2025-09-14 03:36:26 +08:00
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package input
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2025-08-26 23:18:55 +00:00
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2025-09-06 00:31:08 +08:00
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import (
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2025-11-10 08:25:40 +00:00
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"blazing/common/utils"
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2025-09-14 03:36:26 +08:00
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"blazing/logic/service/fight/info"
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2025-10-22 00:25:38 +08:00
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"fmt"
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2025-09-23 17:57:27 +00:00
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2025-09-19 00:29:55 +08:00
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"blazing/modules/blazing/model"
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2025-09-23 17:57:27 +00:00
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2025-09-29 02:40:35 +08:00
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"github.com/brunoga/deep"
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2025-09-24 16:36:32 +00:00
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"github.com/tnnmigga/enum"
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2025-09-06 00:31:08 +08:00
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)
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2025-09-24 16:36:32 +00:00
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// 战斗结束原因枚举
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type EnumEffectType int
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var EffectType = enum.New[struct {
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2025-09-26 18:39:59 +00:00
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Skill EnumEffectType `enum:"1000000"` //技能
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NewSel EnumEffectType `enum:"2000000"` //特性
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Status EnumEffectType `enum:"3000000"` //状态
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Sub EnumEffectType `enum:"4000000"` //子效果
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}]()
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2025-09-06 00:31:08 +08:00
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var NodeM = make(map[int]Effect, 0)
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2025-09-24 16:36:32 +00:00
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func InitEffect(etype EnumEffectType, id int, t Effect) {
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t.ID(id + int(etype)) //设置ID
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2025-09-06 00:31:08 +08:00
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2025-09-24 16:36:32 +00:00
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NodeM[id+int(etype)] = t
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2025-09-06 00:31:08 +08:00
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}
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2025-10-31 11:21:24 +00:00
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func Geteffect(etype EnumEffectType, id int) Effect {
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2025-09-23 17:57:27 +00:00
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//todo 获取前GetEffect
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2025-09-24 16:36:32 +00:00
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ret, ok := NodeM[id+int(etype)]
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if ok {
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2025-09-24 16:36:32 +00:00
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//todo 获取前GetEffect
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2025-09-29 02:40:35 +08:00
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eff := deep.MustCopy(ret)
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2025-11-14 06:14:49 +08:00
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if eff.ID() >= int(EffectType.Status) && eff.ID() < int(EffectType.Sub) {
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eff.CanStack(true) //状态类不能被覆盖,只能无限叠加
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}
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2025-11-08 16:38:41 +08:00
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2025-11-03 03:59:59 +08:00
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return eff
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2025-09-24 16:36:32 +00:00
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//todo 获取后GetEffect
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2025-09-23 17:57:27 +00:00
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}
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2025-10-31 11:21:24 +00:00
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return nil
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2025-09-16 22:51:22 +08:00
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}
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2025-09-17 00:38:15 +08:00
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// * battle_lv: atk(0), def(1), sp_atk(2), sp_def(3), spd(4), accuracy(5)
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2025-09-17 00:50:37 +08:00
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// 是否需要真实提升
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2025-11-11 05:54:24 +00:00
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func (our *Input) GetProp(id int, istue bool) int {
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2025-09-23 18:46:51 +00:00
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// 获取基础属性值
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2025-11-11 05:54:24 +00:00
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baseValue := int(our.AttackValue.Prop[id])
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2025-09-23 18:46:51 +00:00
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// 命中情况直接返回基础值(优先判断)
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if id >= 5 {
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return baseValue
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}
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// 处理id < 5的情况
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if istue {
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return baseValue
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2025-09-17 00:38:15 +08:00
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}
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2025-09-23 18:46:51 +00:00
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// 计算实际值(这里可以插入后续优化的函数调用)
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2025-11-11 05:54:24 +00:00
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realValue := info.CalculateRealValue(int(our.CurrentPet.Info.Prop[id]), baseValue)
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2025-09-23 18:46:51 +00:00
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// todo: 插入获取后处理函数,例如:
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// realValue = postProcessValue(realValue, id, c)
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return realValue
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2025-09-17 00:38:15 +08:00
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}
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2025-11-03 03:59:59 +08:00
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2025-11-11 05:54:24 +00:00
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func (our *Input) GetEffect(etype EnumEffectType, id int) Effect {
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var ret []Effect
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eid := id + int(etype)
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for _, v := range our.Effects {
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if v.ID() == eid && v.Alive() {
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ret = append(ret, v)
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2025-09-26 02:09:33 +00:00
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}
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2025-09-26 02:09:33 +00:00
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}
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2025-11-03 03:59:59 +08:00
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if len(ret) > 0 {
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return ret[len(ret)-1]
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}
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return nil
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2025-09-24 19:22:46 +08:00
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}
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2025-11-14 00:47:49 +08:00
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func (our *Input) StatEffect_Exist(id info.EnumPetStatus) bool {
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t := our.GetEffect(EffectType.Status, int(id))
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2025-11-10 02:45:19 +00:00
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if t == nil {
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return false
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}
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2025-09-25 20:34:33 +00:00
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2025-11-10 02:45:19 +00:00
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return t.Alive()
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2025-09-25 20:34:33 +00:00
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}
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2025-11-11 05:54:24 +00:00
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func (our *Input) StatEffect_Exist_all() bool {
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for _, v := range our.Effects {
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2025-11-09 03:06:18 +00:00
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if v.ID() >= int(EffectType.Status) && v.ID() < int(EffectType.Sub) && v.Alive() {
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return true
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}
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2025-09-24 19:22:46 +08:00
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2025-11-09 03:06:18 +00:00
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}
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return false
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}
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2025-11-14 03:21:00 +08:00
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func (our *Input) IS_Stat(v Effect) bool {
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if v.ID() >= int(EffectType.Status) && v.ID() < int(EffectType.Sub) && v.Alive() {
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return true
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}
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return false
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}
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2025-11-14 00:47:49 +08:00
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//
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func (our *Input) GetCurrAttr(id int) *model.PetInfo {
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//todo 获取前GetEffect
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return our.CurrentPet.Info
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2025-09-22 04:47:12 +00:00
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//todo 获取后GetEffect
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2025-09-17 00:38:15 +08:00
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}
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2025-08-26 23:18:55 +00:00
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2025-11-07 22:50:34 +08:00
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// 比较两个[]int是否内容相等
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func equalInts(a, b []int) bool {
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// 先判断长度是否相等
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if len(a) != len(b) {
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return false
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}
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// 逐个比较元素
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for i := range a {
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if a[i] != b[i] {
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return false
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}
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}
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return true
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}
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2025-11-13 02:43:00 +08:00
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// 返回被替换eddect
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2025-11-14 03:21:00 +08:00
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func (our *Input) AddEffect(in *Input, e Effect) Effect {
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canuseskill := our.Exec(func(t Effect) bool { //这个是能否使用技能
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//结算状态
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return t.EFFect_Befer(in, e) //返回本身结算,如果false,说明不能使用技能了
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})
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if !canuseskill {
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return nil
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}
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2025-11-08 16:38:41 +08:00
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e.Alive(true) //添加后默认激活
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2025-09-23 22:20:52 +00:00
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//todo 免疫
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2025-09-23 23:05:23 +00:00
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//TODO 先激活
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2025-10-31 11:21:24 +00:00
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fmt.Println("产生回合数", e.ID(), e.Duration())
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2025-08-26 23:18:55 +00:00
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// 如果已有同 ID 的效果,尝试叠加
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2025-11-11 05:54:24 +00:00
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for _, v := range our.Effects {
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2025-11-11 01:10:26 +08:00
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if v == e {
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2025-11-13 02:43:00 +08:00
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return nil //完全相同,跳过执行
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2025-11-11 01:10:26 +08:00
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}
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2025-11-07 22:50:34 +08:00
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//如果效果相同,id相同,参数相同,就是同一个,确认是否可以叠加,正常来说本身就可以共存
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//衰弱本身参数也是相同的,区别只是传入的回合数不一样和层数不一样
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2025-11-11 01:10:26 +08:00
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if v.ID() == e.ID() && //找到相同的效果id
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v.Alive() && //如果之前的效果还存活
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2025-11-13 23:06:55 +08:00
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equalInts(v.Args(), e.Args()) { //如果层数可以叠加或者是无限层数
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2025-11-12 01:19:24 +08:00
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2025-11-14 06:14:49 +08:00
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if v.CanStack() { //说明进行了替换
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2025-11-09 00:19:20 +08:00
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v.Alive(false) //不允许叠层,取消效果
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2025-11-10 08:25:40 +00:00
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e.Duration(utils.Max(e.Duration(), v.Duration()))
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2025-11-13 02:43:00 +08:00
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return v //这里把V替换掉了
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2025-11-09 00:19:20 +08:00
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} else {
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2025-11-14 06:14:49 +08:00
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v.Stack(v.Stack() + e.Stack()) //获取到当前叠层数然后叠加
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//这里直接返回,不再继续执行后续效果,因为这里是可以叠加的效果
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//v.Duration(e.Duration()) //回合数覆盖
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2025-11-11 08:03:35 +00:00
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v.Duration(utils.Max(e.Duration(), v.Duration()))
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2025-11-13 02:43:00 +08:00
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return nil
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2025-11-09 00:19:20 +08:00
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// c.Effects = append(c.Effects, e)
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//return
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2025-08-26 23:18:55 +00:00
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}
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2025-11-09 00:19:20 +08:00
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2025-08-26 23:18:55 +00:00
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}
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2025-10-31 11:21:24 +00:00
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}
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//无限叠加,比如能力提升类buff
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// 如果没有同 ID 的效果,直接添加
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2025-11-11 05:54:24 +00:00
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our.Effects = append(our.Effects, e)
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2025-11-13 02:43:00 +08:00
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return nil
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2025-09-03 01:45:22 +08:00
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}
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// ForEachEffectBool 遍历所有 Effect,执行“无参数、返回 bool”的方法
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// 参数 fn:接收单个 Effect,返回 bool(如 func(e Effect) bool { return e.OnBattleStart() })
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// 返回值:所有 Effect 的方法返回值列表
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2025-11-11 05:54:24 +00:00
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func (our *Input) Exec(fn func(Effect) bool) bool {
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2025-09-28 08:59:28 +00:00
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result := true
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2025-11-11 05:54:24 +00:00
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for _, value := range our.Effects {
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2025-09-24 19:22:46 +08:00
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if value.Alive() {
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2025-11-11 05:54:24 +00:00
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value.Ctx().Our = our
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value.Ctx().Opp = our.Opp
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2025-11-13 21:36:18 +08:00
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//value.Ctx().DamageZone = &info.DamageZone{}
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2025-11-01 00:40:19 +08:00
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if !fn(value) { //存在false,但是仍然要向下执行
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2025-09-28 08:59:28 +00:00
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result = false //如果是false,说明存在阻止向下执行的effect,比如免疫能力提升效果
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2025-09-15 00:40:19 +08:00
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}
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2025-09-14 04:48:38 +08:00
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2025-09-03 01:45:22 +08:00
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}
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2025-11-01 00:40:19 +08:00
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2025-10-31 11:21:24 +00:00
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}
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2025-09-14 04:48:38 +08:00
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2025-09-28 08:59:28 +00:00
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return result
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2025-09-03 01:45:22 +08:00
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}
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2025-09-05 22:40:36 +08:00
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// 消除回合类效果 efftype 输入是消对方的还是自己的,false是自己,true是对方
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2025-11-11 05:54:24 +00:00
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func (our *Input) CancelTurn() {
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for _, value := range our.Effects {
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2025-09-24 19:22:46 +08:00
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if value.Duration() > 0 { //false是自身,true是对方,反转后为真就是自己的
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//slice = append(slice[:i], slice[i+1:]...)
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2025-11-03 14:46:33 +00:00
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value.Alive(false)
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2025-09-04 03:05:37 +08:00
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}
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2025-10-31 11:21:24 +00:00
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}
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2025-08-26 23:18:55 +00:00
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}
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2025-11-09 02:29:21 +00:00
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2025-11-13 02:43:00 +08:00
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// // 消除全部 断回合效果,但是我放下场的时候应该断掉所有的回合类效果
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// func (our *Input) CancelAll() {
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// our.Effects = make([]Effect, 0)
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2025-11-09 02:29:21 +00:00
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2025-11-13 02:43:00 +08:00
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// for _, value := range our.Effects {
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2025-11-09 02:29:21 +00:00
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2025-11-13 02:43:00 +08:00
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// value.Alive(false)
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2025-11-09 02:29:21 +00:00
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2025-11-13 02:43:00 +08:00
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// }
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// //取消到在对方的我方对对方的效果
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// for _, value := range our.Opp.Effects {
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// if value.GetInput() == our { //false是自身,true是对方,反转后为真就是自己的
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// //slice = append(slice[:i], slice[i+1:]...)
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// value.Alive(false)
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// }
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// }
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// }
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