refactor(fight): 重构战斗系统效果和技能逻辑

- 移除了未使用的 Effect0 基类效果
- 优化了技能施放和效果执行的逻辑
- 调整了命中和闪避的计算方式
-
This commit is contained in:
2025-09-14 16:56:31 +08:00
parent 93ae004683
commit 929b0c9006
7 changed files with 86 additions and 74 deletions

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@@ -0,0 +1,52 @@
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
}
// 技能命中计算
func (this *Effect0) IsHit(attacker, defender *input.Input, skill *info.BattleSkillEntity) {
skill.AttackTimeC() //计算命中
}
func (this *Effect0) UseSkill(attacker, defender *input.Input) bool {
return true
}
func (this *Effect0) IsCrit(attacker, defender *input.Input, skill *info.BattleSkillEntity) {
CritRate := utils.Max(skill.CritRate, 1)
CritRateR := attacker.FightC.GetRand().Int31n(16)
//CritAtkFirst: 先出手时必定致命一击; 默认: 0
if skill.CritAtkFirst != 0 && attacker.First {
CritRate = 16
}
//CritAtkSecond: 后出手时必定致命一击; 默认: 0
if skill.CritAtkSecond != 0 && !attacker.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 && (attacker.CurrentPet.HP < int(attacker.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 && (defender.CurrentPet.HP < int(defender.CurrentPet.Info.MaxHp)/2) {
CritRate = 16
}
//todo 暴击伤害
if CritRateR <= int32(CritRate) {
skill.Crit = 1
}
}
func init() {
input.InitEffect(0, &Effect0{})
}

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@@ -1,16 +0,0 @@
package effect
import (
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// 施加一个基类effect
type Effect0 struct {
node.EffectNode
}
func init() {
input.InitEffect(0, &Effect0{})
}

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@@ -363,18 +363,15 @@ func (f *FightC) parseskill(attacker, defender *input.Input, id *SelectSkillActi
if ok { //获取成功
args := t.GetArgSize()
t.SetArgs(temparg[:args]) //设置入参
// //如果不是是房主方,说明施加的对象是反的,比如本来是false,实际上是给邀请方施加的
// //所以这里要对target取反
// if id.GetPlayerID() != f.ownerID {
// t.SetOwner(!t.GetOwner())
// }
eff := deepcopy.Copy(t).(input.Effect)
eff.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.Effect.AddEffect(deepcopy.Copy(t).(input.Effect))
defender.Effect.AddEffect(eff)
} else {
attacker.Effect.AddEffect(deepcopy.Copy(t).(input.Effect))
attacker.Effect.AddEffect(eff)
}
}
@@ -412,22 +409,24 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, skill *Sele
attacker.Effect.Exec(func(t input.Effect) bool { //计算命中
attacker.AttackValue.AttackTime = t.IsHit(attacker, defender, skill.Skill)
t.IsHit(attacker, defender, skill.Skill) //相当于先调整基础命中
return attacker.AttackTime == 0 //等于0,继续处理
})
defender.Effect.Exec(func(t input.Effect) bool { //计算命中
attacker.AttackValue.AttackTime = t.TakeHit(attacker, defender, skill.Skill)
defender.Effect.Exec(func(t input.Effect) bool { //计算闪避
t.TakeHit(attacker, defender, skill.Skill)
return attacker.AttackTime > 0 //
})
attacker.AttackValue.AttackTime = skill.Skill.AttackTime
if attacker.AttackValue.AttackTime > 0 { //如果命中
spower := skill.Skill.CalculatePower(defender.CurrentPet)
attacker.Damage = spower
attacker.Effect.Exec(func(t input.Effect) bool { //计算暴击率加成
attacker.AttackValue.IsCritical = t.IsCrit(attacker, defender, skill.Skill)
t.IsCrit(attacker, defender, skill.Skill)
attacker.AttackValue.IsCritical = skill.Skill.Crit
return attacker.AttackValue.IsCritical == 0
})
if attacker.AttackValue.IsCritical == 1 {

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@@ -42,8 +42,8 @@ type BattleSkillEntity struct {
DamageValue decimal.Decimal // 伤害值
Rand *rand.Rand
Pet *BattlePetEntity
Hit uint32
Crit uint32
AttackTime uint32
}
// CreateBattleSkillWithInfinity 创建战斗技能实例可指定是否无限PP
@@ -164,16 +164,15 @@ var DamageC = enum.New[struct {
// }
// 计算是否命中
func (s *BattleSkillEntity) AttackTime() uint32 {
s.Hit = 0 //先重置上一次的
func (s *BattleSkillEntity) AttackTimeC() {
s.AttackTime = 0 //先重置上一次的
if s.MustHit != 0 {
s.Hit = 2
s.AttackTime = 2
}
if int64(s.Pet.Accuracy(int64(s.Accuracy))) > s.Rand.Int63n(100) {
s.Hit = 1
s.AttackTime = 1
}
return s.Hit
}
func (s *BattleSkillEntity) CriticalsameTypeBonus() decimal.Decimal {

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@@ -18,14 +18,17 @@ type Input struct {
*info.AttackValue
FightC common.FightI
// info.BattleActionI
Effect NodeManager //effects容器OurEffect node.NodeManager //effects容器
Damage decimal.Decimal //造成伤害
First bool
Effect NodeManager //effects容器 技能的
Prop NodeManager //属性容器
Status NodeManager //状态容器
NewSeIdx NodeManager //全局容器
Damage decimal.Decimal //造成伤害
First bool //是否先手
}
func NewInput(c common.FightI, p common.PlayerI) *Input {
ret := &Input{FightC: c, Player: p}
t, _ := NodeM[0]
t := NodeM[0]
ret.Effect.AddEffect(deepcopy.Copy(t).(Effect)) //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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@@ -20,12 +20,12 @@ type Effect interface {
// OnDamage() bool // 造成伤害时触发
//使用技能 可以取消用技能节点
SetArgs(param []int)
IsCrit(attacker, defender *Input, skill *info.BattleSkillEntity) uint32 //是否暴击
IsCrit(attacker, defender *Input, skill *info.BattleSkillEntity) //是否暴击
CalculateDamage(attacker, defender *Input, skill *info.BattleSkillEntity) //击判定成功且伤害计算前触发
// Shield() bool // 护盾值变化时触发
// PostDamage() bool // 伤害结算后触发(血量扣除后)
IsHit(attacker, defender *Input, skill *info.BattleSkillEntity) uint32 //闪避率计算,,实际上是修改命中的判断
TakeHit(attacker, defender *Input, skill *info.BattleSkillEntity) uint32 //闪避率计算,,实际上是修改命中的判断
IsHit(attacker, defender *Input, skill *info.BattleSkillEntity) //闪避率计算,,实际上是修改命中的判断
TakeHit(attacker, defender *Input, skill *info.BattleSkillEntity) //闪避率计算,,实际上是修改命中的判断
//() bool // 暴击伤害结算后触发
// OnHit() bool // 技能命中时触发

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@@ -1,20 +1,18 @@
package node
import (
"blazing/common/utils"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
)
// 技能命中计算
func (this *EffectNode) IsHit(attacker, defender *input.Input, skill *info.BattleSkillEntity) uint32 {
return skill.AttackTime() //计算命中
func (this *EffectNode) IsHit(attacker, defender *input.Input, skill *info.BattleSkillEntity) {
}
// 被命中计算,默认直接返回,重写这个来实现闪避率
func (this *EffectNode) TakeHit(attacker, defender *input.Input, skill *info.BattleSkillEntity) uint32 {
func (this *EffectNode) TakeHit(attacker, defender *input.Input, skill *info.BattleSkillEntity) {
return skill.Hit
}
func (this *EffectNode) UseSkill(attacker, defender *input.Input) bool {
@@ -59,32 +57,9 @@ func (this *EffectNode) PostDamage() bool {
panic("not implemented") // TODO: Implement
}
func (this *EffectNode) IsCrit(attacker, defender *input.Input, skill *info.BattleSkillEntity) uint32 {
CritRate := utils.Max(skill.CritRate, 1)
CritRateR := attacker.FightC.GetRand().Int31n(16)
//CritAtkFirst: 先出手时必定致命一击; 默认: 0
if skill.CritAtkFirst != 0 && attacker.First {
CritRate = 16
}
//CritAtkSecond: 后出手时必定致命一击; 默认: 0
if skill.CritAtkSecond != 0 && !attacker.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 && (attacker.CurrentPet.HP < int(attacker.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 && (defender.CurrentPet.HP < int(defender.CurrentPet.Info.MaxHp)/2) {
CritRate = 16
}
//todo 暴击伤害
if CritRateR <= int32(CritRate) {
return 1
}
return 0
// 正常来说,什么都不做
func (this *EffectNode) IsCrit(attacker, defender *input.Input, skill *info.BattleSkillEntity) {
//return skill.Crit
}
func (this *EffectNode) OnHit() bool {