package fight import ( "blazing/cool" "blazing/logic/service/common" "blazing/logic/service/fight/action" "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" "blazing/modules/blazing/model" "math/rand" "sync" "time" "github.com/jinzhu/copier" ) type FightC struct { Info info.NoteReadyToFightInfo IsReady bool ownerID uint32 // 战斗发起者ID Our *input.Input //始终等于房主ID Opp *input.Input //对手ID Switch []*action.ActiveSwitchAction rand *rand.Rand StartTime time.Time actionChan chan action.BattleActionI // 所有操作统一从这里进入 Round int //回合数 quit chan struct{} over chan struct{} First *input.Input Second *input.Input closefight bool overl sync.Once waittime int info.FightOverInfo //战斗结束的插装 callback func(*info.FightOverInfo) } func (f *FightC) CanEscape() bool { return f.Info.Status != info.BattleStatus.FIGHT_WITH_PLAYER } func (f *FightC) Ownerid() uint32 { return f.ownerID } func (f *FightC) GetInputByPlayer(c common.PlayerI, isOpposite bool) *input.Input { // 判断当前玩家是否为我方玩家 isOurPlayer := c.GetInfo().UserID == f.ownerID // 当isOurPlayer与isOpposite值不同时返回我方,相同时返回对方 if isOurPlayer != isOpposite { return f.Our } return f.Opp } func (f *FightC) GetInputByAction(c action.BattleActionI, isOpposite bool) *input.Input { // 判断动作所属玩家是否为我方 isOurAction := c.GetPlayerID() == f.Our.Player.GetInfo().UserID // 根据isOpposite决定是否返回相反方向的输入 if isOurAction == !isOpposite { return f.Our } return f.Opp } // 玩家使用技能 func (f *FightC) GetCurrPET(c common.PlayerI) *info.BattlePetEntity { if f.Our.Player.GetInfo().UserID == c.GetInfo().UserID { return f.Our.CurrentPet } else { return f.Opp.CurrentPet } } func (f *FightC) GetOpp(c common.PlayerI) *input.Input { return f.GetInputByPlayer(c, true) } // 获取随机数 func (f *FightC) GetRand() *rand.Rand { return f.rand } // 获取随机数 func (f *FightC) IsFirst(play common.PlayerI) bool { return f.First.Player == play } // 加载进度 func (f *FightC) LoadPercent(c common.PlayerI, percent int32) { f.GetInputByPlayer(c, true).Player.SendLoadPercent(info.LoadPercentOutboundInfo{ Id: c.GetInfo().UserID, Percent: uint32(percent), }) } func (f *FightC) initplayer(c common.PlayerI) *input.Input { if len(c.GetInfo().PetList) == 0 { return nil } in := input.NewInput(f, c) in.AllPet = make([]*info.BattlePetEntity, 0) in.InitAttackValue() for i := 0; i < len(c.GetInfo().PetList); i++ { in.AllPet = append(in.AllPet, info.CreateBattlePetEntity(c.GetInfo().PetList[i], f.rand)) } in.SortPet() switch f.Info.Mode { case info.BattleMode.SINGLE_MODE: in.AllPet = in.AllPet[:1] case info.BattleMode.PET_MELEE: in.AllPet = make([]*info.BattlePetEntity, 0) for _, v := range RandomElfIDs(3) { p := model.GenPetInfo(v, 24, -1, -1, -1, 100) p.CatchTime = uint32(v) in.AllPet = append(in.AllPet, info.CreateBattlePetEntity(*p, f.rand)) } //in.AllPet = in.AllPet[:3] default: } in.CurrentPet = in.AllPet[0] return in } // RandomElfIDs 从1-2000中随机抽取n个不重复的精灵ID func RandomElfIDs(n int) []int { if n <= 0 || n > 2000 { return nil } // 用map记录已抽取的ID,避免重复 used := make(map[int]struct{}, n) ids := make([]int, 0, n) for len(ids) < n { // 生成1-2000的随机数 id := rand.Intn(2000) + 1 // rand.Intn(2000)生成0-1999,+1后为1-2000 // 检查是否已抽取 if _, exists := used[id]; !exists { used[id] = struct{}{} ids = append(ids, id) } } return ids } func initfightready(in *input.Input) (info.FightUserInfo, []info.ReadyFightPetInfo) { t := make([]info.ReadyFightPetInfo, len(in.AllPet)) userindo := info.FightUserInfo{ UserID: in.UserID, Nick: in.Player.GetInfo().Nick, } for i := 0; i < len(in.AllPet); i++ { err := copier.CopyWithOption(&t[i], &in.AllPet[i].Info, copier.Option{IgnoreEmpty: true, DeepCopy: true}) if err != nil { panic(err) } } return userindo, t } // 创建新战斗,邀请方和被邀请方,或者玩家和野怪方 func NewFight(mode, status info.EnumBattleMode, p1, p2 common.PlayerI, fn func(*info.FightOverInfo)) *FightC { f := &FightC{} f.ownerID = p1.GetInfo().UserID f.callback = fn f.quit = make(chan struct{}) f.over = make(chan struct{}) f.StartTime = time.Now() seed := f.StartTime.UnixNano() ^ int64(p1.GetInfo().UserID) ^ int64(p2.GetInfo().UserID) // ^ int64(f.Round) // 用异或运算混合多维度信息 f.rand = rand.New(rand.NewSource(seed)) f.Info = info.NoteReadyToFightInfo{ Status: status, Mode: mode, } f.Our, f.Opp = f.initplayer(p1), f.initplayer(p2) f.Info.OurInfo, f.Info.OurPetList = initfightready(f.Our) f.Info.OpponentInfo, f.Info.OpponentPetList = initfightready(f.Opp) switch f.Info.Status { case info.BattleStatus.FIGHT_WITH_PLAYER: default: f.Opp.Finished = true //PVE 默认boss数据直接加载完成 } f.Our.SetOPP(f.Opp) f.Opp.SetOPP(f.Our) f.Broadcast(func(ff *input.Input) { ff.Player.SendNoteReadyToFightInfo(f.Info) }) // 60秒后判断战斗是否开始 cool.Cron.AfterFunc(60*time.Second, func() { if !f.Our.Finished || !f.Opp.Finished { //如果有任一没有加载完成 f.Reason = info.BattleOverReason.PlayerOVerTime switch { case !f.Opp.Finished: //邀请方没加载完成 先判断邀请方,如果都没加载完成,就算做房主胜利 f.WinnerId = f.Our.Player.GetInfo().UserID case !f.Our.Finished: //被邀请方没加载完成 f.WinnerId = f.Opp.Player.GetInfo().UserID } f.Broadcast(func(ff *input.Input) { //todo 将血量和技能pp传回enterturn ff.Player.SendFightEndInfo(f.FightOverInfo) }) } }) return f } // 被击败的ID func (b *FightC) IsWin(c *input.Input, cache uint32) bool { var tt []*info.BattlePetEntity bbb := b.Our.AllPet if c.Player.GetInfo().UserID == b.ownerID { //如果是房主 bbb = b.Opp.AllPet } for _, v := range bbb { if v.Info.CatchTime == cache { v.NotAlive = true } tt = append(tt, v) } for _, v := range tt { if !v.NotAlive { //如果存活 return false } } return true } // 广播,并是否结束回合 func (f *FightC) Broadcast(t func(ff *input.Input)) { t(f.Our) t(f.Opp) } func (f *FightC) GetOverChan() chan struct{} { return f.over }