394 lines
9.8 KiB
Go
394 lines
9.8 KiB
Go
package input
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import (
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"blazing/common/data/xmlres"
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"blazing/cool"
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"blazing/modules/player/model"
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"fmt"
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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/alpacahq/alpacadecimal"
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"github.com/jinzhu/copier"
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)
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var statusBonuses = map[info.EnumPetStatus]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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type Input struct {
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CanChange uint32 //是否可以死亡切换CanChange
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// CanAction bool //是否可以行动
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CurPet []*info.BattlePetEntity //当前上场精灵
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AllPet []*info.BattlePetEntity
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Team []*Input
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OppTeam []*Input
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Player common.PlayerI
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Opp *Input
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CanCapture int
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Finished bool //是否加载完成
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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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EffectLost []Effect
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effectsByBase map[int64][]Effect
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indexedEffects int
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// 删掉伤害记录,可以在回调中记录,而不是每次调用记录
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*model.AttackValue
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FightC common.FightI
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SumDamage alpacadecimal.Decimal //伤害
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ShieldDamageTaken alpacadecimal.Decimal
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// 记录上一回合结束时的能力等级,供效果727等回溯使用。
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LastTurnEndProp [6]int8
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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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ret.CurPet = make([]*info.BattlePetEntity, 0)
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ret.effectsByBase = make(map[int64][]Effect)
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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) CurPetAt(index int) *info.BattlePetEntity {
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if our == nil || index < 0 || index >= len(our.CurPet) {
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return nil
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}
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return our.CurPet[index]
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}
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func (our *Input) PrimaryCurPet() *info.BattlePetEntity {
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return our.CurPetAt(0)
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}
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// CurrentPet 返回“当前输入槽位”的出战精灵。
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// 注意:Input 本身已对应一个 actor 槽位,这里不是“整队的 0 号主位”。
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func (our *Input) CurrentPet() *info.BattlePetEntity {
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return our.PrimaryCurPet()
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}
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func (our *Input) IsCurrentPetCatchTime(catchTime uint32) bool {
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current := our.CurrentPet()
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if current == nil {
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return false
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}
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return current.Info.CatchTime == catchTime
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}
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func (our *Input) ControlledBy(userID uint32) bool {
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return our != nil && our.Player != nil && our.Player.GetInfo().UserID == userID
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}
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// BenchPets 返回当前站位后备精灵(不含当前出战精灵)。
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func (our *Input) BenchPets() []*info.BattlePetEntity {
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if our == nil {
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return nil
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}
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current := our.CurrentPet()
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if current == nil {
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return append([]*info.BattlePetEntity(nil), our.AllPet...)
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}
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bench := make([]*info.BattlePetEntity, 0, len(our.AllPet))
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for _, pet := range our.AllPet {
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if pet == nil || pet.Info.CatchTime == current.Info.CatchTime {
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continue
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}
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bench = append(bench, pet)
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}
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return bench
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}
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func (our *Input) HasLivingBench() bool {
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if our == nil {
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return false
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}
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current := our.CurrentPet()
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currentCatchTime := uint32(0)
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if current != nil {
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currentCatchTime = current.Info.CatchTime
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}
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for _, pet := range our.AllPet {
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if pet == nil || pet.Info.Hp == 0 {
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continue
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}
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if current != nil && pet.Info.CatchTime == currentCatchTime {
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continue
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}
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return true
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}
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return false
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}
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func (our *Input) OpponentSlots() []*Input {
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if our == nil {
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return nil
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}
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if len(our.OppTeam) == 0 {
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if our.Opp != nil {
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return []*Input{our.Opp}
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}
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return nil
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}
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slots := make([]*Input, 0, len(our.OppTeam))
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for _, in := range our.OppTeam {
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if in == nil {
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continue
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}
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slots = append(slots, in)
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}
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return slots
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}
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func (our *Input) SetCurPetAt(index int, pet *info.BattlePetEntity) {
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if our == nil || index < 0 {
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return
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}
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for len(our.CurPet) <= index {
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our.CurPet = append(our.CurPet, nil)
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}
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our.CurPet[index] = pet
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}
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// 非原地交换:收集非0血量精灵 + 0血量精灵,拼接后返回
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func (our *Input) SortPet() {
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var nonZeroHP []*info.BattlePetEntity // 收集血量>0的精灵(保持原顺序)
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var zeroHP []*info.BattlePetEntity // 收集血量=0的精灵(保持原顺序)
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// 线性遍历一次,分类收集
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for _, s := range our.AllPet {
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if s.Info.Hp > 0 {
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for _, e1 := range s.Info.EffectInfo {
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t := our.InitEffect(EffectType.NewSel, int(e1.EID), e1.Args...)
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if t != nil {
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ef := t.ID()
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if cool.Config.ServerInfo.IsDebug != 0 {
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fmt.Println("初始化特性", ef.Suffix())
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}
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ef.SetCatchTime(s.Info.CatchTime)
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t.ID(ef)
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t.Duration(-1)
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s.ApplyInitEffectBonus(e1)
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our.AddEffect(our, t)
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}
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}
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nonZeroHP = append(nonZeroHP, s)
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} else {
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zeroHP = append(zeroHP, s)
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}
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}
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// 拼接:非0血量精灵在前,0血量精灵在后
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our.AllPet = append(nonZeroHP, zeroHP...)
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}
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func (our *Input) GetPetInfo() *info.BattlePetEntity {
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return our.PrimaryCurPet()
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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) RecoverEffect() {
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//println("恢复效果",our.UserID)
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//根本没释放技能,这些效果全部失效
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for _, e := range our.EffectCache {
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e.Alive(false)
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}
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//这时候将被覆盖的效果全部装回来enterturn
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for _, e := range our.EffectLost {
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if e.Duration() > 0 || e.Duration() == -1 {
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// e.Alive(true)
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our.AddEffect(e.GetInput(), e)
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}
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}
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}
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func (our *Input) ReactvieEffect() {
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//根本没释放技能,这些效果全部失效
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for _, e := range our.EffectLost {
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e.Alive(false)
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// our.AddEffect(e.GetInput(), e)
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}
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//这时候将被覆盖的效果全部装回来enterturn
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for _, e := range our.EffectCache {
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// e.Alive(true)
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//因为后手方实际上是到了他出手阶段重新添加的结果,而非后手方重新激活效果
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our.AddEffect(e.GetInput(), e)
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}
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}
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func (our *Input) GenSataus() {
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our.Status = [20]int8{}
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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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currentPet := our.PrimaryCurPet()
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if currentPet == nil {
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return
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}
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our.RemainHp = int32(currentPet.Info.Hp)
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our.SkillList = currentPet.Info.SkillList
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// f.Second.SkillList = f.Second.CurPet.Info.SkillList
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// f.Second.RemainHp = int32(f.Second.CurPet.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) SnapshotTurnProp() {
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our.LastTurnEndProp = our.AttackValue.Prop
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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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our.SumDamage = alpacadecimal.Zero
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//our.CanUseSkill = true
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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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our.LastTurnEndProp = [6]int8{}
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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) && v.Info.Hp > 0 {
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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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return ii, Reason
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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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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 := our.GetEffect(EffectType.Status, statusIdx)
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if t != nil && t.Alive() {
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if bonus, exists := statusBonuses[info.EnumPetStatus(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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// 解析并 施加effect
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func (our *Input) Parseskill(skill *action.SelectSkillAction) {
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if skill == nil {
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return
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}
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if skill.SkillEntity == nil {
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return
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}
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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.XML.SideEffectArgS
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for _, v := range skill.XML.SideEffectS {
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args := xmlres.EffectArgs[v]
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t := our.InitEffect(EffectType.Skill, v, temparg[:args]...)
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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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loste := our.AddEffect(our, t)
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if loste != nil {
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our.EffectLost = append(our.EffectLost, loste)
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}
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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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} else {
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fmt.Println("技能效果不存在", v)
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}
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temparg = temparg[args:]
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}
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}
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