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bl/logic/service/fight/info/BattlePetEntity.go

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package info
import (
element "blazing/common/data/Element"
"blazing/common/data/xmlres"
"blazing/modules/blazing/model"
"math/rand"
"sync"
)
// 战斗属性类型
type EnumAttrType int
// 辅助函数:取整数绝对值(处理负等级)
func abs(x int8) int8 {
if x < 0 {
return -x
}
return x
}
type BattlePetEntity struct {
xmlres.PetInfo
Info *model.PetInfo //通过偏移赋值
//*input.Input
statusConditions sync.Map // key: StatusCondition, value: int (剩余回合)
Skills [4]*SkillEntity // 技能槽最多4个技能
//Status StatusDict //精灵的状态
//能力提升属性
//Prop PropDict
NotAlive bool `struc:"skip"`
//DamageZone map[EnumCategory]map[EnumsZoneType]map[EnumsZoneType][]float64 // 三维map 伤害类型-》增还是减-》加还是乘-》值
}
// 创建精灵实例
func CreateBattlePetEntity(info *model.PetInfo, rand *rand.Rand) *BattlePetEntity {
ret := &BattlePetEntity{}
ret.PetInfo = xmlres.PetMAP[int(info.ID)] //注入精灵信息
ret.Info = info
for i := 0; i < 4; i++ {
//todo 技能信息应该每回合进行深拷贝,保证每次的技能效果都是不一样的
ret.Skills[i] = CreateSkill(&info.SkillList[i], rand, ret)
}
return ret
}
// calculateRealValue 计算实际属性值根据状态变化计算实际值
// value 基础属性值
// stat 状态变化值(可正可负)
// 返回// 返回计算后的实际属性值确保结果至少为1
func CalculateRealValue(value int, stat int) int {
if stat == 0 {
if value <= 0 {
return 1
}
return value
} else if stat > 0 {
r := int(float64(value) * (float64(stat+2) / 2.0))
if r <= 0 {
return 1
}
return r
} else {
r := int(float64(value) * (2.0 / float64(2-stat)))
if r <= 0 {
return 1
}
return r
}
}
func (u *BattlePetEntity) Type() *element.ElementCombination {
var ff *element.ElementCombination
for _, v := range xmlres.PetMAP {
if v.ID == int(u.Info.ID) {
ff, _ = element.NewElementCombination(v.Type)
}
}
return ff
}