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:
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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@@ -1,16 +0,0 @@
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package effect
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import (
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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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func init() {
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input.InitEffect(0, &Effect0{})
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}
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@@ -363,18 +363,15 @@ func (f *FightC) parseskill(attacker, defender *input.Input, id *SelectSkillActi
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if ok { //获取成功
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if ok { //获取成功
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args := t.GetArgSize()
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args := t.GetArgSize()
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t.SetArgs(temparg[:args]) //设置入参
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eff := deepcopy.Copy(t).(input.Effect)
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// //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
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eff.SetArgs(temparg[:args]) //设置入参
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// //所以这里要对target取反
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// if id.GetPlayerID() != f.ownerID {
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// t.SetOwner(!t.GetOwner())
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// }
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temparg = temparg[args:]
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temparg = temparg[args:]
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if t.GetOwner() { //如果取反,说明是给对方添加的回合效果
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if t.GetOwner() { //如果取反,说明是给对方添加的回合效果
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//实际上,owner永远为反,说明是对方给我添加的
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//实际上,owner永远为反,说明是对方给我添加的
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defender.Effect.AddEffect(deepcopy.Copy(t).(input.Effect))
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defender.Effect.AddEffect(eff)
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} else {
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} else {
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attacker.Effect.AddEffect(deepcopy.Copy(t).(input.Effect))
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attacker.Effect.AddEffect(eff)
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}
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}
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}
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}
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@@ -412,22 +409,24 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, skill *Sele
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attacker.Effect.Exec(func(t input.Effect) bool { //计算命中
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attacker.Effect.Exec(func(t input.Effect) bool { //计算命中
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attacker.AttackValue.AttackTime = t.IsHit(attacker, defender, skill.Skill)
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t.IsHit(attacker, defender, skill.Skill) //相当于先调整基础命中
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return attacker.AttackTime == 0 //等于0,继续处理
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return attacker.AttackTime == 0 //等于0,继续处理
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})
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})
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defender.Effect.Exec(func(t input.Effect) bool { //计算命中
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defender.Effect.Exec(func(t input.Effect) bool { //计算闪避
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t.TakeHit(attacker, defender, skill.Skill)
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attacker.AttackValue.AttackTime = t.TakeHit(attacker, defender, skill.Skill)
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return attacker.AttackTime > 0 //
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return attacker.AttackTime > 0 //
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})
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})
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attacker.AttackValue.AttackTime = skill.Skill.AttackTime
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if attacker.AttackValue.AttackTime > 0 { //如果命中
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if attacker.AttackValue.AttackTime > 0 { //如果命中
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spower := skill.Skill.CalculatePower(defender.CurrentPet)
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spower := skill.Skill.CalculatePower(defender.CurrentPet)
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attacker.Damage = spower
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attacker.Damage = spower
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attacker.Effect.Exec(func(t input.Effect) bool { //计算暴击率加成
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attacker.Effect.Exec(func(t input.Effect) bool { //计算暴击率加成
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attacker.AttackValue.IsCritical = t.IsCrit(attacker, defender, skill.Skill)
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t.IsCrit(attacker, defender, skill.Skill)
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attacker.AttackValue.IsCritical = skill.Skill.Crit
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return attacker.AttackValue.IsCritical == 0
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return attacker.AttackValue.IsCritical == 0
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})
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})
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if attacker.AttackValue.IsCritical == 1 {
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if attacker.AttackValue.IsCritical == 1 {
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@@ -42,8 +42,8 @@ type BattleSkillEntity struct {
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DamageValue decimal.Decimal // 伤害值
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DamageValue decimal.Decimal // 伤害值
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Rand *rand.Rand
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Rand *rand.Rand
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Pet *BattlePetEntity
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Pet *BattlePetEntity
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Crit uint32
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Hit uint32
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AttackTime uint32
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}
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}
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// CreateBattleSkillWithInfinity 创建战斗技能实例(可指定是否无限PP)
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// CreateBattleSkillWithInfinity 创建战斗技能实例(可指定是否无限PP)
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@@ -164,16 +164,15 @@ var DamageC = enum.New[struct {
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// }
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// }
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// 计算是否命中
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// 计算是否命中
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func (s *BattleSkillEntity) AttackTime() uint32 {
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func (s *BattleSkillEntity) AttackTimeC() {
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s.Hit = 0 //先重置上一次的
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s.AttackTime = 0 //先重置上一次的
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if s.MustHit != 0 {
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if s.MustHit != 0 {
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s.Hit = 2
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s.AttackTime = 2
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}
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}
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if int64(s.Pet.Accuracy(int64(s.Accuracy))) > s.Rand.Int63n(100) {
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if int64(s.Pet.Accuracy(int64(s.Accuracy))) > s.Rand.Int63n(100) {
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s.Hit = 1
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s.AttackTime = 1
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}
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}
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return s.Hit
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}
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}
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func (s *BattleSkillEntity) CriticalsameTypeBonus() decimal.Decimal {
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func (s *BattleSkillEntity) CriticalsameTypeBonus() decimal.Decimal {
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@@ -18,14 +18,17 @@ type Input struct {
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*info.AttackValue
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*info.AttackValue
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FightC common.FightI
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FightC common.FightI
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// info.BattleActionI
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// info.BattleActionI
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Effect NodeManager //effects容器OurEffect node.NodeManager //effects容器
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Effect NodeManager //effects容器 技能的
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Damage decimal.Decimal //造成伤害
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Prop NodeManager //属性容器
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First bool
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Status NodeManager //状态容器
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NewSeIdx NodeManager //全局容器
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Damage decimal.Decimal //造成伤害
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First bool //是否先手
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}
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}
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func NewInput(c common.FightI, p common.PlayerI) *Input {
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func NewInput(c common.FightI, p common.PlayerI) *Input {
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ret := &Input{FightC: c, Player: p}
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ret := &Input{FightC: c, Player: p}
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t, _ := NodeM[0]
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t := NodeM[0]
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ret.Effect.AddEffect(deepcopy.Copy(t).(Effect)) //添加默认基类,实现继承
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ret.Effect.AddEffect(deepcopy.Copy(t).(Effect)) //添加默认基类,实现继承
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p.SetFightC(c) //给玩家设置战斗容器
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p.SetFightC(c) //给玩家设置战斗容器
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return ret
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return ret
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@@ -20,12 +20,12 @@ type Effect interface {
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// OnDamage() bool // 造成伤害时触发
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// OnDamage() bool // 造成伤害时触发
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//使用技能 可以取消用技能节点
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//使用技能 可以取消用技能节点
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SetArgs(param []int)
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SetArgs(param []int)
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IsCrit(attacker, defender *Input, skill *info.BattleSkillEntity) uint32 //是否暴击
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IsCrit(attacker, defender *Input, skill *info.BattleSkillEntity) //是否暴击
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CalculateDamage(attacker, defender *Input, skill *info.BattleSkillEntity) //击判定成功且伤害计算前触发
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CalculateDamage(attacker, defender *Input, skill *info.BattleSkillEntity) //击判定成功且伤害计算前触发
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// Shield() bool // 护盾值变化时触发
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// Shield() bool // 护盾值变化时触发
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// PostDamage() bool // 伤害结算后触发(血量扣除后)
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// PostDamage() bool // 伤害结算后触发(血量扣除后)
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IsHit(attacker, defender *Input, skill *info.BattleSkillEntity) uint32 //闪避率计算,,实际上是修改命中的判断
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IsHit(attacker, defender *Input, skill *info.BattleSkillEntity) //闪避率计算,,实际上是修改命中的判断
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TakeHit(attacker, defender *Input, skill *info.BattleSkillEntity) uint32 //闪避率计算,,实际上是修改命中的判断
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TakeHit(attacker, defender *Input, skill *info.BattleSkillEntity) //闪避率计算,,实际上是修改命中的判断
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//() bool // 暴击伤害结算后触发
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//() bool // 暴击伤害结算后触发
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// OnHit() bool // 技能命中时触发
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// OnHit() bool // 技能命中时触发
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@@ -1,20 +1,18 @@
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package node
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package node
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import (
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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/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/input"
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)
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)
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// 技能命中计算
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// 技能命中计算
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func (this *EffectNode) IsHit(attacker, defender *input.Input, skill *info.BattleSkillEntity) uint32 {
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func (this *EffectNode) IsHit(attacker, defender *input.Input, skill *info.BattleSkillEntity) {
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return skill.AttackTime() //计算命中
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}
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}
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// 被命中计算,默认直接返回,重写这个来实现闪避率
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// 被命中计算,默认直接返回,重写这个来实现闪避率
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func (this *EffectNode) TakeHit(attacker, defender *input.Input, skill *info.BattleSkillEntity) uint32 {
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func (this *EffectNode) TakeHit(attacker, defender *input.Input, skill *info.BattleSkillEntity) {
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return skill.Hit
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}
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}
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func (this *EffectNode) UseSkill(attacker, defender *input.Input) bool {
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func (this *EffectNode) UseSkill(attacker, defender *input.Input) bool {
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@@ -59,32 +57,9 @@ func (this *EffectNode) PostDamage() bool {
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panic("not implemented") // TODO: Implement
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panic("not implemented") // TODO: Implement
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}
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}
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func (this *EffectNode) IsCrit(attacker, defender *input.Input, skill *info.BattleSkillEntity) uint32 {
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// 正常来说,什么都不做
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CritRate := utils.Max(skill.CritRate, 1)
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func (this *EffectNode) IsCrit(attacker, defender *input.Input, skill *info.BattleSkillEntity) {
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CritRateR := attacker.FightC.GetRand().Int31n(16)
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//return skill.Crit
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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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return 1
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}
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return 0
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}
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}
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func (this *EffectNode) OnHit() bool {
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func (this *EffectNode) OnHit() bool {
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Block a user