563 lines
13 KiB
Go
563 lines
13 KiB
Go
package fight
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import (
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"blazing/common/socket/errorcode"
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"blazing/common/utils"
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"blazing/modules/player/model"
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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/user"
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"sync"
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"sync/atomic"
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"time"
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"github.com/gogf/gf/v2/util/grand"
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"github.com/jinzhu/copier"
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)
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type FightC struct {
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//准备战斗信息
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ReadyInfo model.NoteReadyToFightInfo
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//开始战斗信息
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info.FightStartOutboundInfo
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Info info.Fightinfo
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IsReady bool
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LegacyGroupProtocol bool
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ownerID uint32 // 战斗发起者ID
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Our []*input.Input // 我方战斗位
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Opp []*input.Input // 敌方战斗位
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OurPlayers []common.PlayerI // 我方操作者
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OppPlayers []common.PlayerI // 敌方操作者
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Switch map[actionSlotKey]*action.ActiveSwitchAction
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startl sync.Once
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StartTime time.Time
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actionMu sync.Mutex
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actionNotify chan struct{}
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acceptActions bool
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pendingActions []action.BattleActionI // 待处理动作队列,同一战斗位最多保留一个动作
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pendingHead int
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actionRound atomic.Uint32
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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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TrueFirst *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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model.FightOverInfo
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//战斗结束的插装
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callback func(model.FightOverInfo)
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}
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type actionSlotKey struct {
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PlayerID uint32
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ActorIndex int
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}
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func newActionSlotKey(playerID uint32, actorIndex int) actionSlotKey {
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return actionSlotKey{
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PlayerID: playerID,
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ActorIndex: actorIndex,
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}
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}
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func actionSlotKeyFromAction(act action.BattleActionI) actionSlotKey {
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if act == nil {
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return actionSlotKey{}
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}
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return newActionSlotKey(act.GetPlayerID(), act.GetActorIndex())
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}
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func (f *FightC) primaryOur() *input.Input {
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if len(f.Our) == 0 {
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return nil
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}
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return f.Our[0]
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}
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func (f *FightC) primaryOpp() *input.Input {
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if len(f.Opp) == 0 {
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return nil
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}
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return f.Opp[0]
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}
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func (f *FightC) primaryOurPlayer() common.PlayerI {
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if len(f.OurPlayers) == 0 {
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return nil
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}
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return f.OurPlayers[0]
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}
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func (f *FightC) primaryOppPlayer() common.PlayerI {
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if len(f.OppPlayers) == 0 {
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return nil
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}
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return f.OppPlayers[0]
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}
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func (f *FightC) selectInput(inputs []*input.Input, index int) *input.Input {
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if len(inputs) == 0 {
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return nil
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}
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if index >= 0 && index < len(inputs) && inputs[index] != nil {
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return inputs[index]
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}
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for _, in := range inputs {
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if in != nil {
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return in
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}
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}
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return nil
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}
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func (f *FightC) isPlayerInSide(players []common.PlayerI, userID uint32) bool {
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for _, player := range players {
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if player != nil && player.GetInfo().UserID == userID {
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return true
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}
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}
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return false
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}
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func (f *FightC) isOurPlayerID(userID uint32) bool {
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if f.isPlayerInSide(f.OurPlayers, userID) {
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return true
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}
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if f.isPlayerInSide(f.OppPlayers, userID) {
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return false
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}
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return userID == f.ownerID
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}
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// bindInputFightContext 为输入站位绑定战斗上下文与玩家战斗容器。
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// 支持一次传入多组输入(如 Our/Opp)。
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func (f *FightC) bindInputFightContext(inputGroups ...[]*input.Input) {
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for _, inputs := range inputGroups {
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for _, fighter := range inputs {
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if fighter == nil {
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continue
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}
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fighter.FightC = f
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if fighter.Player != nil {
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fighter.Player.SetFightC(f)
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}
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}
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}
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}
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// linkTeamViews 建立每个输入的同阵营/对阵营视图(Team/OppTeam)。
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func (f *FightC) linkTeamViews() {
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for _, fighter := range f.Our {
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if fighter == nil {
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continue
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}
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fighter.Team = f.Our
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fighter.OppTeam = f.Opp
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}
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for _, fighter := range f.Opp {
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if fighter == nil {
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continue
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}
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fighter.Team = f.Opp
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fighter.OppTeam = f.Our
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}
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}
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// getSideInputs 按 userID 判定所属阵营后返回目标侧输入集合。
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func (f *FightC) getSideInputs(userID uint32, isOpposite bool) []*input.Input {
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isOur := f.isOurPlayerID(userID)
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if isOpposite {
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if isOur {
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return f.Opp
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}
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return f.Our
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}
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if isOur {
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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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// findInputByUserID 在双方站位中按控制者查找任一输入,并返回是否属于我方。
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func (f *FightC) findInputByUserID(userID uint32) (*input.Input, bool) {
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for _, in := range f.Our {
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if in != nil && in.ControlledBy(userID) {
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return in, true
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}
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}
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for _, in := range f.Opp {
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if in != nil && in.ControlledBy(userID) {
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return in, false
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}
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}
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return nil, false
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}
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// getInputByUserID 按 userID + 站位下标获取输入。
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// 当查询本侧站位时,要求该站位必须由 userID 控制。
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func (f *FightC) getInputByUserID(userID uint32, index int, isOpposite bool) *input.Input {
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selected := f.selectInput(f.getSideInputs(userID, isOpposite), index)
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if selected == nil {
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return nil
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}
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// 操作自身站位时,必须由该站位控制者发起。
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if !isOpposite && !selected.ControlledBy(userID) {
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return nil
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}
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return selected
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}
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// getInputByController 按控制者获取其首个可操作站位(常用于兼容单站位接口)。
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func (f *FightC) getInputByController(userID uint32, isOpposite bool) *input.Input {
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sideInputs := f.getSideInputs(userID, isOpposite)
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for _, in := range sideInputs {
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if in != nil && in.ControlledBy(userID) {
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return in
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}
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}
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return f.selectInput(sideInputs, 0)
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}
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func (f *FightC) expectedActionSlots() map[actionSlotKey]struct{} {
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slots := make(map[actionSlotKey]struct{}, len(f.Our)+len(f.Opp))
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for _, slot := range f.SideSlots(SideOur) {
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if f.slotNeedsAction(slot.Input) {
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slots[newActionSlotKey(slot.ControllerUserID, slot.SlotIndex)] = struct{}{}
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}
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}
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for _, slot := range f.SideSlots(SideOpp) {
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if f.slotNeedsAction(slot.Input) {
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slots[newActionSlotKey(slot.ControllerUserID, slot.SlotIndex)] = struct{}{}
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}
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}
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return slots
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}
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func (f *FightC) sideHasActionableSlots(side int) bool {
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for _, slot := range f.SideSlots(side) {
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if f.slotNeedsAction(slot.Input) {
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return true
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}
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}
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return false
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}
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func (f *FightC) slotNeedsAction(in *input.Input) bool {
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if in == nil {
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return false
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}
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if current := in.CurrentPet(); current != nil && current.Info.Hp > 0 {
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return true
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}
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return in.HasLivingBench()
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}
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func (f *FightC) setActionAttackValue(act action.BattleActionI) {
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if act == nil {
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return
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}
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attacker := f.GetInputByAction(act, false)
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if attacker == nil || attacker.AttackValue == nil {
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return
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}
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attacker.AttackValue.ActorIndex = uint32(act.GetActorIndex())
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targetIndex, _ := DecodeTargetIndex(act.GetTargetIndex())
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if _, resolvedIndex, ok := f.resolveActionTarget(act); ok && resolvedIndex >= 0 {
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targetIndex = resolvedIndex
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}
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attacker.AttackValue.TargetIndex = uint32(targetIndex)
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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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if c == nil {
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if isOpposite {
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return f.primaryOpp()
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}
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return f.primaryOur()
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}
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return f.getInputByController(c.GetInfo().UserID, isOpposite)
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}
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// GetInputsByPlayer 返回玩家在指定侧的全部可控站位。
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func (f *FightC) GetInputsByPlayer(c common.PlayerI, isOpposite bool) []*input.Input {
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if c == nil {
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return nil
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}
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sideInputs := f.getSideInputs(c.GetInfo().UserID, isOpposite)
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result := make([]*input.Input, 0, len(sideInputs))
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for _, in := range sideInputs {
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if in != nil && in.ControlledBy(c.GetInfo().UserID) {
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result = append(result, in)
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}
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}
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return result
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}
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// GetInputByPlayerAt 按玩家+站位下标获取输入。
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func (f *FightC) GetInputByPlayerAt(c common.PlayerI, actorIndex int, isOpposite bool) *input.Input {
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if c == nil {
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return nil
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}
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return f.getInputByUserID(c.GetInfo().UserID, actorIndex, isOpposite)
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}
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func (f *FightC) resolveActionTarget(c action.BattleActionI) (*input.Input, int, bool) {
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if c == nil {
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return nil, -1, false
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}
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attacker := f.getInputByUserID(c.GetPlayerID(), c.GetActorIndex(), false)
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if attacker == nil {
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return nil, -1, false
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}
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encodedTargetIndex := c.GetTargetIndex()
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targetIndex, targetIsOpposite := DecodeTargetIndex(encodedTargetIndex)
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if !targetIsOpposite {
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return attacker.TeamSlotAt(targetIndex), targetIndex, false
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}
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if target, resolvedIndex := attacker.OpponentSlotAtOrNextLiving(targetIndex); target != nil {
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return target, resolvedIndex, true
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}
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return attacker.OpponentSlotAt(targetIndex), targetIndex, true
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}
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func (f *FightC) GetInputByAction(c action.BattleActionI, isOpposite bool) *input.Input {
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if c == nil {
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if isOpposite {
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return f.primaryOpp()
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}
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return f.primaryOur()
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}
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index := c.GetActorIndex()
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if !isOpposite {
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return f.getInputByUserID(c.GetPlayerID(), index, false)
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}
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target, _, _ := f.resolveActionTarget(c)
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return target
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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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return f.GetCurrPETAt(c, 0)
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}
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func (f *FightC) GetCurrPETAt(c common.PlayerI, actorIndex int) *info.BattlePetEntity {
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if c == nil {
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return nil
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}
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in := f.getInputByUserID(c.GetInfo().UserID, actorIndex, false)
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if in == nil {
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return nil
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}
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return in.PrimaryCurPet()
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}
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func (f *FightC) GetCurrPETByAction(c action.BattleActionI, isOpposite bool) *info.BattlePetEntity {
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in := f.GetInputByAction(c, isOpposite)
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if in == nil {
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return nil
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}
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return in.CurrentPet()
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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) IsFirst(play common.PlayerI) bool {
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if f == nil || play == nil {
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return false
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}
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if f.TrueFirst != nil && f.TrueFirst.Player != nil {
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return f.TrueFirst.Player == play
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}
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if f.First != nil && f.First.Player != nil {
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return f.First.Player == play
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}
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return false
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}
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func (f *FightC) GetRound() uint32 {
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return f.Round
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}
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func (f *FightC) Chat(c common.PlayerI, msg string) {
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f.sendFightPacket(f.GetInputByPlayer(c, true).Player, fightPacketChat, &user.ChatOutboundInfo{
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SenderId: c.GetInfo().UserID,
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SenderNickname: c.GetInfo().Nick,
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Message: utils.RemoveLast(msg),
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})
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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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if f.Info.Mode == info.BattleMode.PET_MELEE {
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return
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}
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if f.Info.Status == info.BattleMode.FIGHT_WITH_NPC {
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return
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}
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f.sendFightPacket(f.GetInputByPlayer(c, true).Player, fightPacketLoadPercentNotice, &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, b []model.PetInfo) (*input.Input, errorcode.ErrorCode) {
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r := c.CanFight()
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if c.CanFight() != 0 {
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return nil, r
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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(b); i++ {
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//玩家精灵重置到100等级
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pet := b[i]
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entity := info.CreateBattlePetEntity(pet)
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entity.BindController(c.GetInfo().UserID)
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in.AllPet = append(in.AllPet, entity)
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}
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in.SortPet()
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if len(in.AllPet) == 0 {
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return nil, errorcode.ErrorCodes.ErrNoEligiblePokemon
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}
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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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default:
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}
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in.SetCurPetAt(0, in.AllPet[0])
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return in, 0
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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 := grand.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) (model.FightUserInfo, []model.ReadyFightPetInfo) {
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t := make([]model.ReadyFightPetInfo, len(in.AllPet))
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userindo := model.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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// 被击败的ID
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func (f *FightC) IsWin(c *input.Input) bool {
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if c == nil || c.Player == nil {
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return false
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}
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for _, sideInput := range f.getSideInputs(c.Player.GetInfo().UserID, true) {
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if sideInput == nil {
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continue
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}
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for _, v := range sideInput.AllPet {
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if v.Alive() {
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return false
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}
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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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for _, ff := range f.Our {
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if ff != nil {
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t(ff)
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}
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}
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for _, ff := range f.Opp {
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if ff != nil {
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t(ff)
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}
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}
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}
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func (f *FightC) BroadcastPlayers(t func(common.PlayerI)) {
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if f == nil || t == nil {
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return
|
||
}
|
||
seen := make(map[uint32]struct{}, len(f.OurPlayers)+len(f.OppPlayers))
|
||
visit := func(players []common.PlayerI) {
|
||
for _, p := range players {
|
||
if p == nil || p.GetInfo() == nil {
|
||
continue
|
||
}
|
||
if _, ok := seen[p.GetInfo().UserID]; ok {
|
||
continue
|
||
}
|
||
seen[p.GetInfo().UserID] = struct{}{}
|
||
t(p)
|
||
}
|
||
}
|
||
visit(f.OurPlayers)
|
||
visit(f.OppPlayers)
|
||
}
|
||
|
||
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 {
|
||
our := f.primaryOur()
|
||
if our == nil {
|
||
return nil
|
||
}
|
||
return f.GetInputByPlayer(our.Player, b).AttackValue
|
||
|
||
}
|