fix(socket): 修复TCP连接处理中逻辑取反错误 修复了`handleTcp`函数中对`s.discorse`的判断条件错误,导致CORS配置未正确应用的问题。 feat(player): 增加地图切换标记支持 在`Player`结构体中新增`Changemap`字段,用于标识玩家是否切换过地图,并在相关业务逻辑中进行设置和判断。 feat(pet): 重构精灵生成与经验处理逻辑 将`GenPetInfo`方法从model包迁移至player包,增加个体值、性格、特性等随机生成逻辑,优化技能学习处理方式。 refactor(service): 优化定时任务与连接管理 使用`cool.Cron`替代原生ticker实现刷怪定时任务,优化连接获取方式,确保并发安全。 refactor(model): 移除冗余代码并优化结构 从`pet.go`中移除已迁移至`player`包的函数定义,精简模型结构,提升模块清晰度。 refactor(config): 更新部门及字典名称配置 将`base_sys_department.json`和
160 lines
3.8 KiB
Go
160 lines
3.8 KiB
Go
package fight
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import (
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"blazing/common/data/xmlres"
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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/logic/service/player"
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"fmt"
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"math"
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"github.com/gogf/gf/v2/util/gconv"
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"github.com/jinzhu/copier"
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"github.com/panjf2000/ants/v2"
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)
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// Compare 比较两个1v1战斗动作的执行优先级(核心逻辑)
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func (f *FightC) Compare(a, b action.BattleActionI) (action.BattleActionI, action.BattleActionI) {
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// 动作本身的优先级比较
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p1 := b.Priority() - a.Priority()
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if p1 > 0 { // 对手优先级更高
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return b, a
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} else if p1 < 0 {
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return a, b
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}
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return a, b // 速度相同时,发起方优先
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}
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// 玩家逃跑/无响应/掉线
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func (f *FightC) Over(c common.PlayerI, res info.EnumBattleOverReason) {
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ret := &action.EscapeAction{
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BaseAction: action.NewBaseAction(c.GetInfo().UserID),
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Reason: info.FightOverInfo{
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Reason: res,
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},
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}
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if c.GetInfo().UserID == f.ownerID {
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ret.Reason.WinnerId = f.Opp.Player.GetInfo().UserID
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} else {
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ret.Reason.WinnerId = f.Our.Player.GetInfo().UserID
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}
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f.actionChan <- ret
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}
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// 切换精灵 主动和被驱逐
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func (f *FightC) ChangePet(c common.PlayerI, id uint32) {
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ret := &action.ActiveSwitchAction{
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BaseAction: action.NewBaseAction(c.GetInfo().UserID),
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}
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f.Switch = append(f.Switch, ret)
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f.GetInputByPlayer(c, false).Exec(func(t input.Effect) bool {
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t.OnOwnerSwitchOut(input.Ctx{})
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return true
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})
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f.GetInputByPlayer(c, true).Exec(func(t input.Effect) bool {
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t.OnSwitchOut(input.Ctx{})
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return true
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})
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f.GetInputByPlayer(c, false).CurrentPet, ret.Reason = f.GetInputByPlayer(c, false).GetPet(id)
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f.Broadcast(func(ff *input.Input) { //先给自身广播
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if ff.Player.GetInfo().UserID == c.GetInfo().UserID {
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ff.Player.SendChangePet(ret.Reason)
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}
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})
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f.GetInputByPlayer(c, false).Exec(func(t input.Effect) bool {
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t.OnOwnerSwitchIn(input.Ctx{})
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return true
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})
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f.GetInputByPlayer(c, true).Exec(func(t input.Effect) bool {
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t.OnSwitchIn(input.Ctx{})
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return true
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})
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f.actionChan <- ret
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}
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// 玩家使用技能
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func (f *FightC) UseSkill(c common.PlayerI, id int32) {
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ret := &action.SelectSkillAction{
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BaseAction: action.NewBaseAction(c.GetInfo().UserID),
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}
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//ret.PetInfo = f.GetInputByPlayer(c, false).CurrentPet
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ret.ID = uint32(id)
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for _, v := range f.GetInputByPlayer(c, false).CurrentPet.Skills {
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if v != nil && v.ID == int(id) {
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ret.Skill = v
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break
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}
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}
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f.actionChan <- ret
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}
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// 玩家使用技能
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func (f *FightC) Capture(c common.PlayerI, id uint32) {
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f.actionChan <- &action.UseItemAction{BaseAction: action.NewBaseAction(c.GetInfo().UserID), ItemID: id}
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}
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// 战斗准备
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func (f *FightC) ReadyFight(c common.PlayerI) {
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rett := info.FightStartOutboundInfo{}
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copier.Copy(&rett.Info1, &f.Info.OurPetList[0]) // 复制自己的信息
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copier.Copy(&rett.Info2, &f.Info.OpponentPetList[0])
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rett.Info1.UserID = f.Info.OurInfo.UserID //
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rett.Info2.UserID = f.Info.OpponentInfo.UserID
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rrsult := func() { //传回函数
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f.Our.Player.SendReadyToFightInfo(rett)
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f.Opp.Player.SendReadyToFightInfo(rett)
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}
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switch f.Info.Status {
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case info.BattleStatus.FIGHT_WITH_PLAYER: //pvp
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f.GetInputByPlayer(c, false).Finished = true
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if f.GetInputByPlayer(c, true).Finished {
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rrsult()
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}
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case info.BattleStatus.FIGHT_WITH_BOSS: // 6v6
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rrsult()
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case info.BattleStatus.FIGHT_WITH_NPC: // 野怪战斗
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//判断捕捉率大于0
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fmt.Println("CatchRate", xmlres.PetMAP[int(f.Info.OpponentPetList[0].ID)].CatchRate)
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if gconv.Int(xmlres.PetMAP[int(f.Info.OpponentPetList[0].ID)].CatchRate) > 0 {
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rett.Info2.Catchable = 1
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t, _ := f.Opp.Player.(*player.AI_player)
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t.CanCapture = true
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}
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rrsult()
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}
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}
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var Fightpool *ants.Pool
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func init() {
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Fightpool, _ = ants.NewPool(math.MaxInt32)
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//defer p.Release()
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}
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