上传战斗翻译
This commit is contained in:
parent
45fea5cf76
commit
b586682d1d
2
go.mod
2
go.mod
@ -187,7 +187,7 @@ require (
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gopkg.in/ini.v1 v1.66.6 // indirect
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gopkg.in/natefinch/lumberjack.v2 v2.0.0 // indirect
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gopkg.in/tomb.v1 v1.0.0-20141024135613-dd632973f1e7 // indirect
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gopkg.in/yaml.v3 v3.0.1 // indirect
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gopkg.in/yaml.v3 v3.0.1
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honnef.co/go/js/dom v0.0.0-20210725211120-f030747120f2 // indirect
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)
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@ -44,12 +44,95 @@ func (this *AttributeNumeric) Value() float32 {
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return this.fixedValue.Scalar()
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}
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///基础数值
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func (this *AttributeNumeric) SetBase(value float32) float32 {
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this.BaseValue.SetFloat(value)
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this.onChange()
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return this.BaseValue.Value()
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}
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func (this *AttributeNumeric) onChange() {
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// this.fixedValue = (this.BaseValue.Fixed()*(1+this.ProValue.Fixed())+this.AppendValue.Fixed())*(1+this.BuffProValue.Fixed()) + this.BuffValue.Fixed()
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func (this *AttributeNumeric) AddBase(value float32) float32 {
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this.BaseValue.Add(value)
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this.onChange()
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return this.BaseValue.Value()
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}
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func (this *AttributeNumeric) MinusBase(value float32) float32 {
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this.BaseValue.Minus(value)
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this.onChange()
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return this.BaseValue.Value()
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}
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///附加数值
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func (this *AttributeNumeric) SetAppend(value float32) float32 {
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this.AppendValue.SetFloat(value)
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this.onChange()
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return this.AppendValue.Value()
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}
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func (this *AttributeNumeric) AddAppend(value float32) float32 {
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this.AppendValue.Add(value)
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this.onChange()
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return this.AppendValue.Value()
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}
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func (this *AttributeNumeric) MinusAppend(value float32) float32 {
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this.AppendValue.Minus(value)
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this.onChange()
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return this.AppendValue.Value()
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}
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///附加百分比数值
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func (this *AttributeNumeric) SetPro(value float32) float32 {
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this.ProValue.SetFloat(value)
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this.onChange()
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return this.ProValue.Value()
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}
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func (this *AttributeNumeric) AddPro(value float32) float32 {
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this.ProValue.Add(value)
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this.onChange()
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return this.ProValue.Value()
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}
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func (this *AttributeNumeric) MinusPro(value float32) float32 {
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this.ProValue.Minus(value)
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this.onChange()
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return this.ProValue.Value()
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}
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/// Buff附加数值
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func (this *AttributeNumeric) SetBuff(value float32) float32 {
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this.BuffValue.SetFloat(value)
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this.onChange()
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return this.BuffValue.Value()
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}
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func (this *AttributeNumeric) AddBuff(value float32) float32 {
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this.BuffValue.Add(value)
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this.onChange()
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return this.BuffValue.Value()
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}
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func (this *AttributeNumeric) MinusBuff(value float32) float32 {
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this.BuffValue.Minus(value)
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this.onChange()
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return this.BuffValue.Value()
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}
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/// Buff附加百分比数值
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func (this *AttributeNumeric) SetBuffPro(value float32) float32 {
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this.BuffProValue.SetFloat(value)
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this.onChange()
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return this.BuffProValue.Value()
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}
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func (this *AttributeNumeric) AddBuffPro(value float32) float32 {
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this.BuffProValue.Add(value)
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this.onChange()
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return this.BuffProValue.Value()
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}
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func (this *AttributeNumeric) MinusBuffPro(value float32) float32 {
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this.BuffProValue.Minus(value)
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this.onChange()
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return this.BuffProValue.Value()
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}
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func (this *AttributeNumeric) onChange() {
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this.fixedValue = (FixedPoint_Multiply(this.BaseValue.Fixed(), (NewFixedPoint(1)+this.ProValue.Fixed())) + FixedPoint_Multiply(this.AppendValue.Fixed(), (NewFixedPoint(1)+this.BuffProValue.Fixed())) + this.BuffValue.Fixed())
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}
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@ -29,6 +29,7 @@ func (this FixedNumeric) SetFloat(value float32) float32 {
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this.baseValue = NewFixedPoint(value)
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return this.baseValue.Scalar()
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}
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func (this FixedNumeric) Set(value FixedPoint) float32 {
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this.baseValue = value
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return this.baseValue.Scalar()
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@ -9,25 +9,21 @@ import (
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const CARDINAL_NUMBER int = 10000
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func NewFixedPoint(value float32) FixedPoint {
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return FixedPoint{
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rawValue: int(math.Round(float64(value * float32(CARDINAL_NUMBER)))),
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}
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return FixedPoint(math.Round(float64(value * float32(CARDINAL_NUMBER))))
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}
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type FixedPoint struct {
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rawValue int
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}
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type FixedPoint int
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func (this FixedPoint) SetInt(v int) {
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this.rawValue = v
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this = FixedPoint(v)
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}
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func (this FixedPoint) Scalar() float32 {
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return float32(this.rawValue) * 0.0001
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return float32(this) * 0.0001
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}
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func (this FixedPoint) ToInt() int {
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return this.rawValue / CARDINAL_NUMBER
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return int(this) / CARDINAL_NUMBER
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}
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func (this FixedPoint) ToFloat() float32 {
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return this.Scalar()
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@ -39,39 +35,31 @@ func (this FixedPoint) ToString() string {
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/// -
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func (this FixedPoint) Add(v float32) {
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y := NewFixedPoint(v)
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this.rawValue = this.rawValue + y.rawValue
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this = FixedPoint(int(this) + int(y))
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}
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/// -
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func (this FixedPoint) Reduce(v float32) {
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y := NewFixedPoint(v)
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this.rawValue = this.rawValue - y.rawValue
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this = FixedPoint(int(this) - int(y))
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}
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/// +
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func FixedPoint_Add(x, y FixedPoint) FixedPoint {
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result := FixedPoint{}
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result.rawValue = x.rawValue + y.rawValue
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return result
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return FixedPoint(x + y)
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}
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/// -
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func FixedPoint_Reduce(x, y FixedPoint) FixedPoint {
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result := FixedPoint{}
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result.rawValue = x.rawValue - y.rawValue
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return result
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return FixedPoint(x - y)
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}
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/// *
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func FixedPoint_Multiply(x, y FixedPoint) FixedPoint {
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result := FixedPoint{}
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result.rawValue = (x.rawValue * y.rawValue) / CARDINAL_NUMBER
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return result
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return FixedPoint((int(x) * int(y)) / CARDINAL_NUMBER)
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}
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/// /
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func FixedPoint_Divide(x, y FixedPoint) FixedPoint {
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result := FixedPoint{}
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result.rawValue = (x.rawValue * CARDINAL_NUMBER) / (y.rawValue)
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return result
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return FixedPoint((int(x) * CARDINAL_NUMBER) / int(y))
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}
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@ -49,6 +49,18 @@ func (this *HealthPoint) MaxValue() int32 {
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return int32(this.CurrMaxHp.Value())
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}
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func (this *HealthPoint) OnChange() {
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//先计算当前血量百分比
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var per = this.Percent()
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// 当前最大生命值 = 总生命 * ( 1 + 当前最大生命百分比加成 )+ 当前最大生命加成
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//FightDebug.Log($"增加前属性{(MaxHp.Fixed)}----- {(1 + CurrMaxHpPro.Fixed)}----- {CurrMaxHpAppend.Fixed}");
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this.CurrMaxHp.SetBase((FixedPoint_Multiply(this.MaxHp.Fixed(), (NewFixedPoint(1)+this.CurrMaxHpPro.Fixed())) + this.CurrMaxHpAppend.Fixed()).Scalar())
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//计算变化之后的当前血量
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var curHp = FixedPoint_Multiply(this.CurrMaxHp.Fixed(), NewFixedPoint(per))
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this.Hp.Set(curHp)
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//FightDebug.Log($"增加后属性{(MaxHp.Fixed)}----- {(1 + CurrMaxHpPro.Fixed)}----- {CurrMaxHpAppend.Fixed}");
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}
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/// <summary>
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/// 扣血
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/// </summary>
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@ -61,7 +73,7 @@ func (this *HealthPoint) Minus(value float32) {
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/// 加血
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/// </summary>
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func (this *HealthPoint) Add(value float32) {
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if FixedPoint_Add(this.Hp.Fixed(), NewFixedPoint(value)).rawValue > this.CurrMaxHp.Fixed().rawValue {
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if FixedPoint_Add(this.Hp.Fixed(), NewFixedPoint(value)) > this.CurrMaxHp.Fixed() {
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this.Reset()
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} else {
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this.Hp.Add(value)
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@ -72,7 +84,7 @@ func (this *HealthPoint) Add(value float32) {
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/// 获取治疗溢出值
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/// </summary>
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func (this *HealthPoint) Overflow(value float32) float32 {
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if FixedPoint_Add(this.Hp.Fixed(), NewFixedPoint(value)).rawValue > this.CurrMaxHp.Fixed().rawValue {
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if FixedPoint_Add(this.Hp.Fixed(), NewFixedPoint(value)) > this.CurrMaxHp.Fixed() {
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return FixedPoint_Divide(FixedPoint_Add(this.Hp.Fixed(), NewFixedPoint(value)), this.CurrMaxHp.Fixed()).Scalar()
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}
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return 0
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@ -84,3 +96,31 @@ func (this *HealthPoint) Overflow(value float32) float32 {
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func (this *HealthPoint) Percent() float32 {
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return FixedPoint_Divide(this.Hp.Fixed(), this.CurrMaxHp.Fixed()).Scalar()
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}
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/// <summary>
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/// 损失血量百分比
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/// </summary>
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func (this *HealthPoint) LostPercent() float32 {
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return FixedPoint_Divide((this.CurrMaxHp.Fixed() - this.Hp.Fixed()), this.CurrMaxHp.Fixed()).Scalar()
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}
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/// <summary>
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/// 指定百分比血量
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/// </summary>
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func (this *HealthPoint) PercentHealth(pct float32) float32 {
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return FixedPoint_Multiply(this.CurrMaxHp.Fixed(), NewFixedPoint(pct)).Scalar()
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}
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/// <summary>
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/// 扣除的血量
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/// </summary>
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func (this *HealthPoint) Deduct() float32 {
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return FixedPoint(this.CurrMaxHp.Fixed() - this.Hp.Fixed()).Scalar()
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}
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/// <summary>
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/// 是否满血
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/// </summary>
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func (this *HealthPoint) IsFull() bool {
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return this.Hp.Fixed() == this.CurrMaxHp.Fixed()
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}
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9
modules/battle/fight/buff/fightbuff.go
Normal file
9
modules/battle/fight/buff/fightbuff.go
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@ -0,0 +1,9 @@
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package buff
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func NewFightBuff() *FightBuff {
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return &FightBuff{}
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}
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type FightBuff struct {
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FightBuffBase
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}
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41
modules/battle/fight/buff/fightbuffbase.go
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41
modules/battle/fight/buff/fightbuffbase.go
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@ -0,0 +1,41 @@
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package buff
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type FightBuffBase struct {
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}
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/// 激活Buff
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func (this FightBuffBase) Activate() {
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}
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/// 结束Buff
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func (this FightBuffBase) End() {
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}
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/// 增加CD回合数
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func (this FightBuffBase) AddCD(pVal int32) int32 {
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return 0
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}
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/// 减少CD回合数
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func (this FightBuffBase) MinusCD(pVal int32) int32 {
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return 0
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}
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/// 设置CD回合数为新的值
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func (this FightBuffBase) SetCD(newVal int32) int32 {
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return 0
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}
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/// <summary>
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/// 是否存在指定Tag
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/// </summary>
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func (this FightBuffBase) HasTag(pTag string) bool {
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return false
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}
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/// 战斗结束时的清理
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func (this FightBuffBase) Clear() {
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}
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9
modules/battle/fight/buff/fightpoisonbuff.go
Normal file
9
modules/battle/fight/buff/fightpoisonbuff.go
Normal file
@ -0,0 +1,9 @@
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package buff
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func NewFightPoisonBuff() *FightPoisonBuff {
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return &FightPoisonBuff{}
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}
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type FightPoisonBuff struct {
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FightBuff
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}
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9
modules/battle/fight/buff/fightpropercentbuff.go
Normal file
9
modules/battle/fight/buff/fightpropercentbuff.go
Normal file
@ -0,0 +1,9 @@
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package buff
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func NewFightProPercentBuff(proType int, quaType bool) *FightProPercentBuff {
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return &FightProPercentBuff{}
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}
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type FightProPercentBuff struct {
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FightBuff
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}
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9
modules/battle/fight/buff/fightshieldbuff.go
Normal file
9
modules/battle/fight/buff/fightshieldbuff.go
Normal file
@ -0,0 +1,9 @@
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package buff
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func NewFightShieldBuff() *FightShieldBuff {
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return &FightShieldBuff{}
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}
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type FightShieldBuff struct {
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FightBuff
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}
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@ -1,8 +1,125 @@
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package core
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import "go_dreamfactory/modules/battle/fight/buff"
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type BuffStore struct {
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/// <summary>
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/// 已经添加的buff类型
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/// </summary>
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HasBuffTypes []int
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/// <summary>
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/// Buff列表 [BuffId, FightBuff]
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/// </summary>
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Buffs map[int][]IBuff
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temp []int
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}
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func (this *BuffStore) CreateBuff(pType BuffType) IBuff {
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switch pType {
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case BuffType_NONE:
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break
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case BuffType_ATKUP:
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return buff.NewFightProPercentBuff(PropertyType_Buff_Per_Atk, false)
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case BuffType_DEFUP:
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return buff.NewFightProPercentBuff(PropertyType_Buff_Per_Def, false)
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case BuffType_SPDUP:
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return buff.NewFightProPercentBuff(PropertyType_Buff_Per_Agi, false)
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case BuffType_CRATEUP:
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return buff.NewFightProPercentBuff(PropertyType_Add_Cri, false)
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case BuffType_CRITRESIST:
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break
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case BuffType_ATKDOWN:
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return buff.NewFightProPercentBuff(PropertyType_Buff_Per_Atk, true)
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case BuffType_DEFDOWN:
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return buff.NewFightProPercentBuff(PropertyType_Buff_Per_Def, true)
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case BuffType_SPDDOWN:
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return buff.NewFightProPercentBuff(PropertyType_Buff_Per_Agi, true)
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case BuffType_CRATEDOWN:
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return buff.NewFightProPercentBuff(PropertyType_Add_Cri, true)
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case BuffType_MISSRATEUP:
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return buff.NewFightProPercentBuff(PropertyType_LostHold_per, false)
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case BuffType_SEAR:
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break
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case BuffType_INVINCIBILITY:
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return buff.NewFightBuff()
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case BuffType_STANDOFF:
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break
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case BuffType_STUN:
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return buff.NewFightBuff()
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case BuffType_FREEZE:
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return buff.NewFightBuff()
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case BuffType_DISEASED:
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return buff.NewFightBuff()
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case BuffType_PETRIFICATION:
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return buff.NewFightBuff()
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case BuffType_SILENCE:
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return buff.NewFightBuff()
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case BuffType_TAUNT:
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break
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case BuffType_IMMUNITY:
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return buff.NewFightBuff()
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case BuffType_SHIELD:
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return buff.NewFightShieldBuff()
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case BuffType_NOTSPEED:
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return buff.NewFightBuff()
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case BuffType_DAMREUP:
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return buff.NewFightProPercentBuff(PropertyType_DamRe_Per, true)
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case BuffType_HPUP:
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return buff.NewFightProPercentBuff(PropertyType_Add_Per_Hp, false)
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case BuffType_EFFHITUP:
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return buff.NewFightProPercentBuff(PropertyType_Add_EffHit, false)
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case BuffType_EFFREUP:
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return buff.NewFightProPercentBuff(PropertyType_Add_EffRe, false)
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case BuffType_HPDOWN:
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break
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case BuffType_EFFHITDOWN:
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return buff.NewFightProPercentBuff(PropertyType_Add_EffHit, true)
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case BuffType_EFFREDOWN:
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return buff.NewFightProPercentBuff(PropertyType_Add_EffRe, true)
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case BuffType_CAUSEDAMUP:
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return buff.NewFightProPercentBuff(PropertyType_CauseDam_Per, false)
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case BuffType_POISON:
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return buff.NewFightPoisonBuff()
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case BuffType_ATTRTRANS:
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break
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case BuffType_UNDEAD:
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break
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case BuffType_DEVOUR:
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break
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case BuffType_DONTMISS:
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break
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case BuffType_NOTGAIN:
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break
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case BuffType_NOTCONTROL:
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break
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case BuffType_SLEEP:
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break
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}
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return buff.NewFightBuff()
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}
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func (this *BuffStore) ForEach(action func(IBuff)) {
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this.temp = this.temp[:0]
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for k, _ := range this.Buffs {
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this.temp = append(this.temp, k)
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}
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for _, v := range this.temp {
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list := this.Buffs[v]
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for _, v1 := range list {
|
||||
action(v1)
|
||||
}
|
||||
}
|
||||
}
|
||||
func (this *BuffStore) HasBuff(judge func(IBuff) bool) bool {
|
||||
for _, v := range this.Buffs {
|
||||
for _, buff := range v {
|
||||
if judge(buff) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
func (this *BuffStore) Clear() {
|
||||
this.Buffs = make(map[int][]IBuff)
|
||||
}
|
||||
|
162
modules/battle/fight/core/bufftype.go
Normal file
162
modules/battle/fight/core/bufftype.go
Normal file
@ -0,0 +1,162 @@
|
||||
package core
|
||||
|
||||
type BuffType int
|
||||
|
||||
const (
|
||||
/// <summary>
|
||||
/// 无效类型
|
||||
/// </summary>
|
||||
BuffType_NONE = 0
|
||||
/// <summary>
|
||||
/// 攻击提升
|
||||
/// </summary>
|
||||
BuffType_ATKUP = 1
|
||||
/// <summary>
|
||||
/// 防御提升
|
||||
/// </summary>
|
||||
BuffType_DEFUP = 2
|
||||
/// <summary>
|
||||
/// 速度提升
|
||||
/// </summary>
|
||||
BuffType_SPDUP = 3
|
||||
/// <summary>
|
||||
/// 暴击提升
|
||||
/// </summary>
|
||||
BuffType_CRATEUP = 4
|
||||
/// <summary>
|
||||
/// 暴击抵抗
|
||||
/// </summary>
|
||||
BuffType_CRITRESIST = 5
|
||||
/// <summary>
|
||||
/// 攻击下降
|
||||
/// </summary>
|
||||
BuffType_ATKDOWN = 6
|
||||
/// <summary>
|
||||
/// 防御下降
|
||||
/// </summary>
|
||||
BuffType_DEFDOWN = 7
|
||||
/// <summary>
|
||||
/// 速度下降
|
||||
/// </summary>
|
||||
BuffType_SPDDOWN = 8
|
||||
/// <summary>
|
||||
/// 暴击下降
|
||||
/// </summary>
|
||||
BuffType_CRATEDOWN = 9
|
||||
/// <summary>
|
||||
/// 烙印
|
||||
/// </summary>
|
||||
BuffType_SEAR = 10
|
||||
/// <summary>
|
||||
/// 失手率提升
|
||||
/// </summary>
|
||||
BuffType_MISSRATEUP = 11
|
||||
/// <summary>
|
||||
/// 无敌
|
||||
/// </summary>
|
||||
BuffType_INVINCIBILITY = 12
|
||||
/// <summary>
|
||||
/// 对峙
|
||||
/// </summary>
|
||||
BuffType_STANDOFF = 13
|
||||
/// <summary>
|
||||
/// 眩晕
|
||||
/// </summary>
|
||||
BuffType_STUN = 14
|
||||
/// <summary>
|
||||
/// 冰冻
|
||||
/// </summary>
|
||||
BuffType_FREEZE = 15
|
||||
/// <summary>
|
||||
/// 禁疗
|
||||
/// </summary>
|
||||
BuffType_DISEASED = 16
|
||||
/// <summary>
|
||||
/// 石化
|
||||
/// </summary>
|
||||
BuffType_PETRIFICATION = 17
|
||||
/// <summary>
|
||||
/// 沉默
|
||||
/// </summary>
|
||||
BuffType_SILENCE = 18
|
||||
/// <summary>
|
||||
/// 挑衅
|
||||
/// </summary>
|
||||
BuffType_TAUNT = 19
|
||||
/// <summary>
|
||||
/// 免疫
|
||||
/// </summary>
|
||||
BuffType_IMMUNITY = 20
|
||||
/// <summary>
|
||||
/// 护盾
|
||||
/// </summary>
|
||||
BuffType_SHIELD = 21
|
||||
/// <summary>
|
||||
/// 不可移动
|
||||
/// </summary>
|
||||
BuffType_NOTSPEED = 22
|
||||
/// <summary>
|
||||
/// 受到伤害降低
|
||||
/// </summary>
|
||||
BuffType_DAMREUP = 23
|
||||
/// <summary>
|
||||
/// 血量提升
|
||||
/// </summary>
|
||||
BuffType_HPUP = 24
|
||||
/// <summary>
|
||||
/// 效果命中提升
|
||||
/// </summary>
|
||||
BuffType_EFFHITUP = 25
|
||||
/// <summary>
|
||||
/// 效果抵抗提升
|
||||
/// </summary>
|
||||
BuffType_EFFREUP = 26
|
||||
/// <summary>
|
||||
/// 血量下降
|
||||
/// </summary>
|
||||
BuffType_HPDOWN = 27
|
||||
/// <summary>
|
||||
/// 效果命中下降
|
||||
/// </summary>
|
||||
BuffType_EFFHITDOWN = 28
|
||||
/// <summary>
|
||||
/// 效果抵抗下降
|
||||
/// </summary>
|
||||
BuffType_EFFREDOWN = 29
|
||||
/// <summary>
|
||||
/// 伤害提升增加
|
||||
/// </summary>
|
||||
BuffType_CAUSEDAMUP = 30
|
||||
/// <summary>
|
||||
/// 中毒
|
||||
/// </summary>
|
||||
BuffType_POISON = 31
|
||||
/// <summary>
|
||||
/// 属性转换
|
||||
/// </summary>
|
||||
BuffType_ATTRTRANS = 32
|
||||
/// <summary>
|
||||
/// 不死
|
||||
/// </summary>
|
||||
BuffType_UNDEAD = 33
|
||||
/// <summary>
|
||||
/// 吞噬
|
||||
/// </summary>
|
||||
BuffType_DEVOUR = 34
|
||||
/// <summary>
|
||||
/// 不会失手
|
||||
/// </summary>
|
||||
BuffType_DONTMISS = 35
|
||||
/// <summary>
|
||||
/// 不能获得增益buff
|
||||
/// </summary>
|
||||
BuffType_NOTGAIN = 36
|
||||
/// <summary>
|
||||
/// 免疫控制
|
||||
/// </summary>
|
||||
BuffType_NOTCONTROL = 37
|
||||
/// <summary>
|
||||
/// 睡眠
|
||||
/// </summary>
|
||||
BuffType_SLEEP = 38
|
||||
)
|
@ -48,7 +48,7 @@ type (
|
||||
/// </summary>
|
||||
/// <param name="skillId">技能id</param>
|
||||
/// <param name="skillLv">技能等级</param>
|
||||
AddSkill(skillId int32, skillLv int32) ISkil
|
||||
AddSkill(skillId int32, skillLv int32) ISkill
|
||||
/// 获取行动令牌
|
||||
StartAction()
|
||||
/// 结束行动令牌
|
||||
@ -71,7 +71,7 @@ type (
|
||||
/// 获取下一个技能id
|
||||
GetNextSkillId() int32
|
||||
/// 获取后续子技能
|
||||
GetAfterAtk(skillId int) ISkil
|
||||
GetAfterAtk(skillId int) ISkill
|
||||
/// 触发SkillId技能,选择的目标是TargetRid
|
||||
EmitSkill(skillId int32, targetRid []int32)
|
||||
/// 自身的 Buff 和 被动 是否有指定标签
|
||||
@ -85,7 +85,7 @@ type (
|
||||
AutoEmitSkill(pFightRole IFightRole)
|
||||
}
|
||||
//技能对象
|
||||
ISkil interface {
|
||||
ISkill interface {
|
||||
/// <summary>
|
||||
/// 获取技能配置信息
|
||||
/// </summary>
|
||||
@ -120,6 +120,12 @@ type (
|
||||
///</summary>
|
||||
SendSkillLog()
|
||||
}
|
||||
IAfterSkill interface {
|
||||
/// <summary>
|
||||
/// 战斗结束时的清理
|
||||
/// </summary>
|
||||
Clear()
|
||||
}
|
||||
//Buff对象
|
||||
IBuff interface {
|
||||
/// 激活Buff
|
||||
|
@ -104,6 +104,10 @@ type FightRoleData struct {
|
||||
|
||||
///region 技能相关-----------------------------------------------------------------------
|
||||
/// <summary>
|
||||
/// 技能信息 id:lv
|
||||
/// </summary>
|
||||
SkillsInfo []ISkill
|
||||
/// <summary>
|
||||
/// 最后一次选择的skillAtk类技能
|
||||
/// </summary>
|
||||
LastSkillId int32
|
||||
@ -117,10 +121,19 @@ type FightRoleData struct {
|
||||
/// <remarks>
|
||||
/// 在角色初始化时,会根据SkillsInfo实例化对应的技能保存于此
|
||||
/// </remarks>
|
||||
Skills map[int32]ISkil
|
||||
Skills map[int32]ISkill
|
||||
/// <summary>
|
||||
/// AfterAtk集合
|
||||
/// </summary>
|
||||
AfterSkills map[int]IAfterSkill
|
||||
|
||||
/// <summary>
|
||||
/// BUFF集合
|
||||
/// </summary>
|
||||
BuffStore *BuffStore
|
||||
|
||||
/// <summary>
|
||||
/// 被动技能集合
|
||||
/// </summary>
|
||||
PassiveStore PassiveStore
|
||||
}
|
||||
|
31
modules/battle/fight/core/passivestore.go
Normal file
31
modules/battle/fight/core/passivestore.go
Normal file
@ -0,0 +1,31 @@
|
||||
package core
|
||||
|
||||
import "go_dreamfactory/modules/battle/fight/passive"
|
||||
|
||||
type PassiveStore struct {
|
||||
Passives map[int]passive.IFightPassive
|
||||
temp []int
|
||||
}
|
||||
|
||||
func (this *PassiveStore) CreatePassive(pType string) passive.IFightPassive {
|
||||
switch pType {
|
||||
case "CallSkillPas":
|
||||
return passive.NewFightCallSkillPas()
|
||||
}
|
||||
return nil
|
||||
}
|
||||
func (this *PassiveStore) ForEach(action func(fp passive.IFightPassive)) {
|
||||
this.temp = make([]int, 0)
|
||||
for k, _ := range this.Passives {
|
||||
this.temp = append(this.temp, k)
|
||||
}
|
||||
for _, v := range this.temp {
|
||||
action(this.Passives[v])
|
||||
}
|
||||
}
|
||||
func (this *PassiveStore) RemovePassive(id int) {
|
||||
|
||||
}
|
||||
func (this *PassiveStore) Clear() {
|
||||
this.Passives = make(map[int]passive.IFightPassive)
|
||||
}
|
174
modules/battle/fight/core/propertytype.go
Normal file
174
modules/battle/fight/core/propertytype.go
Normal file
@ -0,0 +1,174 @@
|
||||
package core
|
||||
|
||||
type PropertyType int
|
||||
|
||||
const (
|
||||
/// <summary>
|
||||
/// 总生命
|
||||
/// </summary>
|
||||
PropertyType_Total_Hp = 1
|
||||
/// <summary>
|
||||
/// 当前总生命
|
||||
/// </summary>
|
||||
PropertyType_NowTotal_Hp = 2
|
||||
/// <summary>
|
||||
/// 当前生命
|
||||
/// </summary>
|
||||
PropertyType_NowHp = 3
|
||||
/// <summary>
|
||||
/// 总攻击
|
||||
/// </summary>
|
||||
PropertyType_Total_Atk = 4
|
||||
/// <summary>
|
||||
/// 总防御
|
||||
/// </summary>
|
||||
PropertyType_Total_Def = 5
|
||||
/// <summary>
|
||||
/// 总速度
|
||||
/// </summary>
|
||||
PropertyType_Total_Agi = 6
|
||||
/// <summary>
|
||||
/// 总暴击率
|
||||
/// </summary>
|
||||
PropertyType_Total_Cri = 7
|
||||
/// <summary>
|
||||
/// 总暴击伤害
|
||||
/// </summary>
|
||||
PropertyType_Total_CriDam = 8
|
||||
/// <summary>
|
||||
/// 总效果命中
|
||||
/// </summary>
|
||||
PropertyType_Total_EffHit = 9
|
||||
/// <summary>
|
||||
/// 总效果抵抗
|
||||
/// </summary>
|
||||
PropertyType_Total_EffRe = 10
|
||||
/// <summary>
|
||||
/// 已损失生命值
|
||||
/// </summary>
|
||||
PropertyType_LostHp = 11
|
||||
/// <summary>
|
||||
/// 已损失生命值百分比
|
||||
/// </summary>
|
||||
PropertyType_LostPerHp = 12
|
||||
/// <summary>
|
||||
/// 当前生命百分比
|
||||
/// </summary>
|
||||
PropertyType_NowHp_Per = 13
|
||||
/// <summary>
|
||||
/// 附加生命(修改属性类型从这里开始)
|
||||
/// </summary>
|
||||
PropertyType_Add_Hp = 14
|
||||
/// <summary>
|
||||
/// 附加百分比生命
|
||||
/// </summary>
|
||||
PropertyType_Add_Per_Hp = 15
|
||||
/// <summary>
|
||||
/// BUFF附加生命
|
||||
/// </summary>
|
||||
PropertyType_Buff_Hp = 16
|
||||
/// <summary>
|
||||
/// BUFF附加百分比生命
|
||||
/// </summary>
|
||||
PropertyType_Buff_Per_Hp = 17
|
||||
/// <summary>
|
||||
/// 附加攻击
|
||||
/// </summary>
|
||||
PropertyType_Add_Atk = 18
|
||||
/// <summary>
|
||||
/// 附加百分比攻击
|
||||
/// </summary>
|
||||
PropertyType_Add_Per_Atk = 19
|
||||
/// <summary>
|
||||
/// BUFF附加攻击
|
||||
/// </summary>
|
||||
PropertyType_Buff_Atk = 20
|
||||
/// <summary>
|
||||
/// BUFF附加百分比攻击
|
||||
/// </summary>
|
||||
PropertyType_Buff_Per_Atk = 21
|
||||
/// <summary>
|
||||
/// 附加防御
|
||||
/// </summary>
|
||||
PropertyType_Add_Def = 22
|
||||
/// <summary>
|
||||
/// 附加百分比防御
|
||||
/// </summary>
|
||||
PropertyType_Add_Per_Def = 23
|
||||
/// <summary>
|
||||
/// BUFF附加防御
|
||||
/// </summary>
|
||||
PropertyType_Buff_Def = 24
|
||||
/// <summary>
|
||||
/// BUFF附加百分比防御
|
||||
/// </summary>
|
||||
PropertyType_Buff_Per_Def = 25
|
||||
/// <summary>
|
||||
/// 附加速度
|
||||
/// </summary>
|
||||
PropertyType_Add_Agi = 26
|
||||
/// <summary>
|
||||
/// 附加百分比速度
|
||||
/// </summary>
|
||||
PropertyType_Add_Per_Agi = 27
|
||||
/// <summary>
|
||||
/// BUFF附加速度
|
||||
/// </summary>
|
||||
PropertyType_Buff_Agi = 28
|
||||
/// <summary>
|
||||
/// BUFF附加百分比速度
|
||||
/// </summary>
|
||||
PropertyType_Buff_Per_Agi = 29
|
||||
/// <summary>
|
||||
/// 附加暴击率
|
||||
/// </summary>
|
||||
PropertyType_Add_Cri = 30
|
||||
/// <summary>
|
||||
/// 附加暴击伤害
|
||||
/// </summary>
|
||||
PropertyType_Add_CriDam = 31
|
||||
/// <summary>
|
||||
/// 附加效果命中
|
||||
/// </summary>
|
||||
PropertyType_Add_EffHit = 32
|
||||
/// <summary>
|
||||
/// 附加效果抵抗
|
||||
/// </summary>
|
||||
PropertyType_Add_EffRe = 33
|
||||
/// <summary>
|
||||
/// 行动值
|
||||
/// </summary>
|
||||
PropertyType_ActValue = 34
|
||||
/// <summary>
|
||||
/// 伤害减免(buff附加百分比)
|
||||
/// </summary>
|
||||
PropertyType_DamRe_Per = 35
|
||||
/// <summary>
|
||||
/// 伤害提升(buff附加百分比)
|
||||
/// </summary>
|
||||
PropertyType_CauseDam_Per = 36
|
||||
/// <summary>
|
||||
/// 伤害减免(固定值)
|
||||
/// </summary>
|
||||
PropertyType_DamRe = 37
|
||||
/// <summary>
|
||||
/// 伤害提升(固定值)
|
||||
/// </summary>
|
||||
PropertyType_CauseDam = 38
|
||||
/// <summary>
|
||||
/// 失手率buff增加百分比
|
||||
/// </summary>
|
||||
PropertyType_LostHold_per = 39
|
||||
/// <summary>
|
||||
/// 会心率buff增加百分比
|
||||
/// </summary>
|
||||
PropertyType_UnderStand_per = 40
|
||||
/// <summary>
|
||||
/// 治疗加成
|
||||
/// </summary>
|
||||
PropertyType_TreAdd = 41
|
||||
/// <summary>
|
||||
/// 受疗加成
|
||||
/// </summary>
|
||||
PropertyType_BeTreAdd = 42
|
||||
)
|
@ -1,8 +1,10 @@
|
||||
package fight
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"go_dreamfactory/modules/battle/fight/attribute"
|
||||
"go_dreamfactory/modules/battle/fight/core"
|
||||
"go_dreamfactory/modules/battle/fight/passive"
|
||||
cfg "go_dreamfactory/sys/configure/structs"
|
||||
)
|
||||
|
||||
@ -52,3 +54,36 @@ func (this *FightRole) IsDead() bool {
|
||||
func (this *FightRole) Dead() {
|
||||
this.data.ALive = false
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 战斗结束时的清理
|
||||
/// </summary>
|
||||
func (this *FightRole) Clear() {
|
||||
//清理所有技能
|
||||
for _, v := range this.data.Skills {
|
||||
v.Clear()
|
||||
}
|
||||
|
||||
//清理所有攻击后技能
|
||||
for _, v := range this.data.AfterSkills {
|
||||
v.Clear()
|
||||
}
|
||||
|
||||
//清理所有buff
|
||||
this.data.BuffStore.ForEach(func(buff core.IBuff) {
|
||||
buff.Clear()
|
||||
})
|
||||
// //清理所有被动就能
|
||||
this.data.PassiveStore.ForEach(func(fp passive.IFightPassive) {
|
||||
fp.Clear()
|
||||
})
|
||||
|
||||
//清空
|
||||
this.data.Skills = make(map[int32]core.ISkill)
|
||||
this.data.AfterSkills = make(map[int]core.IAfterSkill)
|
||||
this.data.BuffStore.Clear()
|
||||
this.data.PassiveStore.Clear()
|
||||
}
|
||||
func (this *FightRole) ToString() string {
|
||||
return fmt.Sprintf("[%s]", this.data.Name)
|
||||
}
|
||||
|
12
modules/battle/fight/passive/fightcallskillpas.go
Normal file
12
modules/battle/fight/passive/fightcallskillpas.go
Normal file
@ -0,0 +1,12 @@
|
||||
package passive
|
||||
|
||||
func NewFightCallSkillPas() IFightPassive {
|
||||
return &FightCallSkillPas{}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 通用调用技能和子技能
|
||||
/// </summary>
|
||||
type FightCallSkillPas struct {
|
||||
FightPassive
|
||||
}
|
12
modules/battle/fight/passive/fightpassive.go
Normal file
12
modules/battle/fight/passive/fightpassive.go
Normal file
@ -0,0 +1,12 @@
|
||||
package passive
|
||||
|
||||
type IFightPassive interface {
|
||||
Clear()
|
||||
}
|
||||
|
||||
type FightPassive struct {
|
||||
}
|
||||
|
||||
func (this *FightPassive) Clear() {
|
||||
|
||||
}
|
15
modules/battle/fight/skill/fightafterskill.go
Normal file
15
modules/battle/fight/skill/fightafterskill.go
Normal file
@ -0,0 +1,15 @@
|
||||
package skill
|
||||
|
||||
type FightAfterSkill struct {
|
||||
/// <summary>
|
||||
/// 技能效果是否生效
|
||||
/// </summary>
|
||||
TakeEffect bool
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 战斗结束时的清理
|
||||
/// </summary>
|
||||
func (this *FightAfterSkill) Clear() {
|
||||
this.TakeEffect = false
|
||||
}
|
Loading…
Reference in New Issue
Block a user