feat: 更新战斗系统模型结构和Redis消息处理 - 引入gredis依赖用于Redis消息处理 - 将战斗相关的枚举和结构体从info包迁移到model包 - 更新战斗结束原因、攻击值等类型的引用路径 - 添加新的zset工具包到工作区 - 修改Redis消息处理逻辑以正确解析gredis.Message类型 - 在战斗控制器中统一使用model包下的类型定义
99 lines
2.5 KiB
Go
99 lines
2.5 KiB
Go
package controller
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import (
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"blazing/common/socket/errorcode"
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"blazing/modules/player/model"
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"blazing/logic/service/common"
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"blazing/logic/service/fight"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/player"
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)
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//大乱斗
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func (h Controller) PetMelee(data *fight.StartPetWarInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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c.Fightinfo.Mode = info.BattleMode.PET_MELEE
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c.Fightinfo.Status = info.BattleMode.PET_MELEE
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err = c.JoinFight(func(p common.PlayerI) bool {
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_, err = fight.NewFight(p, c, func(foi model.FightOverInfo) {
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if foi.Reason == 0 { //我放获胜
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if foi.WinnerId == c.GetInfo().UserID {
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c.Info.MessWin += 1
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c.MessWin(true)
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p.MessWin(false)
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} else {
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p.GetInfo().MessWin += 1
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p.MessWin(true)
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c.MessWin(false)
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}
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}
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if foi.Reason == model.BattleOverReason.PlayerOffline {
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if foi.WinnerId == c.GetInfo().UserID {
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p.MessWin(false)
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} else {
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c.MessWin(false)
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}
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}
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}) ///开始对战,房主方以及被邀请方
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return err <= 0
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})
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return
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}
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func (h Controller) PetKing(data *fight.PetKingJoinInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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c.Fightinfo.Status = info.BattleMode.PET_TOPLEVEL
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switch data.Type {
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case 5:
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c.Fightinfo.Mode = info.BattleMode.SINGLE_MODE
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case 6:
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c.Fightinfo.Mode = info.BattleMode.MULTI_MODE
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case 11:
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//草","水","火","电","战斗","飞行","机械","地面","冰"
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// 按顺序:草、水、火、电、战斗、飞行、机械、地面、冰
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var ElementTypeNumbers = []int{1, 2, 3, 5, 11, 4, 6, 7, 9}
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println("11", c.GetPetInfo()[0].Type(), ElementTypeNumbers[data.FightType-1])
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if c.GetPetInfo()[0].Type() != int(ElementTypeNumbers[data.FightType-1]) {
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return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrVictoryConditionNotMet)
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}
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c.Fightinfo.Mode = info.BattleMode.SINGLE_MODE
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c.Fightinfo.FightType = data.FightType
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}
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err = c.JoinFight(func(p common.PlayerI) bool {
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_, err = fight.NewFight(p, c, func(foi model.FightOverInfo) {
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if foi.Reason == 0 { //我放获胜
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switch data.Type {
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case 11:
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if foi.WinnerId == c.GetInfo().UserID {
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c.ItemAdd(80000000+int64(data.FightType), 1)
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} else {
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p.ItemAdd(80000000+int64(data.FightType), 1)
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}
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default:
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if foi.WinnerId == c.GetInfo().UserID {
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c.Info.MonKingWin += 1
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} else {
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p.GetInfo().MonKingWin += 1
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}
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}
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}
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}) ///开始对战,房主方以及被邀请方
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return err <= 0
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})
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return
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}
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