Files
bl/logic/service/fight/effect/base.go
昔念 929b0c9006 refactor(fight): 重构战斗系统效果和技能逻辑
- 移除了未使用的 Effect0 基类效果
- 优化了技能施放和效果执行的逻辑
- 调整了命中和闪避的计算方式
-
2025-09-14 16:56:31 +08:00

53 lines
1.4 KiB
Go

package effect
import (
"blazing/common/utils"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// 施加一个基类effect
type Effect0 struct {
node.EffectNode
}
// 技能命中计算
func (this *Effect0) IsHit(attacker, defender *input.Input, skill *info.BattleSkillEntity) {
skill.AttackTimeC() //计算命中
}
func (this *Effect0) UseSkill(attacker, defender *input.Input) bool {
return true
}
func (this *Effect0) IsCrit(attacker, defender *input.Input, skill *info.BattleSkillEntity) {
CritRate := utils.Max(skill.CritRate, 1)
CritRateR := attacker.FightC.GetRand().Int31n(16)
//CritAtkFirst: 先出手时必定致命一击; 默认: 0
if skill.CritAtkFirst != 0 && attacker.First {
CritRate = 16
}
//CritAtkSecond: 后出手时必定致命一击; 默认: 0
if skill.CritAtkSecond != 0 && !attacker.First {
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 && (attacker.CurrentPet.HP < int(attacker.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 && (defender.CurrentPet.HP < int(defender.CurrentPet.Info.MaxHp)/2) {
CritRate = 16
}
//todo 暴击伤害
if CritRateR <= int32(CritRate) {
skill.Crit = 1
}
}
func init() {
input.InitEffect(0, &Effect0{})
}