package service import ( "blazing/logic/service/fight/info" "blazing/modules/blazing/model" "fmt" ) type AI_player struct { FightC *FightC //绑定战斗标识 替代本身的是否战斗标记 //IsFighting bool petinfo []model.PetInfo //精灵信息 } func NewAI_player(m model.PetInfo) *AI_player { ret := &AI_player{} ret.petinfo = make([]model.PetInfo, 0) ret.petinfo = append(ret.petinfo, m) return ret } func (f *AI_player) SetFightC(ff *FightC) { f.FightC = ff } func (f *AI_player) ID() uint32 { return 0 } func (f *AI_player) MapID() uint32 { panic("not implemented") // TODO: Implement } // func (f *AI_player) GetInfo() model.PlayerInfo { // return f.FightC.Opp. // } func (f *AI_player) SendPack(b []byte) error { panic("not implemented") // TODO: Implement } 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() { f.FightC.UseSkill(f, int32(f.FightC.Opp.CurrentPet.Skills[0].ID)) //使用1#技能,实际上要按照四个技能权重去使用 } 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) { }