Files
bl/logic/service/fight/input/fight.go
昔念 0051ac0be8
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```
feat(fight): 添加旧组队协议支持并优化战斗系统

- 实现了旧组队协议相关功能,包括GroupReadyFightFinish、GroupUseSkill、
  GroupUseItem、GroupChangePet和GroupEscape方法
- 新增组队战斗相关的入站信息结构体定义
- 实现了组队BOSS战斗逻辑,添加groupBossSlotLimit常量
- 重构宠物技能设置逻辑,调整金币消耗时机
- 优化战斗循环逻辑,添加对无行动槽位的处理
- 改进AI行动逻辑,增加多位置目标选择
2026-04-08 01:28:55 +08:00

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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
}