refactor: 重构 CurrentPet 为 CurPet
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@@ -59,7 +59,7 @@ func (our *Input) GetAction() {
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s.DamageValue = our.CalculatePower(our.Opp, s)
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// 判断是否能秒杀(伤害 >= 对方当前生命值)
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if s.DamageValue.Cmp(our.Opp.CurrentPet[0].GetHP()) != -1 { // 假设oppPet.HP为对方当前剩余生命值
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if s.DamageValue.Cmp(our.Opp.CurPet[0].GetHP()) != -1 { // 假设oppPet.HP为对方当前剩余生命值
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if usedskill != nil {
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if s.DamageValue.Cmp(usedskill.DamageValue) != -1 {
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@@ -1,7 +1,7 @@
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package input
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func (our *Input) CurrentDivineEnergy() int {
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currentPet := our.PrimaryCurrentPet()
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currentPet := our.PrimaryCurPet()
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if currentPet == nil {
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return 0
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}
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@@ -9,7 +9,7 @@ func (our *Input) CurrentDivineEnergy() int {
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}
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func (our *Input) AddDivineEnergy(value int) bool {
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currentPet := our.PrimaryCurrentPet()
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currentPet := our.PrimaryCurPet()
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if currentPet == nil || value <= 0 {
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return false
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}
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@@ -22,7 +22,7 @@ func (our *Input) AddDivineEnergy(value int) bool {
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}
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func (our *Input) ConsumeDivineEnergy() int {
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currentPet := our.PrimaryCurrentPet()
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currentPet := our.PrimaryCurPet()
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if currentPet == nil {
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return 0
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}
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@@ -33,7 +33,7 @@ func (our *Input) ConsumeDivineEnergy() int {
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}
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func (our *Input) ClearDivineEnergy() {
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currentPet := our.PrimaryCurrentPet()
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currentPet := our.PrimaryCurPet()
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if currentPet == nil {
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return
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}
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@@ -93,7 +93,7 @@ func (our *Input) InitEffect(etype EnumEffectType, id int, a ...int) Effect {
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func (our *Input) GetProp(id int) alpacadecimal.Decimal {
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// 计算实际值(这里可以插入后续优化的函数调用)
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realValue := info.CalculateRealValue(alpacadecimal.NewFromInt(int64(our.CurrentPet[0].Info.Prop[id])), our.AttackValue.Prop[id])
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realValue := info.CalculateRealValue(alpacadecimal.NewFromInt(int64(our.CurPet[0].Info.Prop[id])), our.AttackValue.Prop[id])
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// todo: 插入获取后处理函数,例如:
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// realValue = postProcessValue(realValue, id, c)
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@@ -30,11 +30,11 @@ func (our *Input) CalculateCrit(opp *Input, skill *info.SkillEntity) {
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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.XML.CritSelfHalfHp != 0 && (our.CurrentPet[0].HP < int(our.CurrentPet[0].Info.MaxHp)/2) {
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if skill.XML.CritSelfHalfHp != 0 && (our.CurPet[0].HP < int(our.CurPet[0].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.XML.CritSelfHalfHp != 0 && (opp.CurrentPet[0].HP < int(opp.CurrentPet[0].Info.MaxHp)/2) {
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if skill.XML.CritSelfHalfHp != 0 && (opp.CurPet[0].HP < int(opp.CurPet[0].Info.MaxHp)/2) {
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CritRate = 16
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}
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@@ -67,30 +67,30 @@ func (our *Input) Heal(in *Input, ac action.BattleActionI, value alpacadecimal.D
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}
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if healValue >= 0 {
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our.CurrentPet[0].Info.ModelHP(int64(healValue))
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our.CurPet[0].Info.ModelHP(int64(healValue))
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return
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}
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damage := uint32(-healValue)
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if damage >= our.CurrentPet[0].Info.Hp {
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our.CurrentPet[0].Info.Hp = 0
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if damage >= our.CurPet[0].Info.Hp {
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our.CurPet[0].Info.Hp = 0
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return
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}
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our.CurrentPet[0].Info.Hp -= damage
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our.CurPet[0].Info.Hp -= damage
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}
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func (our *Input) HealPP(value int) {
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our.CurrentPet[0].Info.HealPP(value)
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our.CurPet[0].Info.HealPP(value)
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}
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func (our *Input) DelPP(value int) {
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for i := 0; i < len(our.CurrentPet[0].Info.SkillList); i++ {
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if uint32(value) > our.CurrentPet[0].Info.SkillList[i].PP {
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our.CurrentPet[0].Info.SkillList[i].PP = 0
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for i := 0; i < len(our.CurPet[0].Info.SkillList); i++ {
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if uint32(value) > our.CurPet[0].Info.SkillList[i].PP {
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our.CurPet[0].Info.SkillList[i].PP = 0
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} else {
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our.CurrentPet[0].Info.SkillList[i].PP -= uint32(value)
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our.CurPet[0].Info.SkillList[i].PP -= uint32(value)
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}
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}
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@@ -196,11 +196,11 @@ func (our *Input) Damage(in *Input, sub *info.DamageZone) {
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}
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if uint32(sub.Damage.IntPart()) > our.CurrentPet[0].Info.Hp {
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if uint32(sub.Damage.IntPart()) > our.CurPet[0].Info.Hp {
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our.CurrentPet[0].Info.Hp = 0
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our.CurPet[0].Info.Hp = 0
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} else {
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our.CurrentPet[0].Info.Hp = our.CurrentPet[0].Info.Hp - uint32(sub.Damage.IntPart())
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our.CurPet[0].Info.Hp = our.CurPet[0].Info.Hp - uint32(sub.Damage.IntPart())
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}
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//todo 待实现死亡effet
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@@ -211,7 +211,7 @@ func (our *Input) Damage(in *Input, sub *info.DamageZone) {
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func (our *Input) CalculatePower(deftype *Input, skill *info.SkillEntity) alpacadecimal.Decimal {
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// 1. 计算等级因子 (level * 0.4 + 2)
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levelFactor := alpacadecimal.NewFromInt(int64(our.CurrentPet[0].Info.Level)).
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levelFactor := alpacadecimal.NewFromInt(int64(our.CurPet[0].Info.Level)).
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Mul(alpacadecimal.NewFromFloat(0.4)).Add(alpacadecimal.NewFromInt(2))
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var (
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@@ -239,17 +239,17 @@ func (our *Input) CalculatePower(deftype *Input, skill *info.SkillEntity) alpaca
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// 11. DmgBindHpDv: 造成的伤害等于自身剩余体力*1/2+潜力(个体值); 默认: 0
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if skill.XML.DmgBindLv != 0 {
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skill.XML.Power = int(deftype.CurrentPet[0].Info.Level)
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skill.XML.Power = int(deftype.CurPet[0].Info.Level)
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}
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if skill.XML.PwrBindDv != 0 {
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if skill.XML.PwrBindDv == 1 {
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skill.XML.Power = int(our.CurrentPet[0].Info.Dv * 5)
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skill.XML.Power = int(our.CurPet[0].Info.Dv * 5)
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}
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if skill.XML.PwrBindDv == 2 {
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skill.XML.Power = int(our.CurrentPet[0].Info.Hp/3 + our.CurrentPet[0].Info.Dv)
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skill.XML.Power = int(our.CurPet[0].Info.Hp/3 + our.CurPet[0].Info.Dv)
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}
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}
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@@ -261,7 +261,7 @@ func (our *Input) CalculatePower(deftype *Input, skill *info.SkillEntity) alpaca
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}
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if skill.XML.DmgBindHpDv != 0 {
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skill.XML.Power = int(our.CurrentPet[0].Info.Hp/2 + our.CurrentPet[0].Info.Dv)
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skill.XML.Power = int(our.CurPet[0].Info.Hp/2 + our.CurPet[0].Info.Dv)
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}
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// 5. 基础伤害公式:等级因子 * 威力因子 * 攻击 / 防御 / 50 + 2
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@@ -272,8 +272,8 @@ func (our *Input) CalculatePower(deftype *Input, skill *info.SkillEntity) alpaca
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Add(alpacadecimal.NewFromInt(2))
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var typeRate alpacadecimal.Decimal
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//fmt.Println(skill.Type().ID, deftype.CurrentPet[0].Type().ID)
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t, _ := element.Calculator.GetOffensiveMultiplier(skill.GetType().ID, deftype.CurrentPet[0].GetType().ID)
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//fmt.Println(skill.Type().ID, deftype.CurPet[0].Type().ID)
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t, _ := element.Calculator.GetOffensiveMultiplier(skill.GetType().ID, deftype.CurPet[0].GetType().ID)
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our.AttackValue.Offensive = gconv.Float32(t)
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typeRate = alpacadecimal.NewFromFloat(t)
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@@ -18,7 +18,7 @@ import (
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type Input struct {
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CanChange uint32 //是否可以死亡切换CanChange
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// CanAction bool //是否可以行动
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CurrentPet []*info.BattlePetEntity //当前上场精灵
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CurPet []*info.BattlePetEntity //当前上场精灵
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AllPet []*info.BattlePetEntity
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Player common.PlayerI
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Opp *Input
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@@ -53,7 +53,7 @@ type Input struct {
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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.Effects = make([]Effect, 0)
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ret.CurrentPet = make([]*info.BattlePetEntity, 0)
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ret.CurPet = make([]*info.BattlePetEntity, 0)
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// t := Geteffect(EffectType.Damage, 0)
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// t.Effect.SetArgs(ret)
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@@ -64,25 +64,25 @@ func NewInput(c common.FightI, p common.PlayerI) *Input {
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}
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func (our *Input) CurrentPetAt(index int) *info.BattlePetEntity {
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if our == nil || index < 0 || index >= len(our.CurrentPet) {
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func (our *Input) CurPetAt(index int) *info.BattlePetEntity {
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if our == nil || index < 0 || index >= len(our.CurPet) {
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return nil
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}
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return our.CurrentPet[index]
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return our.CurPet[index]
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}
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func (our *Input) PrimaryCurrentPet() *info.BattlePetEntity {
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return our.CurrentPetAt(0)
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func (our *Input) PrimaryCurPet() *info.BattlePetEntity {
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return our.CurPetAt(0)
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}
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func (our *Input) SetCurrentPetAt(index int, pet *info.BattlePetEntity) {
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func (our *Input) SetCurPetAt(index int, pet *info.BattlePetEntity) {
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if our == nil || index < 0 {
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return
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}
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for len(our.CurrentPet) <= index {
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our.CurrentPet = append(our.CurrentPet, nil)
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for len(our.CurPet) <= index {
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our.CurPet = append(our.CurPet, nil)
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}
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our.CurrentPet[index] = pet
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our.CurPet[index] = pet
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}
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// 非原地交换:收集非0血量精灵 + 0血量精灵,拼接后返回
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@@ -124,7 +124,7 @@ func (our *Input) SortPet() {
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func (our *Input) GetPetInfo() *info.BattlePetEntity {
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return our.PrimaryCurrentPet()
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return our.PrimaryCurPet()
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}
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func (our *Input) SetOPP(t *Input) {
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@@ -186,7 +186,7 @@ func (our *Input) GenSataus() {
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}
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func (our *Input) GenInfo() {
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currentPet := our.PrimaryCurrentPet()
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currentPet := our.PrimaryCurPet()
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if currentPet == nil {
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return
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}
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@@ -194,8 +194,8 @@ func (our *Input) GenInfo() {
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our.RemainHp = int32(currentPet.Info.Hp)
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our.SkillList = currentPet.Info.SkillList
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// f.Second.SkillList = f.Second.CurrentPet.Info.SkillList
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// f.Second.RemainHp = int32(f.Second.CurrentPet.Info.Hp)
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// f.Second.SkillList = f.Second.CurPet.Info.SkillList
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// f.Second.RemainHp = int32(f.Second.CurPet.Info.Hp)
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// ret.FAttack = *f.First.AttackValue
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// ret.SAttack = *f.Second.AttackValue
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@@ -7,7 +7,7 @@ type shieldChangeEffect interface {
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}
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func (our *Input) CurrentShield() alpacadecimal.Decimal {
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currentPet := our.PrimaryCurrentPet()
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currentPet := our.PrimaryCurPet()
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if currentPet == nil {
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return alpacadecimal.Zero
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}
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@@ -19,7 +19,7 @@ func (our *Input) HasShield() bool {
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}
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func (our *Input) AddShield(value alpacadecimal.Decimal) bool {
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currentPet := our.PrimaryCurrentPet()
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currentPet := our.PrimaryCurPet()
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if currentPet == nil {
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return false
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}
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@@ -33,7 +33,7 @@ func (our *Input) AddShield(value alpacadecimal.Decimal) bool {
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}
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func (our *Input) AbsorbShieldDamage(damage alpacadecimal.Decimal) alpacadecimal.Decimal {
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currentPet := our.PrimaryCurrentPet()
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currentPet := our.PrimaryCurPet()
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if currentPet == nil {
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return alpacadecimal.Zero
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}
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@@ -52,7 +52,7 @@ func (our *Input) AbsorbShieldDamage(damage alpacadecimal.Decimal) alpacadecimal
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}
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func (our *Input) ConsumeAllShield() alpacadecimal.Decimal {
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currentPet := our.PrimaryCurrentPet()
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currentPet := our.PrimaryCurPet()
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if currentPet == nil {
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return alpacadecimal.Zero
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}
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