2025-09-16 22:51:22 +08:00
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package effect
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2025-09-23 20:53:47 +00:00
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import (
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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)
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// 施加一个基类effect
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type EffectStatus struct {
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node.EffectNode
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2025-09-24 16:36:32 +00:00
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Status info.EnumBattleStatus
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2025-09-23 20:53:47 +00:00
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}
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2025-09-26 02:09:33 +00:00
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type StatusNotSkill struct {
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2025-09-24 16:36:32 +00:00
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EffectStatus
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}
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2025-09-26 02:09:33 +00:00
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func (e *StatusNotSkill) CanSkill(opp *input.Input) bool {
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2025-09-23 21:01:30 +00:00
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return false
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2025-09-26 02:09:33 +00:00
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}
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// 扣血类
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type DrainHP struct {
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EffectStatus
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}
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func (e *DrainHP) OnTurnStart(opp *input.Input) {
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e.Input.Pet(e.Input, func() { //我方取我方
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e.Input.CurrentPet.Info.Hp = -e.Input.CurrentPet.Info.MaxHp / 8
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})
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}
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// 被寄生种子 扣血类
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type StatusDrainedHP struct {
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DrainHP
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}
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func (e *StatusDrainedHP) OnTurnStart(opp *input.Input) {
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e.DrainHP.OnTurnStart(opp)
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opp.Pet(e.Input, func() { //我方取我方
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opp.CurrentPet.Info.Hp = -e.Input.CurrentPet.Info.MaxHp / 8
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})
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2025-09-23 21:01:30 +00:00
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}
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2025-09-23 20:53:47 +00:00
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func init() {
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//麻痹,疲惫,害怕,石化,都是无法行动
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2025-09-26 02:09:33 +00:00
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tt := func(t info.EnumBattleStatus, f *StatusNotSkill) {
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2025-09-23 20:53:47 +00:00
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2025-09-24 16:36:32 +00:00
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f.Status = t
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input.InitEffect(input.EffectType.Status, int(t), f)
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2025-09-23 20:53:47 +00:00
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}
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2025-09-26 02:09:33 +00:00
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input.InitEffect(input.EffectType.Status, int(info.PetStatus.DrainHP), &EffectStatus{}) //寄生种子
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tt(info.PetStatus.Paralysis, &StatusNotSkill{})
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tt(info.PetStatus.Tired, &StatusNotSkill{})
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tt(info.PetStatus.Sleep, &StatusNotSkill{})
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tt(info.PetStatus.Petrified, &StatusNotSkill{})
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2025-09-23 20:53:47 +00:00
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}
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