package input import ( "blazing/common/data/xmlres" "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 EffectCache []Effect 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 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 (i *Input) GetPetInfo() *info.BattlePetEntity { return i.CurrentPet } func (i *Input) ResetAttackValue() { i.AttackValue.SkillID = 0 } // 这个每回合都会调用 func (i *Input) InitAttackValue() { i.AttackValue = info.NewAttackValue(i.Player.GetInfo().UserID) } func (i *Input) GetPet(id uint32) (ii *info.BattlePetEntity, Reason info.ChangePetInfo) { for _, v := range i.AllPet { if v.Info.CatchTime == uint32(id) { copier.Copy(&Reason, &v.Info) Reason.UserId = i.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 (i *Input) GetStatusBonus() float64 { // 异常状态倍率映射表(状态索引 -> 倍率) var statusBonuses = map[info.EnumBattleStatus]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.EnumBattleStatus(statusIdx)]; exists && bonus > maxBonus { maxBonus = bonus } } } return maxBonus } // 解析并 施加effect func (i *Input) Parseskill(defender *Input, skill *action.SelectSkillAction) { i.EffectCache = make([]Effect, 0) //先把上一回合数据清空 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(i, 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 i.AddEffect(t) } //这里是临时缓存buff,后面确认命中后修改HIT状态 i.EffectCache = append(i.EffectCache, t) } temparg = temparg[args:] } }