2025-09-14 01:35:16 +08:00
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package input
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import (
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2025-09-24 19:22:46 +08:00
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"blazing/common/utils"
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2025-09-14 01:35:16 +08:00
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"blazing/logic/service/common"
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"blazing/logic/service/fight/info"
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"github.com/jinzhu/copier"
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)
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type Input struct {
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CanChange bool //是否可以死亡切换CanChange
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CurrentPet *info.BattlePetEntity //当前精灵
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AllPet []*info.BattlePetEntity
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Player common.PlayerI
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Finished bool //是否加载完成
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*info.AttackValue
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FightC common.FightI
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// info.BattleActionI
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2025-09-26 02:09:33 +00:00
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Effects *utils.OrderedMap[int, Effect] //effects 实际上全局就是effect无限回合 //effects容器 技能的
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2025-09-26 13:33:55 +08:00
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DamageZone map[info.EnumDamageType]int //伤害容器
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2025-09-26 02:09:33 +00:00
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First bool //是否先手
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2025-09-14 01:35:16 +08:00
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}
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2025-09-14 04:48:38 +08:00
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func NewInput(c common.FightI, p common.PlayerI) *Input {
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ret := &Input{FightC: c, Player: p}
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2025-09-24 19:46:42 +08:00
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ret.Effects = utils.NewOrderedMap[int, Effect]()
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2025-09-26 13:33:55 +08:00
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ret.DamageZone = make(map[info.EnumDamageType]int)
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2025-09-26 02:09:33 +00:00
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// t := Geteffect(EffectType.Damage, 0)
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// t.Effect.SetArgs(ret)
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// ret.AddEffect(t) //添加默认基类,实现继承
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p.SetFightC(c) //给玩家设置战斗容器
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2025-09-24 19:46:42 +08:00
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2025-09-14 04:48:38 +08:00
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return ret
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}
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2025-09-14 01:35:16 +08:00
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func (i *Input) GetPetInfo() *info.BattlePetEntity {
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return i.CurrentPet
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}
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2025-09-14 04:48:38 +08:00
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// 这个每回合都会调用
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2025-09-14 01:35:16 +08:00
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func (i *Input) InitAttackValue() {
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2025-09-21 14:56:37 +00:00
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i.AttackValue = info.NewAttackValue(i.Player.GetInfo().UserID)
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2025-09-14 01:35:16 +08:00
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}
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func (i *Input) GetPet(id uint32) (ii *info.BattlePetEntity, Reason info.ChangePetInfo) {
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for _, v := range i.AllPet {
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if v.Info.CatchTime == uint32(id) {
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copier.Copy(&Reason, &v.Info)
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Reason.UserId = i.Player.GetInfo().UserID
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ii = v
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}
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}
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return
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}
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2025-09-21 14:56:37 +00:00
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// GetStatusBonus 获取最高的状态倍率
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// 遍历状态数组,返回存在的状态中最高的倍率(无状态则返回1.0)
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func (i *Input) GetStatusBonus() float64 {
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// 异常状态倍率映射表(状态索引 -> 倍率)
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var statusBonuses = map[info.EnumBattleStatus]float64{
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2025-09-25 14:51:11 +00:00
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info.PetStatus.Paralysis: 1.5,
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info.PetStatus.Poisoned: 1.5,
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info.PetStatus.Sleep: 2.0,
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// /info.BattleStatus.Frozen: 2.0,
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}
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maxBonus := 1.0 // 默认无状态倍率
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for statusIdx := 0; statusIdx < 20; statusIdx++ {
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2025-09-24 16:36:32 +00:00
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t := Geteffect(EffectType.Status, statusIdx)
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2025-09-21 14:56:37 +00:00
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// 检查状态是否存在(数组中值为1表示存在该状态)
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2025-09-25 13:07:56 +08:00
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if t.ID != 0 && t.Effect.Stack() > 0 {
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2025-09-21 14:56:37 +00:00
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if bonus, exists := statusBonuses[info.EnumBattleStatus(statusIdx)]; exists && bonus > maxBonus {
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maxBonus = bonus
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}
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}
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}
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return maxBonus
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}
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