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refactor(fight): 移除未使用的xmlres导入并优化回血逻辑 移除input包中未使用的xmlres导入,将宠物血量处理逻辑 封装到PetInfo模型中,并添加ModelHP方法来统一处理血量增减 逻辑。 feat(dict): 注释初始化数据相关代码 注释掉字典模块
253 lines
6.4 KiB
Go
253 lines
6.4 KiB
Go
package input
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import (
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element "blazing/common/data/Element"
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"blazing/common/utils"
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/info"
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"github.com/alpacahq/alpacadecimal"
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"github.com/gogf/gf/v2/util/gconv"
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)
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// 计算暴击
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func (our *Input) CalculateCrit(opp *Input, skill *info.SkillEntity) {
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skill.Crit = 0
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if skill.Category() == info.Category.STATUS { //属性技能不用算暴击
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return
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}
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CritRate := utils.Max(skill.CritRate, 1)
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//CritAtkFirst: 先出手时必定致命一击; 默认: 0
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if skill.CritAtkFirst != 0 && our.FightC.IsFirst(our.Player) {
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CritRate = 16
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}
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//CritAtkSecond: 后出手时必定致命一击; 默认: 0
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if skill.CritAtkSecond != 0 && !our.FightC.IsFirst(our.Player) {
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CritRate = 16
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}
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// CritSelfHalfHp: 自身体力低于一半时必定致命一击; 默认: 0
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if skill.CritSelfHalfHp != 0 && (our.CurrentPet.HP < int(our.CurrentPet.Info.MaxHp)/2) {
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CritRate = 16
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}
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// CritFoeHalfHp: 对方体力低于一半时必定致命一击; 默认: 0
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if skill.CritSelfHalfHp != 0 && (opp.CurrentPet.HP < int(opp.CurrentPet.Info.MaxHp)/2) {
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CritRate = 16
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}
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//todo 暴击伤害
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if t, _, _ := our.Player.Roll(625*CritRate, 10000); t {
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skill.Crit = 1
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}
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}
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// 恢复血量
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func (our *Input) Heal(in *Input, ac action.BattleActionI, value alpacadecimal.Decimal) {
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//使用道具回血
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if _, ok := ac.(*action.UseItemAction); !ok &&
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ac != nil &&
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in == our {
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our.AttackValue.GainHp = int32(value.IntPart()) //道具有专门的回血包
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}
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our.CurrentPet.Info.ModelHP(value.IntPart())
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}
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func (our *Input) HealPP(value int) {
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our.CurrentPet.Info.HealPP(value)
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}
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func (our *Input) DelPP(value int) {
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for i := 0; i < len(our.CurrentPet.Info.SkillList); i++ {
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if uint32(value) > our.CurrentPet.Info.SkillList[i].PP {
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our.CurrentPet.Info.SkillList[i].PP = 0
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} else {
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our.CurrentPet.Info.SkillList[i].PP -= uint32(value)
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}
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}
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}
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// 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
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// /红伤只允许调用一次来保持锁伤
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// 这个方法是对对方造成伤害
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// 伤害落实 // 血量扣减节点比如触发回神,反弹也在这里实现
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func (our *Input) Damage(in *Input, sub *info.DamageZone) {
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if sub.Type == info.DamageType.Red { //每回合计算伤害的时候重置伤害
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our.Opp.SumDamage = sub.Damage
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}
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// 对方对我方造成,需要吃到对方的加成
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var ok bool
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if our != in {
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ok = our.Opp.Exec(func(t Effect) bool {
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t.DamageAdd(sub) //红伤落实前,我方增伤
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return true
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})
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//sub.BeforeMul = sub.Damage
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if ok {
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ok = our.Opp.Exec(func(t Effect) bool {
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t.Damage_Mul(sub) //红伤落实前,我方增伤
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return true
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})
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}
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//sub.BeforeFloor = sub.Damage
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if ok {
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ok = our.Opp.Exec(func(t Effect) bool {
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t.DamageFloor(sub) //红伤落实,内部有befer
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return true
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})
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}
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}
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// sub.BeforeMul = sub.Damage
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if ok {
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ok = our.Exec(func(t Effect) bool {
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t.DamageDivEx(sub) //红伤落实,内部有befer
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return true
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})
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}
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//sub.BeforeSUB = sub.Damage
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if ok {
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ok = our.Exec(func(t Effect) bool {
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t.DamageSubEx(sub)
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return true
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})
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}
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// sub.BeforeLock = sub.Damage
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if ok && in != our {
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ok = our.Opp.Exec(func(t Effect) bool {
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t.DamageLock(sub)
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return true
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})
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}
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//sub.BeforeLocked = sub.Damage
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if ok {
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our.Exec(func(t Effect) bool {
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t.DamageLockEx(sub)
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return true
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})
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}
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if sub.Type == info.DamageType.Red { //红才会产生造成伤害
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our.Opp.SumDamage = sub.Damage // 叠加总伤害 这里相当于记录红伤
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our.Opp.AttackValue.LostHp = uint32(our.Opp.SumDamage.IntPart()) //红伤落实
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}
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if uint32(sub.Damage.IntPart()) > our.CurrentPet.Info.Hp {
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our.CurrentPet.Info.Hp = 0
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} else {
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our.CurrentPet.Info.Hp = our.CurrentPet.Info.Hp - uint32(sub.Damage.IntPart())
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}
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//todo 待实现死亡effet
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}
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// 计算技能威力
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func (our *Input) CalculatePower(deftype *Input, skill *info.SkillEntity) alpacadecimal.Decimal {
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// 1. 计算等级因子 (level * 0.4 + 2)
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levelFactor := alpacadecimal.NewFromInt(int64(our.CurrentPet.Info.Level)).
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Mul(alpacadecimal.NewFromFloat(0.4)).Add(alpacadecimal.NewFromInt(2))
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var (
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attackDec alpacadecimal.Decimal //攻击值
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defenseDec alpacadecimal.Decimal //防御值
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)
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switch skill.Category() { //判断技能类型
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case info.Category.PHYSICAL:
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attackDec = alpacadecimal.NewFromInt(int64(our.GetProp(0, false)))
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defenseDec = alpacadecimal.NewFromInt(int64(deftype.GetProp(1, false)))
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case info.Category.SPECIAL:
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attackDec = alpacadecimal.NewFromInt(int64(our.GetProp(2, false)))
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defenseDec = alpacadecimal.NewFromInt(int64(deftype.GetProp(3, false)))
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default:
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return alpacadecimal.Zero
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}
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// 8. DmgBindLv: 使对方受到的伤害值等于等级; 默认: 0
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// 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
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// 10. PwrDouble: 攻击时,若对方处于异常状态, 则威力翻倍;
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// 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
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if skill.DmgBindLv != 0 {
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//level := utils.Min(deftype.CurrentPet.Info.Level, 100)
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skill.Power = int(deftype.CurrentPet.Info.Level)
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}
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if skill.PwrBindDv != 0 {
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if skill.PwrBindDv == 1 {
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skill.Power = int(our.CurrentPet.Info.Dv * 5)
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}
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if skill.PwrBindDv == 2 {
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skill.Power = int(our.CurrentPet.Info.Hp/3 + our.CurrentPet.Info.Dv)
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}
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}
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if skill.PwrDouble != 0 {
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if deftype.StatEffect_Exist_all() {
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skill.Power = skill.Power * 2
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}
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}
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if skill.DmgBindHpDv != 0 {
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skill.Power = int(our.CurrentPet.Info.Hp/2 + our.CurrentPet.Info.Dv)
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}
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// 5. 基础伤害公式:等级因子 * 威力因子 * 攻击 / 防御 / 50 + 2
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baseDamage := levelFactor.
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Mul(alpacadecimal.NewFromInt(int64(skill.Power))).
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Mul(attackDec).
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Div(defenseDec).
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Div(alpacadecimal.NewFromInt(50)).
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Add(alpacadecimal.NewFromInt(2))
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var typeRate alpacadecimal.Decimal
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//fmt.Println(skill.Type().ID, deftype.CurrentPet.Type().ID)
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t, _ := element.Calculator.GetOffensiveMultiplier(skill.GetType().ID, deftype.CurrentPet.GetType().ID)
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our.AttackValue.Offensive = gconv.Float32(t)
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typeRate = alpacadecimal.NewFromFloat(t)
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damage := baseDamage.
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Mul(skill.CriticalsameTypeBonus()). // 同属性加成
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Mul(typeRate). // 克制系数
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Mul(skill.Criticalrandom()) //随机波动
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return damage
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}
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