277 lines
6.6 KiB
Go
277 lines
6.6 KiB
Go
package input
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import (
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element "blazing/common/data/Element"
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"blazing/common/utils"
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"blazing/logic/service/fight/info"
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"fmt"
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"github.com/shopspring/decimal"
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)
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func (u *Input) UseSkill(opp *Input, skill *info.SkillEntity) {
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skill.AttackTimeC(int(u.GetProp(5, true))) //计算命中
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skill.Crit = 0
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if skill.Category() == info.Category.STATUS { //属性技能不用算暴击
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return
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}
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CritRate := utils.Max(skill.CritRate, 1)
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//CritAtkFirst: 先出手时必定致命一击; 默认: 0
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if skill.CritAtkFirst != 0 && u.First {
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CritRate = 16
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}
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//CritAtkSecond: 后出手时必定致命一击; 默认: 0
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if skill.CritAtkSecond != 0 && !u.First {
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CritRate = 16
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}
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// CritSelfHalfHp: 自身体力低于一半时必定致命一击; 默认: 0
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if skill.CritSelfHalfHp != 0 && (u.CurrentPet.HP < int(u.CurrentPet.Info.MaxHp)/2) {
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CritRate = 16
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}
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// CritFoeHalfHp: 对方体力低于一半时必定致命一击; 默认: 0
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if skill.CritSelfHalfHp != 0 && (opp.CurrentPet.HP < int(opp.CurrentPet.Info.MaxHp)/2) {
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CritRate = 16
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}
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//todo 暴击伤害
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if t, _, _ := u.Player.Roll(625*CritRate, 10000); t {
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skill.Crit = 1
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}
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}
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// 伤害落实
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func (u *Input) Damage(attacker *Input, id info.DamageZone) {
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attacker.Exec(func(t Effect) bool {
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t.BeforeAttack(u, &id) //红伤落实前,我方增伤
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return true
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})
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attacker.Exec(func(t Effect) bool {
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t.Attack(u, &id) //红伤落实前,我方增伤
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return true
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})
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attacker.DamageZone.OldAttack = attacker.DamageZone.Attack //反弹伤害记录
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u.Exec(func(t Effect) bool {
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t.BeforeAttacked(attacker, &id) //红伤落实,内部有befer
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return true
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})
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u.Exec(func(t Effect) bool {
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t.Attacked(attacker, &id) //红伤落实,内部有befer
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return true
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})
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switch id.Type {
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case info.DamageType.Red:
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attacker.AttackValue.LostHp = uint32(id.Damage.IntPart()) //红伤落实
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}
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if uint32(id.Damage.IntPart()) > u.CurrentPet.Info.Hp {
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//这里其实是受到致死伤害
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//然后先触发死亡效果,消除所有buff
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//然后触发回神效果
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u.CurrentPet.Info.Hp = 0
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} else {
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u.CurrentPet.Info.Hp = u.CurrentPet.Info.Hp - attacker.AttackValue.LostHp
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}
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//todo 待实现死亡effet
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}
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// 施加方,类型,等级,操作类别,是否成功
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func (u *Input) SetProp(in *Input, prop, level int8, ptype info.EnumAbilityOpType) (ret bool) {
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canuseskill := u.Exec(func(t Effect) bool { //这个是能否使用技能
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//结算状态
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return t.BeferProp(in, prop, level, ptype) //返回本身结算,如果false,说明不能使用技能了
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})
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if !canuseskill {
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return false
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}
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var newValue int8
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abfunc := func(prop, level int8, ptype info.EnumAbilityOpType) (ret bool) {
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switch ptype {
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case info.AbilityOpType.ADD:
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newValue = utils.Min(u.AttackValue.Prop[prop]+int8(level), 6)
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if newValue > u.AttackValue.Prop[prop] {
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fmt.Println("属性值会增加")
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return true
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} else {
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fmt.Println("属性值不会增加")
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return false
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}
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case info.AbilityOpType.SUB:
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newValue = utils.Max(u.AttackValue.Prop[prop]+int8(level), -6)
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if newValue < u.AttackValue.Prop[prop] {
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fmt.Println("属性值会减少")
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return true
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} else {
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fmt.Println("属性值不会增加")
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return false
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}
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case info.AbilityOpType.RESET:
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if level > 0 && u.AttackValue.Prop[prop] > 0 { //消强
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newValue = 0
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return true
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}
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if level < 0 && u.AttackValue.Prop[prop] < 0 { //解弱
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newValue = 0
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return true
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}
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}
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return false
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}
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switch ptype {
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case info.AbilityOpType.AbilityOpStealStrengthen:
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temp := in.AttackValue.Prop[prop]
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if temp <= 0 { //对方没有强化
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return false
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}
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if abfunc(prop, temp, info.AbilityOpType.ADD) { //把对面的强化等级添加自身
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u.AttackValue.Prop[prop] = newValue //成功把 强化更新
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in.SetProp(u, prop, 1, info.AbilityOpType.RESET) //吸取后消除对面强化
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}
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case info.AbilityOpType.AbilityOpReverse:
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temp := u.AttackValue.Prop[prop]
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switch {
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case level > 0: //反转强化
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if temp <= 0 { //没有强化
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return false
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}
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if abfunc(prop, temp*2, info.AbilityOpType.SUB) {
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u.AttackValue.Prop[prop] = newValue
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if temp == -u.AttackValue.Prop[prop] { //成功到对应弱化
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return true
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} else {
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return true
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}
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} else { //自身免弱或已到-6
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return false
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}
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default: //反转弱化
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if temp >= 0 { //没有弱化
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return false
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}
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if abfunc(prop, -temp*2, info.AbilityOpType.ADD) {
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u.AttackValue.Prop[prop] = newValue
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if temp == -u.AttackValue.Prop[prop] { //成功到对应强化
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return true
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} else {
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return true
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}
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} else { //自身免弱或已到-6
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return false
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}
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}
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case info.AbilityOpType.AbilityOpBounceWeaken:
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temp := u.AttackValue.Prop[prop]
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if temp >= 0 { //没有弱化
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return false
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}
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if in.SetProp(u, prop, temp, info.AbilityOpType.SUB) {
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u.SetProp(u, prop, -1, info.AbilityOpType.RESET) //消除自身弱化
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return true
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}
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default: //增加减少重置
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if abfunc(prop, level, ptype) {
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// 执行赋值
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u.AttackValue.Prop[prop] = newValue
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return true
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}
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}
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return false
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}
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func (i *Input) GetAction(opp *Input) {
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//使用1#技能,实际上要按照四个技能权重去使用
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i.FightC.UseSkill(i.Player, int32(i.FightC.GetCurrPET(i.Player).Skills[0].ID))
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}
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// 计算技能威力
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func (i *Input) CalculatePower(deftype *Input, skill *info.SkillEntity) decimal.Decimal {
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// 1. 计算等级因子 (level * 0.4 + 2)
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levelFactor := decimal.NewFromInt(int64(i.CurrentPet.Info.Level)).
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Mul(decimal.NewFromFloat(0.4)).Add(decimal.NewFromInt(2))
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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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)
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switch skill.Category() { //判断技能类型
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case info.Category.PHYSICAL:
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attackDec = decimal.NewFromInt(int64(i.GetProp(0, false)))
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defenseDec = decimal.NewFromInt(int64(deftype.GetProp(1, false)))
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case info.Category.SPECIAL:
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attackDec = decimal.NewFromInt(int64(i.GetProp(2, false)))
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defenseDec = decimal.NewFromInt(int64(deftype.GetProp(3, false)))
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default:
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return decimal.NewFromInt(0)
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}
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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
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baseDamage := levelFactor.
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Mul(decimal.NewFromInt(int64(skill.Power))).
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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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var typeRate decimal.Decimal
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t, _ := element.NewElementCalculator().GetOffensiveMultiplier(skill.Type().ID, deftype.CurrentPet.Type().ID)
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typeRate = decimal.NewFromFloat(t)
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damage := baseDamage.
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Mul(skill.CriticalsameTypeBonus()). // 同属性加成
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Mul(typeRate). // 克制系数
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Mul(skill.Criticalrandom()) //随机波动
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return damage
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}
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