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@@ -1,8 +1,10 @@
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package input
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import (
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"blazing/common/data/xmlres"
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"blazing/common/utils"
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"blazing/logic/service/common"
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/info"
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"github.com/jinzhu/copier"
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@@ -10,11 +12,12 @@ import (
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)
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type Input struct {
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CanChange bool //是否可以死亡切换CanChange
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CurrentPet *info.BattlePetEntity //当前精灵
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AllPet []*info.BattlePetEntity
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Player common.PlayerI
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Finished bool //是否加载完成
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CanChange bool //是否可以死亡切换CanChange
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CurrentPet *info.BattlePetEntity //当前精灵
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AllPet []*info.BattlePetEntity
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Player common.PlayerI
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EffectCache []Effect
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Finished bool //是否加载完成
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*info.AttackValue
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FightC common.FightI
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// info.BattleActionI
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@@ -32,7 +35,7 @@ type Input struct {
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//OldAttack int //攻击伤害被挡前伤害记录
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} //伤害容器
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First bool //是否先手
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//First bool //是否先手
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}
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func NewInput(c common.FightI, p common.PlayerI) *Input {
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@@ -97,3 +100,33 @@ func (i *Input) GetStatusBonus() float64 {
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return maxBonus
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}
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// 解析并 施加effect
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func (i *Input) Parseskill(defender *Input, skill *action.SelectSkillAction) {
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temparg := skill.Skill.SideEffectArgS
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for _, v := range skill.Skill.SideEffectS {
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t := Geteffect(EffectType.Skill, v)
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args := xmlres.EffectArgs[v]
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if t.ID != 0 {
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t.Effect.SetArgs(i, temparg[:args]...) //设置入参,施加方永远是我方
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// if t.Effect.GetOwner() { //如果取反,说明是给对方添加的回合效果
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// //实际上,owner永远为反,说明是对方给我添加的
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// t.Effect.SetArgs(attacker, temparg[:args]...) //设置入参,施加方永远是我方
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// //给双方添加
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// defender.AddEffect(t)
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// } else {
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// t.Effect.SetArgs(attacker, temparg[:args]...) //设置入参
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// attacker.AddEffect(t)
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// }
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//ret = append(ret, t.Effect)
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i.EffectCache = append(i.EffectCache, t.Effect)
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}
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temparg = temparg[args:]
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}
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}
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