package input import ( element "blazing/common/data/Element" "blazing/common/utils" "blazing/logic/service/fight/action" "blazing/logic/service/fight/info" "github.com/alpacahq/alpacadecimal" "github.com/gogf/gf/v2/util/gconv" "github.com/gogf/gf/v2/util/grand" ) // 计算暴击 func (our *Input) CalculateCrit(opp *Input, skill *info.SkillEntity) { ourPet := our.CurrentPet() oppPet := opp.CurrentPet() if ourPet == nil || oppPet == nil { return } skill.Crit = 0 if skill.Category() == info.Category.STATUS { //属性技能不用算暴击 return } CritRate := utils.Max(skill.XML.CritRate, 1) //CritAtkFirst: 先出手时必定致命一击; 默认: 0 if skill.XML.CritAtkFirst != 0 && our.FightC.IsFirst(our.Player) { CritRate = 16 } //CritAtkSecond: 后出手时必定致命一击; 默认: 0 if skill.XML.CritAtkSecond != 0 && !our.FightC.IsFirst(our.Player) { CritRate = 16 } // CritSelfHalfHp: 自身体力低于一半时必定致命一击; 默认: 0 if skill.XML.CritSelfHalfHp != 0 && (ourPet.HP < int(ourPet.Info.MaxHp)/2) { CritRate = 16 } // CritFoeHalfHp: 对方体力低于一半时必定致命一击; 默认: 0 if skill.XML.CritSelfHalfHp != 0 && (oppPet.HP < int(oppPet.Info.MaxHp)/2) { CritRate = 16 } //todo 暴击伤害 if t := grand.Meet(CritRate, 16); t { skill.Crit = 1 } } // 恢复血量 func (our *Input) Heal(in *Input, ac action.BattleActionI, value alpacadecimal.Decimal) { currentPet := our.CurrentPet() if currentPet == nil { return } healValue := int(value.IntPart()) if ac != nil { if _, ok := ac.(*action.UseItemAction); !ok { our.ExecWithOpponent(in, func(t Effect) bool { t.Heal_Pre(ac, &healValue) return true }) } } //使用道具回血 if _, ok := ac.(*action.UseItemAction); !ok && ac != nil && in == our && healValue > 0 { our.AttackValue.GainHp += int32(healValue) //道具有专门的回血包 } if healValue >= 0 { currentPet.Info.ModelHP(int64(healValue)) if our.AttackValue != nil { our.AttackValue.RemainHp = int32(currentPet.Info.Hp) our.AttackValue.MaxHp = currentPet.Info.MaxHp } return } damage := uint32(-healValue) if damage >= currentPet.Info.Hp { currentPet.Info.Hp = 0 if our.AttackValue != nil { our.AttackValue.RemainHp = 0 our.AttackValue.MaxHp = currentPet.Info.MaxHp } return } currentPet.Info.Hp -= damage if our.AttackValue != nil { our.AttackValue.RemainHp = int32(currentPet.Info.Hp) our.AttackValue.MaxHp = currentPet.Info.MaxHp } } func (our *Input) HealPP(value int) { currentPet := our.CurrentPet() if currentPet == nil { return } currentPet.Info.HealPP(value) } func (our *Input) DelPP(value int) { currentPet := our.CurrentPet() if currentPet == nil { return } for i := 0; i < len(currentPet.Info.SkillList); i++ { if uint32(value) > currentPet.Info.SkillList[i].PP { currentPet.Info.SkillList[i].PP = 0 } else { currentPet.Info.SkillList[i].PP -= uint32(value) } } } // Damage 对方对我方造成伤害,处理伤害计算和扣减血量逻辑,包括各种增伤、减伤效果 // /红伤只允许调用一次来保持锁伤 // 这个方法是对对方造成伤害 // 伤害落实 // 血量扣减节点比如触发回神,反弹也在这里实现 func (our *Input) Damage(in *Input, sub *info.DamageZone) { currentPet := our.CurrentPet() if currentPet == nil { return } attacker := in if attacker == nil { attacker = our } // if sub.Type == info.DamageType.Red { //每回合计算伤害的时候重置伤害 // our.Opp.SumDamage = sub.Damage // } // 对方对我方造成,需要吃到对方的加成 var ok bool if our != attacker { ok = attacker.ExecWithOpponent(our, func(t Effect) bool { t.DamageAdd(sub) //红伤落实前,我方增伤 return true }) //sub.BeforeMul = sub.Damage if ok { ok = attacker.ExecWithOpponent(our, func(t Effect) bool { t.Damage_Mul(sub) //红伤落实前,我方增伤 return true }) } //sub.BeforeFloor = sub.Damage if ok { ok = attacker.ExecWithOpponent(our, func(t Effect) bool { t.DamageFloor(sub) //红伤落实,内部有befer return true }) } } // sub.BeforeMul = sub.Damage if ok { ok = our.ExecWithOpponent(attacker, func(t Effect) bool { t.DamageDivEx(sub) //红伤落实,内部有befer return true }) } //sub.BeforeSUB = sub.Damage if ok { ok = our.ExecWithOpponent(attacker, func(t Effect) bool { t.DamageSubEx(sub) return true }) } //sub.BeforeLocked = sub.Damage if ok { our.ExecWithOpponent(attacker, func(t Effect) bool { t.DamageLockEx(sub) return true }) } // sub.BeforeLock = sub.Damage if ok && attacker != our { ok = attacker.ExecWithOpponent(our, func(t Effect) bool { t.DamageLock(sub) return true }) } if ok { our.ExecWithOpponent(attacker, func(t Effect) bool { t.Damage_Shield(sub) return true }) } if sub.Damage.Cmp(alpacadecimal.Zero) < 0 { sub.Damage = alpacadecimal.Zero } if shieldAbsorb := our.AbsorbShieldDamage(sub.Damage); shieldAbsorb.Cmp(alpacadecimal.Zero) > 0 { sub.Damage = sub.Damage.Sub(shieldAbsorb) } if sub.Type == info.DamageType.Red { //红才会产生造成伤害 attacker.SumDamage = sub.Damage.Add(attacker.SumDamage) // 叠加总伤害 这里相当于记录红伤 } if sub.Type == info.DamageType.Red { //红才会产生造成伤害 attacker.AttackValue.LostHp += uint32(sub.Damage.IntPart()) //红伤落实 } if uint32(sub.Damage.IntPart()) > currentPet.Info.Hp { currentPet.Info.Hp = 0 } else { currentPet.Info.Hp = currentPet.Info.Hp - uint32(sub.Damage.IntPart()) } if our.AttackValue != nil { our.AttackValue.RemainHp = int32(currentPet.Info.Hp) our.AttackValue.MaxHp = currentPet.Info.MaxHp } //todo 待实现死亡effet } // 计算技能威力 func (our *Input) CalculatePower(deftype *Input, skill *info.SkillEntity) alpacadecimal.Decimal { if deftype == nil { return alpacadecimal.Zero } ourPet := our.CurrentPet() defPet := deftype.CurrentPet() if ourPet == nil || defPet == nil { return alpacadecimal.Zero } // 1. 计算等级因子 (level * 0.4 + 2) levelFactor := alpacadecimal.NewFromInt(int64(ourPet.Info.Level)). Mul(alpacadecimal.NewFromFloat(0.4)).Add(alpacadecimal.NewFromInt(2)) var ( attackDec alpacadecimal.Decimal //攻击值 defenseDec alpacadecimal.Decimal //防御值 ) switch skill.Category() { //判断技能类型 case info.Category.PHYSICAL: attackDec = our.GetProp(0) defenseDec = deftype.GetProp(1) case info.Category.SPECIAL: attackDec = our.GetProp(2) defenseDec = deftype.GetProp(3) default: return alpacadecimal.Zero } // 8. DmgBindLv: 使对方受到的伤害值等于等级; 默认: 0 // 9. PwrBindDv: 1,威力(power)取决于潜力(个体值)*5; 2,威力(power)取决于最大体力*1/3+潜力(个体值); 默认: 0 // 10. PwrDouble: 攻击时,若对方处于异常状态, 则威力翻倍; // 11. DmgBindHpDv: 造成的伤害等于自身剩余体力*1/2+潜力(个体值); 默认: 0 if skill.XML.DmgBindLv != 0 { skill.XML.Power = int(defPet.Info.Level) } if skill.XML.PwrBindDv != 0 { if skill.XML.PwrBindDv == 1 { skill.XML.Power = int(ourPet.Info.Dv * 5) } if skill.XML.PwrBindDv == 2 { skill.XML.Power = int(ourPet.Info.Hp/3 + ourPet.Info.Dv) } } if skill.XML.PwrDouble != 0 { if deftype.StatEffect_Exist_all() { skill.XML.Power = skill.XML.Power * 2 } } if skill.XML.DmgBindHpDv != 0 { skill.XML.Power = int(ourPet.Info.Hp/2 + ourPet.Info.Dv) } // 5. 基础伤害公式:等级因子 * 威力因子 * 攻击 / 防御 / 50 + 2 baseDamage := levelFactor. Div(alpacadecimal.NewFromInt(50)). Mul(alpacadecimal.NewFromInt(int64(skill.XML.Power))). Mul(attackDec.Div(defenseDec)). Add(alpacadecimal.NewFromInt(2)) var typeRate alpacadecimal.Decimal //fmt.Println(skill.Type().ID, defPet.Type().ID) t, _ := element.Calculator.GetOffensiveMultiplier(skill.GetType().ID, defPet.GetType().ID) our.AttackValue.Offensive = gconv.Float32(t) typeRate = alpacadecimal.NewFromFloat(t) damage := baseDamage. Mul(skill.CriticalsameTypeBonus()). // 同属性加成 Mul(typeRate). // 克制系数 Mul(skill.Criticalrandom()) //随机波动 //println(baseDamage.IntPart(), damage.IntPart(), attackDec.IntPart(), defenseDec.IntPart(), "技能伤害") return damage }