feat(logic): 重构状态效果技能的注册与触发逻辑

- 重构 Effect10 结构体,增加状态类型注释
- 重命名工厂函数 newp 为 newEffectStatus,提升可读性
- 使用 registerStatusEffects 统一注册所有状态类技能,提高扩展性
- 优化 OnSkill 方法逻辑,支持命中
This commit is contained in:
2025-11-03 19:35:56 +08:00
parent e8776d9884
commit 1ebf500121

View File

@@ -4,68 +4,82 @@ import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"math/rand"
)
// -----------------------------------------------------------
// 通用状态效果(例如 麻痹 / 中毒 / 疲惫 / 混乱 等)
// -----------------------------------------------------------
type Effect10 struct {
node.EffectNode
Status info.EnumBattleStatus
Status info.EnumBattleStatus // 要施加的状态类型
}
func newp(t1 info.EnumBattleStatus) *Effect10 {
t := &Effect10{
Status: t1,
// 工厂函数
func newEffectStatus(status info.EnumBattleStatus) *Effect10 {
return &Effect10{
Status: status,
}
return t
}
func init() {
//n%令对方麻痹
// 批量注册状态类技能
registerStatusEffects()
}
input.InitEffect(input.EffectType.Skill, 10, newp(info.PetStatus.Paralysis))
func registerStatusEffects() {
statusList := map[int]info.EnumBattleStatus{
10: info.PetStatus.Paralysis,
11: info.PetStatus.Poisoned,
12: info.PetStatus.Burned,
14: info.PetStatus.Frozen,
15: info.PetStatus.Fear,
16: info.PetStatus.Sleep,
22: info.PetStatus.Tired,
94: info.PetStatus.Petrified,
99: info.PetStatus.Confused,
114: info.PetStatus.Flammable,
}
// n%令对方中毒
input.InitEffect(input.EffectType.Skill, 11, newp(info.PetStatus.Poisoned))
//n%令对方烧伤
input.InitEffect(input.EffectType.Skill, 12, newp(info.PetStatus.Burned))
//n回合吸取对方最大体力的1/8(草系无效)
//n%令对方冻伤
input.InitEffect(input.EffectType.Skill, 14, newp(info.PetStatus.Frozen))
//n%令对方害怕
input.InitEffect(input.EffectType.Skill, 15, newp(info.PetStatus.Fear))
//n%令对手睡眠
input.InitEffect(input.EffectType.Skill, 16, newp(info.PetStatus.Sleep))
//n%令对方石化
input.InitEffect(input.EffectType.Skill, 94, newp(info.PetStatus.Petrified))
//n%几率令对手混乱
input.InitEffect(input.EffectType.Skill, 99, newp(info.PetStatus.Confused))
//n%几率令对方易燃
input.InitEffect(input.EffectType.Skill, 114, newp(info.PetStatus.Flammable))
for id, status := range statusList {
input.InitEffect(input.EffectType.Skill, id, newEffectStatus(status))
}
}
// -----------------------------------------------------------
// 技能触发时调用
// -----------------------------------------------------------
func (e *Effect10) OnSkill(ctx input.Ctx) bool {
t, _, _ := e.Input.Player.Roll(e.EffectNode.SideEffectArgs[0], 100)
if t {
t1 := e.Input.FightC.GetRand().Int31n(3)
eff := input.Geteffect(input.EffectType.Status, int(e.Status))
if eff != nil {
eff.Duration(int(t1))
ctx.AddEffect(eff)
}
if !e.Hit() {
return true
}
// n% 触发概率(默认 SideEffectArgs[0]
chance := e.EffectNode.SideEffectArgs[0]
success, _, _ := e.Input.Player.Roll(chance, 100)
if !success {
return true
}
var duration int
if len(e.EffectNode.SideEffectArgs) > 1 {
// 持续回合
duration = e.EffectNode.SideEffectArgs[1]
}
// 持续回合
if duration == 0 {
duration = int(rand.Int31n(3)) // 默认随机 1~3 回合
}
// 获取状态效果
eff := input.Geteffect(input.EffectType.Status, int(e.Status))
if eff == nil {
return true
}
eff.Duration(duration)
ctx.AddEffect(eff)
return true
}
func (e *Effect10) OnMiss(opp *input.Input, skill *info.SkillEntity) {
}