Files
bl/logic/service/fight/input/fight.go
昔念 562bf380eb 根据提供的code differences信息,由于没有具体的代码变更内容,我将生成一个通用的commit message模板:
```
docs(changelog): 更新版本更新日志

- 添加新功能说明
- 修复已知问题记录
- 更新相关文档内容
```
2026-01-20 02:25:02 +08:00

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package input
import (
element "blazing/common/data/Element"
"blazing/common/data/xmlres"
"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.CritRate, 1)
//CritAtkFirst: 先出手时必定致命一击; 默认: 0
if skill.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.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.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.CritSelfHalfHp != 0 && (opp.CurrentPet.HP < int(opp.CurrentPet.Info.MaxHp)/2) {
CritRate = 16
}
//todo 暴击伤害
if t, _, _ := our.Player.Roll(625*CritRate, 10000); 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
}
if value.IsPositive() {
our.CurrentPet.Info.Hp += uint32(value.IntPart())
our.CurrentPet.Info.Hp = utils.Min(our.CurrentPet.Info.Hp, our.CurrentPet.Info.MaxHp)
} else {
if uint32(value.Abs().IntPart()) > our.CurrentPet.Info.Hp {
our.CurrentPet.Info.Hp = 0
} else {
our.CurrentPet.Info.Hp += uint32(value.IntPart())
}
}
}
func (our *Input) HealPP(value int) {
for i := 0; i < len(our.CurrentPet.Info.SkillList); i++ {
if value == -1 {
our.CurrentPet.Info.SkillList[i].PP = uint32(xmlres.SkillMap[int(our.CurrentPet.Info.SkillList[i].ID)].MaxPP)
} else {
our.CurrentPet.Info.SkillList[i].PP += uint32(value)
our.CurrentPet.Info.SkillList[i].PP = utils.Min(our.CurrentPet.Info.SkillList[i].PP, uint32(xmlres.SkillMap[int(our.CurrentPet.Info.SkillList[i].ID)].MaxPP))
}
}
}
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.BeforeLock = sub.Damage
if ok && in != our {
ok = our.Opp.Exec(func(t Effect) bool {
t.DamageLock(sub)
return true
})
}
//sub.BeforeLocked = sub.Damage
if ok {
our.Exec(func(t Effect) bool {
t.DamageLockEx(sub)
return true
})
}
if sub.Type == info.DamageType.Red { //红才会产生造成伤害
our.Opp.SumDamage = sub.Damage // 叠加总伤害 这里相当于记录红伤
our.Opp.AttackValue.LostHp = uint32(our.Opp.SumDamage.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
}
func (our *Input) GetAction() {
next := our.Exec(func(t Effect) bool {
return t.HookAction()
})
if !next {
return
}
// 获取己方当前宠物和对方当前宠物
selfPet := our.FightC.GetCurrPET(our.Player)
//没血就切换精灵
if selfPet.Info.Hp <= 0 {
for _, v := range our.AllPet {
if v.Info.Hp > 0 {
our.FightC.ChangePet(our.Player, v.Info.CatchTime)
return
}
}
// 如果没有可用宠物,则直接返回,不执行任何操作
return
}
//oppPet := opp.FightC.GetCurrPET(opp.Player)
skills := selfPet.Skills
// 空技能列表直接返回,避免错误
if len(skills) == 0 {
return
}
// 步骤1计算所有技能的伤害并筛选出能秒杀对方的技能
var killableSkills []struct {
*info.SkillEntity // 技能对象假设原技能类型为skill
damage alpacadecimal.Decimal // 技能实际伤害
}
// 存储所有技能及伤害(用于后续筛选)
type skillWithDamage struct {
*info.SkillEntity
damage alpacadecimal.Decimal
}
allSkills := make([]skillWithDamage, 0, len(skills))
for _, s := range skills {
if s == nil {
continue
}
if !s.CanUse() {
continue
}
// 计算技能对对方的伤害假设CalculatePower返回伤害值或需从技能中获取
damage := our.CalculatePower(our.Opp, s)
allSkills = append(allSkills, skillWithDamage{SkillEntity: s, damage: damage})
// 判断是否能秒杀(伤害 >= 对方当前生命值)
if uint32(damage.IntPart()) >= our.Opp.CurrentPet.Info.Hp { // 假设oppPet.HP为对方当前剩余生命值
killableSkills = append(killableSkills, struct {
*info.SkillEntity
damage alpacadecimal.Decimal
}{s, damage})
}
}
// 若存在能秒杀的技能,优先使用(选伤害最高的,避免浪费高伤害技能)
if len(killableSkills) > 0 {
bestKillSkill := killableSkills[0].SkillEntity
maxDamage := killableSkills[0].damage
for _, ks := range killableSkills[1:] {
if ks.damage.Cmp(maxDamage) > 0 { // 使用decimal的比较方法比较伤害值
if ks.CanUse() {
maxDamage = ks.damage
bestKillSkill = ks.SkillEntity
}
}
}
our.FightC.UseSkill(our.Player, uint32(bestKillSkill.ID))
return
}
if len(allSkills) <= 0 {
our.FightC.UseSkill(our.Player, 0)
return
}
// 优化随机选择技能的逻辑,直接使用随机索引
randomIdx := grand.Intn(len(allSkills))
our.FightC.UseSkill(our.Player, uint32(allSkills[randomIdx].ID))
return
}
// 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 = alpacadecimal.NewFromInt(int64(our.GetProp(0, false)))
defenseDec = alpacadecimal.NewFromInt(int64(deftype.GetProp(1, false)))
case info.Category.SPECIAL:
attackDec = alpacadecimal.NewFromInt(int64(our.GetProp(2, false)))
defenseDec = alpacadecimal.NewFromInt(int64(deftype.GetProp(3, false)))
default:
return alpacadecimal.NewFromInt(0)
}
// 5. 基础伤害公式:等级因子 * 威力因子 * 攻击 / 防御 / 50 + 2
baseDamage := levelFactor.
Mul(alpacadecimal.NewFromInt(int64(skill.Power))).
Mul(attackDec).
Div(defenseDec).
Div(alpacadecimal.NewFromInt(50)).
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)
// 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.DmgBindLv != 0 {
baseDamage = alpacadecimal.NewFromInt(int64(deftype.CurrentPet.Info.Level))
}
if skill.PwrBindDv != 0 {
if skill.PwrBindDv == 1 {
baseDamage = alpacadecimal.NewFromInt(int64(our.CurrentPet.Info.Dv * 5))
}
if skill.PwrBindDv == 2 {
baseDamage = alpacadecimal.NewFromInt(int64(our.CurrentPet.Info.Hp/3 + our.CurrentPet.Info.Dv))
}
}
if skill.PwrDouble != 0 {
if deftype.StatEffect_Exist_all() {
baseDamage = baseDamage.Mul(alpacadecimal.NewFromInt(2))
}
}
if skill.DmgBindHpDv != 0 {
baseDamage = alpacadecimal.NewFromInt(int64(our.CurrentPet.Info.Hp/2 + our.CurrentPet.Info.Dv))
}
damage := baseDamage.
Mul(skill.CriticalsameTypeBonus()). // 同属性加成
Mul(typeRate). // 克制系数
Mul(skill.Criticalrandom()) //随机波动
return damage
}