Commit Graph

226 Commits

Author SHA1 Message Date
xinian
3a9932e307 refactor: 重、、、、 2026-04-04 06:11:01 +08:00
xinian
31d274dd9d feat: 新增战斗效果1630-1634及1609-1624 2026-04-04 04:58:49 +08:00
xinian
9c6f3988de refactor: 重构 CurrentPet 为 CurPet
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2026-04-04 04:34:43 +08:00
xinian
6439995434 feat: 支持多精灵战斗位操作 2026-04-04 04:28:04 +08:00
xinian
87fdccaddf feat: 实现大量技能效果及战斗逻辑修复
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2026-03-30 00:51:18 +08:00
xinian
66fdc3d189 feat: 实现技能效果 627-672 及 1011-1111
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2026-03-29 19:00:08 +08:00
xinian
c40430aaa4 feat: 实现战斗技能效果
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2026-03-29 16:38:34 +08:00
xinian
875ad668aa feat: 实现战斗效果逻辑和接口重构
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2026-03-28 21:57:22 +08:00
xinian
0622f4710b feat: 添加道具捕捉后的回调机制
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2026-03-27 17:06:18 +08:00
xinian
ab31947c39 1
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2026-03-27 13:51:57 +08:00
昔念
ed84e4d2df ```
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refactor(fight): 重构精灵特效类型枚举结构
2026-03-27 00:28:25 +08:00
xinian
09d58c1f14 fix: 修正宠物面板计算参数 2026-03-23 22:00:05 +08:00
xinian
1969c01f3e feat: 添加战胜规则配置模块
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2026-03-21 00:57:18 +08:00
xinian
937ddd0a97 fix: 修复宠物存活状态判定逻辑
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移除 `NotAlive` 字段,改用 `Alive()` 方法通过 HP 判断存活状态,修正相关效果触发逻辑。
2026-03-17 13:34:50 +08:00
昔念
ab2ebcd56d ```
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fix(fight): 修复战斗效果和属性设置中的边界条件问题

- 修复Effect468中负值处理后提前返回的问题
- 重命名Effect470的SkillHit方法为Skill_Use_ex以匹配实际功能
- 注释掉调试用的println语句
- 在SetProp方法中添加属性值边界检查,确保属性值在-6到6范围内
```
2026-03-10 16:02:38 +08:00
昔念
8992132d13 ```
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fix(fight): 修复技能效果参数错误和伤害统计问题

- 修复effect_508中参数索引错误,将Args()[1]改为Args()[0]
- 修复effect_508中持续时间设置错误,统一设置为1
- 修复战斗伤害统计错误,将我方受伤统计改为对方受伤统计
```
2026-03-10 09:33:27 +08:00
昔念
939ef29800 ```
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feat(effect): 移除effect435并重构为selfkill模块

移除独立的effect435实现文件,并将该效果重新实现在selfkill.go中。
effect435功能为牺牲自己使下回合出场精灵首次攻击必定命中和先手。

fix(effect): 修复effect457技能复制逻辑并添加回合结束处理

修复effect457在组队对战中的技能复制逻辑问题,添加deepcopy依赖,
并在回合结束时恢复原始技能状态。

refactor(fight): 调整战斗
2026-03-10 09:17:26 +08:00
昔念
b8ce414f11 ```
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feat(fight): 优化战斗系统技能攻击计算逻辑

- 调整技能攻击时间判断顺序,提前计算总伤害
- 替换随机数生成函数,使用grand包提供更安全的随机数
- 修复暴击计算中的概率判断逻辑,统一使用Meet函数
- 修正技能伤害计算中防御属性获取错误,应使用目标方属性而非攻击方
- 优化基础伤害公式计算顺序,提升性能
- 添加技能伤害调试输出便于问题排查
```
2026-03-10 00:06:02 +08:00
昔念
1fa1ae848d ```
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feat(fight): 实现技能PP消耗Hook机制并优化效果处理

- 在Effect475中添加子效果时通过Ctx().Our.AddEffect正确添加效果
- 删除已废弃的Effect407、Effect440和Effect412效果类型
- 在fightc.go中实现技能使用后的PP消耗Hook机制,支持效果修改PP消耗数量
- 添加HookPP接口方法用于处理技能使用的PP消耗逻辑
- 在SkillInfo中添加Use方法用于实际消耗PP值
```
2026-03-09 23:44:09 +08:00
昔念
ce279cd992 根据提供的code differences信息,我无法看到具体的代码变更内容。由于code differences部分为空白,我将提供一个通用的示例格式:
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```
docs(readme): 更新文档说明

- 添加了项目使用说明
- 补充了配置项解释
- 修正了错误的示例代码
```

注意:由于没有具体的代码差异信息,无法生成准确的commit
2026-03-09 22:36:30 +08:00
昔念
d360a85963 ```
refactor(fight): 优化战斗系统中的数值计算和逻辑处理

- 将GetProp方法返回类型从int改为alpacadecimal.Decimal,
避免精度丢失问题
- 修改战斗中速度比较逻辑,使用Decimal的Cmp方法进行比较
- 修正BattlePetEntity中属性计算公式,将乘法改为除法
- 调整伤害累加逻辑,修复SumDamage叠加问题
- 更新攻击力和防御力计算,直接使用Decimal数值
- 移除Effect178、Effect501等未使用的技能效果
- 重构回合处理逻辑,调整死亡判断时机和流程
- 添加TrueFirst字段用于正确跟踪实际先手方
```
2026-03-09 20:55:04 +08:00
昔念
d16e079725 ```
fix(fight): 修复效果持续时间设置错误和命中计算参数类型问题

- 修正Effect461中Duration参数从-1改为1,解决持续时间异常问题
- 删除Effect486文件,移除废弃的效果实现
- 修正processSkillAttack中AttackTimeC参数类型,从int转为正确类型
- 在copySkill中添加Accuracy属性复制,解决技能命中丢失问题
- 修正CalculateRealValue函数stat参数类型从int改为int8
- 修正AttackTimeC和GetAccuracy函数level参数类型从int改为int8
- 优化Get
2026-03-09 19:16:17 +08:00
昔念
994cbb44b8 ```
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fix(fight): 修复技能实体属性访问问题

- 修改所有技能实体的ID、Power、CritRate、MustHit、Priority等属性访问方式
  从直接访问改为通过XML字段访问,确保数据一致性

- 更新多个boss技能效果处理逻辑中的属性引用路径

- 移除已废弃的effect/486文件

- 在New
2026-03-09 18:49:51 +08:00
xinian
f35af82bec refactor: 优化先手判断逻辑,增加IsFirst接口
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2026-03-09 12:28:37 +08:00
昔念
86d28f47d1 ```
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fix(fight): 修复属性值计算逻辑错误

在SetProp方法中,当level为负数时应该减少攻击值而不是增加,
修正了属性值变化的方向错误。
```
2026-03-09 00:40:13 +08:00
昔念
611b284ade ```
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refactor(fight): 优化战斗效果中的属性检测逻辑

通过引入HasPropADD()和HasPropSub()方法来替代循环遍历,
简化了多处战斗效果代码,提高了可读性和性能。

- effect/200.go: 使用HasPropADD()替代循环检测
- effect/418.go: 使用HasPropADD()替代循环检测
- effect/437.go: 使用HasPropADD()替代循环检测
- effect/449.go: 使用HasPropSub()替代循环检测
- effect
2026-03-08 23:43:20 +08:00
昔念
9315fcfa17 ```
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refactor(fight): 移除能力操作类型枚举并简化属性设置方法

移除了 info.EnumAbilityOpType 枚举类型及其相关常量定义,
重构了 SetProp 方法调用,不再传递操作类型参数,
通过检查等级正负值来判断是增加还是减少属性,
减少了代码复杂度并统一了属性变更的处理逻辑。
```
2026-03-08 23:24:18 +08:00
昔念
90f653d3ee ```
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refactor(effect): 移除未使用的element导入并优化自然敌人判断逻辑

移除了NewSeIdx_14.go中未使用的element包导入,将自然敌人判断逻辑
提取到EffectNode基类中,通过ISNaturalEnemy方法统一处理。
```
2026-03-08 22:43:51 +08:00
xinian
09da1dc253 refactor: 重构战斗技能使用节点
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2026-03-08 19:42:47 +08:00
xinian
ca7eb04f6e refactor: 重命名 ActionEndEx 为 Action_end_ex
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2026-03-08 19:14:42 +08:00
xinian
7b77c4c9a3 fix: 修复回血计算覆盖问题
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2026-03-08 19:06:58 +08:00
xinian
3579b39933 refactor: 优化技能效果参数初始化
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2026-03-08 18:01:41 +08:00
xinian
c154302af4 fix: 修复Effect初始化空指针问题
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2026-03-08 17:48:34 +08:00
xinian
3dd2d40c50 feat: 新增多个战斗技能效果实现
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2026-03-08 10:34:23 +08:00
xinian
a76a7e680e fix: 修复战斗逻辑中的技能结算顺序问题
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2026-03-07 20:18:23 +08:00
xinian
de8ce9fc81 feat: 新增多个战斗效果并修复逻辑问题
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2026-03-07 14:51:32 +08:00
xinian
02629b6f6c feat: 新增多个技能效果实现
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2026-03-07 13:54:42 +08:00
昔念
4bb7477147 ```
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feat(fight): 添加战斗攻击值获取接口并实现战斗规则系统

添加 GetAttackValue 方法到 FightI 接口,用于获取战斗中的攻击值信息。

新增 RuleI 接口定义战斗规则契约,包括 SetArgs 和 Exec 方法。

重构战斗规则系统:
- 创建 RuleBase 基类提供通用参数存储和基础方法
- 实现 17
2026-03-07 00:26:05 +08:00
昔念
4751594ee8 ```
feat: 更新战斗系统模型结构和Redis消息处理

- 引入gredis依赖用于Redis消息处理
- 将战斗相关的枚举和结构体从info包迁移到model包
- 更新战斗结束原因、攻击值等类型的引用路径
- 添加新的zset工具包到工作区
- 修改Redis消息处理逻辑以正确解析gredis.Message类型
- 在战斗控制器中统一使用model包下的类型定义
2026-03-04 22:47:21 +08:00
昔念
01c8c04df6 ```
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refactor(fight): 移除未使用的xmlres导入并优化回血逻辑

移除input包中未使用的xmlres导入,将宠物血量处理逻辑
封装到PetInfo模型中,并添加ModelHP方法来统一处理血量增减
逻辑。

feat(dict): 注释初始化数据相关代码

注释掉字典模块
2026-03-01 00:02:41 +08:00
昔念
53b18cfd0c 修复大乱斗问题
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2026-02-20 09:40:22 +08:00
xinian
756edc1cdd 1
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2026-02-17 22:36:18 +08:00
昔念
e5c75f7359 1
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2026-02-13 22:57:05 +08:00
昔念
71a0ae2157 1 2026-02-11 11:06:28 +08:00
昔念
99ef8fafce 1
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2026-02-07 01:12:46 +08:00
昔念
3947fbce4b 1
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2026-02-07 00:18:14 +08:00
昔念
a0d4567d3f 1
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2026-02-05 23:44:07 +08:00
xinian
70f6d62069 refactor: 将战斗初始化逻辑移动到新文件并优化AI技能选择 2026-01-29 13:59:48 +08:00
昔念
4dd05726af ```
fix(socket): 修复socket广播和退出逻辑中的返回值错误

- 修正了Broadcast方法中错误的返回值true为false
- 修正了QuitSelf方法中player遍历的返回值从true改为false
- 在玩家退出时添加了睡眠模式错误码通知消息

feat(fight): 统一技能使用方法命名并修复战斗伤害计算逻辑

- 将所有技能使用方法名从Skill_Useed重命名为SkillUseed以保持一致性
2026-01-25 17:36:40 +08:00
昔念
3af709f633 ```
feat(fight): AI战斗逻辑优化,修复技能使用判断逻辑

- 修改AI技能选择逻辑,从直接使用技能ID改为先存储技能实体再统一执行
- 修复usedskill变量类型从uint32改为*info.SkillEntity指针类型
- 优化技能使用流程,确保只有在找到可用技能时才执行UseSkill操作

fix(player): 调整玩家登录时的任务
2026-01-22 14:29:08 +08:00