package player import ( "blazing/logic/service/fight/info" "blazing/modules/blazing/model" "fmt" ) type AI_player struct { baseplayer petinfo []model.PetInfo //精灵信息 CanCapture bool } func (f *AI_player) SendPack(b []byte) error { return nil } func (f *AI_player) SendReadyToFightInfo(gg info.FightStartOutboundInfo) { fmt.Println(gg) // f.FightC.UseSkill(f, f.fightinfo.OpponentPetList[0].SkillList[0].ID) //使用1#技能,实际上要按照四个技能权重去使用 //这时候给个出招 } func (f *AI_player) SendNoteReadyToFightInfo(fs info.NoteReadyToFightInfo) { fmt.Println(fs) } func (f *AI_player) SendFightEndInfo(_ info.FightOverInfo) { //fmt.Println("战斗结束") } func (f *AI_player) GetAction() { //使用1#技能,实际上要按照四个技能权重去使用 f.FightC.UseSkill(f, int32(f.FightC.GetCurrPET(f).Skills[0].ID)) } func (p *AI_player) End() { p.FightC = nil return } func (p *AI_player) GetPetInfo() []model.PetInfo { return p.petinfo } func (p *AI_player) SendAttackValue(info.AttackValueS) { } func (p *AI_player) SendChangePet(info.ChangePetInfo) { }