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