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

View File

@@ -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 {