ecs/servers/game/logic/player_battle.go

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2025-06-05 17:47:59 +08:00
package logic
import (
"ecs/proto/pb"
"ecs/servers/game/data"
"math/rand/v2"
)
func (this *Player) EnterBattle(sceneTable *data.Scene) {
this.Temp.Fighting = true
this.Temp.RandSeed = rand.Int64()
this.copyBattle(sceneTable)
this.enterScene(uint32(sceneTable.Id))
}
func (this *Player) EndBattle() {
this.Temp.Fighting = false
this.Temp.RandSeed = 0
this.enterScene(1)
}
func (this *Player) copyBattle(sceneTable *data.Scene) {
var ack, err = this.virtualBattle(sceneTable)
if err != nil {
_ = this.TipNotice(err)
return
}
if ack.Result {
this.PassedCopy(sceneTable, ack.Score)
}
_ = this.Send(uint16(pb.ModId_ModuleBattle), uint16(pb.MsgId_ModBattleEnter), ack)
}
func (this *Player) virtualBattle(sceneTable *data.Scene) (*pb.BattleEnterAck, error) {
return &pb.BattleEnterAck{
SceneId: uint32(sceneTable.Id),
Result: false,
Score: 0,
Heroes: nil,
Enemies: nil,
BattleRounds: 0,
RoundList: nil,
RewardList: nil,
}, nil
}