283 lines
6.6 KiB
Go
283 lines
6.6 KiB
Go
package fight
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import (
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"blazing/common/socket/errorcode"
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"blazing/cool"
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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/modules/blazing/model"
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"math/rand"
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"sync"
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"time"
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"github.com/jinzhu/copier"
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)
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type FightC struct {
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ReadyInfo info.NoteReadyToFightInfo
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Info info.Fightinfo
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IsReady bool
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ownerID uint32 // 战斗发起者ID
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Our *input.Input //始终等于房主ID
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Opp *input.Input //对手ID
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Switch []*action.ActiveSwitchAction
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rand *rand.Rand
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StartTime time.Time
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actionChan chan action.BattleActionI // 所有操作统一从这里进入
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Round int //回合数
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quit chan struct{}
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over chan struct{}
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First *input.Input
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Second *input.Input
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closefight bool
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overl sync.Once
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waittime int
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info.FightOverInfo
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//战斗结束的插装
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callback func(*info.FightOverInfo)
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}
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func (f *FightC) Ownerid() uint32 {
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return f.ownerID
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}
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func (f *FightC) GetInputByPlayer(c common.PlayerI, isOpposite bool) *input.Input {
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// 判断当前玩家是否为我方玩家
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isOurPlayer := c.GetInfo().UserID == f.ownerID
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// 当isOurPlayer与isOpposite值不同时返回我方,相同时返回对方
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if isOurPlayer != isOpposite {
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return f.Our
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}
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return f.Opp
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}
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func (f *FightC) GetInputByAction(c action.BattleActionI, isOpposite bool) *input.Input {
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// 判断动作所属玩家是否为我方
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isOurAction := c.GetPlayerID() == f.Our.Player.GetInfo().UserID
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// 根据isOpposite决定是否返回相反方向的输入
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if isOurAction == !isOpposite {
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return f.Our
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}
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return f.Opp
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}
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// 玩家使用技能
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func (f *FightC) GetCurrPET(c common.PlayerI) *info.BattlePetEntity {
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if f.Our.Player.GetInfo().UserID == c.GetInfo().UserID {
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return f.Our.CurrentPet
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} else {
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return f.Opp.CurrentPet
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}
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}
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func (f *FightC) GetOpp(c common.PlayerI) *input.Input {
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return f.GetInputByPlayer(c, true)
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}
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// 获取随机数
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func (f *FightC) GetRand() *rand.Rand {
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return f.rand
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}
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// 获取随机数
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func (f *FightC) IsFirst(play common.PlayerI) bool {
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return f.First.Player == play
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}
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// 加载进度
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func (f *FightC) LoadPercent(c common.PlayerI, percent int32) {
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f.GetInputByPlayer(c, true).Player.SendPackCmd(2441, &info.LoadPercentOutboundInfo{
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Id: c.GetInfo().UserID,
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Percent: uint32(percent),
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})
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}
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func (f *FightC) initplayer(c common.PlayerI) *input.Input {
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if len(c.GetInfo().PetList) == 0 {
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return nil
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}
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in := input.NewInput(f, c)
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in.AllPet = make([]*info.BattlePetEntity, 0)
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in.InitAttackValue()
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for i := 0; i < len(c.GetInfo().PetList); i++ {
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in.AllPet = append(in.AllPet, info.CreateBattlePetEntity(c.GetInfo().PetList[i], f.rand))
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}
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in.SortPet()
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switch f.Info.Mode {
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case info.BattleMode.SINGLE_MODE:
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in.AllPet = in.AllPet[:1]
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case info.BattleMode.PET_MELEE:
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in.AllPet = make([]*info.BattlePetEntity, 0)
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for _, v := range RandomElfIDs(3) {
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p := model.GenPetInfo(v, 24, -1, -1, -1, 100)
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p.CatchTime = uint32(v)
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in.AllPet = append(in.AllPet, info.CreateBattlePetEntity(*p, f.rand))
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}
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//in.AllPet = in.AllPet[:3]
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default:
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}
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in.CurrentPet = in.AllPet[0]
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return in
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}
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// RandomElfIDs 从1-2000中随机抽取n个不重复的精灵ID
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func RandomElfIDs(n int) []int {
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if n <= 0 || n > 2000 {
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return nil
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}
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// 用map记录已抽取的ID,避免重复
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used := make(map[int]struct{}, n)
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ids := make([]int, 0, n)
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for len(ids) < n {
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// 生成1-2000的随机数
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id := rand.Intn(2000) + 1 // rand.Intn(2000)生成0-1999,+1后为1-2000
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// 检查是否已抽取
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if _, exists := used[id]; !exists {
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used[id] = struct{}{}
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ids = append(ids, id)
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}
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}
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return ids
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}
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func initfightready(in *input.Input) (info.FightUserInfo, []info.ReadyFightPetInfo) {
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t := make([]info.ReadyFightPetInfo, len(in.AllPet))
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userindo := info.FightUserInfo{
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UserID: in.UserID,
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Nick: in.Player.GetInfo().Nick,
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}
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for i := 0; i < len(in.AllPet); i++ {
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err := copier.CopyWithOption(&t[i], &in.AllPet[i].Info, copier.Option{IgnoreEmpty: true, DeepCopy: true})
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if err != nil {
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panic(err)
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}
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}
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return userindo, t
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}
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// 创建新战斗,邀请方和被邀请方,或者玩家和野怪方
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func NewFight(p1, p2 common.PlayerI, fn func(*info.FightOverInfo)) (*FightC, errorcode.ErrorCode) {
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f := &FightC{}
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f.ownerID = p1.GetInfo().UserID
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f.callback = fn //战斗结束的回调
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f.quit = make(chan struct{})
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f.over = make(chan struct{})
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f.StartTime = time.Now()
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seed := f.StartTime.UnixNano() ^ int64(p1.GetInfo().UserID) ^ int64(p2.GetInfo().UserID) // ^ int64(f.Round) // 用异或运算混合多维度信息
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f.rand = rand.New(rand.NewSource(seed))
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f.Info = p1.Getfightinfo()
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//这里应该挪到玩家初始化执行
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f.ReadyInfo.Status = f.Info.Status
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f.Our, f.Opp = f.initplayer(p1), f.initplayer(p2)
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f.ReadyInfo.OurInfo, f.ReadyInfo.OurPetList = initfightready(f.Our)
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f.ReadyInfo.OpponentInfo, f.ReadyInfo.OpponentPetList = initfightready(f.Opp)
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switch f.Info.Mode {
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case info.BattleStatus.FIGHT_WITH_PLAYER:
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default:
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f.Opp.Finished = true //PVE 默认boss数据直接加载完成
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}
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f.Broadcast(func(ff *input.Input) {
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ff.SetOPP(f.GetInputByPlayer(ff.Player, true))
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})
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f.Broadcast(func(ff *input.Input) {
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ff.Player.SendPackCmd(2503, &f.ReadyInfo)
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})
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// 60秒后判断战斗是否开始
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cool.Cron.AfterFunc(60*time.Second, func() {
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if !f.Our.Finished || !f.Opp.Finished { //如果有任一没有加载完成
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f.closefight = true //阻止继续添加action
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f.Reason = info.BattleOverReason.PlayerOVerTime
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switch {
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case !f.Opp.Finished: //邀请方没加载完成 先判断邀请方,如果都没加载完成,就算做房主胜利
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f.WinnerId = f.Our.Player.GetInfo().UserID
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case !f.Our.Finished: //被邀请方没加载完成
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f.WinnerId = f.Opp.Player.GetInfo().UserID
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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.Player.SendPackCmd(2506, &f.FightOverInfo)
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ff.Player.QuitFight()
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})
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}
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})
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return f, 0
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}
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// 被击败的ID
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func (b *FightC) IsWin(c *input.Input, cache uint32) bool {
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var tt []*info.BattlePetEntity
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bbb := b.Our.AllPet
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if c.Player.GetInfo().UserID == b.ownerID { //如果是房主
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bbb = b.Opp.AllPet
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}
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for _, v := range bbb {
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if v.Info.CatchTime == cache {
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v.NotAlive = true
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}
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tt = append(tt, v)
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}
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for _, v := range tt {
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if !v.NotAlive { //如果存活
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return false
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}
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}
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return true
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}
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// 广播,并是否结束回合
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func (f *FightC) Broadcast(t func(ff *input.Input)) {
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t(f.Our)
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t(f.Opp)
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}
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func (f *FightC) GetOverChan() chan struct{} {
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return f.over
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}
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