2026-01-21 20:46:05 +00:00
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package input
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2026-01-22 14:29:08 +08:00
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import "blazing/logic/service/fight/info"
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2026-01-21 20:46:05 +00:00
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func (our *Input) GetAction() {
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next := our.Exec(func(t Effect) bool {
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return t.HookAction()
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})
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if !next {
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return
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}
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// 获取己方当前宠物和对方当前宠物
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selfPet := our.FightC.GetCurrPET(our.Player)
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//没血就切换精灵
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if selfPet.Info.Hp <= 0 {
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for _, v := range our.AllPet {
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if v.Info.Hp > 0 {
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2026-02-07 01:12:46 +08:00
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// println("AI出手,切换宠物")
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2026-01-21 20:46:05 +00:00
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our.FightC.ChangePet(our.Player, v.Info.CatchTime)
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return
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}
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}
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// 如果没有可用宠物,则直接返回,不执行任何操作
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return
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}
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//oppPet := opp.FightC.GetCurrPET(opp.Player)
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skills := selfPet.Skills
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// 空技能列表直接返回,避免错误
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if len(skills) == 0 {
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return
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}
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2026-02-07 01:12:46 +08:00
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//println("AI出手,选择技能")
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2026-01-22 14:29:08 +08:00
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var usedskill *info.SkillEntity
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2026-01-21 20:46:05 +00:00
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for _, s := range skills {
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if s == nil {
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continue
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}
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if !s.CanUse() {
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continue
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}
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// 计算技能对对方的伤害(假设CalculatePower返回伤害值,或需从技能中获取)
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s.DamageValue = our.CalculatePower(our.Opp, s)
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// 判断是否能秒杀(伤害 >= 对方当前生命值)
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2026-01-29 13:59:48 +08:00
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if s.DamageValue.Cmp(our.Opp.CurrentPet.GetHP()) != -1 { // 假设oppPet.HP为对方当前剩余生命值
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if usedskill != nil {
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if s.DamageValue.Cmp(usedskill.DamageValue) != -1 {
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usedskill = s
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}
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} else {
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usedskill = s
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}
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2026-01-21 20:46:05 +00:00
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}
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}
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2026-01-22 14:29:08 +08:00
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if usedskill == nil {
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2026-01-21 20:46:05 +00:00
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for _, s := range skills {
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if s == nil {
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continue
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}
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if !s.CanUse() {
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continue
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}
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2026-01-22 14:29:08 +08:00
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usedskill = s
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2026-01-21 20:46:05 +00:00
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}
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}
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2026-01-22 14:29:08 +08:00
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if usedskill != nil {
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our.FightC.UseSkill(our.Player, uint32(usedskill.ID))
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} else {
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our.FightC.UseSkill(our.Player, 0)
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}
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2026-01-21 20:46:05 +00:00
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}
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