```
feat(fight): 增加战斗模式枚举并重构战斗逻辑判断 - 引入完整的 BattleMode 枚举定义,替代原有的 BattleStatus,明确区分各类战斗场景 - 在多个控制器中替换对旧 Status 字段的依赖,统一使用 Mode 判断战斗状态 - 修复部分函数调用前未检查 FightC 是否为空的问题,增加 ErrBattleEnded 错误返回 - 调整
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@@ -14,10 +14,10 @@ import (
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func (h Controller) PET_MELEE(data *fight.StartPetWarInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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c.Fightinfo.Mode = info.BattleMode.PET_MELEE
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c.Fightinfo.Status = info.BattleStatus.FIGHT_WITH_PLAYER
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c.Fightinfo.Status = info.BattleMode.PET_MELEE
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err = c.JoinFight(func(p common.PlayerI) bool {
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fight.NewFight(p, c, func(foi *info.FightOverInfo) {
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_, err = fight.NewFight(p, c, func(foi *info.FightOverInfo) {
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if foi.Reason == 0 { //我放获胜
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if foi.WinnerId == c.GetInfo().UserID {
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@@ -29,6 +29,10 @@ func (h Controller) PET_MELEE(data *fight.StartPetWarInboundInfo, c *player.Play
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}
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}) ///开始对战,房主方以及被邀请方
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if err > 0 { //说明有报错
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return false
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}
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return true
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})
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@@ -37,7 +41,7 @@ func (h Controller) PET_MELEE(data *fight.StartPetWarInboundInfo, c *player.Play
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}
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func (h Controller) PET_King(data *fight.PetKingJoinInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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c.Fightinfo.Status = info.BattleStatus.FIGHT_WITH_PLAYER
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c.Fightinfo.Status = info.BattleMode.PET_TOPLEVEL
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switch data.Type {
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case 5:
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