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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@@ -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)
}