All checks were successful
ci/woodpecker/push/my-first-workflow Pipeline was successful
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机制 - 完善捕获系统上下文处理,修复空指针问题 - 添加战斗状态更新和数据同步机制 fix(pet-skill): 修复宠物技能设置中的金币扣除逻辑错误 - 将金币扣除逻辑移到验证之后 - 修正宠物技能数量限制检查的顺序 - 防止重复添加已有技能的情况 refactor(fight): 重构战斗系统代码结构 - 分离新旧组队协议的战斗创建逻辑 - 优化战斗输入验证和处理流程 - 改进战斗循环中的错误处理机制 ```
498 lines
16 KiB
Go
498 lines
16 KiB
Go
package fight
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import (
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"blazing/common/utils"
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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/modules/player/model"
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"reflect"
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"github.com/alpacahq/alpacadecimal"
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"github.com/barkimedes/go-deepcopy"
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"github.com/gogf/gf/v2/util/grand"
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)
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// processSkillAttack 处理技能攻击逻辑
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func (f *FightC) processSkillAttack(attacker, defender *input.Input, skill *info.SkillEntity) {
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if attacker == nil || defender == nil || skill == nil {
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return
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}
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skill.AttackTimeC(attacker.Prop[5]) //计算命中
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defender.ExecWithOpponent(attacker, func(effect input.Effect) bool { //计算闪避,然后修改对方命中),同时相当于计算属性无效这种
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f.setEffectSkillContext(effect, skill, defender)
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effect.SkillHit_ex()
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return true
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})
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool {
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//计算变威力
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f.setEffectSkillContext(effect, skill, defender)
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effect.SkillHit() //相当于先调整基础命中,不光调整命中,这里还能调整技能属性,暴击率
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return true
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})
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var originalProps [2][6]int8
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var originalPetInfo [2]model.PetInfo
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attackerPet := attacker.CurrentPet()
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defenderPet := defender.CurrentPet()
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if attackerPet == nil || defenderPet == nil {
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return
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}
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//复制属性
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originalProps[0], originalProps[1] = attacker.Prop, defender.Prop
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originalPetInfo[0], originalPetInfo[1] = attackerPet.Info, defenderPet.Info
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool {
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//计算变威力
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f.setEffectSkillContext(effect, skill, defender)
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effect.CalculatePre() //相当于先调整基础命中,不光调整命中,这里还能调整技能属性,暴击率
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return true
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})
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//技能命中+效果失效 这里就是修改效果命中为false
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//技能miss+效果生效 这里属于强制改命中效果,但是正常来说,技能miss掉后效果也应该失效
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//技能失效+效果失效
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attacker.AttackTime = skill.AttackTime
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attacker.SkillID = uint32(skill.XML.ID) //获取技能ID
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var SumDamage alpacadecimal.Decimal
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if skill.AttackTime != 0 { //如果命中
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SumDamage = attacker.CalculatePower(defender, skill)
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attacker.CalculateCrit(defender, skill) //暴击计算
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attacker.IsCritical = skill.Crit
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}
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//还原属性
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attacker.Prop, defender.Prop = originalProps[0], originalProps[1]
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attackerPet.Info, defenderPet.Info = originalPetInfo[0], originalPetInfo[1]
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if attacker.IsCritical == 1 { //命中了才有暴击
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//暴击破防
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if skill.Category() == info.Category.PHYSICAL && defender.Prop[1] > 0 {
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defender.Prop[1] = 0
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} else if skill.Category() == info.Category.SPECIAL && defender.Prop[3] > 0 {
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defender.Prop[3] = 0
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}
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//暴击翻倍
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SumDamage = SumDamage.Mul(alpacadecimal.NewFromInt(2))
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}
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//到这里已经是强制miss或者命中,所以根本不存在强制miss改命中的情况,因为miss的时候不会执行到这里
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if !skill.Hit {
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for _, effect := range attacker.EffectCache {
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effect.Alive(false) //我方效果命中
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}
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//这时候将被覆盖的效果全部装回来enterturn
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for _, effect := range attacker.EffectLost {
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if effect.Duration() > 0 || effect.Duration() == -1 {
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//effect.Alive(true)
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attacker.AddEffect(effect.GetInput(), effect)
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}
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}
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}
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// 扣减防御方血量
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool {
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f.setEffectSkillContext(effect, skill, defender)
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effect.OnSkill() //调用伤害计算
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return true
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})
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defender.Damage(attacker, &info.DamageZone{
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Damage: SumDamage,
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Type: info.DamageType.Red,
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})
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}
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// IsNil 检查值是否为nil
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func IsNil(x interface{}) bool {
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if x == nil {
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return true
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}
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rv := reflect.ValueOf(x)
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return rv.Kind() == reflect.Ptr && rv.IsNil()
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}
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// copySkill 复制技能实体
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func (f *FightC) copySkill(action *action.SelectSkillAction) *info.SkillEntity {
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if action == nil {
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return nil
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}
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if action.SkillEntity == nil {
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return nil
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}
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originalSkill, _ := deepcopy.Anything(action.SkillEntity) //备份技能
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originalSkill.(*info.SkillEntity).Accuracy = action.SkillEntity.Accuracy //拷贝后命中丢失
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return originalSkill.(*info.SkillEntity)
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}
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func (f *FightC) getSkillParticipants(skillAction *action.SelectSkillAction) (*input.Input, *input.Input) {
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if skillAction == nil {
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return nil, nil
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}
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return f.GetInputByAction(skillAction, false), f.GetInputByAction(skillAction, true)
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}
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// setEffectSkillContext 统一设置技能阶段 effect 上下文。
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// 规则:
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// 1) Our/Opp 由 ExecWithOpponent 负责写入(carrier / 对位)。
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// 2) Target 统一表示“本次动作被选中的目标位”,在攻防双方 hook 中保持一致。
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func (f *FightC) setEffectSkillContext(effect input.Effect, skill *info.SkillEntity, target *input.Input) {
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if effect == nil {
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return
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}
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ctx := effect.Ctx()
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ctx.SkillEntity = skill
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if target != nil {
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ctx.Target = target
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}
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}
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func (f *FightC) setEffectTarget(effect input.Effect, target *input.Input) {
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if effect == nil || target == nil {
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return
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}
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effect.Ctx().Target = target
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}
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// plannedOpponentForCarrier 为旧 effect 提供“当前动作对应目标”上下文:
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// 1) 若 carrier 是本回合出手方,返回其动作目标。
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// 2) 若无匹配动作,返回 nil,交给 Input 默认 OppTeam 回退。
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func (f *FightC) plannedOpponentForCarrier(carrier *input.Input, acts ...*action.SelectSkillAction) *input.Input {
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if carrier == nil {
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return nil
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}
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for _, act := range acts {
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if act == nil {
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continue
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}
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attacker, defender := f.getSkillParticipants(act)
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if attacker == carrier {
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return defender
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}
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}
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return nil
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}
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func (f *FightC) collectAttackValues(inputs []*input.Input) []model.AttackValue {
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values := make([]model.AttackValue, 0, len(inputs))
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for actorIndex, fighter := range inputs {
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if fighter == nil || fighter.AttackValue == nil {
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continue
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}
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attackValue := *fighter.AttackValue
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attackValue.ActorIndex = uint32(actorIndex)
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values = append(values, attackValue)
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}
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return values
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}
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func (f *FightC) buildNoteUseSkillOutboundInfo() info.NoteUseSkillOutboundInfo {
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result := info.NoteUseSkillOutboundInfo{}
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result.FirstAttackInfo = append(result.FirstAttackInfo, f.collectAttackValues(f.Our)...)
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result.SecondAttackInfo = append(result.SecondAttackInfo, f.collectAttackValues(f.Opp)...)
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return result
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}
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// enterturn 处理战斗回合逻辑
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// 回合有先手方和后手方,同时有攻击方和被攻击方
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func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction) {
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//双方首发精灵登场时,依挑战方机制:房主方先判定,挑战方后判定
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//双方非首发精灵登场时,根据切换先后判定(看手速)
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// 神罗、圣华登场时魂免,“登场时xx”等效果
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//阿枫的效果也在这里判断
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if f.closefight {
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return
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}
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f.Broadcast(func(ff *input.Input) {
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ff.EffectCache = make([]input.Effect, 0) //先把上一回合数据清空,但是应该把本身延续类效果集成过来
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ff.EffectLost = make([]input.Effect, 0)
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opponent := f.plannedOpponentForCarrier(ff, firstAttack, secondAttack)
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ff.ExecWithOpponent(opponent, func(effect input.Effect) bool { //回合开始前
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f.setEffectTarget(effect, opponent)
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effect.TurnStart(firstAttack, secondAttack)
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return true
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})
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})
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for _, skillAction := range []*action.SelectSkillAction{firstAttack, secondAttack} {
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attackerInput, _ := f.getSkillParticipants(skillAction)
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if attackerInput == nil {
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continue
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}
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f.setActionAttackValue(skillAction)
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attackerInput.Parseskill(skillAction)
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}
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f.Broadcast(func(fighter *input.Input) {
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opponent := f.plannedOpponentForCarrier(fighter, firstAttack, secondAttack)
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fighter.ExecWithOpponent(opponent, func(effect input.Effect) bool { //回合开始前
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f.setEffectTarget(effect, opponent)
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effect.ComparePre(firstAttack, secondAttack) //先结算技能的优先级
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return true
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})
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fighter.ResetAttackValue()
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})
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f.First, f.Second = f.primaryOur(), f.primaryOpp()
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switch {
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case firstAttack != nil && secondAttack != nil:
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f.First, _ = f.getSkillParticipants(firstAttack)
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f.Second, _ = f.getSkillParticipants(secondAttack)
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case firstAttack != nil:
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f.First, f.Second = f.getSkillParticipants(firstAttack)
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case secondAttack != nil:
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f.First, f.Second = f.getSkillParticipants(secondAttack)
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}
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if f.First == nil {
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f.First = f.primaryOur()
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}
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if f.Second == nil {
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f.Second = f.primaryOpp()
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}
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if firstAttack != nil && secondAttack != nil {
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switch {
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case firstAttack.SkillEntity.XML.Priority < secondAttack.SkillEntity.XML.Priority:
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firstAttack, secondAttack = secondAttack, firstAttack //互换先手权
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f.First, f.Second = f.Second, f.First
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case firstAttack.SkillEntity.XML.Priority == secondAttack.SkillEntity.XML.Priority:
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if f.Second.GetProp(4).Cmp(f.First.GetProp(4)) > 0 {
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firstAttack, secondAttack = secondAttack, firstAttack //互换先手权
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f.First, f.Second = f.Second, f.First
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}
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if f.Second.GetProp(4).Cmp(f.First.GetProp(4)) == 0 {
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if grand.Meet(1, 2) { //随机出手
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firstAttack, secondAttack = secondAttack, firstAttack //互换先手权
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f.First, f.Second = f.Second, f.First
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}
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}
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}
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}
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if firstAttack == nil && secondAttack == nil {
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firstAttack, secondAttack = secondAttack, firstAttack //互换先手权
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f.First, f.Second = f.Second, f.First
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}
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var attacker, defender *input.Input
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f.TrueFirst = f.First
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//开始回合操作
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for i := 0; i < 2; i++ {
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var originalSkill *info.SkillEntity //原始技能
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var currentSkill *info.SkillEntity //当前技能
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var currentAction *action.SelectSkillAction
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if i == 0 {
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currentAction = firstAttack
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attacker, defender = f.getSkillParticipants(firstAttack)
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originalSkill = f.copySkill(firstAttack)
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//先手阶段,先修复后手效果
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f.Second.RecoverEffect()
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} else {
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currentAction = secondAttack
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attacker, defender = f.getSkillParticipants(secondAttack)
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originalSkill = f.copySkill(secondAttack)
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//取消后手历史效果
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f.Second.ReactvieEffect()
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}
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if attacker == nil {
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attacker = f.First
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}
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if defender == nil {
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defender = f.Second
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}
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currentSkill = originalSkill
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defender.ExecWithOpponent(attacker, func(effect input.Effect) bool { //这个是能否使用技能
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f.setEffectSkillContext(effect, currentSkill, defender)
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return effect.ActionStartEx(firstAttack, secondAttack)
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})
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canUseSkill := attacker.ExecWithOpponent(defender, func(effect input.Effect) bool { //这个是能否使用技能
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f.setEffectSkillContext(effect, currentSkill, defender)
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return effect.ActionStart(firstAttack, secondAttack)
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})
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attackerPet := attacker.CurrentPet()
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defenderPet := defender.CurrentPet()
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canUse := canUseSkill && action.CanUse(currentSkill) && attacker != nil && attackerPet != nil && attackerPet.Info.Hp > 0
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if !canUse {
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attacker.RecoverEffect()
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currentSkill = nil
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if i == 0 { //先手方被控,这时候应该算做未出手状态
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f.TrueFirst = defender
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for _, effect := range defender.EffectCache {
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effect.IsFirst(true)
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}
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}
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//先手权不一定出手
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} else {
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f.setActionAttackValue(currentAction)
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for _, effect := range attacker.EffectCache {
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effect.IsFirst(true)
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}
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f.processSkillAttack(attacker, defender, currentSkill)
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currentSkill = originalSkill //还原技能
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_, skill, ok := utils.FindWithIndex(attackerPet.Info.SkillList, func(item model.SkillInfo) bool {
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return item.ID == currentSkill.Info.ID
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})
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if ok {
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usecount := 1
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool { //技能使用后的我方效果
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f.setEffectSkillContext(effect, currentSkill, defender)
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effect.HookPP(&usecount)
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return true
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})
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skill.Use(usecount)
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}
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}
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if defenderPet != nil && defenderPet.Info.Hp > 0 {
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//技能使用后
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defender.ExecWithOpponent(attacker, func(effect input.Effect) bool { //技能使用后的我方效果
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f.setEffectSkillContext(effect, currentSkill, defender)
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effect.Skill_Use_ex()
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return true
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})
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}
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if attackerPet != nil && attackerPet.Info.Hp > 0 {
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//技能使用后
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool { //技能使用后的我方效果
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f.setEffectSkillContext(effect, currentSkill, defender)
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effect.Skill_Use()
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return true
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})
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}
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//技能使用后
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defender.ExecWithOpponent(attacker, func(effect input.Effect) bool { //技能使用后的我方效果
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f.setEffectSkillContext(effect, currentSkill, defender)
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effect.Action_end_ex()
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return true
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})
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//技能使用后
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool { //技能使用后的我方效果
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f.setEffectSkillContext(effect, currentSkill, defender)
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effect.Action_end()
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return true
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})
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if defenderPet != nil && attackerPet != nil && defenderPet.Info.Hp <= 0 && attackerPet.Info.Hp <= 0 { //先手方死亡,触发反同归于尽
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attackerPet.Info.Hp = 1
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}
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if defenderPet != nil && defenderPet.Info.Hp <= 0 {
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f.TURNOVER(defender)
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break
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}
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if attackerPet != nil && attackerPet.Info.Hp <= 0 {
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f.TURNOVER(attacker)
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break
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}
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}
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f.Broadcast(func(ff *input.Input) {
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ff.GenSataus()
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ff.Exec(func(t input.Effect) bool { //这个是能否使用技能
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//结算状态
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t.TurnEnd() //返回本身结算,如果false,说明不能使用技能了
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return true
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})
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ff.GenInfo()
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ff.SnapshotTurnProp()
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})
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if f.TrueFirst != f.First {
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f.First, f.Second = f.Second, f.First
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}
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if f.LegacyGroupProtocol {
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f.sendLegacyRoundBroadcast(firstAttack, secondAttack)
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}
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attackValueResult := f.buildNoteUseSkillOutboundInfo()
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//因为切完才能广播,所以必须和回合结束分开结算
|
||
f.BroadcastPlayers(func(p common.PlayerI) {
|
||
for _, switchAction := range f.Switch {
|
||
if p.GetInfo().UserID != switchAction.Reason.UserId {
|
||
// println("切精灵", switchAction.Reason.UserId, switchAction.Reason.ID)
|
||
if f.LegacyGroupProtocol {
|
||
switchedInput := f.getInputByUserID(switchAction.Reason.UserId, int(switchAction.Reason.ActorIndex), false)
|
||
if switchedInput == nil {
|
||
switchedInput = f.getInputByUserID(switchAction.Reason.UserId, int(switchAction.ActorIndex), false)
|
||
}
|
||
f.sendLegacyGroupChangePetSuccess(p, switchedInput, &switchAction.Reason)
|
||
} else {
|
||
f.sendFightPacket(p, fightPacketChangePetSuccess, &switchAction.Reason)
|
||
}
|
||
}
|
||
}
|
||
})
|
||
f.Switch = make(map[actionSlotKey]*action.ActiveSwitchAction)
|
||
if f.closefight && f.Info.Mode == info.BattleMode.PET_MELEE {
|
||
// f.Broadcast(func(fighter *input.Input) {
|
||
// if fighter.UserID != f.WinnerId {
|
||
// f.sendFightPacket(fighter.Player, 2505, groupCmdSkillHurt, /&attackValueResult)
|
||
// }
|
||
|
||
// })
|
||
return
|
||
}
|
||
f.BroadcastPlayers(func(p common.PlayerI) {
|
||
if !f.LegacyGroupProtocol {
|
||
f.sendFightPacket(p, fightPacketSkillResult, &attackValueResult)
|
||
}
|
||
})
|
||
f.Broadcast(func(fighter *input.Input) {
|
||
fighter.CanChange = 0
|
||
})
|
||
if f.closefight {
|
||
return
|
||
}
|
||
|
||
}
|
||
func (f *FightC) TURNOVER(cur *input.Input) {
|
||
var _hasBackup bool
|
||
if cur == nil {
|
||
return
|
||
}
|
||
for _, pet := range cur.BenchPets() {
|
||
if pet != nil && pet.Info.Hp > 0 {
|
||
_hasBackup = true
|
||
break
|
||
}
|
||
}
|
||
f.sendLegacySpriteDie(cur, _hasBackup)
|
||
|
||
f.Broadcast(func(ff *input.Input) {
|
||
|
||
ff.Exec(func(t input.Effect) bool {
|
||
|
||
t.SwitchOut(cur)
|
||
|
||
return true
|
||
})
|
||
})
|
||
if f.IsWin(f.GetInputByPlayer(cur.Player, true)) { //然后检查是否战斗结束
|
||
|
||
f.FightOverInfo.WinnerId = f.GetInputByPlayer(cur.Player, true).UserID
|
||
f.FightOverInfo.Reason = model.BattleOverReason.DefaultEnd
|
||
f.WinnerId = f.FightOverInfo.WinnerId
|
||
f.Reason = model.BattleOverReason.DefaultEnd
|
||
|
||
f.closefight = true
|
||
// break
|
||
}
|
||
}
|