refactor(fight/effect): 重构回合开始逻辑,移除PlayerI.GetAction接口并将行动逻辑移至Input.GetAction方法,新增EffectStatus处理战斗状态效果
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@@ -1 +1,28 @@
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package effect
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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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"blazing/logic/service/fight/node"
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)
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// 施加一个基类effect
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type EffectStatus struct {
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node.EffectNode
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status info.EnumBattleStatus
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}
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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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tt := func(t info.EnumBattleStatus, f *EffectStatus) {
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f.status=t
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input.InitStatusEffect(int(t), f)
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}
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tt(info.BattleStatus.Paralysis, &EffectStatus{})
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tt(info.BattleStatus.Tired, &EffectStatus{})
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tt(info.BattleStatus.Sleep, &EffectStatus{})
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tt(info.BattleStatus.Petrified, &EffectStatus{})
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}
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