package fight import ( "blazing/common/data/xmlres" "blazing/logic/service/common" "blazing/logic/service/fight/action" "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" "blazing/logic/service/player" "fmt" "time" "github.com/gogf/gf/v2/util/gconv" "github.com/shopspring/decimal" ) func (f *FightC) battleLoop() { f.actionChan = make(chan action.BattleActionI, 2) fmt.Println("战斗开始精灵", f.Our.Player.GetInfo().PetList[0].CatchTime) ourID := f.Our.Player.GetInfo().UserID oppID := f.Opp.Player.GetInfo().UserID for { f.Round++ fmt.Printf("—— 第 %d 回合开始 ——\n", f.Round) actions := f.collectPlayerActions(ourID, oppID) f.resolveRound(actions[ourID], actions[oppID]) if f.closefight { break } } fmt.Println("战斗循环结束") f.Broadcast(func(ff *input.Input) { //todo 将血量和技能pp传回enterturn ff.Player.SendFightEndInfo(f.FightOverInfo) }) close(f.actionChan) close(f.overchan) } // 收集玩家动作(含超时判定) func (f *FightC) collectPlayerActions(ourID, oppID uint32) map[uint32]action.BattleActionI { actions := make(map[uint32]action.BattleActionI) timeout := time.After(60 * time.Second) for len(actions) < 2 { select { case paction, ok := <-f.actionChan: if !ok || f.closefight { return actions } if paction == nil { continue } pid := paction.GetPlayerID() if pid != ourID && pid != oppID { continue } // 避免重复提交 if _, exists := actions[pid]; exists { fmt.Printf("玩家%d 已经提交过动作,忽略重复\n", pid) continue } // 被动切换处理(不计入本回合) if as, ok := paction.(*action.ActiveSwitchAction); ok { if f.GetInputByAction(as, false).CanChange { f.GetInputByAction(as, false).CanChange = false continue } } // AI自动技能 if pid != 0 && (f.Info.Status == info.BattleStatus.FIGHT_WITH_BOSS || f.Info.Status == info.BattleStatus.FIGHT_WITH_NPC) { f.GetInputByAction(paction, true).GetAction(f.Our) } actions[pid] = paction //fmt.Println("玩家执行动作:", pid, paction.Priority()) case <-timeout: f.handleTimeout(ourID, oppID, actions) return actions } } return actions } // 超时处理逻辑 func (f *FightC) handleTimeout(ourID, oppID uint32, actions map[uint32]action.BattleActionI) { for _, pid := range []uint32{ourID, oppID} { if _, exists := actions[pid]; exists { continue } fmt.Printf("玩家%d 超时\n", pid) player := f.GetInputByPlayer(f.getPlayerByID(pid), true).Player if !f.GetInputByPlayer(f.getPlayerByID(pid), false).Finished { fmt.Printf("玩家%d 加载超时\n", pid) f.UseSkill(player, 0) //卡加载,给对方也一个action } f.Over(f.getPlayerByID(pid), info.BattleOverReason.PlayerOVerTime) } } // 根据动作类型执行一回合结算 func (f *FightC) resolveRound(p1Action, p2Action action.BattleActionI) { if p1Action == nil || p2Action == nil { fmt.Println("某方未选择动作,自动跳过结算") return } fmt.Println("开始结算回合") // 动作优先级排序 b1, b2 := f.Compare(p1Action, p2Action) switch a := b1.(type) { case *action.EscapeAction: f.FightOverInfo.WinnerId = b2.GetPlayerID() //对方胜利 f.FightOverInfo.Reason = a.Reason f.closefight = true case *action.ActiveSwitchAction: if _, ok := b2.(*action.SelectSkillAction); ok { f.enterturn(b2.(*action.SelectSkillAction), nil) } else { f.enterturn(nil, nil) } case *action.UseItemAction: f.handleItemAction(a) if _, ok := b2.(*action.SelectSkillAction); ok { f.enterturn(b2.(*action.SelectSkillAction), nil) } else { if a1, ok := b2.(*action.UseItemAction); ok { f.handleItemAction(a1) } f.enterturn(nil, nil) } default: f.handleSkillActions(b1, b2) } } // 使用道具的逻辑封装 func (f *FightC) handleItemAction(a *action.UseItemAction) { item, ok := xmlres.ItemsMAP[int(a.ItemID)] if !ok { f.enterturn(nil, nil) return } switch { case gconv.Int(item.Bonus) != 0: our, ok1 := f.Our.Player.(*player.Player) opp, ok2 := f.Opp.Player.(*player.AI_player) if ok1 && ok2 && opp.CanCapture { ok, res := f.Our.Capture(f.Opp.CurrentPet, a.ItemID, -1) if ok { fmt.Println(res) our.Service.PetAdd(*f.Opp.CurrentPet.Info) our.CatchPetInfo(info.CatchMonsterOutboundInfo{ CatchTime: uint32(f.Opp.CurrentPet.Info.CatchTime), PetId: uint32(f.Opp.CurrentPet.ID), }) //f.WinnerId = 0 //捕捉成功不算胜利 f.closefight = true } else { our.CatchPetInfo(info.CatchMonsterOutboundInfo{}) } } case gconv.Int(item.HP) != 0: addhp := item.HP f.GetInputByAction(a, false).Exec(func(rr input.Effect) bool { rr.Heal_Pre(a, &addhp) return true }) f.GetInputByAction(a, false).Heal(a, decimal.NewFromInt(int64(addhp))) f.Broadcast(func(ff *input.Input) { ff.Player.SendUsePetItemInfo(info.UsePetIteminfo{ UserID: f.GetInputByAction(a, false).UserID, ChangeHp: int32(addhp), ItemID: uint32(item.ID), UserHp: uint32(f.GetInputByAction(a, false).CurrentPet.Info.Hp), }) }) case gconv.Int(item.PP) != 0: f.GetInputByAction(a, false).HealPP(item.PP) f.Broadcast(func(ff *input.Input) { ff.Player.SendUsePetItemInfo(info.UsePetIteminfo{ UserID: f.GetInputByAction(a, false).UserID, ItemID: uint32(item.ID), UserHp: uint32(f.GetInputByAction(a, false).CurrentPet.Info.Hp), }) }) default: fmt.Println(a.ItemID, "ItemID 不在指定范围内") } } // 双方都是技能时的结算逻辑 func (f *FightC) handleSkillActions(a1, a2 action.BattleActionI) { s1, _ := a1.(*action.SelectSkillAction) s2, _ := a2.(*action.SelectSkillAction) switch { case s1 == nil || s1.SkillEntity == nil: f.enterturn(s2, nil) fmt.Println("1 空过 2玩家执行技能:", s2.PlayerID, s2.Info.ID) case s2 == nil || s2.SkillEntity == nil: f.enterturn(s1, nil) fmt.Println("2 空过 玩家执行技能:", s1.PlayerID, s1.Info.ID) default: f.enterturn(s1, s2) fmt.Println("玩家执行技能:", s1.PlayerID, s1.Info.ID, s2.PlayerID, s2.Info.ID) } } // 根据玩家ID返回对应对象 func (f *FightC) getPlayerByID(id uint32) common.PlayerI { if id == f.Our.Player.GetInfo().UserID { return f.Our.Player } return f.Opp.Player } // 根据玩家ID返回对应对象 func (f *FightC) GetOverChan() chan struct{} { return f.overchan }