Files
bl/logic/controller/fight_tawor.go
昔念 4b6f2862d8 ```
feat(fight_tawor): 修复试炼之塔和勇者之塔关卡进度计算逻辑

- 修正试炼之塔关卡进度计算,将 CurrentFreshStage 的计算公式调整为 (Level-1)*10 + 1
- 修正勇者之塔关卡进度计算,将 CurrentStage 的计算公式调整为 (Level-1)*10 + 1
- 移除多余的空格,统一计算表达式格式
```
2026-01-01 05:38:59 +08:00

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package controller
import (
"blazing/common/socket/errorcode"
"blazing/common/utils"
"blazing/logic/service/fight"
fightinfo "blazing/logic/service/fight/info"
"blazing/logic/service/player"
"blazing/logic/service/space/info"
"blazing/modules/blazing/model"
configmodel "blazing/modules/config/model"
"blazing/modules/config/service"
configservice "blazing/modules/config/service"
"sync/atomic"
"github.com/jinzhu/copier"
)
// FreshChoiceFightLevel 处理玩家选择挑战模式(试炼之塔或勇者之塔)
// 根据不同的CMD值设置玩家的挑战状态和地图信息并返回当前挑战层级信息
// 参数:
//
// data: 客户端发送的挑战层级选择请求数据包含CMD和挑战层级
// c: 玩家对象,包含玩家的详细信息
//
// 返回值:
//
// result: 服务器返回给客户端的挑战层级信息包含当前战斗层级和Boss ID
// err: 错误码,表示处理过程中是否出现错误
func (h Controller) FreshChoiceFightLevel(data *fight.C2S_FRESH_CHOICE_FIGHT_LEVEL, c *player.Player) (result *fight.S2C_FreshChoiceLevelRequestInfo, err errorcode.ErrorCode) {
result = &fight.S2C_FreshChoiceLevelRequestInfo{}
c.Info.CurrentFreshStage = utils.Max(c.Info.CurrentFreshStage, 1)
c.Info.CurrentStage = utils.Max(c.Info.CurrentStage, 1)
if data.Level > 0 {
switch data.Head.CMD {
case 2428: //试炼之塔
c.Info.CurrentFreshStage = uint32((data.Level-1)*10) + 1
case 2414: //勇者之塔
c.Info.CurrentStage = uint32((data.Level-1)*10) + 1
}
}
switch data.Head.CMD {
case 2428: //试炼之塔
result.CurFightLevel = uint(c.Info.CurrentFreshStage)
boss := service.NewTower600Service().Boss(c.Info.CurrentFreshStage)
//next := service.NewTower600Service().Boss(c.Info.CurrentFreshStage + 1)
if boss != nil {
for _, v := range boss.BossIds {
r := configservice.NewBossService().Get(v)
result.BossId = append(result.BossId, uint32(r.MonID))
}
}
case 2414: //勇者之塔
result.CurFightLevel = uint(c.Info.CurrentStage)
}
// 重置玩家的Canmon标志位为0表示可以刷怪
atomic.StoreUint32(&c.Canmon, 0)
// 在函数结束时将玩家传送到对应地图
defer c.GetSpace().LeaveMap(c)
return result, 0
}
func (h Controller) FreshLeaveFightLevel(data *fight.FRESH_LEAVE_FIGHT_LEVEL, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
defer c.GetSpace().EnterMap(c)
out := info.NewOutInfo()
copier.CopyWithOption(out, c.GetInfo(), copier.Option{DeepCopy: true})
c.SendPackCmd(2001, out)
return result, 0
}
func (h Controller) PetTawor(data *fight.StartTwarInboundInfo, c *player.Player) (result *fight.S2C_ChoiceLevelRequestInfo, err errorcode.ErrorCode) {
if !c.CanFight() {
return nil, errorcode.ErrorCodes.ErrSystemError
}
c.Fightinfo.Mode = fightinfo.BattleMode.MULTI_MODE
c.Fightinfo.Status = fightinfo.BattleMode.FIGHT_WITH_NPC
monsterInfo := &model.PlayerInfo{}
var boss *configmodel.BaseTowerConfig
result = &fight.S2C_ChoiceLevelRequestInfo{}
switch data.Head.CMD {
case 2429: //试炼之塔
boss = service.NewTower600Service().Boss(c.Info.CurrentFreshStage)
next := service.NewTower600Service().Boss(c.Info.CurrentFreshStage + 1)
if next != nil {
for _, v := range next.BossIds {
r := configservice.NewBossService().Get(v)
result.BossID = append(result.BossID, uint32(r.MonID))
}
}
result.CurFightLevel = uint32(c.Info.CurrentFreshStage)
case 2415: //勇者之塔
result.CurFightLevel = uint32(c.Info.CurrentStage)
}
for i, v := range boss.BossIds {
r := configservice.NewBossService().Get(v)
if r != nil {
monster := model.GenPetInfo(int(r.MonID), int(r.Lv), int(r.Nature), 0, int(r.Lv), nil)
if r.Hp != 0 {
monster.Hp = uint32(r.Hp)
monster.MaxHp = uint32(r.Hp)
}
if len(r.Prop) != 0 {
copy(monster.Prop[:], r.Prop)
}
if len(r.SKill) != 0 {
for i := 0; i < len(monster.SkillList); i++ {
if r.SKill[i] != 0 {
monster.SkillList[i].ID = r.SKill[i]
}
}
}
//todo 特性填装
monster.CatchTime = uint32(i)
monsterInfo.PetList = append(monsterInfo.PetList, *monster)
}
}
ai := player.NewAI_player(monsterInfo)
_, err = fight.NewFight(c, ai, func(foi *fightinfo.FightOverInfo) {
if foi.Reason == 0 && foi.WinnerId == c.Info.UserID { //我放获胜
switch data.Head.CMD {
case 2429: //试炼之塔
c.Info.CurrentFreshStage++
case 2415: //勇者之塔
}
}
}) ///开始对战,房主方以及被邀请方
return
}