refactor(fight): 重构效果节点继承体系并完善Effect1实现

This commit is contained in:
1
2025-08-26 22:26:21 +00:00
parent 88b9c1f534
commit 3fa2cd2f3a
12 changed files with 82 additions and 58 deletions

View File

@@ -2,8 +2,11 @@ package effect
import "blazing/logic/service/fight/battle/node"
/**
* 给予对象损伤一半,会回复自己的体力
*/
type Effect1 struct {
node.Node
node.EffectNode
}
func init() {
@@ -13,6 +16,14 @@ func init() {
// 重写EFFectID
func (this *Effect1) ID() int {
this.Node.ParamSize(0) //设置参数个数
this.EffectNode.ParamSize(0) //设置参数个数
return 1
}
// 重写EFFectID
func (this *Effect1) PostDamage() bool {
this.EffectNode.ParamSize(0) //设置参数个数
return true
}

View File

@@ -1,11 +1,11 @@
package node
// 技能效果前
func (this *Node) PreActive() bool {
func (this *EffectNode) PreActive() bool {
return true
}
func (f *Node) OnActive() bool {
func (f *EffectNode) OnActive() bool {
panic("not implemented") // TODO: Implement
}

View File

@@ -2,7 +2,7 @@ package node
// 返回false阻止继续运行
// 回合开始
func (this *Node) PreBattleStart() bool {
func (this *EffectNode) PreBattleStart() bool {
return true
@@ -10,7 +10,7 @@ func (this *Node) PreBattleStart() bool {
// 返回false阻止继续运行
// 回合开始
func (this *Node) OnBattleStart() bool {
func (this *EffectNode) OnBattleStart() bool {
return true
@@ -18,14 +18,14 @@ func (this *Node) OnBattleStart() bool {
//回合结束前
func (this *Node) PreBattleEnd() bool {
func (this *EffectNode) PreBattleEnd() bool {
return true
}
//回合结束
func (this *Node) OnBattleEnd() bool {
func (this *EffectNode) OnBattleEnd() bool {
return true
}

View File

@@ -1,10 +1,10 @@
package node
// 治疗相关触发
func (this *Node) OnBeforeHeal() bool {
func (this *EffectNode) OnBeforeHeal() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnHeal() bool {
func (this *EffectNode) OnHeal() bool {
panic("not implemented") // TODO: Implement
}

View File

@@ -1,18 +1,18 @@
package node
// 精灵切换相关触发
func (this *Node) OnSwitchIn() bool {
func (this *EffectNode) OnSwitchIn() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnSwitchOut() bool {
func (this *EffectNode) OnSwitchOut() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnOwnerSwitchIn() bool {
func (this *EffectNode) OnOwnerSwitchIn() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnOwnerSwitchOut() bool {
func (this *EffectNode) OnOwnerSwitchOut() bool {
panic("not implemented") // TODO: Implement
}

View File

@@ -1,12 +1,12 @@
package node
// 先手选择前
func (this *Node) BeforeSort() bool {
func (this *EffectNode) BeforeSort() bool {
return true
}
func (this *Node) OnSort() bool {
func (this *EffectNode) OnSort() bool {
//todo 这里待实现对action先手的判断

View File

@@ -1,18 +1,18 @@
package node
// 堆叠Stack相关触发
func (this *Node) OnStackBefore() bool {
func (this *EffectNode) OnStackBefore() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnStack() bool {
func (this *EffectNode) OnStack() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnBeforeConsumeStack() bool {
func (this *EffectNode) OnBeforeConsumeStack() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnConsumeStack() bool {
func (this *EffectNode) OnConsumeStack() bool {
panic("not implemented") // TODO: Implement
}

View File

@@ -1,20 +1,22 @@
package node
// 回合开始前
func (this *Node) PreTurnStart() bool {
func (this *EffectNode) PreTurnStart() bool {
return true
}
// 回合开始
func (this *Node) OnTurnStart() bool {
func (this *EffectNode) OnTurnStart() bool {
return true
}
func (this *Node) PreTurnEnd() bool {
func (this *EffectNode) PreTurnEnd() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) TurnEnd() bool {
// 回合结束一次性effect清楚掉
func (this *EffectNode) TurnEnd() bool {
panic("not implemented") // TODO: Implement
}

View File

@@ -1,65 +1,65 @@
package node
func (this *Node) BeforeUseSkillCheck() bool {
func (this *EffectNode) BeforeUseSkillCheck() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) AfterUseSkillCheck() bool {
func (this *EffectNode) AfterUseSkillCheck() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) SkillUseEnd() bool {
func (this *EffectNode) SkillUseEnd() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) BeforeMultiHit() bool {
func (this *EffectNode) BeforeMultiHit() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) BeforeHit() bool {
func (this *EffectNode) BeforeHit() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnCritPreDamage() bool {
func (this *EffectNode) OnCritPreDamage() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) PreDamage() bool {
func (this *EffectNode) PreDamage() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnBeforeCalculateDamage() bool {
func (this *EffectNode) OnBeforeCalculateDamage() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnDamage() bool {
func (this *EffectNode) OnDamage() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) Shield() bool {
func (this *EffectNode) Shield() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) PostDamage() bool {
func (this *EffectNode) PostDamage() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnCritPostDamage() bool {
func (this *EffectNode) OnCritPostDamage() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnHit() bool {
func (this *EffectNode) OnHit() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnMiss() bool {
func (this *EffectNode) OnMiss() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) AfterAttacked() bool {
func (this *EffectNode) AfterAttacked() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnDefeat() bool {
func (this *EffectNode) OnDefeat() bool {
panic("not implemented") // TODO: Implement
}

View File

@@ -1,26 +1,26 @@
package node
// 印记Mark相关触发 状态类
func (this *Node) OnBeforeAddMark() bool {
func (this *EffectNode) OnBeforeAddMark() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnAnyMarkAdded() bool {
func (this *EffectNode) OnAnyMarkAdded() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnMarkCreated() bool {
func (this *EffectNode) OnMarkCreated() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnMarkDurationEnd() bool {
func (this *EffectNode) OnMarkDurationEnd() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnRemoveMark() bool {
func (this *EffectNode) OnRemoveMark() bool {
panic("not implemented") // TODO: Implement
}
func (this *Node) OnMarkDestroy() bool {
func (this *EffectNode) OnMarkDestroy() bool {
panic("not implemented") // TODO: Implement
}

View File

@@ -2,12 +2,9 @@ package node
import (
"context"
"blazing/logic/service/fight/info"
)
type Effect interface {
PreBattleStart() bool //战斗开始前
OnBattleStart() bool //战斗开始
@@ -88,15 +85,16 @@ type Effect interface {
// 检查,激活,延后
// /基础节点
type Node struct {
type EffectNode struct {
//Turn int // 当前回合数 ,回合数其实从战斗的上下文中获取
//本质上ctx还要传入战斗双方数据来判断是否是本精灵切换
ctx context.Context //节点上下文
duration int // 持续回合/次0 = 即时生效,>0 = 回合数 ,负数是永久)
duration int // 默认为1 持续回合/次0 = 即时生效,>0 = 回合数 ,负数是永久)
stacks int // 当前层数
paramSize int
maxStack int // 最大叠加层数 ,正常都是不允许叠加的,除了衰弱特殊效果
SideEffectArgs []int // 附加效果参数
//LifeType EnumLifeType //回合效果 是否可持续 继承到下一直精灵 ,这个用重写事件来实现
// Parent string // 上下文来源(比如 "Skill"、"Buff"、"Passive"
@@ -108,12 +106,12 @@ type Node struct {
// Done bool // 是否中止后续执行
}
func (this *Node) ID() int {
func (this *EffectNode) ID() int {
return 0
}
func (this *Node) Stack(t int) int {
func (this *EffectNode) Stack(t int) int {
if t != 0 {
this.stacks = t
}
@@ -121,22 +119,22 @@ func (this *Node) Stack(t int) int {
return this.stacks
}
func (this *Node) MaxStack() int {
func (this *EffectNode) MaxStack() int {
return this.maxStack
}
func (this *Node) Duration(t int) int {
func (this *EffectNode) Duration(t int) int {
return this.duration
}
func (this *Node) SetArgs(args []int) {
func (this *EffectNode) SetArgs(args []int) {
this.SideEffectArgs = args
}
func (this *Node) ParamSize(t int) int {
func (this *EffectNode) ParamSize(t int) int {
if t != 0 {
this.paramSize = t
}
@@ -144,3 +142,9 @@ func (this *Node) ParamSize(t int) int {
return this.paramSize
}
func (this *EffectNode) GetSkill(t int) *info.BattleSkillEntity {
pet, _ := this.ctx.Value(info.BattleSkillEntityCtx).(*info.BattleSkillEntity)
return pet
}

View File

@@ -128,7 +128,14 @@ func (u *BattleSkillEntity) NewBattleAction(ctx context.Context) {
ret.ctx = ctx
}
// // 技能产生effect
// func (u *BattleSkillEntity) NewEffect(ctx context.Context)*node.EffectNode {
// ret := node.EffectNode{}
// ctx = context.WithValue(ctx, BattleSkillEntityCtx, &ret) //添加用户到上下文
// ret.ctx = ctx
// }
// 解析副作用参数字符串为整数列表
func parseSideEffectArgs(argsStr string) []int {
if argsStr == "" {