refactor(fight/effect): 重构伤害处理逻辑,统一使用DamageZone管理伤害值并优化Effect接口,移除过时方法

This commit is contained in:
1
2025-09-26 02:09:33 +00:00
parent 6a3a8ba20f
commit 728f3a52d6
10 changed files with 171 additions and 199 deletions

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@@ -18,7 +18,7 @@ func init() {
}
func (e *Effect1) AfterSkill(opp *input.Input, skill *info.SkillEntity) {
t := e.Input.GetEffect(input.EffectType.Damage, 0).Stack()
e.Input.CurrentPet.Info.Hp += uint32(t / 2)
e.Input.CurrentPet.Info.Hp += uint32(e.Input.GetDamage(0) / 2)
}

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@@ -2,7 +2,6 @@ package effect
import (
"blazing/common/utils"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
@@ -23,7 +22,7 @@ type Effect8 struct {
}
// 伤害落实前触发,限制最大伤害
func (e *Effect8) BeforeAttacked(opp *input.Input, skill *info.SkillEntity) {
func (e *Effect8) Attack(opp *input.Input, eff *input.EffectID) {
// //在这里修改伤害
// if opp.GetEffect(input.EffectType.Damage, 0).MaxStack() != 0 { //限制最大伤害
@@ -31,8 +30,8 @@ func (e *Effect8) BeforeAttacked(opp *input.Input, skill *info.SkillEntity) {
// }
opp.Pet(e.Input, func() { //我方取敌方属性
dg := utils.Min(e.Input.GetEffect(input.EffectType.Damage, 0).Stack(), int(opp.CurrentPet.Info.Hp)-1)
e.Input.GetEffect(input.EffectType.Damage, 0).Stack(dg)
e.Input.DamageZone[0] = utils.Min(e.Input.GetDamage(0), int(opp.CurrentPet.Info.Hp)-1)
})
}

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@@ -1,132 +0,0 @@
package effect
import (
"blazing/common/utils"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// 施加一个基类effect
type Effect0 struct {
node.EffectNode
}
func (e *Effect0) OnSwitchOut() bool {
return true
}
func (e *Effect0) OnOwnerSwitchIn() bool {
return true
}
func (e *Effect0) TurnEnd(opp *input.Input) {
e.Input.AttackValue.RemainHp = int32(e.Input.CurrentPet.Info.Hp)
}
// 使用技能时
func (e *Effect0) OnSkill(opp *input.Input, skill *info.SkillEntity) {
e.Input.Skill(skill, func() { //变威力作用
e.Stack(int(e.Input.CalculatePower(opp, skill).IntPart()))
})
e.Input.Exec(func(t input.Effect) bool { //计算暴击率加成
e.Input.AttackValue.IsCritical = skill.Crit
return e.Input.AttackValue.IsCritical == 0
})
e.Input.Exec(func(t input.Effect) bool { //加伤
t.AddZone(e.Input, &input.EffectID{
ID: 1,
Effect: e,
})
return true
})
e.Input.Exec(func(t input.Effect) bool { //乘伤
t.MulZone(e.Input, &input.EffectID{
ID: 1,
Effect: e,
})
return true
})
if e.Input.AttackValue.IsCritical == 1 {
e.Stack(e.Stack() * 2)
}
}
func (e *Effect0) BeforeSkill(opp *input.Input, skill *info.SkillEntity) {
skill.AttackTimeC(int(opp.GetProp(5, true))) //计算命中
skill.Crit = 0
if skill.Category() == info.Category.STATUS { //属性技能不用算暴击
return
}
CritRate := utils.Max(skill.CritRate, 1)
//CritAtkFirst: 先出手时必定致命一击; 默认: 0
if skill.CritAtkFirst != 0 && e.Input.First {
CritRate = 16
}
//CritAtkSecond: 后出手时必定致命一击; 默认: 0
if skill.CritAtkSecond != 0 && !e.Input.First {
CritRate = 16
}
// CritSelfHalfHp: 自身体力低于一半时必定致命一击; 默认: 0
if skill.CritSelfHalfHp != 0 && (e.Input.CurrentPet.HP < int(e.Input.CurrentPet.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.CritSelfHalfHp != 0 && (opp.CurrentPet.HP < int(opp.CurrentPet.Info.MaxHp)/2) {
CritRate = 16
}
//todo 暴击伤害
if t, _, _ := e.Input.Player.Roll(625*CritRate, 10000); t {
skill.Crit = 1
}
}
// 受击触发
func (e *Effect0) Attacked(opp *input.Input, skill *info.SkillEntity) {
e.Input.Exec(func(t input.Effect) bool { //加伤
t.AddZone(opp, &input.EffectID{
ID: 1,
Effect: e,
})
return true
})
e.Input.Exec(func(t input.Effect) bool { //乘伤
t.MulZone(opp, &input.EffectID{
ID: 1,
Effect: e,
})
return true
})
opp.AttackValue.LostHp = uint32(opp.GetEffect(input.EffectType.Damage, 0).Stack())
if uint32(opp.AttackValue.LostHp) > e.Input.CurrentPet.Info.Hp {
//这里其实是受到致死伤害
//然后先触发死亡效果消除所有buff
//然后触发回神效果
e.Input.CurrentPet.Info.Hp = 0
} else {
e.Input.CurrentPet.Info.Hp = e.Input.CurrentPet.Info.Hp - opp.AttackValue.LostHp
}
}
func init() {
input.InitEffect(input.EffectType.Damage, 0, &Effect0{})
}

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@@ -12,25 +12,52 @@ type EffectStatus struct {
Status info.EnumBattleStatus
}
type EffectStatusNotSkill struct {
type StatusNotSkill struct {
EffectStatus
}
func (e *EffectStatusNotSkill) CanSkill(opp *input.Input) bool {
func (e *StatusNotSkill) CanSkill(opp *input.Input) bool {
return false
}
// 扣血类
type DrainHP struct {
EffectStatus
}
func (e *DrainHP) OnTurnStart(opp *input.Input) {
e.Input.Pet(e.Input, func() { //我方取我方
e.Input.CurrentPet.Info.Hp = -e.Input.CurrentPet.Info.MaxHp / 8
})
}
// 被寄生种子 扣血类
type StatusDrainedHP struct {
DrainHP
}
func (e *StatusDrainedHP) OnTurnStart(opp *input.Input) {
e.DrainHP.OnTurnStart(opp)
opp.Pet(e.Input, func() { //我方取我方
opp.CurrentPet.Info.Hp = -e.Input.CurrentPet.Info.MaxHp / 8
})
}
func init() {
//麻痹,疲惫,害怕,石化,都是无法行动
tt := func(t info.EnumBattleStatus, f *EffectStatusNotSkill) {
tt := func(t info.EnumBattleStatus, f *StatusNotSkill) {
f.Status = t
input.InitEffect(input.EffectType.Status, int(t), f)
}
tt(info.PetStatus.Paralysis, &EffectStatusNotSkill{})
tt(info.PetStatus.Tired, &EffectStatusNotSkill{})
tt(info.PetStatus.Sleep, &EffectStatusNotSkill{})
tt(info.PetStatus.Petrified, &EffectStatusNotSkill{})
input.InitEffect(input.EffectType.Status, int(info.PetStatus.DrainHP), &EffectStatus{}) //寄生种子
tt(info.PetStatus.Paralysis, &StatusNotSkill{})
tt(info.PetStatus.Tired, &StatusNotSkill{})
tt(info.PetStatus.Sleep, &StatusNotSkill{})
tt(info.PetStatus.Petrified, &StatusNotSkill{})
}

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@@ -434,11 +434,25 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, a *SelectSk
return true
})
attacker.BeforeSkill(defender, a.Skill)
attacker.AttackValue.AttackTime = a.Skill.AttackTime
f.parseskill(attacker, defender, a) //是否miss都应该施加解析effect
if attacker.AttackValue.AttackTime > 0 { //如果命中
attacker.Skill(a.Skill, func() { //变威力作用
attacker.DamageZone[0] = int(attacker.CalculatePower(defender, a.Skill).IntPart())
})
attacker.AttackValue.IsCritical = a.Skill.Crit
if attacker.AttackValue.IsCritical == 1 {
attacker.DamageZone[0] *= 2
}
attacker.Exec(func(t input.Effect) bool {
t.Hit(true) //我方效果命中
@@ -455,26 +469,10 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, a *SelectSk
})
// 扣减防御方血量
} //todo 处理未命中效果
attacker.Exec(func(t input.Effect) bool {
}
t.BeforeAttacked(attacker, a.Skill) //红伤落实前
return true
})
defender.Exec(func(t input.Effect) bool {
t.Attacked(attacker, a.Skill) //红伤落实
return true
})
attacker.Exec(func(t input.Effect) bool {
t.AfterSkill(defender, a.Skill) //技能使用完毕后结算
return true
})
defender.Damage(attacker, 0)
attacker.AttackValue.LostHp = uint32(attacker.GetEffect(input.EffectType.Damage, 0).Effect.Stack()) //红伤落实
}
//回合有先手方和后手方,同时有攻击方和被攻击方
@@ -528,7 +526,7 @@ func (f *FightC) enterturn(fattack, sattack BattleActionI) {
skill.Skill.Info.PP-- //减少PP
}
fmt.Println(i,
"玩家技能伤害:", attacker.GetEffect(input.EffectType.Damage, 0).Stack(),
"玩家技能伤害:", attacker.GetEffect(input.EffectType.Damage, 0).Effect.Stack(),
"自身剩余血量:", attacker.CurrentPet.Info.Hp,
"对手剩余血量:", defender.CurrentPet.Info.Hp,
)
@@ -569,6 +567,8 @@ func (f *FightC) enterturn(fattack, sattack BattleActionI) {
t.TurnEnd(f.First) //返回本身结算,如果false,说明不能使用技能了
return true
})
f.First.AttackValue.RemainHp = int32(f.First.CurrentPet.Info.Hp)
f.Second.AttackValue.RemainHp = int32(f.Second.CurrentPet.Info.Hp)
ret := info.AttackValueS{
FAttack: *f.First.AttackValue,
SAttack: *f.Second.AttackValue,
@@ -577,12 +577,12 @@ func (f *FightC) enterturn(fattack, sattack BattleActionI) {
for i := 0; i < 20; i++ { //堆叠状态剩余回合
t := f.First.GetEffect(input.EffectType.Status, i)
if t != nil {
ret.FAttack.Status[i] = int8(t.Duration())
if t.ID != 0 {
ret.FAttack.Status[i] = int8(t.Effect.Duration())
}
t = f.Second.GetEffect(input.EffectType.Status, i)
if t != nil {
ret.FAttack.Status[i] = int8(t.Duration())
if t.ID != 0 {
ret.FAttack.Status[i] = int8(t.Effect.Duration())
}
}

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@@ -10,9 +10,73 @@ import (
"github.com/shopspring/decimal"
)
func (u *Input) Death() {
func (u *Input) BeforeSkill(opp *Input, skill *info.SkillEntity) {
skill.AttackTimeC(int(u.GetProp(5, true))) //计算命中
skill.Crit = 0
if skill.Category() == info.Category.STATUS { //属性技能不用算暴击
return
}
CritRate := utils.Max(skill.CritRate, 1)
u.CurrentPet.Info.Hp = 0
//CritAtkFirst: 先出手时必定致命一击; 默认: 0
if skill.CritAtkFirst != 0 && u.First {
CritRate = 16
}
//CritAtkSecond: 后出手时必定致命一击; 默认: 0
if skill.CritAtkSecond != 0 && !u.First {
CritRate = 16
}
// CritSelfHalfHp: 自身体力低于一半时必定致命一击; 默认: 0
if skill.CritSelfHalfHp != 0 && (u.CurrentPet.HP < int(u.CurrentPet.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.CritSelfHalfHp != 0 && (opp.CurrentPet.HP < int(opp.CurrentPet.Info.MaxHp)/2) {
CritRate = 16
}
//todo 暴击伤害
if t, _, _ := u.Player.Roll(625*CritRate, 10000); t {
skill.Crit = 1
}
}
// 伤害落实
func (u *Input) Damage(attacker *Input, id int) {
attacker.Exec(func(t Effect) bool {
t.BeforeAttack(u, attacker.GetDamage(0)) //红伤落实前,我方增伤
return true
})
attacker.Exec(func(t Effect) bool {
t.Attack(u, attacker.GetEffect(EffectType.Damage, id)) //红伤落实前,我方增伤
return true
})
u.Exec(func(t Effect) bool {
t.BeforeAttacked(attacker, attacker.GetEffect(EffectType.Damage, id)) //红伤落实,内部有befer
return true
})
u.Exec(func(t Effect) bool {
t.Attacked(attacker, attacker.GetEffect(EffectType.Damage, id)) //红伤落实,内部有befer
return true
})
if uint32(attacker.GetEffect(EffectType.Damage, id).Effect.Stack()) > u.CurrentPet.Info.Hp {
//这里其实是受到致死伤害
//然后先触发死亡效果消除所有buff
//然后触发回神效果
u.CurrentPet.Info.Hp = 0
} else {
u.CurrentPet.Info.Hp = u.CurrentPet.Info.Hp - u.AttackValue.LostHp
}
//todo 待实现死亡effet

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@@ -13,7 +13,6 @@ type Effect interface {
PreSkill(opp *Input, skill *info.SkillEntity) //对技能修改,比如变威力
BeforeSkill(opp *Input, skill *info.SkillEntity) // 技能命中前触发
OnSkill(opp *Input, skill *info.SkillEntity) //闪避率计算,,实际上是修改命中的判断
AfterSkill(opp *Input, skill *info.SkillEntity) // 技能命中后触发
// OnSkillPP() bool //技能PP减少节点
AfterProp(t *Input)
@@ -22,10 +21,10 @@ type Effect interface {
BeferAttr(t *info.BattlePetEntity) //在获取属性后,比如视为对方属性
SetArgs(input *Input, param ...int)
AddZone(opp *Input, skill *EffectID) //加区
MulZone(opp *Input, skill *EffectID) //乘区
BeforeAttacked(opp *Input, skill *info.SkillEntity) // 受击前触发
Attacked(opp *Input, skill *info.SkillEntity) // 受击触发
BeforeAttack(opp *Input, id int) // 攻击前触发 ,这时候就是+区间
Attack(opp *Input, id int) // 攻击触发
BeforeAttacked(opp *Input, id int) //受击前触发 这时候就是百分比减伤区间
Attacked(opp *Input, id int) // 受击触发 这时候就是点数减伤
// Shield() bool // 护盾值变化时触发
// PostDamage() bool // 伤害结算后触发(血量扣除后)

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@@ -20,18 +20,19 @@ type Input struct {
*info.AttackValue
FightC common.FightI
// info.BattleActionI
Effects *utils.OrderedMap[int, Effect] //effects 实际上全局就是effect无限回合 //effects容器 技能的
//Damage decimal.Decimal //造成伤害
First bool //是否先手
Effects *utils.OrderedMap[int, Effect] //effects 实际上全局就是effect无限回合 //effects容器 技能的
DamageZone map[info.EnumCategory]int //伤害容器
First bool //是否先手
}
func NewInput(c common.FightI, p common.PlayerI) *Input {
ret := &Input{FightC: c, Player: p}
ret.Effects = utils.NewOrderedMap[int, Effect]()
t := Geteffect(EffectType.Damage, 0)
t.Effect.SetArgs(ret)
ret.AddEffect(t) //添加默认基类,实现继承
p.SetFightC(c) //给玩家设置战斗容器
ret.DamageZone = make(map[info.EnumCategory]int)
// t := Geteffect(EffectType.Damage, 0)
// t.Effect.SetArgs(ret)
// ret.AddEffect(t) //添加默认基类,实现继承
p.SetFightC(c) //给玩家设置战斗容器
return ret

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@@ -17,7 +17,7 @@ var EffectType = enum.New[struct {
Skill EnumEffectType `enum:"1000000"` //技能
//Prop EnumEffectType `enum:"2000000"` //属性
Status EnumEffectType `enum:"3000000"` //状态
Damage EnumEffectType `enum:"4000000"` //伤害
}]()
var NodeM = make(map[int]Effect, 0)
@@ -67,11 +67,28 @@ func (c *Input) GetProp(id int, istue bool) int {
return realValue
}
func (c *Input) GetDamage(etype info.EnumCategory) int {
rer, ok := c.DamageZone[etype]
func (c *Input) GetEffect(etype EnumEffectType, id int) Effect {
rer, _ := c.Effects.Load(id + int(etype))
if ok {
return rer
return rer
//todo 获取后GetEffect
}
return 0
}
func (c *Input) GetEffect(etype EnumEffectType, id int) *EffectID {
rer, ok := c.Effects.Load(id + int(etype))
if ok {
return &EffectID{
ID: id + int(etype),
Effect: rer,
}
//todo 获取后GetEffect
}
return &EffectID{}
}
func (c *Input) StatEffect_Exist(id int) bool {
rer, ok := c.Effects.Load(id + int(EffectType.Status))

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@@ -1,24 +1,21 @@
package node
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
)
// 加算区
func (e *EffectNode) AddZone(opp *input.Input, skill *input.EffectID) {
}
// 乘算区
func (e *EffectNode) MulZone(opp *input.Input, skill *input.EffectID) {
// 受击触发
func (this *EffectNode) Attack(opp *input.Input, eff *input.EffectID) {
}
// 受击触发
func (this *EffectNode) Attacked(opp *input.Input, skill *info.SkillEntity) {
func (this *EffectNode) BeforeAttack(opp *input.Input, eff *input.EffectID) {
}
// 受击触发
func (this *EffectNode) BeforeAttacked(opp *input.Input, skill *info.SkillEntity) {
func (this *EffectNode) Attacked(opp *input.Input, eff *input.EffectID) {
}
// 受击触发
func (this *EffectNode) BeforeAttacked(opp *input.Input, eff *input.EffectID) {
}