feat(fight): 重构战斗系统技能逻辑与精灵切换功能

- 优化技能执行流程,统一使用 SelectSkillAction 作为技能载体
- 移除冗余的技能 ID 字段,简化数据结构
- 调整命中判断和技能效果触发机制,提升准确性
- 修改精灵切换与捕获相关方法参数格式
- 更新技能列表结构为动态数组以支持灵活长度
- 完善睡眠等异常状态的处理逻辑
- 修复战斗中技能 PP 扣减及副本还原问题
- 清理无用代码,如多余的 FindWithIndex 函数定义
- 强化验证码缓存键命名规则,增强安全性
This commit is contained in:
2025-10-26 20:56:03 +08:00
parent 2678cd9685
commit e75ecd413d
25 changed files with 195 additions and 184 deletions

View File

@@ -2,7 +2,6 @@ package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
@@ -18,16 +17,19 @@ type Effect1 struct {
func init() {
ret := &Effect1{}
ret.Effect = ret
input.InitEffect(input.EffectType.Skill, 1, ret)
}
// 命中之后
func (e *Effect1) OnHit(opp *input.Input, skill *info.SkillEntity) {
func (e *Effect1) OnSkill(ctx input.Ctx) bool {
if !e.Hit() {
return true
}
e.Input.Heal(
&action.SelectSkillAction{}, e.Input.DamageZone.Damage.Div(decimal.NewFromInt(2)),
)
return true
}

View File

@@ -16,7 +16,6 @@ func newp(t1 info.EnumBattleStatus) *Effect10 {
Status: t1,
}
t.Effect = t
return t
}
@@ -51,7 +50,7 @@ func init() {
input.InitEffect(input.EffectType.Skill, 114, newp(info.PetStatus.Flammable))
}
func (e *Effect10) OnHit(opp *input.Input, skill *info.SkillEntity) {
func (e *Effect10) OnSkill(ctx input.Ctx) bool {
t, _, _ := e.Input.Player.Roll(e.EffectNode.SideEffectArgs[0], 100)
if t {
@@ -61,11 +60,11 @@ func (e *Effect10) OnHit(opp *input.Input, skill *info.SkillEntity) {
if eff.ID != 0 {
eff.Effect.Duration(int(t1))
opp.AddEffect(eff)
ctx.AddEffect(eff)
}
}
return true
}
func (e *Effect10) OnMiss(opp *input.Input, skill *info.SkillEntity) {

View File

@@ -13,16 +13,20 @@ type Effect3 struct {
Etype info.EnumAbilityOpType
}
func (e *Effect3) OnHit(opp *input.Input, skill *info.SkillEntity) {
func (e *Effect3) OnSkill(ctx input.Ctx) bool {
if !e.Hit() {
return true
}
for i := 0; i < 6; i++ {
if e.Rev {
opp.SetProp(e.Input, int8(i), e.Level, e.Etype)
ctx.SetProp(e.Input, int8(i), e.Level, e.Etype)
} else {
e.Input.SetProp(opp, int8(i), e.Level, e.Etype)
e.Input.SetProp(ctx.Input, int8(i), e.Level, e.Etype)
}
}
return true
}
func neweffect3(rev bool, level int8, etype info.EnumAbilityOpType) *Effect3 {
@@ -31,7 +35,7 @@ func neweffect3(rev bool, level int8, etype info.EnumAbilityOpType) *Effect3 {
Level: level,
Etype: etype,
}
ret.Effect = ret
return ret
}
func init() {

View File

@@ -20,7 +20,7 @@ func NewEffectStat(b bool) input.Effect {
EffectNode: node.EffectNode{},
Etype: b,
}
ret.Effect = ret
return ret
}
@@ -40,11 +40,13 @@ type EffectStat struct {
// addrA := unsafe.Pointer(baseAddr + 4) //根据攻击算其他字段
// *(*uint32)(addrA) = 100
// }
func (e *EffectStat) OnHit(opp *input.Input, skill *info.SkillEntity) {
func (e *EffectStat) OnSkill(ctx input.Ctx) bool {
if !e.Hit() {
return true
}
t, _, _ := e.Input.Player.Roll(e.EffectNode.SideEffectArgs[1], 100)
if !t { //没触发
return
return true
}
ptype := info.AbilityOpType.ADD
if e.EffectNode.SideEffectArgs[2] < 0 {
@@ -54,7 +56,7 @@ func (e *EffectStat) OnHit(opp *input.Input, skill *info.SkillEntity) {
e.Input.SetProp(e.Input, int8(e.EffectNode.SideEffectArgs[0]), int8(e.EffectNode.SideEffectArgs[2]), ptype)
} else { //对方
opp.SetProp(e.Input, int8(e.EffectNode.SideEffectArgs[0]), int8(e.EffectNode.SideEffectArgs[2]), ptype)
ctx.SetProp(e.Input, int8(e.EffectNode.SideEffectArgs[0]), int8(e.EffectNode.SideEffectArgs[2]), ptype)
}
return true
}

View File

@@ -1,7 +1,6 @@
package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
@@ -21,12 +20,15 @@ func init() {
Owner: true,
},
}
t.Effect = t
input.InitEffect(input.EffectType.Skill, 62, t)
}
func (e *Effect62) OnHit(*input.Input, *info.SkillEntity) {
func (e *Effect62) OnSkill(ctx input.Ctx) bool {
if !e.Hit() {
return true
}
if e.Duration() != 1 { //说明还没到生效节点
e.Hide = true //隐藏效果
} else {
@@ -42,7 +44,7 @@ func (e *Effect62) OnHit(*input.Input, *info.SkillEntity) {
//否则触发秒杀 在对面使用技能后
//return true
}
return false
}
// 默认添加回合

View File

@@ -19,11 +19,28 @@ type StatusNotSkill struct {
}
// 不能出手
func (e *StatusNotSkill) Skill_Hit_Pre(input.Ctx) bool {
func (e *StatusNotSkill) Skill_Hit_Pre(ctx input.Ctx) bool {
if e.EffectStatus.Status == info.PetStatus.Sleep {
ctx.AddEffect(&input.EffectID{ //对对方添加出手解除效果
ID: -1,
Effect: &StatusSleep{},
})
}
return false
}
type StatusSleep struct { //睡眠不能出手
node.EffectNode
}
func (e *StatusSleep) Skill_Useed(input.Ctx) bool {
return true
}
// 扣血类
type DrainHP struct {
EffectStatus
@@ -65,9 +82,9 @@ func init() {
}
input.InitEffect(input.EffectType.Status, int(info.PetStatus.DrainHP), &EffectStatus{}) //寄生种子
tt(info.PetStatus.Paralysis, &StatusNotSkill{})
tt(info.PetStatus.Tired, &StatusNotSkill{})
tt(info.PetStatus.Fear, &StatusNotSkill{})
tt(info.PetStatus.Petrified, &StatusNotSkill{})
tt(info.PetStatus.Paralysis, &StatusNotSkill{}) //麻痹
tt(info.PetStatus.Tired, &StatusNotSkill{}) //疲惫
tt(info.PetStatus.Fear, &StatusNotSkill{}) //害怕
tt(info.PetStatus.Petrified, &StatusNotSkill{}) //石化
input.InitEffect(input.EffectType.Status, 8, &StatusSleep{}) //睡眠
}