```
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
This commit is contained in:
@@ -1,17 +1,16 @@
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package fight
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import (
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"blazing/common/data/xmlres"
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"blazing/cool"
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"blazing/logic/service/common"
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/player"
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"context"
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"log"
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"github.com/gogf/gf/v2/util/gconv"
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"github.com/jinzhu/copier"
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"github.com/panjf2000/ants/v2"
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)
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@@ -148,15 +147,20 @@ func (f *FightC) ReadyFight(c common.PlayerI) {
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// 3. 根据战斗类型判断是否满足战斗启动条件,满足则启动
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switch f.Info.Status {
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case info.BattleStatus.FIGHT_WITH_PLAYER: // PVP战斗:需双方都准备完成
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case info.BattleMode.FIGHT_WITH_NPC: // NPC/野怪战斗:处理捕捉相关逻辑后启动
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//f.handleNPCFightSpecial(&fightStartInfo)
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if f.Opp.Player.(*player.AI_player).CanCapture > 0 {
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f.Opp.CanCapture = f.Opp.Player.(*player.AI_player).CanCapture
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fightStartInfo.Info2.Catchable = 1 //可以捕捉就置1
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}
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f.startBattle(fightStartInfo)
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default: // PVP战斗:需双方都准备完成
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if f.checkBothPlayersReady(c) {
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f.startBattle(fightStartInfo)
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}
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case info.BattleStatus.FIGHT_WITH_BOSS: // BOSS战:单方准备完成即可启动
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f.startBattle(fightStartInfo)
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case info.BattleStatus.FIGHT_WITH_NPC: // NPC/野怪战斗:处理捕捉相关逻辑后启动
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f.handleNPCFightSpecial(&fightStartInfo)
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f.startBattle(fightStartInfo)
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}
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}
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@@ -185,28 +189,6 @@ func (f *FightC) checkBothPlayersReady(currentPlayer common.PlayerI) bool {
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return opponentInput.Finished
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}
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// handleNPCFightSpecial 处理NPC战斗的特殊逻辑(如可捕捉标记)
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func (f *FightC) handleNPCFightSpecial(startInfo *info.FightStartOutboundInfo) {
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// 检查野怪是否可捕捉(根据宠物ID获取捕捉率)
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if len(f.ReadyInfo.OpponentPetList) == 0 {
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return
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}
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npcPetID := int(f.ReadyInfo.OpponentPetList[0].ID)
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petCfg, ok := xmlres.PetMAP[npcPetID]
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if !ok {
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// log.Error(context.Background(), "NPC宠物配置不存在", "petID", npcPetID)
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return
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}
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catchRate := gconv.Int(petCfg.CatchRate)
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if catchRate > 0 {
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startInfo.Info2.Catchable = 1 // 标记为可捕捉
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// 标记AI对手允许被捕捉(类型断言确保安全)
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f.Opp.CanCapture = true
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}
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}
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// startBattle 启动战斗核心逻辑:提交战斗循环任务并通知双方
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func (f *FightC) startBattle(startInfo info.FightStartOutboundInfo) {
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@@ -24,18 +24,44 @@ import (
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// 战斗模式
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// BattleMode 战斗模式(对应AS中的战斗类型常量)
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var BattleMode = enum.New[struct {
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PET_MELEE uint32 `enum:"3"` //乱斗模式
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SINGLE_MODE uint32 `enum:"1"` // 单人模式
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MULTI_MODE uint32 `enum:"2"` // 多人模式
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}]()
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var BattleStatus = enum.New[struct {
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// 原ActionScript中的常量映射
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FIGHT_WITH_NPC uint32 `enum:"3"` // 与NPC战斗
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FIGHT_WITH_BOSS uint32 `enum:"2"` // 与BOSS战斗
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FIGHT_WITH_PLAYER uint32 `enum:"1"` // 与玩家战斗(PVP)
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Null uint32 `enum:"0"`
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// 基础模式
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FIGHT_WITH_NPC uint32 `enum:"0"` //NPC模式
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SINGLE_MODE uint32 `enum:"1"` // 单人模式
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MULTI_MODE uint32 `enum:"2"` // 多人模式
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PET_MELEE uint32 `enum:"3"` // 宠物乱斗模式
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DARK_FIGHT uint32 `enum:"4"` // 暗黑战斗
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PET_TOPLEVEL uint32 `enum:"5"` // 宠物顶级战
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PET_ELEMENT_FIGHT uint32 `enum:"6"` // 宠物元素战斗(修正原拼写错误:ELMENT → ELEMENT)
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FIGHT_DEMON_SPACE uint32 `enum:"7"` // 魔域战斗
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BATTLE_LAB uint32 `enum:"8"` // 战斗实验室
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LUCKY_BATTLE uint32 `enum:"9"` // 幸运战斗
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FIGHT_ARENA uint32 `enum:"10"` // 竞技场战斗
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CORE_FIGHT uint32 `enum:"11"` // 核心战斗
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IMAGE_FIGHT uint32 `enum:"12"` // 镜像战斗
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TOP_WAR_BEYOND uint32 `enum:"13"` // 巅峰之战·超越
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HIGHER_FIGHT uint32 `enum:"14"` // 高阶战斗
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GOLDEN_PALACE_FIGHT uint32 `enum:"15"` // 金殿战斗
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FANTASY_PET_MELEE uint32 `enum:"16"` // 梦幻宠物乱斗
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REFRACTIVE_MAGIC uint32 `enum:"17"` // 折射魔法战
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PET_MELEE_FIGHT_BOSS uint32 `enum:"18"` // 宠物乱斗·打BOSS
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PET_TRY_FIGHT uint32 `enum:"19"` // 宠物试玩战斗
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PET_TOPLEVEL_NEW uint32 `enum:"20"` // 宠物顶级战(新版)
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CATCH_LENNY_GAME uint32 `enum:"21"` // 捕捉莱尼小游戏
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PEAK_JIHAD_FREE uint32 `enum:"22"` // 巅峰圣战·自由战
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PEAK_JIHAD_3V3 uint32 `enum:"23"` // 巅峰圣战·3V3
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GOBLINKING_BATTLE uint32 `enum:"24"` // 哥布林王战斗
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DOOM_FIGHT uint32 `enum:"25"` // 末日战斗
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SHOW_ROUND uint32 `enum:"26"` // 展示回合(试玩/演示)
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PEAK_JIHAD_6V6 uint32 `enum:"27"` // 巅峰圣战·6V6
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PEAK_JIHAD_FREE_PLAN uint32 `enum:"28"` // 巅峰圣战·自由战(计划版)
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PEAK_JIHAD_6V6_JJ uint32 `enum:"29"` // 巅峰圣战·6V6(竞技版)
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WIZARDKING_BIGFIGHT uint32 `enum:"30"` // 法老王大战
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QINGLONG_COMPLETE_FIGHT uint32 `enum:"83"` // 青龙全套战斗(修正原拼写:COMPLELETE → COMPLETE)
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PEAK_JIHAD_FIGHT_WITH_FIGURE uint32 `enum:"87"` // 巅峰圣战·角色对战
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PEAK_JIHAD_BIG_MELEE uint32 `enum:"88"` // 巅峰圣战·大乱斗
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PEAK_JIHAD_LIMIT_AC uint32 `enum:"999"` // 巅峰圣战·限AC(账号类型限制)
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}]()
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// 玩家离线数据
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@@ -45,11 +45,10 @@ type S2C_NOTE_HANDLE_FIGHT_INVITE struct {
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}
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type Fightinfo struct {
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///PlayerID uint32
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// 战斗模式 1 = 1v1 2 = 6v6 3大乱斗
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// 战斗模式 1 = 1v1 2 = 6v6 3大乱斗 0 什么都不做
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Mode uint32
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Type uint32 //战斗类型
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//Type uint32 //战斗类型
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//0无战斗,1PVP,2,BOOS,3PVE
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Status uint32
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}
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@@ -105,10 +105,6 @@ func (f *FightC) LoadPercent(c common.PlayerI, percent int32) {
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}
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func (f *FightC) initplayer(c common.PlayerI) (*input.Input, errorcode.ErrorCode) {
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if len(c.GetInfo().PetList) == 0 {
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return nil, errorcode.ErrorCodes.ErrNoEligiblePokemon
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}
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if !c.CanFight() {
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return nil, errorcode.ErrorCodes.ErrNoEligiblePokemon
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@@ -221,12 +217,12 @@ func NewFight(p1, p2 common.PlayerI, fn func(*info.FightOverInfo)) (*FightC, err
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f.ReadyInfo.OurInfo, f.ReadyInfo.OurPetList = initfightready(f.Our)
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f.ReadyInfo.OpponentInfo, f.ReadyInfo.OpponentPetList = initfightready(f.Opp)
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var loadtime time.Duration = 120 * time.Second
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//说明是PVE
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if f.Info.Mode == info.BattleMode.FIGHT_WITH_NPC {
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switch f.Info.Mode {
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case info.BattleStatus.FIGHT_WITH_PLAYER:
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default:
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f.Opp.Finished = true //PVE 默认boss数据直接加载完成
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loadtime = 60 * time.Second
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}
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f.Broadcast(func(ff *input.Input) {
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@@ -240,16 +236,7 @@ func NewFight(p1, p2 common.PlayerI, fn func(*info.FightOverInfo)) (*FightC, err
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})
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var t time.Duration
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// 60秒后判断战斗是否开始
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switch f.Info.Mode {
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case info.BattleMode.PET_MELEE:
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t = 120 * time.Second
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default:
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t = 60 * time.Second
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}
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cool.Cron.AfterFunc(t, func() {
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cool.Cron.AfterFunc(loadtime, func() {
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if !f.Our.Finished || !f.Opp.Finished { //如果有任一没有加载完成
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f.closefight = true //阻止继续添加action
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f.Reason = info.BattleOverReason.PlayerOVerTime
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@@ -18,7 +18,7 @@ type Input struct {
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AllPet []*info.BattlePetEntity
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Player common.PlayerI
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Opp *Input
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CanCapture bool
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CanCapture int
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Finished bool //是否加载完成
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*info.AttackValue
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FightC common.FightI
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@@ -125,8 +125,7 @@ func (f *FightC) collectPlayerActions(ourID, oppID uint32) map[uint32]action.Bat
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}
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// AI自动技能
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if pid != 0 && (f.Info.Status == info.BattleStatus.FIGHT_WITH_BOSS ||
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f.Info.Status == info.BattleStatus.FIGHT_WITH_NPC) {
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if pid != 0 && (f.Info.Status == info.BattleMode.FIGHT_WITH_NPC) {
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f.GetInputByAction(paction, true).GetAction(f.Our)
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//panic("AI自动技能")
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}
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@@ -223,7 +222,8 @@ func (f *FightC) handleItemAction(a *action.UseItemAction) {
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switch {
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case gconv.Int(item.Bonus) != 0:
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if f.Opp.CanCapture { //可以捕捉
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if f.Opp.CanCapture > 0 { //可以捕捉
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f.Opp.CurrentPet.CatchRate = f.Opp.CanCapture
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ok, res := f.Our.Capture(f.Opp.CurrentPet, a.ItemID, -1)
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our := f.Our.Player.(*player.Player)
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if ok {
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@@ -8,8 +8,8 @@ import (
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type AI_player struct {
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baseplayer
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petinfo []model.PetInfo //精灵信息
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petinfo []model.PetInfo //精灵信息
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CanCapture int
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}
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func (p *AI_player) Getfightinfo() info.Fightinfo {
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@@ -24,7 +24,8 @@ func NewDone(P *Player) Done {
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// MAPID 地图ID
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// BOSSID 地图BOSSID
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// 注册胜利次数
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func (d *Done) SPT(mapid, bossid, count uint32, fn func()) *bus.Listener[*model.MilestoneEX] {
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// 监听器返回奖励是否发送完成,完成就done
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func (d *Done) SPT(mapid, bossid, count uint32, fn func() bool) *bus.Listener[*model.MilestoneEX] {
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return d.Topic.Sub(func(v *model.MilestoneEX) {
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if v.DoneType == model.MilestoneMode.BOSS && EqualBasicSlice(v.Args, []uint32{mapid, bossid}) && v.Count == count {
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@@ -34,8 +35,11 @@ func (d *Done) SPT(mapid, bossid, count uint32, fn func()) *bus.Listener[*model.
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return v1 == count
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})
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if !ok { //说明没有触发过
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v.Results = append(v.Results, count) //把本次的记录添加
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fn()
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if fn() {
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v.Results = append(v.Results, count) //把本次的记录添加
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}
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}
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}
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@@ -4,13 +4,20 @@ import (
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"blazing/common/socket/errorcode"
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"blazing/logic/service/common"
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"blazing/logic/service/fight/info"
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"sync/atomic"
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)
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func (p *Player) JoinFight(fn func(p common.PlayerI) bool) errorcode.ErrorCode {
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//加入队列前就开始判断一次
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if !p.CanFight() {
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return errorcode.ErrorCodes.ErrNoEligiblePokemon
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}
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if p.GetSpace().Owner.UserID == p.Info.UserID {
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return errorcode.ErrorCodes.ErrSystemError
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}
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//修复发包进入,如果此时是擂台主
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p.GetSpace().User.Range(func(key uint32, v common.PlayerI) bool {
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@@ -24,7 +31,11 @@ func (p *Player) JoinFight(fn func(p common.PlayerI) bool) errorcode.ErrorCode {
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ttt := fn(v)
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if ttt {
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atomic.StoreUint32(&v.(*Player).Fightinfo.Mode, 0)
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atomic.StoreUint32(&p.Fightinfo.Mode, 0)
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}
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// lw = value
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return ttt //如果发起成功就停止,否则继续遍历队列
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}
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@@ -103,8 +103,6 @@ func (p *Player) Getfightinfo() info.Fightinfo {
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return p.Fightinfo
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}
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func (p *Player) QuitFight() {
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//将战斗标记设置为0 这里的标记是
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atomic.StoreUint32(&p.Fightinfo.Status, 0)
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p.FightC = nil
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@@ -116,11 +114,14 @@ func (p *Player) GetSpace() *space.Space {
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// 0无战斗,1PVP,2,BOOS,3PVE
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func (p *Player) CanFight() bool {
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// if atomic.CompareAndSwapUint32(&p.Fightinfo.Status, 0, staus) { //先判断是否竞态条件被挑战
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if len(p.Info.PetList) == 0 {
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atomic.StoreUint32(&p.Fightinfo.Mode, 0)
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return false
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//成功,继续判断
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}
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if p.FightC != nil {
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atomic.StoreUint32(&p.Fightinfo.Mode, 0)
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return false
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}
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@@ -133,7 +134,7 @@ func (p *Player) CanFight() bool {
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}
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}
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// 遍历完所有宠物,都没有血量大于0的,才不能战斗
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atomic.StoreUint32(&p.Fightinfo.Mode, 0)
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return false
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// }
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Reference in New Issue
Block a user