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bl/logic/service/fight/fightc.go

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package fight
import (
"blazing/common/utils"
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"blazing/logic/service/common"
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"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/modules/player/model"
"reflect"
"github.com/alpacahq/alpacadecimal"
"github.com/barkimedes/go-deepcopy"
"github.com/gogf/gf/v2/util/grand"
)
// processSkillAttack 处理技能攻击逻辑
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func (f *FightC) processSkillAttack(attacker, defender *input.Input, skill *info.SkillEntity) {
if attacker == nil || defender == nil || skill == nil {
return
}
skill.AttackTimeC(attacker.Prop[5]) //计算命中
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defender.ExecWithOpponent(attacker, func(effect input.Effect) bool { //计算闪避,然后修改对方命中),同时相当于计算属性无效这种
f.setEffectSkillContext(effect, skill, defender)
effect.SkillHit_ex()
return true
})
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool {
//计算变威力
f.setEffectSkillContext(effect, skill, defender)
effect.SkillHit() //相当于先调整基础命中,不光调整命中,这里还能调整技能属性,暴击率
return true
})
var originalProps [2][6]int8
var originalPetInfo [2]model.PetInfo
attackerPet := attacker.CurrentPet()
defenderPet := defender.CurrentPet()
if attackerPet == nil || defenderPet == nil {
return
}
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//复制属性
originalProps[0], originalProps[1] = attacker.Prop, defender.Prop
originalPetInfo[0], originalPetInfo[1] = attackerPet.Info, defenderPet.Info
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool {
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//计算变威力
f.setEffectSkillContext(effect, skill, defender)
effect.CalculatePre() //相当于先调整基础命中,不光调整命中,这里还能调整技能属性,暴击率
return true
})
//技能命中+效果失效 这里就是修改效果命中为false
//技能miss+效果生效 这里属于强制改命中效果,但是正常来说,技能miss掉后效果也应该失效
//技能失效+效果失效
attacker.AttackTime = skill.AttackTime
attacker.SkillID = uint32(skill.XML.ID) //获取技能ID
var SumDamage alpacadecimal.Decimal
if skill.AttackTime != 0 { //如果命中
SumDamage = attacker.CalculatePower(defender, skill)
attacker.CalculateCrit(defender, skill) //暴击计算
attacker.IsCritical = skill.Crit
}
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//还原属性
attacker.Prop, defender.Prop = originalProps[0], originalProps[1]
attackerPet.Info, defenderPet.Info = originalPetInfo[0], originalPetInfo[1]
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if attacker.IsCritical == 1 { //命中了才有暴击
//暴击破防
if skill.Category() == info.Category.PHYSICAL && defender.Prop[1] > 0 {
defender.Prop[1] = 0
} else if skill.Category() == info.Category.SPECIAL && defender.Prop[3] > 0 {
defender.Prop[3] = 0
}
//暴击翻倍
SumDamage = SumDamage.Mul(alpacadecimal.NewFromInt(2))
}
//到这里已经是强制miss或者命中,所以根本不存在强制miss改命中的情况,因为miss的时候不会执行到这里
if !skill.Hit {
for _, effect := range attacker.EffectCache {
effect.Alive(false) //我方效果命中
}
//这时候将被覆盖的效果全部装回来enterturn
for _, effect := range attacker.EffectLost {
if effect.Duration() > 0 || effect.Duration() == -1 {
//effect.Alive(true)
attacker.AddEffect(effect.GetInput(), effect)
}
}
}
// 扣减防御方血量
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool {
f.setEffectSkillContext(effect, skill, defender)
effect.OnSkill() //调用伤害计算
return true
})
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defender.Damage(attacker, &info.DamageZone{
Damage: SumDamage,
Type: info.DamageType.Red,
})
}
// IsNil 检查值是否为nil
func IsNil(x interface{}) bool {
if x == nil {
return true
}
rv := reflect.ValueOf(x)
return rv.Kind() == reflect.Ptr && rv.IsNil()
}
// copySkill 复制技能实体
func (f *FightC) copySkill(action *action.SelectSkillAction) *info.SkillEntity {
if action == nil {
return nil
}
if action.SkillEntity == nil {
return nil
}
originalSkill, _ := deepcopy.Anything(action.SkillEntity) //备份技能
originalSkill.(*info.SkillEntity).Accuracy = action.SkillEntity.Accuracy //拷贝后命中丢失
return originalSkill.(*info.SkillEntity)
}
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func (f *FightC) getSkillParticipants(skillAction *action.SelectSkillAction) (*input.Input, *input.Input) {
if skillAction == nil {
return nil, nil
}
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attacker := f.GetInputByAction(skillAction, false)
defender := f.GetInputByAction(skillAction, true)
if attacker != nil && defender == attacker && shouldResolveOpponentAsTarget(skillAction.SkillEntity) {
if opponent, _ := attacker.OpponentSlotAtOrNextLiving(0); opponent != nil {
defender = opponent
} else if opponent := f.roundOpponentInput(attacker); opponent != nil {
defender = opponent
}
}
return attacker, defender
}
func shouldResolveOpponentAsTarget(skill *info.SkillEntity) bool {
return skill != nil && skill.XML.AtkType == 3
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}
// setEffectSkillContext 统一设置技能阶段 effect 上下文。
// 规则:
// 1) Our/Opp 由 ExecWithOpponent 负责写入carrier / 对位)。
// 2) Target 统一表示“本次动作被选中的目标位”,在攻防双方 hook 中保持一致。
func (f *FightC) setEffectSkillContext(effect input.Effect, skill *info.SkillEntity, target *input.Input) {
if effect == nil {
return
}
ctx := effect.Ctx()
ctx.SkillEntity = skill
if target != nil {
ctx.Target = target
}
}
func (f *FightC) setEffectTarget(effect input.Effect, target *input.Input) {
if effect == nil || target == nil {
return
}
effect.Ctx().Target = target
}
// plannedOpponentForCarrier 为旧 effect 提供“当前动作对应目标”上下文:
// 1) 若 carrier 是本回合出手方,返回其动作目标。
// 2) 若无匹配动作,返回 nil交给 Input 默认 OppTeam 回退。
func (f *FightC) plannedOpponentForCarrier(carrier *input.Input, acts ...*action.SelectSkillAction) *input.Input {
if carrier == nil {
return nil
}
for _, act := range acts {
if act == nil {
continue
}
attacker, defender := f.getSkillParticipants(act)
if attacker == carrier {
return defender
}
}
return nil
}
func (f *FightC) collectAttackValues(inputs []*input.Input) []model.AttackValue {
values := make([]model.AttackValue, 0, len(inputs))
for actorIndex, fighter := range inputs {
if fighter == nil || fighter.AttackValue == nil {
continue
}
attackValue := *fighter.AttackValue
if attackValue.SkillID == 0 {
continue
}
attackValue.ActorIndex = uint32(actorIndex)
values = append(values, attackValue)
}
return values
}
func (f *FightC) buildAttackValueForBroadcast(fighter *input.Input, fallbackActorIndex int) model.AttackValue {
if fighter == nil {
return model.AttackValue{}
}
if fighter.AttackValue == nil {
empty := info.NewAttackValue(fighter.UserID)
fighter.AttackValue = empty
}
attackValue := *fighter.AttackValue
attackValue.ActorIndex = uint32(fallbackActorIndex)
if attackValue.UserID == 0 && fighter.Player != nil && fighter.Player.GetInfo() != nil {
attackValue.UserID = fighter.Player.GetInfo().UserID
}
return attackValue
}
func (f *FightC) buildNoteUseSkillOutboundInfo() info.NoteUseSkillOutboundInfo {
result := info.NoteUseSkillOutboundInfo{}
if f.First != nil {
result.FirstAttackInfo = f.buildAttackValueForBroadcast(f.First, f.First.TeamSlotIndex())
}
if f.Second != nil {
result.SecondAttackInfo = f.buildAttackValueForBroadcast(f.Second, f.Second.TeamSlotIndex())
}
return result
}
func (f *FightC) roundOpponentInput(attacker *input.Input) *input.Input {
if attacker == nil {
return nil
}
for _, opponent := range attacker.OpponentSlots() {
if opponent != nil {
return opponent
}
}
return nil
}
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func shouldSkipSecondAction(first, second *input.Input) bool {
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if first == nil || second == nil {
return false
}
firstPet := first.CurrentPet()
secondPet := second.CurrentPet()
return firstPet == nil || firstPet.Info.Hp <= 0 || secondPet == nil || secondPet.Info.Hp <= 0
}
// enterturn 处理战斗回合逻辑
// 回合有先手方和后手方,同时有攻击方和被攻击方
func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction) {
//双方首发精灵登场时,依挑战方机制:房主方先判定,挑战方后判定
//双方非首发精灵登场时,根据切换先后判定(看手速)
// 神罗、圣华登场时魂免“登场时xx”等效果
//阿枫的效果也在这里判断
if f.closefight {
return
}
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f.Broadcast(func(ff *input.Input) {
ff.EffectCache = make([]input.Effect, 0) //先把上一回合数据清空,但是应该把本身延续类效果集成过来
ff.EffectLost = make([]input.Effect, 0)
opponent := f.plannedOpponentForCarrier(ff, firstAttack, secondAttack)
ff.ExecWithOpponent(opponent, func(effect input.Effect) bool { //回合开始前
f.setEffectTarget(effect, opponent)
effect.TurnStart(firstAttack, secondAttack)
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return true
})
})
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for _, skillAction := range []*action.SelectSkillAction{firstAttack, secondAttack} {
attackerInput, _ := f.getSkillParticipants(skillAction)
if attackerInput == nil {
continue
}
f.setActionAttackValue(skillAction)
attackerInput.Parseskill(skillAction)
}
f.Broadcast(func(fighter *input.Input) {
opponent := f.plannedOpponentForCarrier(fighter, firstAttack, secondAttack)
fighter.ExecWithOpponent(opponent, func(effect input.Effect) bool { //回合开始前
f.setEffectTarget(effect, opponent)
effect.ComparePre(firstAttack, secondAttack) //先结算技能的优先级
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return true
})
fighter.ResetAttackValue()
})
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f.First, f.Second = f.primaryOur(), f.primaryOpp()
switch {
case firstAttack != nil && secondAttack != nil:
f.First, _ = f.getSkillParticipants(firstAttack)
f.Second, _ = f.getSkillParticipants(secondAttack)
case firstAttack != nil:
f.First, _ = f.getSkillParticipants(firstAttack)
f.Second = f.roundOpponentInput(f.First)
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case secondAttack != nil:
f.First, _ = f.getSkillParticipants(secondAttack)
f.Second = f.roundOpponentInput(f.First)
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}
if f.First == nil {
f.First = f.primaryOur()
}
if f.Second == nil {
f.Second = f.primaryOpp()
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}
if firstAttack != nil && secondAttack != nil {
switch {
case firstAttack.SkillEntity.XML.Priority < secondAttack.SkillEntity.XML.Priority:
firstAttack, secondAttack = secondAttack, firstAttack //互换先手权
f.First, f.Second = f.Second, f.First
case firstAttack.SkillEntity.XML.Priority == secondAttack.SkillEntity.XML.Priority:
if f.Second.GetProp(4).Cmp(f.First.GetProp(4)) > 0 {
firstAttack, secondAttack = secondAttack, firstAttack //互换先手权
f.First, f.Second = f.Second, f.First
}
if f.Second.GetProp(4).Cmp(f.First.GetProp(4)) == 0 {
if grand.Meet(1, 2) { //随机出手
firstAttack, secondAttack = secondAttack, firstAttack //互换先手权
f.First, f.Second = f.Second, f.First
}
}
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}
}
skipActionStage := firstAttack == nil && secondAttack == nil
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var attacker, defender *input.Input
f.TrueFirst = f.First
//开始回合操作。若双方本回合都未出手,则只走完整回合流程,不进入动作阶段。
for i := 0; !skipActionStage && i < 2; i++ {
var originalSkill *info.SkillEntity //原始技能
var currentSkill *info.SkillEntity //当前技能
var currentAction *action.SelectSkillAction
if i == 0 {
currentAction = firstAttack
if currentAction == nil {
continue
}
attacker, defender = f.getSkillParticipants(firstAttack)
originalSkill = f.copySkill(firstAttack)
//先手阶段,先修复后手效果
f.Second.RecoverEffect()
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} else {
currentAction = secondAttack
if currentAction == nil {
continue
}
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if shouldSkipSecondAction(f.First, f.Second) {
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secondAttack = nil
continue
}
attacker, defender = f.getSkillParticipants(secondAttack)
originalSkill = f.copySkill(secondAttack)
//取消后手历史效果
f.Second.ReactvieEffect()
}
if attacker == nil {
attacker = f.First
}
if defender == nil {
defender = f.Second
}
currentSkill = originalSkill
defender.ExecWithOpponent(attacker, func(effect input.Effect) bool { //这个是能否使用技能
f.setEffectSkillContext(effect, currentSkill, defender)
return effect.ActionStartEx(firstAttack, secondAttack)
})
canUseSkill := attacker.ExecWithOpponent(defender, func(effect input.Effect) bool { //这个是能否使用技能
f.setEffectSkillContext(effect, currentSkill, defender)
return effect.ActionStart(firstAttack, secondAttack)
})
attackerPet := attacker.CurrentPet()
defenderPet := defender.CurrentPet()
canUse := canUseSkill && action.CanUse(currentSkill) && attacker != nil && attackerPet != nil && attackerPet.Info.Hp > 0
if !canUse {
attacker.RecoverEffect()
currentSkill = nil
if i == 0 { //先手方被控,这时候应该算做未出手状态
f.TrueFirst = defender
for _, effect := range defender.EffectCache {
effect.IsFirst(true)
}
}
//先手权不一定出手
} else {
f.setActionAttackValue(currentAction)
for _, effect := range attacker.EffectCache {
effect.IsFirst(true)
}
f.processSkillAttack(attacker, defender, currentSkill)
currentSkill = originalSkill //还原技能
_, skill, ok := utils.FindWithIndex(attackerPet.Info.SkillList, func(item model.SkillInfo) bool {
return item.ID == currentSkill.Info.ID
})
if ok {
usecount := 1
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool { //技能使用后的我方效果
f.setEffectSkillContext(effect, currentSkill, defender)
effect.HookPP(&usecount)
return true
})
skill.Use(usecount)
}
}
if defenderPet != nil && defenderPet.Info.Hp > 0 {
//技能使用后
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defender.ExecWithOpponent(attacker, func(effect input.Effect) bool { //技能使用后的我方效果
f.setEffectSkillContext(effect, currentSkill, defender)
effect.Skill_Use_ex()
return true
})
}
if attackerPet != nil && attackerPet.Info.Hp > 0 {
//技能使用后
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool { //技能使用后的我方效果
f.setEffectSkillContext(effect, currentSkill, defender)
effect.Skill_Use()
return true
})
}
//技能使用后
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defender.ExecWithOpponent(attacker, func(effect input.Effect) bool { //技能使用后的我方效果
f.setEffectSkillContext(effect, currentSkill, defender)
effect.Action_end_ex()
return true
})
//技能使用后
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool { //技能使用后的我方效果
f.setEffectSkillContext(effect, currentSkill, defender)
effect.Action_end()
return true
})
if defenderPet != nil && attackerPet != nil && defenderPet.Info.Hp <= 0 && attackerPet.Info.Hp <= 0 { //先手方死亡,触发反同归于尽
attackerPet.Info.Hp = 1
}
if defenderPet != nil && defenderPet.Info.Hp <= 0 {
f.TURNOVER(defender)
break
}
if attackerPet != nil && attackerPet.Info.Hp <= 0 {
f.TURNOVER(attacker)
break
}
}
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f.Broadcast(func(ff *input.Input) {
ff.GenSataus()
ff.Exec(func(t input.Effect) bool { //这个是能否使用技能
//结算状态
t.TurnEnd() //返回本身结算,如果false,说明不能使用技能了
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return true
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})
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ff.GenInfo()
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ff.SnapshotTurnProp()
})
if f.TrueFirst != f.First {
f.First, f.Second = f.Second, f.First
}
if f.LegacyGroupProtocol {
f.sendLegacyRoundBroadcast(firstAttack, secondAttack)
}
attackValueResult := f.buildNoteUseSkillOutboundInfo()
//因为切完才能广播,所以必须和回合结束分开结算
f.BroadcastPlayers(func(p common.PlayerI) {
for _, switchAction := range f.Switch {
if p.GetInfo().UserID != switchAction.Reason.UserId {
// println("切精灵", switchAction.Reason.UserId, switchAction.Reason.ID)
if f.LegacyGroupProtocol {
switchedInput := f.getInputByUserID(switchAction.Reason.UserId, int(switchAction.Reason.ActorIndex), false)
if switchedInput == nil {
switchedInput = f.getInputByUserID(switchAction.Reason.UserId, int(switchAction.ActorIndex), false)
}
f.sendLegacyGroupChangePetSuccess(p, switchedInput, &switchAction.Reason)
} else {
f.sendFightPacket(p, fightPacketChangePetSuccess, &switchAction.Reason)
}
}
}
})
f.Switch = make(map[actionSlotKey]*action.ActiveSwitchAction)
if f.closefight && f.Info.Mode == info.BattleMode.PET_MELEE {
// f.Broadcast(func(fighter *input.Input) {
// if fighter.UserID != f.WinnerId {
// f.sendFightPacket(fighter.Player, 2505, groupCmdSkillHurt, /&attackValueResult)
// }
// })
return
}
if attackValueResult.FirstAttackInfo.UserID != 0 || attackValueResult.SecondAttackInfo.UserID != 0 {
f.BroadcastPlayers(func(p common.PlayerI) {
if !f.LegacyGroupProtocol {
f.sendFightPacket(p, fightPacketSkillResult, &attackValueResult)
}
})
}
f.Broadcast(func(fighter *input.Input) {
fighter.CanChange = 0
})
if f.closefight {
return
}
}
func (f *FightC) TURNOVER(cur *input.Input) {
var _hasBackup bool
if cur == nil {
return
}
_hasBackup = cur.HasLivingBench()
f.sendLegacySpriteDie(cur, _hasBackup)
f.Broadcast(func(ff *input.Input) {
ff.Exec(func(t input.Effect) bool {
t.SwitchOut(cur)
return true
})
})
if f.IsWin(f.GetInputByPlayer(cur.Player, true)) { //然后检查是否战斗结束
f.FightOverInfo.WinnerId = f.GetInputByPlayer(cur.Player, true).UserID
f.FightOverInfo.Reason = normalizeFightOverReason(model.BattleOverReason.DefaultEnd)
f.WinnerId = f.FightOverInfo.WinnerId
f.Reason = f.FightOverInfo.Reason
f.closefight = true
// break
}
}