Refactor battle & fix name for avatar_manager
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80
game_server/game/battle/battle_manager.py
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80
game_server/game/battle/battle_manager.py
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import numpy as np
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from game_server.resource.configdb.stage_config import StageConfig
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from game_server.resource import ResourceManager
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from rail_proto.lib import (
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BattleEndStatus,
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PVEBattleResultCsReq,
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SceneCastSkillCsReq,
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SceneCastSkillScRsp,
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SceneBattleInfo,
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SceneMonsterWave,
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SceneMonster,
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SceneEntityInfo
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)
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class BattleManager:
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def __init__(self, player):
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self.player = player
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self.player.next_battle_id += 1
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self.battle_id: int = self.player.next_battle_id
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self.round_limit: int = 0
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self.stage_id: int = 0
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self.battle_end_status: BattleEndStatus = BattleEndStatus.BATTLE_END_NONE
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# list & dict
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self.stages: list[StageConfig] = []
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self.entity_monster: list[SceneEntityInfo] = []
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#self.buffs: list[MazeBuff] = []
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self.battle_result: PVEBattleResultCsReq | None = None
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def GetBattleLineup(self):
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return [
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self.player.avatar_manager.get(avatar_id).ToBattleProto(index,self.player)
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for index, avatar_id in enumerate(self.player.lineup_manager.get(self.player.data.cur_lineup, None).avatar_list)
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]
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def GetBattleMonster(self):
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return [
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SceneMonsterWave(
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battle_stage_id=monster_list.StageID,
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battle_wave_id=index,
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monster_list=[
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SceneMonster(
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monster_id=id
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)
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for monster_dict in monster_list.MonsterList
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for monster, id in monster_dict.items()
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if id > 0
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]
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)
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for index, monster_list in enumerate(self.stages)
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]
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def EnterBattle(self, msg: SceneCastSkillCsReq, targets: list[int]) -> SceneCastSkillScRsp:
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self.stages: list[StageConfig] = []
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for entity_id in targets:
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entity_data = self.player.scene_manager.entities.get(entity_id)
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if entity_data:
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stage = ResourceManager.instance().find_by_index(StageConfig, entity_data.npc_monster.event_id * 10)
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if not stage:
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stage = ResourceManager.instance().find_by_index(StageConfig, entity_data.npc_monster.event_id)
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if stage:
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self.stages.append(stage)
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self.entity_monster.append(entity_data)
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if self.stages:
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self.stage_id = self.stages[0].StageID
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return SceneCastSkillScRsp(
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retcode=0,
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cast_entity_id=msg.cast_entity_id,
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battle_info=SceneBattleInfo(
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rounds_limit=self.round_limit,
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world_level=self.player.data.world_level,
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logic_random_seed=np.random.randint(1, np.iinfo(np.int32).max, dtype=np.int32),
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stage_id=self.stage_id,
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battle_id=self.battle_id,
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battle_avatar_list=self.GetBattleLineup(),
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monster_wave_list=self.GetBattleMonster()
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)
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)
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return SceneCastSkillScRsp()
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