2025-08-26 19:46:29 +08:00
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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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2025-08-26 23:18:55 +00:00
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"context"
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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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2025-08-26 22:26:21 +00:00
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type EffectNode struct {
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//Turn int // 当前回合数 ,回合数其实从战斗的上下文中获取
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2025-09-03 00:37:05 +08:00
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//本质上Ctx还要传入战斗双方数据来判断是否是本精灵切换
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Ctx context.Context //节点上下文
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2025-08-27 14:41:06 +00:00
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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) 次数相当于重写回合
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2025-08-27 15:29:34 +00:00
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stacks int // 当前层数
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2025-09-06 00:31:08 +08:00
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ArgSize 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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2025-09-08 02:53:59 +00:00
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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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2025-09-05 00:07:04 +08:00
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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 (this *EffectNode) ID() int {
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return 0
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2025-09-04 02:11:55 +08:00
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}
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// 传出作用对象,默认0是自身,1是作用于对面
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2025-09-06 00:31:08 +08:00
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func (this *EffectNode) Target() bool {
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2025-09-05 22:40:36 +08:00
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return this.target
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}
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func (this *EffectNode) SetTarget(t bool) {
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this.target = t
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}
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func (this *EffectNode) Stack(t int) int {
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if t != 0 {
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this.stacks = t
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}
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return this.stacks
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}
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func (this *EffectNode) MaxStack() int {
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return this.maxStack
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}
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func (this *EffectNode) Duration(t int) int {
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return this.duration
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}
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func (this *EffectNode) SetArgs(args []int) {
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2025-08-26 20:01:20 +00:00
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this.SideEffectArgs = args
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}
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func (this *EffectNode) GetArgSize() int {
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2025-09-06 00:31:08 +08:00
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return this.ArgSize
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}
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