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