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bl/logic/service/fight/input.go
2026-04-03 00:02:34 +08:00

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package fight
import (
"blazing/common/socket/errorcode"
"blazing/common/utils"
"blazing/modules/player/model"
"blazing/logic/service/common"
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/user"
"sync"
"time"
"github.com/gogf/gf/v2/util/grand"
"github.com/jinzhu/copier"
)
type FightC struct {
//准备战斗信息
ReadyInfo model.NoteReadyToFightInfo
//开始战斗信息
info.FightStartOutboundInfo
Info info.Fightinfo
IsReady bool
ownerID uint32 // 战斗发起者ID
Our *input.Input //始终等于房主ID
Opp *input.Input //对手ID
Switch map[uint32]*action.ActiveSwitchAction
startl sync.Once
StartTime time.Time
actionMu sync.Mutex
actionNotify chan struct{}
acceptActions bool
pendingActions []action.BattleActionI // 待处理动作队列,同一玩家最多保留两段动作
<<<<<<< ours
quit chan struct{}
over chan struct{}
First *input.Input
TrueFirst *input.Input
Second *input.Input
closefight bool
overl sync.Once
waittime int
=======
quit chan struct{}
over chan struct{}
First *input.Input
TrueFirst *input.Input
Second *input.Input
closefight bool
overl sync.Once
waittime int
actionRound atomic.Uint32
>>>>>>> theirs
model.FightOverInfo
//战斗结束的插装
callback func(model.FightOverInfo)
}
func (f *FightC) Ownerid() uint32 {
return f.ownerID
}
func (f *FightC) GetInputByPlayer(c common.PlayerI, isOpposite bool) *input.Input {
// 判断当前玩家是否为我方玩家
isOurPlayer := c.GetInfo().UserID == f.ownerID
// 当isOurPlayer与isOpposite值不同时返回我方相同时返回对方
if isOurPlayer != isOpposite {
return f.Our
}
return f.Opp
}
func (f *FightC) GetInputByAction(c action.BattleActionI, isOpposite bool) *input.Input {
// 判断动作所属玩家是否为我方
isOurAction := c.GetPlayerID() == f.Our.Player.GetInfo().UserID
// 根据isOpposite决定是否返回相反方向的输入
if isOurAction == !isOpposite {
return f.Our
}
return f.Opp
}
// 玩家使用技能
func (f *FightC) GetCurrPET(c common.PlayerI) *info.BattlePetEntity {
if f.Our.Player.GetInfo().UserID == c.GetInfo().UserID {
return f.Our.CurrentPet
} else {
return f.Opp.CurrentPet
}
}
func (f *FightC) GetOpp(c common.PlayerI) *input.Input {
return f.GetInputByPlayer(c, true)
}
// // 获取随机数
func (f *FightC) IsFirst(play common.PlayerI) bool {
return f.TrueFirst.Player == play
}
func (f *FightC) Chat(c common.PlayerI, msg string) {
f.GetInputByPlayer(c, true).Player.SendPackCmd(50002, &user.ChatOutboundInfo{
SenderId: c.GetInfo().UserID,
SenderNickname: c.GetInfo().Nick,
Message: utils.RemoveLast(msg),
})
}
// 加载进度
func (f *FightC) LoadPercent(c common.PlayerI, percent int32) {
if f.Info.Mode == info.BattleMode.PET_MELEE {
return
}
if f.Info.Status == info.BattleMode.FIGHT_WITH_NPC {
return
}
f.GetInputByPlayer(c, true).Player.SendPackCmd(2441, &info.LoadPercentOutboundInfo{
Id: c.GetInfo().UserID,
Percent: uint32(percent),
})
}
func (f *FightC) initplayer(c common.PlayerI, b []model.PetInfo) (*input.Input, errorcode.ErrorCode) {
r := c.CanFight()
if c.CanFight() != 0 {
return nil, r
}
in := input.NewInput(f, c)
in.AllPet = make([]*info.BattlePetEntity, 0)
in.InitAttackValue()
for i := 0; i < len(b); i++ {
//玩家精灵重置到100等级
pet := b[i]
in.AllPet = append(in.AllPet, info.CreateBattlePetEntity(pet))
}
in.SortPet()
if len(in.AllPet) == 0 {
return nil, errorcode.ErrorCodes.ErrNoEligiblePokemon
}
switch f.Info.Mode {
case info.BattleMode.SINGLE_MODE:
in.AllPet = in.AllPet[:1]
default:
}
in.CurrentPet = in.AllPet[0]
return in, 0
}
// RandomElfIDs 从1-2000中随机抽取n个不重复的精灵ID
func RandomElfIDs(n int) []int {
if n <= 0 || n > 2000 {
return nil
}
// 用map记录已抽取的ID避免重复
used := make(map[int]struct{}, n)
ids := make([]int, 0, n)
for len(ids) < n {
// 生成1-2000的随机数
id := grand.Intn(2000) + 1 // rand.Intn(2000)生成0-1999+1后为1-2000
// 检查是否已抽取
if _, exists := used[id]; !exists {
used[id] = struct{}{}
ids = append(ids, id)
}
}
return ids
}
func initfightready(in *input.Input) (model.FightUserInfo, []model.ReadyFightPetInfo) {
t := make([]model.ReadyFightPetInfo, len(in.AllPet))
userindo := model.FightUserInfo{
UserID: in.UserID,
Nick: in.Player.GetInfo().Nick,
}
for i := 0; i < len(in.AllPet); i++ {
err := copier.CopyWithOption(&t[i], &in.AllPet[i].Info, copier.Option{IgnoreEmpty: true, DeepCopy: true})
if err != nil {
panic(err)
}
}
return userindo, t
}
// 被击败的ID
func (f *FightC) IsWin(c *input.Input) bool {
for _, v := range f.GetInputByPlayer(c.Player, true).AllPet {
if v.Alive() { //如果存活
return false
}
}
return true
}
// 广播,并是否结束回合
func (f *FightC) Broadcast(t func(ff *input.Input)) {
t(f.Our)
t(f.Opp)
}
func (f *FightC) GetOverChan() chan struct{} {
return f.over
}
func (f *FightC) GetOverInfo() model.FightOverInfo {
return f.FightOverInfo
}
func (f *FightC) GetAttackValue(b bool) *model.AttackValue {
return f.GetInputByPlayer(f.Our.Player, b).AttackValue
}