refactor(fight/effect): 新增EffectStatus.UseSkill方法并清理AI_player中无用代码
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@@ -12,12 +12,16 @@ type EffectStatus struct {
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status info.EnumBattleStatus
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status info.EnumBattleStatus
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}
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}
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func (e *EffectStatus) UseSkill(opp *input.Input) bool {
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return false
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}
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func init() {
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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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//麻痹,疲惫,害怕,石化,都是无法行动
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tt := func(t info.EnumBattleStatus, f *EffectStatus) {
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tt := func(t info.EnumBattleStatus, f *EffectStatus) {
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f.status=t
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f.status = t
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input.InitStatusEffect(int(t), f)
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input.InitStatusEffect(int(t), f)
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}
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}
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tt(info.BattleStatus.Paralysis, &EffectStatus{})
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tt(info.BattleStatus.Paralysis, &EffectStatus{})
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@@ -21,8 +21,7 @@ func (f *AI_player) SendPack(b []byte) error {
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func (f *AI_player) SendReadyToFightInfo(gg info.FightStartOutboundInfo) {
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func (f *AI_player) SendReadyToFightInfo(gg info.FightStartOutboundInfo) {
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fmt.Println(gg)
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fmt.Println(gg)
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// f.FightC.UseSkill(f, f.fightinfo.OpponentPetList[0].SkillList[0].ID) //使用1#技能,实际上要按照四个技能权重去使用
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//这时候给个出招
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}
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}
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func (f *AI_player) SendNoteReadyToFightInfo(fs info.NoteReadyToFightInfo) {
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func (f *AI_player) SendNoteReadyToFightInfo(fs info.NoteReadyToFightInfo) {
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@@ -30,7 +29,7 @@ func (f *AI_player) SendNoteReadyToFightInfo(fs info.NoteReadyToFightInfo) {
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}
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}
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func (f *AI_player) SendFightEndInfo(_ info.FightOverInfo) {
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func (f *AI_player) SendFightEndInfo(_ info.FightOverInfo) {
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f.FightC = nil
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//fmt.Println("战斗结束")
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//fmt.Println("战斗结束")
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}
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}
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