请把战斗buff也考虑进去
时间: 2024-03-01 09:54:41 浏览: 5
好的,如果要考虑战斗buff,可以在原有的代码基础上进行修改和扩展。以下是一个示例代码,它考虑了攻击力和护甲的buff效果:
```java
public class DamageCalculator {
// 计算物理伤害
public static int calculatePhysicalDamage(int attack, int armor, double attackBuff, double armorBuff) {
int actualAttack = (int) (attack * (1 + attackBuff));
int actualArmor = (int) (armor * (1 + armorBuff));
return (int) (actualAttack * 100 / (100 + actualArmor));
}
// 计算魔法伤害
public static int calculateMagicDamage(int abilityPower, int magicResistance, double abilityPowerBuff, double magicResistanceBuff) {
int actualAbilityPower = (int) (abilityPower * (1 + abilityPowerBuff));
int actualMagicResistance = (int) (magicResistance * (1 + magicResistanceBuff));
return (int) (actualAbilityPower * 100 / (100 + actualMagicResistance));
}
// 计算暴击伤害
public static int calculateCriticalDamage(int attack, double criticalRate, double criticalDamageBuff) {
if (Math.random() < criticalRate) {
return (int) (attack * (2.0 + criticalDamageBuff));
} else {
return attack;
}
}
}
```
在上述代码中,我们对calculatePhysicalDamage、calculateMagicDamage和calculateCriticalDamage方法进行了修改和扩展,增加了攻击力和护甲的buff效果。在计算物理伤害时,我们先将攻击力乘以攻击力buff的加成,再将护甲乘以护甲buff的加成,最后使用游戏中的伤害公式计算伤害。在计算魔法伤害和暴击伤害时,同样也考虑了对应的buff效果。
需要注意的是,实际的代码设计和实现需要根据游戏具体规则进行调整和修改,这只是一个简单的示例代码。