feat(fight): 增加战斗模式枚举并重构战斗逻辑判断 - 引入完整的 BattleMode 枚举定义,替代原有的 BattleStatus,明确区分各类战斗场景 - 在多个控制器中替换对旧 Status 字段的依赖,统一使用 Mode 判断战斗状态 - 修复部分函数调用前未检查 FightC 是否为空的问题,增加 ErrBattleEnded 错误返回 - 调整
166 lines
4.1 KiB
Go
166 lines
4.1 KiB
Go
package controller
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import (
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"blazing/common/data/xmlres"
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"blazing/common/socket/errorcode"
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"fmt"
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"math/rand"
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"strings"
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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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"blazing/modules/blazing/model"
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"github.com/gogf/gf/v2/util/gconv"
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)
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func processMonID(bm string) string {
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// 按空格分割字符串
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monid := strings.Split(bm, " ")
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// 过滤分割后可能的空字符串(如连续空格导致的空元素)
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filtered := make([]string, 0, len(monid))
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for _, m := range monid {
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if m != "" {
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filtered = append(filtered, m)
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}
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}
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monid = filtered
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var selected string
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switch len(monid) {
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case 0:
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// 无元素时,可返回空或默认值(根据业务需求调整)
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selected = ""
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case 1:
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// 长度为1时,取第一个(唯一的元素)
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selected = monid[0]
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default:
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// 长度大于1时,随机选取一个
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randomIdx := rand.Intn(len(monid))
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selected = monid[randomIdx]
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}
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return selected
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}
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// 挑战地图boss
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func (h Controller) PlayerFightBoss(data *fight.ChallengeBossInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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var mo *model.PetInfo
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moinfo := &model.PlayerInfo{}
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// 新手任务2(选择不同精灵)
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// <Map ID="8" Name="机械舱" InitX="456" InitY="143">
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// <Bosses>
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// <Boss TaskID="4" AppearTime="0 23" BossVisible="0" >
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// <BossMon MonID="1 4 7" Hp="10" Lv="2" />
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// </Boss>
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// <Boss AppearTime="0 23" BossVisible="0" >
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// <!--boss for task 526 -->
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// <BossMon MonID="506" Hp="55" Lv="18" NewSeIdxs="80 157 158" />
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// </Boss>
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// </Bosses>
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// </Map>
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mdata, ok := xmlres.MonsterMap[int(c.Info.MapID)]
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if !ok {
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return nil, errorcode.ErrorCodes.ErrPokemonNotExists
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}
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if len(mdata.Bosses) == 0 {
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return nil, errorcode.ErrorCodes.ErrPokemonNotExists
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}
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for _, bc := range mdata.Bosses {
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if bc.Id == nil {
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bc.Id = gconv.PtrInt(0)
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}
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if (bc.Id == nil && data.BossId == 0) || uint32(*bc.Id) == data.BossId { //打默认第一个boss
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for _, bm := range bc.BossMon {
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mo = c.GenPetInfo(
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gconv.Int(processMonID(bm.MonID)), 24, //24个体
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-1,
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0, //野怪没特性
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0,
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bm.Lv)
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mo.Hp = uint32(bm.Hp)
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mo.MaxHp = uint32(bm.Hp)
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moinfo.PetList = append(moinfo.PetList, *mo)
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}
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moinfo.Nick = xmlres.PetMAP[int(mo.ID)].DefName
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break
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}
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}
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c.Fightinfo.Status = info.BattleMode.FIGHT_WITH_NPC
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c.Fightinfo.Mode = info.BattleMode.MULTI_MODE
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ai := player.NewAI_player(moinfo)
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//给予打过一次的奖励
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event := c.Done.SPT(c.Info.MapID, data.BossId, 1, func() bool {
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fmt.Println("触发事件", "第一次奖励")
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return true
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})
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event1 := c.Done.SPT(c.Info.MapID, data.BossId, 2, func() bool {
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fmt.Println("触发事件", "第二次奖励")
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return true
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})
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fight.NewFight(c, ai, func(foi *info.FightOverInfo) {
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c.Done.Exec(model.MilestoneMode.BOSS, []uint32{c.Info.MapID, data.BossId})
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event.Cancel() //取消事件
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event1.Cancel()
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})
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return nil, -1
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}
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// 战斗野怪
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func (h Controller) OnPlayerFightNpcMonster(data *fight.FightNpcMonsterInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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refpet := c.OgreInfo.Data[data.Number]
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if refpet.Id == 0 {
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return nil, errorcode.ErrorCodes.ErrPokemonNotExists
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}
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mo := c.GenPetInfo(
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int(refpet.Id), -1,
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-1,
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0, //野怪没特性
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int(refpet.Shiny),
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int(refpet.Lv))
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moinfo := &model.PlayerInfo{}
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moinfo.Nick = xmlres.PetMAP[int(mo.ID)].DefName
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moinfo.PetList = append(moinfo.PetList, *mo)
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ai := player.NewAI_player(moinfo)
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ai.CanCapture = handleNPCFightSpecial(mo.ID)
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c.Fightinfo.Status = info.BattleMode.FIGHT_WITH_NPC //打野怪
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c.Fightinfo.Mode = info.BattleMode.MULTI_MODE //多人模式
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fight.NewFight(c, ai, func(foi *info.FightOverInfo) {
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})
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return nil, -1
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}
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func handleNPCFightSpecial(petid uint32) int {
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npcPetID := int(petid)
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petCfg, ok := xmlres.PetMAP[npcPetID]
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if !ok {
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// log.Error(context.Background(), "NPC宠物配置不存在", "petID", npcPetID)
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return 0
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}
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catchRate := gconv.Int(petCfg.CatchRate)
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return catchRate
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}
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