package input import ( element "blazing/common/data/Element" "blazing/common/data/xmlres" "blazing/common/utils" "blazing/logic/service/fight/action" "blazing/logic/service/fight/info" "github.com/alpacahq/alpacadecimal" "github.com/gogf/gf/v2/util/gconv" ) // 计算暴击 func (our *Input) CalculateCrit(opp *Input, skill *info.SkillEntity) { skill.Crit = 0 if skill.Category() == info.Category.STATUS { //属性技能不用算暴击 return } CritRate := utils.Max(skill.CritRate, 1) //CritAtkFirst: 先出手时必定致命一击; 默认: 0 if skill.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.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.CritSelfHalfHp != 0 && (our.CurrentPet.HP < int(our.CurrentPet.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.CritSelfHalfHp != 0 && (opp.CurrentPet.HP < int(opp.CurrentPet.Info.MaxHp)/2) { CritRate = 16 } //todo 暴击伤害 if t, _, _ := our.Player.Roll(625*CritRate, 10000); t { skill.Crit = 1 } } // 恢复血量 func (our *Input) Heal(in *Input, ac action.BattleActionI, value alpacadecimal.Decimal) { //使用道具回血 if _, ok := ac.(*action.UseItemAction); !ok && ac != nil && in == our { our.AttackValue.GainHp = int32(value.IntPart()) //道具有专门的回血包 } if value.IsPositive() { our.CurrentPet.Info.Hp += uint32(value.IntPart()) our.CurrentPet.Info.Hp = utils.Min(our.CurrentPet.Info.Hp, our.CurrentPet.Info.MaxHp) } else { if uint32(value.Abs().IntPart()) > our.CurrentPet.Info.Hp { our.CurrentPet.Info.Hp = 0 } else { our.CurrentPet.Info.Hp += uint32(value.IntPart()) } } } func (our *Input) HealPP(value int) { for i := 0; i < len(our.CurrentPet.Info.SkillList); i++ { if value == -1 { our.CurrentPet.Info.SkillList[i].PP = uint32(xmlres.SkillMap[int(our.CurrentPet.Info.SkillList[i].ID)].MaxPP) } else { our.CurrentPet.Info.SkillList[i].PP += uint32(value) our.CurrentPet.Info.SkillList[i].PP = utils.Min(our.CurrentPet.Info.SkillList[i].PP, uint32(xmlres.SkillMap[int(our.CurrentPet.Info.SkillList[i].ID)].MaxPP)) } } } func (our *Input) DelPP(value int) { for i := 0; i < len(our.CurrentPet.Info.SkillList); i++ { if uint32(value) > our.CurrentPet.Info.SkillList[i].PP { our.CurrentPet.Info.SkillList[i].PP = 0 } else { our.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) { 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 != in { ok = our.Opp.Exec(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 = our.Opp.Exec(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 = our.Opp.Exec(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.Exec(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.Exec(func(t Effect) bool { t.DamageSubEx(sub) return true }) } // sub.BeforeLock = sub.Damage if ok && in != our { ok = our.Opp.Exec(func(t Effect) bool { t.DamageLock(sub) return true }) } //sub.BeforeLocked = sub.Damage if ok { our.Exec(func(t Effect) bool { t.DamageLockEx(sub) return true }) } if sub.Type == info.DamageType.Red { //红才会产生造成伤害 our.Opp.SumDamage = sub.Damage // 叠加总伤害 这里相当于记录红伤 our.Opp.AttackValue.LostHp = uint32(our.Opp.SumDamage.IntPart()) //红伤落实 } if uint32(sub.Damage.IntPart()) > our.CurrentPet.Info.Hp { our.CurrentPet.Info.Hp = 0 } else { our.CurrentPet.Info.Hp = our.CurrentPet.Info.Hp - uint32(sub.Damage.IntPart()) } //todo 待实现死亡effet } // 计算技能威力 func (our *Input) CalculatePower(deftype *Input, skill *info.SkillEntity) alpacadecimal.Decimal { // 1. 计算等级因子 (level * 0.4 + 2) levelFactor := alpacadecimal.NewFromInt(int64(our.CurrentPet.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 = alpacadecimal.NewFromInt(int64(our.GetProp(0, false))) defenseDec = alpacadecimal.NewFromInt(int64(deftype.GetProp(1, false))) case info.Category.SPECIAL: attackDec = alpacadecimal.NewFromInt(int64(our.GetProp(2, false))) defenseDec = alpacadecimal.NewFromInt(int64(deftype.GetProp(3, false))) default: return alpacadecimal.Zero } // 5. 基础伤害公式:等级因子 * 威力因子 * 攻击 / 防御 / 50 + 2 baseDamage := levelFactor. Mul(alpacadecimal.NewFromInt(int64(skill.Power))). Mul(attackDec). Div(defenseDec). Div(alpacadecimal.NewFromInt(50)). Add(alpacadecimal.NewFromInt(2)) var typeRate alpacadecimal.Decimal //fmt.Println(skill.Type().ID, deftype.CurrentPet.Type().ID) t, _ := element.Calculator.GetOffensiveMultiplier(skill.GetType().ID, deftype.CurrentPet.GetType().ID) our.AttackValue.Offensive = gconv.Float32(t) typeRate = alpacadecimal.NewFromFloat(t) // 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.DmgBindLv != 0 { baseDamage = alpacadecimal.NewFromInt(int64(deftype.CurrentPet.Info.Level)) } if skill.PwrBindDv != 0 { if skill.PwrBindDv == 1 { baseDamage = alpacadecimal.NewFromInt(int64(our.CurrentPet.Info.Dv * 5)) } if skill.PwrBindDv == 2 { baseDamage = alpacadecimal.NewFromInt(int64(our.CurrentPet.Info.Hp/3 + our.CurrentPet.Info.Dv)) } } if skill.PwrDouble != 0 { if deftype.StatEffect_Exist_all() { baseDamage = baseDamage.Mul(alpacadecimal.NewFromInt(2)) } } if skill.DmgBindHpDv != 0 { baseDamage = alpacadecimal.NewFromInt(int64(our.CurrentPet.Info.Hp/2 + our.CurrentPet.Info.Dv)) } damage := baseDamage. Mul(skill.CriticalsameTypeBonus()). // 同属性加成 Mul(typeRate). // 克制系数 Mul(skill.Criticalrandom()) //随机波动 return damage }