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bl/logic/controller/fight_base.go
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chore: update fight logic and effect implementations
2026-04-05 02:25:44 +08:00

138 lines
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package controller
import (
"blazing/common/socket/errorcode"
"blazing/modules/player/model"
"blazing/logic/service/fight"
"blazing/logic/service/fight/info"
"blazing/logic/service/player"
)
// checkFightStatus 检查战斗状态
func (h Controller) checkFightStatus(c *player.Player) errorcode.ErrorCode {
if c.FightC == nil {
return errorcode.ErrorCodes.ErrBattleEnded
}
return 0
}
// OnReadyToFight 准备战斗
func (h Controller) OnReadyToFight(data *fight.ReadyToFightInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
go c.FightC.ReadyFight(c)
return nil, -1
}
// UseSkill 使用技能包
func (h Controller) UseSkill(data *fight.UseSkillInInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
go c.FightC.UseSkill(c, data.SkillId)
return nil, 0
}
// UseSkillAt 组队/多战位技能包cmd=7505
// 目标关系0=对方 1=自己 2=队友。
func (h Controller) UseSkillAt(data *fight.UseSkillAtInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
actorIndex := int(data.ActorIndex)
targetIndex := int(data.TargetIndex)
targetRelation := data.TargetRelation
// 前端未显式给 relation 时,按 AtkType 兜底3=自己1=己方,其他按对方。
if targetRelation > fight.SkillTargetAlly {
switch data.AtkType {
case 3:
targetRelation = fight.SkillTargetSelf
case 1:
targetRelation = fight.SkillTargetAlly
default:
targetRelation = fight.SkillTargetOpponent
}
}
switch targetRelation {
case fight.SkillTargetSelf:
targetIndex = actorIndex
go c.FightC.UseSkillAt(c, data.SkillId, actorIndex, fight.EncodeTargetIndex(targetIndex, false))
case fight.SkillTargetAlly:
go c.FightC.UseSkillAt(c, data.SkillId, actorIndex, fight.EncodeTargetIndex(targetIndex, false))
default:
go c.FightC.UseSkillAt(c, data.SkillId, actorIndex, fight.EncodeTargetIndex(targetIndex, true))
}
return nil, 0
}
// Escape 战斗逃跑
func (h Controller) Escape(data *fight.EscapeFightInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
go c.FightC.Over(c, model.BattleOverReason.PlayerEscape)
return nil, 0
}
// ChangePet 切换精灵
func (h Controller) ChangePet(data *fight.ChangePetInboundInfo, c *player.Player) (result *info.ChangePetInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
go c.FightC.ChangePet(c, data.CatchTime)
return nil, -1
}
// Capture 捕捉精灵
func (h Controller) Capture(data *fight.CatchMonsterInboundInfo, c *player.Player) (result *info.CatchMonsterOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
if c.GetSpace().IsTime {
if data.CapsuleId < 300009 {
go c.FightC.UseSkill(c, 0)
return nil, -1
}
}
go c.FightC.Capture(c, data.CapsuleId)
return nil, -1
}
// LoadPercent 加载进度
func (h Controller) LoadPercent(data *fight.LoadPercentInboundInfo, c *player.Player) (result *info.LoadPercentOutboundInfo, err errorcode.ErrorCode) {
if c.FightC == nil {
return nil, -1
}
go c.FightC.LoadPercent(c, int32(data.Percent))
return nil, -1
}
// UsePetItemInboundInfo 使用宠物道具
func (h Controller) UsePetItemInboundInfo(data *fight.UsePetItemInboundInfo, c *player.Player) (result *info.UsePetIteminfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
if c.GetSpace().IsTime {
if data.ItemId < 300009 {
go c.FightC.UseSkill(c, 0)
}
}
go c.FightC.UseItem(c, data.CatchTime, data.ItemId)
return nil, -1
}
// FightChat 战斗聊天
func (h Controller) FightChat(data *fight.ChatInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
go c.FightC.Chat(c, data.Message)
return nil, -1
}