2025-09-29 02:40:35 +08:00
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package node
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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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)
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2025-09-30 18:32:15 +08:00
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func (e *EffectNode) Skill_Pre(ctx input.Ctx) bool {
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return true
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2025-09-29 02:40:35 +08:00
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}
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2025-10-05 00:29:22 +08:00
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func (e *EffectNode) Calculate_Pre(ctx input.Ctx) bool {
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2025-09-30 18:32:15 +08:00
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return true
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2025-09-29 02:40:35 +08:00
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}
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2025-10-05 00:29:22 +08:00
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func (e *EffectNode) Skill_Hit_Pre(ctx input.Ctx) bool {
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return true
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}
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func (e *EffectNode) Skill_Hit(ctx input.Ctx) bool {
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return true
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}
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func (e *EffectNode) Skill_Hit_to(ctx input.Ctx) bool {
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return true
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}
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2025-09-30 18:32:15 +08:00
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func (e *EffectNode) OnSkill(ctx input.Ctx) bool {
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2025-10-26 20:56:03 +08:00
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// if e.Effect != nil {
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// if e.Hit() { //没命中
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// e.Effect.OnHit(ctx.Input, ctx.SkillEntity)
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// } else {
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// e.Effect.OnMiss(ctx.Input, ctx.SkillEntity)
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// }
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// }
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2025-09-30 18:32:15 +08:00
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return true
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2025-09-29 02:40:35 +08:00
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}
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func (e *EffectNode) Skill_Can(ctx input.Ctx) bool {
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return e.Input.CurrentPet.HP != 0
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}
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func (e *EffectNode) Skill_Use(ctx input.Ctx) bool {
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return true
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}
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func (e *EffectNode) Skill_Useed(ctx input.Ctx) bool {
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2025-10-26 20:56:03 +08:00
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// if e.Effect != nil {
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// if e.Input.CurrentPet.Info.Hp == 0 {
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// e.OnDefeat(ctx.Input, ctx.SkillEntity) //死亡
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2025-09-29 02:40:35 +08:00
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2025-10-26 20:56:03 +08:00
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// } else {
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// e.OnAlive(ctx.Input, ctx.SkillEntity) //存活
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// }
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2025-09-29 02:40:35 +08:00
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2025-10-26 20:56:03 +08:00
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// }
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// return true
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2025-09-29 02:40:35 +08:00
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return true
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}
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type Effect interface {
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OnMiss(opp *input.Input, skill *info.SkillEntity)
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OnHit(opp *input.Input, skill *info.SkillEntity)
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OnDefeat(opp *input.Input, skill *info.SkillEntity) bool //如果需要死亡
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OnAlive(opp *input.Input, skill *info.SkillEntity) bool //如果需要存活
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}
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