feat: 支持多站位战斗控制绑定模式
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This commit is contained in:
xinian
2026-04-05 00:03:32 +08:00
committed by cnb
parent 2eba4b7915
commit f473c54880
4 changed files with 491 additions and 52 deletions

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@@ -0,0 +1,194 @@
# Fight Input 控制绑定说明
日期2026-04-04
## 1. 背景
当前战斗模型中一个 `Input` 对应一个战斗站位`actorIndex`
每个 `Input` 通过 `Input.Player` 绑定操作者
当前建战主路径已收敛为`WithFightInputs(ourInputs, oppInputs)`
先由调用方创建并组装双方 `Input`再传给战斗模块
为了同时支持以下两种玩法新增了可配置绑定策略
1. 双打一个玩家控制多个站位单人多 `Input`
2. 组队一个玩家控制一个站位每人一个 `Input`
## 2. 绑定策略
文件`logic/service/fight/new_options.go`
- `InputControllerBindingKeep`
- 含义保持输入中已有 `Input.Player` 绑定不覆盖
- 适用调用方已手动构造 `Input` 绑定
- `InputControllerBindingSingle`
- 含义单侧全部站位统一绑定为 `players[0]`
- 适用双打中一个人控制多个站位
- `InputControllerBindingPerSlot`
- 含义按站位顺序绑定为 `players[i]`
- 适用组队中一人一个站位
- 说明 `players` 数量不足时回退绑定 `players[0]`
## 3. 选项接口
文件`logic/service/fight/new_options.go`
新增选项
```go
WithInputControllerBinding(mode int)
```
## 4. 生效时机
文件`logic/service/fight/new.go`
`buildFight` 构建完 `Our/Opp` 输入后先执行控制绑定再执行上下文绑定
1. `bindInputControllers(f.Our, f.OurPlayers, opts.controllerBinding)`
2. `bindInputControllers(f.Opp, f.OppPlayers, opts.controllerBinding)`
3. `bindInputFightContext(...)`
4. `linkTeamViews()`
5. `linkOppInputs()`
## 5. 使用示例
### 5.1 双打单人控多站位
```go
fight.NewFightWithOptions(
fight.WithFightPlayersOnSide(
[]common.PlayerI{ourPlayer},
[]common.PlayerI{oppPlayer},
),
fight.WithFightInputs(ourInputs, oppInputs),
fight.WithInputControllerBinding(fight.InputControllerBindingSingle),
)
```
### 5.2 组队一人一个站位
```go
fight.NewFightWithOptions(
fight.WithFightPlayersOnSide(
[]common.PlayerI{ourP1, ourP2},
[]common.PlayerI{oppP1, oppP2},
),
fight.WithFightInputs(ourInputs, oppInputs),
fight.WithInputControllerBinding(fight.InputControllerBindingPerSlot),
)
```
### 5.3 仅传已绑定 Input推荐灵活接入
```go
ourInputs := []*input.Input{
input.NewInput(nil, ourP1), // 站位0
input.NewInput(nil, ourP2), // 站位1
}
oppInputs := []*input.Input{
input.NewInput(nil, oppP1), // 站位0
input.NewInput(nil, oppP2), // 站位1
}
fc, err := fight.NewFightWithOptions(
fight.WithFightInputs(ourInputs, oppInputs),
// 不传 WithFightPlayersOnSide 也可
// owner/opponent 与 side players 会从 inputs 自动提取
)
_ = fc
_ = err
```
说明`InputControllerBindingSingle/PerSlot` 会覆盖 `ourInputs/oppInputs` 中原有的 `Input.Player` 绑定`Keep` 不覆盖
## 6. 新模式绑定实例逐模式
以下示例假设我方有两个站位`ourInputs[0]``ourInputs[1]`
### 6.1 Keep保持输入原绑定
调用
```go
fight.NewFightWithOptions(
fight.WithFightInputs(ourInputs, oppInputs),
fight.WithInputControllerBinding(fight.InputControllerBindingKeep),
)
```
输入调用前
- `ourInputs[0].Player = ourP1`
- `ourInputs[1].Player = ourP2`
结果调用后
- `ourInputs[0].Player = ourP1`
- `ourInputs[1].Player = ourP2`
适用调用方已提前把每个站位绑定好不希望框架覆盖
### 6.2 Single单人控制全部站位
调用
```go
fight.NewFightWithOptions(
fight.WithFightPlayersOnSide(
[]common.PlayerI{ourCaptain},
[]common.PlayerI{oppCaptain},
),
fight.WithFightInputs(ourInputs, oppInputs),
fight.WithInputControllerBinding(fight.InputControllerBindingSingle),
)
```
输入调用前
- `ourInputs[0].Player = ourP1`
- `ourInputs[1].Player = ourP2`
结果调用后
- `ourInputs[0].Player = ourCaptain`
- `ourInputs[1].Player = ourCaptain`
适用双打或多站位由同一玩家操作
### 6.3 PerSlot按站位顺序绑定玩家
调用
```go
fight.NewFightWithOptions(
fight.WithFightPlayersOnSide(
[]common.PlayerI{ourP1, ourP2},
[]common.PlayerI{oppP1, oppP2},
),
fight.WithFightInputs(ourInputs, oppInputs),
fight.WithInputControllerBinding(fight.InputControllerBindingPerSlot),
)
```
输入调用前
- `ourInputs[0].Player = anyA`
- `ourInputs[1].Player = anyB`
结果调用后
- `ourInputs[0].Player = ourP1`
- `ourInputs[1].Player = ourP2`
补位规则 `players` 数量不足例如只传一个 `ourP1`剩余站位回退绑定 `players[0]`
## 7. 注意事项
1. 默认模式是 `InputControllerBindingKeep`不影响现有调用
2. 若传入 `WithFightInputs(...)` 且每个 `Input.Player` 已预先绑定可继续用默认模式
3. 仅传 `WithFightInputs(...)` 也可工作框架会从 `ourInputs/oppInputs` 自动提取 `ourPlayers/oppPlayers`并以各侧首位玩家作为 owner/opponent
4. 推荐在新组队逻辑中显式传 `WithInputControllerBinding(...)`避免调用方歧义

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@@ -135,33 +135,42 @@ func (f *FightC) isOurPlayerID(userID uint32) bool {
return userID == f.ownerID
}
func (f *FightC) bindInputFightContext(inputs []*input.Input) {
for _, fighter := range inputs {
if fighter == nil {
continue
}
fighter.FightC = f
if fighter.Player != nil {
fighter.Player.SetFightC(f)
// bindInputFightContext 为输入站位绑定战斗上下文与玩家战斗容器。
// 支持一次传入多组输入(如 Our/Opp
func (f *FightC) bindInputFightContext(inputGroups ...[]*input.Input) {
for _, inputs := range inputGroups {
for _, fighter := range inputs {
if fighter == nil {
continue
}
fighter.FightC = f
if fighter.Player != nil {
fighter.Player.SetFightC(f)
}
}
}
}
// linkOppInputs 仅建立“默认对手回退”关系,不参与真实目标选择。
// 真实目标应由 action.targetIndex 决定;这里仅为旧 effect/无动作上下文链路提供默认 Opp。
func (f *FightC) linkOppInputs() {
for actorIndex, fighter := range f.Our {
defaultOpp := f.selectInput(f.Opp, 0)
for _, fighter := range f.Our {
if fighter == nil {
continue
}
fighter.SetOPP(f.selectInput(f.Opp, actorIndex))
fighter.SetOPP(defaultOpp)
}
for actorIndex, fighter := range f.Opp {
defaultOur := f.selectInput(f.Our, 0)
for _, fighter := range f.Opp {
if fighter == nil {
continue
}
fighter.SetOPP(f.selectInput(f.Our, actorIndex))
fighter.SetOPP(defaultOur)
}
}
// linkTeamViews 建立每个输入的同阵营/对阵营视图Team/OppTeam
func (f *FightC) linkTeamViews() {
for _, fighter := range f.Our {
if fighter == nil {
@@ -179,6 +188,7 @@ func (f *FightC) linkTeamViews() {
}
}
// getSideInputs 按 userID 判定所属阵营后返回目标侧输入集合。
func (f *FightC) getSideInputs(userID uint32, isOpposite bool) []*input.Input {
isOur := f.isOurPlayerID(userID)
if isOpposite {
@@ -193,6 +203,7 @@ func (f *FightC) getSideInputs(userID uint32, isOpposite bool) []*input.Input {
return f.Opp
}
// findInputByUserID 在双方站位中按控制者查找任一输入,并返回是否属于我方。
func (f *FightC) findInputByUserID(userID uint32) (*input.Input, bool) {
for _, in := range f.Our {
if in != nil && in.ControlledBy(userID) {
@@ -207,6 +218,8 @@ func (f *FightC) findInputByUserID(userID uint32) (*input.Input, bool) {
return nil, false
}
// getInputByUserID 按 userID + 站位下标获取输入。
// 当查询本侧站位时,要求该站位必须由 userID 控制。
func (f *FightC) getInputByUserID(userID uint32, index int, isOpposite bool) *input.Input {
selected := f.selectInput(f.getSideInputs(userID, isOpposite), index)
if selected == nil {
@@ -219,6 +232,7 @@ func (f *FightC) getInputByUserID(userID uint32, index int, isOpposite bool) *in
return selected
}
// getInputByController 按控制者获取其首个可操作站位(常用于兼容单站位接口)。
func (f *FightC) getInputByController(userID uint32, isOpposite bool) *input.Input {
sideInputs := f.getSideInputs(userID, isOpposite)
for _, in := range sideInputs {
@@ -266,6 +280,29 @@ func (f *FightC) GetInputByPlayer(c common.PlayerI, isOpposite bool) *input.Inpu
return f.getInputByController(c.GetInfo().UserID, isOpposite)
}
// GetInputsByPlayer 返回玩家在指定侧的全部可控站位。
func (f *FightC) GetInputsByPlayer(c common.PlayerI, isOpposite bool) []*input.Input {
if c == nil {
return nil
}
sideInputs := f.getSideInputs(c.GetInfo().UserID, isOpposite)
result := make([]*input.Input, 0, len(sideInputs))
for _, in := range sideInputs {
if in != nil && in.ControlledBy(c.GetInfo().UserID) {
result = append(result, in)
}
}
return result
}
// GetInputByPlayerAt 按玩家+站位下标获取输入。
func (f *FightC) GetInputByPlayerAt(c common.PlayerI, actorIndex int, isOpposite bool) *input.Input {
if c == nil {
return nil
}
return f.getInputByUserID(c.GetInfo().UserID, actorIndex, isOpposite)
}
func (f *FightC) GetInputByAction(c action.BattleActionI, isOpposite bool) *input.Input {
if c == nil {
if isOpposite {

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@@ -12,20 +12,107 @@ import (
"time"
)
// 创建新战斗,邀请方和被邀请方,或者玩家和野怪方
func NewFight(p1, p2 common.PlayerI, b1, b2 []model.PetInfo, fn func(model.FightOverInfo)) (*FightC, errorcode.ErrorCode) {
// NewFightSingleControllerN 创建 N 打战斗(单人控制多站位)。
// ourPetsBySlot/oppPetsBySlot 的每个元素代表一个站位携带的宠物列表。
func NewFightSingleControllerN(
ourController common.PlayerI,
oppController common.PlayerI,
ourPetsBySlot [][]model.PetInfo,
oppPetsBySlot [][]model.PetInfo,
fn func(model.FightOverInfo),
) (*FightC, errorcode.ErrorCode) {
if ourController == nil || oppController == nil {
return nil, errorcode.ErrorCodes.ErrSystemBusyTryLater
}
fightInfo := ourController.Getfightinfo()
ourInputs, err := buildSideInputsByController(ourController, ourPetsBySlot, fightInfo.Mode)
if err > 0 {
return nil, err
}
oppInputs, err := buildSideInputsByController(oppController, oppPetsBySlot, fightInfo.Mode)
if err > 0 {
return nil, err
}
return NewFightWithOptions(
WithFightPlayers(p1, p2),
WithFightPets(b1, b2),
WithFightInputs(ourInputs, oppInputs),
WithFightPlayersOnSide(
[]common.PlayerI{ourController},
[]common.PlayerI{oppController},
),
WithInputControllerBinding(InputControllerBindingSingle),
WithFightCallback(fn),
WithFightInfo(fightInfo),
)
}
// NewFightPerSlotControllerN 创建 N 打战斗(多人各控制一个站位)。
// ourPlayers/oppPlayers 与 ourPetsBySlot/oppPetsBySlot 按站位一一对应。
func NewFightPerSlotControllerN(
ourPlayers []common.PlayerI,
oppPlayers []common.PlayerI,
ourPetsBySlot [][]model.PetInfo,
oppPetsBySlot [][]model.PetInfo,
fn func(model.FightOverInfo),
) (*FightC, errorcode.ErrorCode) {
if len(ourPlayers) == 0 || len(oppPlayers) == 0 {
return nil, errorcode.ErrorCodes.ErrSystemBusyTryLater
}
if len(ourPlayers) != len(ourPetsBySlot) || len(oppPlayers) != len(oppPetsBySlot) {
return nil, errorcode.ErrorCodes.ErrSystemBusyTryLater
}
fightInfo := ourPlayers[0].Getfightinfo()
ourInputs, err := buildSideInputsByPlayers(ourPlayers, ourPetsBySlot, fightInfo.Mode)
if err > 0 {
return nil, err
}
oppInputs, err := buildSideInputsByPlayers(oppPlayers, oppPetsBySlot, fightInfo.Mode)
if err > 0 {
return nil, err
}
return NewFightWithOptions(
WithFightInputs(ourInputs, oppInputs),
WithFightPlayersOnSide(ourPlayers, oppPlayers),
WithInputControllerBinding(InputControllerBindingPerSlot),
WithFightCallback(fn),
WithFightInfo(fightInfo),
)
}
// 创建新战斗,邀请方和被邀请方,或者玩家和野怪方
func NewFight(p1, p2 common.PlayerI, b1, b2 []model.PetInfo, fn func(model.FightOverInfo)) (*FightC, errorcode.ErrorCode) {
if p1 == nil || p2 == nil {
return nil, errorcode.ErrorCodes.ErrSystemBusyTryLater
}
fightInfo := p1.Getfightinfo()
ourInput, err := buildInputFromPets(p1, b1, fightInfo.Mode)
if err > 0 {
return nil, err
}
oppInput, err := buildInputFromPets(p2, b2, fightInfo.Mode)
if err > 0 {
return nil, err
}
return NewFightWithOptions(
WithFightInputs([]*input.Input{ourInput}, []*input.Input{oppInput}),
WithFightCallback(fn),
WithFightInfo(fightInfo),
)
}
// buildFight 基于已准备好的双方 Inputs 构建战斗实例。
// 约束opts.ourInputs/opts.oppInputs 必须非空。
func buildFight(opts *fightBuildOptions) (*FightC, errorcode.ErrorCode) {
if opts == nil || opts.owner == nil || opts.opponent == nil {
if opts == nil {
return nil, errorcode.ErrorCodes.ErrSystemBusyTryLater
}
opts.normalizePlayers()
if opts.owner == nil || opts.opponent == nil {
return nil, errorcode.ErrorCodes.ErrSystemBusyTryLater
}
f := &FightC{}
f.ownerID = opts.owner.GetInfo().UserID
@@ -45,17 +132,14 @@ func buildFight(opts *fightBuildOptions) (*FightC, errorcode.ErrorCode) {
}
f.ReadyInfo.Status = f.Info.Status
var err errorcode.ErrorCode
f.Our, err = f.buildFightInputs(opts.owner, opts.ourPets, opts.ourInputs)
if err > 0 {
return nil, err
if len(opts.ourInputs) == 0 || len(opts.oppInputs) == 0 {
return nil, errorcode.ErrorCodes.ErrSystemBusyTryLater
}
f.Opp, err = f.buildFightInputs(opts.opponent, opts.oppPets, opts.oppInputs)
if err > 0 {
return nil, err
}
f.bindInputFightContext(f.Our)
f.bindInputFightContext(f.Opp)
f.Our = opts.ourInputs
f.Opp = opts.oppInputs
f.bindInputControllers(f.Our, f.OurPlayers, opts.controllerBinding)
f.bindInputControllers(f.Opp, f.OppPlayers, opts.controllerBinding)
f.bindInputFightContext(f.Our, f.Opp)
f.linkTeamViews()
f.linkOppInputs()
@@ -106,13 +190,94 @@ func buildFight(opts *fightBuildOptions) (*FightC, errorcode.ErrorCode) {
return f, 0
}
func (f *FightC) buildFightInputs(defaultPlayer common.PlayerI, pets []model.PetInfo, existing []*input.Input) ([]*input.Input, errorcode.ErrorCode) {
if len(existing) > 0 {
return existing, 0
// bindInputControllers 按配置模式重绑站位控制者Input.Player
// Keep: 不改Single: 全部绑定 players[0]PerSlot: 按下标绑定 players[i]。
func (f *FightC) bindInputControllers(inputs []*input.Input, players []common.PlayerI, mode int) {
if len(inputs) == 0 || len(players) == 0 {
return
}
in, err := f.initplayer(defaultPlayer, pets)
if err > 0 {
return nil, err
switch mode {
case InputControllerBindingSingle:
controller := players[0]
for _, in := range inputs {
if in == nil {
continue
}
in.Player = controller
}
case InputControllerBindingPerSlot:
for idx, in := range inputs {
if in == nil {
continue
}
if idx < len(players) && players[idx] != nil {
in.Player = players[idx]
continue
}
in.Player = players[0]
}
default:
// keep existing input player binding
}
return []*input.Input{in}, 0
}
// buildInputFromPets 根据玩家与宠物列表构建一个站位 Input。
func buildInputFromPets(c common.PlayerI, pets []model.PetInfo, mode uint32) (*input.Input, errorcode.ErrorCode) {
if c == nil {
return nil, errorcode.ErrorCodes.ErrSystemBusyTryLater
}
if r := c.CanFight(); r != 0 {
return nil, r
}
in := input.NewInput(nil, c)
in.AllPet = make([]*info.BattlePetEntity, 0, len(pets))
in.InitAttackValue()
for _, pet := range pets {
entity := info.CreateBattlePetEntity(pet)
entity.BindController(c.GetInfo().UserID)
in.AllPet = append(in.AllPet, entity)
}
in.SortPet()
if len(in.AllPet) == 0 {
return nil, errorcode.ErrorCodes.ErrNoEligiblePokemon
}
if mode == info.BattleMode.SINGLE_MODE {
in.AllPet = in.AllPet[:1]
}
in.SetCurPetAt(0, in.AllPet[0])
return in, 0
}
// buildSideInputsByController 用同一控制者构建多个站位输入(单人多站位)。
func buildSideInputsByController(controller common.PlayerI, petsBySlot [][]model.PetInfo, mode uint32) ([]*input.Input, errorcode.ErrorCode) {
if controller == nil || len(petsBySlot) == 0 {
return nil, errorcode.ErrorCodes.ErrSystemBusyTryLater
}
inputs := make([]*input.Input, 0, len(petsBySlot))
for _, slotPets := range petsBySlot {
in, err := buildInputFromPets(controller, slotPets, mode)
if err > 0 {
return nil, err
}
inputs = append(inputs, in)
}
return inputs, 0
}
// buildSideInputsByPlayers 按站位玩家一一对应构建输入(多人分站位)。
func buildSideInputsByPlayers(players []common.PlayerI, petsBySlot [][]model.PetInfo, mode uint32) ([]*input.Input, errorcode.ErrorCode) {
if len(players) == 0 || len(players) != len(petsBySlot) {
return nil, errorcode.ErrorCodes.ErrSystemBusyTryLater
}
inputs := make([]*input.Input, 0, len(players))
for idx := range players {
in, err := buildInputFromPets(players[idx], petsBySlot[idx], mode)
if err > 0 {
return nil, err
}
inputs = append(inputs, in)
}
return inputs, 0
}

View File

@@ -11,6 +11,15 @@ import (
type FightOption func(*fightBuildOptions)
const (
// InputControllerBindingKeep 保持输入中现有的 Player 绑定,不做覆盖。
InputControllerBindingKeep = iota
// InputControllerBindingSingle 单侧全部站位由 players[0] 控制(双打单人多站位)。
InputControllerBindingSingle
// InputControllerBindingPerSlot 单侧按站位顺序绑定 players[i](组队每人一个站位)。
InputControllerBindingPerSlot
)
type fightBuildOptions struct {
owner common.PlayerI
opponent common.PlayerI
@@ -18,37 +27,25 @@ type fightBuildOptions struct {
ourPlayers []common.PlayerI
oppPlayers []common.PlayerI
ourPets []model.PetInfo
oppPets []model.PetInfo
ourInputs []*input.Input
oppInputs []*input.Input
callback func(model.FightOverInfo)
startTime time.Time
fightInfo *info.Fightinfo
controllerBinding int
}
// defaultFightBuildOptions 返回建战默认参数。
func defaultFightBuildOptions() *fightBuildOptions {
return &fightBuildOptions{
startTime: time.Now(),
}
}
func WithFightPlayers(owner, opponent common.PlayerI) FightOption {
return func(opts *fightBuildOptions) {
opts.owner = owner
opts.opponent = opponent
}
}
func WithFightPets(ourPets, oppPets []model.PetInfo) FightOption {
return func(opts *fightBuildOptions) {
opts.ourPets = ourPets
opts.oppPets = oppPets
startTime: time.Now(),
controllerBinding: InputControllerBindingKeep,
}
}
// WithFightInputs 注入双方站位输入(当前建战主路径)。
func WithFightInputs(ourInputs, oppInputs []*input.Input) FightOption {
return func(opts *fightBuildOptions) {
opts.ourInputs = ourInputs
@@ -56,6 +53,7 @@ func WithFightInputs(ourInputs, oppInputs []*input.Input) FightOption {
}
}
// WithFightPlayersOnSide 显式指定双方操作者列表(可选)。
func WithFightPlayersOnSide(ourPlayers, oppPlayers []common.PlayerI) FightOption {
return func(opts *fightBuildOptions) {
opts.ourPlayers = ourPlayers
@@ -63,24 +61,34 @@ func WithFightPlayersOnSide(ourPlayers, oppPlayers []common.PlayerI) FightOption
}
}
// WithFightCallback 设置战斗结束回调。
func WithFightCallback(fn func(model.FightOverInfo)) FightOption {
return func(opts *fightBuildOptions) {
opts.callback = fn
}
}
// WithFightInfo 覆盖战斗信息(模式/状态等)。
func WithFightInfo(fightInfo info.Fightinfo) FightOption {
return func(opts *fightBuildOptions) {
opts.fightInfo = &fightInfo
}
}
// WithFightStartTime 指定战斗创建时间(测试/回放可用)。
func WithFightStartTime(startTime time.Time) FightOption {
return func(opts *fightBuildOptions) {
opts.startTime = startTime
}
}
// WithInputControllerBinding 设置站位控制绑定策略。
func WithInputControllerBinding(mode int) FightOption {
return func(opts *fightBuildOptions) {
opts.controllerBinding = mode
}
}
func NewFightWithOptions(opts ...FightOption) (*FightC, errorcode.ErrorCode) {
buildOpts := defaultFightBuildOptions()
for _, opt := range opts {
@@ -91,11 +99,46 @@ func NewFightWithOptions(opts ...FightOption) (*FightC, errorcode.ErrorCode) {
return buildFight(buildOpts)
}
// uniquePlayersFromInputs 从输入中提取去重后的操作者列表。
func uniquePlayersFromInputs(inputs []*input.Input) []common.PlayerI {
if len(inputs) == 0 {
return nil
}
seen := make(map[uint32]struct{}, len(inputs))
players := make([]common.PlayerI, 0, len(inputs))
for _, in := range inputs {
if in == nil || in.Player == nil {
continue
}
userID := in.Player.GetInfo().UserID
if _, ok := seen[userID]; ok {
continue
}
seen[userID] = struct{}{}
players = append(players, in.Player)
}
return players
}
// normalizePlayers 归一化 owner/opponent 与双方 players。
// 若未显式传 players会尝试从 inputs 中自动提取。
func (o *fightBuildOptions) normalizePlayers() {
if len(o.ourPlayers) == 0 && len(o.ourInputs) > 0 {
o.ourPlayers = uniquePlayersFromInputs(o.ourInputs)
}
if len(o.oppPlayers) == 0 && len(o.oppInputs) > 0 {
o.oppPlayers = uniquePlayersFromInputs(o.oppInputs)
}
if len(o.ourPlayers) == 0 && o.owner != nil {
o.ourPlayers = []common.PlayerI{o.owner}
}
if len(o.oppPlayers) == 0 && o.opponent != nil {
o.oppPlayers = []common.PlayerI{o.opponent}
}
if o.owner == nil && len(o.ourPlayers) > 0 {
o.owner = o.ourPlayers[0]
}
if o.opponent == nil && len(o.oppPlayers) > 0 {
o.opponent = o.oppPlayers[0]
}
}