refactor(fight): 重构暴击判断逻辑并优化伤害计算,添加泛型Max函数到utils包

This commit is contained in:
1
2025-09-10 08:05:45 +00:00
parent f09b43fabd
commit a0441700e5
4 changed files with 46 additions and 23 deletions

View File

@@ -20,6 +20,7 @@ type EffectNode struct {
Success bool // 是否执行成功 成功XXX失败XXX
arget bool // 传出作用对象,默认0是自身,1是作用于对面
Flag int //过滤掉的战斗类型 pvp pve boss战斗,野怪全部生效
Alive bool // 是否失效 effect返回值是否被取消是否被删除
//增加owner target如果owner target都为自身就回合效果结束后再使用回合效果
}

View File

@@ -3,6 +3,7 @@ package info
import (
element "blazing/common/data/Element"
"blazing/common/data/xmlres"
"blazing/common/utils"
"blazing/modules/blazing/model"
"math/rand"
@@ -42,6 +43,7 @@ type BattleSkillEntity struct {
DamageValue decimal.Decimal // 伤害值
Rand *rand.Rand
Pet *BattlePetEntity
First bool
}
// CreateBattleSkillWithInfinity 创建战斗技能实例可指定是否无限PP
@@ -161,12 +163,7 @@ var DamageC = enum.New[struct {
// }
// 暴击伤害 返回暴击率和是否暴击
func (s *BattleSkillEntity) IsCritical() (decimal.Decimal, bool) {
return decimal.NewFromFloat(1), true
}
// 计算是否命中
func (s *BattleSkillEntity) AttackTime() uint32 {
@@ -204,7 +201,7 @@ func (s *BattleSkillEntity) criticalrandom() decimal.Decimal {
}
// 计算技能威力
func (s *BattleSkillEntity) CalculatePower(deftype int) uint32 {
func (s *BattleSkillEntity) CalculatePower(deftype *BattlePetEntity) uint32 {
// 1. 计算等级因子 (level * 0.4 + 2)
levelFactor := decimal.NewFromInt(int64(s.Pet.Info.Level)).
@@ -255,7 +252,7 @@ func (s *BattleSkillEntity) CalculatePower(deftype int) uint32 {
Div(decimal.NewFromInt(50)).
Add(decimal.NewFromInt(2))
t, _ := element.NewElementCalculator().GetOffensiveMultiplier(s.Type().ID, deftype)
t, _ := element.NewElementCalculator().GetOffensiveMultiplier(s.Type().ID, deftype.Type().ID)
typeRate := decimal.NewFromFloat(t)

View File

@@ -2,6 +2,7 @@ package service
import (
"blazing/common/data/xmlres"
"blazing/common/utils"
"blazing/logic/service/fight/info"
"blazing/modules/blazing/model"
"fmt"
@@ -13,6 +14,7 @@ import (
"github.com/jinzhu/copier"
"github.com/mohae/deepcopy"
"github.com/panjf2000/ants/v2"
"github.com/shopspring/decimal"
)
type PlayerI interface {
@@ -415,20 +417,8 @@ func (f *FightC) newBPET(input *Input) *BPET {
AttackValue: info.NewAttackValue(input.Player.ID()),
Damage: 0,
}
} // 定义泛型约束:只允许数值类型(整数、浮点数等)
type Number interface {
int | int8 | int16 | int32 | int64 |
uint | uint8 | uint16 | uint32 | uint64 |
float32 | float64
}
// Max 泛型函数:接收两个同类型的 Number 参数,返回最大值
func Max[T Number](a, b T) T {
if a > b {
return a
}
return b
}
func (f *FightC) initAttackers(fattack, sattack info.BattleActionI) {
// 伤害值
@@ -454,19 +444,39 @@ func (f *FightC) initAttackers(fattack, sattack info.BattleActionI) {
// 处理技能攻击逻辑
func (f *FightC) processSkillAttack(attacker, defender *BPET, skill *info.SelectSkillAction) {
f.parseskill(skill)
spower := skill.Skill.CalculatePower(defender.Type().ID)
spower := skill.Skill.CalculatePower(defender.BattlePetEntity)
attacker.Damage = spower
// 记录技能信息
attacker.AttackValue.SkillID = uint32(skill.Skill.ID)
attacker.AttackValue.AttackTime = skill.Skill.AttackTime()
// 判断是否暴击
if _, ok := skill.Skill.IsCritical(); ok {
CritRate := utils.Max(skill.Skill.CritRate, 1)
CritRateR := f.rand.Int31n(16)
//CritAtkFirst: 先出手时必定致命一击; 默认: 0
if skill.Skill.CritAtkFirst != 0 && attacker == f.First {
CritRate = 16
}
//CritAtkSecond: 后出手时必定致命一击; 默认: 0
if skill.Skill.CritAtkSecond != 0 && attacker != f.First {
CritRate=16
}
// CritSelfHalfHp: 自身体力低于一半时必定致命一击; 默认: 0
if skill.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.Skill.CritSelfHalfHp != 0 && (defender.CurrentPet.HP < int(defender.CurrentPet.Info.MaxHp)/2) {
CritRate=16
}
//todo 暴击伤害
if CritRateR <= int32(CritRate) {
attacker.AttackValue.IsCritical = 1
}
defender.CurrentPet.Info.Hp -= attacker.Damage
defender.CurrentPet.Info.Hp = Max((defender.CurrentPet.Info.Hp), 0)
defender.CurrentPet.Info.Hp = utils.Max((defender.CurrentPet.Info.Hp), 0)
// 扣减防御方血量
}