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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@@ -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))