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package node
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2025-08-26 18:02:32 +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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"sync"
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)
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2025-08-26 19:46:29 +08:00
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2025-08-26 18:02:32 +00:00
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// 检查,激活,延后
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// /基础节点
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type EffectNode struct {
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duration int // 默认为-1 持续回合/次(0 = 即时生效,>0 = 回合数 ,负数是永久) \
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Input *input.Input
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stacks int // 当前层数
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id int
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maxStack int // 最大叠加层数 ,正常都是不允许叠加的,除了衰弱特殊效果 ,异常和能力的叠层
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SideEffectArgs []int // 附加效果参数
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owner bool //是否作用自身
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Success bool // 是否执行成功 成功XXX,失败XXX
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arget bool // 传出作用对象,默认0是自身,1是作用于对面
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Flag int //过滤掉的战斗类型 pvp pve boss战斗,野怪全部生效
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alive bool // 是否失效 effect返回值是否被取消,是否被删除
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hit bool
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trunl sync.Once
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//增加owner target,如果owner target都为自身,就回合效果结束后再使用回合效果
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}
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func (e *EffectNode) Alive(t ...bool) bool {
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if len(t) > 0 {
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e.alive = t[0]
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}
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return e.alive
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}
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func (e *EffectNode) GetInput() *input.Input {
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return e.Input
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}
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func (e *EffectNode) Stack(t ...int) int {
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if len(t) > 0 {
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e.stacks = t[0]
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}
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return e.stacks
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}
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func (e *EffectNode) ID(t ...int) int {
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if len(t) > 0 {
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e.id = t[0]
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}
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return e.id
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}
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func (e *EffectNode) Hit(t ...bool) bool {
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if len(t) > 0 {
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e.hit = t[0]
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}
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return e.hit
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}
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func (e *EffectNode) MaxStack(t ...int) int {
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if len(t) > 0 {
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e.maxStack = t[0]
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}
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return e.maxStack
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}
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func (e *EffectNode) Duration(t ...int) int {
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if len(t) > 0 {
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e.duration = t[0]
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}
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return e.duration
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}
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// 设置参数,加上设置输入源
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func (e *EffectNode) SetArgs(t *input.Input, a ...int) {
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e.Input = t
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e.SideEffectArgs = a
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}
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func (e *EffectNode) GetArgs() []int {
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return e.SideEffectArgs
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}
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func (e *EffectNode) AttackTime(*input.Input, *input.Input) bool {
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return true
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}
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func (e *EffectNode) EFFect_Befer() {
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}
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func (e *EffectNode) Prop_Befer(in *input.Input, prop int8, level int8, ptype info.EnumAbilityOpType) bool {
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return true
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}
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