138 lines
3.3 KiB
Go
138 lines
3.3 KiB
Go
package input
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import (
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element "blazing/common/data/Element"
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"blazing/logic/service/fight/info"
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"github.com/mohae/deepcopy"
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"github.com/shopspring/decimal"
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)
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func (u *Input) Death() {
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u.CurrentPet.Info.Hp = 0
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//todo 待实现死亡effet
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}
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// 1是添加,-1是减少,0是清除
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func (u *Input) SetProp(prop, level int) {
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if level == 0 { //说明是消强
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//todo 消强交互
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}
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//todo 待交互
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u.AttackValue.Prop[prop] = u.AttackValue.Prop[prop] + int8(level)
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//todo 待交互
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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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// todo获取属性,待实现获取后改回原属性
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func (i *Input) Prop(in *Input, f func()) {
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oldour := deepcopy.Copy(i.CurrentPet).(*info.BattlePetEntity)
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//oldouo := deepcopy.Copy(opp.CurrentPet).(*info.BattlePetEntity)
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i.Exec(func(t Effect) bool { //属性获取前
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t.BeferAttr(i.CurrentPet) //使XX为XX
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return true
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})
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oldourr := deepcopy.Copy(in.CurrentPet).(*info.BattlePetEntity)
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in.Exec(func(t Effect) bool { //属性获取后
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t.AfterAttr(i.CurrentPet) //视为xx 需要在里面判断来源
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return true
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})
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f()
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in.CurrentPet = oldourr
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i.CurrentPet = oldour //恢复
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//opp.CurrentPet = oldouo //恢复
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}
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func (i *Input) Skill(in *info.SkillEntity, f func()) {
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oldour := deepcopy.Copy(i.CurrentPet).(*info.SkillEntity)
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//oldouo := deepcopy.Copy(opp.CurrentPet).(*info.BattlePetEntity)
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i.Exec(func(t Effect) bool { //属性获取前
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t.BeforeSkill(i,in) //使XX为XX
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return true
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})
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in = oldour //恢复
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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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i.Prop(i, func() { //我方取我方攻击
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attackDec = decimal.NewFromInt(int64(i.CurrentPet.Info.Prop[0]))
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})
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deftype.Prop(i, func() { //我方取敌方防御
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defenseDec = decimal.NewFromInt(int64(deftype.CurrentPet.Info.Prop[1]))
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})
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case info.Category.SPECIAL:
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i.Prop(i, func() { //我方取我方攻击
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attackDec = decimal.NewFromInt(int64(i.CurrentPet.Info.Prop[2]))
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})
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deftype.Prop(i, func() { //我方取敌方防御
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defenseDec = decimal.NewFromInt(int64(deftype.CurrentPet.Info.Prop[3]))
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})
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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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deftype.Prop(i, func() { //我方取敌方属性,得到敌方的实际和我方的视为
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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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})
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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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