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

This commit is contained in:
1
2025-09-23 20:53:47 +00:00
parent fb89a67edb
commit 1ec9d46b23
8 changed files with 36 additions and 15 deletions

View File

@@ -1 +1,28 @@
package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// 施加一个基类effect
type EffectStatus struct {
node.EffectNode
status info.EnumBattleStatus
}
func init() {
//麻痹,疲惫,害怕,石化,都是无法行动
tt := func(t info.EnumBattleStatus, f *EffectStatus) {
f.status=t
input.InitStatusEffect(int(t), f)
}
tt(info.BattleStatus.Paralysis, &EffectStatus{})
tt(info.BattleStatus.Tired, &EffectStatus{})
tt(info.BattleStatus.Sleep, &EffectStatus{})
tt(info.BattleStatus.Petrified, &EffectStatus{})
}