fix(fight): 修复技能效果获取逻辑并调整伤害计算方式
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@@ -34,7 +34,8 @@ type OrderedMap[K comparable, V any] struct {
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// NewOrderedMap 创建一个新的泛型有序Map
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func NewOrderedMap[K comparable, V any]() *OrderedMap[K, V] {
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return &OrderedMap[K, V]{
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hash: &maphash.Hash{},
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hash: &maphash.Hash{},
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hashTable: make(map[uint64]*MapEntry[K, V]),
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}
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}
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@@ -373,23 +373,19 @@ func (f *FightC) parseskill(attacker, defender *input.Input, id *SelectSkillActi
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temparg := id.Skill.SideEffectArgS
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for _, v := range id.Skill.SideEffectS {
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t, ok := input.Geteffect(v + 1000000)
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t := input.GetSkillEffect(v)
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if ok { //获取成功
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args := xmlres.EffectArgs[v]
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args := xmlres.EffectArgs[v]
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t.Effect.SetArgs(temparg[:args]...) //设置入参
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t.SetArgs(temparg[:args]...) //设置入参
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temparg = temparg[args:]
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if t.GetOwner() { //如果取反,说明是给对方添加的回合效果
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//实际上,owner永远为反,说明是对方给我添加的
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defender.AddEffect(defender.GetSkillEffect(v))
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} else {
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attacker.AddEffect(attacker.GetSkillEffect(v))
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}
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temparg = temparg[args:]
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if t.Effect.GetOwner() { //如果取反,说明是给对方添加的回合效果
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//实际上,owner永远为反,说明是对方给我添加的
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defender.AddEffect(t)
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} else {
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attacker.AddEffect(t)
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}
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}
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@@ -27,10 +27,11 @@ type Input struct {
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func NewInput(c common.FightI, p common.PlayerI) *Input {
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ret := &Input{FightC: c, Player: p}
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t := ret.GetDamageEffect(0)
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ret.Effects = utils.NewOrderedMap[int, Effect]()
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t := GetDamageEffect(0)
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ret.AddEffect(t) //添加默认基类,实现继承
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p.SetFightC(c) //给玩家设置战斗容器
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ret.Effects = utils.NewOrderedMap[int, Effect]()
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return ret
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}
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@@ -72,7 +73,7 @@ func (i *Input) GetStatusBonus() float64 {
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maxBonus := 1.0 // 默认无状态倍率
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for statusIdx := 0; statusIdx < 20; statusIdx++ {
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t, ok := i.GetStatusEffect(statusIdx)
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t, ok := GetStatusEffect(statusIdx)
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// 检查状态是否存在(数组中值为1表示存在该状态)
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if ok && t.Stack() > 0 {
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@@ -79,7 +79,7 @@ var NodeM = make(map[int]Effect, 0)
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func InitSkillEffect(id int, t Effect) {
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NodeM[id+1000000] = t
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NodeM[id+1000000-1] = t
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}
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func Geteffect(id int) (Effect, bool) {
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@@ -95,7 +95,7 @@ func Geteffect(id int) (Effect, bool) {
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func InitPropEffect(id int, t Effect) {
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NodeM[id+2000000] = t
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NodeM[id+2000000-1] = t
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}
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// * battle_lv: atk(0), def(1), sp_atk(2), sp_def(3), spd(4), accuracy(5)
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@@ -125,11 +125,11 @@ func (c *Input) GetProp(id int, istue bool) int {
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}
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func InitDamageEffect(id int, t Effect) {
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NodeM[id+4000000] = t
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NodeM[id+4000000-1] = t
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}
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// 1为红伤
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func (c *Input) GetDamageEffect(id int) *EffectID {
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func GetDamageEffect(id int) *EffectID {
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id1 := id + 4000000
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ret, ok := Geteffect(id1)
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if ok {
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@@ -142,7 +142,17 @@ func (c *Input) GetDamageEffect(id int) *EffectID {
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}
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return &EffectID{}
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}
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func (c *Input) GetSkillEffect(id int) *EffectID {
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func (c *Input) GetDamageEffect(id int) int {
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id1 := id + 4000000
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rer, ok := c.Effects.Load(id1)
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if ok {
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return rer.Stack()
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}
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return 0
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}
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func GetSkillEffect(id int) *EffectID {
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id1 := id + 1000000
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ret, ok := Geteffect(id1)
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if ok {
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@@ -161,7 +171,7 @@ type EffectID struct {
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Effect Effect
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}
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func (c *Input) GetPropEffect(id int) Effect {
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func GetPropEffect(id int) Effect {
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ret, ok := Geteffect(id + 2000000)
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if ok {
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@@ -173,10 +183,10 @@ func (c *Input) GetPropEffect(id int) Effect {
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}
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func InitStatusEffect(id int, t Effect) {
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NodeM[id+3000000] = t
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NodeM[id+3000000-1] = t
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}
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func (c *Input) GetStatusEffect(id int) (Effect, bool) {
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func GetStatusEffect(id int) (Effect, bool) {
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ret, ok := Geteffect(id + 3000000)
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if ok {
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//todo 获取前GetEffect
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@@ -186,6 +196,11 @@ func (c *Input) GetStatusEffect(id int) (Effect, bool) {
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return nil, false
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}
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func (c *Input) GetStatusEffect(id int) (Effect, bool) {
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rer, ok := c.Effects.Load(id + 3000000)
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return rer, ok
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}
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func (c *Input) GetCurrAttr(id int) *model.PetInfo {
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//todo 获取前GetEffect
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