package input import ( "blazing/common/data/xmlres" "sort" "blazing/logic/service/common" "blazing/logic/service/fight/action" "blazing/logic/service/fight/info" "github.com/jinzhu/copier" "github.com/shopspring/decimal" ) type Input struct { CanChange bool //是否可以死亡切换CanChange CurrentPet *info.BattlePetEntity //当前精灵 AllPet []*info.BattlePetEntity Player common.PlayerI Opp *Input Finished bool //是否加载完成 *info.AttackValue FightC common.FightI // info.BattleActionI Effects []Effect //effects 实际上全局就是effect无限回合 //effects容器 技能的 EffectCache []Effect //这里是命中前执行的容器,也就是命中前执行的所有逻辑相关,理论上一个effect被激活,就应该同时将其他的effect取消激活 Effect_Lost []Effect //CanUseSkill bool //Effect_Lost []Effect //NewEffects []Effect DamageZone struct { Damage decimal.Decimal //伤害 BeforeADD decimal.Decimal //攻击伤害 BeforeMul decimal.Decimal BeforeFloor decimal.Decimal BeforeDiv decimal.Decimal BeforeSUB decimal.Decimal BeforeLock decimal.Decimal //锁伤 先锁受击方,再锁攻击方 受击方免疫也是这么锁 免疫等于锁0 BeforeLocked decimal.Decimal //BeforePost decimal.Decimal //OldAttack int //攻击伤害被挡前伤害记录 } //伤害容器 //First bool //是否先手 } func NewInput(c common.FightI, p common.PlayerI) *Input { ret := &Input{FightC: c, Player: p} ret.Effects = make([]Effect, 0) // t := Geteffect(EffectType.Damage, 0) // t.Effect.SetArgs(ret) // ret.AddEffect(t) //添加默认基类,实现继承 p.SetFightC(c) //给玩家设置战斗容器 return ret } func (our *Input) SortPet() { sort.Slice(our.AllPet, func(i, j int) bool { x, y := our.AllPet[i], our.AllPet[j] // 若x血量>0且y血量=0,则x排在前 if x.Info.Hp > 0 && y.Info.Hp <= 0 { return true } // 若x血量=0且y血量>0,则x排在后 if x.Info.Hp <= 0 && y.Info.Hp > 0 { return false } // 同类型(都>0或都=0)保持原有顺序 return i < j }) for _, v := range our.AllPet { if v.Info.Hp == 0 { v.NotAlive = true } } } func (our *Input) GetPetInfo() *info.BattlePetEntity { return our.CurrentPet } func (our *Input) SetOPP(t *Input) { our.Opp = t } func (our *Input) GenSataus() { our.Status = [20]int8{} for i := 0; i < 20; i++ { //堆叠状态剩余回合 t := our.GetEffect(EffectType.Status, i) if t != nil && t.Alive() { //状态都是叠层类的 our.Status[i] = int8(t.Duration()) } } } func (our *Input) GenInfo() { our.RemainHp = int32(our.CurrentPet.Info.Hp) our.SkillList = our.CurrentPet.Info.SkillList // f.Second.SkillList = f.Second.CurrentPet.Info.SkillList // f.Second.RemainHp = int32(f.Second.CurrentPet.Info.Hp) // ret.FAttack = *f.First.AttackValue // ret.SAttack = *f.Second.AttackValue } func (our *Input) ResetAttackValue() { our.AttackValue.SkillID = 0 our.AttackValue.IsCritical = 0 our.AttackValue.GainHp = 0 our.AttackValue.LostHp = 0 our.DamageZone.Damage = decimal.NewFromInt(0) //our.CanUseSkill = true } // 这个每回合都会调用 func (our *Input) InitAttackValue() { our.AttackValue = info.NewAttackValue(our.Player.GetInfo().UserID) } func (our *Input) GetPet(id uint32) (ii *info.BattlePetEntity, Reason info.ChangePetInfo) { for _, v := range our.AllPet { if v.Info.CatchTime == uint32(id) { copier.Copy(&Reason, &v.Info) Reason.UserId = our.Player.GetInfo().UserID ii = v } } return } // GetStatusBonus 获取最高的状态倍率 // 遍历状态数组,返回存在的状态中最高的倍率(无状态则返回1.0) func (our *Input) GetStatusBonus() float64 { // 异常状态倍率映射表(状态索引 -> 倍率) var statusBonuses = map[info.EnumPetStatus]float64{ info.PetStatus.Paralysis: 1.5, info.PetStatus.Poisoned: 1.5, info.PetStatus.Sleep: 2.0, // /info.BattleStatus.Frozen: 2.0, } maxBonus := 1.0 // 默认无状态倍率 for statusIdx := 0; statusIdx < 20; statusIdx++ { t := Geteffect(EffectType.Status, statusIdx) // 检查状态是否存在(数组中值为1表示存在该状态) if t != nil && t.Stack() > 0 { if bonus, exists := statusBonuses[info.EnumPetStatus(statusIdx)]; exists && bonus > maxBonus { maxBonus = bonus } } } return maxBonus } // 解析并 施加effect func (our *Input) Parseskill(skill *action.SelectSkillAction) { if skill == nil { return } our.EffectCache = make([]Effect, 0) //先把上一回合数据清空,但是应该把本身延续类效果集成过来 our.Effect_Lost = make([]Effect, 0) // our.Initeffectcache() //这里说明是延续的效果,每次复制出来一个新的就好了 //i.NewEffects = make([]Effect, 0) //这里说明是新增的效果 temparg := skill.SideEffectArgS for _, v := range skill.SideEffectS { t := Geteffect(EffectType.Skill, v) args := xmlres.EffectArgs[v] //这里是给双方添加buff if t != nil { t.SetArgs(our, temparg[:args]...) //设置入参,施加方永远是我方 // if t.Owner() { //如果取反,说明是给对方添加的回合效果 // //实际上,owner永远为反,说明是对方给我添加的 // t.SetArgs(i, temparg[:args]...) //设置入参,施加方永远是我方 // //给双方添加 // defender.AddEffect(t) // } else { //t.SetArgs(i, temparg[:args]...) //设置入参 loste := our.AddEffect(our, t) if loste != nil { our.Effect_Lost = append(our.Effect_Lost, loste) } // } //这里是临时缓存buff,后面确认命中后修改HIT状态 // t.Alive() //先让效果保持存活 our.EffectCache = append(our.EffectCache, t) // i.NewEffects = append(i.NewEffects, t) } temparg = temparg[args:] } }