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
298 lines
6.5 KiB
Go
298 lines
6.5 KiB
Go
package fight
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import (
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"blazing/common/data"
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"blazing/common/socket/errorcode"
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"blazing/common/utils"
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config "blazing/modules/config/model"
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"blazing/modules/player/model"
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"encoding/json"
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"blazing/logic/service/common"
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/player"
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"blazing/logic/service/user"
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"math/rand"
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"sync"
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"time"
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"github.com/gogf/gf/v2/util/grand"
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"github.com/jinzhu/copier"
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)
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type FightC struct {
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//准备战斗信息
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ReadyInfo model.NoteReadyToFightInfo
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//开始战斗信息
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info.FightStartOutboundInfo
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Info info.Fightinfo
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IsReady bool
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ownerID uint32 // 战斗发起者ID
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Our *input.Input //始终等于房主ID
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Opp *input.Input //对手ID
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Switch map[uint32]*action.ActiveSwitchAction
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Melee []config.PetBaseConfig
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startl sync.Once
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rand *rand.Rand
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StartTime time.Time
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actionChan chan action.BattleActionI // 所有操作统一从这里进入
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quit chan struct{}
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over chan struct{}
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First *input.Input
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TrueFirst *input.Input
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Second *input.Input
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closefight bool
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overl sync.Once
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waittime int
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model.FightOverInfo
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//战斗结束的插装
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callback func(model.FightOverInfo)
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}
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func (f *FightC) Ownerid() uint32 {
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return f.ownerID
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}
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func (f *FightC) GetInputByPlayer(c common.PlayerI, isOpposite bool) *input.Input {
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// 判断当前玩家是否为我方玩家
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isOurPlayer := c.GetInfo().UserID == f.ownerID
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// 当isOurPlayer与isOpposite值不同时返回我方,相同时返回对方
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if isOurPlayer != isOpposite {
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return f.Our
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}
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return f.Opp
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}
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func (f *FightC) GetInputByAction(c action.BattleActionI, isOpposite bool) *input.Input {
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// 判断动作所属玩家是否为我方
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isOurAction := c.GetPlayerID() == f.Our.Player.GetInfo().UserID
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// 根据isOpposite决定是否返回相反方向的输入
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if isOurAction == !isOpposite {
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return f.Our
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}
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return f.Opp
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}
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// 玩家使用技能
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func (f *FightC) GetCurrPET(c common.PlayerI) *info.BattlePetEntity {
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if f.Our.Player.GetInfo().UserID == c.GetInfo().UserID {
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return f.Our.CurrentPet
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} else {
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return f.Opp.CurrentPet
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}
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}
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func (f *FightC) GetOpp(c common.PlayerI) *input.Input {
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return f.GetInputByPlayer(c, true)
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}
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// 获取随机数
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func (f *FightC) GetRand() *rand.Rand {
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return f.rand
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}
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// 获取随机数
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func (f *FightC) IsFirst(play common.PlayerI) bool {
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return f.TrueFirst.Player == play
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}
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func (f *FightC) Chat(c common.PlayerI, msg string) {
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f.GetInputByPlayer(c, true).Player.SendPackCmd(50002, &user.ChatOutboundInfo{
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SenderId: c.GetInfo().UserID,
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SenderNickname: c.GetInfo().Nick,
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Message: utils.RemoveLast(msg),
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})
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}
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// 加载进度
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func (f *FightC) LoadPercent(c common.PlayerI, percent int32) {
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if f.Info.Mode == info.BattleMode.PET_MELEE {
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return
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}
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if f.Info.Status == info.BattleMode.FIGHT_WITH_NPC {
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return
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}
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f.GetInputByPlayer(c, true).Player.SendPackCmd(2441, &info.LoadPercentOutboundInfo{
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Id: c.GetInfo().UserID,
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Percent: uint32(percent),
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})
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}
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var meetpet = make(map[int]model.PetInfo)
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func (f *FightC) initplayer(c common.PlayerI) (*input.Input, errorcode.ErrorCode) {
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r := c.CanFight()
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if c.CanFight() != 0 {
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return nil, r
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}
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in := input.NewInput(f, c)
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in.AllPet = make([]*info.BattlePetEntity, 0)
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in.InitAttackValue()
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for i := 0; i < len(c.GetInfo().PetList); i++ {
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//玩家精灵重置到100等级
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pet := c.GetInfo().PetList[i]
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if _, ok := c.(*player.Player); ok {
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pet.Level = utils.Min(pet.Level, 100)
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}
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in.AllPet = append(in.AllPet, info.CreateBattlePetEntity(pet, f.rand))
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}
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in.SortPet()
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if len(in.AllPet) == 0 {
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return nil, errorcode.ErrorCodes.ErrNoEligiblePokemon
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}
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switch f.Info.Mode {
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case info.BattleMode.SINGLE_MODE:
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in.AllPet = in.AllPet[:1]
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case info.BattleMode.PET_MELEE:
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in.AllPet = make([]*info.BattlePetEntity, 0)
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var meetpet []config.PetBaseConfig
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if len(f.Melee) < 6 {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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if c.GetInfo().UserID == f.ownerID {
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meetpet = f.Melee[:3]
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} else {
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meetpet = f.Melee[3:]
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}
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for i, v := range meetpet {
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if v.Lv == 0 {
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v.Lv = 100
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}
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pet := model.GenPetInfo(int(v.MonID), 24, int(v.Nature), int(v.Effect[0]), int(v.Lv), nil, 0)
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var color data.GlowFilter
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err := json.Unmarshal([]byte(v.Color), &color)
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if err == nil && color.Alpha != 0 {
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pet.ShinyInfo = append(pet.ShinyInfo, color)
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}
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if len(v.Prop) == 5 {
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pet.Prop = [5]uint32(v.Prop)
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}
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if v.Hp != 0 {
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pet.MaxHp = uint32(v.Hp)
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}
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if len(v.SKill) != 0 {
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for i := 0; i < 4; i++ {
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if v.SKill[i] != 0 {
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pet.SkillList[i].ID = v.SKill[i]
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}
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}
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}
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pet.CatchTime = c.GetInfo().UserID + uint32(i)*1000000
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pet.Cure()
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in.AllPet = append(in.AllPet, info.CreateBattlePetEntity(*pet, f.rand))
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}
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// for i, v := range meetpet {
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// v1 := v
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// if len(in.AllPet) > 2 {
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// break
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// }
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// v1.CatchTime = c.GetInfo().UserID + uint32(i)*1000000
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// v1.Cure()
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// in.AllPet = append(in.AllPet, info.CreateBattlePetEntity(v1, f.rand))
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// }
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//in.AllPet = in.AllPet[:3]
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default:
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}
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in.CurrentPet = in.AllPet[0]
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return in, 0
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}
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// RandomElfIDs 从1-2000中随机抽取n个不重复的精灵ID
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func RandomElfIDs(n int) []int {
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if n <= 0 || n > 2000 {
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return nil
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}
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// 用map记录已抽取的ID,避免重复
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used := make(map[int]struct{}, n)
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ids := make([]int, 0, n)
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for len(ids) < n {
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// 生成1-2000的随机数
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id := grand.Intn(2000) + 1 // rand.Intn(2000)生成0-1999,+1后为1-2000
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// 检查是否已抽取
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if _, exists := used[id]; !exists {
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used[id] = struct{}{}
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ids = append(ids, id)
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}
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}
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return ids
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}
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func initfightready(in *input.Input) (model.FightUserInfo, []model.ReadyFightPetInfo) {
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t := make([]model.ReadyFightPetInfo, len(in.AllPet))
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userindo := model.FightUserInfo{
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UserID: in.UserID,
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Nick: in.Player.GetInfo().Nick,
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}
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for i := 0; i < len(in.AllPet); i++ {
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err := copier.CopyWithOption(&t[i], &in.AllPet[i].Info, copier.Option{IgnoreEmpty: true, DeepCopy: true})
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if err != nil {
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panic(err)
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}
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}
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return userindo, t
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}
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// 被击败的ID
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func (f *FightC) IsWin(c *input.Input) bool {
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for _, v := range f.GetInputByPlayer(c.Player, true).AllPet {
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if !v.NotAlive { //如果存活
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return false
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}
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}
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return true
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}
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// 广播,并是否结束回合
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func (f *FightC) Broadcast(t func(ff *input.Input)) {
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t(f.Our)
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t(f.Opp)
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}
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func (f *FightC) GetOverChan() chan struct{} {
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return f.over
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}
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func (f *FightC) GetOverInfo() model.FightOverInfo {
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return f.FightOverInfo
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}
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