在挑战Boss逻辑中,新增对Boss怪物NewSeIdxs字段的解析,将其分割并转换为EffectInfo添加到宠物信息中。同时增加对PetList为空时的错误处理,返回精灵不存在错误码。 refactor(effect): 调整技能属性判断方式及方法命名 将部分战斗效果和技能实体中的Type()方法重命名为GetType(),统一接口调用方式,并修改属性类型比较逻辑,直接通过整型值进行判断,提升代码一致性与可维护性。 fix(xml): 补充地图Boss配置项Id字段 更新地图配置文件中Boss节点缺失的Id属性,确保Boss数据结构完整性和唯一标识正确加载。 chore(input): 增加技能实体非空检查防止panic 在输入处理模块中加入对SelectSkillAction.SkillEntity的空指针检查,避免因未初始化技能导致运行时异常。
341 lines
8.1 KiB
Go
341 lines
8.1 KiB
Go
package fight
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import (
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"blazing/common/data/xmlres"
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"blazing/cool"
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"context"
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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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"fmt"
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"time"
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"github.com/gogf/gf/v2/util/gconv"
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"github.com/shopspring/decimal"
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)
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func (f *FightC) battleLoop() {
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f.actionChan = make(chan action.BattleActionI, 2)
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//fmt.Println("战斗开始精灵", f.Our.Player.GetInfo().PetList[0].CatchTime)
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ourID := f.Our.Player.GetInfo().UserID
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oppID := f.Opp.Player.GetInfo().UserID
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for !f.closefight {
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f.Round++
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//fmt.Printf("—— 第 %d 回合开始 ——\n", f.Round)
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actions := f.collectPlayerActions(ourID, oppID)
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if f.closefight {
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break
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}
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f.resolveRound(actions[ourID], actions[oppID])
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}
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f.Broadcast(func(ff *input.Input) {
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//todo 将血量和技能pp传回enterturn
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ff.Exec(func(tt input.Effect) bool {
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tt.OnBattleEnd()
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tt.Alive(false) //将所有属性变化失效掉
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return true
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})
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if f.Info.Mode != info.BattleMode.PET_MELEE { //不是乱斗,传回血量
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for i := 0; i < len(ff.AllPet); i++ {
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for j := 0; j < len(ff.Player.GetInfo().PetList); j++ {
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if ff.Player.GetInfo().PetList[j].CatchTime == ff.AllPet[i].Info.CatchTime {
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if ff.UserID == f.WinnerId {
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if ff.CurrentPet.Info.CatchTime == ff.Player.GetInfo().PetList[j].CatchTime {
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f.Winpet = &ff.Player.GetInfo().PetList[j]
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}
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}
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ff.Player.GetInfo().PetList[j].Hp = ff.AllPet[i].Info.Hp
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ff.Player.GetInfo().PetList[j].SkillList = ff.AllPet[i].Info.SkillList
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}
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}
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}
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} else {
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//大乱斗,给个延迟
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<-time.After(500)
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}
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})
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if f.callback != nil {
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f.callback(&f.FightOverInfo) //先执行回调,再执行返回信息,在回调内修改战斗判断
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}
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f.Broadcast(func(ff *input.Input) {
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ff.Player.SendPackCmd(2506, &f.FightOverInfo)
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ff.Player.QuitFight()
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//待退出玩家战斗状态
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})
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// close(f.actionChan)
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fmt.Println("战斗循环结束")
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close(f.over)
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}
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// 收集玩家动作(含超时判定)
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func (f *FightC) collectPlayerActions(ourID, oppID uint32) map[uint32]action.BattleActionI {
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actions := make(map[uint32]action.BattleActionI)
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waitr := time.Duration(f.waittime)*time.Millisecond*10 + 60*time.Second
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//fmt.Println("开始收集玩家动作", waitr)
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timeout := time.After(waitr)
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for len(actions) < 2 {
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select {
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case <-f.quit:
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f.closefight = true
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return actions
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case paction, ok := <-f.actionChan:
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if !ok {
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f.closefight = true
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return actions
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}
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if paction == nil {
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continue
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}
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pid := paction.GetPlayerID()
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if pid != ourID && pid != oppID {
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continue
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}
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// 避免重复提交
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if _, exists := actions[pid]; exists {
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fmt.Printf("玩家%d 已经提交过动作,忽略重复\n", pid)
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continue
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}
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// 被动切换处理(不计入本回合)
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if as, ok := paction.(*action.ActiveSwitchAction); ok {
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if f.GetInputByAction(as, false).CanChange {
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f.GetInputByAction(as, false).CanChange = false
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continue
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}
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}
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// AI自动技能
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if pid != 0 && (f.Info.Status == info.BattleMode.FIGHT_WITH_NPC) {
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f.GetInputByAction(paction, true).GetAction(f.Our)
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//panic("AI自动技能")
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}
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actions[pid] = paction
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//fmt.Println("玩家执行动作:", pid, paction.Priority())
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case <-timeout:
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f.handleTimeout(ourID, oppID, actions)
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return actions
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}
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}
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return actions
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}
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// 超时处理逻辑
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func (f *FightC) handleTimeout(ourID, oppID uint32, actions map[uint32]action.BattleActionI) {
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for _, pid := range []uint32{ourID, oppID} {
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if _, exists := actions[pid]; exists {
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continue
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}
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cool.Loger.Debug(context.Background(), "玩家%d 超时\n", pid)
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f.Reason = info.BattleOverReason.PlayerOVerTime
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f.closefight = true
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//对方赢
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f.WinnerId = f.GetInputByPlayer(f.getPlayerByID(pid), true).Player.GetInfo().UserID
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}
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}
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// 根据动作类型执行一回合结算
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func (f *FightC) resolveRound(p1Action, p2Action action.BattleActionI) {
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if p1Action == nil || p2Action == nil {
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cool.Loger.Debug(context.Background(), "某方未选择动作,自动跳过结算")
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return
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}
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// fmt.Println("开始结算回合")
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// 动作优先级排序
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b1, b2 := f.Compare(p1Action, p2Action)
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switch a := b1.(type) {
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case *action.ActiveSwitchAction:
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if f.GetInputByAction(a, false).CurrentPet.Info.Hp <= 0 {
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f.GetInputByAction(a, false).CurrentPet.Info.Hp = 1
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}
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if b2k, ok := b2.(*action.SelectSkillAction); ok {
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if b2k.CD != nil {
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f.waittime = *b2k.CD
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}
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f.enterturn(b2.(*action.SelectSkillAction), nil)
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} else {
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f.enterturn(nil, nil)
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}
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case *action.UseItemAction:
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f.handleItemAction(a)
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if f.GetInputByAction(a, false).CurrentPet.Info.Hp <= 0 {
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f.GetInputByAction(a, false).CurrentPet.Info.Hp = 1
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}
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if b2k, ok := b2.(*action.SelectSkillAction); ok {
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if b2k.SkillEntity != nil {
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if b2k.CD != nil {
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f.waittime = *b2k.CD
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}
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}
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f.enterturn(b2.(*action.SelectSkillAction), nil)
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} else {
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if a1, ok := b2.(*action.UseItemAction); ok {
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f.handleItemAction(a1)
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}
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f.enterturn(nil, nil)
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}
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default:
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f.handleSkillActions(b1, b2)
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}
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}
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// 使用道具的逻辑封装
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func (f *FightC) handleItemAction(a *action.UseItemAction) {
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item, ok := xmlres.ItemsMAP[int(a.ItemID)]
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if !ok {
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return
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}
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r := f.GetInputByAction(a, false).Player.(*player.Player).Service.Item.CheakItem(a.ItemID)
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if r < 1 {
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return
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}
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f.GetInputByAction(a, false).Player.(*player.Player).Service.Item.SubItem(a.ItemID, 1)
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switch {
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case gconv.Int(item.Bonus) != 0:
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if f.Opp.CanCapture > 0 { //可以捕捉
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f.Opp.CurrentPet.CatchRate = f.Opp.CanCapture
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ok, res := f.Our.Capture(f.Opp.CurrentPet, a.ItemID, -1)
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our := f.Our.Player.(*player.Player)
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if ok {
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fmt.Println(res)
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our.Service.Pet.PetAdd(f.Opp.CurrentPet.Info)
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our.SendPack(common.NewTomeeHeader(2409, f.ownerID).Pack(&info.CatchMonsterOutboundInfo{
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CatchTime: uint32(f.Opp.CurrentPet.Info.CatchTime),
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PetId: uint32(f.Opp.CurrentPet.ID),
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}))
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//f.Reason = info.BattleOverReason.PlayerCatch
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//f.WinnerId = 0 //捕捉成功不算胜利
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f.closefight = true
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} else {
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our.SendPack(common.NewTomeeHeader(2409, f.ownerID).Pack(&info.CatchMonsterOutboundInfo{}))
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}
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}
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case gconv.Int(item.HP) != 0:
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addhp := item.HP
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f.GetInputByAction(a, false).Exec(func(rr input.Effect) bool {
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rr.Heal_Pre(a, &addhp)
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return true
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})
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f.GetInputByAction(a, false).Heal(f.GetInputByAction(a, false), a, decimal.NewFromInt(int64(addhp)))
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f.Broadcast(func(ff *input.Input) {
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ff.Player.SendPackCmd(2406, &info.UsePetIteminfo{
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UserID: f.GetInputByAction(a, false).UserID,
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ChangeHp: int32(addhp),
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ItemID: uint32(item.ID),
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UserHp: uint32(f.GetInputByAction(a, false).CurrentPet.Info.Hp),
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})
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})
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case gconv.Int(item.PP) != 0:
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f.GetInputByAction(a, false).HealPP(item.PP)
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f.Broadcast(func(ff *input.Input) {
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ff.Player.SendPackCmd(2406, &info.UsePetIteminfo{
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UserID: f.GetInputByAction(a, false).UserID,
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ItemID: uint32(item.ID),
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UserHp: uint32(f.GetInputByAction(a, false).CurrentPet.Info.Hp),
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})
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})
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default:
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fmt.Println(a.ItemID, "ItemID 不在指定范围内")
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}
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}
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// 双方都是技能时的结算逻辑
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func (f *FightC) handleSkillActions(a1, a2 action.BattleActionI) {
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s1, _ := a1.(*action.SelectSkillAction)
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s2, _ := a2.(*action.SelectSkillAction)
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switch {
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case s1 == nil || s1.SkillEntity == nil:
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if s2.CD != nil {
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f.waittime = *s2.CD
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}
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f.enterturn(s2, nil)
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fmt.Println("1 空过 2玩家执行技能:", s2.PlayerID, s2.Info.ID)
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case s2 == nil || s2.SkillEntity == nil:
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if s1.CD != nil {
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f.waittime = *s1.CD
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}
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f.enterturn(s1, nil)
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fmt.Println("2 空过 玩家执行技能:", s1.PlayerID, s1.Info.ID)
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default:
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if s1.CD != nil {
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f.waittime = *s1.CD
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}
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if s2.CD != nil {
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f.waittime += *s2.CD
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}
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f.enterturn(s1, s2)
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fmt.Println("玩家执行技能:", s1.PlayerID, s1.Info.ID, s2.PlayerID, s2.Info.ID)
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}
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}
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// 根据玩家ID返回对应对象
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func (f *FightC) getPlayerByID(id uint32) common.PlayerI {
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if id == f.Our.Player.GetInfo().UserID {
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return f.Our.Player
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}
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return f.Opp.Player
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}
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