feat(fight): 优化擂台战斗逻辑与状态管理 - 修改了擂台主人设置逻辑,引入 `Set` 方法统一处理玩家信息更新 - 增加对擂主是否可战斗的判断,防止无效挑战 - 调整连胜计算和广播机制,确保数据一致性 - 修复擂台挑战失败时的状态回滚问题 - 引入错误码替代硬编码返回值,提高代码可读性与维护性 - 统一访问擂台玩家的方式,移除冗余字段
96 lines
2.7 KiB
Go
96 lines
2.7 KiB
Go
package controller
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import (
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"blazing/common/socket/errorcode"
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"sync/atomic"
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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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)
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// 准备战斗
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func (h Controller) OnReadyToFight(data *fight.ReadyToFightInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, errorcode.ErrorCodes.ErrBattleEnded
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}
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c.FightC.ReadyFight(c)
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return nil, -1
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}
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// 使用技能包
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func (h Controller) UseSkill(data *fight.UseSkillInInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, errorcode.ErrorCodes.ErrBattleEnded
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}
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c.FightC.UseSkill(c, (data.SkillId))
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return nil, 0
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}
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// 战斗逃跑
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func (h Controller) Escape(data *fight.EscapeFightInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, errorcode.ErrorCodes.ErrBattleEnded
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}
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if atomic.LoadUint32(&c.Fightinfo.Mode) == 0 {
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return nil, errorcode.ErrorCodes.ErrBattleNotStarted //,没开始对战
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}
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if atomic.LoadUint32(&c.Fightinfo.Mode) == 1 { //用户对战不能逃跑
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return nil, errorcode.ErrorCodes.ErrCannotFleePlayerBattle
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}
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c.FightC.Over(c, info.BattleOverReason.PlayerEscape)
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return nil, 0
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}
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// 切换精灵
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func (h Controller) ChangePet(data *fight.ChangePetInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, errorcode.ErrorCodes.ErrBattleEnded
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}
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c.FightC.ChangePet(c, data.CatchTime)
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return nil, -1
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}
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// 切换精灵
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func (h Controller) Capture(data *fight.CatchMonsterInboundInfo, c *player.Player) (result *info.CatchMonsterOutboundInfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, errorcode.ErrorCodes.ErrBattleEnded
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}
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c.FightC.Capture(c, data.CapsuleId)
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return nil, -1
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}
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// 加载进度
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func (h Controller) LoadPercent(data *fight.LoadPercentInboundInfo, c *player.Player) (result *info.LoadPercentOutboundInfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, -1
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}
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c.FightC.LoadPercent(c, int32(data.Percent))
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return nil, -1
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}
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func (h Controller) UsePetItemInboundInfo(data *fight.UsePetItemInboundInfo, c *player.Player) (result *info.UsePetIteminfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, errorcode.ErrorCodes.ErrBattleEnded
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}
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c.FightC.UseItem(c, data.CatchTime, data.ItemId)
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return nil, -1
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}
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func (h Controller) FightChat(data *fight.ChatInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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if c.FightC == nil {
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return nil, errorcode.ErrorCodes.ErrBattleEnded
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}
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c.FightC.Chat(c, data.Message)
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return nil, -1
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}
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