195 lines
5.3 KiB
Go
195 lines
5.3 KiB
Go
package input
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import (
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"blazing/common/data/xmlres"
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"blazing/logic/service/common"
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/info"
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"github.com/jinzhu/copier"
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"github.com/shopspring/decimal"
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)
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type Input struct {
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CanChange bool //是否可以死亡切换CanChange
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CurrentPet *info.BattlePetEntity //当前精灵
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AllPet []*info.BattlePetEntity
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Player common.PlayerI
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Opp *Input
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Finished bool //是否加载完成
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*info.AttackValue
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FightC common.FightI
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// info.BattleActionI
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Effects []Effect //effects 实际上全局就是effect无限回合 //effects容器 技能的
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EffectCache []Effect //这里是命中前执行的容器,也就是命中前执行的所有逻辑相关,理论上一个effect被激活,就应该同时将其他的effect取消激活
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//NewEffects []Effect
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DamageZone struct {
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Damage decimal.Decimal //伤害
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BeforeADD decimal.Decimal //攻击伤害
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BeforeMul decimal.Decimal
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BeforeFloor decimal.Decimal
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BeforeDiv decimal.Decimal
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BeforeSUB decimal.Decimal
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BeforeLock decimal.Decimal //锁伤 先锁受击方,再锁攻击方 受击方免疫也是这么锁 免疫等于锁0
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BeforeLocked decimal.Decimal
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//BeforePost decimal.Decimal
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//OldAttack int //攻击伤害被挡前伤害记录
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} //伤害容器
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//First bool //是否先手
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}
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func NewInput(c common.FightI, p common.PlayerI) *Input {
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ret := &Input{FightC: c, Player: p}
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ret.Effects = make([]Effect, 0)
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// t := Geteffect(EffectType.Damage, 0)
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// t.Effect.SetArgs(ret)
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// ret.AddEffect(t) //添加默认基类,实现继承
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p.SetFightC(c) //给玩家设置战斗容器
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return ret
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}
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func (our *Input) GetPetInfo() *info.BattlePetEntity {
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return our.CurrentPet
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}
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func (our *Input) SetOPP(t *Input) {
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our.Opp = t
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}
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func (our *Input) GenSataus() {
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for i := 0; i < 20; i++ { //堆叠状态剩余回合
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t := our.GetEffect(EffectType.Status, i)
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if t != nil && t.Alive() { //状态都是叠层类的
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our.Status[i] = int8(t.Duration())
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}
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}
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}
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func (our *Input) GenInfo() {
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our.RemainHp = int32(our.CurrentPet.Info.Hp)
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our.SkillList = our.CurrentPet.Info.SkillList
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// f.Second.SkillList = f.Second.CurrentPet.Info.SkillList
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// f.Second.RemainHp = int32(f.Second.CurrentPet.Info.Hp)
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// ret.FAttack = *f.First.AttackValue
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// ret.SAttack = *f.Second.AttackValue
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}
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func (our *Input) ResetAttackValue() {
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our.AttackValue.SkillID = 0
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our.AttackValue.IsCritical = 0
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our.AttackValue.GainHp = 0
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our.AttackValue.LostHp = 0
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}
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// 这个每回合都会调用
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func (our *Input) InitAttackValue() {
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our.AttackValue = info.NewAttackValue(our.Player.GetInfo().UserID)
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}
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func (our *Input) GetPet(id uint32) (ii *info.BattlePetEntity, Reason info.ChangePetInfo) {
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for _, v := range our.AllPet {
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if v.Info.CatchTime == uint32(id) {
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copier.Copy(&Reason, &v.Info)
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Reason.UserId = our.Player.GetInfo().UserID
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ii = v
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}
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}
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return
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}
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// GetStatusBonus 获取最高的状态倍率
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// 遍历状态数组,返回存在的状态中最高的倍率(无状态则返回1.0)
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func (our *Input) GetStatusBonus() float64 {
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// 异常状态倍率映射表(状态索引 -> 倍率)
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var statusBonuses = map[info.EnumBattleStatus]float64{
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info.PetStatus.Paralysis: 1.5,
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info.PetStatus.Poisoned: 1.5,
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info.PetStatus.Sleep: 2.0,
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// /info.BattleStatus.Frozen: 2.0,
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}
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maxBonus := 1.0 // 默认无状态倍率
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for statusIdx := 0; statusIdx < 20; statusIdx++ {
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t := Geteffect(EffectType.Status, statusIdx)
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// 检查状态是否存在(数组中值为1表示存在该状态)
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if t != nil && t.Stack() > 0 {
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if bonus, exists := statusBonuses[info.EnumBattleStatus(statusIdx)]; exists && bonus > maxBonus {
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maxBonus = bonus
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}
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}
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}
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return maxBonus
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}
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func (our *Input) Initeffectcache() {
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our.EffectCache = make([]Effect, 0) //先把上一回合数据清空,但是应该把本身延续类效果集成过来
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for _, v := range our.Effects {
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if v.Alive() { //说明存活效果而且是延续类效果,将之添加到初始化列表中
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//这里添加的效果是已经生效的效果对effect的复制,相当于技能施的效果的前置比如改命中的效果等
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our.EffectCache = append(our.EffectCache, v)
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}
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}
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}
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// 解析并 施加effect
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func (our *Input) Parseskill(defender *Input, skill *action.SelectSkillAction) {
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our.Initeffectcache() //这里说明是延续的效果,每次复制出来一个新的就好了
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//i.NewEffects = make([]Effect, 0) //这里说明是新增的效果
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temparg := skill.SideEffectArgS
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for _, v := range skill.SideEffectS {
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t := Geteffect(EffectType.Skill, v)
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args := xmlres.EffectArgs[v]
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//这里是给双方添加buff
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if t != nil {
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t.SetArgs(our, temparg[:args]...) //设置入参,施加方永远是我方
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// if t.Owner() { //如果取反,说明是给对方添加的回合效果
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// //实际上,owner永远为反,说明是对方给我添加的
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// t.SetArgs(i, temparg[:args]...) //设置入参,施加方永远是我方
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// //给双方添加
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// defender.AddEffect(t)
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// } else {
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//t.SetArgs(i, temparg[:args]...) //设置入参
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//i.AddEffect(t)
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// }
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//这里是临时缓存buff,后面确认命中后修改HIT状态
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// t.Alive() //先让效果保持存活
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our.EffectCache = append(our.EffectCache, t)
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// i.NewEffects = append(i.NewEffects, t)
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}
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temparg = temparg[args:]
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}
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}
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