- 优化了 DamageContext 结构体,增加了更多注释说明 - 添加了 initOtherRates、GetOtherRate、PutOtherRate 等方法,提高代码可读性和易用性 - 重写了 Calculate 函数,详细注释了伤害计算的每一步骤 - 增加了对随机值、同系加成、属性克制等逻辑的处理 - 优化了代码结构,提高了
278 lines
9.9 KiB
Go
278 lines
9.9 KiB
Go
package damage
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import (
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"fmt"
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"math/rand"
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"github.com/shopspring/decimal"
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"github.com/tnnmigga/enum"
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)
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// SkillType 技能类型枚举,区分物理和特殊技能
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type SkillType int
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const (
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PHYSICAL SkillType = iota + 1 // 物理技能
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SPECIAL // 特殊技能
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)
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// DamageMultiplierZone 伤害乘算区枚举,使用enum包定义
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type DamageMultiplierZone int
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var DamageMultiplierZoneEnum = enum.New[struct {
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POWER_ADDITION_ZONE DamageMultiplierZone // 威力加算区,直接加成威力值
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POWER_MULTIPLIER_ZONE DamageMultiplierZone // 威力乘算区,倍率调整(如威力倍数)
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ATK_RESISTANCE_ZONE DamageMultiplierZone // 物理伤害减免乘区,默认1,减伤50%对应0.5
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SP_ATK_RESISTANCE_ZONE DamageMultiplierZone // 特殊伤害减免乘区,默认1,减伤50%对应0.5
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SPECIAL_EFFECT_MULTIPLIER_ZONE DamageMultiplierZone // 特殊效果乘算区,如Boss减伤等
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ATTACK_COUNT_ZONE DamageMultiplierZone // 攻击次数乘算区,如攻击2次对应2
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FIX_DAMAGE_RESISTANCE_ZONE DamageMultiplierZone // 固定伤害减免区,直接减固定值
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}]()
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// Code 返回枚举对应整数值
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func (z DamageMultiplierZone) Code() int {
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return int(z)
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}
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// String 返回枚举名称字符串,方便调试打印
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func (z DamageMultiplierZone) String() string {
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switch z {
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case DamageMultiplierZoneEnum.POWER_ADDITION_ZONE:
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return "POWER_ADDITION_ZONE"
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case DamageMultiplierZoneEnum.POWER_MULTIPLIER_ZONE:
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return "POWER_MULTIPLIER_ZONE"
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case DamageMultiplierZoneEnum.ATK_RESISTANCE_ZONE:
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return "ATK_RESISTANCE_ZONE"
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case DamageMultiplierZoneEnum.SP_ATK_RESISTANCE_ZONE:
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return "SP_ATK_RESISTANCE_ZONE"
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case DamageMultiplierZoneEnum.SPECIAL_EFFECT_MULTIPLIER_ZONE:
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return "SPECIAL_EFFECT_MULTIPLIER_ZONE"
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case DamageMultiplierZoneEnum.ATTACK_COUNT_ZONE:
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return "ATTACK_COUNT_ZONE"
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case DamageMultiplierZoneEnum.FIX_DAMAGE_RESISTANCE_ZONE:
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return "FIX_DAMAGE_RESISTANCE_ZONE"
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default:
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return fmt.Sprintf("Unknown(DamageMultiplierZone=%d)", z)
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}
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}
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// FromCode 根据整数值获取枚举
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func FromCode(code int) (DamageMultiplierZone, error) {
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switch code {
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case 1:
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return DamageMultiplierZoneEnum.POWER_ADDITION_ZONE, nil
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case 2:
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return DamageMultiplierZoneEnum.POWER_MULTIPLIER_ZONE, nil
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case 3:
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return DamageMultiplierZoneEnum.ATK_RESISTANCE_ZONE, nil
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case 4:
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return DamageMultiplierZoneEnum.SP_ATK_RESISTANCE_ZONE, nil
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case 5:
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return DamageMultiplierZoneEnum.SPECIAL_EFFECT_MULTIPLIER_ZONE, nil
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case 6:
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return DamageMultiplierZoneEnum.ATTACK_COUNT_ZONE, nil
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case 7:
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return DamageMultiplierZoneEnum.FIX_DAMAGE_RESISTANCE_ZONE, nil
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default:
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return 0, fmt.Errorf("未知的DamageMultiplierZone代码: %d", code)
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}
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}
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// Pet 接口,表示战斗中的宠物实体,包含等级、类型和名称等
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type Pet interface {
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Level() int64
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Type() SkillType
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Name() string
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}
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// SkillInterface 接口,表示技能实体,包含技能类型和名称
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type SkillInterface interface {
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SkillType() SkillType
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Name() string
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}
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// DamageContext 伤害计算上下文,包含攻击方、防御方宠物,技能信息,以及各种计算参数
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type DamageContext struct {
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attackerPet Pet // 攻击宠物
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defenderPet Pet // 防御宠物
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skill SkillInterface // 技能
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Type SkillType // 技能属性类型(物理或特殊)
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BasePower int64 // 基础威力值
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Attack int64 // 攻击力
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Defense int64 // 防御力
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CriticalRate float64 // 暴击倍率,默认2.0倍
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SameTypeRate float64 // 同系加成倍率,默认1.5倍
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Random int // 随机值,默认-1表示未设置
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otherRates map[DamageMultiplierZone]decimal.Decimal // 各伤害乘算区倍率,使用高精度decimal
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extraRates map[string]decimal.Decimal // 额外倍率,支持自定义key
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}
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// NewDamageContext 构造函数,初始化默认值
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func NewDamageContext(attackerPet, defenderPet Pet, skill SkillInterface) *DamageContext {
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ctx := &DamageContext{
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attackerPet: attackerPet,
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defenderPet: defenderPet,
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skill: skill,
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CriticalRate: 2.0,
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SameTypeRate: 1.5,
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Random: -1,
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otherRates: make(map[DamageMultiplierZone]decimal.Decimal),
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extraRates: make(map[string]decimal.Decimal),
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}
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ctx.initOtherRates()
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return ctx
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}
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// initOtherRates 初始化伤害乘算区的默认倍率值
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func (c *DamageContext) initOtherRates() {
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c.otherRates[DamageMultiplierZoneEnum.POWER_ADDITION_ZONE] = decimal.Zero // 威力加成,默认0
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c.otherRates[DamageMultiplierZoneEnum.POWER_MULTIPLIER_ZONE] = decimal.NewFromInt(1) // 威力倍率,默认1
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c.otherRates[DamageMultiplierZoneEnum.ATK_RESISTANCE_ZONE] = decimal.NewFromInt(1) // 物理减伤,默认1
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c.otherRates[DamageMultiplierZoneEnum.SP_ATK_RESISTANCE_ZONE] = decimal.NewFromInt(1) // 特殊减伤,默认1
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c.otherRates[DamageMultiplierZoneEnum.SPECIAL_EFFECT_MULTIPLIER_ZONE] = decimal.NewFromInt(1) // 特殊效果倍率,默认1
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c.otherRates[DamageMultiplierZoneEnum.ATTACK_COUNT_ZONE] = decimal.NewFromInt(1) // 攻击次数,默认1
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c.otherRates[DamageMultiplierZoneEnum.FIX_DAMAGE_RESISTANCE_ZONE] = decimal.Zero // 固定减伤,默认0
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}
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// GetOtherRate 获取指定伤害乘算区的倍率
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func (c *DamageContext) GetOtherRate(zone DamageMultiplierZone) decimal.Decimal {
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if val, ok := c.otherRates[zone]; ok {
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return val
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}
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return decimal.NewFromInt(1)
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}
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// PutOtherRate 设置指定伤害乘算区的倍率,支持链式调用
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func (c *DamageContext) PutOtherRate(zone DamageMultiplierZone, value decimal.Decimal) *DamageContext {
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switch zone {
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case DamageMultiplierZoneEnum.FIX_DAMAGE_RESISTANCE_ZONE:
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// 固定伤害减免区,累加
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c.otherRates[zone] = c.GetOtherRate(zone).Add(value)
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case DamageMultiplierZoneEnum.ATTACK_COUNT_ZONE:
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// 攻击次数区,直接覆盖
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c.otherRates[zone] = value
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case DamageMultiplierZoneEnum.ATK_RESISTANCE_ZONE, DamageMultiplierZoneEnum.SP_ATK_RESISTANCE_ZONE:
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// 减伤乘算区,乘法叠加(只当value>0时)
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if value.GreaterThan(decimal.Zero) {
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c.otherRates[zone] = c.GetOtherRate(zone).Mul(value)
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}
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default:
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// 其他乘算区,加法叠加,且不小于0.1
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r := c.GetOtherRate(zone).Add(value)
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if r.LessThan(decimal.NewFromFloat(0.1)) {
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r = decimal.NewFromFloat(0.1)
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}
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c.otherRates[zone] = r
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}
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return c
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}
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// RandomValue 获取当前随机值,-1表示未设置
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func (c *DamageContext) RandomValue() int {
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return c.Random
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}
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// SetRandomValue 设置随机值,支持链式调用
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func (c *DamageContext) SetRandomValue(r int) *DamageContext {
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c.Random = r
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return c
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}
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// PutExtraRate 设置自定义额外倍率
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func (c *DamageContext) PutExtraRate(key string, value decimal.Decimal) {
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c.extraRates[key] = value
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}
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// GetExtraRate 获取自定义额外倍率,返回倍率和是否存在
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func (c *DamageContext) GetExtraRate(key string) (decimal.Decimal, bool) {
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val, ok := c.extraRates[key]
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return val, ok
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}
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// Calculate 伤害计算函数,返回最终伤害整数值
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func Calculate(random *rand.Rand, context *DamageContext, isCritical bool) int64 {
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// 初始化随机值,范围217~255
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if context.RandomValue() == -1 {
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context.SetRandomValue(random.Intn(39) + 217)
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}
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// 1. 计算等级因子 (level * 0.4 + 2)
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levelFactor := decimal.NewFromInt(context.attackerPet.Level()).Mul(decimal.NewFromFloat(0.4)).Add(decimal.NewFromInt(2))
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// 2. 计算威力因子 (基础威力 + 加算) * 乘算
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powerAdd := context.GetOtherRate(DamageMultiplierZoneEnum.POWER_ADDITION_ZONE)
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powerMul := context.GetOtherRate(DamageMultiplierZoneEnum.POWER_MULTIPLIER_ZONE)
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powerZone := decimal.NewFromInt(context.BasePower).Add(powerAdd).Mul(powerMul)
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// 3. 根据技能类型获取对应减伤乘算
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damageReduction := decimal.NewFromFloat(1)
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switch context.skill.SkillType() {
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case PHYSICAL:
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damageReduction = context.GetOtherRate(DamageMultiplierZoneEnum.ATK_RESISTANCE_ZONE)
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case SPECIAL:
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damageReduction = context.GetOtherRate(DamageMultiplierZoneEnum.SP_ATK_RESISTANCE_ZONE)
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}
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// 4. 攻击次数倍率
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attackCount := context.GetOtherRate(DamageMultiplierZoneEnum.ATTACK_COUNT_ZONE)
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attackDec := decimal.NewFromInt(context.Attack)
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defenseDec := decimal.NewFromInt(context.Defense)
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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,然后乘以攻击次数
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baseDamage := levelFactor.
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Mul(powerZone).
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Mul(attackDec).
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Div(defenseDec).
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Div(decimal.NewFromInt(50)).
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Add(decimal.NewFromInt(2)).
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Mul(attackCount)
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// 6. 同系加成(属性相同则乘以同系加成倍率,否则1)
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sameTypeBonus := decimal.NewFromFloat(1.0)
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if context.Type == context.attackerPet.Type() {
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sameTypeBonus = decimal.NewFromFloat(context.SameTypeRate)
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}
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// 7. 属性克制倍率(示例写死1.2,实际业务中请替换成具体逻辑)
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typeRate := decimal.NewFromFloat(1.2)
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// 8. 暴击倍率(暴击时使用暴击倍率,否则1)
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criticalRate := decimal.NewFromFloat(1.0)
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if isCritical {
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criticalRate = decimal.NewFromFloat(context.CriticalRate)
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}
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// 9. 技能特殊效果倍率
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specialEffect := context.GetOtherRate(DamageMultiplierZoneEnum.SPECIAL_EFFECT_MULTIPLIER_ZONE)
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// 10. 随机倍率,随机值除以255
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randomFactor := decimal.NewFromInt(int64(context.Random)).Div(decimal.NewFromInt(255))
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// 11. 计算总伤害
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damage := baseDamage.
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Mul(sameTypeBonus).
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Mul(typeRate).
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Mul(criticalRate).
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Mul(damageReduction).
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Mul(specialEffect).
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Mul(randomFactor)
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// 12. 存储真实伤害到额外倍率,方便后续查询
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context.PutExtraRate("REAL_DAMAGE", damage)
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// 13. 应用固定伤害减免,伤害不能低于0
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fixReduction := context.GetOtherRate(DamageMultiplierZoneEnum.FIX_DAMAGE_RESISTANCE_ZONE)
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if fixReduction.GreaterThan(decimal.Zero) {
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damage = damage.Sub(fixReduction)
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if damage.LessThan(decimal.Zero) {
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damage = decimal.Zero
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}
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}
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// 返回最终伤害(整数部分)
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return damage.IntPart()
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}
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