feat(fight): 重构战斗效果触发机制与ID管理

- 统一将 Skill_Hit_Pre 和 Skill_Hit_Pre_ex 方法重命名为 Action_start 和 Action_start_ex
- 新增 Action_end 和 Action_end_ex 接口方法,完善行动周期控制
- 修改效果ID生成逻辑,使用 EffectIDCombiner 替代简单整数运算,提升扩展性
- 调整状态类效果判断方式,通过前缀匹配识别状态类型
- 增加随机持续时间和参数设置功能,增强部分效果的表现力
- 优化战斗流程中效果执行时机,确保行为前后逻辑完整闭环
This commit is contained in:
2025-11-22 00:44:42 +08:00
parent 684d79981a
commit 7f443736bc
21 changed files with 254 additions and 46 deletions

View File

@@ -33,7 +33,7 @@ type StatusCannotAct struct {
}
// 技能命中前拦截:阻止出手
func (e *StatusCannotAct) Skill_Hit_Pre(attacker, defender *action.SelectSkillAction) bool {
func (e *StatusCannotAct) Action_start(attacker, defender *action.SelectSkillAction) bool {
return false
}
@@ -44,9 +44,9 @@ type StatusSleep struct {
}
// 尝试出手时标记状态
func (e *StatusSleep) Skill_Hit_Pre(attacker, defender *action.SelectSkillAction) bool {
func (e *StatusSleep) Action_start(attacker, defender *action.SelectSkillAction) bool {
e.hasTriedAct = true
return e.StatusCannotAct.Skill_Hit_Pre(attacker, defender)
return e.StatusCannotAct.Action_start(attacker, defender)
}
// 技能使用后处理:非状态类技能触发后解除睡眠
@@ -67,7 +67,7 @@ type ContinuousDamage struct {
}
// 技能命中前触发伤害1/8最大生命值真实伤害
func (e *ContinuousDamage) Skill_Hit_Pre(attacker, defender *action.SelectSkillAction) bool {
func (e *ContinuousDamage) Action_start(attacker, defender *action.SelectSkillAction) bool {
damage := e.calculateDamage()
e.Ctx().Our.Damage(e.Input, &info.DamageZone{
Type: info.DamageType.True,
@@ -98,7 +98,7 @@ type ParasiticSeed struct {
}
// 技能命中前触发寄生效果
func (e *ParasiticSeed) Skill_Hit_Pre_ex(attacker, defender *action.SelectSkillAction) bool {
func (e *ParasiticSeed) Action_start_ex(attacker, defender *action.SelectSkillAction) bool {
// 过滤特定类型单位假设1是植物类型使用枚举替代魔法数字
if gconv.Int(e.Ctx().Our.CurrentPet.Type) == int(element.ElementTypeGrass) {
return true
@@ -122,7 +122,7 @@ type Flammable struct {
BaseStatus
}
func (e *Flammable) Skill_Hit_Pre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
func (e *Flammable) Action_start(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
if e.Ctx().SkillEntity == nil {
return true
}
@@ -159,7 +159,7 @@ type Confused struct {
BaseStatus
}
func (e *Confused) Skill_Hit_Pre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
func (e *Confused) Action_start(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
if e.Ctx().SkillEntity == nil {
return true
}