diff --git a/logic/service/fight/effect/base.go b/logic/service/fight/effect/base.go new file mode 100644 index 000000000..bc3806941 --- /dev/null +++ b/logic/service/fight/effect/base.go @@ -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{}) + +} diff --git a/logic/service/fight/effect/effect_0.go b/logic/service/fight/effect/effect_0.go deleted file mode 100644 index b01a932c0..000000000 --- a/logic/service/fight/effect/effect_0.go +++ /dev/null @@ -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{}) - -} diff --git a/logic/service/fight/fightc.go b/logic/service/fight/fightc.go index 206fcaa20..c660a527f 100644 --- a/logic/service/fight/fightc.go +++ b/logic/service/fight/fightc.go @@ -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 { diff --git a/logic/service/fight/info/BattleSkillEntity.go b/logic/service/fight/info/BattleSkillEntity.go index 8fff15e78..8f4bd905f 100644 --- a/logic/service/fight/info/BattleSkillEntity.go +++ b/logic/service/fight/info/BattleSkillEntity.go @@ -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 { diff --git a/logic/service/fight/input/input.go b/logic/service/fight/input/input.go index ae1046466..1eb211cce 100644 --- a/logic/service/fight/input/input.go +++ b/logic/service/fight/input/input.go @@ -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 diff --git a/logic/service/fight/input/nodemanger.go b/logic/service/fight/input/nodemanger.go index 20cfec594..b980fba0f 100644 --- a/logic/service/fight/input/nodemanger.go +++ b/logic/service/fight/input/nodemanger.go @@ -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 diff --git a/logic/service/fight/node/attack.go b/logic/service/fight/node/attack.go index 64920b6a9..904f89baa 100644 --- a/logic/service/fight/node/attack.go +++ b/logic/service/fight/node/attack.go @@ -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 {