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