/common"
"blazing/logic/service/fight/info"
)
// 邀请玩家加入战斗 邀请者,被邀请者,邀请模式
func (lw *Player) InvitePlayerToBattle(pinfo *info.PVPinfo) {
lw.PVPinfo = pinfo
Mainplayer.Range(func(key uint32, value *Player) bool {
if key == uint32(lw.PVPinfo.PlayerID) {
value.HavePVPinfo = append([]*Player{value}, value.HavePVPinfo...)
t1 := NewTomeeHeader(2501, value.Info.UserID)
t := info.NoteInviteToFightOutboundInfo{
UserID: lw.Info.UserID,
Nick: lw.Info.Nick,
Mode: pinfo.Mode,
}
value.SendPack(t1.Pack(&t))
return false
}
return true
})
}
// 取消对战邀请
func (lw *Player) CancelBattle() {
if lw.PVPinfo == nil {
return
}
Mainplayer.Range(func(key uint32, value *Player) bool {
if key == uint32(lw.PVPinfo.PlayerID) {
for idx, v := range value.HavePVPinfo {
if v != nil && v.GetInfo().UserID == lw.PVPinfo.PlayerID {
value.HavePVPinfo = append(value.HavePVPinfo[:idx], value.HavePVPinfo[idx+1:]...)
}
}
return false
}
return true
})
lw.PVPinfo = nil
}
func (lw *Player) CanBattle() bool {
for _, v := range lw.Info.PetList {
if v.Hp > 0 {
return true
}
}
return false
}
func (p *Player) SendLoadPercent(b info.LoadPercentOutboundInfo) {
t1 := NewTomeeHeader(2441, p.Info.UserID)
p.SendPack(t1.Pack(&b)) //准备包由各自发,因为协议不一样
}
// 同意对战
func (lw *Player) AgreeBattle(userid, flag uint32, mode info.EnumBattleMode) (bool, common.PlayerI) {
defer func(p *Player) {
p.HavePVPinfo = make([]*Player, 0)
}(lw) //删除对方的邀请信息
for _, v := range lw.HavePVPinfo {
if v == nil || v.Info.UserID != userid || v.PVPinfo == nil {
continue
}
t1 := NewTomeeHeader(2502, v.Info.UserID)
ret := &info.S2C_NOTE_HANDLE_FIGHT_INVITE{
UserID: lw.Info.UserID,
Nick: lw.Info.Nick,
}
if flag == 0 { //拒绝对战
v.SendPack(t1.Pack(ret))
return false, nil
}
if !lw.IsLogin { //玩家未登录
ret.Result = 4
v.SendPack(t1.Pack(ret))
return false, nil
}
if v.PVPinfo.PlayerID == userid && v.PVPinfo.Mode == mode { //成功找到,同意对战
if lw.CanBattle() {
ret.Result = 1
v.SendPack(t1.Pack(ret))
return true, v
} else {
ret.Result = 3
v.SendPack(t1.Pack(ret))
return false, nil
}
}
return false, nil
} //如果对方掉线
return false, nil
}

View File

@@ -252,19 +252,7 @@ func (p *Player) SendPack(b []byte) error {
return err
}
func (p *Player) SendAttackValue(b info.AttackValueS) {
t1 := NewTomeeHeader(2505, p.Info.UserID)
p.SendPack(t1.Pack(&b)) //准备包由各自发,因为协议不一样
}
func (p *Player) SendChangePet(b info.ChangePetInfo) {
t1 := NewTomeeHeader(2407, p.Info.UserID)
p.SendPack(t1.Pack(&b)) //准备包由各自发,因为协议不一样
}
func (p *Player) Cheak(b error) {
if b != nil {
@@ -273,27 +261,6 @@ func (p *Player) Cheak(b error) {
}
func (p *Player) SendReadyToFightInfo(b info.FightStartOutboundInfo) {
t1 := NewTomeeHeader(2504, p.Info.UserID)
p.SendPack(t1.Pack(&b))
}
func (p *Player) SendNoteReadyToFightInfo(b info.NoteReadyToFightInfo) {
t1 := NewTomeeHeader(2503, p.Info.UserID)
p.SendPack(t1.Pack(&b)) //准备包由各自发,因为协议不一样
}
func (p *Player) SendFightEndInfo(b info.FightOverInfo) {
t1 := NewTomeeHeader(2506, p.Info.UserID)
p.SendPack(t1.Pack(&b))
p.FightC = nil
}
func (p *Player) CatchPetInfo(b info.CatchMonsterOutboundInfo) {
t1 := NewTomeeHeader(2409, p.Info.UserID)
p.SendPack(t1.Pack(&b))
}
func LeaveMap(c common.PlayerI) {
t := NewTomeeHeader(2002, c.GetInfo().UserID)
@@ -415,116 +382,3 @@ func (lw *Player) IsNewPlayer() bool {
}
return false // 全部等于3则返回false
}
// 邀请玩家加入战斗 邀请者,被邀请者,邀请模式
func (lw *Player) InvitePlayerToBattle(pinfo *info.PVPinfo) {
lw.PVPinfo = pinfo
Mainplayer.Range(func(key uint32, value *Player) bool {
if key == uint32(lw.PVPinfo.PlayerID) {
value.HavePVPinfo = append([]*Player{value}, value.HavePVPinfo...)
t1 := NewTomeeHeader(2501, value.Info.UserID)
t := info.NoteInviteToFightOutboundInfo{
UserID: lw.Info.UserID,
Nick: lw.Info.Nick,
Mode: pinfo.Mode,
}
value.SendPack(t1.Pack(&t))
return false
}
return true
})
}
// 取消对战邀请
func (lw *Player) CancelBattle() {
if lw.PVPinfo == nil {
return
}
Mainplayer.Range(func(key uint32, value *Player) bool {
if key == uint32(lw.PVPinfo.PlayerID) {
for idx, v := range value.HavePVPinfo {
if v != nil && v.GetInfo().UserID == lw.PVPinfo.PlayerID {
value.HavePVPinfo = append(value.HavePVPinfo[:idx], value.HavePVPinfo[idx+1:]...)
}
}
return false
}
return true
})
lw.PVPinfo = nil
}
func (lw *Player) CanBattle() bool {
for _, v := range lw.Info.PetList {
if v.Hp > 0 {
return true
}
}
return false
}
func (p *Player) SendLoadPercent(b info.LoadPercentOutboundInfo) {
t1 := NewTomeeHeader(2441, p.Info.UserID)
p.SendPack(t1.Pack(&b)) //准备包由各自发,因为协议不一样
}
// 同意对战
func (lw *Player) AgreeBattle(userid, flag uint32, mode info.EnumBattleMode) (bool, common.PlayerI) {
defer func(p *Player) {
p.HavePVPinfo = make([]*Player, 0)
}(lw) //删除对方的邀请信息
for _, v := range lw.HavePVPinfo {
if v == nil || v.Info.UserID != userid || v.PVPinfo == nil {
continue
}
t1 := NewTomeeHeader(2502, v.Info.UserID)
ret := &info.S2C_NOTE_HANDLE_FIGHT_INVITE{
UserID: lw.Info.UserID,
Nick: lw.Info.Nick,
}
if flag == 0 { //拒绝对战
v.SendPack(t1.Pack(ret))
return false, nil
}
if !lw.IsLogin { //玩家未登录
ret.Result = 4
v.SendPack(t1.Pack(ret))
return false, nil
}
if v.PVPinfo.PlayerID == userid && v.PVPinfo.Mode == mode { //成功找到,同意对战
if lw.CanBattle() {
ret.Result = 1
v.SendPack(t1.Pack(ret))
return true, v
} else {
ret.Result = 3
v.SendPack(t1.Pack(ret))
return false, nil
}
}
return false, nil
} //如果对方掉线
return false, nil
}

View File

@@ -23,15 +23,12 @@ import (
_ "blazing/modules"
"blazing/logic/service/task"
"blazing/login/internal/cmd"
"github.com/gogf/gf/v2/os/gctx"
"github.com/gogf/gf/v2/util/gconv"
)
var tt task.GetTaskBufOutboundInfo
func main() {
//Test_kick()