```
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feat(fight): 新增疲惫状态并优化睡眠状态机制

- 实现疲惫状态(StatusTired),仅限制攻击技能,允许属性技能正常使用
- 重构睡眠状态,改为在被攻击且未miss时立即解除,而非技能使用后
- 修复寄生种子效果触发时机,改为回合开始时触发
- 调整寄生效果的目标为技能施放者而非对手

fix(fight): 修正战斗回合逻辑和技能持续时间处理

- 修复Effect2194中状态添加函数调用,使用带时间参数的版本
- 修正Effect13中技能持续时间计算,避免额外减1的问题
- 优化回合处理逻辑,当双方都未出手时跳过动作阶段

refactor(cdk): 重构CDK配置结构和服务器冠名功能

- 将CDKConfig中的CDKType字段重命名为Type以符合GORM映射
- 优化UseServerNamingCDK方法的上下文处理逻辑
- 修复服务器冠名CDK使用时的类型检查条件

feat(player): 完善宠物经验系统和CDK兑换功能

- 增强AddPetExp方法,处理宠物等级达到100级的情况
- 添加查询当前账号有效期内服务器冠名信息的API接口
- 实现服务器服务相关的数据模型和查询方法

fix(task): 任务查询支持启用和未启用状态

- 修改任务服务中的Get、GetDaily、GetWeek方法
- 当启用状态下无结果时,自动查询未启用状态的任务配置
```
This commit is contained in:
昔念
2026-04-13 22:27:27 +08:00
parent f95fd49efd
commit 7dfa9c297e
4 changed files with 184 additions and 78 deletions

View File

@@ -193,10 +193,23 @@ func (f *FightC) collectAttackValues(inputs []*input.Input) []model.AttackValue
return values
}
func (f *FightC) buildNoteUseSkillOutboundInfo() info.NoteUseSkillOutboundInfo {
func (f *FightC) collectAttackValueByAction(act *action.SelectSkillAction) []model.AttackValue {
if act == nil {
return nil
}
fighter := f.GetInputByAction(act, false)
if fighter == nil || fighter.AttackValue == nil || fighter.AttackValue.SkillID == 0 {
return nil
}
attackValue := *fighter.AttackValue
attackValue.ActorIndex = uint32(act.GetActorIndex())
return []model.AttackValue{attackValue}
}
func (f *FightC) buildNoteUseSkillOutboundInfo(firstAttack, secondAttack *action.SelectSkillAction) info.NoteUseSkillOutboundInfo {
result := info.NoteUseSkillOutboundInfo{}
result.FirstAttackInfo = append(result.FirstAttackInfo, f.collectAttackValues(f.Our)...)
result.SecondAttackInfo = append(result.SecondAttackInfo, f.collectAttackValues(f.Opp)...)
result.FirstAttackInfo = append(result.FirstAttackInfo, f.collectAttackValueByAction(firstAttack)...)
result.SecondAttackInfo = append(result.SecondAttackInfo, f.collectAttackValueByAction(secondAttack)...)
return result
}
@@ -302,12 +315,18 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
var currentAction *action.SelectSkillAction
if i == 0 {
currentAction = firstAttack
if currentAction == nil {
continue
}
attacker, defender = f.getSkillParticipants(firstAttack)
originalSkill = f.copySkill(firstAttack)
//先手阶段,先修复后手效果
f.Second.RecoverEffect()
} else {
currentAction = secondAttack
if currentAction == nil {
continue
}
attacker, defender = f.getSkillParticipants(secondAttack)
originalSkill = f.copySkill(secondAttack)
//取消后手历史效果
@@ -434,7 +453,7 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
f.sendLegacyRoundBroadcast(firstAttack, secondAttack)
}
attackValueResult := f.buildNoteUseSkillOutboundInfo()
attackValueResult := f.buildNoteUseSkillOutboundInfo(firstAttack, secondAttack)
//因为切完才能广播,所以必须和回合结束分开结算
f.BroadcastPlayers(func(p common.PlayerI) {
for _, switchAction := range f.Switch {

View File

@@ -5,6 +5,7 @@ import (
"blazing/common/socket/errorcode"
"blazing/logic/service/common"
"blazing/logic/service/fight/action"
fightinfo "blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
spaceinfo "blazing/logic/service/space/info"
@@ -111,3 +112,38 @@ func TestBuildFightStateStartEnvelope(t *testing.T) {
t.Fatalf("unexpected right fighter snapshot: %+v", envelope.Right[0])
}
}
func TestBuildNoteUseSkillOutboundInfoUsesActionOrder(t *testing.T) {
ourPlayer := &stubPlayer{info: model.PlayerInfo{UserID: 1001}}
oppPlayer := &stubPlayer{info: model.PlayerInfo{UserID: 2002}}
our := input.NewInput(nil, ourPlayer)
our.InitAttackValue()
our.AttackValue.SkillID = 111
our.AttackValue.RemainHp = 80
our.AttackValue.MaxHp = 100
opp := input.NewInput(nil, oppPlayer)
opp.InitAttackValue()
opp.AttackValue.SkillID = 222
opp.AttackValue.RemainHp = 70
opp.AttackValue.MaxHp = 100
fc := &FightC{
Our: []*input.Input{our},
Opp: []*input.Input{opp},
}
firstAttack := &action.SelectSkillAction{BaseAction: action.BaseAction{PlayerID: 2002, ActorIndex: 0}}
result := fc.buildNoteUseSkillOutboundInfo(firstAttack, nil)
if len(result.FirstAttackInfo) != 1 {
t.Fatalf("expected only first attack info, got first=%d second=%d", len(result.FirstAttackInfo), len(result.SecondAttackInfo))
}
if len(result.SecondAttackInfo) != 0 {
t.Fatalf("expected no second attack info, got %d", len(result.SecondAttackInfo))
}
if result.FirstAttackInfo[0].UserID != 2002 || result.FirstAttackInfo[0].SkillID != 222 {
t.Fatalf("expected first attack info to belong to acting opponent, got %+v", result.FirstAttackInfo[0])
}
}