Refactor battle & fix name for avatar_manager

This commit is contained in:
Naruse
2025-04-16 16:25:31 +08:00
parent ec8972d5d6
commit f0e41e3258
11 changed files with 127 additions and 82 deletions

View File

@@ -1,15 +1,11 @@
import betterproto
from game_server.net.session import PlayerSession
from game_server.resource import ResourceManager
from game_server.resource.configdb.stage_config import StageConfig
from game_server.game.battle.battle_manager import BattleManager
from rail_proto.lib import (
SceneCastSkillCsReq,
SceneCastSkillScRsp,
SceneBattleInfo,
SceneMonsterWave,
SceneMonster
)
import numpy as np
async def handle(session: PlayerSession, msg: SceneCastSkillCsReq) -> betterproto.Message:
targets = [id for id in msg.assist_monster_entity_id_list if id > 20000 or id < 10]
@@ -18,46 +14,7 @@ async def handle(session: PlayerSession, msg: SceneCastSkillCsReq) -> betterprot
id for id in monster.entity_id_list
if id not in targets and (id > 20000 or id < 10)
)
session.player.battle_manager = BattleManager(session.player)
if msg.skill_index == 0 and targets:
monster_data: list[StageConfig] = []
for entity_id in targets:
entity_data = session.player.scene_manager.entities.get(entity_id)
if entity_data:
stage = ResourceManager.instance().find_by_index(StageConfig,entity_data.npc_monster.event_id*10)
if not stage:
stage = ResourceManager.instance().find_by_index(StageConfig,entity_data.npc_monster.event_id)
if stage:
monster_data.append(stage)
session.player.scene_manager.battle_monster.append(entity_data)
if monster_data:
return SceneCastSkillScRsp(
retcode=0,
cast_entity_id=msg.cast_entity_id,
battle_info=SceneBattleInfo(
rounds_limit=0,
world_level=session.player.data.world_level,
logic_random_seed=np.random.randint(1, np.iinfo(np.int32).max, dtype=np.int32),
stage_id=monster_data[0].StageID,
battle_id=1,
battle_avatar_list=[
session.player.avatar_mananger.get(avatar_id).ToBattleProto(index,session)
for index, avatar_id in enumerate(session.player.lineup_manager.get(session.player.data.cur_lineup, None).avatar_list)
],
monster_wave_list=[
SceneMonsterWave(
battle_stage_id=monster_list.StageID,
battle_wave_id=index,
monster_list=[
SceneMonster(
monster_id=id
)
for monster_dict in monster_list.MonsterList
for monster, id in monster_dict.items()
if id > 0
]
)
for index,monster_list in enumerate(monster_data)
]
)
)
return session.player.battle_manager.EnterBattle(msg,targets)
return SceneCastSkillScRsp(retcode=0)