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feat(fight_pvp_king): 新增宠物王者对战模式支持 - 添加战斗类型11的处理逻辑,支持单人模式 - 验证宠物类型与对战类型的匹配性 - 根据战斗结果发放相应奖励物品 - 增加ItemAdd接口用于物品添加功能 - 扩展PetInfo结构体增加战斗类型字段 ```
100 lines
2.2 KiB
Go
100 lines
2.2 KiB
Go
package player
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import (
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"blazing/common/socket/errorcode"
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"blazing/common/utils"
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"blazing/logic/service/common"
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"blazing/logic/service/fight/info"
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"blazing/modules/player/model"
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"math/rand"
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"time"
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"github.com/gogf/gf/v2/util/grand"
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)
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type baseplayer struct {
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//Fightinfo info.Fightinfo
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Info *model.PlayerInfo
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//canFight uint32
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FightC common.FightI //绑定战斗标识 替代本身的是否战斗标记 //IsFighting bool
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*info.PlayerCaptureContext
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}
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// NewPlayerCaptureContext 创建用户捕捉上下文(每次登录调用)
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func newbaseplayer() baseplayer {
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rng := rand.New(rand.NewSource(time.Now().UnixNano() + int64(grand.Intn(1000000))))
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ret := baseplayer{}
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ret.PlayerCaptureContext = &info.PlayerCaptureContext{
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Random: rng,
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Denominator: 1000,
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DecayFactor: 0.10, // 15%衰减率
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MinDecayNum: 1,
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Guarantees: make(map[int]int),
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}
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return ret
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}
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// GetInfo 获取玩家基础信息
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func (p *baseplayer) GetInfo() *model.PlayerInfo {
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return p.Info
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}
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func (f *baseplayer) InvitePlayer(ff common.PlayerI) {
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}
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func (p *baseplayer) QuitFight() {
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}
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// SetFightC 设置玩家战斗控制器
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func (f *baseplayer) SetFightC(fightController common.FightI) {
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f.FightC = fightController
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}
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// GetPlayerCaptureContext 获取玩家捕捉上下文
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func (f *baseplayer) GetPlayerCaptureContext() *info.PlayerCaptureContext {
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return f.PlayerCaptureContext
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}
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// FindPet 根据捕捉时间查找宠物
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// 返回值: (索引, 宠物信息, 是否找到)
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func (f *baseplayer) FindPet(catchTime uint32) (int, *model.PetInfo, bool) {
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return utils.FindWithIndex(f.Info.PetList, func(item model.PetInfo) bool {
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return item.CatchTime == catchTime
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})
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}
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func (p *baseplayer) Getfightinfo() info.Fightinfo {
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return info.Fightinfo{}
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}
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func (f *baseplayer) SendPack(b []byte) error {
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return nil
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}
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func (f *baseplayer) MessWin(b bool) {
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}
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func (f *baseplayer) SendPackCmd(_ uint32, _ any) {
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//fmt.Println("战斗结束")
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}
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func (p *baseplayer) GetPetInfo() []model.PetInfo {
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return p.Info.PetList
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}
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func (p *baseplayer) ItemAdd(ItemId, ItemCnt int64) (result bool) {
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return true
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}
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func (lw *baseplayer) SendLoadPercent(info.LoadPercentOutboundInfo) {
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}
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func (p *baseplayer) CanFight() errorcode.ErrorCode {
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return 0
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}
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