refactor(fight/effect): 统一效果初始化接口,重构效果类型管理并优化参数传递逻辑

This commit is contained in:
1
2025-09-24 16:36:32 +00:00
parent e909200799
commit 266a328159
14 changed files with 146 additions and 204 deletions

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@@ -28,7 +28,7 @@ type Input struct {
func NewInput(c common.FightI, p common.PlayerI) *Input {
ret := &Input{FightC: c, Player: p}
ret.Effects = utils.NewOrderedMap[int, Effect]()
t := GetDamageEffect(0)
t := Geteffect(EffectType.Damage, 0)
ret.AddEffect(t) //添加默认基类,实现继承
p.SetFightC(c) //给玩家设置战斗容器
@@ -73,10 +73,10 @@ func (i *Input) GetStatusBonus() float64 {
maxBonus := 1.0 // 默认无状态倍率
for statusIdx := 0; statusIdx < 20; statusIdx++ {
t, ok := GetStatusEffect(statusIdx)
t := Geteffect(EffectType.Status, statusIdx)
// 检查状态是否存在数组中值为1表示存在该状态
if ok && t.Stack() > 0 {
if t.Effect.Stack() > 0 {
if bonus, exists := statusBonuses[info.EnumBattleStatus(statusIdx)]; exists && bonus > maxBonus {
maxBonus = bonus
}