```
feat(fight): 优化擂台战斗逻辑与状态管理 - 修改了擂台主人设置逻辑,引入 `Set` 方法统一处理玩家信息更新 - 增加对擂主是否可战斗的判断,防止无效挑战 - 调整连胜计算和广播机制,确保数据一致性 - 修复擂台挑战失败时的状态回滚问题 - 引入错误码替代硬编码返回值,提高代码可读性与维护性 - 统一访问擂台玩家的方式,移除冗余字段
This commit is contained in:
@@ -68,7 +68,7 @@ func (h Controller) Capture(data *fight.CatchMonsterInboundInfo, c *player.Playe
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// 加载进度
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func (h Controller) LoadPercent(data *fight.LoadPercentInboundInfo, c *player.Player) (result *info.LoadPercentOutboundInfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, errorcode.ErrorCodes.ErrBattleEnded
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return nil, -1
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}
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c.FightC.LoadPercent(c, int32(data.Percent))
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@@ -23,10 +23,7 @@ func (h Controller) ARENA_SET_OWENR(data *fight.ARENA_SET_OWENR, c *player.Playe
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c.Fightinfo.Mode = 0 //取消队列匹配
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if atomic.CompareAndSwapUint32(&c.GetSpace().Owner.Flag, 0, 1) {
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c.GetSpace().Owner.UserID = c.GetInfo().UserID //添加用户ID
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c.GetSpace().Owner.Nick = c.GetInfo().Nick
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c.GetSpace().ARENA_Player = c //添加用户
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c.GetSpace().Owner.Set(c)
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c.GetSpace().Broadcast(c, 2419, c.GetSpace().Owner)
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c.SendPackCmd(2419, c.GetSpace().Owner)
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return
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@@ -50,21 +47,42 @@ func (h Controller) ARENA_FIGHT_OWENR(data *fight.ARENA_FIGHT_OWENR, c *player.P
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if c.Info.UserID == c.GetSpace().Owner.UserID {
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return nil, errorcode.ErrorCodes.ErrNoEligiblePokemon
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}
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if c.GetSpace().Owner.ARENA_Player == nil {
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return nil, errorcode.ErrorCodes.ErrSystemError200007
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}
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if !c.GetSpace().Owner.ARENA_Player.CanFight() {
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c.GetSpace().Owner.Set(c)
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c.GetSpace().Broadcast(c, 2419, &c.GetSpace().Owner)
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c.SendPackCmd(2419, &c.GetSpace().Owner)
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return
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}
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//原子操作,修改擂台状态
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if atomic.CompareAndSwapUint32(&c.GetSpace().Owner.Flag, 1, 2) {
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//成功发起擂台挑战后才修改我放状态
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c.Fightinfo.Mode = info.BattleMode.SINGLE_MODE
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c.Fightinfo.Status = info.BattleMode.FIGHT_ARENA
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_, err = fight.NewFight(c, c.GetSpace().ARENA_Player, func(foi *info.FightOverInfo) { //我方邀请擂主挑战,我方先手
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_, err = fight.NewFight(c, c.GetSpace().Owner.ARENA_Player, func(foi *info.FightOverInfo) { //我方邀请擂主挑战,我方先手
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if foi.Reason != 0 && foi.WinnerId == c.GetInfo().UserID { //异常退出
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c.GetSpace().ARENA_Player = nil
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c.GetSpace().Owner.Reset()
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c.GetSpace().Broadcast(c, 2419, &c.GetSpace().Owner)
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c.SendPackCmd(2419, &c.GetSpace().Owner)
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}
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if foi.Reason == 0 { //异常退出
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if foi.WinnerId == c.GetInfo().UserID {
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c.Info.MaxArenaWins += 1
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} else {
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c.GetSpace().Owner.ARENA_Player.GetInfo().MaxArenaWins += 1
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}
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}
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//todo 擂主输了,那就直接让他放弃擂台
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@@ -75,11 +93,7 @@ func (h Controller) ARENA_FIGHT_OWENR(data *fight.ARENA_FIGHT_OWENR, c *player.P
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//c.GetSpace().Broadcast(c, 2419, &c.GetSpace().Owner)
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//c.SendPackCmd(2419, &c.GetSpace().Owner)
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} else {
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//发起失败,改回1
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// c.GetSpace().Owner.HostWins = 0 //连胜重置
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// c.GetSpace().Owner.UserID = c.GetInfo().UserID //添加用户ID
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// c.GetSpace().Owner.Nick = c.GetInfo().Nick
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// c.GetSpace().ARENA_Player = c //添加用户
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atomic.StoreUint32(&c.GetSpace().Owner.Flag, 1)
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}
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@@ -107,9 +121,11 @@ func (h Controller) ARENA_GET_INFO(data *fight.ARENA_GET_INFO, c *player.Player)
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// 都需要通过2419包广播更新擂台状态
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func (h Controller) ARENA_UPFIGHT(data *fight.ARENA_UPFIGHT, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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//原子操作,修改擂台状态
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if atomic.LoadUint32(&c.GetSpace().Owner.UserID) != c.GetInfo().UserID { //说明已经有人了
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return nil, errorcode.ErrorCodes.ErrChampionCannotCancel
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}
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if atomic.CompareAndSwapUint32(&c.GetSpace().Owner.UserID, c.GetInfo().UserID, 0) {
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c.GetSpace().ARENA_Player = nil
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c.GetSpace().Owner.Reset()
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c.GetSpace().Broadcast(c, 2419, &c.GetSpace().Owner)
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@@ -129,19 +145,11 @@ func (h Controller) ARENA_UPFIGHT(data *fight.ARENA_UPFIGHT, c *player.Player) (
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func (h Controller) ARENA_OWENR_ACCE(data *fight.ARENA_OWENR_ACCE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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s := c.GetSpace()
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if atomic.LoadUint32(&s.Owner.UserID) != c.GetInfo().UserID && c.GetInfo().UserID != atomic.LoadUint32(&s.Owner.ChallengerID) { //说明已经有人了
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return nil, -1
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}
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if c.GetInfo().UserID == atomic.LoadUint32(&s.Owner.UserID) {
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c.Info.MaxArenaWins += 1
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s.Owner.HostWins += 1 //连胜+1
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} else {
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s.Owner.HostWins = 0 //连胜重置
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s.Owner.UserID = c.GetInfo().UserID //添加用户ID
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s.Owner.Nick = c.GetInfo().Nick
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s.ARENA_Player = c //添加用户
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if atomic.LoadUint32(&c.GetSpace().Owner.UserID) != c.GetInfo().UserID && c.GetInfo().UserID != atomic.LoadUint32(&c.GetSpace().Owner.ChallengerID) { //说明已经有人了
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return nil, errorcode.ErrorCodes.ErrChampionCannotCancel
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}
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s.Owner.Set(c)
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atomic.StoreUint32(&s.Owner.Flag, 1)
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@@ -50,7 +50,7 @@ func (h Controller) PET_King(data *fight.PetKingJoinInboundInfo, c *player.Playe
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c.Fightinfo.Mode = info.BattleMode.MULTI_MODE
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}
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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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c.Info.MonKingWin += 1
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@@ -60,7 +60,10 @@ func (h Controller) PET_King(data *fight.PetKingJoinInboundInfo, c *player.Playe
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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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@@ -36,6 +36,7 @@ func (h Controller) UserMoreInfo(data *user.MoreUserInfoInboundInfo, c *player.P
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return ret, 0
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}
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// 射击
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func (h Controller) Aimat(data *user.AimatInboundInfo, c *player.Player) (result *user.AimatOutboundInfo, err errorcode.ErrorCode) {
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result = &user.AimatOutboundInfo{
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@@ -1,6 +1,7 @@
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package effect
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import (
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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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@@ -15,8 +16,18 @@ type NewSel36 struct {
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round int
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}
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func (e *NewSel36) Damage_DIV_ex(t *info.DamageZone) bool {
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func (e *NewSel36) Turn_Start(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) {
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e.round++
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if e.round >= 5 {
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e.round = 0
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e.index++
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if e.index >= len(e.Args()) {
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e.index = 0
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}
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}
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}
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func (e *NewSel36) Damage_DIV_ex(t *info.DamageZone) bool {
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e.Ctx().Our.AttackValue.State = uint32(e.Args()[e.index])
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@@ -32,22 +43,11 @@ func (e *NewSel36) Damage_DIV_ex(t *info.DamageZone) bool {
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return true
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}
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if e.Args()[e.index] == e.Ctx().SkillEntity.Type {
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if e.Args()[e.index] != e.Ctx().SkillEntity.Type {
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if e.round >= 5 {
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e.round = 0
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e.index++
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if e.index >= len(e.Args()) {
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e.index = 0
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}
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}
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return true
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t.Damage = decimal.NewFromInt(0)
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}
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t.Damage = decimal.NewFromInt(0)
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return true
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}
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func init() {
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@@ -94,11 +94,11 @@ type DefaultEndData struct {
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type EnumBattleOverReason int
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var BattleOverReason = enum.New[struct {
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PlayerOffline EnumBattleOverReason `enum:"1"` //掉线
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PlayerOVerTime EnumBattleOverReason `enum:"2"` //超时
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PlayerCaptureSuccess EnumBattleOverReason `enum:"3"` //捕捉成功
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DefaultEnd EnumBattleOverReason `enum:"4"` //默认结束
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PlayerEscape EnumBattleOverReason `enum:"5"` //逃跑
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PlayerOffline EnumBattleOverReason `enum:"1"` //掉线
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PlayerOVerTime EnumBattleOverReason `enum:"2"` //超时
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NOTwind EnumBattleOverReason `enum:"3"` //打成平手
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DefaultEnd EnumBattleOverReason `enum:"4"` //默认结束
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PlayerEscape EnumBattleOverReason `enum:"5"` //逃跑
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}]()
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// 战斗模式
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@@ -254,7 +254,7 @@ func (f *FightC) handleItemAction(a *action.UseItemAction) {
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CatchTime: uint32(f.Opp.CurrentPet.Info.CatchTime),
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PetId: uint32(f.Opp.CurrentPet.ID),
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}))
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//f.Reason = info.BattleOverReason.PlayerCatch
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//f.Reason = info.BattleOverReason.PlayerCaptureSuccess
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//f.WinnerId = 0 //捕捉成功不算胜利
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f.closefight = true
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@@ -24,7 +24,7 @@ func (p *Player) JoinFight(fn func(p common.PlayerI) bool) errorcode.ErrorCode {
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if v.GetInfo().UserID != p.Info.UserID {
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//确认是乱斗模式
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if v.Getfightinfo() == p.Getfightinfo() {
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if v.Getfightinfo() == p.Getfightinfo() && p.CanFight() {
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// p.Fightinfo = nil //先将自身的准备信息置空
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// //value.PVPinfo = nil
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@@ -1,7 +1,13 @@
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package space
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import (
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"blazing/logic/service/common"
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"sync/atomic"
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)
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type ARENA struct {
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Flag uint32 // 0=清除ArenaInfo(flag为0时其他字段全为空) 1=站上擂台的信息 2=挑战中的信息
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ARENA_Player common.PlayerI `struc:"skip"`
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Flag uint32 // 0=清除ArenaInfo(flag为0时其他字段全为空) 1=站上擂台的信息 2=挑战中的信息
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UserID uint32
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Nick string `struc:"[16]byte"`
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HostWins uint32 // 应该是擂台人的连胜数
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@@ -16,4 +22,24 @@ func (t *ARENA) Reset() {
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t.HostWins = 0
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t.ChallengerID = 0
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t.ARENA_Player = nil
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}
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func (t *ARENA) Set(c common.PlayerI) bool {
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if c.GetInfo().UserID == atomic.LoadUint32(&t.UserID) {
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t.HostWins += 1 //连胜+1
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} else {
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t.HostWins = 0 //连胜重置
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t.UserID = c.GetInfo().UserID //添加用户ID
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t.Nick = c.GetInfo().Nick
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t.ARENA_Player = c //添加用户
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}
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atomic.StoreUint32(&t.Flag, 1)
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return true
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}
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@@ -35,7 +35,6 @@ func (s *Space) Broadcast(c common.PlayerI, cmd uint32, data any) {
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func (s *Space) LeaveMap(c common.PlayerI) {
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if atomic.CompareAndSwapUint32(&s.Owner.UserID, c.GetInfo().UserID, 0) {
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s.ARENA_Player = nil
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s.Owner.Reset()
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@@ -18,9 +18,8 @@ type Space struct {
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Super uint32
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//SuperValue *int32
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//ID uint32 // 地图ID
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Name string //地图名称
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Owner ARENA
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ARENA_Player common.PlayerI
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Name string //地图名称
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Owner ARENA
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}
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// NewSyncMap 创建一个新的玩家同步map
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@@ -68,7 +68,7 @@ type S2CDanceAction struct {
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type C2SPEOPLE_TRANSFROM struct {
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Head common.TomeeHeader `cmd:"2111" struc:"skip"`
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// Reserve 固定参数(值为 10001)
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// Reserve uint32// 固定参数(值为 10001)
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SuitID uint32 `struc:"uint32,big"`
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}
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type S2CPEOPLE_TRANSFROM struct {
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@@ -485,7 +485,7 @@
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<NewSeIdx
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Idx="92" Stat="1" Eid="36" Args="13 12" />
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<NewSeIdx Idx="93" Stat="1" Eid="37" Args="0 100"
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<NewSeIdx Idx="93" Stat="1" Eid="37" Args="100"
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Desc="自身一次受到大于100点的伤害时直接将对方体力降至0" />
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<NewSeIdx Idx="94" Stat="1" Eid="24"
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Block a user