fix(logic/service/fight): 修正状态效果判断逻辑中的类型转换问题
将 StatEffect_Exist 方法的参数类型从 int 改为 info.EnumPetStatus, 并在调用 GetEffect 时进行显式类型转换,以提高代码可读性和类型安全性。 同时清理了部分冗余的类型转换调用。
This commit is contained in:
113
logic/service/fight/effect/effect_133.go
Normal file
113
logic/service/fight/effect/effect_133.go
Normal file
@@ -0,0 +1,113 @@
|
||||
package effect
|
||||
|
||||
import (
|
||||
"blazing/logic/service/fight/info"
|
||||
"blazing/logic/service/fight/input"
|
||||
"blazing/logic/service/fight/node"
|
||||
|
||||
"github.com/shopspring/decimal"
|
||||
)
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// 通用效果:满足特定条件时,附加n点固定伤害
|
||||
// -----------------------------------------------------------
|
||||
// 条件回调函数:判断对方是否满足触发条件(返回true则触发伤害)
|
||||
type conditionFunc func(e *EffectConditionalAddDamage) bool
|
||||
|
||||
type EffectConditionalAddDamage struct {
|
||||
node.EffectNode
|
||||
condition conditionFunc // 差异化:判断触发条件的函数
|
||||
}
|
||||
|
||||
// 工厂函数:创建"条件附加伤害"效果实例,传入条件判断函数
|
||||
func newEffectConditionalAddDamage(cond conditionFunc) *EffectConditionalAddDamage {
|
||||
return &EffectConditionalAddDamage{
|
||||
condition: cond,
|
||||
}
|
||||
}
|
||||
|
||||
// 初始化:批量注册所有"条件附加伤害"类效果
|
||||
func init() {
|
||||
registerConditionalAddDamageEffects()
|
||||
}
|
||||
|
||||
// 批量注册:绑定效果ID与对应的条件函数(可扩展)
|
||||
func registerConditionalAddDamageEffects() {
|
||||
// 效果ID与条件函数的映射:
|
||||
// 133: 对方烧伤时附加伤害;134:对方冻伤时附加伤害;135:对方是X属性时附加伤害;136:对方处于异常状态时附加伤害
|
||||
effectMap := map[int]conditionFunc{
|
||||
133: conditionIsBurned, // Effect133:对方烧伤时
|
||||
141: conditionIsFrozen, // 新增:对方冻伤时
|
||||
135: conditionIsAbnormal, // 新增:对方是X属性时(示例,需根据实际属性枚举调整)
|
||||
130: conditionIsTypeX, // 新增:对方处于任意异常状态时
|
||||
167: conditionprop, //167 若对手处于能力下降状态则附加n点伤害
|
||||
}
|
||||
|
||||
// 循环注册所有效果
|
||||
for effectID, cond := range effectMap {
|
||||
input.InitEffect(input.EffectType.Skill, effectID, newEffectConditionalAddDamage(cond))
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// 核心共性逻辑:命中且满足条件时,附加固定伤害
|
||||
// -----------------------------------------------------------
|
||||
func (e *EffectConditionalAddDamage) OnSkill() bool {
|
||||
// 1. 命中判定失败,不触发
|
||||
if !e.Hit() {
|
||||
return true
|
||||
}
|
||||
|
||||
// 2. 检查是否满足触发条件(调用差异化的条件函数)
|
||||
if !e.condition(e) {
|
||||
return true
|
||||
}
|
||||
|
||||
// 3. 附加固定伤害(伤害值从SideEffectArgs[0]获取,与原Effect133一致)
|
||||
damageValue := decimal.NewFromInt(int64(e.SideEffectArgs[0]))
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: damageValue,
|
||||
})
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// 差异化条件函数的实现(对应不同效果的判断逻辑)
|
||||
// -----------------------------------------------------------
|
||||
|
||||
// conditionIsBurned:判断对方是否处于烧伤状态(对应原Effect133)
|
||||
func conditionIsBurned(e *EffectConditionalAddDamage) bool {
|
||||
return e.Ctx().Opp.StatEffect_Exist(info.PetStatus.Burned)
|
||||
}
|
||||
|
||||
// conditionIsFrozen:判断对方是否处于冻伤状态(新增效果)
|
||||
func conditionIsFrozen(e *EffectConditionalAddDamage) bool {
|
||||
return e.Ctx().Opp.StatEffect_Exist(info.PetStatus.Frozen)
|
||||
}
|
||||
|
||||
// conditionIsTypeX:判断对方是否为X属性(示例,需根据实际属性枚举调整)
|
||||
// 假设属性枚举为info.PetType,X属性为info.PetType.X
|
||||
func conditionIsTypeX(e *EffectConditionalAddDamage) bool {
|
||||
return e.Ctx().Opp.CurrentPet.Gender == e.Args()[0]
|
||||
}
|
||||
|
||||
// conditionIsAbnormal:判断对方是否处于任意异常状态(新增效果)
|
||||
// 假设异常状态包含烧伤、冻伤、麻痹等,通过检查是否存在任意异常状态实现
|
||||
func conditionIsAbnormal(e *EffectConditionalAddDamage) bool {
|
||||
return e.Ctx().Opp.StatEffect_Exist_all()
|
||||
|
||||
}
|
||||
func conditionprop(e *EffectConditionalAddDamage) bool {
|
||||
|
||||
for _, v := range e.Ctx().Opp.Prop {
|
||||
|
||||
if v < 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
}
|
||||
return false
|
||||
|
||||
}
|
||||
42
logic/service/fight/effect/effect_95.go
Normal file
42
logic/service/fight/effect/effect_95.go
Normal file
@@ -0,0 +1,42 @@
|
||||
package effect
|
||||
|
||||
import (
|
||||
"blazing/logic/service/fight/action"
|
||||
"blazing/logic/service/fight/info"
|
||||
"blazing/logic/service/fight/input"
|
||||
"blazing/logic/service/fight/node"
|
||||
)
|
||||
|
||||
/**
|
||||
* 对手处于睡眠状态时,致命一击率提升n/16
|
||||
*/
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 95, &Effect95{})
|
||||
|
||||
}
|
||||
|
||||
type Effect95 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func (e *Effect95) Skill_Hit_Pre(a, b *action.SelectSkillAction) bool {
|
||||
if !e.Hit() {
|
||||
return true
|
||||
}
|
||||
|
||||
//fmt.Println(e.Ctx().SkillEntity)
|
||||
if e.Ctx().SkillEntity == nil {
|
||||
return true
|
||||
}
|
||||
if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
|
||||
return true
|
||||
}
|
||||
|
||||
if !e.Ctx().Opp.StatEffect_Exist(input.StatusSleep) {
|
||||
return true
|
||||
}
|
||||
e.Ctx().SkillEntity.CritRate += e.Args()[0]
|
||||
|
||||
return true
|
||||
}
|
||||
@@ -50,31 +50,31 @@ func init() {
|
||||
return i.FightC.IsFirst(i.Player)
|
||||
})
|
||||
registerStatusFunc(64, func(i, o *input.Input) bool {
|
||||
if i.StatEffect_Exist(int(info.PetStatus.Burned)) {
|
||||
if i.StatEffect_Exist(info.PetStatus.Burned) {
|
||||
return true
|
||||
}
|
||||
if i.StatEffect_Exist(int(info.PetStatus.Frozen)) {
|
||||
if i.StatEffect_Exist(info.PetStatus.Frozen) {
|
||||
return true
|
||||
}
|
||||
if i.StatEffect_Exist(int(info.PetStatus.Poisoned)) {
|
||||
if i.StatEffect_Exist(info.PetStatus.Poisoned) {
|
||||
return true
|
||||
}
|
||||
return false
|
||||
})
|
||||
registerStatusFunc(96, func(i, o *input.Input) bool {
|
||||
return o.StatEffect_Exist(int(info.PetStatus.Burned))
|
||||
return o.StatEffect_Exist(info.PetStatus.Burned)
|
||||
})
|
||||
registerStatusFunc(97, func(i, o *input.Input) bool {
|
||||
return o.StatEffect_Exist(int(info.PetStatus.Frozen))
|
||||
return o.StatEffect_Exist(info.PetStatus.Frozen)
|
||||
})
|
||||
registerStatusFunc(102, func(i, o *input.Input) bool {
|
||||
return o.StatEffect_Exist(int(info.PetStatus.Paralysis))
|
||||
return o.StatEffect_Exist(info.PetStatus.Paralysis)
|
||||
})
|
||||
registerStatusFunc(132, func(i, o *input.Input) bool {
|
||||
return i.CurrentPet.Info.Hp < o.CurrentPet.Info.Hp
|
||||
})
|
||||
registerStatusFunc(168, func(i, o *input.Input) bool {
|
||||
return o.StatEffect_Exist(int(info.PetStatus.Sleep))
|
||||
return o.StatEffect_Exist(info.PetStatus.Sleep)
|
||||
})
|
||||
}
|
||||
|
||||
|
||||
@@ -84,8 +84,8 @@ func (our *Input) GetEffect(etype EnumEffectType, id int) Effect {
|
||||
}
|
||||
return nil
|
||||
}
|
||||
func (our *Input) StatEffect_Exist(id int) bool {
|
||||
t := our.GetEffect(EffectType.Status, id)
|
||||
func (our *Input) StatEffect_Exist(id info.EnumPetStatus) bool {
|
||||
t := our.GetEffect(EffectType.Status, int(id))
|
||||
if t == nil {
|
||||
return false
|
||||
}
|
||||
@@ -102,6 +102,9 @@ func (our *Input) StatEffect_Exist_all() bool {
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
func (our *Input) GetCurrAttr(id int) *model.PetInfo {
|
||||
|
||||
//todo 获取前GetEffect
|
||||
|
||||
Reference in New Issue
Block a user