Files
bl/logic/controller/fight_base.go
昔念 0051ac0be8
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```
feat(fight): 添加旧组队协议支持并优化战斗系统

- 实现了旧组队协议相关功能,包括GroupReadyFightFinish、GroupUseSkill、
  GroupUseItem、GroupChangePet和GroupEscape方法
- 新增组队战斗相关的入站信息结构体定义
- 实现了组队BOSS战斗逻辑,添加groupBossSlotLimit常量
- 重构宠物技能设置逻辑,调整金币消耗时机
- 优化战斗循环逻辑,添加对无行动槽位的处理
- 改进AI行动逻辑,增加多位置目标选择
2026-04-08 01:28:55 +08:00

160 lines
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package controller
import (
"blazing/common/socket/errorcode"
"blazing/logic/service/fight"
"blazing/logic/service/fight/info"
"blazing/logic/service/player"
)
// checkFightStatus 检查战斗状态
func (h Controller) checkFightStatus(c *player.Player) errorcode.ErrorCode {
if c.FightC == nil {
return errorcode.ErrorCodes.ErrBattleEnded
}
return 0
}
// OnReadyToFight 准备战斗
func (h Controller) OnReadyToFight(data *ReadyToFightInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
go c.FightC.ReadyFight(c)
return nil, -1
}
// GroupReadyFightFinish 旧组队协议准备完成。
func (h Controller) GroupReadyFightFinish(data *GroupReadyFightFinishInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
go c.FightC.ReadyFight(c)
return nil, -1
}
func (h Controller) GroupUseSkill(data *GroupUseSkillInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
targetRelation := fight.SkillTargetOpponent
if data.TargetSide == 1 {
targetRelation = fight.SkillTargetAlly
}
h.dispatchFightActionEnvelope(c, fight.NewSkillActionEnvelope(data.SkillId, int(data.ActorIndex), int(data.TargetPos), targetRelation, 0))
return nil, 0
}
func (h Controller) GroupUseItem(data *GroupUseItemInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
h.dispatchFightActionEnvelope(c, fight.NewItemActionEnvelope(0, data.ItemId, int(data.ActorIndex), int(data.ActorIndex), fight.SkillTargetSelf))
return nil, -1
}
func (h Controller) GroupChangePet(data *GroupChangePetInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
h.dispatchFightActionEnvelope(c, fight.NewChangeActionEnvelope(data.CatchTime, int(data.ActorIndex)))
return nil, -1
}
func (h Controller) GroupEscape(data *GroupEscapeInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
if fightC, ok := c.FightC.(*fight.FightC); ok && fightC != nil && fightC.LegacyGroupProtocol {
fightC.SendLegacyEscapeSuccess(c, int(data.ActorIndex))
}
h.dispatchFightActionEnvelope(c, fight.NewEscapeActionEnvelope())
return nil, 0
}
// UseSkill 使用技能包
func (h Controller) UseSkill(data *UseSkillInInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
h.dispatchFightActionEnvelope(c, buildLegacyUseSkillEnvelope(data))
return nil, 0
}
// UseSkillAt 组队/多战位技能包cmd=7505
// 目标关系0=对方 1=自己 2=队友。
func (h Controller) UseSkillAt(data *UseSkillAtInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
h.dispatchFightActionEnvelope(c, buildIndexedUseSkillEnvelope(data))
return nil, 0
}
// Escape 战斗逃跑
func (h Controller) Escape(data *EscapeFightInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
h.dispatchFightActionEnvelope(c, buildLegacyEscapeEnvelope())
return nil, 0
}
// ChangePet 切换精灵
func (h Controller) ChangePet(data *ChangePetInboundInfo, c *player.Player) (result *info.ChangePetInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
h.dispatchFightActionEnvelope(c, buildLegacyChangeEnvelope(data))
return nil, -1
}
// Capture 捕捉精灵
func (h Controller) Capture(data *CatchMonsterInboundInfo, c *player.Player) (result *info.CatchMonsterOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
if c.GetSpace().IsTime {
if data.CapsuleId < 300009 {
go c.FightC.UseSkill(c, 0)
return nil, -1
}
}
go c.FightC.Capture(c, data.CapsuleId)
return nil, -1
}
// LoadPercent 加载进度
func (h Controller) LoadPercent(data *LoadPercentInboundInfo, c *player.Player) (result *info.LoadPercentOutboundInfo, err errorcode.ErrorCode) {
if c.FightC == nil {
return nil, -1
}
go c.FightC.LoadPercent(c, int32(data.Percent))
return nil, -1
}
// UsePetItemInboundInfo 使用宠物道具
func (h Controller) UsePetItemInboundInfo(data *UsePetItemInboundInfo, c *player.Player) (result *info.UsePetIteminfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
if c.GetSpace().IsTime {
if data.ItemId < 300009 {
go c.FightC.UseSkill(c, 0)
}
}
h.dispatchFightActionEnvelope(c, buildLegacyUseItemEnvelope(data))
return nil, -1
}
// FightChat 战斗聊天
func (h Controller) FightChat(data *ChatInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
h.dispatchFightActionEnvelope(c, buildChatEnvelope(data))
return nil, -1
}