Files
bl/logic/service/fight/loop.go
2025-11-15 23:02:46 +00:00

308 lines
7.5 KiB
Go

package fight
import (
"blazing/common/data/xmlres"
"blazing/cool"
"context"
"blazing/logic/service/common"
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/player"
"fmt"
"time"
"github.com/gogf/gf/v2/util/gconv"
"github.com/shopspring/decimal"
)
func (f *FightC) battleLoop() {
f.actionChan = make(chan action.BattleActionI, 2)
//fmt.Println("战斗开始精灵", f.Our.Player.GetInfo().PetList[0].CatchTime)
ourID := f.Our.Player.GetInfo().UserID
oppID := f.Opp.Player.GetInfo().UserID
for !f.closefight {
f.Round++
//fmt.Printf("—— 第 %d 回合开始 ——\n", f.Round)
actions := f.collectPlayerActions(ourID, oppID)
if f.closefight {
break
}
f.resolveRound(actions[ourID], actions[oppID])
}
if f.callback != nil {
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
}
f.Broadcast(func(ff *input.Input) {
//todo 将血量和技能pp传回enterturn
ff.Exec(func(tt input.Effect) bool {
tt.OnBattleEnd()
tt.Alive(false) //将所有属性变化失效掉
return true
})
if f.Info.Mode != info.BattleMode.PET_MELEE { //不是乱斗,传回血量
for i := 0; i < len(ff.AllPet); i++ {
for j := 0; j < len(ff.Player.GetInfo().PetList); j++ {
if ff.Player.GetInfo().PetList[j].CatchTime == ff.AllPet[i].Info.CatchTime {
ff.Player.GetInfo().PetList[j].Hp = ff.AllPet[i].Info.Hp
ff.Player.GetInfo().PetList[j].SkillList = ff.AllPet[i].Info.SkillList
}
}
}
}
ff.Player.SendFightEndInfo(f.FightOverInfo)
})
close(f.actionChan)
//fmt.Println("战斗循环结束")
close(f.over)
}
// 收集玩家动作(含超时判定)
func (f *FightC) collectPlayerActions(ourID, oppID uint32) map[uint32]action.BattleActionI {
actions := make(map[uint32]action.BattleActionI)
waitr := time.Duration(f.waittime)*time.Millisecond*10 + 30*time.Second
//fmt.Println("开始收集玩家动作", waitr)
timeout := time.After(waitr)
for len(actions) < 2 {
select {
case <-f.quit:
f.closefight = true
return actions
case paction, ok := <-f.actionChan:
if !ok {
f.closefight = true
return actions
}
if paction == nil {
continue
}
pid := paction.GetPlayerID()
if pid != ourID && pid != oppID {
continue
}
// 避免重复提交
if _, exists := actions[pid]; exists {
fmt.Printf("玩家%d 已经提交过动作,忽略重复\n", pid)
continue
}
// 被动切换处理(不计入本回合)
if as, ok := paction.(*action.ActiveSwitchAction); ok {
if f.GetInputByAction(as, false).CanChange {
f.GetInputByAction(as, false).CanChange = false
continue
}
}
// AI自动技能
if pid != 0 && (f.Info.Status == info.BattleStatus.FIGHT_WITH_BOSS ||
f.Info.Status == info.BattleStatus.FIGHT_WITH_NPC) {
f.GetInputByAction(paction, true).GetAction(f.Our)
//panic("AI自动技能")
}
actions[pid] = paction
//fmt.Println("玩家执行动作:", pid, paction.Priority())
case <-timeout:
f.handleTimeout(ourID, oppID, actions)
return actions
}
}
return actions
}
// 超时处理逻辑
func (f *FightC) handleTimeout(ourID, oppID uint32, actions map[uint32]action.BattleActionI) {
for _, pid := range []uint32{ourID, oppID} {
if _, exists := actions[pid]; exists {
continue
}
cool.Loger.Debug(context.Background(), "玩家%d 超时\n", pid)
f.Reason = info.BattleOverReason.PlayerOVerTime
f.closefight = true
//对方赢
f.WinnerId = f.GetInputByPlayer(f.getPlayerByID(pid), true).Player.GetInfo().UserID
}
}
// 根据动作类型执行一回合结算
func (f *FightC) resolveRound(p1Action, p2Action action.BattleActionI) {
if p1Action == nil || p2Action == nil {
cool.Loger.Debug(context.Background(), "某方未选择动作,自动跳过结算")
return
}
// fmt.Println("开始结算回合")
// 动作优先级排序
b1, b2 := f.Compare(p1Action, p2Action)
switch a := b1.(type) {
case *action.ActiveSwitchAction:
if f.GetInputByAction(a, false).CurrentPet.Info.Hp <= 0 {
f.GetInputByAction(a, false).CurrentPet.Info.Hp = 1
}
if b2k, ok := b2.(*action.SelectSkillAction); ok {
if b2k.CD != nil {
f.waittime = *b2k.CD
}
f.enterturn(b2.(*action.SelectSkillAction), nil)
} else {
f.enterturn(nil, nil)
}
case *action.UseItemAction:
f.handleItemAction(a)
if f.GetInputByAction(a, false).CurrentPet.Info.Hp <= 0 {
f.GetInputByAction(a, false).CurrentPet.Info.Hp = 1
}
if b2k, ok := b2.(*action.SelectSkillAction); ok {
if b2k.CD != nil {
f.waittime = *b2k.CD
}
f.enterturn(b2.(*action.SelectSkillAction), nil)
} else {
if a1, ok := b2.(*action.UseItemAction); ok {
f.handleItemAction(a1)
}
f.enterturn(nil, nil)
}
default:
f.handleSkillActions(b1, b2)
}
}
// 使用道具的逻辑封装
func (f *FightC) handleItemAction(a *action.UseItemAction) {
item, ok := xmlres.ItemsMAP[int(a.ItemID)]
if !ok {
f.enterturn(nil, nil)
return
}
switch {
case gconv.Int(item.Bonus) != 0:
our, ok1 := f.Our.Player.(*player.Player)
opp, ok2 := f.Opp.Player.(*player.AI_player)
if ok1 && ok2 && opp.CanCapture {
ok, res := f.Our.Capture(f.Opp.CurrentPet, a.ItemID, -1)
if ok {
fmt.Println(res)
our.Service.PetAdd(f.Opp.CurrentPet.Info)
our.CatchPetInfo(info.CatchMonsterOutboundInfo{
CatchTime: uint32(f.Opp.CurrentPet.Info.CatchTime),
PetId: uint32(f.Opp.CurrentPet.ID),
})
//f.WinnerId = 0 //捕捉成功不算胜利
f.closefight = true
} else {
our.CatchPetInfo(info.CatchMonsterOutboundInfo{})
}
}
case gconv.Int(item.HP) != 0:
addhp := item.HP
f.GetInputByAction(a, false).Exec(func(rr input.Effect) bool {
rr.Heal_Pre(a, &addhp)
return true
})
f.GetInputByAction(a, false).Heal(f.GetInputByAction(a, false), a, decimal.NewFromInt(int64(addhp)))
f.Broadcast(func(ff *input.Input) {
ff.Player.SendUsePetItemInfo(info.UsePetIteminfo{
UserID: f.GetInputByAction(a, false).UserID,
ChangeHp: int32(addhp),
ItemID: uint32(item.ID),
UserHp: uint32(f.GetInputByAction(a, false).CurrentPet.Info.Hp),
})
})
case gconv.Int(item.PP) != 0:
f.GetInputByAction(a, false).HealPP(item.PP)
f.Broadcast(func(ff *input.Input) {
ff.Player.SendUsePetItemInfo(info.UsePetIteminfo{
UserID: f.GetInputByAction(a, false).UserID,
ItemID: uint32(item.ID),
UserHp: uint32(f.GetInputByAction(a, false).CurrentPet.Info.Hp),
})
})
default:
fmt.Println(a.ItemID, "ItemID 不在指定范围内")
}
}
// 双方都是技能时的结算逻辑
func (f *FightC) handleSkillActions(a1, a2 action.BattleActionI) {
s1, _ := a1.(*action.SelectSkillAction)
s2, _ := a2.(*action.SelectSkillAction)
switch {
case s1 == nil || s1.SkillEntity == nil:
if s2.CD != nil {
f.waittime = *s2.CD
}
f.enterturn(s2, nil)
fmt.Println("1 空过 2玩家执行技能:", s2.PlayerID, s2.Info.ID)
case s2 == nil || s2.SkillEntity == nil:
if s1.CD != nil {
f.waittime = *s1.CD
}
f.enterturn(s1, nil)
fmt.Println("2 空过 玩家执行技能:", s1.PlayerID, s1.Info.ID)
default:
if s1.CD != nil {
f.waittime = *s1.CD
}
if s2.CD != nil {
f.waittime += *s2.CD
}
f.enterturn(s1, s2)
fmt.Println("玩家执行技能:", s1.PlayerID, s1.Info.ID, s2.PlayerID, s2.Info.ID)
}
}
// 根据玩家ID返回对应对象
func (f *FightC) getPlayerByID(id uint32) common.PlayerI {
if id == f.Our.Player.GetInfo().UserID {
return f.Our.Player
}
return f.Opp.Player
}