package fight import ( "blazing/common/socket/errorcode" "blazing/common/utils" "blazing/modules/player/model" "blazing/logic/service/common" "blazing/logic/service/fight/action" "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" "blazing/logic/service/user" "sync" "time" "github.com/gogf/gf/v2/util/grand" "github.com/jinzhu/copier" ) type FightC struct { //准备战斗信息 ReadyInfo model.NoteReadyToFightInfo //开始战斗信息 info.FightStartOutboundInfo Info info.Fightinfo 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 map[uint32]*action.ActiveSwitchAction startl sync.Once StartTime time.Time actionMu sync.Mutex actionNotify chan struct{} acceptActions bool pendingActions []action.BattleActionI // 待处理动作队列,同一玩家最多保留两段动作 <<<<<<< ours quit chan struct{} over chan struct{} First *input.Input TrueFirst *input.Input Second *input.Input closefight bool overl sync.Once waittime int ======= quit chan struct{} over chan struct{} First *input.Input TrueFirst *input.Input Second *input.Input closefight bool overl sync.Once waittime int actionRound atomic.Uint32 >>>>>>> theirs model.FightOverInfo //战斗结束的插装 callback func(model.FightOverInfo) } 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) IsFirst(play common.PlayerI) bool { return f.TrueFirst.Player == play } func (f *FightC) Chat(c common.PlayerI, msg string) { f.GetInputByPlayer(c, true).Player.SendPackCmd(50002, &user.ChatOutboundInfo{ SenderId: c.GetInfo().UserID, SenderNickname: c.GetInfo().Nick, Message: utils.RemoveLast(msg), }) } // 加载进度 func (f *FightC) LoadPercent(c common.PlayerI, percent int32) { if f.Info.Mode == info.BattleMode.PET_MELEE { return } if f.Info.Status == info.BattleMode.FIGHT_WITH_NPC { return } f.GetInputByPlayer(c, true).Player.SendPackCmd(2441, &info.LoadPercentOutboundInfo{ Id: c.GetInfo().UserID, Percent: uint32(percent), }) } func (f *FightC) initplayer(c common.PlayerI, b []model.PetInfo) (*input.Input, errorcode.ErrorCode) { r := c.CanFight() if c.CanFight() != 0 { return nil, r } in := input.NewInput(f, c) in.AllPet = make([]*info.BattlePetEntity, 0) in.InitAttackValue() for i := 0; i < len(b); i++ { //玩家精灵重置到100等级 pet := b[i] in.AllPet = append(in.AllPet, info.CreateBattlePetEntity(pet)) } in.SortPet() if len(in.AllPet) == 0 { return nil, errorcode.ErrorCodes.ErrNoEligiblePokemon } switch f.Info.Mode { case info.BattleMode.SINGLE_MODE: in.AllPet = in.AllPet[:1] default: } in.CurrentPet = in.AllPet[0] return in, 0 } // 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 := grand.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) (model.FightUserInfo, []model.ReadyFightPetInfo) { t := make([]model.ReadyFightPetInfo, len(in.AllPet)) userindo := model.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 } // 被击败的ID func (f *FightC) IsWin(c *input.Input) bool { for _, v := range f.GetInputByPlayer(c.Player, true).AllPet { if v.Alive() { //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 } func (f *FightC) GetOverInfo() model.FightOverInfo { return f.FightOverInfo } func (f *FightC) GetAttackValue(b bool) *model.AttackValue { return f.GetInputByPlayer(f.Our.Player, b).AttackValue }