refactor(fight): 重构战斗模块
- 移除 BattleStateMachine 和 BattleUnit 相关代码 - 新增 BattleContainer 和 DamageContext 结构体 - 重构伤害计算逻辑,使用高精度 decimal 进行计算 - 更新随机数生成器,支持基于用户和时间的种子生成 - 优化战斗信息结构,增加 OwnerID 字段
This commit is contained in:
@@ -13,6 +13,7 @@ func (h Controller) OnPlayerFightNpcMonster(data *fight.FightNpcMonsterInboundIn
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c.IsFighting = true
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t1 := handler.NewTomeeHeader(2503, c.UserID)
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ttt := info.NoteReadyToFightInfo{
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OwnerID: data.Head.UserID,
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FightId: 3,
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}
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ttt.OurInfo = info.FightUserInfo{UserID: c.UserID}
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@@ -1,23 +0,0 @@
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package battle
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const (
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StateStart BattleState = iota
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StatePlayerTurn
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StateEnemyTurn
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StateEnd
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)
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type BattleStateMachine struct {
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State BattleState
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}
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func (fsm *BattleStateMachine) Next() {
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switch fsm.State {
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case StateStart:
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fsm.State = StatePlayerTurn
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case StatePlayerTurn:
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fsm.State = StateEnemyTurn
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case StateEnemyTurn:
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fsm.State = StatePlayerTurn
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}
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}
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@@ -1,52 +1,13 @@
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package battle
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import (
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"blazing/logic/service/fight/battle/skill/effect"
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"math/rand/v2"
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"blazing/logic/service/fight/battle/random"
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"blazing/logic/service/fight/info"
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)
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type BattleState int
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// ==== 基础数据结构 ====
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type BattleUnit struct {
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Name string
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Level int
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Atk int
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Def int
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MaxHP int
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HP int
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Buffs map[string]effect.Effect
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IsCritical bool
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}
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func NewBattleUnit(name string, level, atk, def, maxHP int) *BattleUnit {
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return &BattleUnit{
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Name: name,
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Level: level,
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Atk: atk,
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Def: def,
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MaxHP: maxHP,
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HP: maxHP,
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Buffs: make(map[string]effect.Effect),
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}
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}
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// ==== 战斗上下文 ====
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type BattleContext struct {
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Rand *rand.Rand
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}
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Rand random.RandomXS128
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same []info.FightUserInfo //同阵营
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// ==== 技能 ====
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type Skill struct {
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Name string
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Type SkillType
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Power int
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IsAttack bool
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Attacker *BattleUnit
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Defender *BattleUnit
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Effects []Effect
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opposite []info.FightUserInfo //不同阵营
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}
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@@ -1,12 +1,38 @@
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package battle
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import "blazing/logic/service/fight/info"
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type BattleContainer struct {
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FightUserInfo
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BattleContext
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ownerid uint32
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}
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b.Turn++
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fmt.Printf("=== 回合 %d 开始 ===\n", b.Turn)
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b.PublishTrigger(EffectTrigger.TurnStart, containers)
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fmt.Println("=== 玩家操作阶段 ===")
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b.PublishTrigger(EffectTrigger.TurnEnd, containers)
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fmt.Printf("=== 回合 %d 结束 ===\n\n", b.Turn)
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}
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//返回房主信息
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func (b *BattleContainer) Owner() *info.FightUserInfo {
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return &b.same[0]
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}
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//返回邀请者信息,比如野怪
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func (b *BattleContainer) Target() *info.FightUserInfo {
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return &b.opposite[0]
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}
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func NewBattleContainer(i info.NoteReadyToFightInfo) *BattleContainer {
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ret := BattleContainer{}
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ret.same = make([]info.FightUserInfo, 0) //初始化本阵营
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ret.opposite = make([]info.FightUserInfo, 0) //初始化敌方阵营
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ret.same = append(ret.same, i.OurInfo)
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ret.opposite = append(ret.same, i.OpponentInfo)
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ret.ownerid = i.OwnerID //房主ID
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return &ret
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}
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// b.Turn++
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// fmt.Printf("=== 回合 %d 开始 ===\n", b.Turn)
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// b.PublishTrigger(EffectTrigger.TurnStart, containers)
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// fmt.Println("=== 玩家操作阶段 ===")
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// b.PublishTrigger(EffectTrigger.TurnEnd, containers)
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// fmt.Printf("=== 回合 %d 结束 ===\n\n", b.Turn)
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// }
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@@ -1,22 +0,0 @@
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package damage
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import "math/rand"
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// ==== 伤害计算 ====
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func CalculateDamage(attacker, defender *BattleUnit, power int, isCritical bool, r *rand.Rand) int {
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randomFactor := float64(r.Intn(39)+217) / 255.0
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levelZone := float64(attacker.Level*2) / float64(attacker.Level+defender.Level)
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base := ((float64(attacker.Atk) * float64(power) / float64(defender.Def)) / 50.0) + 2
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crit := 1.0
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if isCritical {
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crit = 1.5
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}
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damage := int((base*levelZone*randomFactor)*crit + 0.5)
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if damage < 1 {
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damage = 1
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}
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return damage
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}
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@@ -1,277 +0,0 @@
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package damage
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import (
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"fmt"
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"math/rand"
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"github.com/shopspring/decimal"
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"github.com/tnnmigga/enum"
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)
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// SkillType 技能类型枚举,区分物理和特殊技能
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type SkillType int
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const (
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PHYSICAL SkillType = iota + 1 // 物理技能
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SPECIAL // 特殊技能
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)
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// DamageMultiplierZone 伤害乘算区枚举,使用enum包定义
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type DamageMultiplierZone int
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var DamageMultiplierZoneEnum = enum.New[struct {
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POWER_ADDITION_ZONE DamageMultiplierZone // 威力加算区,直接加成威力值
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POWER_MULTIPLIER_ZONE DamageMultiplierZone // 威力乘算区,倍率调整(如威力倍数)
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ATK_RESISTANCE_ZONE DamageMultiplierZone // 物理伤害减免乘区,默认1,减伤50%对应0.5
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SP_ATK_RESISTANCE_ZONE DamageMultiplierZone // 特殊伤害减免乘区,默认1,减伤50%对应0.5
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SPECIAL_EFFECT_MULTIPLIER_ZONE DamageMultiplierZone // 特殊效果乘算区,如Boss减伤等
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ATTACK_COUNT_ZONE DamageMultiplierZone // 攻击次数乘算区,如攻击2次对应2
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FIX_DAMAGE_RESISTANCE_ZONE DamageMultiplierZone // 固定伤害减免区,直接减固定值
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}]()
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// Code 返回枚举对应整数值
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func (z DamageMultiplierZone) Code() int {
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return int(z)
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}
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// String 返回枚举名称字符串,方便调试打印
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func (z DamageMultiplierZone) String() string {
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switch z {
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case DamageMultiplierZoneEnum.POWER_ADDITION_ZONE:
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return "POWER_ADDITION_ZONE"
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case DamageMultiplierZoneEnum.POWER_MULTIPLIER_ZONE:
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return "POWER_MULTIPLIER_ZONE"
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case DamageMultiplierZoneEnum.ATK_RESISTANCE_ZONE:
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return "ATK_RESISTANCE_ZONE"
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case DamageMultiplierZoneEnum.SP_ATK_RESISTANCE_ZONE:
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return "SP_ATK_RESISTANCE_ZONE"
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case DamageMultiplierZoneEnum.SPECIAL_EFFECT_MULTIPLIER_ZONE:
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return "SPECIAL_EFFECT_MULTIPLIER_ZONE"
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case DamageMultiplierZoneEnum.ATTACK_COUNT_ZONE:
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return "ATTACK_COUNT_ZONE"
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case DamageMultiplierZoneEnum.FIX_DAMAGE_RESISTANCE_ZONE:
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return "FIX_DAMAGE_RESISTANCE_ZONE"
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default:
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return fmt.Sprintf("Unknown(DamageMultiplierZone=%d)", z)
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}
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}
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// FromCode 根据整数值获取枚举
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func FromCode(code int) (DamageMultiplierZone, error) {
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switch code {
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case 1:
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return DamageMultiplierZoneEnum.POWER_ADDITION_ZONE, nil
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case 2:
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return DamageMultiplierZoneEnum.POWER_MULTIPLIER_ZONE, nil
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case 3:
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return DamageMultiplierZoneEnum.ATK_RESISTANCE_ZONE, nil
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case 4:
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return DamageMultiplierZoneEnum.SP_ATK_RESISTANCE_ZONE, nil
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case 5:
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return DamageMultiplierZoneEnum.SPECIAL_EFFECT_MULTIPLIER_ZONE, nil
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case 6:
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return DamageMultiplierZoneEnum.ATTACK_COUNT_ZONE, nil
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case 7:
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return DamageMultiplierZoneEnum.FIX_DAMAGE_RESISTANCE_ZONE, nil
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default:
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return 0, fmt.Errorf("未知的DamageMultiplierZone代码: %d", code)
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}
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}
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// Pet 接口,表示战斗中的宠物实体,包含等级、类型和名称等
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type Pet interface {
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Level() int64
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Type() SkillType
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Name() string
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}
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// SkillInterface 接口,表示技能实体,包含技能类型和名称
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type SkillInterface interface {
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SkillType() SkillType
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Name() string
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}
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// DamageContext 伤害计算上下文,包含攻击方、防御方宠物,技能信息,以及各种计算参数
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type DamageContext struct {
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attackerPet Pet // 攻击宠物
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defenderPet Pet // 防御宠物
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skill SkillInterface // 技能
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Type SkillType // 技能属性类型(物理或特殊)
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BasePower int64 // 基础威力值
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Attack int64 // 攻击力
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Defense int64 // 防御力
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CriticalRate float64 // 暴击倍率,默认2.0倍
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SameTypeRate float64 // 同系加成倍率,默认1.5倍
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Random int // 随机值,默认-1表示未设置
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otherRates map[DamageMultiplierZone]decimal.Decimal // 各伤害乘算区倍率,使用高精度decimal
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extraRates map[string]decimal.Decimal // 额外倍率,支持自定义key
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}
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// NewDamageContext 构造函数,初始化默认值
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func NewDamageContext(attackerPet, defenderPet Pet, skill SkillInterface) *DamageContext {
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ctx := &DamageContext{
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attackerPet: attackerPet,
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defenderPet: defenderPet,
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skill: skill,
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CriticalRate: 2.0,
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SameTypeRate: 1.5,
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Random: -1,
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otherRates: make(map[DamageMultiplierZone]decimal.Decimal),
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extraRates: make(map[string]decimal.Decimal),
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}
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ctx.initOtherRates()
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return ctx
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}
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// initOtherRates 初始化伤害乘算区的默认倍率值
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func (c *DamageContext) initOtherRates() {
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c.otherRates[DamageMultiplierZoneEnum.POWER_ADDITION_ZONE] = decimal.Zero // 威力加成,默认0
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c.otherRates[DamageMultiplierZoneEnum.POWER_MULTIPLIER_ZONE] = decimal.NewFromInt(1) // 威力倍率,默认1
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c.otherRates[DamageMultiplierZoneEnum.ATK_RESISTANCE_ZONE] = decimal.NewFromInt(1) // 物理减伤,默认1
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c.otherRates[DamageMultiplierZoneEnum.SP_ATK_RESISTANCE_ZONE] = decimal.NewFromInt(1) // 特殊减伤,默认1
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c.otherRates[DamageMultiplierZoneEnum.SPECIAL_EFFECT_MULTIPLIER_ZONE] = decimal.NewFromInt(1) // 特殊效果倍率,默认1
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c.otherRates[DamageMultiplierZoneEnum.ATTACK_COUNT_ZONE] = decimal.NewFromInt(1) // 攻击次数,默认1
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c.otherRates[DamageMultiplierZoneEnum.FIX_DAMAGE_RESISTANCE_ZONE] = decimal.Zero // 固定减伤,默认0
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}
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// GetOtherRate 获取指定伤害乘算区的倍率
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func (c *DamageContext) GetOtherRate(zone DamageMultiplierZone) decimal.Decimal {
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if val, ok := c.otherRates[zone]; ok {
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return val
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}
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return decimal.NewFromInt(1)
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}
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// PutOtherRate 设置指定伤害乘算区的倍率,支持链式调用
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func (c *DamageContext) PutOtherRate(zone DamageMultiplierZone, value decimal.Decimal) *DamageContext {
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switch zone {
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case DamageMultiplierZoneEnum.FIX_DAMAGE_RESISTANCE_ZONE:
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// 固定伤害减免区,累加
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c.otherRates[zone] = c.GetOtherRate(zone).Add(value)
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case DamageMultiplierZoneEnum.ATTACK_COUNT_ZONE:
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// 攻击次数区,直接覆盖
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c.otherRates[zone] = value
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case DamageMultiplierZoneEnum.ATK_RESISTANCE_ZONE, DamageMultiplierZoneEnum.SP_ATK_RESISTANCE_ZONE:
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// 减伤乘算区,乘法叠加(只当value>0时)
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if value.GreaterThan(decimal.Zero) {
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c.otherRates[zone] = c.GetOtherRate(zone).Mul(value)
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}
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default:
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// 其他乘算区,加法叠加,且不小于0.1
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r := c.GetOtherRate(zone).Add(value)
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if r.LessThan(decimal.NewFromFloat(0.1)) {
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r = decimal.NewFromFloat(0.1)
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}
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c.otherRates[zone] = r
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}
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return c
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}
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// RandomValue 获取当前随机值,-1表示未设置
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func (c *DamageContext) RandomValue() int {
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return c.Random
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}
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// SetRandomValue 设置随机值,支持链式调用
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func (c *DamageContext) SetRandomValue(r int) *DamageContext {
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c.Random = r
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return c
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}
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// PutExtraRate 设置自定义额外倍率
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func (c *DamageContext) PutExtraRate(key string, value decimal.Decimal) {
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c.extraRates[key] = value
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}
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// GetExtraRate 获取自定义额外倍率,返回倍率和是否存在
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func (c *DamageContext) GetExtraRate(key string) (decimal.Decimal, bool) {
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val, ok := c.extraRates[key]
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return val, ok
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}
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// Calculate 伤害计算函数,返回最终伤害整数值
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func Calculate(random *rand.Rand, context *DamageContext, isCritical bool) int64 {
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// 初始化随机值,范围217~255
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if context.RandomValue() == -1 {
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context.SetRandomValue(random.Intn(39) + 217)
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}
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// 1. 计算等级因子 (level * 0.4 + 2)
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levelFactor := decimal.NewFromInt(context.attackerPet.Level()).Mul(decimal.NewFromFloat(0.4)).Add(decimal.NewFromInt(2))
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// 2. 计算威力因子 (基础威力 + 加算) * 乘算
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powerAdd := context.GetOtherRate(DamageMultiplierZoneEnum.POWER_ADDITION_ZONE)
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powerMul := context.GetOtherRate(DamageMultiplierZoneEnum.POWER_MULTIPLIER_ZONE)
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powerZone := decimal.NewFromInt(context.BasePower).Add(powerAdd).Mul(powerMul)
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// 3. 根据技能类型获取对应减伤乘算
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damageReduction := decimal.NewFromFloat(1)
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switch context.skill.SkillType() {
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case PHYSICAL:
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damageReduction = context.GetOtherRate(DamageMultiplierZoneEnum.ATK_RESISTANCE_ZONE)
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case SPECIAL:
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damageReduction = context.GetOtherRate(DamageMultiplierZoneEnum.SP_ATK_RESISTANCE_ZONE)
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}
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// 4. 攻击次数倍率
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attackCount := context.GetOtherRate(DamageMultiplierZoneEnum.ATTACK_COUNT_ZONE)
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attackDec := decimal.NewFromInt(context.Attack)
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defenseDec := decimal.NewFromInt(context.Defense)
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// 5. 基础伤害公式:等级因子 * 威力因子 * 攻击 / 防御 / 50 + 2,然后乘以攻击次数
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baseDamage := levelFactor.
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Mul(powerZone).
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Mul(attackDec).
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Div(defenseDec).
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Div(decimal.NewFromInt(50)).
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Add(decimal.NewFromInt(2)).
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Mul(attackCount)
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// 6. 同系加成(属性相同则乘以同系加成倍率,否则1)
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sameTypeBonus := decimal.NewFromFloat(1.0)
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if context.Type == context.attackerPet.Type() {
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sameTypeBonus = decimal.NewFromFloat(context.SameTypeRate)
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}
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// 7. 属性克制倍率(示例写死1.2,实际业务中请替换成具体逻辑)
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typeRate := decimal.NewFromFloat(1.2)
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// 8. 暴击倍率(暴击时使用暴击倍率,否则1)
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criticalRate := decimal.NewFromFloat(1.0)
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if isCritical {
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criticalRate = decimal.NewFromFloat(context.CriticalRate)
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}
|
||||
|
||||
// 9. 技能特殊效果倍率
|
||||
specialEffect := context.GetOtherRate(DamageMultiplierZoneEnum.SPECIAL_EFFECT_MULTIPLIER_ZONE)
|
||||
|
||||
// 10. 随机倍率,随机值除以255
|
||||
randomFactor := decimal.NewFromInt(int64(context.Random)).Div(decimal.NewFromInt(255))
|
||||
|
||||
// 11. 计算总伤害
|
||||
damage := baseDamage.
|
||||
Mul(sameTypeBonus).
|
||||
Mul(typeRate).
|
||||
Mul(criticalRate).
|
||||
Mul(damageReduction).
|
||||
Mul(specialEffect).
|
||||
Mul(randomFactor)
|
||||
|
||||
// 12. 存储真实伤害到额外倍率,方便后续查询
|
||||
context.PutExtraRate("REAL_DAMAGE", damage)
|
||||
|
||||
// 13. 应用固定伤害减免,伤害不能低于0
|
||||
fixReduction := context.GetOtherRate(DamageMultiplierZoneEnum.FIX_DAMAGE_RESISTANCE_ZONE)
|
||||
if fixReduction.GreaterThan(decimal.Zero) {
|
||||
damage = damage.Sub(fixReduction)
|
||||
if damage.LessThan(decimal.Zero) {
|
||||
damage = decimal.Zero
|
||||
}
|
||||
}
|
||||
|
||||
// 返回最终伤害(整数部分)
|
||||
return damage.IntPart()
|
||||
}
|
||||
@@ -28,6 +28,13 @@ func NewRandomXS128() *RandomXS128 {
|
||||
return NewRandomXS128WithSeed(seed)
|
||||
}
|
||||
|
||||
// 基于用户名和时间创建
|
||||
func NewRandomXS128WithUser(user, time int64) *RandomXS128 {
|
||||
|
||||
seed := uint64(user)<<32 | uint64(time)
|
||||
return NewRandomXS128WithSeed(seed)
|
||||
}
|
||||
|
||||
// NewRandomXS128WithSeed 用单个 uint64 种子创建生成器
|
||||
func NewRandomXS128WithSeed(seed uint64) *RandomXS128 {
|
||||
seed0 := murmurHash3(seed)
|
||||
|
||||
@@ -47,8 +47,8 @@ var LifeType = enum.New[struct {
|
||||
// 容器:存放多个效果
|
||||
// ========================
|
||||
type EffectContainer struct {
|
||||
GlobalEffects []*Effect // 全局常驻/回合/次数效果
|
||||
Effects []*Effect //effects
|
||||
//GlobalEffects []*Effect // 全局常驻/回合/次数效果
|
||||
Effects []*Effect //effects 实际上全局就是effect无限回合
|
||||
}
|
||||
|
||||
// 添加效果
|
||||
|
||||
@@ -2,9 +2,22 @@ package info
|
||||
|
||||
import (
|
||||
"blazing/modules/blazing/model"
|
||||
"math/rand/v2"
|
||||
"sync"
|
||||
|
||||
"github.com/shopspring/decimal"
|
||||
"github.com/tnnmigga/enum"
|
||||
)
|
||||
|
||||
// DamageMultiplierZone 伤害乘算区枚举,使用enum包定义
|
||||
type DamageMultiplierZone int
|
||||
|
||||
var DamageMultiplierZoneEnum = enum.New[struct {
|
||||
POWER_ADDITION_ZONE DamageMultiplierZone // 威力加算区,直接加成威力值
|
||||
POWER_MULTIPLIER_ZONE DamageMultiplierZone // 威力乘算区,倍率调整(如威力倍数)
|
||||
|
||||
}]()
|
||||
|
||||
type BattlePetEntity struct {
|
||||
// /host *BattleInputSourceEntity // 宠物的主人(输入源)
|
||||
//uuid string // 唯一标识
|
||||
@@ -47,8 +60,8 @@ type BattlePetEntity struct {
|
||||
petImmunityEffectIds map[int]int // 免疫效果ID -> 剩余回合 (-1表示永久)
|
||||
petImmunityBuffs map[string]int // 免疫buff效果ID -> 剩余回合 (-1表示永久)
|
||||
|
||||
IsDead bool // 是否死亡
|
||||
|
||||
IsDead bool // 是否死亡
|
||||
otherRates map[DamageMultiplierZone]decimal.Decimal // 各伤害乘算区倍率,使用高精度decimal
|
||||
// 战斗开始时拥有的特殊buff
|
||||
//battleStartHavingBuffs []buff.BattleBuffInterface
|
||||
}
|
||||
@@ -85,3 +98,109 @@ func (b *BattlePetEntity) calculateRealValue(value int64, stat int) int64 {
|
||||
return r
|
||||
}
|
||||
}
|
||||
|
||||
func CalculatePower(random *rand.Rand, context *DamageContext, isCritical bool) int64 {
|
||||
|
||||
}
|
||||
|
||||
// Calculate 伤害计算函数,返回最终伤害整数值
|
||||
func Calculate(random *rand.Rand, context *DamageContext, isCritical bool) int64 {
|
||||
// 初始化随机值,范围217~255
|
||||
if context.RandomValue() == -1 {
|
||||
context.SetRandomValue(random.Intn(39) + 217)
|
||||
}
|
||||
|
||||
// 1. 计算等级因子 (level * 0.4 + 2)
|
||||
levelFactor := decimal.NewFromInt(context.attackerPet.Level()).Mul(decimal.NewFromFloat(0.4)).Add(decimal.NewFromInt(2))
|
||||
|
||||
// 2. 计算威力因子 (基础威力 + 加算) * 乘算
|
||||
powerAdd := context.GetOtherRate(DamageMultiplierZoneEnum.POWER_ADDITION_ZONE)
|
||||
powerMul := context.GetOtherRate(DamageMultiplierZoneEnum.POWER_MULTIPLIER_ZONE)
|
||||
powerZone := decimal.NewFromInt(context.BasePower).Add(powerAdd).Mul(powerMul)
|
||||
|
||||
// 3. 根据技能类型获取对应减伤乘算
|
||||
damageReduction := decimal.NewFromFloat(1)
|
||||
switch context.skill.SkillType() {
|
||||
case PHYSICAL:
|
||||
damageReduction = context.GetOtherRate(DamageMultiplierZoneEnum.ATK_RESISTANCE_ZONE)
|
||||
case SPECIAL:
|
||||
damageReduction = context.GetOtherRate(DamageMultiplierZoneEnum.SP_ATK_RESISTANCE_ZONE)
|
||||
}
|
||||
|
||||
// 4. 攻击次数倍率
|
||||
attackCount := context.GetOtherRate(DamageMultiplierZoneEnum.ATTACK_COUNT_ZONE)
|
||||
|
||||
attackDec := decimal.NewFromInt(context.Attack)
|
||||
defenseDec := decimal.NewFromInt(context.Defense)
|
||||
|
||||
// 5. 基础伤害公式:等级因子 * 威力因子 * 攻击 / 防御 / 50 + 2,然后乘以攻击次数
|
||||
baseDamage := levelFactor.
|
||||
Mul(powerZone).
|
||||
Mul(attackDec).
|
||||
Div(defenseDec).
|
||||
Div(decimal.NewFromInt(50)).
|
||||
Add(decimal.NewFromInt(2)).
|
||||
Mul(attackCount)
|
||||
|
||||
// 6. 同系加成(属性相同则乘以同系加成倍率,否则1)
|
||||
sameTypeBonus := decimal.NewFromFloat(1.0)
|
||||
if context.Type == context.attackerPet.Type() {
|
||||
sameTypeBonus = decimal.NewFromFloat(context.SameTypeRate)
|
||||
}
|
||||
|
||||
// 7. 属性克制倍率(示例写死1.2,实际业务中请替换成具体逻辑)
|
||||
typeRate := decimal.NewFromFloat(1.2)
|
||||
|
||||
// 8. 暴击倍率(暴击时使用暴击倍率,否则1)
|
||||
criticalRate := decimal.NewFromFloat(1.0)
|
||||
if isCritical {
|
||||
criticalRate = decimal.NewFromFloat(context.CriticalRate)
|
||||
}
|
||||
|
||||
// 9. 技能特殊效果倍率
|
||||
specialEffect := context.GetOtherRate(DamageMultiplierZoneEnum.SPECIAL_EFFECT_MULTIPLIER_ZONE)
|
||||
|
||||
// 10. 随机倍率,随机值除以255
|
||||
randomFactor := decimal.NewFromInt(int64(context.Random)).Div(decimal.NewFromInt(255))
|
||||
|
||||
// 11. 计算总伤害
|
||||
damage := baseDamage.
|
||||
Mul(sameTypeBonus).
|
||||
Mul(typeRate).
|
||||
Mul(criticalRate).
|
||||
Mul(damageReduction).
|
||||
Mul(specialEffect).
|
||||
Mul(randomFactor)
|
||||
|
||||
// 12. 存储真实伤害到额外倍率,方便后续查询
|
||||
context.PutExtraRate("REAL_DAMAGE", damage)
|
||||
|
||||
// 13. 应用固定伤害减免,伤害不能低于0
|
||||
fixReduction := context.GetOtherRate(DamageMultiplierZoneEnum.FIX_DAMAGE_RESISTANCE_ZONE)
|
||||
if fixReduction.GreaterThan(decimal.Zero) {
|
||||
damage = damage.Sub(fixReduction)
|
||||
if damage.LessThan(decimal.Zero) {
|
||||
damage = decimal.Zero
|
||||
}
|
||||
}
|
||||
|
||||
// 返回最终伤害(整数部分)
|
||||
return damage.IntPart()
|
||||
}
|
||||
|
||||
// func CalculateDamage(attacker, defender *BattleUnit, power int, isCritical bool, r *rand.Rand) int {
|
||||
// randomFactor := float64(r.Intn(39)+217) / 255.0
|
||||
// levelZone := float64(attacker.Level*2) / float64(attacker.Level+defender.Level)
|
||||
// base := ((float64(attacker.Atk) * float64(power) / float64(defender.Def)) / 50.0) + 2
|
||||
|
||||
// crit := 1.0
|
||||
// if isCritical {
|
||||
// crit = 1.5
|
||||
// }
|
||||
|
||||
// damage := int((base*levelZone*randomFactor)*crit + 0.5)
|
||||
// if damage < 1 {
|
||||
// damage = 1
|
||||
// }
|
||||
// return damage
|
||||
// }
|
||||
|
||||
@@ -6,6 +6,8 @@ import (
|
||||
|
||||
// NoteReadyToFightInfo 战斗准备就绪消息结构体,对应Java的NoteReadyToFightInfo
|
||||
type NoteReadyToFightInfo struct {
|
||||
//战斗发起者ID
|
||||
OwnerID uint32 `struc:"skip"`
|
||||
// 战斗类型ID(与野怪战斗为3,与人战斗为1,前端似乎未使用)
|
||||
// 对应Java的@UInt long
|
||||
FightId uint32 `fieldDesc:"战斗类型ID 但前端好像没有用到 与野怪战斗为3,与人战斗似乎是1" `
|
||||
|
||||
Reference in New Issue
Block a user