示例#1
0
func (s *service) event(e exploration.Exploration, eventTime time.Time) (exploration.Exploration, error) {
	p, err := s.playerRepository.Resolve(e.PlayerID)
	if err != nil {
		return e, fmt.Errorf("player error %d: %s", e.PlayerID, err.Error())
	}

	activeEvents := []event.Event{}

	// 戦闘中ならevent抽選しない
	if e.IsEnemyBattle() {
		p = e.EnemyEncounter.Battle(p)
		activeEvents = append(activeEvents, e.EnemyEncounter.BuildEvents(e.PlayerID)...)
		// TODO: Battle結果反映 ここでlogs消すのいまいち...
		e.EnemyEncounter.Logs = []battle.BattleLog{}
	} else {
		ev := event.NoneEvent
		switch {
		case p.IsUseHPRecovery(): // HP回復アイテム消費イベント生成
			if itm, ok := p.Inventory.FindItemType(item.HPRecoverItemType); ok {
				ev = event.NewEvent(event.EventUseItem, event.SubIdentifier(itm.ID), itm.Value)
			}
		case p.IsUseMPRecovery(): // MP回復アイテム消費イベント生成
			if itm, ok := p.Inventory.FindItemType(item.MPRecoverItemType); ok {
				ev = event.NewEvent(event.EventUseItem, event.SubIdentifier(itm.ID), itm.Value)
			}
		}

		if ev == event.NoneEvent {
			// 探索行動イベント抽選
			ev = s.lotActionEvent(e.DungeonID, e.NowFloorNo())
		}

		// 探索に探索行動イベントを反映
		activeEvents = append(activeEvents, ev)

		// 探索行動イベントをプレイヤーにイベントを反映
		if isEffect := p.EffectEvent(ev); !isEffect {
			// もしerrorになった場合errorイベントを探索に反映する
			activeEvents = append(activeEvents, ev.BuildNotEvent())
		}
	}

	// プレイヤー力尽き判定
	if p.IsDown() {
		activeEvents = append(activeEvents, event.PlayerDownEvent)
	}

	if err := s.playerRepository.Store(p); err != nil {
		return e, fmt.Errorf("player store error %d: %s", e.PlayerID, err.Error())
	}

	return s.activeEvent(e, eventTime, activeEvents...)
}
示例#2
0
func (s *service) lotActionEvent(dungeonID dungeon.Identifier, floorNo int) event.Event {
	var lotEvent event.Event
	// ダンジョン内の移動(探索)を選択したときの抽選
	lotEventID := s.lotteryFactory.LotEvent(dungeonID, floorNo)
	switch lotEventID {
	case event.EventGetItem:
		itemID, num := s.lotteryFactory.LotItem(dungeonID, floorNo)
		lotEvent = event.NewEvent(lotEventID, event.SubIdentifier(itemID), num)
	case event.EventEnemyEncounter:
		enemyID, level := s.lotteryFactory.LotEnemy(dungeonID, floorNo)
		lotEvent = event.NewEvent(lotEventID, event.SubIdentifier(enemyID), level)
	case event.EventTrap:
		trapID, num := s.lotteryFactory.LotTrap(dungeonID, floorNo)
		lotEvent = event.NewEvent(lotEventID, event.SubIdentifier(trapID), num)
	default:
		lotEvent = event.NoneEvent
	}
	return lotEvent
}
示例#3
0
func (b *Encounter) BuildEvents(playerID character.PlayerIdentifier) []event.Event {
	resultEvents := []event.Event{}
	for _, l := range b.Logs {
		// playerのステータス更新とenemyのステータス更新
		switch l.ActionType {
		case EnemyDown:
			e := event.NewEvent(event.EventBattleWin, event.SubIdentifier(b.Enemy.ID), l.Value)
			resultEvents = append(resultEvents, e)
		case PlayerDown:
			e := event.NewEvent(event.EventBattleLose, event.SubIdentifier(playerID), l.Value)
			resultEvents = append(resultEvents, e)
		case PlayerAttack:
			e := event.NewEvent(event.EventBattleAttack, event.SubIdentifier(b.Enemy.ID), l.Value)
			resultEvents = append(resultEvents, e)
		case EnemyAttack:
			e := event.NewEvent(event.EventBattleDamage, event.SubIdentifier(playerID), l.Value)
			resultEvents = append(resultEvents, e)
		default:
			panic("not found case " + l.ActionType)
		}
	}
	return resultEvents
}