- 调整能力提升计算时机,确保命中后再恢复原始属性 - 暴击判断前置,仅在命中时计算暴击翻倍及破防逻辑 - 优化回合结束效果清除逻辑,增加状态存活判断 refactor(controller): 重构擂台相关接口返回结构体类型 - 将 ARENA_SET_OWENR、ARENA_FIGHT_OWENR 等函数的返回值统一改为 NullOutboundInfo,并移除冗余字段返回 - 广播逻辑调整,统一使用 Broadcast
41 lines
814 B
Go
41 lines
814 B
Go
package player
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import (
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"blazing/cool"
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"blazing/logic/service/common"
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"blazing/modules/blazing/model"
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"time"
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)
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// NewPlayer 使用 Options 模式创建 Player 实例
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func NewPlayer(opts ...PlayerOption) *Player {
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p := &Player{
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HavePVPinfo: make([]common.PlayerI, 0),
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baseplayer: newbaseplayer(),
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}
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p.monsters = generateThreeUniqueNumbers()
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p.Done = NewDone(p) //发布订阅事件
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p.StopChan = cool.Cron.ScheduleFunc(10*time.Second, func() {
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if p.Canmon != 0 { //已经进入地图或者没在战斗中,就可以刷新怪
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p.SpawnMonsters()
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}
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})
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for _, opt := range opts {
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opt(p)
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}
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return p
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}
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func NewAI_player(i *model.PlayerInfo) *AI_player {
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ret := &AI_player{
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baseplayer: newbaseplayer(),
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}
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ret.Info = i
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//ret.Info.Nick = xmlres.PetMAP[int(m.ID)].DefName
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return ret
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}
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