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

View File

@@ -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{})
}