feat(pet): 添加精灵进化功能并优化融合系统

- 新增PetELV方法实现精灵进化功能,支持分支进化选择
- 添加进化相关的数据结构定义
- 实现进化材料检查和扣除逻辑
- 优化宠物融合失败处理机制

fix(fight): 修复战斗系统和效果计算问题

- 修复NewSeIdx_11和effect_60中的伤害计算逻辑
- 修复战斗状态判断条件,避免非PVP模式下的错误处理
- 优化战斗回合处理流程,修复效果缓存清空时机
- 修复effect_69
This commit is contained in:
2026-01-03 01:35:32 +08:00
parent c056fdcebc
commit a62b94446a
17 changed files with 323 additions and 66 deletions

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@@ -33,7 +33,7 @@ func (f *FightC) Over(c common.PlayerI, res info.EnumBattleOverReason) {
cool.Logger.Debug(context.Background(), " 战斗chan已关闭")
return
}
if f.Info.Status != info.BattleMode.FIGHT_WITH_NPC {
if f.Info.Status != info.BattleMode.FIGHT_WITH_NPC && res == info.BattleOverReason.PlayerEscape {
return
}
// case *action.EscapeAction:

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@@ -3,8 +3,6 @@ package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"github.com/alpacahq/alpacadecimal"
)
// 11. 受到任何攻击都会反弹1/n的伤害给对方;a1: n
@@ -30,7 +28,7 @@ func (e *NewSel11) Skill_Use_ex() bool {
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Opp.SumDamage.IntPart())).Div(alpacadecimal.NewFromInt(int64(e.SideEffectArgs[0]))),
Damage: e.Ctx().Opp.SumDamage.Div(e.Args()[0]),
})
return true
}

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@@ -1,6 +1,7 @@
package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/input"
)
@@ -10,10 +11,16 @@ type NewSel41 struct {
NewSel0
}
func (e *NewSel41) Turn_End() {
func (e *NewSel41) Compare_Pre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
return true
}
if sattack == nil { //说明有一方放弃出手,如果自身被控那也不能回血
return true
}
e.Ctx().Our.Heal(e.Ctx().Our, nil, e.Args()[0])
return true
}
func init() {
input.InitEffect(input.EffectType.NewSel, 41, &NewSel41{})

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@@ -4,8 +4,6 @@ import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
/**
@@ -35,6 +33,6 @@ func (e *Effect60) OnSkill() bool {
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: alpacadecimal.NewFromInt(int64(e.SideEffectArgs[1]))})
Damage: e.Args()[1]})
return true
}

View File

@@ -27,7 +27,9 @@ func init() {
}
func (e *Effect69) OnSkill() bool {
if !e.Hit() {
return true
}
t := &Effect69_sub{
EffectNode: node.EffectNode{},
}

View File

@@ -121,6 +121,9 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
}
f.Broadcast(func(ff *input.Input) {
ff.EffectCache = make([]input.Effect, 0) //先把上一回合数据清空,但是应该把本身延续类效果集成过来
ff.Effect_Lost = make([]input.Effect, 0)
ff.Exec(func(effect input.Effect) bool { //回合开始前
effect.Turn_Start(firstAttack, secondAttack)
return true
@@ -192,10 +195,10 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
}
currentSkill = originalSkill
defender.Exec(func(effect input.Effect) bool { //这个是能否使用技能
effect.Ctx().SkillEntity = currentSkill
return effect.Action_start_ex(firstAttack, secondAttack)
})
// defender.Exec(func(effect input.Effect) bool { //这个是能否使用技能
// effect.Ctx().SkillEntity = currentSkill
// return effect.Action_start_ex(firstAttack, secondAttack)
// })
canUseSkill := attacker.Exec(func(effect input.Effect) bool { //这个是能否使用技能
effect.Ctx().SkillEntity = currentSkill
return effect.Action_start(firstAttack, secondAttack)
@@ -360,10 +363,10 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
fighter.Player.SendPackCmd(2505, &attackValueResult)
fighter.CanChange = 0
})
println("回合结束")
//println("回合结束")
if f.Info.Status == info.BattleMode.FIGHT_WITH_NPC {
if f.Opp.CurrentPet.Info.Hp <= 0 {
println("回合结束开始执行NPC动作")
//println("回合结束开始执行NPC动作")
f.Opp.GetAction()
//panic("AI自动技能")
}

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@@ -228,8 +228,6 @@ func (our *Input) Parseskill(skill *action.SelectSkillAction) {
return
}
our.EffectCache = make([]Effect, 0) //先把上一回合数据清空,但是应该把本身延续类效果集成过来
our.Effect_Lost = make([]Effect, 0)
// our.Initeffectcache() //这里说明是延续的效果,每次复制出来一个新的就好了
//i.NewEffects = make([]Effect, 0) //这里说明是新增的效果
temparg := skill.SideEffectArgS

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@@ -244,56 +244,60 @@ func (f *FightC) resolveRound(p1Action, p2Action action.BattleActionI) {
return
}
// fmt.Println("开始结算回合")
// 动作优先级排序
b1, b2 := f.Compare(p1Action, p2Action)
switch a := b1.(type) {
switch actionType := b1.(type) {
case *action.ActiveSwitchAction:
if f.GetInputByAction(a, false).CurrentPet.Info.Hp <= 0 {
f.GetInputByAction(a, false).CurrentPet.Info.Hp = 1
}
if b2k, ok := b2.(*action.SelectSkillAction); ok {
if b2k.SkillEntity != nil {
if b2k.CD != nil {
f.waittime = *b2k.CD
}
}
f.enterturn(b2.(*action.SelectSkillAction), nil)
} else {
f.enterturn(nil, nil)
}
f.handleActiveSwitchAction(actionType, b2)
case *action.UseItemAction:
f.handleItemAction(a)
if f.GetInputByAction(a, false).CurrentPet.Info.Hp <= 0 {
f.GetInputByAction(a, false).CurrentPet.Info.Hp = 1
}
if b2k, ok := b2.(*action.SelectSkillAction); ok {
if b2k.SkillEntity != nil {
if b2k.CD != nil {
f.waittime = *b2k.CD
}
}
f.enterturn(b2.(*action.SelectSkillAction), nil)
} else {
if a1, ok := b2.(*action.UseItemAction); ok {
f.handleItemAction(a1)
}
f.enterturn(nil, nil)
}
f.handleUseItemAction(actionType, b2)
default:
f.handleSkillActions(b1, b2)
}
}
// handleActiveSwitchAction 处理主动切换精灵动作
func (f *FightC) handleActiveSwitchAction(switchAction *action.ActiveSwitchAction, otherAction action.BattleActionI) {
input := f.GetInputByAction(switchAction, false)
if input.CurrentPet.Info.Hp <= 0 {
input.CurrentPet.Info.Hp = 1
}
if skillAction, ok := otherAction.(*action.SelectSkillAction); ok {
if skillAction.SkillEntity != nil && skillAction.CD != nil {
f.waittime = *skillAction.CD
}
f.enterturn(skillAction, nil)
} else {
f.enterturn(nil, nil)
}
}
// handleUseItemAction 处理使用道具动作
func (f *FightC) handleUseItemAction(itemAction *action.UseItemAction, otherAction action.BattleActionI) {
f.handleItemAction(itemAction)
input := f.GetInputByAction(itemAction, false)
if input.CurrentPet.Info.Hp <= 0 {
input.CurrentPet.Info.Hp = 1
}
if skillAction, ok := otherAction.(*action.SelectSkillAction); ok {
if skillAction.SkillEntity != nil && skillAction.CD != nil {
f.waittime = *skillAction.CD
}
f.enterturn(skillAction, nil)
} else {
if otherItemAction, ok := otherAction.(*action.UseItemAction); ok {
f.handleItemAction(otherItemAction)
}
f.enterturn(nil, nil)
}
}
// 使用道具的逻辑封装
func (f *FightC) handleItemAction(a *action.UseItemAction) {

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@@ -32,6 +32,7 @@ type EffectNode struct {
func (e *EffectNode) Alive(t ...bool) bool {
if len(t) > 0 {
println("效果失效", e.id.GetEffectType(), e.ID().Suffix(), t[0])
e.alive = t[0]
}
@@ -70,7 +71,7 @@ func (e *EffectNode) ID(t ...input.EffectIDCombiner) input.EffectIDCombiner {
func (e *EffectNode) Hit(t ...bool) bool {
if len(t) > 0 {
println("效果命中", e.id.GetEffectType(), e.id.Suffix(), t[0])
// println("效果命中", e.id.GetEffectType(), e.id.Suffix(), t[0])
e.hit = t[0]
}

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@@ -35,3 +35,12 @@ type S2C_50001 struct {
type S2C_9756 struct {
UseEV uint32 //用掉的学习力
}
// C2S_PET_EVOLVTION 精灵进化相关的客户端到服务端的消息结构
type C2S_PET_EVOLVTION struct {
Head common.TomeeHeader `cmd:"2314" struc:"skip"`
CacthTime uint32 // 精灵的捕捉时间
Index uint32 // 进化的分支索引。0代表没选择进化1就是第一种进化形态2就是其他分支进化形态
// 如果没有分支进化只有一种进化形态Index只能为1
// 后端直接判断进化条件的材料,执行进化并扣除材料
}

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@@ -35,8 +35,8 @@ type C2S_PetFusion struct {
Auxcatchtime uint32 `json:"auxcatchtime" msgpack:"auxcatchtime"` // 副精灵的时间戳
Item1 [4]uint32 `json:"item1" msgpack:"item1"` // 物品序号1
GoldItem1 uint32 `json:"gold_item1" msgpack:"gold_item1"` // 0代表未放置 金豆物品1C#:gold_item1
GoldItem2 uint32 `json:"gold_item2" msgpack:"gold_item2"` // 0代表未放置 金豆物品2C#:gold_item2
GoldItem1 [2]uint32 `json:"gold_item1" msgpack:"gold_item1"` // 0代表未放置 金豆物品1C#:gold_item1
}
// PetFusionInfo 精灵融合结果详情(后端回包嵌套结构体)