feat: fight 包的 Round 新增操作超时事件,优化事件逻辑
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@ -3,6 +3,7 @@ package fight
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import (
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"fmt"
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"github.com/kercylan98/minotaur/utils/random"
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"github.com/kercylan98/minotaur/utils/slice"
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"github.com/kercylan98/minotaur/utils/timer"
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"time"
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)
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@ -16,10 +17,12 @@ type RoundGameOverVerifyHandle[Data RoundData] func(round *Round[Data]) bool
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// - roundGameOverVerifyHandle 游戏结束验证函数
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// - options 选项
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func NewRound[Data RoundData](data Data, camps []*RoundCamp, roundGameOverVerifyHandle RoundGameOverVerifyHandle[Data], options ...RoundOption[Data]) *Round[Data] {
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mark := random.HostName()
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round := &Round[Data]{
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mark: mark,
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data: data,
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camps: make(map[int][]int),
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actionTimeoutTickerName: fmt.Sprintf("round_action_timeout_%s", random.HostName()),
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actionTimeoutTickerName: fmt.Sprintf("round_action_timeout_%s", mark),
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roundGameOverVerifyHandle: roundGameOverVerifyHandle,
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}
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for _, camp := range camps {
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@ -30,13 +33,14 @@ func NewRound[Data RoundData](data Data, camps []*RoundCamp, roundGameOverVerify
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option(round)
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}
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if round.ticker == nil {
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round.ticker = timer.GetTicker(5)
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round.ticker = timer.GetTicker(5, timer.WithMark(mark))
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}
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return round
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}
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// Round 回合制游戏结构
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type Round[Data RoundData] struct {
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mark string // 标记
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data Data // 游戏数据
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ticker *timer.Ticker // 计时器
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camps map[int][]int // 阵营
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@ -53,10 +57,11 @@ type Round[Data RoundData] struct {
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campCounterclockwise bool // 是否阵营逆时针
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entityCounterclockwise bool // 是否对象逆时针
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swapCampEventHandles []RoundSwapCampEvent[Data] // 阵营交换事件
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swapEntityEventHandles []RoundSwapEntityEvent[Data] // 实体交换事件
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gameOverEventHandles []RoundGameOverEvent[Data] // 游戏结束事件
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changeEventHandles []RoundChangeEvent[Data] // 游戏回合变更事件
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swapCampEventHandles []RoundSwapCampEvent[Data] // 阵营交换事件
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swapEntityEventHandles []RoundSwapEntityEvent[Data] // 实体交换事件
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gameOverEventHandles []RoundGameOverEvent[Data] // 游戏结束事件
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changeEventHandles []RoundChangeEvent[Data] // 游戏回合变更事件
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actionTimeoutEventHandles []RoundActionTimeoutEvent[Data] // 行动超时事件
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}
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// GetData 获取游戏数据
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@ -69,15 +74,25 @@ func (slf *Round[Data]) GetData() Data {
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func (slf *Round[Data]) Run() {
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slf.currentEntity = -1
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slf.round = 1
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slf.loop()
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slf.loop(false)
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}
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func (slf *Round[Data]) loop() {
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// Release 释放游戏
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func (slf *Round[Data]) Release() {
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if slf.mark == slf.ticker.Mark() {
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slf.ticker.Release()
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return
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}
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slf.ticker.StopTimer(slf.actionTimeoutTickerName)
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}
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func (slf *Round[Data]) loop(timeout bool) {
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slf.ticker.StopTimer(slf.actionTimeoutTickerName)
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if timeout {
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slf.OnActionTimeoutEvent()
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}
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if slf.roundGameOverVerifyHandle(slf) {
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for _, handle := range slf.gameOverEventHandles {
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handle(slf)
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}
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slf.OnGameOverEvent()
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return
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} else {
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slf.ActionRefresh()
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@ -96,22 +111,22 @@ func (slf *Round[Data]) loop() {
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if slf.roundCount > len(slf.camps) {
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slf.round++
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slf.roundCount = 1
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for _, handle := range slf.changeEventHandles {
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handle(slf)
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}
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}
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for _, handle := range slf.swapCampEventHandles {
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handle(slf, slf.currentCamp)
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slf.OnChangeEvent()
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}
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slf.OnSwapCampEvent()
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}
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slf.currentEntity++
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for _, handle := range slf.swapEntityEventHandles {
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if slf.entityCounterclockwise {
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handle(slf, slf.currentCamp, slf.camps[slf.currentCamp][len(slf.camps[slf.currentCamp])-slf.currentEntity-1])
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} else {
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handle(slf, slf.currentCamp, slf.camps[slf.currentCamp][slf.currentEntity])
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}
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slf.OnSwapEntityEvent()
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}
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// SetCurrent 设置当前行动对象
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func (slf *Round[Data]) SetCurrent(campId int, entityId int) {
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camp, exist := slf.camps[campId]
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if !exist || !slice.Contains(camp, entityId) {
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return
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}
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slf.currentCamp = campId
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slf.currentEntity = slice.GetIndex(camp, entityId)
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}
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// SkipCamp 跳过当前阵营剩余对象的行动
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@ -122,7 +137,7 @@ func (slf *Round[Data]) SkipCamp() {
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// ActionRefresh 刷新行动超时时间
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func (slf *Round[Data]) ActionRefresh() {
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slf.currentEndTime = time.Now().Unix()
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slf.ticker.After(slf.actionTimeoutTickerName, slf.actionTimeout, slf.loop)
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slf.ticker.After(slf.actionTimeoutTickerName, slf.actionTimeout, slf.loop, true)
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}
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// ActionFinish 结束行动
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@ -130,10 +145,8 @@ func (slf *Round[Data]) ActionFinish() {
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slf.ticker.StopTimer(slf.actionTimeoutTickerName)
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if slf.shareAction {
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slf.currentEntity = -1
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} else {
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slf.currentEntity++
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}
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slf.loop()
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slf.loop(false)
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}
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// GetRound 获取当前回合数
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@ -165,3 +178,42 @@ func (slf *Round[Data]) GetCurrentRoundProgressRate() float64 {
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func (slf *Round[Data]) GetCurrent() (camp, entity int) {
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return slf.currentCamp, slf.camps[slf.currentCamp][slf.currentEntity]
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}
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// OnSwapCampEvent 触发阵营交换事件
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func (slf *Round[Data]) OnSwapCampEvent() {
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for _, handle := range slf.swapCampEventHandles {
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handle(slf, slf.currentCamp)
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}
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}
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// OnSwapEntityEvent 触发实体交换事件
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func (slf *Round[Data]) OnSwapEntityEvent() {
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for _, handle := range slf.swapEntityEventHandles {
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if slf.entityCounterclockwise {
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handle(slf, slf.currentCamp, slf.camps[slf.currentCamp][len(slf.camps[slf.currentCamp])-slf.currentEntity-1])
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} else {
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handle(slf, slf.currentCamp, slf.camps[slf.currentCamp][slf.currentEntity])
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}
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}
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}
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// OnGameOverEvent 触发游戏结束事件
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func (slf *Round[Data]) OnGameOverEvent() {
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for _, handle := range slf.gameOverEventHandles {
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handle(slf)
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}
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}
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// OnChangeEvent 触发回合变更事件
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func (slf *Round[Data]) OnChangeEvent() {
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for _, handle := range slf.changeEventHandles {
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handle(slf)
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}
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}
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// OnActionTimeoutEvent 触发行动超时事件
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func (slf *Round[Data]) OnActionTimeoutEvent() {
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for _, handle := range slf.actionTimeoutEventHandles {
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handle(slf, slf.currentCamp, slf.camps[slf.currentCamp][slf.currentEntity])
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}
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}
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@ -9,10 +9,11 @@ import (
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type RoundOption[Data RoundData] func(round *Round[Data])
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type (
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RoundSwapCampEvent[Data RoundData] func(round *Round[Data], campId int)
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RoundSwapEntityEvent[Data RoundData] func(round *Round[Data], campId, entity int)
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RoundGameOverEvent[Data RoundData] func(round *Round[Data])
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RoundChangeEvent[Data RoundData] func(round *Round[Data])
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RoundSwapCampEvent[Data RoundData] func(round *Round[Data], campId int)
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RoundSwapEntityEvent[Data RoundData] func(round *Round[Data], campId, entity int)
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RoundGameOverEvent[Data RoundData] func(round *Round[Data])
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RoundChangeEvent[Data RoundData] func(round *Round[Data])
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RoundActionTimeoutEvent[Data RoundData] func(round *Round[Data], campId, entity int)
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)
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// WithRoundTicker 设置游戏的计时器
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@ -37,6 +38,7 @@ func WithRoundShareAction[Data RoundData](share bool) RoundOption[Data] {
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}
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// WithRoundSwapCampEvent 设置游戏的阵营交换事件
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// - 该事件在触发时已经完成了阵营的交换
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func WithRoundSwapCampEvent[Data RoundData](swapCampEventHandle RoundSwapCampEvent[Data]) RoundOption[Data] {
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return func(round *Round[Data]) {
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round.swapCampEventHandles = append(round.swapCampEventHandles, swapCampEventHandle)
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@ -44,6 +46,7 @@ func WithRoundSwapCampEvent[Data RoundData](swapCampEventHandle RoundSwapCampEve
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}
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// WithRoundSwapEntityEvent 设置游戏的实体交换事件
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// - 该事件在触发时已经完成了实体的交换
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func WithRoundSwapEntityEvent[Data RoundData](swapEntityEventHandle RoundSwapEntityEvent[Data]) RoundOption[Data] {
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return func(round *Round[Data]) {
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round.swapEntityEventHandles = append(round.swapEntityEventHandles, swapEntityEventHandle)
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@ -58,12 +61,20 @@ func WithRoundGameOverEvent[Data RoundData](gameOverEventHandle RoundGameOverEve
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}
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// WithRoundChangeEvent 设置游戏的回合变更事件
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// - 该事件在触发时已经完成了回合的变更
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func WithRoundChangeEvent[Data RoundData](changeEventHandle RoundChangeEvent[Data]) RoundOption[Data] {
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return func(round *Round[Data]) {
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round.changeEventHandles = append(round.changeEventHandles, changeEventHandle)
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}
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}
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// WithRoundActionTimeoutEvent 设置游戏的超时事件
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func WithRoundActionTimeoutEvent[Data RoundData](timeoutEventHandle RoundActionTimeoutEvent[Data]) RoundOption[Data] {
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return func(round *Round[Data]) {
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round.actionTimeoutEventHandles = append(round.actionTimeoutEventHandles, timeoutEventHandle)
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}
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}
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// WithRoundCampCounterclockwise 设置游戏阵营逆序执行
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func WithRoundCampCounterclockwise[Data RoundData]() RoundOption[Data] {
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return func(round *Round[Data]) {
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@ -1,6 +1,7 @@
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package fight
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import (
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"fmt"
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"sync"
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"testing"
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"time"
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@ -17,14 +18,11 @@ func TestName(t *testing.T) {
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},
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WithRoundActionTimeout[string](time.Second),
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WithRoundSwapEntityEvent[string](func(round *Round[string], campId, entity int) {
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t.Log(time.Now(), "swap entity", round.GetRound(), campId, entity)
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fmt.Println(campId, entity)
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if campId == 1 && entity == 2 {
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round.SetCurrent(1, 1)
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}
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}),
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WithRoundGameOverEvent[string](func(round *Round[string]) {
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t.Log(time.Now(), "game over", round.GetRound())
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wait.Done()
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}),
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WithRoundCampCounterclockwise[string](),
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WithRoundEntityCounterclockwise[string](),
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)
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wait.Add(1)
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