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 -
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52
logic/service/fight/effect/base.go
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52
logic/service/fight/effect/base.go
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package effect
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import (
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"blazing/common/utils"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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)
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// 施加一个基类effect
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type Effect0 struct {
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node.EffectNode
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}
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// 技能命中计算
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func (this *Effect0) IsHit(attacker, defender *input.Input, skill *info.BattleSkillEntity) {
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skill.AttackTimeC() //计算命中
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}
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func (this *Effect0) UseSkill(attacker, defender *input.Input) bool {
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return true
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}
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func (this *Effect0) IsCrit(attacker, defender *input.Input, skill *info.BattleSkillEntity) {
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CritRate := utils.Max(skill.CritRate, 1)
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CritRateR := attacker.FightC.GetRand().Int31n(16)
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//CritAtkFirst: 先出手时必定致命一击; 默认: 0
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if skill.CritAtkFirst != 0 && attacker.First {
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CritRate = 16
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}
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//CritAtkSecond: 后出手时必定致命一击; 默认: 0
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if skill.CritAtkSecond != 0 && !attacker.First {
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CritRate = 16
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}
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// CritSelfHalfHp: 自身体力低于一半时必定致命一击; 默认: 0
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if skill.CritSelfHalfHp != 0 && (attacker.CurrentPet.HP < int(attacker.CurrentPet.Info.MaxHp)/2) {
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CritRate = 16
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}
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// CritFoeHalfHp: 对方体力低于一半时必定致命一击; 默认: 0
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if skill.CritSelfHalfHp != 0 && (defender.CurrentPet.HP < int(defender.CurrentPet.Info.MaxHp)/2) {
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CritRate = 16
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}
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//todo 暴击伤害
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if CritRateR <= int32(CritRate) {
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skill.Crit = 1
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}
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}
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func init() {
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input.InitEffect(0, &Effect0{})
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}
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