197 lines
5.4 KiB
Go
197 lines
5.4 KiB
Go
package fight
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import (
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"go_dreamfactory/modules/battle/fight/core"
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)
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type FightBase struct {
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/// <summary>
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/// 战斗类型
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/// </summary>
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FightId string
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/// 战斗是否进行中
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fightIng bool
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/// 战斗控制器
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fight core.IFight
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/// 战斗类型
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fightType core.FightType
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/// 所有参战角色集合
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Roles []core.IFightRole
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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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CanAtkRoles []core.IFightRole
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/// 最后一次攻击的角色
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LastActionRole core.IFightRole
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/// 战斗AI
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FightAI core.IFightAI
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///事件系统
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FightEvent core.IFightEvent
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/// <summary>
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/// 触发释放主技能,需要在当前出手角色技能释放完成之后再执行
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/// </summary>
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readyEmitSkills map[core.IFightRole]int32
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/// 下一个行动角色
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nextAtkRole core.IFightRole
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}
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/// 开始战斗
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func (this *FightBase) StartFight() {
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//战斗开始事件触发
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this.FightEvent.EmitForInt(int(core.EventType_OnFightStart))
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///战斗开始触发
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this.fight.BeforeStart()
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///触发队长技
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this.fight.EmitCaptainSkill()
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///初始化参战角色行动值
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this.InitRoleOperateValue()
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///开始新的回合
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this.fight.TurnRound()
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}
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func (this *FightBase) CheckFightEnd() {
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lives := []int{0, 0}
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for _, role := range this.Roles {
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dead := role.IsDead()
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if !dead {
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lives[role.GetData().Side-1] += 1
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}
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}
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if lives[0] == 0 || lives[1] == 0 {
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this.fightIng = false
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com := new(core.ComEndFight)
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com.FightId = this.FightId
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com.Win = lives[1] == 0
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// FightLog.AddCommand(com)
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// FightDebug.Log("=========战斗结束=========")
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}
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}
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/// <summary>
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/// 触发队长技,队长技配置在atk表中,触发顺序无所谓
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/// </summary>
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func (this *FightBase) EmitCaptainSkill() {
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for _, role := range this.Roles {
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if fskill := role.AddSkill(role.GetData().CaptainSkillId, 1); fskill.GetSkillConf().Type == int32(core.SkillType_Captain) {
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fskill.Emit()
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fskill.SendSkillLog()
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}
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}
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}
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/// <summary>
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/// 触发被动技,队长技配置在atk表中,触发顺序无所谓
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/// </summary>
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func (this *FightBase) EmitPassiveSkillSkill() {
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for _, role := range this.Roles {
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for _, curskill := range role.GetData().Skills {
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if curskill.GetSkillConf().Type == int32(core.SkillType_Passive) {
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curskill.Emit()
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curskill.SendSkillLog()
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}
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}
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}
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}
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/// <summary>
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/// 初始化所有角色的行动值
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/// </summary>
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func (this *FightBase) InitRoleOperateValue() {
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roles := this.Order("Speed", core.EOrderType_Desc)
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for _, role := range roles {
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role.ModifyOperateValue(role.GetData().Speed.Value() / roles[0].GetData().Speed.Value() * 100.0)
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}
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}
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/// 开始一个回合
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func (this *FightBase) TurnRound() {
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//获取当前出手的角色
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actionRole := this.fight.GetActionRole()
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if actionRole != nil {
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//开始行动
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actionRole.StartAction()
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if actionRole.CanAtk() {
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this.FightEvent.EmitForInt((int)(core.EventType_OnRoundStart), actionRole)
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//自动战斗逻辑
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this.FightAI.AutoEmitSkill(actionRole)
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}
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} else {
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}
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}
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/// <summary>
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/// 排序所有角色
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/// </summary>
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/// <param name="orderBy">排序方式</param>
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/// <param name="orderType">升序还是降序:asc/desc </param>
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func (this *FightBase) Order(orderBy string, pOrder core.EOrderType) []core.IFightRole {
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if len(this.Roles) <= 1 {
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return this.Roles
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}
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this.Roles = FightRoleSort(this.Roles, orderBy, pOrder)
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return this.Roles
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}
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/// <summary>
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/// 计算当前可以行动的角色,没有时返回null
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/// </summary>
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func (this *FightBase) GetActionRole() core.IFightRole {
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if this.nextAtkRole != nil {
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return this.nextAtkRole
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}
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this.CanAtkRoles = this.CanAtkRoles[:0]
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for _, v := range this.Roles {
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if v.GetData().ALive && v.GetData().Operate.Value() >= 100 {
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this.CanAtkRoles = append(this.CanAtkRoles, v)
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}
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}
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if len(this.CanAtkRoles) == 0 {
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return nil
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} else if len(this.CanAtkRoles) == 1 {
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return this.CanAtkRoles[0]
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} else {
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FightRoleSort(this.CanAtkRoles, "OperateValue", core.EOrderType_Asc)
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return this.CanAtkRoles[0]
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}
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}
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/// <summary>
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/// LastActionRole触发SkillId技能,选择的目标是TargetRid
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/// 手动时,表现层在玩家操作后,调用本方法
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/// 自动战斗或服务端里,通过FightAI逻辑来自动触发
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/// </summary>
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/// <param name="skillId">技能ID</param>
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/// <param name="targetRid">选择的目标rid</param>
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func (this *FightBase) EmitSkill(skillId int32, targetRid []int32, toNextRound bool) {
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// FightDebug.Log($">>>>>>>> {LastActionRole.Data.UniqueId} 使用技能 skillid={skillId} 选择了Rid: {targetRid[0].ToString()}");
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this.LastActionRole.EmitSkill(skillId, targetRid)
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//主动技能触发所有带动作的子技能需要在主动技能释放完成之后执行
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this.EmitPassiveMainSkill()
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this.FightEvent.EmitForInt(int(core.EventType_OnRoundEnd), this.LastActionRole)
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this.FightEvent.EmitForInt(int(core.EventType_OnPreActionEnd), this.LastActionRole)
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this.OnLastActionRoleActionStop()
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}
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/// <summary>执行被动触发的主技能技能</summary>
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func (this *FightBase) EmitPassiveMainSkill() {
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for k, v := range this.readyEmitSkills {
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if !k.CanAtk() {
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continue
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}
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k.EmitSkill(v, []int32{})
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}
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this.readyEmitSkills = make(map[core.IFightRole]int32)
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}
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/// <summary>
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/// 表现层在角色表现结束后,调用本方法
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/// </summary>
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func (this *FightBase) OnLastActionRoleActionStop() {
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this.LastActionRole.StopAction()
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this.FightEvent.EmitForInt(int(core.EventType_OnStopAction))
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//检测战斗是否结束
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this.CheckFightEnd()
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}
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