refactor: 重构战斗结构体以支持双打模式
This commit is contained in:
@@ -280,15 +280,10 @@ func (f *FightC) buildFightStartInfo() info.FightStartOutboundInfo {
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startInfo := info.FightStartOutboundInfo{}
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ourInfos := f.collectFightPetInfos(f.Our)
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oppInfos := f.collectFightPetInfos(f.Opp)
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startInfo.Infos = append(startInfo.Infos, ourInfos...)
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startInfo.Infos = append(startInfo.Infos, oppInfos...)
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startInfo.InfoLen = uint32(len(startInfo.Infos))
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if len(ourInfos) > 0 {
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startInfo.Info1 = ourInfos[0]
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}
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if len(oppInfos) > 0 {
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startInfo.Info2 = oppInfos[0]
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}
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startInfo.Info1 = append(startInfo.Info1, ourInfos...)
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startInfo.Info2 = append(startInfo.Info2, oppInfos...)
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startInfo.Info1Len = uint32(len(startInfo.Info1))
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startInfo.Info2Len = uint32(len(startInfo.Info2))
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return startInfo
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}
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@@ -63,11 +63,11 @@ func (e *Effect1263) Skill_Use() bool {
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}
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divisor := e.Args()[0]
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if e.CarrierInput().CurPet[0].GetHP().Cmp(e.OpponentInput().CurPet[0].GetHP()) < 0 {
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if e.CarrierPet().GetHP().Cmp(e.OpponentPet().GetHP()) < 0 {
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divisor = e.Args()[1]
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}
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damage := e.OpponentInput().CurPet[0].GetMaxHP().Div(divisor)
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damage := e.OpponentPet().GetMaxHP().Div(divisor)
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if damage.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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@@ -208,7 +208,7 @@ type Effect1268 struct {
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}
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func (e *Effect1268) Skill_Use() bool {
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if len(e.Args()) == 0 || e.OpponentInput().CurPet[0].Info.Hp > 0 {
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if len(e.Args()) == 0 || e.OpponentPet().Info.Hp > 0 {
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return true
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}
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effect := e.CarrierInput().InitEffect(input.EffectType.Sub, 1268, int(e.Args()[0].IntPart()))
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@@ -246,7 +246,7 @@ func (e *Effect1269) SkillHit_ex() bool {
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return true
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}
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damage := e.OpponentInput().CurPet[0].GetMaxHP().Div(e.Args()[1])
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damage := e.OpponentPet().GetMaxHP().Div(e.Args()[1])
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if damage.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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@@ -383,10 +383,10 @@ func (e *Effect1273) OnSkill() bool {
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if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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if e.CarrierInput().CurPet[0].GetHP().Cmp(e.CarrierInput().CurPet[0].GetMaxHP()) != 0 {
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if e.CarrierPet().GetHP().Cmp(e.CarrierPet().GetMaxHP()) != 0 {
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return true
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}
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damage := e.CarrierInput().CurPet[0].GetMaxHP().Div(e.Args()[0])
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damage := e.CarrierPet().GetMaxHP().Div(e.Args()[0])
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if damage.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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@@ -423,7 +423,7 @@ func (e *Effect1275) Skill_Use() bool {
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if len(e.Args()) == 0 {
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return true
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}
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e.CarrierInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Fixed, Damage: e.CarrierInput().CurPet[0].GetHP()})
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e.CarrierInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Fixed, Damage: e.CarrierPet().GetHP()})
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effect := e.CarrierInput().InitEffect(input.EffectType.Sub, 1275, int(e.Args()[0].IntPart()))
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if effect != nil {
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e.CarrierInput().AddEffect(e.CarrierInput(), effect)
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@@ -468,8 +468,8 @@ func (e *Effect1276) Skill_Use() bool {
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if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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damage := e.CarrierInput().CurPet[0].GetHP().Div(e.Args()[0])
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e.CarrierInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Fixed, Damage: e.CarrierInput().CurPet[0].GetHP()})
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damage := e.CarrierPet().GetHP().Div(e.Args()[0])
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e.CarrierInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Fixed, Damage: e.CarrierPet().GetHP()})
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if damage.Cmp(alpacadecimal.Zero) > 0 {
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e.OpponentInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Percent, Damage: damage})
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}
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@@ -482,16 +482,16 @@ type Effect1277 struct {
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}
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func (e *Effect1277) Skill_Use() bool {
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if e.CarrierInput().CurPet[0].GetHP().Cmp(e.OpponentInput().CurPet[0].GetHP()) > 0 {
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if e.CarrierPet().GetHP().Cmp(e.OpponentPet().GetHP()) > 0 {
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leave := alpacadecimal.NewFromInt(1)
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if e.CarrierInput().CurPet[0].GetHP().Cmp(leave) > 0 {
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e.CarrierInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Fixed, Damage: e.CarrierInput().CurPet[0].GetHP().Sub(leave)})
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if e.CarrierPet().GetHP().Cmp(leave) > 0 {
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e.CarrierInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Fixed, Damage: e.CarrierPet().GetHP().Sub(leave)})
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}
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e.OpponentInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Fixed, Damage: alpacadecimal.NewFromInt(int64(grand.N(350, 550)))})
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return true
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}
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lost := e.CarrierInput().CurPet[0].GetHP()
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lost := e.CarrierPet().GetHP()
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e.CarrierInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Fixed, Damage: lost})
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e.OpponentInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Fixed, Damage: lost})
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applyStatusByID(e.CarrierInput(), e.OpponentInput(), int(info.PetStatus.Paralysis))
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@@ -614,7 +614,7 @@ func (e *Effect1280) OnSkill() bool {
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if percent > max {
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percent = max
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}
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damage := e.CarrierInput().CurPet[0].GetHP().Mul(alpacadecimal.NewFromInt(int64(percent))).Div(alpacadecimal.NewFromInt(100))
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damage := e.CarrierPet().GetHP().Mul(alpacadecimal.NewFromInt(int64(percent))).Div(alpacadecimal.NewFromInt(100))
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if damage.Cmp(alpacadecimal.Zero) > 0 {
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e.OpponentInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Percent, Damage: damage})
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}
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@@ -634,12 +634,12 @@ func (e *Effect1281) Skill_Use() bool {
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}
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e.OpponentInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Fixed, Damage: shield})
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if shield.Cmp(alpacadecimal.NewFromInt(300)) > 0 {
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dmg := e.CarrierInput().CurPet[0].GetMaxHP().Div(alpacadecimal.NewFromInt(3))
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dmg := e.CarrierPet().GetMaxHP().Div(alpacadecimal.NewFromInt(3))
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e.OpponentInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Percent, Damage: dmg})
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return true
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}
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if shield.Cmp(alpacadecimal.NewFromInt(300)) < 0 {
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val := e.CarrierInput().CurPet[0].GetMaxHP().Div(alpacadecimal.NewFromInt(3))
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val := e.CarrierPet().GetMaxHP().Div(alpacadecimal.NewFromInt(3))
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e.CarrierInput().Heal(e.CarrierInput(), &action.SelectSkillAction{}, val)
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e.OpponentInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Percent, Damage: val})
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}
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@@ -729,7 +729,7 @@ type Effect1285 struct {
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}
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func (e *Effect1285) Skill_Use() bool {
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if len(e.Args()) == 0 || e.OpponentInput().CurPet[0].Info.Hp == 0 {
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if len(e.Args()) == 0 || e.OpponentPet().Info.Hp == 0 {
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return true
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}
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zeroRandomSkillPP(e.OpponentInput(), int(e.Args()[0].IntPart()))
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@@ -68,26 +68,33 @@ func (e *Effect201) OnSkill() bool {
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healAll := len(args) > 1 && args[0].IntPart() != 0
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if !healAll {
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e.Ctx().Our.Heal(
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e.Ctx().Our,
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target := e.TargetInput()
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if target == nil {
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target = e.Ctx().Our
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}
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current := target.CurrentPet()
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if current == nil {
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return true
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}
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target.Heal(
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e.CarrierInput(),
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&action.SelectSkillAction{},
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e.Ctx().Our.CurPet[0].GetMaxHP().Div(divisor),
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current.GetMaxHP().Div(divisor),
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)
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return true
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}
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for _, pet := range e.Ctx().Our.AllPet {
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if pet == nil || !pet.Alive() {
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team := e.Ctx().Our.Team
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if len(team) == 0 {
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team = []*input.Input{e.Ctx().Our}
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}
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for _, ally := range team {
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if ally == nil {
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continue
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}
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healAmount := pet.GetMaxHP().Div(divisor)
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if pet == e.Ctx().Our.CurPet[0] {
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, healAmount)
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continue
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if current := ally.CurrentPet(); current != nil && current.Alive() {
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ally.Heal(e.CarrierInput(), &action.SelectSkillAction{}, current.GetMaxHP().Div(divisor))
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}
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pet.Info.ModelHP(healAmount.IntPart())
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}
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return true
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@@ -35,9 +35,14 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, skill *info
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})
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var originalProps [2][6]int8
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var originalPetInfo [2]model.PetInfo
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attackerPet := attacker.CurrentPet()
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defenderPet := defender.CurrentPet()
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if attackerPet == nil || defenderPet == nil {
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return
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}
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//复制属性
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originalProps[0], originalProps[1] = attacker.Prop, defender.Prop
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originalPetInfo[0], originalPetInfo[1] = attacker.CurPet[0].Info, defender.CurPet[0].Info
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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
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effect.Ctx().SkillEntity = skill
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@@ -59,7 +64,7 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, skill *info
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//还原属性
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attacker.Prop, defender.Prop = originalProps[0], originalProps[1]
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attacker.CurPet[0].Info, defender.CurPet[0].Info = originalPetInfo[0], originalPetInfo[1]
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attackerPet.Info, defenderPet.Info = originalPetInfo[0], originalPetInfo[1]
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if attacker.IsCritical == 1 { //命中了才有暴击
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//暴击破防
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@@ -130,6 +135,28 @@ func (f *FightC) getSkillParticipants(skillAction *action.SelectSkillAction) (*i
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return f.GetInputByAction(skillAction, false), f.GetInputByAction(skillAction, true)
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}
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func (f *FightC) collectAttackValues(inputs []*input.Input) []model.AttackValue {
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values := make([]model.AttackValue, 0, len(inputs))
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for actorIndex, fighter := range inputs {
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if fighter == nil || fighter.AttackValue == nil {
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continue
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}
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attackValue := *fighter.AttackValue
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attackValue.ActorIndex = uint32(actorIndex)
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values = append(values, attackValue)
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}
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return values
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}
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func (f *FightC) buildNoteUseSkillOutboundInfo() info.NoteUseSkillOutboundInfo {
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result := info.NoteUseSkillOutboundInfo{}
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result.FirstAttackInfo = append(result.FirstAttackInfo, f.collectAttackValues(f.Our)...)
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result.SecondAttackInfo = append(result.SecondAttackInfo, f.collectAttackValues(f.Opp)...)
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result.FirstAttackInfoLen = uint32(len(result.FirstAttackInfo))
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result.SecondAttackInfoLen = uint32(len(result.SecondAttackInfo))
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return result
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}
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// enterturn 处理战斗回合逻辑
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// 回合有先手方和后手方,同时有攻击方和被攻击方
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func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction) {
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@@ -235,16 +262,18 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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}
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currentSkill = originalSkill
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defender.ExecWithOpponent(attacker, func(effect input.Effect) bool { //这个是能否使用技能
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effect.Ctx().SkillEntity = currentSkill
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return effect.ActionStartEx(firstAttack, secondAttack)
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})
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canUseSkill := attacker.ExecWithOpponent(defender, func(effect input.Effect) bool { //这个是能否使用技能
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effect.Ctx().SkillEntity = currentSkill
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return effect.ActionStart(firstAttack, secondAttack)
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})
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defender.ExecWithOpponent(attacker, func(effect input.Effect) bool { //这个是能否使用技能
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effect.Ctx().SkillEntity = currentSkill
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return effect.ActionStartEx(firstAttack, secondAttack)
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})
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canUseSkill := attacker.ExecWithOpponent(defender, func(effect input.Effect) bool { //这个是能否使用技能
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effect.Ctx().SkillEntity = currentSkill
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return effect.ActionStart(firstAttack, secondAttack)
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})
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canUse := canUseSkill && action.CanUse(currentSkill) && attacker != nil && attacker.CurPet[0].Info.Hp > 0
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attackerPet := attacker.CurrentPet()
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defenderPet := defender.CurrentPet()
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canUse := canUseSkill && action.CanUse(currentSkill) && attacker != nil && attackerPet != nil && attackerPet.Info.Hp > 0
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if !canUse {
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@@ -268,7 +297,7 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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f.processSkillAttack(attacker, defender, currentSkill)
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currentSkill = originalSkill //还原技能
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_, skill, ok := utils.FindWithIndex(attacker.CurPet[0].Info.SkillList, func(item model.SkillInfo) bool {
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_, skill, ok := utils.FindWithIndex(attackerPet.Info.SkillList, func(item model.SkillInfo) bool {
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return item.ID == currentSkill.Info.ID
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})
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if ok {
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@@ -281,7 +310,7 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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skill.Use(usecount)
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}
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}
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if defender.CurPet[0].Info.Hp > 0 {
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if defenderPet != nil && defenderPet.Info.Hp > 0 {
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//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
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effect.Ctx().SkillEntity = currentSkill
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@@ -290,7 +319,7 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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})
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}
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if attacker.CurPet[0].Info.Hp > 0 {
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if attackerPet != nil && attackerPet.Info.Hp > 0 {
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//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
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effect.Ctx().SkillEntity = currentSkill
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@@ -311,16 +340,16 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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return true
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})
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if defender.CurPet[0].Info.Hp <= 0 && attacker.CurPet[0].Info.Hp <= 0 { //先手方死亡,触发反同归于尽
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attacker.CurPet[0].Info.Hp = 1
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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
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attackerPet.Info.Hp = 1
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}
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if defender.CurPet[0].Info.Hp <= 0 {
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if defenderPet != nil && defenderPet.Info.Hp <= 0 {
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f.TURNOVER(defender)
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break
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}
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if attacker.CurPet[0].Info.Hp <= 0 {
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if attackerPet != nil && attackerPet.Info.Hp <= 0 {
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f.TURNOVER(attacker)
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break
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@@ -343,10 +372,7 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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}
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attackValueResult := info.AttackValueS{
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FAttack: *f.First.AttackValue,
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SAttack: *f.Second.AttackValue,
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}
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attackValueResult := f.buildNoteUseSkillOutboundInfo()
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//因为切完才能广播,所以必须和回合结束分开结算
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f.Broadcast(func(fighter *input.Input) {
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for _, switchAction := range f.Switch {
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@@ -103,10 +103,6 @@ type FightPetInfo struct {
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//能力提升属性
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Prop [6]int8
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}
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type AttackValueS struct {
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FAttack model.AttackValue
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SAttack model.AttackValue
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}
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func NewAttackValue(userid uint32) *model.AttackValue {
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return &model.AttackValue{
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@@ -200,21 +196,22 @@ type PropDict struct {
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// NoteUseSkillOutboundInfo 战斗技能使用通知的出站信息结构体
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type NoteUseSkillOutboundInfo struct {
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FirstAttackInfo model.AttackValue // 本轮先手的精灵在释放技能结束后的状态
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SecondAttackInfo model.AttackValue // 本轮后手的精灵在释放技能结束后的状态
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FirstAttackInfoLen uint32 `struc:"sizeof=FirstAttackInfo"`
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FirstAttackInfo []model.AttackValue // 本轮先手方精灵在释放技能结束后的状态
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SecondAttackInfoLen uint32 `struc:"sizeof=SecondAttackInfo"`
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SecondAttackInfo []model.AttackValue // 本轮后手方精灵在释放技能结束后的状态
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}
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type FightStartOutboundInfo struct {
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IsCanAuto uint32 `fieldDesc:"是否自动 默认给0 怀疑是自动战斗器使用的" `
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InfoLen uint32 `struc:"sizeof=Infos"`
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Infos []FightPetInfo
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Info1Len uint32 `struc:"sizeof=Info1"`
|
||||
// 我方当前战斗精灵信息(前端通过userid判断是否为我方)
|
||||
Info1 []FightPetInfo
|
||||
|
||||
// 当前战斗精灵信息1(前端通过userid判断是否为我方)
|
||||
Info1 FightPetInfo `fieldDesc:"当前战斗精灵的信息 可能不准.看前端代码是以userid来判断哪个结构体是我方的" serialize:"struct"`
|
||||
|
||||
// 当前战斗精灵信息2(前端通过userid判断是否为我方)
|
||||
Info2 FightPetInfo `fieldDesc:"当前战斗精灵的信息 可能不准.看前端代码是以userid来判断哪个结构体是我方的" serialize:"struct"`
|
||||
Info2Len uint32 `struc:"sizeof=Info2"`
|
||||
// 对方当前战斗精灵信息(前端通过userid判断是否为我方)
|
||||
Info2 []FightPetInfo
|
||||
}
|
||||
|
||||
type S2C_2404 struct {
|
||||
|
||||
@@ -162,6 +162,23 @@ func (f *FightC) linkOppInputs() {
|
||||
}
|
||||
}
|
||||
|
||||
func (f *FightC) linkTeamViews() {
|
||||
for _, fighter := range f.Our {
|
||||
if fighter == nil {
|
||||
continue
|
||||
}
|
||||
fighter.Team = f.Our
|
||||
fighter.OppTeam = f.Opp
|
||||
}
|
||||
for _, fighter := range f.Opp {
|
||||
if fighter == nil {
|
||||
continue
|
||||
}
|
||||
fighter.Team = f.Opp
|
||||
fighter.OppTeam = f.Our
|
||||
}
|
||||
}
|
||||
|
||||
func (f *FightC) getSideInputs(userID uint32, isOpposite bool) []*input.Input {
|
||||
isOur := f.isOurPlayerID(userID)
|
||||
if isOpposite {
|
||||
@@ -177,36 +194,48 @@ func (f *FightC) getSideInputs(userID uint32, isOpposite bool) []*input.Input {
|
||||
}
|
||||
|
||||
func (f *FightC) findInputByUserID(userID uint32) (*input.Input, bool) {
|
||||
isOur := f.isOurPlayerID(userID)
|
||||
if isOur {
|
||||
if in := f.selectInput(f.Our, 0); in != nil {
|
||||
for _, in := range f.Our {
|
||||
if in != nil && in.ControlledBy(userID) {
|
||||
return in, true
|
||||
}
|
||||
return nil, true
|
||||
}
|
||||
if in := f.selectInput(f.Opp, 0); in != nil {
|
||||
return in, false
|
||||
for _, in := range f.Opp {
|
||||
if in != nil && in.ControlledBy(userID) {
|
||||
return in, false
|
||||
}
|
||||
}
|
||||
return nil, false
|
||||
}
|
||||
|
||||
func (f *FightC) getInputByUserID(userID uint32, index int, isOpposite bool) *input.Input {
|
||||
return f.selectInput(f.getSideInputs(userID, isOpposite), index)
|
||||
selected := f.selectInput(f.getSideInputs(userID, isOpposite), index)
|
||||
if selected == nil {
|
||||
return nil
|
||||
}
|
||||
// 操作自身站位时,必须由该站位控制者发起。
|
||||
if !isOpposite && !selected.ControlledBy(userID) {
|
||||
return nil
|
||||
}
|
||||
return selected
|
||||
}
|
||||
|
||||
func (f *FightC) getInputByController(userID uint32, isOpposite bool) *input.Input {
|
||||
sideInputs := f.getSideInputs(userID, isOpposite)
|
||||
for _, in := range sideInputs {
|
||||
if in != nil && in.ControlledBy(userID) {
|
||||
return in
|
||||
}
|
||||
}
|
||||
return f.selectInput(sideInputs, 0)
|
||||
}
|
||||
|
||||
func (f *FightC) expectedActionSlots() map[actionSlotKey]struct{} {
|
||||
slots := make(map[actionSlotKey]struct{}, len(f.Our)+len(f.Opp))
|
||||
for actorIndex, fighter := range f.Our {
|
||||
if fighter == nil || fighter.Player == nil {
|
||||
continue
|
||||
}
|
||||
slots[newActionSlotKey(fighter.Player.GetInfo().UserID, actorIndex)] = struct{}{}
|
||||
for _, slot := range f.SideSlots(SideOur) {
|
||||
slots[newActionSlotKey(slot.ControllerUserID, slot.SlotIndex)] = struct{}{}
|
||||
}
|
||||
for actorIndex, fighter := range f.Opp {
|
||||
if fighter == nil || fighter.Player == nil {
|
||||
continue
|
||||
}
|
||||
slots[newActionSlotKey(fighter.Player.GetInfo().UserID, actorIndex)] = struct{}{}
|
||||
for _, slot := range f.SideSlots(SideOpp) {
|
||||
slots[newActionSlotKey(slot.ControllerUserID, slot.SlotIndex)] = struct{}{}
|
||||
}
|
||||
return slots
|
||||
}
|
||||
@@ -234,7 +263,7 @@ func (f *FightC) GetInputByPlayer(c common.PlayerI, isOpposite bool) *input.Inpu
|
||||
}
|
||||
return f.primaryOur()
|
||||
}
|
||||
return f.getInputByUserID(c.GetInfo().UserID, 0, isOpposite)
|
||||
return f.getInputByController(c.GetInfo().UserID, isOpposite)
|
||||
}
|
||||
|
||||
func (f *FightC) GetInputByAction(c action.BattleActionI, isOpposite bool) *input.Input {
|
||||
@@ -266,6 +295,14 @@ func (f *FightC) GetCurrPETAt(c common.PlayerI, actorIndex int) *info.BattlePetE
|
||||
}
|
||||
return in.PrimaryCurPet()
|
||||
}
|
||||
|
||||
func (f *FightC) GetCurrPETByAction(c action.BattleActionI, isOpposite bool) *info.BattlePetEntity {
|
||||
in := f.GetInputByAction(c, isOpposite)
|
||||
if in == nil {
|
||||
return nil
|
||||
}
|
||||
return in.CurrentPet()
|
||||
}
|
||||
func (f *FightC) GetOpp(c common.PlayerI) *input.Input {
|
||||
return f.GetInputByPlayer(c, true)
|
||||
}
|
||||
|
||||
@@ -58,8 +58,12 @@ func (our *Input) GetAction() {
|
||||
// 计算技能对对方的伤害(假设CalculatePower返回伤害值,或需从技能中获取)
|
||||
s.DamageValue = our.CalculatePower(our.Opp, s)
|
||||
|
||||
oppPet := our.Opp.CurrentPet()
|
||||
if oppPet == nil {
|
||||
continue
|
||||
}
|
||||
// 判断是否能秒杀(伤害 >= 对方当前生命值)
|
||||
if s.DamageValue.Cmp(our.Opp.CurPet[0].GetHP()) != -1 { // 假设oppPet.HP为对方当前剩余生命值
|
||||
if s.DamageValue.Cmp(oppPet.GetHP()) != -1 { // 假设oppPet.HP为对方当前剩余生命值
|
||||
|
||||
if usedskill != nil {
|
||||
if s.DamageValue.Cmp(usedskill.DamageValue) != -1 {
|
||||
|
||||
@@ -91,9 +91,13 @@ func (our *Input) InitEffect(etype EnumEffectType, id int, a ...int) Effect {
|
||||
// * battle_lv: atk(0), def(1), sp_atk(2), sp_def(3), spd(4), accuracy(5)
|
||||
// 是否需要真实提升
|
||||
func (our *Input) GetProp(id int) alpacadecimal.Decimal {
|
||||
currentPet := our.CurrentPet()
|
||||
if currentPet == nil {
|
||||
return alpacadecimal.Zero
|
||||
}
|
||||
|
||||
// 计算实际值(这里可以插入后续优化的函数调用)
|
||||
realValue := info.CalculateRealValue(alpacadecimal.NewFromInt(int64(our.CurPet[0].Info.Prop[id])), our.AttackValue.Prop[id])
|
||||
realValue := info.CalculateRealValue(alpacadecimal.NewFromInt(int64(currentPet.Info.Prop[id])), our.AttackValue.Prop[id])
|
||||
|
||||
// todo: 插入获取后处理函数,例如:
|
||||
// realValue = postProcessValue(realValue, id, c)
|
||||
|
||||
@@ -14,6 +14,11 @@ import (
|
||||
|
||||
// 计算暴击
|
||||
func (our *Input) CalculateCrit(opp *Input, skill *info.SkillEntity) {
|
||||
ourPet := our.CurrentPet()
|
||||
oppPet := opp.CurrentPet()
|
||||
if ourPet == nil || oppPet == nil {
|
||||
return
|
||||
}
|
||||
|
||||
skill.Crit = 0
|
||||
if skill.Category() == info.Category.STATUS { //属性技能不用算暴击
|
||||
@@ -30,11 +35,11 @@ func (our *Input) CalculateCrit(opp *Input, skill *info.SkillEntity) {
|
||||
CritRate = 16
|
||||
}
|
||||
// CritSelfHalfHp: 自身体力低于一半时必定致命一击; 默认: 0
|
||||
if skill.XML.CritSelfHalfHp != 0 && (our.CurPet[0].HP < int(our.CurPet[0].Info.MaxHp)/2) {
|
||||
if skill.XML.CritSelfHalfHp != 0 && (ourPet.HP < int(ourPet.Info.MaxHp)/2) {
|
||||
CritRate = 16
|
||||
}
|
||||
// CritFoeHalfHp: 对方体力低于一半时必定致命一击; 默认: 0
|
||||
if skill.XML.CritSelfHalfHp != 0 && (opp.CurPet[0].HP < int(opp.CurPet[0].Info.MaxHp)/2) {
|
||||
if skill.XML.CritSelfHalfHp != 0 && (oppPet.HP < int(oppPet.Info.MaxHp)/2) {
|
||||
CritRate = 16
|
||||
}
|
||||
|
||||
@@ -47,6 +52,10 @@ func (our *Input) CalculateCrit(opp *Input, skill *info.SkillEntity) {
|
||||
|
||||
// 恢复血量
|
||||
func (our *Input) Heal(in *Input, ac action.BattleActionI, value alpacadecimal.Decimal) {
|
||||
currentPet := our.CurrentPet()
|
||||
if currentPet == nil {
|
||||
return
|
||||
}
|
||||
healValue := int(value.IntPart())
|
||||
|
||||
if ac != nil {
|
||||
@@ -67,30 +76,38 @@ func (our *Input) Heal(in *Input, ac action.BattleActionI, value alpacadecimal.D
|
||||
}
|
||||
|
||||
if healValue >= 0 {
|
||||
our.CurPet[0].Info.ModelHP(int64(healValue))
|
||||
currentPet.Info.ModelHP(int64(healValue))
|
||||
return
|
||||
}
|
||||
|
||||
damage := uint32(-healValue)
|
||||
if damage >= our.CurPet[0].Info.Hp {
|
||||
our.CurPet[0].Info.Hp = 0
|
||||
if damage >= currentPet.Info.Hp {
|
||||
currentPet.Info.Hp = 0
|
||||
return
|
||||
}
|
||||
our.CurPet[0].Info.Hp -= damage
|
||||
currentPet.Info.Hp -= damage
|
||||
|
||||
}
|
||||
func (our *Input) HealPP(value int) {
|
||||
currentPet := our.CurrentPet()
|
||||
if currentPet == nil {
|
||||
return
|
||||
}
|
||||
|
||||
our.CurPet[0].Info.HealPP(value)
|
||||
currentPet.Info.HealPP(value)
|
||||
|
||||
}
|
||||
func (our *Input) DelPP(value int) {
|
||||
currentPet := our.CurrentPet()
|
||||
if currentPet == nil {
|
||||
return
|
||||
}
|
||||
|
||||
for i := 0; i < len(our.CurPet[0].Info.SkillList); i++ {
|
||||
if uint32(value) > our.CurPet[0].Info.SkillList[i].PP {
|
||||
our.CurPet[0].Info.SkillList[i].PP = 0
|
||||
for i := 0; i < len(currentPet.Info.SkillList); i++ {
|
||||
if uint32(value) > currentPet.Info.SkillList[i].PP {
|
||||
currentPet.Info.SkillList[i].PP = 0
|
||||
} else {
|
||||
our.CurPet[0].Info.SkillList[i].PP -= uint32(value)
|
||||
currentPet.Info.SkillList[i].PP -= uint32(value)
|
||||
}
|
||||
|
||||
}
|
||||
@@ -102,6 +119,10 @@ func (our *Input) DelPP(value int) {
|
||||
// 这个方法是对对方造成伤害
|
||||
// 伤害落实 // 血量扣减节点比如触发回神,反弹也在这里实现
|
||||
func (our *Input) Damage(in *Input, sub *info.DamageZone) {
|
||||
currentPet := our.CurrentPet()
|
||||
if currentPet == nil {
|
||||
return
|
||||
}
|
||||
attacker := in
|
||||
if attacker == nil {
|
||||
attacker = our
|
||||
@@ -200,11 +221,11 @@ func (our *Input) Damage(in *Input, sub *info.DamageZone) {
|
||||
|
||||
}
|
||||
|
||||
if uint32(sub.Damage.IntPart()) > our.CurPet[0].Info.Hp {
|
||||
if uint32(sub.Damage.IntPart()) > currentPet.Info.Hp {
|
||||
|
||||
our.CurPet[0].Info.Hp = 0
|
||||
currentPet.Info.Hp = 0
|
||||
} else {
|
||||
our.CurPet[0].Info.Hp = our.CurPet[0].Info.Hp - uint32(sub.Damage.IntPart())
|
||||
currentPet.Info.Hp = currentPet.Info.Hp - uint32(sub.Damage.IntPart())
|
||||
}
|
||||
|
||||
//todo 待实现死亡effet
|
||||
@@ -213,9 +234,17 @@ func (our *Input) Damage(in *Input, sub *info.DamageZone) {
|
||||
|
||||
// 计算技能威力
|
||||
func (our *Input) CalculatePower(deftype *Input, skill *info.SkillEntity) alpacadecimal.Decimal {
|
||||
if deftype == nil {
|
||||
return alpacadecimal.Zero
|
||||
}
|
||||
ourPet := our.CurrentPet()
|
||||
defPet := deftype.CurrentPet()
|
||||
if ourPet == nil || defPet == nil {
|
||||
return alpacadecimal.Zero
|
||||
}
|
||||
|
||||
// 1. 计算等级因子 (level * 0.4 + 2)
|
||||
levelFactor := alpacadecimal.NewFromInt(int64(our.CurPet[0].Info.Level)).
|
||||
levelFactor := alpacadecimal.NewFromInt(int64(ourPet.Info.Level)).
|
||||
Mul(alpacadecimal.NewFromFloat(0.4)).Add(alpacadecimal.NewFromInt(2))
|
||||
|
||||
var (
|
||||
@@ -243,17 +272,17 @@ func (our *Input) CalculatePower(deftype *Input, skill *info.SkillEntity) alpaca
|
||||
// 11. DmgBindHpDv: 造成的伤害等于自身剩余体力*1/2+潜力(个体值); 默认: 0
|
||||
if skill.XML.DmgBindLv != 0 {
|
||||
|
||||
skill.XML.Power = int(deftype.CurPet[0].Info.Level)
|
||||
skill.XML.Power = int(defPet.Info.Level)
|
||||
|
||||
}
|
||||
if skill.XML.PwrBindDv != 0 {
|
||||
if skill.XML.PwrBindDv == 1 {
|
||||
|
||||
skill.XML.Power = int(our.CurPet[0].Info.Dv * 5)
|
||||
skill.XML.Power = int(ourPet.Info.Dv * 5)
|
||||
|
||||
}
|
||||
if skill.XML.PwrBindDv == 2 {
|
||||
skill.XML.Power = int(our.CurPet[0].Info.Hp/3 + our.CurPet[0].Info.Dv)
|
||||
skill.XML.Power = int(ourPet.Info.Hp/3 + ourPet.Info.Dv)
|
||||
}
|
||||
|
||||
}
|
||||
@@ -265,7 +294,7 @@ func (our *Input) CalculatePower(deftype *Input, skill *info.SkillEntity) alpaca
|
||||
|
||||
}
|
||||
if skill.XML.DmgBindHpDv != 0 {
|
||||
skill.XML.Power = int(our.CurPet[0].Info.Hp/2 + our.CurPet[0].Info.Dv)
|
||||
skill.XML.Power = int(ourPet.Info.Hp/2 + ourPet.Info.Dv)
|
||||
|
||||
}
|
||||
// 5. 基础伤害公式:等级因子 * 威力因子 * 攻击 / 防御 / 50 + 2
|
||||
@@ -276,8 +305,8 @@ func (our *Input) CalculatePower(deftype *Input, skill *info.SkillEntity) alpaca
|
||||
Add(alpacadecimal.NewFromInt(2))
|
||||
|
||||
var typeRate alpacadecimal.Decimal
|
||||
//fmt.Println(skill.Type().ID, deftype.CurPet[0].Type().ID)
|
||||
t, _ := element.Calculator.GetOffensiveMultiplier(skill.GetType().ID, deftype.CurPet[0].GetType().ID)
|
||||
//fmt.Println(skill.Type().ID, defPet.Type().ID)
|
||||
t, _ := element.Calculator.GetOffensiveMultiplier(skill.GetType().ID, defPet.GetType().ID)
|
||||
our.AttackValue.Offensive = gconv.Float32(t)
|
||||
|
||||
typeRate = alpacadecimal.NewFromFloat(t)
|
||||
|
||||
@@ -20,6 +20,8 @@ type Input struct {
|
||||
// CanAction bool //是否可以行动
|
||||
CurPet []*info.BattlePetEntity //当前上场精灵
|
||||
AllPet []*info.BattlePetEntity
|
||||
Team []*Input
|
||||
OppTeam []*Input
|
||||
Player common.PlayerI
|
||||
Opp *Input
|
||||
CanCapture int
|
||||
@@ -30,8 +32,8 @@ type Input struct {
|
||||
EffectLost []Effect
|
||||
// 删掉伤害记录,可以在回调中记录,而不是每次调用记录
|
||||
*model.AttackValue
|
||||
FightC common.FightI
|
||||
SumDamage alpacadecimal.Decimal //伤害
|
||||
FightC common.FightI
|
||||
SumDamage alpacadecimal.Decimal //伤害
|
||||
ShieldDamageTaken alpacadecimal.Decimal
|
||||
// 记录上一回合结束时的能力等级,供效果727等回溯使用。
|
||||
LastTurnEndProp [6]int8
|
||||
@@ -76,6 +78,63 @@ func (our *Input) PrimaryCurPet() *info.BattlePetEntity {
|
||||
return our.CurPetAt(0)
|
||||
}
|
||||
|
||||
// CurrentPet 返回“当前输入槽位”的出战精灵。
|
||||
// 注意:Input 本身已对应一个 actor 槽位,这里不是“整队的 0 号主位”。
|
||||
func (our *Input) CurrentPet() *info.BattlePetEntity {
|
||||
return our.PrimaryCurPet()
|
||||
}
|
||||
|
||||
func (our *Input) IsCurrentPetCatchTime(catchTime uint32) bool {
|
||||
current := our.CurrentPet()
|
||||
if current == nil {
|
||||
return false
|
||||
}
|
||||
return current.Info.CatchTime == catchTime
|
||||
}
|
||||
|
||||
func (our *Input) ControlledBy(userID uint32) bool {
|
||||
return our != nil && our.Player != nil && our.Player.GetInfo().UserID == userID
|
||||
}
|
||||
|
||||
// BenchPets 返回当前站位后备精灵(不含当前出战精灵)。
|
||||
func (our *Input) BenchPets() []*info.BattlePetEntity {
|
||||
if our == nil {
|
||||
return nil
|
||||
}
|
||||
current := our.CurrentPet()
|
||||
if current == nil {
|
||||
return append([]*info.BattlePetEntity(nil), our.AllPet...)
|
||||
}
|
||||
bench := make([]*info.BattlePetEntity, 0, len(our.AllPet))
|
||||
for _, pet := range our.AllPet {
|
||||
if pet == nil || pet.Info.CatchTime == current.Info.CatchTime {
|
||||
continue
|
||||
}
|
||||
bench = append(bench, pet)
|
||||
}
|
||||
return bench
|
||||
}
|
||||
|
||||
func (our *Input) OpponentSlots() []*Input {
|
||||
if our == nil {
|
||||
return nil
|
||||
}
|
||||
if len(our.OppTeam) == 0 {
|
||||
if our.Opp != nil {
|
||||
return []*Input{our.Opp}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
slots := make([]*Input, 0, len(our.OppTeam))
|
||||
for _, in := range our.OppTeam {
|
||||
if in == nil {
|
||||
continue
|
||||
}
|
||||
slots = append(slots, in)
|
||||
}
|
||||
return slots
|
||||
}
|
||||
|
||||
func (our *Input) SetCurPetAt(index int, pet *info.BattlePetEntity) {
|
||||
if our == nil || index < 0 {
|
||||
return
|
||||
|
||||
@@ -75,7 +75,8 @@ func (f *FightC) battleLoop() {
|
||||
if ff.Player.GetInfo().PetList[j].CatchTime == ff.AllPet[i].Info.CatchTime {
|
||||
|
||||
if ff.UserID == f.WinnerId {
|
||||
if ff.CurPet[0].Info.CatchTime == ff.Player.GetInfo().PetList[j].CatchTime {
|
||||
currentPet := ff.CurrentPet()
|
||||
if currentPet != nil && currentPet.Info.CatchTime == ff.Player.GetInfo().PetList[j].CatchTime {
|
||||
f.Winpet = &ff.Player.GetInfo().PetList[j]
|
||||
}
|
||||
|
||||
@@ -100,9 +101,14 @@ func (f *FightC) battleLoop() {
|
||||
addpet.EffectInfo = nil //清空特性信息
|
||||
f.Our[0].Player.(*player.Player).Service.Pet.PetAdd(&addpet, 0)
|
||||
|
||||
oppPet := f.Opp[0].CurrentPet()
|
||||
petID := uint32(0)
|
||||
if oppPet != nil {
|
||||
petID = uint32(oppPet.ID)
|
||||
}
|
||||
f.Our[0].Player.SendPackCmd(2409, &info.CatchMonsterOutboundInfo{
|
||||
CatchTime: uint32(addpet.CatchTime),
|
||||
PetId: uint32(f.Opp[0].CurPet[0].ID),
|
||||
PetId: petID,
|
||||
})
|
||||
|
||||
defer f.Our[0].Player.(*player.Player).Service.Done.UpdatePet(addpet, 0, 1)
|
||||
@@ -323,11 +329,6 @@ func (f *FightC) handleTimeout(expectedSlots map[actionSlotKey]struct{}, actions
|
||||
|
||||
}
|
||||
|
||||
type roundActionPair struct {
|
||||
our action.BattleActionI
|
||||
opp action.BattleActionI
|
||||
}
|
||||
|
||||
func flattenActionMap(actions map[actionSlotKey]action.BattleActionI) []action.BattleActionI {
|
||||
flattened := make([]action.BattleActionI, 0, len(actions))
|
||||
for _, act := range actions {
|
||||
@@ -371,44 +372,38 @@ func (f *FightC) sortActions(actions []action.BattleActionI) {
|
||||
})
|
||||
}
|
||||
|
||||
func (f *FightC) buildRoundActionPairs(actions []action.BattleActionI) []roundActionPair {
|
||||
remaining := append([]action.BattleActionI(nil), actions...)
|
||||
f.sortActions(remaining)
|
||||
func sortActionsByActor(actions []action.BattleActionI) {
|
||||
sort.SliceStable(actions, func(i, j int) bool {
|
||||
a, b := actions[i], actions[j]
|
||||
if a == nil || b == nil {
|
||||
return a != nil
|
||||
}
|
||||
if a.GetActorIndex() != b.GetActorIndex() {
|
||||
return a.GetActorIndex() < b.GetActorIndex()
|
||||
}
|
||||
if a.GetTargetIndex() != b.GetTargetIndex() {
|
||||
return a.GetTargetIndex() < b.GetTargetIndex()
|
||||
}
|
||||
return a.GetPlayerID() < b.GetPlayerID()
|
||||
})
|
||||
}
|
||||
|
||||
used := make([]bool, len(remaining))
|
||||
pairs := make([]roundActionPair, 0, len(remaining))
|
||||
for i, act := range remaining {
|
||||
if used[i] || act == nil {
|
||||
func (f *FightC) splitRoundActions(actions []action.BattleActionI) ([]action.BattleActionI, []action.BattleActionI) {
|
||||
our := make([]action.BattleActionI, 0, len(actions))
|
||||
opp := make([]action.BattleActionI, 0, len(actions))
|
||||
for _, act := range actions {
|
||||
if act == nil {
|
||||
continue
|
||||
}
|
||||
used[i] = true
|
||||
|
||||
pair := roundActionPair{}
|
||||
if f.isOurPlayerID(act.GetPlayerID()) {
|
||||
pair.our = act
|
||||
our = append(our, act)
|
||||
} else {
|
||||
pair.opp = act
|
||||
opp = append(opp, act)
|
||||
}
|
||||
|
||||
for j := i + 1; j < len(remaining); j++ {
|
||||
candidate := remaining[j]
|
||||
if used[j] || candidate == nil {
|
||||
continue
|
||||
}
|
||||
if f.isOurPlayerID(candidate.GetPlayerID()) == f.isOurPlayerID(act.GetPlayerID()) {
|
||||
continue
|
||||
}
|
||||
used[j] = true
|
||||
if pair.our == nil {
|
||||
pair.our = candidate
|
||||
} else {
|
||||
pair.opp = candidate
|
||||
}
|
||||
break
|
||||
}
|
||||
pairs = append(pairs, pair)
|
||||
}
|
||||
return pairs
|
||||
sortActionsByActor(our)
|
||||
sortActionsByActor(opp)
|
||||
return our, opp
|
||||
}
|
||||
|
||||
// 根据动作类型执行一回合结算
|
||||
@@ -418,11 +413,24 @@ func (f *FightC) resolveRound(actions []action.BattleActionI) {
|
||||
return
|
||||
}
|
||||
|
||||
for _, pair := range f.buildRoundActionPairs(actions) {
|
||||
ourActions, oppActions := f.splitRoundActions(actions)
|
||||
roundLen := len(ourActions)
|
||||
if len(oppActions) > roundLen {
|
||||
roundLen = len(oppActions)
|
||||
}
|
||||
for i := 0; i < roundLen; i++ {
|
||||
if f.closefight {
|
||||
return
|
||||
}
|
||||
f.resolveActionPair(pair.our, pair.opp)
|
||||
var ourAct action.BattleActionI
|
||||
var oppAct action.BattleActionI
|
||||
if i < len(ourActions) {
|
||||
ourAct = ourActions[i]
|
||||
}
|
||||
if i < len(oppActions) {
|
||||
oppAct = oppActions[i]
|
||||
}
|
||||
f.resolveActionPair(ourAct, oppAct)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -56,6 +56,7 @@ func buildFight(opts *fightBuildOptions) (*FightC, errorcode.ErrorCode) {
|
||||
}
|
||||
f.bindInputFightContext(f.Our)
|
||||
f.bindInputFightContext(f.Opp)
|
||||
f.linkTeamViews()
|
||||
f.linkOppInputs()
|
||||
|
||||
f.ReadyInfo.OurInfo, f.ReadyInfo.OurPetList = initfightready(f.primaryOur())
|
||||
|
||||
@@ -2,6 +2,7 @@ package node
|
||||
|
||||
import (
|
||||
element "blazing/common/data/Element"
|
||||
"blazing/logic/service/fight/info"
|
||||
"blazing/logic/service/fight/input"
|
||||
"sync"
|
||||
|
||||
@@ -75,12 +76,90 @@ func (e *EffectNode) OpponentInput() *input.Input {
|
||||
return e.Ctx().Opp
|
||||
}
|
||||
|
||||
func (e *EffectNode) SourcePet() *info.BattlePetEntity {
|
||||
in := e.SourceInput()
|
||||
if in == nil {
|
||||
return nil
|
||||
}
|
||||
return in.CurrentPet()
|
||||
}
|
||||
|
||||
func (e *EffectNode) CarrierPet() *info.BattlePetEntity {
|
||||
in := e.CarrierInput()
|
||||
if in == nil {
|
||||
return nil
|
||||
}
|
||||
return in.CurrentPet()
|
||||
}
|
||||
|
||||
func (e *EffectNode) TargetPet() *info.BattlePetEntity {
|
||||
in := e.TargetInput()
|
||||
if in == nil {
|
||||
return nil
|
||||
}
|
||||
return in.CurrentPet()
|
||||
}
|
||||
|
||||
func (e *EffectNode) OpponentPet() *info.BattlePetEntity {
|
||||
in := e.OpponentInput()
|
||||
if in == nil {
|
||||
return nil
|
||||
}
|
||||
return in.CurrentPet()
|
||||
}
|
||||
|
||||
func (e *EffectNode) ForEachOpponentSlot(fn func(*input.Input) bool) {
|
||||
if fn == nil {
|
||||
return
|
||||
}
|
||||
carrier := e.CarrierInput()
|
||||
if carrier == nil {
|
||||
if opp := e.OpponentInput(); opp != nil {
|
||||
fn(opp)
|
||||
}
|
||||
return
|
||||
}
|
||||
opponents := carrier.OpponentSlots()
|
||||
if len(opponents) == 0 {
|
||||
if opp := e.OpponentInput(); opp != nil {
|
||||
fn(opp)
|
||||
}
|
||||
return
|
||||
}
|
||||
for _, opp := range opponents {
|
||||
if opp == nil {
|
||||
continue
|
||||
}
|
||||
if !fn(opp) {
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (e *EffectNode) ForEachCarrierBenchPet(fn func(*info.BattlePetEntity) bool) {
|
||||
if fn == nil {
|
||||
return
|
||||
}
|
||||
carrier := e.CarrierInput()
|
||||
if carrier == nil {
|
||||
return
|
||||
}
|
||||
for _, pet := range carrier.BenchPets() {
|
||||
if pet == nil {
|
||||
continue
|
||||
}
|
||||
if !fn(pet) {
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// IsOwner reports whether the current phase's Our side owns this effect.
|
||||
func (e *EffectNode) IsOwner() bool {
|
||||
if e.Ctx().Our == nil || len(e.Ctx().Our.CurPet) == 0 || e.Ctx().Our.CurPet[0] == nil {
|
||||
if e.Ctx().Our == nil {
|
||||
return false
|
||||
}
|
||||
return e.ID().GetCatchTime() == e.Ctx().Our.CurPet[0].Info.CatchTime
|
||||
return e.Ctx().Our.IsCurrentPetCatchTime(e.ID().GetCatchTime())
|
||||
}
|
||||
|
||||
func (e *EffectNode) Ctx() *input.Ctx {
|
||||
@@ -176,10 +255,15 @@ func (e *EffectNode) PropBefer(in *input.Input, prop int8, level int8) bool {
|
||||
func (e *EffectNode) ISNaturalEnemy() bool {
|
||||
source := e.SourceInput()
|
||||
opp := e.OpponentInput()
|
||||
if source == nil || opp == nil || source.CurPet[0] == nil || opp.CurPet[0] == nil {
|
||||
if source == nil || opp == nil {
|
||||
return false
|
||||
}
|
||||
t, _ := element.Calculator.GetOffensiveMultiplier(opp.CurPet[0].Type, source.CurPet[0].Type)
|
||||
sourcePet := source.CurrentPet()
|
||||
oppPet := opp.CurrentPet()
|
||||
if sourcePet == nil || oppPet == nil {
|
||||
return false
|
||||
}
|
||||
t, _ := element.Calculator.GetOffensiveMultiplier(oppPet.Type, sourcePet.Type)
|
||||
|
||||
if t <= 1 {
|
||||
return false
|
||||
|
||||
@@ -38,8 +38,11 @@ func (e *EffectNode) OnSkill() bool {
|
||||
}
|
||||
|
||||
func (e *EffectNode) Skill_Can() bool {
|
||||
|
||||
return e.Input.CurPet[0].HP != 0
|
||||
currentPet := e.Input.CurrentPet()
|
||||
if currentPet == nil {
|
||||
return false
|
||||
}
|
||||
return currentPet.HP != 0
|
||||
}
|
||||
|
||||
func (e *EffectNode) GenSub(t input.Effect, Duration int) input.Effect {
|
||||
|
||||
51
logic/service/fight/slot_view.go
Normal file
51
logic/service/fight/slot_view.go
Normal file
@@ -0,0 +1,51 @@
|
||||
package fight
|
||||
|
||||
import "blazing/logic/service/fight/input"
|
||||
|
||||
const (
|
||||
SideOur = 1
|
||||
SideOpp = 2
|
||||
)
|
||||
|
||||
type SlotView struct {
|
||||
Side int
|
||||
SlotIndex int
|
||||
ControllerUserID uint32
|
||||
Input *input.Input
|
||||
}
|
||||
|
||||
func (f *FightC) SlotInput(side int, slotIndex int) *input.Input {
|
||||
switch side {
|
||||
case SideOur:
|
||||
return f.selectInput(f.Our, slotIndex)
|
||||
case SideOpp:
|
||||
return f.selectInput(f.Opp, slotIndex)
|
||||
default:
|
||||
return nil
|
||||
}
|
||||
}
|
||||
|
||||
func (f *FightC) SideSlots(side int) []SlotView {
|
||||
var sideInputs []*input.Input
|
||||
switch side {
|
||||
case SideOur:
|
||||
sideInputs = f.Our
|
||||
case SideOpp:
|
||||
sideInputs = f.Opp
|
||||
default:
|
||||
return nil
|
||||
}
|
||||
slots := make([]SlotView, 0, len(sideInputs))
|
||||
for idx, in := range sideInputs {
|
||||
if in == nil || in.Player == nil {
|
||||
continue
|
||||
}
|
||||
slots = append(slots, SlotView{
|
||||
Side: side,
|
||||
SlotIndex: idx,
|
||||
ControllerUserID: in.Player.GetInfo().UserID,
|
||||
Input: in,
|
||||
})
|
||||
}
|
||||
return slots
|
||||
}
|
||||
Reference in New Issue
Block a user