上传战斗模块代码
This commit is contained in:
parent
9166f265d1
commit
0891851f61
@ -8,6 +8,7 @@ import (
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)
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const (
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game_equipsuit = "game_equipsuit.json" //套装技能表
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game_monsterformat = "game_monsterformat.json" //整容表
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game_monster = "game_monster.json" //怪物表
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)
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@ -22,6 +23,7 @@ type configureComp struct {
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func (this *configureComp) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) {
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this.MCompConfigure.Init(service, module, comp, options)
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this.module = module.(*Battle)
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this.LoadConfigure(game_equipsuit, cfg.NewGameEquipSuit)
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this.LoadConfigure(game_monster, cfg.NewGameMonster)
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this.LoadConfigure(game_monsterformat, cfg.NewGameMonsterFormat)
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return
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@ -60,3 +62,20 @@ func (this *configureComp) GetMonster(id int32) (result *cfg.GameMonsterData, er
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}
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return
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}
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//查询装备套装表
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func (this *configureComp) Getequipsuit(id int32) (result *cfg.GameEquipSuitData, err error) {
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var (
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v interface{}
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ok bool
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)
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if v, err = this.GetConfigure(game_monster); err != nil {
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this.module.Errorln(err)
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} else {
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if result, ok = v.(*cfg.GameEquipSuit).GetDataMap()[id]; !ok {
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err = fmt.Errorf("on found Getequipsuit:%d", id)
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this.module.Errorln(err)
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}
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}
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return
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}
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@ -1,4 +1,48 @@
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package attribute
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type AttributeNumeric struct {
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func NewAttributeNumeric(pData float32) *AttributeNumeric {
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attribute := &AttributeNumeric{
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BaseValue: NewFixedNumeric(pData),
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ProValue: NewFixedNumeric(pData),
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AppendValue: NewFixedNumeric(pData),
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BuffProValue: NewFixedNumeric(pData),
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BuffValue: NewFixedNumeric(pData),
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}
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attribute.SetBase(pData)
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return attribute
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}
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type AttributeNumeric struct {
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fixedValue *FixedPoint
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/// <summary>
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/// 基础数值
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/// </summary>
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BaseValue *FixedNumeric
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/// <summary>
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/// 附加数值
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/// </summary>
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AppendValue *FixedNumeric
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/// <summary>
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/// 附加百分比数值
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/// </summary>
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ProValue *FixedNumeric
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/// <summary>
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/// Buff附加数值
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/// </summary>
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BuffValue *FixedNumeric
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/// <summary>
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/// Buff附加百分比数值
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/// </summary>
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BuffProValue *FixedNumeric
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}
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func (this *AttributeNumeric) SetBase(value float32) float32 {
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this.BaseValue.Set(value)
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this.onChange()
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return this.BaseValue.Value()
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}
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func (this *AttributeNumeric) onChange() {
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// this.FixedValue = (BaseValue.Fixed*(1+ProValue.Fixed)+AppendValue.Fixed)*(1+BuffProValue.Fixed) + BuffValue.Fixed
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}
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20
modules/battle/fight/attribute/fixednumeric.go
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20
modules/battle/fight/attribute/fixednumeric.go
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@ -0,0 +1,20 @@
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package attribute
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func NewFixedNumeric(pData float32) *FixedNumeric {
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fixed := &FixedNumeric{}
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fixed.Set(pData)
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return fixed
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}
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type FixedNumeric struct {
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baseValue *FixedPoint
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}
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func (this *FixedNumeric) Set(value float32) float32 {
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this.baseValue = NewFixedPoint(value)
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return this.baseValue.Scalar()
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}
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func (this *FixedNumeric) Value() float32 {
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return this.baseValue.Scalar()
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}
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@ -1,6 +1,7 @@
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package attribute
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import (
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"fmt"
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"math"
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)
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@ -15,10 +16,45 @@ func NewFixedPoint(value float32) *FixedPoint {
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type FixedPoint struct {
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rawValue int
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scalar float32
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}
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func (this *FixedPoint) Scalar() float32 {
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return this.scalar * 0.0001
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return float32(this.rawValue) * 0.0001
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}
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func (this *FixedPoint) ToInt() int {
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return this.rawValue / CARDINAL_NUMBER
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}
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func (this *FixedPoint) ToFloat() float32 {
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return this.Scalar()
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}
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func (this *FixedPoint) ToString() string {
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return fmt.Sprintf("%f", this.Scalar())
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}
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///+
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func (this *FixedPoint) Add(y *FixedPoint) *FixedPoint {
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this.rawValue += y.rawValue
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return this
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}
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///-
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func (this *FixedPoint) Reduce(y *FixedPoint) *FixedPoint {
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this.rawValue -= y.rawValue
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return this
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}
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///*
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func (this *FixedPoint) Multiply(y *FixedPoint) *FixedPoint {
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this.rawValue = (this.rawValue * y.rawValue) / CARDINAL_NUMBER
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return this
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}
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/// /
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func (this *FixedPoint) Divide(y *FixedPoint) *FixedPoint {
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this.rawValue = (this.rawValue * CARDINAL_NUMBER) / y.rawValue
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return this
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}
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4
modules/battle/fight/fightai.go
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4
modules/battle/fight/fightai.go
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@ -0,0 +1,4 @@
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package fight
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type FightAI struct {
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}
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@ -1,5 +1,9 @@
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package fight
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func NewFightBase() *FightBase {
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return &FightBase{}
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}
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/// <summary>
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/// 每场战斗需要new一个类,因为客户端有同时进行多场战斗的需求,所以这里不能是单例
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/// </summary>
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@ -12,4 +16,66 @@ type FightBase struct {
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/// 战斗是否进行中
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/// </summary>
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fightIng bool
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/// <summary>
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/// 所有参战角色集合
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/// </summary>
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Roles []*FightRole
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/// <summary>
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/// 当前回合满足行动值大于等于100的所有角色
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/// </summary>
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CanAtkRoles []*FightRole
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/// <summary>
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/// 最后一次攻击的角色
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/// </summary>
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LastActionRole FightRole
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/// <summary>
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/// 是否自动战斗
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/// </summary>
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AutoFight bool
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/// <summary>
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/// 战斗AI
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/// </summary>
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FightAI FightAI
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/// <summary>
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/// 随机数种子
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/// </summary>
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RandSeed int64
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/// <summary>
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/// 事件系统
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/// </summary>
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FightEvent IFightEvent
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/// <summary>
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/// 战报
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/// </summary>
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FightLog FightLog
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/// <summary>
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/// 是否可进入下个循环
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/// </summary>
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/// <remarks>
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/// 客户端专用逻辑
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/// </remarks>
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ToNextRound bool
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}
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/// <summary>
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/// 开始战斗
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/// </summary>
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func (this *FightBase) StartFight() {
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this.fightIng = true
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// FightDebug.Log("=========开始战斗=========")
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//记录战报
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// var com = new(ComStartFight)
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// FightLog.AddCommand(com)
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//不直接用enum,防止装箱拆箱
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this.FightEvent.Emit(int(EventType_OnFightStart))
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// BeforeStart()
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// EmitCaptainSkill()
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// EmitPassiveSkillSkill()
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// //todo...符文技??
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// InitRoleOperateValue()
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// TurnRound()
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}
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modules/battle/fight/fightevent.go
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17
modules/battle/fight/fightevent.go
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package fight
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type IFightEvent interface {
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Emit(eventNumber int, args ...interface{})
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}
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type FightEvent struct {
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}
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/// <summary>
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/// 发送消息
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/// </summary>
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/// <param name="eventNumber"></param>
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/// <param name="args"></param>
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func (this *FightEvent) Emit(eventNumber int, args ...interface{}) {
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}
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modules/battle/fight/fightlog.go
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14
modules/battle/fight/fightlog.go
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@ -0,0 +1,14 @@
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package fight
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type FightLog struct {
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Commands []interface{}
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}
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/// <summary>
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/// 增加战报日志
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/// </summary>
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/// <param name="log"></param>
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func (this *FightLog) AddCommand(log interface{}) {
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//FightDebug.Log($"<color=#35ff02>战报:{log.ToString()}</color>");
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// this.Commands = app
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}
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package fight
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import "go_dreamfactory/modules/battle/fight/component"
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type FightRole struct {
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Data component.FightRoleData
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}
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@ -91,6 +91,22 @@ func (this *modelBattleComp) createpve(session comm.IUserSession, conn *db.DBCon
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for k, v := range hero.JuexProperty {
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record.Redflist[0].Team[i].Property[k] += v
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}
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if hero.SuiteId != 0 { //主套装
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if suit, err := this.module.configure.Getequipsuit(hero.SuiteId); err != nil {
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code = pb.ErrorCode_ConfigNoFound
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return
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} else {
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record.Redflist[0].Team[i].MainSuitSkill = suit.Skill
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}
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}
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if hero.SuiteExtId != 0 { //副套装
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if suit, err := this.module.configure.Getequipsuit(hero.SuiteExtId); err != nil {
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code = pb.ErrorCode_ConfigNoFound
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return
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} else {
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record.Redflist[0].Team[i].SubSuitSkill = suit.Skill
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}
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}
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} else {
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record.Redflist[0].Team[i] = nil
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}
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@ -129,6 +145,22 @@ func (this *modelBattleComp) createpve(session comm.IUserSession, conn *db.DBCon
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NormalSkill: hero.NormalSkill,
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Property: hero.Property,
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}
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if monst.Equip4 != 0 {
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if suit, err := this.module.configure.Getequipsuit(monst.Equip4); err != nil {
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code = pb.ErrorCode_ConfigNoFound
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return
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} else {
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record.Buleflist[i].Team[i1].MainSuitSkill = suit.Skill
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}
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}
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if monst.Equip2 != 0 {
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if suit, err := this.module.configure.Getequipsuit(monst.Equip2); err != nil {
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code = pb.ErrorCode_ConfigNoFound
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return
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} else {
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record.Buleflist[i].Team[i1].SubSuitSkill = suit.Skill
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}
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}
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record.Buleflist[i].Team[i1].Property[comm.Hp] = int32(float32(record.Buleflist[i].Team[i1].Property[comm.Hp]) * mf.Hppro)
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record.Buleflist[i].Team[i1].Property[comm.Atk] = int32(float32(record.Buleflist[i].Team[i1].Property[comm.Atk]) * mf.Atkpro)
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record.Buleflist[i].Team[i1].Property[comm.Def] = int32(float32(record.Buleflist[i].Team[i1].Property[comm.Def]) * mf.Defpro)
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@ -227,12 +227,14 @@ type BattleRole struct {
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Tid int32 `protobuf:"varint,1,opt,name=tid,proto3" json:"tid"` // 临时id
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Oid string `protobuf:"bytes,2,opt,name=oid,proto3" json:"oid"` // 玩家英雄数据库id
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Pos int32 `protobuf:"varint,3,opt,name=pos,proto3" json:"pos"` // 站位坐标
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HeroID string `protobuf:"bytes,4,opt,name=heroID,proto3" json:"heroID"` // 英雄的配置表ID
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HeroID string `protobuf:"bytes,4,opt,name=heroID,proto3" json:"heroID" bson:"heroID"` //英雄的配置表ID
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Star int32 `protobuf:"varint,5,opt,name=star,proto3" json:"star"` // 英雄星级
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Lv int32 `protobuf:"varint,6,opt,name=lv,proto3" json:"lv"` // 英雄等级
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CaptainSkill int32 `protobuf:"varint,7,opt,name=captainSkill,proto3" json:"captainSkill" bson:"captainSkill"` //队长技能
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NormalSkill []*SkillData `protobuf:"bytes,8,rep,name=normalSkill,proto3" json:"normalSkill" bson:"normalSkill"` //普通技能
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Property map[string]int32 `protobuf:"bytes,9,rep,name=property,proto3" json:"property" protobuf_key:"bytes,1,opt,name=key,proto3" protobuf_val:"varint,2,opt,name=value,proto3"` // 属性相关
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MainSuitSkill int32 `protobuf:"varint,8,opt,name=mainSuitSkill,proto3" json:"mainSuitSkill" bson:"mainSuitSkill"` /// 主套装技能
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SubSuitSkill int32 `protobuf:"varint,9,opt,name=subSuitSkill,proto3" json:"subSuitSkill" bson:"subSuitSkill"` /// 副套装技能
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NormalSkill []*SkillData `protobuf:"bytes,10,rep,name=normalSkill,proto3" json:"normalSkill" bson:"normalSkill"` //普通技能
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Property map[string]int32 `protobuf:"bytes,11,rep,name=property,proto3" json:"property" protobuf_key:"bytes,1,opt,name=key,proto3" protobuf_val:"varint,2,opt,name=value,proto3"` // 属性相关
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}
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func (x *BattleRole) Reset() {
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@ -316,6 +318,20 @@ func (x *BattleRole) GetCaptainSkill() int32 {
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return 0
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}
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func (x *BattleRole) GetMainSuitSkill() int32 {
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if x != nil {
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return x.MainSuitSkill
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}
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return 0
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}
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func (x *BattleRole) GetSubSuitSkill() int32 {
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if x != nil {
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return x.SubSuitSkill
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}
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return 0
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}
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func (x *BattleRole) GetNormalSkill() []*SkillData {
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if x != nil {
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return x.NormalSkill
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@ -519,7 +535,7 @@ var File_battle_battle_db_proto protoreflect.FileDescriptor
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var file_battle_battle_db_proto_rawDesc = []byte{
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|
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@ -530,59 +546,64 @@ var file_battle_battle_db_proto_rawDesc = []byte{
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}
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var (
|
||||
|
Loading…
Reference in New Issue
Block a user