fix(fight): 修复技能效果获取逻辑并调整伤害计算方式

-
This commit is contained in:
2025-09-24 19:46:42 +08:00
parent 9b078d7820
commit 805fe8ec8d
4 changed files with 38 additions and 25 deletions

View File

@@ -34,7 +34,8 @@ type OrderedMap[K comparable, V any] struct {
// NewOrderedMap 创建一个新的泛型有序Map
func NewOrderedMap[K comparable, V any]() *OrderedMap[K, V] {
return &OrderedMap[K, V]{
hash: &maphash.Hash{},
hash: &maphash.Hash{},
hashTable: make(map[uint64]*MapEntry[K, V]),
}
}

View File

@@ -373,23 +373,19 @@ func (f *FightC) parseskill(attacker, defender *input.Input, id *SelectSkillActi
temparg := id.Skill.SideEffectArgS
for _, v := range id.Skill.SideEffectS {
t, ok := input.Geteffect(v + 1000000)
t := input.GetSkillEffect(v)
if ok { //获取成功
args := xmlres.EffectArgs[v]
args := xmlres.EffectArgs[v]
t.Effect.SetArgs(temparg[:args]...) //设置入参
t.SetArgs(temparg[:args]...) //设置入参
temparg = temparg[args:]
if t.GetOwner() { //如果取反,说明是给对方添加的回合效果
//实际上,owner永远为反,说明是对方给我添加的
defender.AddEffect(defender.GetSkillEffect(v))
} else {
attacker.AddEffect(attacker.GetSkillEffect(v))
}
temparg = temparg[args:]
if t.Effect.GetOwner() { //如果取反,说明是给对方添加的回合效果
//实际上,owner永远为反,说明是对方给我添加的
defender.AddEffect(t)
} else {
attacker.AddEffect(t)
}
}

View File

@@ -27,10 +27,11 @@ type Input struct {
func NewInput(c common.FightI, p common.PlayerI) *Input {
ret := &Input{FightC: c, Player: p}
t := ret.GetDamageEffect(0)
ret.Effects = utils.NewOrderedMap[int, Effect]()
t := GetDamageEffect(0)
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.Effects = utils.NewOrderedMap[int, Effect]()
return ret
}
@@ -72,7 +73,7 @@ func (i *Input) GetStatusBonus() float64 {
maxBonus := 1.0 // 默认无状态倍率
for statusIdx := 0; statusIdx < 20; statusIdx++ {
t, ok := i.GetStatusEffect(statusIdx)
t, ok := GetStatusEffect(statusIdx)
// 检查状态是否存在数组中值为1表示存在该状态
if ok && t.Stack() > 0 {

View File

@@ -79,7 +79,7 @@ var NodeM = make(map[int]Effect, 0)
func InitSkillEffect(id int, t Effect) {
NodeM[id+1000000] = t
NodeM[id+1000000-1] = t
}
func Geteffect(id int) (Effect, bool) {
@@ -95,7 +95,7 @@ func Geteffect(id int) (Effect, bool) {
func InitPropEffect(id int, t Effect) {
NodeM[id+2000000] = t
NodeM[id+2000000-1] = t
}
// * battle_lv: atk(0), def(1), sp_atk(2), sp_def(3), spd(4), accuracy(5)
@@ -125,11 +125,11 @@ func (c *Input) GetProp(id int, istue bool) int {
}
func InitDamageEffect(id int, t Effect) {
NodeM[id+4000000] = t
NodeM[id+4000000-1] = t
}
// 1为红伤
func (c *Input) GetDamageEffect(id int) *EffectID {
func GetDamageEffect(id int) *EffectID {
id1 := id + 4000000
ret, ok := Geteffect(id1)
if ok {
@@ -142,7 +142,17 @@ func (c *Input) GetDamageEffect(id int) *EffectID {
}
return &EffectID{}
}
func (c *Input) GetSkillEffect(id int) *EffectID {
func (c *Input) GetDamageEffect(id int) int {
id1 := id + 4000000
rer, ok := c.Effects.Load(id1)
if ok {
return rer.Stack()
}
return 0
}
func GetSkillEffect(id int) *EffectID {
id1 := id + 1000000
ret, ok := Geteffect(id1)
if ok {
@@ -161,7 +171,7 @@ type EffectID struct {
Effect Effect
}
func (c *Input) GetPropEffect(id int) Effect {
func GetPropEffect(id int) Effect {
ret, ok := Geteffect(id + 2000000)
if ok {
@@ -173,10 +183,10 @@ func (c *Input) GetPropEffect(id int) Effect {
}
func InitStatusEffect(id int, t Effect) {
NodeM[id+3000000] = t
NodeM[id+3000000-1] = t
}
func (c *Input) GetStatusEffect(id int) (Effect, bool) {
func GetStatusEffect(id int) (Effect, bool) {
ret, ok := Geteffect(id + 3000000)
if ok {
//todo 获取前GetEffect
@@ -186,6 +196,11 @@ func (c *Input) GetStatusEffect(id int) (Effect, bool) {
return nil, false
}
func (c *Input) GetStatusEffect(id int) (Effect, bool) {
rer, ok := c.Effects.Load(id + 3000000)
return rer, ok
}
func (c *Input) GetCurrAttr(id int) *model.PetInfo {
//todo 获取前GetEffect