282 lines
8.7 KiB
Go
282 lines
8.7 KiB
Go
package info
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import (
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element "blazing/common/data/Element"
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"blazing/common/data/xml/skill"
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"blazing/common/utils/random"
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"context"
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"fmt"
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"strconv"
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"strings"
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"github.com/gogf/gf/v2/os/glog"
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"github.com/shopspring/decimal"
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"github.com/tnnmigga/enum"
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)
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const BattleSkillEntityCtx = "skill"
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// EnumSkillType 技能类型枚举基础类型
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type EnumCategory int
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// SkillType 技能类型枚举实例(使用enum包创建)
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// 与原Java枚举保持相同的数值映射:PHYSICAL=1, SPECIAL=2, STATUS=4
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var Category = enum.New[struct {
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PHYSICAL EnumCategory `enum:"1"` // 物理攻击
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SPECIAL EnumCategory `enum:"2"` // 特殊攻击
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STATUS EnumCategory `enum:"4"` // 状态技能
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}]()
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// BattleSkillEntity 战斗技能实体
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// 实现了战斗中技能的所有属性和行为,包括PP管理、技能使用、属性获取等
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// 战斗中可以修改技能实体值,比如是否暴击,是否必中等
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type BattleSkillEntity struct {
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skill.Move
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ctx context.Context
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SideEffects []int
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SideEffectArgs []int
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PP int
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InfinityPP bool
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DamageMultiplierZone map[DamageMultiplierZone]float64
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isCritical bool //技能是否暴击
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// 技能类型属性
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//SkillType EnumCategory // 技能类型(物理/特殊/状态)
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}
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// CreateBattleSkillWithInfinity 创建战斗技能实例(可指定是否无限PP)
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func CreateBattleSkillWithInfinity(id int, pp int) *BattleSkillEntity {
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//如果PP是-1 ,那就是无限PP
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// ID小于10001的视为无效技能
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if id < 10001 {
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return nil
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}
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// 从资源仓库获取技能数据
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move, ok := skill.MovesConfig.Moves[id]
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if !ok {
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glog.Error(context.Background(), "技能ID无效", "id", id)
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}
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var ret BattleSkillEntity
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// 解析副作用参数
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sideEffectArgs := parseSideEffectArgs(move.SideEffectArg)
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tt := strings.Split(move.SideEffect, " ")
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rf, err := strSliceToIntSlice(tt)
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if err == nil {
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ret.SideEffects = rf
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}
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ret.SideEffectArgs = sideEffectArgs
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ret.DamageMultiplierZone = make(map[DamageMultiplierZone]float64)
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return &ret
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}
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// 将字符串切片转换为整数切片
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func strSliceToIntSlice(strs []string) ([]int, error) {
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intSlice := make([]int, 0, len(strs)) // 预分配容量,提高性能
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for _, s := range strs {
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// 将字符串转换为整数
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num, err := strconv.Atoi(s)
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if err != nil {
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// 转换失败时返回错误(包含具体的错误信息和失败的字符串)
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return nil, fmt.Errorf("无法将字符串 '%s' 转换为整数: %v", s, err)
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}
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intSlice = append(intSlice, num)
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}
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return intSlice, nil
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}
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// CanUse 检查技能是否可以使用(PP是否充足)
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func (s *BattleSkillEntity) CanUse() bool {
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return s.PP > 0
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}
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// 获取技能类型
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func (s *BattleSkillEntity) Category() EnumCategory {
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return EnumCategory(s.Move.Category)
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}
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// 获取技能属性
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func (s *BattleSkillEntity) Type() element.ElementType {
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return element.ElementType(s.Move.Type)
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}
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func (u *BattleSkillEntity) NewBattleAction(ctx context.Context) {
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ret := BattleAction{}
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ctx = context.WithValue(ctx, BattleSkillEntityCtx, &ret) //添加用户到上下文
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ret.ctx = ctx
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}
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// 解析副作用参数字符串为整数列表
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func parseSideEffectArgs(argsStr string) []int {
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if argsStr == "" {
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return []int{}
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}
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parts := strings.Fields(argsStr)
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args := make([]int, 0, len(parts))
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for _, part := range parts {
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if num, err := strconv.Atoi(part); err == nil {
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args = append(args, num)
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}
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}
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return args
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}
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// 获取技能名称,为空时使用ID
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func getSkillName(move *BattleSkillEntity) string {
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if move.Name == "" {
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return strconv.FormatInt(int64(move.ID), 10)
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}
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return move.Name
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}
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// 获取副作用列表,处理空值情况
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func getSideEffects(move *BattleSkillEntity) []int {
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if move.SideEffect == "" {
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return []int{}
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}
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return move.SideEffects
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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_ADD DamageMultiplierZone // 威力加算区,直接加成威力值
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POWER_MUL DamageMultiplierZone // 威力乘算区,倍率调整(如威力倍数)
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SPECIAL_EFFECT_MUL DamageMultiplierZone //殊效果乘算区, 例如Boss伤害减免或哈莫雷特的非对应顺序技能攻击为0, 此系数默认为1
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ATK_RESISTANCE DamageMultiplierZone //攻击伤害减免系数乘区, 默认为1, 减伤50%等效于将这个系数设置为0.5, 同种类取最高
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SP_ATK_RESISTANCE DamageMultiplierZone //特殊攻击伤害减免系数乘区, 默认为1, 减伤50%等效于将这个系数设置为0.5, 同种类取最高
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ATTACK_COUNT_ZONE DamageMultiplierZone //攻击次数
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DEFENSE_ZONE DamageMultiplierZone //固定伤害减免
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SP_DEFENSE_ZONE DamageMultiplierZone //物伤减免
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ATK_DEFENSE_ZONE DamageMultiplierZone //特伤减免
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Critical_ZONE DamageMultiplierZone //暴击乘区
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}]()
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func (s *BattleSkillEntity) Random() *random.RandomXS128 {
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battle, _ := s.ctx.Value(BattleContainerCtx).(*BattleContainer1V1)
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return battle.Rand
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}
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func (s *BattleSkillEntity) Pet() (*BattlePetEntity, bool) {
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pet, ok := s.ctx.Value(BattlePetEntityCtx).(*BattlePetEntity)
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return pet, ok
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}
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// 暴击伤害 返回暴击率和是否暴击
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func (s *BattleSkillEntity) CriticalRate() decimal.Decimal {
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return decimal.NewFromFloat(2)
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}
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// 计算技能威力
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func (s *BattleSkillEntity) CalculatePower(p *BattlePetEntity) int64 {
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//这里应该算上威力区
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// 初始化随机值,范围217~255
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randomnum := s.Random().NextLongN(39) + 217
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pet, _ := s.Pet()
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// 1. 计算等级因子 (level * 0.4 + 2)
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levelFactor := decimal.NewFromInt(int64(pet.Level)).
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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 := decimal.NewFromFloat(s.DamageMultiplierZone[DamageMultiplierZoneEnum.POWER_ADD]) //威力加算区
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powerMul := decimal.NewFromFloat(s.DamageMultiplierZone[DamageMultiplierZoneEnum.POWER_MUL]) //威力乘算区
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powerZone := decimal.NewFromInt(int64(s.Power)).Add(powerAdd).Mul(powerMul)
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var (
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attackDec decimal.Decimal //攻击值
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defenseDec decimal.Decimal //防御值
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damageReduction decimal.Decimal //伤害百分比减免
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)
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switch s.Category() { //判断技能类型
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case Category.PHYSICAL:
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attackDec = decimal.NewFromInt(int64(pet.UnitAttributes[AttrType.Attack].Value()))
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defenseDec = decimal.NewFromInt(int64(p.UnitAttributes[AttrType.Defense].Value()))
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damageReduction = decimal.NewFromFloat(s.DamageMultiplierZone[DamageMultiplierZoneEnum.ATK_RESISTANCE])
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case Category.SPECIAL:
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attackDec = decimal.NewFromInt(int64(pet.UnitAttributes[AttrType.Attack].Value()))
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defenseDec = decimal.NewFromInt(int64(p.UnitAttributes[AttrType.Speed].Value()))
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damageReduction = decimal.NewFromFloat(s.DamageMultiplierZone[DamageMultiplierZoneEnum.SP_ATK_RESISTANCE])
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}
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//攻击次数结算
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attackCount := decimal.NewFromFloat(s.DamageMultiplierZone[DamageMultiplierZoneEnum.ATTACK_COUNT_ZONE])
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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 s.Type() == pet.Type() {
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sameTypeBonus = decimal.NewFromFloat(1.5)
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}
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t, _ := element.NewElementCalculator().GetOffensiveMultiplier(int(pet.Type()), int(pet.Type()))
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typeRate := decimal.NewFromFloat(t)
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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 s.isCritical {
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criticalRate = s.CriticalRate()
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}
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// 9. 技能特殊效果倍率
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specialEffect := decimal.NewFromFloat(s.DamageMultiplierZone[DamageMultiplierZoneEnum.SPECIAL_EFFECT_MUL])
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// 10. 随机倍率,随机值除以255
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randomFactor := decimal.NewFromInt(int64(randomnum)).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). // 同属性加成
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Mul(typeRate). // 克制系数
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Mul(criticalRate). //暴击系数
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Mul(damageReduction). //减伤计算
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Mul(specialEffect). //特殊效果
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Mul(randomFactor) //随机波动
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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 := decimal.NewFromFloat(s.DamageMultiplierZone[DamageMultiplierZoneEnum.DEFENSE_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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