Files
bl/logic/service/fight/input/fight.go
2026-03-23 22:00:05 +08:00

264 lines
6.5 KiB
Go
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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) {
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 && (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.XML.CritSelfHalfHp != 0 && (opp.CurrentPet.HP < int(opp.CurrentPet.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) {
//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
}
our.CurrentPet.Info.ModelHP(value.IntPart())
}
func (our *Input) HealPP(value int) {
our.CurrentPet.Info.HealPP(value)
}
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.BeforeLocked = sub.Damage
if ok {
our.Exec(func(t Effect) bool {
t.DamageLockEx(sub)
return true
})
}
// sub.BeforeLock = sub.Damage
if ok && in != our {
ok = our.Opp.Exec(func(t Effect) bool {
t.DamageLock(sub)
return true
})
}
if sub.Type == info.DamageType.Red { //红才会产生造成伤害
our.Opp.SumDamage = sub.Damage.Add(our.Opp.SumDamage) // 叠加总伤害 这里相当于记录红伤
}
if ok {
our.Exec(func(t Effect) bool {
t.Damage_Shield(sub)
return true
})
}
if sub.Type == info.DamageType.Red { //红才会产生造成伤害
our.Opp.AttackValue.LostHp += uint32(sub.Damage.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 = 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(deftype.CurrentPet.Info.Level)
}
if skill.XML.PwrBindDv != 0 {
if skill.XML.PwrBindDv == 1 {
skill.XML.Power = int(our.CurrentPet.Info.Dv * 5)
}
if skill.XML.PwrBindDv == 2 {
skill.XML.Power = int(our.CurrentPet.Info.Hp/3 + our.CurrentPet.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(our.CurrentPet.Info.Hp/2 + our.CurrentPet.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, 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)
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
}