refactor(fight/effect): 重构能力操作类型枚举命名,统一使用大写形式(ADD/SUB/COPY/RESET)并更新相关调用点

This commit is contained in:
1
2025-09-26 18:39:59 +00:00
parent c52c409ffc
commit d46849a020
13 changed files with 431 additions and 312 deletions

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@@ -2,6 +2,9 @@ package input
import (
"blazing/common/data/xmlres"
"blazing/logic/service/fight/info"
"fmt"
"math"
"github.com/gogf/gf/v2/util/gconv"
)
@@ -23,6 +26,115 @@ func getItemBonus(itemID uint32) float64 {
return 1.0
}
// 特殊胶囊必定成功
// CaptureParams 捕捉参数
// type CaptureParams struct {
// PetID int // 精灵ID
// MaxHP int // 目标最大HP
// CurrentHP int // 目标当前HP
// CatchRate int // 目标捕获率分子
// CatchDenom int // 捕获率分母如100、1000
// ItemID int // 使用的道具ID
// Statuses [20]byte // 异常状态数组存在的状态对应位置为1
// OwnedCount int // 已拥有数量(-1=保底0=锁定≥1=衰减)
// -1是保底模式0是锁定模式》0是衰减模式
// Capture 执行捕捉 ,捕捉精灵,使用的道具,模式
func (c *Input) Capture(pet *info.BattlePetEntity, ItemID uint32, ownerpet int) (bool, CaptureDetails) {
if getItemBonus(ItemID) >= 255 {
return true, CaptureDetails{
Success: true,
Mode: "特殊胶囊必定成功",
BaseRate: 100.0,
ModifiedRate: 100.0,
GuaranteeBonus: 0,
StatusBonus: c.GetStatusBonus(),
Details: fmt.Sprintf("道具ID=%d必定成功", ItemID),
}
}
// 锁定模式
if ownerpet == 0 {
return false, CaptureDetails{
Success: false,
Mode: "锁定模式",
BaseRate: 0,
ModifiedRate: 0,
GuaranteeBonus: 0,
StatusBonus: c.GetStatusBonus(),
Details: "已拥有数量为0无法捕捉",
}
}
// 计算基础捕捉率
baseRate := c.calcBaseRate(pet, ItemID)
denominator := c.Player.GetPlayerCaptureContext().Denominator
numerator := int(baseRate * float64(denominator))
// 衰减模式
if ownerpet > 0 {
decay := math.Pow(1-c.Player.GetPlayerCaptureContext().DecayFactor, float64(ownerpet))
baseRate *= decay
if baseRate < 0.01 {
baseRate = 0.01 // 最低1%成功率
}
numerator = int(baseRate * float64(denominator))
}
// 走统一保底判定
success, basePct, bonusPct := c.Player.Roll(numerator, denominator)
return success, CaptureDetails{
Success: success,
Mode: map[int]string{-1: "保底模式", 0: "锁定模式", 1: "衰减模式"}[ownerpet],
BaseRate: basePct,
ModifiedRate: basePct + bonusPct,
GuaranteeBonus: bonusPct,
StatusBonus: c.GetStatusBonus(),
Details: fmt.Sprintf("a=%d, 分子=%d, 分母=%d", c.calcBaseA(pet, ItemID), numerator, denominator),
}
}
// calcBaseA 按公式计算a值
func (c *Input) calcBaseA(pet *info.BattlePetEntity, ItemID uint32) int {
catchRate := gconv.Int(pet.CatchRate)
catchRate = (catchRate * c.Player.GetPlayerCaptureContext().Denominator) / 1000 // 归一化到1000分母
if catchRate < 3 {
catchRate = 3
}
currentHP := pet.Info.Hp
if currentHP <= 0 {
currentHP = 1
}
hpRatio := (3.0*float64(pet.Info.MaxHp) - 2.0*float64(currentHP)) / (3.0 * float64(pet.Info.MaxHp))
if hpRatio < 0 {
hpRatio = 0
}
itemBonus := getItemBonus(ItemID)
statusBonus := c.GetStatusBonus()
return int(hpRatio * float64(catchRate) * itemBonus * statusBonus)
}
// calcBaseRate 按公式计算基础成功率
func (c *Input) calcBaseRate(pet *info.BattlePetEntity, ItemID uint32) float64 {
if getItemBonus(ItemID) >= 255 {
return 1.0
}
a := c.calcBaseA(pet, ItemID)
if a >= 255 {
return 1.0
}
g := int(1048560.0 / math.Floor(math.Sqrt(math.Floor(math.Sqrt(math.Floor(16711680.0/float64(a)))))))
return math.Pow(float64(g)/65536.0, 4.0)
}
// CaptureDetails 捕捉详情
type CaptureDetails struct {
Success bool

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@@ -22,7 +22,9 @@ type Effect interface {
PreAttacked(opp *Input, skill *info.SkillEntity) //预处理受击技能
BeforeAttacked(opp *Input, id *info.DamageZone) //受击前触发 这时候就是百分比减伤区间
Attacked(opp *Input, id *info.DamageZone) // 受击触发 这时候就是点数减伤
Shield() bool // 护盾值变化时触发
PostDamage() bool // 伤害结算后触发(血量扣除后),比如触发回神,反弹也在这里实现
Shield() bool // 护盾值变化时触发
OnSwitchIn() bool // 精灵出战 / 上场时触发
OnSwitchOut() bool // 精灵下场时触发
@@ -33,8 +35,6 @@ type Effect interface {
PreBattleEnd() bool //战斗结束前
OnBattleEnd() bool //战斗结束
// PostDamage() bool // 伤害结算后触发(血量扣除后)
// AfterAttacked() bool // 被攻击后触发(受击判定)
// OnSkillPP() bool //技能PP减少节点
// // 治疗相关触发
// OnBeforeHeal() bool // 治疗前触发

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@@ -93,61 +93,130 @@ func (u *Input) SetProp(in *Input, prop, level int8, ptype info.EnumAbilityOpTyp
return t.BeferProp(in, prop, level, ptype) //返回本身结算,如果false,说明不能使用技能了
})
if canuseskill {
if !canuseskill {
return false
}
var newValue int8
abfunc := func(prop, level int8, ptype info.EnumAbilityOpType) (ret bool) {
switch ptype {
case info.AbilityOpType.AbilityOpIncrease:
newValue := utils.Min(u.AttackValue.Prop[prop]+int8(level), 6)
case info.AbilityOpType.ADD:
newValue = utils.Min(u.AttackValue.Prop[prop]+int8(level), 6)
if newValue > u.AttackValue.Prop[prop] {
fmt.Println("属性值会增加")
ret = true
return true
} else {
fmt.Println("属性值不会增加")
ret = false
return false
}
// 执行赋值
u.AttackValue.Prop[prop] = newValue
case info.AbilityOpType.SUB:
newValue = utils.Max(u.AttackValue.Prop[prop]+int8(level), -6)
if newValue < u.AttackValue.Prop[prop] {
fmt.Println("属性值会减少")
return true
} else {
fmt.Println("属性值不会增加")
return false
}
case info.AbilityOpType.AbilityOpDecrease:
u.AttackValue.Prop[prop] = utils.Max(u.AttackValue.Prop[prop]+int8(level), -6)
case info.AbilityOpType.AbilityOpReset:
case info.AbilityOpType.RESET:
if level > 0 && u.AttackValue.Prop[prop] > 0 { //消强
u.AttackValue.Prop[prop] = 0
newValue = 0
return true
}
if level < 0 && u.AttackValue.Prop[prop] < 0 { //解弱
u.AttackValue.Prop[prop] = 0
}
case info.AbilityOpType.AbilityOpStealStrengthen:
if in.AttackValue.Prop[prop] > 0 {
u.SetProp(u, prop, in.AttackValue.Prop[prop], info.AbilityOpType.AbilityOpIncrease)
in.SetProp(u, prop, 1, info.AbilityOpType.AbilityOpReset) //消除对面强化
}
case info.AbilityOpType.AbilityOpReverse:
if level > 0 && u.AttackValue.Prop[prop] > 0 { //反转强化实际上是附带2倍的反转强化
u.SetProp(u, prop, u.AttackValue.Prop[prop]*2, info.AbilityOpType.AbilityOpDecrease)
}
if level < 0 && u.AttackValue.Prop[prop] < 0 {
u.SetProp(u, prop, -u.AttackValue.Prop[prop]*2, info.AbilityOpType.AbilityOpIncrease)
}
case info.AbilityOpType.AbilityOpBounceWeaken:
if u.AttackValue.Prop[prop] < 0 {
in.SetProp(u, prop, u.AttackValue.Prop[prop], info.AbilityOpType.AbilityOpDecrease)
u.SetProp(u, prop, -1, info.AbilityOpType.AbilityOpReset) //消除自身弱化
newValue = 0
return true
}
}
return false
}
return
switch ptype {
case info.AbilityOpType.AbilityOpStealStrengthen:
temp := in.AttackValue.Prop[prop]
if temp <= 0 { //对方没有强化
return false
}
if abfunc(prop, temp, info.AbilityOpType.ADD) { //把对面的强化等级添加自身
u.AttackValue.Prop[prop] = newValue //成功把 强化更新
in.SetProp(u, prop, 1, info.AbilityOpType.RESET) //吸取后消除对面强化
}
case info.AbilityOpType.AbilityOpReverse:
temp := u.AttackValue.Prop[prop]
switch {
case level > 0: //反转强化
if temp <= 0 { //没有强化
return false
}
if abfunc(prop, temp*2, info.AbilityOpType.SUB) {
u.AttackValue.Prop[prop] = newValue
if temp == -u.AttackValue.Prop[prop] { //成功到对应弱化
return true
} else {
return true
}
} else { //自身免弱或已到-6
return false
}
default: //反转弱化
if temp >= 0 { //没有弱化
return false
}
if abfunc(prop, -temp*2, info.AbilityOpType.ADD) {
u.AttackValue.Prop[prop] = newValue
if temp == -u.AttackValue.Prop[prop] { //成功到对应强化
return true
} else {
return true
}
} else { //自身免弱或已到-6
return false
}
}
case info.AbilityOpType.AbilityOpBounceWeaken:
temp := u.AttackValue.Prop[prop]
if temp >= 0 { //没有弱化
return false
}
if in.SetProp(u, prop, temp, info.AbilityOpType.SUB) {
u.SetProp(u, prop, -1, info.AbilityOpType.RESET) //消除自身弱化
return true
}
default: //增加减少重置
if abfunc(prop, level, ptype) {
// 执行赋值
u.AttackValue.Prop[prop] = newValue
return true
}
}
return false
}
func (i *Input) GetAction(opp *Input) {
//使用1#技能,实际上要按照四个技能权重去使用

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@@ -4,10 +4,7 @@ import (
"blazing/common/utils"
"blazing/logic/service/common"
"blazing/logic/service/fight/info"
"fmt"
"math"
"github.com/gogf/gf/v2/util/gconv"
"github.com/jinzhu/copier"
)
@@ -87,112 +84,3 @@ func (i *Input) GetStatusBonus() float64 {
return maxBonus
}
// 特殊胶囊必定成功
// CaptureParams 捕捉参数
// type CaptureParams struct {
// PetID int // 精灵ID
// MaxHP int // 目标最大HP
// CurrentHP int // 目标当前HP
// CatchRate int // 目标捕获率分子
// CatchDenom int // 捕获率分母如100、1000
// ItemID int // 使用的道具ID
// Statuses [20]byte // 异常状态数组存在的状态对应位置为1
// OwnedCount int // 已拥有数量(-1=保底0=锁定≥1=衰减)
// -1是保底模式0是锁定模式》0是衰减模式
// Capture 执行捕捉 ,捕捉精灵,使用的道具,模式
func (c *Input) Capture(pet *info.BattlePetEntity, ItemID uint32, ownerpet int) (bool, CaptureDetails) {
if getItemBonus(ItemID) >= 255 {
return true, CaptureDetails{
Success: true,
Mode: "特殊胶囊必定成功",
BaseRate: 100.0,
ModifiedRate: 100.0,
GuaranteeBonus: 0,
StatusBonus: c.GetStatusBonus(),
Details: fmt.Sprintf("道具ID=%d必定成功", ItemID),
}
}
// 锁定模式
if ownerpet == 0 {
return false, CaptureDetails{
Success: false,
Mode: "锁定模式",
BaseRate: 0,
ModifiedRate: 0,
GuaranteeBonus: 0,
StatusBonus: c.GetStatusBonus(),
Details: "已拥有数量为0无法捕捉",
}
}
// 计算基础捕捉率
baseRate := c.calcBaseRate(pet, ItemID)
denominator := c.Player.GetPlayerCaptureContext().Denominator
numerator := int(baseRate * float64(denominator))
// 衰减模式
if ownerpet > 0 {
decay := math.Pow(1-c.Player.GetPlayerCaptureContext().DecayFactor, float64(ownerpet))
baseRate *= decay
if baseRate < 0.01 {
baseRate = 0.01 // 最低1%成功率
}
numerator = int(baseRate * float64(denominator))
}
// 走统一保底判定
success, basePct, bonusPct := c.Player.Roll(numerator, denominator)
return success, CaptureDetails{
Success: success,
Mode: map[int]string{-1: "保底模式", 0: "锁定模式", 1: "衰减模式"}[ownerpet],
BaseRate: basePct,
ModifiedRate: basePct + bonusPct,
GuaranteeBonus: bonusPct,
StatusBonus: c.GetStatusBonus(),
Details: fmt.Sprintf("a=%d, 分子=%d, 分母=%d", c.calcBaseA(pet, ItemID), numerator, denominator),
}
}
// calcBaseA 按公式计算a值
func (c *Input) calcBaseA(pet *info.BattlePetEntity, ItemID uint32) int {
catchRate := gconv.Int(pet.CatchRate)
catchRate = (catchRate * c.Player.GetPlayerCaptureContext().Denominator) / 1000 // 归一化到1000分母
if catchRate < 3 {
catchRate = 3
}
currentHP := pet.Info.Hp
if currentHP <= 0 {
currentHP = 1
}
hpRatio := (3.0*float64(pet.Info.MaxHp) - 2.0*float64(currentHP)) / (3.0 * float64(pet.Info.MaxHp))
if hpRatio < 0 {
hpRatio = 0
}
itemBonus := getItemBonus(ItemID)
statusBonus := c.GetStatusBonus()
return int(hpRatio * float64(catchRate) * itemBonus * statusBonus)
}
// calcBaseRate 按公式计算基础成功率
func (c *Input) calcBaseRate(pet *info.BattlePetEntity, ItemID uint32) float64 {
if getItemBonus(ItemID) >= 255 {
return 1.0
}
a := c.calcBaseA(pet, ItemID)
if a >= 255 {
return 1.0
}
g := int(1048560.0 / math.Floor(math.Sqrt(math.Floor(math.Sqrt(math.Floor(16711680.0/float64(a)))))))
return math.Pow(float64(g)/65536.0, 4.0)
}

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@@ -14,8 +14,8 @@ import (
type EnumEffectType int
var EffectType = enum.New[struct {
Skill EnumEffectType `enum:"1000000"` //技能
//Prop EnumEffectType `enum:"2000000"` //
Skill EnumEffectType `enum:"1000000"` //技能
NewSel EnumEffectType `enum:"2000000"` //
Status EnumEffectType `enum:"3000000"` //状态
}]()