This commit is contained in:
Putoo
2026-07-04 18:07:37 +08:00
parent ea32e7046e
commit fa00fc5d66
26 changed files with 871 additions and 69 deletions

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export interface IFightData<T = any> {
result:number,
myHarm:number,
otHarm:number
myStateData:Array<string>,
myRemData:Array<any>,
otStateData:Array<string>,
otRemData:Array<any>
}

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export interface IUserAttr<T = any> {
id:string,
area:number,
isSystem:number,
isCopy:number,
viceId:string,
name:string,
sex:string,
code:string,
tips:string,
lev:number,
minAtk:number,
maxAtk:number,
defense:number,
agility:number,
blood:number,
upBlood:number,
morale:number,
upMorale:number,
score:number,
inBlood:number,
crit:number,
noHarm:number,
dodge:number,
rebound:number,
reboundLess:number,
punish:number,
slow:number,
slowLess:number,
poison:number,
poisonLess:number,
curse:number,
curseLess:number,
weaken:number,
weakenLess:number,
deadly:number,
deadlyLess:number,
depressed:number,
depressedLess:number,
breach:number,
breachLess:number,
del_Fashion:number,
atk_Next:number,
harm_Add:number,
palsyAtk:number,
palsyAtkLess:number,
}

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<template>
<div class="content">
<div class="common">
<Abutton>{{ autoFight == 0 ? "开启自动攻击" : "关闭自动攻击" }}</Abutton>
</div>
<div class="common">
你向{{ otAttr.name }}发起了攻击!
</div>
<div class="common">
<Abutton @click="FightAtk">攻击</Abutton>
<span>&nbsp;.&nbsp;</span>
<span v-if="otAttr.code == 'Monster'">
<Abar :href='"/prop/monster?m=" + otAttr.viceId'>查看</Abar>
</span>
<span v-else>
<Abar :href='"/user/user?no=" + otAttr.viceId'>查看</Abar>
</span>
<span>&nbsp;.&nbsp;</span>
<Abutton @click="ExitFight">撤退({{ exitCopper }}铜贝)</Abutton>
</div>
<div class="common">
<div>
{{ otAttr.name }}体力({{ otAttr.blood }}/{{ otAttr.upBlood }})
<span v-if="otHarm != 0">
{{ otHarm > 0 ? "+" + otHarm : otHarm }}
</span>
</div>
<div>
你体力({{ myAttr.blood }}/{{ myAttr.upBlood }})
<span v-if="myHarm != 0">
{{ myHarm > 0 ? "+" + myHarm : myHarm }}
</span>
</div>
</div>
<div class="common">
你状态
<span v-for="item in myLoad">
{{ item.name }}({{ item.count }})
</span>
</div>
<div class="common">
<span v-for="(item, index) in myDrug" :key="index">
<Abutton @click="UseFightDrug(item.id)">{{ item.name }}({{ item.count }})</Abutton>
<span v-if="(index + 1) != myDrug.length">&nbsp;.&nbsp;</span>
</span>
</div>
<div class="common">
<Abar href="/user/equ">状态</Abar>
<span>&nbsp;.&nbsp;</span>
<Abar href="/user/bag">物品</Abar>
<span>&nbsp;.&nbsp;</span>
<Abar href="/pet">宠物</Abar>
</div>
</div>
</template>
<script setup lang="ts">
definePageMeta({
layout: layout.empty,
middleware: 'page-loading'
})
let fightId = PageExtend.QueryString("f");
const autoFight = ref(0);
const myHarm = ref(0);
const otHarm = ref(0);
const myAttr = ref<IUserAttr | any>({} as IUserAttr);
const otAttr = ref<IUserAttr | any>({} as IUserAttr);
const myDrug = ref<Array<any>>([]);
const myLoad = ref<Array<any>>([]);
const exitCopper = ref(0);
const coolTime = ref(0);
let coolLock = false;//冷却锁
const coolTimer = ref(0);//冷却定时器
let dataLock = false;//数据锁
onMounted(async () => {
try {
await BindData("");
}
finally {
PageLoading.Close();
}
})
onUnmounted(() => {
clearTimeout(coolTimer.value)
})
/**加载方法 */
const BindData = async (data: string): Promise<void> => {
let result = await FightService.Fight(fightId, data);
if (result.code == 0) {
myAttr.value = result.data.myAttr as IUserAttr;
otAttr.value = result.data.otAttr as IUserAttr;
myDrug.value = result.data.myDrug;
myLoad.value = result.data.myLoad;
exitCopper.value = result.data.exitCopper;
coolTime.value = result.data.cool;
dataLock = false;
myHarm.value = result.data.myHarm;
otHarm.value = result.data.otHarm;
}
else if (result.code == 100) {
PageExtend.RedirectTo("/fight/result?f=" + fightId);
}
else {
PageExtend.RedirectTo("/map");
}
};
/**退出战斗 */
const ExitFight = async () => {
MessageExtend.LoadingToast("退出战斗中...");
let result = await FightService.Exit(fightId);
MessageExtend.LoadingClose();
if (result.code == 0) {
if (result.data == "") {
PageExtend.RedirectTo("/map");
}
else {
PageExtend.RedirectTo("/fight?f=" + result.data);
}
}
else if (result.code == 100) {
PageExtend.RedirectTo("/fight/result?f=" + fightId);
}
else if (result.code == 101) {
MessageExtend.Notify(result.msg, "danger");
}
else {
PageExtend.RedirectTo("/map");
}
}
/**使用药品 */
const UseFightDrug = async (drugId: string) => {
MessageExtend.LoadingToast("药品使用中...");
let result = await FightService.UseFightDrug(fightId, drugId);
MessageExtend.LoadingClose();
if (result.code == 0) {
await BindData("");
}
else {
MessageExtend.Notify(result.msg, "danger");
}
}
/**攻击 */
const FightAtk = async () => {
if (coolLock == false && dataLock == false) {
StartCool();
let result = FightTool.FightHandle(myAttr.value, otAttr.value);
let data = JSON.stringify(result);
await BindData(data);
}
}
const StartCool = () => {
coolLock = true;
dataLock = true;
coolTimer.value = setTimeout(() => {
coolLock = false;
}, coolTime.value)
}
</script>

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<template></template>

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@@ -6,7 +6,9 @@
<Abar href="/task/">任务</Abar>
<Abar href="/user/message/">消息{{ messageCount > 0 ? "(" + messageCount + ")" : "" }}</Abar>
</div>
<div class="content" v-if="gameTips != ''" style="color: red;font-size: 16px;">
{{ gameTips }}
</div>
<div class="notification">
<GameChat :data="chatData" :show-time="0"></GameChat>
</div>
@@ -127,6 +129,7 @@ const mapRes = ref<Array<any>>([]);
const monster = ref<Array<any>>([]);
const messageCount = ref(0);
const broadcast = ref<Array<any>>([]);
const gameTips = ref('');
// 城内地图显示
const showCity = ref(false);
@@ -159,6 +162,7 @@ const BindData = async (map: string): Promise<void> => {
broadcast.value = result.data.broadcast;
MapVent(result.data.mapInfo.near);
onMap.value = mapInfo.value.mapId;
gameTips.value = result.data.gameTips;
console.log(result)
}
else if (result.code == 103) {

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<template></template>

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@@ -12,11 +12,16 @@
<div class="content">
<div class="common" style="">
<Acheak @click="ChangeBag('0')" :on-value="type" on-cheak="0">装备</Acheak>|
<Acheak @click="ChangeBag('1')" :on-value="type" on-cheak="1">药品</Acheak>|
<Acheak @click="ChangeBag('2')" :on-value="type" on-cheak="2"></Acheak>|
<Acheak @click="ChangeBag('3')" :on-value="type" on-cheak="3">坐骑</Acheak>|
<Acheak @click="ChangeBag('4')" :on-value="type" on-cheak="4">九宫</Acheak>|
<Acheak @click="ChangeBag('0')" :on-value="type" on-cheak="0">装备</Acheak>
<span>&nbsp;|&nbsp;</span>
<Acheak @click="ChangeBag('1')" :on-value="type" on-cheak="1"></Acheak>
<span>&nbsp;|&nbsp;</span>
<Acheak @click="ChangeBag('2')" :on-value="type" on-cheak="2">物品</Acheak>
<span>&nbsp;|&nbsp;</span>
<Acheak @click="ChangeBag('3')" :on-value="type" on-cheak="3">坐骑</Acheak>
<span>&nbsp;|&nbsp;</span>
<Acheak @click="ChangeBag('4')" :on-value="type" on-cheak="4">九宫</Acheak>
<span>&nbsp;|&nbsp;</span>
<Acheak @click="ChangeBag('5')" :on-value="type" on-cheak="5">十方</Acheak>
</div>
@@ -29,22 +34,34 @@
</div>
<div class="common">
<div v-if="type == '0'">
<Acheak @click="ChangeChildBag('0')" :on-value="type_ch" on-cheak="0">全部</Acheak>.<Acheak
@click="ChangeChildBag('1')" :on-value="type_ch" on-cheak="1">穿戴</Acheak>.<Acheak
@click="ChangeChildBag('2')" :on-value="type_ch" on-cheak="2">过期</Acheak>.<Acheak
@click="ChangeChildBag('3')" :on-value="type_ch" on-cheak="3">未鉴定</Acheak>
<Acheak @click="ChangeChildBag('0')" :on-value="type_ch" on-cheak="0">全部</Acheak>
<span>&nbsp;.&nbsp;</span>
<Acheak @click="ChangeChildBag('1')" :on-value="type_ch" on-cheak="1">穿戴</Acheak>
<span>&nbsp;.&nbsp;</span>
<Acheak @click="ChangeChildBag('2')" :on-value="type_ch" on-cheak="2">过期</Acheak>
<span>&nbsp;.&nbsp;</span>
<Acheak @click="ChangeChildBag('3')" :on-value="type_ch" on-cheak="3">未鉴定</Acheak>
</div>
<div v-if="type == '2'">
<Acheak @click="ChangeChildBag('0')" :on-value="type_ch" on-cheak="0">全部</Acheak>.<Acheak
@click="ChangeChildBag('1')" :on-value="type_ch" on-cheak="1">宝石</Acheak>.<Acheak
@click="ChangeChildBag('2')" :on-value="type_ch" on-cheak="2">九宫</Acheak>.<Acheak
@click="ChangeChildBag('3')" :on-value="type_ch" on-cheak="3">圣痕</Acheak>.<Acheak
@click="ChangeChildBag('4')" :on-value="type_ch" on-cheak="4">礼包</Acheak>.<Acheak
@click="ChangeChildBag('5')" :on-value="type_ch" on-cheak="5">材料</Acheak>.<Acheak
@click="ChangeChildBag('6')" :on-value="type_ch" on-cheak="6">图纸</Acheak>.<Acheak
@click="ChangeChildBag('7')" :on-value="type_ch" on-cheak="7">卡片</Acheak>.<Acheak
@click="ChangeChildBag('8')" :on-value="type_ch" on-cheak="8">货物</Acheak>.<Acheak
@click="ChangeChildBag('9')" :on-value="type_ch" on-cheak="9">其他</Acheak>
<Acheak @click="ChangeChildBag('0')" :on-value="type_ch" on-cheak="0">全部</Acheak>
<span>&nbsp;.&nbsp;</span>
<Acheak @click="ChangeChildBag('1')" :on-value="type_ch" on-cheak="1">宝石</Acheak>
<span>&nbsp;.&nbsp;</span>
<Acheak @click="ChangeChildBag('2')" :on-value="type_ch" on-cheak="2">九宫</Acheak>
<span>&nbsp;.&nbsp;</span>
<Acheak @click="ChangeChildBag('3')" :on-value="type_ch" on-cheak="3">圣痕</Acheak>
<span>&nbsp;.&nbsp;</span>
<Acheak @click="ChangeChildBag('4')" :on-value="type_ch" on-cheak="4">礼包</Acheak>
<span>&nbsp;.&nbsp;</span>
<Acheak @click="ChangeChildBag('5')" :on-value="type_ch" on-cheak="5">材料</Acheak>
<span>&nbsp;.&nbsp;</span>
<Acheak @click="ChangeChildBag('6')" :on-value="type_ch" on-cheak="6">图纸</Acheak>
<span>&nbsp;.&nbsp;</span>
<Acheak @click="ChangeChildBag('7')" :on-value="type_ch" on-cheak="7">卡片</Acheak>
<span>&nbsp;.&nbsp;</span>
<Acheak @click="ChangeChildBag('8')" :on-value="type_ch" on-cheak="8">货物</Acheak>
<span>&nbsp;.&nbsp;</span>
<Acheak @click="ChangeChildBag('9')" :on-value="type_ch" on-cheak="9">其他</Acheak>
</div>
</div>

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export class FightService {
/**
* 添加怪物战斗
* POST /Fight/FightMonster
* @param type body
* @param monsterId body
* @param sign body
*/
static async FightMonster(type: number, monsterId: string, sign: string) {
return await ApiService.Request("post", "/Fight/FightMonster", { type, monsterId, sign });
}
/**
* 战斗接口
* POST /Fight/Fight
* @param fightId body
* @param data body
*/
static async Fight(fightId: string, data: string) {
return await ApiService.Request("post", "/Fight/Fight", { fightId, data });
}
/**
* 退出战斗
* GET /Fight/Exit
*/
static async Exit(fightId: string) {
return await ApiService.Request("get", "/Fight/Exit", { fightId });
}
/**
* 使用药品
* GET /Fight/UseFightDrug
*/
static async UseFightDrug(fightId: string, drugId: string) {
return await ApiService.Request("get", "/Fight/UseFightDrug", { fightId, drugId });
}
}

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interface IUnitFight {
atkHarm: number,
defHarm: number,
stateData: Array<string>,
remData: Array<any>,
}
export class FightTool {
public static FightHandle(atkUser: IUserAttr, defUser: IUserAttr): IFightData {
let result = 0;
let myHarm = 0;
let otHarm = 0;
let myStateData: Array<string> = [];
let myRemData: Array<any> = [];
let otStateData: Array<string> = [];
let otRemData: Array<any> = [];
var atkHandle = this.UnitFight(atkUser, defUser);
myHarm += atkHandle.atkHarm;
otHarm += atkHandle.defHarm;
otStateData.push(...atkHandle.stateData);
otRemData.push(...atkHandle.remData);
if (defUser.isSystem == 1) {
var defHandle = this.UnitFight(defUser, atkUser);
myHarm += defHandle.defHarm;
otHarm += defHandle.atkHarm;
myStateData.push(...defHandle.stateData);
myRemData.push(...defHandle.remData);
}
return {
result,
myHarm,
otHarm,
myStateData,
myRemData,
otStateData,
otRemData
};
}
private static UnitFight(atkUser: IUserAttr, defUser: IUserAttr): IUnitFight {
let atkHarm = 0;
let defHarm = 0;
let stateData: Array<string> = [];
let remData: Array<any> = [];
//闪避处理
if (defUser.dodge > 0) {
let dodgeRide = defUser.dodge - atkUser.deadly + defUser.deadlyLess;
if (dodgeRide > 0) {
if (this.randomTrigger(dodgeRide)) {
return {
atkHarm: 0,
defHarm: 0,
stateData,
remData
};
}
}
}
//士气处理
if (atkUser.upMorale > 0) {
atkUser.minAtk = atkUser.minAtk * (1.0 + (atkUser.morale / atkUser.upMorale) * 0.3);
}
if (defUser.upBlood > 0) {
defUser.defense = defUser.defense * (1.0 + (atkUser.morale / atkUser.upMorale) * 0.3);
}
if (atkUser.minAtk > defUser.defense && defUser.defense > 0) {
let harmRide = (atkUser.minAtk - defUser.defense) / defUser.defense;
harmRide = harmRide > 1.2 ? 1.2 : harmRide;
let fight_Harm = harmRide * atkUser.maxAtk;
defHarm += 0 - fight_Harm;
}
else {
defHarm = -1;
}
//暴击处理
if (atkUser.crit > 0) {
if (this.randomTrigger(atkUser.crit)) {
defHarm = defHarm * 1.5;
}
}
//处理反弹
if (defUser.rebound > 0) {
let reboundRide = defUser.rebound = atkUser.reboundLess;
if (reboundRide > 0) {
atkHarm = defHarm * reboundRide;
}
}
defHarm += 0 - atkUser.harm_Add;//额外伤害
//连击处理
if (atkUser.atk_Next > 0) {
if (this.randomTrigger(atkUser.atk_Next)) {
defHarm = defHarm * 1.3;
atkHarm = atkHarm * 1.3;
}
}
//免伤处理
if (defUser.noHarm > 0 && defHarm < -1) {
defHarm = defHarm * (1 - defUser.noHarm);
defHarm = defHarm > 0 ? 0 : defHarm;
}
//吸血处理
if (defHarm < 0 && atkUser.inBlood > 0) {
let inBloodRide = atkUser.inBlood - defUser.punish
if (inBloodRide > 0) {
atkHarm += (0 - defHarm) * inBloodRide;
}
}
//#region 状态类处理
let slow = atkUser.slow - defUser.slowLess;
if (this.randomTrigger(slow)) {
stateData.push("Slow");
}
let poison = atkUser.poison - defUser.poisonLess;
if (this.randomTrigger(poison)) {
stateData.push("Poison");
}
let curse = atkUser.curse - defUser.curseLess;
if (this.randomTrigger(curse)) {
stateData.push("Curse");
}
let weaken = atkUser.weaken - defUser.weakenLess;
if (this.randomTrigger(weaken)) {
stateData.push("Weaken");
}
let depressed = atkUser.depressed - defUser.depressedLess;
if (this.randomTrigger(depressed)) {
stateData.push("Depressed");
}
let breach = atkUser.breach - defUser.breachLess;
if (this.randomTrigger(breach)) {
stateData.push("Breach");
}
let palsyatk = atkUser.palsyAtk - defUser.palsyAtkLess;
if (this.randomTrigger(palsyatk)) {
stateData.push("PalsyAtk");
}
if (this.randomTrigger(atkUser.del_Fashion)) {
if (defUser.code == 'Person') {
remData.push({
"code": "equ",
"par": "Fashion",
"count": 1
});
}
}
//#endregion
//数值处理
atkHarm = Math.floor(atkHarm);
defHarm = Math.floor(defHarm);
return {
atkHarm,
defHarm,
stateData,
remData
};
}
private static randomTrigger(rate: number): boolean {
// Math.random() 返回 [0,1) 浮点
const rand = Math.random();
return rand < rate;
}
}