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CTT/Server/Hotfix/Game/Handler/Battle/Common/C2M_StartPKFightHandler.cs

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2.9 KiB
C#
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2021-04-08 20:09:59 +08:00
using Cal.DataTable;
using System;
namespace ET
{
[ActorMessageHandler]
public class C2M_StartPKFightHandler : AMActorLocationRpcHandler<Unit, C2M_StartPKFight, M2C_StartPKFight>
{
protected override async ETTask Run(Unit unit, C2M_StartPKFight request, M2C_StartPKFight response, Action reply)
{
if (!unit.IsTeamLeader)
{
response.Message = "您不是队长!";
reply();
return;
}
Unit targetUnit = MapUnitComponent.Instance.Get(request.TargetId);
if (targetUnit == null)
{
response.Message = "对方不在线!";
reply();
return;
}
if (unit.TeamLeaderId == targetUnit.TeamLeaderId)
{
response.Message = "不能跟队友PK";
reply();
return;
}
Team team = TeamComponent.Instance.Get(unit.TeamLeaderId);
if (team.TeamState == TeamState.Fight)
{
Log.Error($"*【{ UserComponent.Instance.Get(unit.Id)?.NickName} ({ unit.Id})】多次进行PK战斗");
response.Message = "系统错误";
reply();
return;
}
Team targetTeam = TeamComponent.Instance.Get(targetUnit.TeamLeaderId);
if (targetTeam.TeamState == TeamState.Fight)
{
response.Message = "对方在战斗中";
reply();
return;
}
var targetLeader = targetTeam.GetLeader();
if (targetLeader.isAI)
{
response.Message = "对方跑图中,请勿打扰!";
reply();
return;
}
UnitScene unitScene = unit.GetComponent<UnitScene>();
UnitSceneType unitSceneType = MapSceneComponent.Instance.GetUnitSceneType(unitScene.MapId / 100);
if(unitSceneType == UnitSceneType.PersonalPvp)
{
response.Message = "竞技场禁止自由战斗!";
reply();
return;
}
if (unitScene.MapId / 100 == Sys_SceneId.Scene_MainCity)
{
response.Message = "城镇禁止斗殴!";
reply();
return;
}
if ((unitScene.Position - targetUnit.GetComponent<UnitScene>().Position).sqrMagnitude > MoveHelper.AtkDis)
{
Log.Error($"*【{ UserComponent.Instance.Get(unit.Id)?.NickName} ({ unit.Id})】位置{unit.GetComponent<UnitScene>().Position}错误");
response.Message = "系统错误";
reply();
return;
}
var battle = BattleMgrCompnent.Instance.CreateBattle<PKBattle>(team);
battle.Init(targetTeam);
reply();
await ETTask.CompletedTask;
}
}
}