refactor(fight): 重构效果系统
- 重新定义了基础事件类型和效果触发时机 - 优化了效果的结构和执行逻辑 - 添加了效果生命周期的管理 - 调整了效果注册和触发的方式
This commit is contained in:
@@ -2,102 +2,39 @@ package node
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import "github.com/tnnmigga/enum"
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// EnumEffectTrigger 效果触发时机枚举类型
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// 定义了战斗中各种效果的触发时机点
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type EnumEffectTrigger int
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// ================= BaseEvent =================
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// EnumBaseEvent 定义了战斗中可能触发的基础事件类型。
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// 这些事件通常作为 Effect 的触发点,例如攻击前、受到伤害后等。
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type EnumBaseEvent string
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// EffectTrigger 效果触发时机枚举实例
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// 包含战斗过程中所有可能触发效果的关键时间点
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var EffectTrigger = enum.New[struct {
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// 已有的触发时机
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OnBattleStart EnumEffectTrigger `enum:"OnBattleStart"` // 战斗开始时触发
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BeforeSort EnumEffectTrigger `enum:"BeforeSort"` // 先手顺序判定前触发
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BeforeUseSkillCheck EnumEffectTrigger `enum:"BeforeUseSkillCheck"` // 使用技能前检查(PP、状态等)
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AfterUseSkillCheck EnumEffectTrigger `enum:"AfterUseSkillCheck"` // 使用技能检查后触发
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BeforeMultiHit EnumEffectTrigger `enum:"BeforeMultiHit"` // 多段攻击开始前触发
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BeforeHit EnumEffectTrigger `enum:"BeforeHit"` // 攻击命中前触发
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OnCritPreDamage EnumEffectTrigger `enum:"OnCritPreDamage"` // 暴击判定成功且伤害计算前触发
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PreDamage EnumEffectTrigger `enum:"PreDamage"` // 技能伤害计算前触发(增伤/减伤等)
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OnHit EnumEffectTrigger `enum:"OnHit"` // 技能命中时触发
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OnMiss EnumEffectTrigger `enum:"OnMiss"` // 技能未命中时触发
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AfterAttacked EnumEffectTrigger `enum:"AfterAttacked"` // 被攻击后触发(受击判定)
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OnDefeat EnumEffectTrigger `enum:"OnDefeat"` // 精灵被击败时触发
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SkillUseEnd EnumEffectTrigger `enum:"SkillUseEnd"` // 技能使用结束后触发
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OnBeforeCalculateDamage EnumEffectTrigger `enum:"OnBeforeCalculateDamage"` // 最终伤害计算前触发
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OnDamage EnumEffectTrigger `enum:"OnDamage"` // 造成伤害时触发
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Shield EnumEffectTrigger `enum:"Shield"` // 护盾值变化时触发
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PostDamage EnumEffectTrigger `enum:"PostDamage"` // 伤害结算后触发(血量扣除后)
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OnCritPostDamage EnumEffectTrigger `enum:"OnCritPostDamage"` // 暴击伤害结算后触发
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OnTransform EnumEffectTrigger `enum:"OnTransform"` // 精灵变形/进化时触发
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OnTransformEnd EnumEffectTrigger `enum:"OnTransformEnd"` // 变形/进化结束时触发
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BeforeTransform EnumEffectTrigger `enum:"BeforeTransform"` // 变形/进化前触发
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AfterTransform EnumEffectTrigger `enum:"AfterTransform"` // 变形/进化后触发
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TurnStart EnumEffectTrigger `enum:"TurnStart"` // 回合开始时触发
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TurnEnd EnumEffectTrigger `enum:"TurnEnd"` // 回合结束时触发
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OnBeforeAddMark EnumEffectTrigger `enum:"OnBeforeAddMark"` // 添加印记前触发
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OnAnyMarkAdded EnumEffectTrigger `enum:"OnAnyMarkAdded"` // 任何印记添加时触发
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OnRemoveMark EnumEffectTrigger `enum:"OnRemoveMark"` // 移除印记时触发
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OnMarkCreated EnumEffectTrigger `enum:"OnMarkCreated"` // 印记创建时触发
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OnMarkDestroy EnumEffectTrigger `enum:"OnMarkDestroy"` // 印记销毁时触发
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OnMarkDurationEnd EnumEffectTrigger `enum:"OnMarkDurationEnd"` // 印记持续回合结束时触发
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OnStackBefore EnumEffectTrigger `enum:"OnStackBefore"` // 堆叠效果前触发
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OnStack EnumEffectTrigger `enum:"OnStack"` // 堆叠效果触发
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OnBeforeConsumeStack EnumEffectTrigger `enum:"OnBeforeConsumeStack"` // 消耗堆叠前触发
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OnConsumeStack EnumEffectTrigger `enum:"OnConsumeStack"` // 消耗堆叠时触发
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OnBeforeHeal EnumEffectTrigger `enum:"OnBeforeHeal"` // 治疗前触发
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OnHeal EnumEffectTrigger `enum:"OnHeal"` // 治疗生效时触发
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BeforeRageGain EnumEffectTrigger `enum:"BeforeRageGain"` // 增怒前触发
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BeforeRageLoss EnumEffectTrigger `enum:"BeforeRageLoss"` // 减怒前触发
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OnRageGain EnumEffectTrigger `enum:"OnRageGain"` // 增怒时触发
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OnRageLoss EnumEffectTrigger `enum:"OnRageLoss"` // 减怒时触发
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OnSwitchIn EnumEffectTrigger `enum:"OnSwitchIn"` // 精灵出战/上场时触发
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OnSwitchOut EnumEffectTrigger `enum:"OnSwitchOut"` // 精灵下场时触发
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OnOwnerSwitchIn EnumEffectTrigger `enum:"OnOwnerSwitchIn"` // 所属玩家精灵出战时触发
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OnOwnerSwitchOut EnumEffectTrigger `enum:"OnOwnerSwitchOut"` // 所属玩家精灵下场时触发
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BeforeEffect EnumEffectTrigger `enum:"BeforeEffect"` // 效果生效前触发
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AfterEffect EnumEffectTrigger `enum:"AfterEffect"` // 效果生效后触发
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// 补充的触发时机
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OnBattleEnd EnumEffectTrigger `enum:"OnBattleEnd"` // 战斗结束时触发
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OnRoundNumber EnumEffectTrigger `enum:"OnRoundNumber"` // 特定回合数时触发
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OnMaxHPChange EnumEffectTrigger `enum:"OnMaxHPChange"` // 最大生命值变化时触发
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OnHPPercentLow EnumEffectTrigger `enum:"OnHPPercentLow"` // 生命值低于特定百分比时触发
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OnHPPercentHigh EnumEffectTrigger `enum:"OnHPPercentHigh"` // 生命值高于特定百分比时触发
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OnStatusAdd EnumEffectTrigger `enum:"OnStatusAdd"` // 获得状态时触发
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OnStatusRemove EnumEffectTrigger `enum:"OnStatusRemove"` // 状态被移除时触发
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OnStatusRefresh EnumEffectTrigger `enum:"OnStatusRefresh"` // 状态被刷新时触发
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OnStatusDurationEnd EnumEffectTrigger `enum:"OnStatusDurationEnd"` // 状态持续回合结束时触发
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OnAlliesDefeated EnumEffectTrigger `enum:"OnAlliesDefeated"` // 友方单位被击败时触发
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OnEnemiesDefeated EnumEffectTrigger `enum:"OnEnemiesDefeated"` // 敌方单位被击败时触发
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OnSkillTypeUsed EnumEffectTrigger `enum:"OnSkillTypeUsed"` // 特定类型技能被使用时触发
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OnSpecificSkillUsed EnumEffectTrigger `enum:"OnSpecificSkillUsed"` // 特定技能被使用时触发
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OnDeath EnumEffectTrigger `enum:"OnDeath"` // 自身死亡时触发
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OnRevive EnumEffectTrigger `enum:"OnRevive"` // 被复活时触发
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OnFullHP EnumEffectTrigger `enum:"OnFullHP"` // 生命值回满时触发
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OnZeroHP EnumEffectTrigger `enum:"OnZeroHP"` // 生命值归零时触发
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OnMaxRage EnumEffectTrigger `enum:"OnMaxRage"` // 怒气值满时触发
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OnZeroRage EnumEffectTrigger `enum:"OnZeroRage"` // 怒气值归零时触发
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OnWeatherChange EnumEffectTrigger `enum:"OnWeatherChange"` // 天气变化时触发
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OnFieldStateChange EnumEffectTrigger `enum:"OnFieldStateChange"` // 场地状态变化时触发
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OnItemUsed EnumEffectTrigger `enum:"OnItemUsed"` // 使用物品时触发
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OnBeforeItemUse EnumEffectTrigger `enum:"OnBeforeItemUse"` // 使用物品前触发
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OnAfterItemUse EnumEffectTrigger `enum:"OnAfterItemUse"` // 使用物品后触发
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OnSwapFailed EnumEffectTrigger `enum:"OnSwapFailed"` // 交换精灵失败时触发
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OnAllEnemiesDefeated EnumEffectTrigger `enum:"OnAllEnemiesDefeated"` // 所有敌方单位被击败时触发
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OnAllAlliesDefeated EnumEffectTrigger `enum:"OnAllAlliesDefeated"` // 所有友方单位被击败时触发
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OnComboHit EnumEffectTrigger `enum:"OnComboHit"` // 连击达到特定次数时触发
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OnMissContinuous EnumEffectTrigger `enum:"OnMissContinuous"` // 连续未命中特定次数时触发
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OnCritContinuous EnumEffectTrigger `enum:"OnCritContinuous"` // 连续暴击特定次数时触发
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OnBeforeFaint EnumEffectTrigger `enum:"OnBeforeFaint"` // 即将昏厥前触发
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OnImmuneDamage EnumEffectTrigger `enum:"OnImmuneDamage"` // 免疫伤害时触发
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OnDamageReflect EnumEffectTrigger `enum:"OnDamageReflect"` // 反弹伤害时触发
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OnAbsorbDamage EnumEffectTrigger `enum:"OnAbsorbDamage"` // 吸收伤害时触发
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OnStealHP EnumEffectTrigger `enum:"OnStealHP"` // 偷取生命值时触发
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OnCopySkill EnumEffectTrigger `enum:"OnCopySkill"` // 复制技能时触发
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OnSkillSealed EnumEffectTrigger `enum:"OnSkillSealed"` // 技能被封印时触发
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OnSkillUnsealed EnumEffectTrigger `enum:"OnSkillUnsealed"` // 技能封印解除时触发
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OnSilenced EnumEffectTrigger `enum:"OnSilenced"` // 被沉默时触发
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OnSilenceEnd EnumEffectTrigger `enum:"OnSilenceEnd"` // 沉默状态结束时触发
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OnStunned EnumEffectTrigger `enum:"OnStunned"` // 被眩晕时触发
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OnStunEnd EnumEffectTrigger `enum:"OnStunEnd"` // 眩晕状态结束时触发
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var BaseEvent = enum.New[struct {
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Attack EnumBaseEvent `enum:"attack"` // 攻击事件
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Damage EnumBaseEvent `enum:"damage"` // 伤害事件
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Heal EnumBaseEvent `enum:"heal"` // 治疗事件
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Buff EnumBaseEvent `enum:"buff"` // Buff/状态效果事件
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Turn EnumBaseEvent `enum:"turn"` // 回合开始或结束事件
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Death EnumBaseEvent `enum:"death"` // 死亡事件
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Skill EnumBaseEvent `enum:"skill"` // 技能释放事件
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}]()
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// ================= HookPhase =================
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// EnumHookPhase 定义了事件触发的阶段。
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// 在同一个事件中,某些效果可能需要在事件发生前(Before)触发,
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// 也可能需要在事件发生后(After)触发。
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type EnumHookPhase string
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var HookPhase = enum.New[struct {
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Before EnumHookPhase `enum:"before"` // 事件发生前触发
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After EnumHookPhase `enum:"after"` // 事件发生后触发
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}]()
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// ================= LifeType =================
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// EnumLifeType 定义了效果(Effect)的生命周期。
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// 用来决定效果是持续多个回合、按次数消耗,还是永久存在。
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type EnumLifeType string
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var LifeType = enum.New[struct {
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TurnBased EnumLifeType `enum:"turn_based"` // 按回合数存续(如中毒3回合)
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CountBased EnumLifeType `enum:"count_based"` // 按次数存续(如可抵挡2次攻击)
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Permanent EnumLifeType `enum:"permanent"` // 永久存在(如种族特性/被动)
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}]()
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233
logic/service/fight/battle/node/t.go
Normal file
233
logic/service/fight/battle/node/t.go
Normal file
@@ -0,0 +1,233 @@
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package battle
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import "fmt"
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// ==================== 基础类型 ====================
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type BaseEvent string
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type HookPhase string
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type LifeType string
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const (
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Before HookPhase = "before"
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After HookPhase = "after"
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TurnBased LifeType = "turn_based"
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CountBased LifeType = "count_based"
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Permanent LifeType = "permanent"
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)
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type EffectContext struct {
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Actor string
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Target string
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Skill string
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Extra map[string]interface{}
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Success bool
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}
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type Effect struct {
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Name string
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Trigger string
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LifeType LifeType
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Duration int
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Phase HookPhase
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Handler func(ctx *EffectContext) bool
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}
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type EffectNode struct {
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Name string
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Exec func(ctx *EffectContext, next func())
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}
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type EffectManager struct {
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nodes []*EffectNode
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effects map[string][]*Effect
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}
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func NewEffectManager(nodes []*EffectNode) *EffectManager {
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return &EffectManager{
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nodes: nodes,
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effects: make(map[string][]*Effect),
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}
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}
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func (m *EffectManager) RegisterEffect(node string, eff *Effect) {
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m.effects[node] = append(m.effects[node], eff)
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}
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func (m *EffectManager) ExecuteNode(nodeName string, ctx *EffectContext) {
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if effs, ok := m.effects[nodeName]; ok {
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for _, eff := range effs {
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if eff.Handler != nil {
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eff.Handler(ctx)
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}
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}
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}
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}
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func (m *EffectManager) RunBattle(ctx *EffectContext) {
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var i int
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var execNext func()
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execNext = func() {
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if i >= len(m.nodes) {
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return
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}
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node := m.nodes[i]
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i++
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node.Exec(ctx, execNext)
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}
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execNext()
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}
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// ==================== 节点定义 ====================
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func BuildBattleNodes() []*EffectNode {
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return []*EffectNode{
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{Name: "战斗开始", Exec: func(ctx *EffectContext, next func()) {
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fmt.Println("OnBattleStart")
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next()
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}},
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{Name: "登场/切换", Exec: func(ctx *EffectContext, next func()) {
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fmt.Println("OnSwitchIn / OnSwitchOut / OnTransform")
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next()
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}},
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{Name: "回合开始", Exec: func(ctx *EffectContext, next func()) {
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fmt.Println("TurnStart")
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next()
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}},
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{Name: "操作阶段", Exec: func(ctx *EffectContext, next func()) {
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fmt.Println("选择技能 / 使用道具 / 切换")
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next()
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}},
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{Name: "先手判定", Exec: func(ctx *EffectContext, next func()) {
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fmt.Println("先手权判定")
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next()
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}},
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{Name: "先手出手-前置", Exec: func(ctx *EffectContext, next func()) {
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fmt.Println("BeforeUseSkillCheck / BeforeHit / OnMiss")
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next()
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}},
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{Name: "先手出手-技能命中", Exec: func(ctx *EffectContext, next func()) {
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fmt.Println("技能命中判定 / 初始伤害公式 / 红伤数值计算")
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next()
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}},
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{Name: "先手出手-技能效果结算", Exec: func(ctx *EffectContext, next func()) {
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fmt.Println("技能效果结算 / 魂印 / 套装 / 回合类效果")
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next()
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}},
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{Name: "先手出手-伤害结算", Exec: func(ctx *EffectContext, next func()) {
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fmt.Println("最终伤害生效 / 体力扣除")
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next()
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}},
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{Name: "先手出手-行动结束", Exec: func(ctx *EffectContext, next func()) {
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fmt.Println("行动后效果 / 额外行动 / 机盖弹伤 / 出手结束效果")
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next()
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}},
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{Name: "后手出手", Exec: func(ctx *EffectContext, next func()) {
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fmt.Println("后手节点同先手节点")
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next()
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}},
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{Name: "回合结束后①", Exec: func(ctx *EffectContext, next func()) {
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fmt.Println("回合结束后通用时点① / 桃园回血 / 回合扣减①")
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next()
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}},
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{Name: "回合结束后②", Exec: func(ctx *EffectContext, next func()) {
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fmt.Println("回合结束后通用时点② / 战争猎魔 / 16年魂印续航")
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next()
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}},
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{Name: "死亡判定", Exec: func(ctx *EffectContext, next func()) {
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fmt.Println("死亡结算 / 保护机制")
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next()
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}},
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{Name: "击败/未击败判定", Exec: func(ctx *EffectContext, next func()) {
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fmt.Println("击败触发效果 / 未击败触发效果")
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next()
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}},
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{Name: "进入下回合", Exec: func(ctx *EffectContext, next func()) {
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fmt.Println("进入下回合,流程重新开始")
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next()
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}},
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}
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}
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// ==================== 注册45个原始效果 ====================
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func RegisterOriginalEffects(manager *EffectManager) {
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// 战斗开始类
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manager.RegisterEffect("战斗开始", &Effect{
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Name: "天生特性",
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LifeType: Permanent,
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Phase: Before,
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Handler: func(ctx *EffectContext) bool {
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fmt.Println(ctx.Actor, "天生特性触发")
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return true
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},
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})
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manager.RegisterEffect("战斗开始", &Effect{
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Name: "战斗开始印记",
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LifeType: Permanent,
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Phase: Before,
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Handler: func(ctx *EffectContext) bool {
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fmt.Println(ctx.Actor, "战斗开始印记触发")
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return true
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},
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})
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// 登场/切换类
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manager.RegisterEffect("登场/切换", &Effect{
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Name: "登场魂印",
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LifeType: CountBased,
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Duration: 2,
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Phase: Before,
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Handler: func(ctx *EffectContext) bool {
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fmt.Println(ctx.Actor, "登场魂印触发")
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return true
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},
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})
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// 回合开始
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manager.RegisterEffect("回合开始", &Effect{
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Name: "回合开始Buff",
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LifeType: TurnBased,
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Duration: 3,
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Phase: Before,
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Handler: func(ctx *EffectContext) bool {
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fmt.Println(ctx.Actor, "回合开始Buff生效")
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return true
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},
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})
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// 先手出手节点示例
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manager.RegisterEffect("先手出手-前置", &Effect{
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Name: "先手准备效果",
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LifeType: CountBased,
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Duration: 1,
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Phase: Before,
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Handler: func(ctx *EffectContext) bool {
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fmt.Println(ctx.Actor, "先手前置效果触发")
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return true
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},
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})
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manager.RegisterEffect("先手出手-技能效果结算", &Effect{
|
||||
Name: "技能附加效果",
|
||||
LifeType: CountBased,
|
||||
Duration: 2,
|
||||
Phase: After,
|
||||
Handler: func(ctx *EffectContext) bool {
|
||||
fmt.Println(ctx.Actor, "技能附加效果生效")
|
||||
return true
|
||||
},
|
||||
})
|
||||
|
||||
// 回合结束后①
|
||||
manager.RegisterEffect("回合结束后①", &Effect{
|
||||
Name: "回合结束Buff",
|
||||
LifeType: TurnBased,
|
||||
Duration: 3,
|
||||
Phase: After,
|
||||
Handler: func(ctx *EffectContext) bool {
|
||||
fmt.Println(ctx.Actor, "回合结束后Buff触发")
|
||||
return true
|
||||
},
|
||||
})
|
||||
|
||||
// 你可以继续按此格式,将原45个效果依次映射到16节点
|
||||
// 节点选择 Before/After,LifeType选择 TurnBased/CountBased/Permanent
|
||||
}
|
||||
148
logic/service/fight/battle/skill/effect/EffectContainer.go
Normal file
148
logic/service/fight/battle/skill/effect/EffectContainer.go
Normal file
@@ -0,0 +1,148 @@
|
||||
package effect
|
||||
|
||||
import (
|
||||
"blazing/logic/service/fight/battle/node"
|
||||
"sort"
|
||||
|
||||
"github.com/tnnmigga/enum"
|
||||
)
|
||||
|
||||
// ========================
|
||||
// 上下文:一次效果执行环境
|
||||
// ========================
|
||||
type EffectContext struct {
|
||||
Parent string // 上下文来源(比如 "Skill"、"Buff"、"Passive")
|
||||
Trigger node.EnumEffectTrigger // 当前触发的节点
|
||||
Container *EffectContainer // 效果容器(通常挂在 Actor 身上)
|
||||
Effect *Effect // 当前正在执行的 Effect
|
||||
Available bool // 是否可用
|
||||
Success bool // 是否执行成功
|
||||
Done bool // 是否中止后续执行
|
||||
}
|
||||
|
||||
// ========================
|
||||
// Effect: 单个效果
|
||||
// ========================
|
||||
type Effect struct {
|
||||
ID uint32 // 唯一标识
|
||||
Trigger node.EnumEffectTrigger // 触发节点
|
||||
Priority int // 执行优先级,数值越大越先执行
|
||||
LifeType EnumLifeType //回合效果 是否可持续 继承到下一直精灵
|
||||
Duration int // 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
|
||||
MaxStack int // 最大叠加层数
|
||||
Handler func(ctx *EffectContext, next func()) bool // 执行逻辑,返回 true 表示继续保留 //TODO 内部判断是否切换了精灵,是否满足条件
|
||||
|
||||
}
|
||||
|
||||
// ================= LifeType =================
|
||||
type EnumLifeType int
|
||||
|
||||
var LifeType = enum.New[struct {
|
||||
TurnBased EnumLifeType `enum:"1"` // 回合数限制
|
||||
CountBased EnumLifeType `enum:"2"` // 次数限制
|
||||
}]()
|
||||
|
||||
// ========================
|
||||
// 容器:存放多个效果
|
||||
// ========================
|
||||
type EffectContainer struct {
|
||||
GlobalEffects []*Effect // 全局常驻/回合/次数效果
|
||||
Effects []*Effect //effects
|
||||
}
|
||||
|
||||
// 添加效果
|
||||
func (c *EffectContainer) AddEffect(e *Effect) {
|
||||
// 如果已有同 ID 的效果,尝试叠加
|
||||
for _, eff := range c.Effects {
|
||||
if eff.ID == e.ID {
|
||||
if eff.Stacks < eff.MaxStack {
|
||||
eff.Stacks++
|
||||
}
|
||||
return
|
||||
}
|
||||
}
|
||||
// 否则新加入
|
||||
c.Effects = append(c.Effects, e)
|
||||
}
|
||||
|
||||
// 添加全局效果
|
||||
func (c *EffectContainer) AddGlobalEffects(e *Effect) {
|
||||
// 如果已有同 ID 的效果,尝试叠加
|
||||
for _, eff := range c.GlobalEffects {
|
||||
if eff.ID == e.ID {
|
||||
if eff.Stacks < eff.MaxStack {
|
||||
eff.Stacks++
|
||||
}
|
||||
return
|
||||
}
|
||||
}
|
||||
// 否则新加入
|
||||
c.GlobalEffects = append(c.GlobalEffects, e)
|
||||
}
|
||||
|
||||
// 触发执行
|
||||
func (c *EffectContainer) Trigger(trigger node.EnumEffectTrigger, ctx *EffectContext) {
|
||||
var candidates []*Effect
|
||||
for _, eff := range c.Effects {
|
||||
if eff.Trigger == trigger {
|
||||
candidates = append(candidates, eff)
|
||||
}
|
||||
}
|
||||
|
||||
// 按优先级排序
|
||||
sort.SliceStable(candidates, func(i, j int) bool {
|
||||
return candidates[i].Priority > candidates[j].Priority
|
||||
})
|
||||
|
||||
// 执行
|
||||
for _, eff := range candidates {
|
||||
ctx.Effect = eff
|
||||
keep := eff.Apply(ctx)
|
||||
|
||||
if !keep {
|
||||
// 持续回合结束 / 返回 false 的 effect 删除
|
||||
c.removeEffect(eff)
|
||||
}
|
||||
|
||||
if ctx.Done {
|
||||
break // 被拦截
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 每回合结束时调用,用于处理持续时间
|
||||
func (c *EffectContainer) Tick() {
|
||||
var remain []*Effect
|
||||
for _, eff := range c.Effects {
|
||||
if eff.Duration > 0 {
|
||||
eff.Duration--
|
||||
}
|
||||
if eff.Duration != 0 { // 保留 (负数表示永久)
|
||||
remain = append(remain, eff)
|
||||
}
|
||||
}
|
||||
c.Effects = remain
|
||||
}
|
||||
|
||||
// 删除
|
||||
func (c *EffectContainer) removeEffect(e *Effect) {
|
||||
var remain []*Effect
|
||||
for _, eff := range c.Effects {
|
||||
if eff != e {
|
||||
remain = append(remain, eff)
|
||||
}
|
||||
}
|
||||
c.Effects = remain
|
||||
}
|
||||
|
||||
// 清理过期效果
|
||||
func (c *EffectContainer) Cleanup() {
|
||||
var alive []*Effect
|
||||
for _, e := range c.Effects {
|
||||
if e.Duration != 0 {
|
||||
alive = append(alive, e)
|
||||
}
|
||||
}
|
||||
c.Effects = alive //挂载到普通effect
|
||||
}
|
||||
@@ -1,59 +0,0 @@
|
||||
package effect
|
||||
|
||||
import (
|
||||
"sort"
|
||||
|
||||
"github.com/badu/bus"
|
||||
)
|
||||
|
||||
type EffectContainer struct {
|
||||
ID string
|
||||
Effects []Effect
|
||||
Subs []*bus.Listener[*EffectContext]
|
||||
Battle *Battle
|
||||
Parent ContextType
|
||||
}
|
||||
|
||||
func NewEffectContainer(id string, effects []Effect, battle *Battle, parent ContextType) *EffectContainer {
|
||||
c := &EffectContainer{
|
||||
ID: id,
|
||||
Effects: effects,
|
||||
Battle: battle,
|
||||
Parent: parent,
|
||||
}
|
||||
// 自动订阅 triggers
|
||||
for _, e := range effects {
|
||||
for _, trig := range e.Triggers() {
|
||||
sub := battle.GetTopic(trig).Sub(func(ctx *EffectContext) {
|
||||
if ctx.Available && e.Apply != nil {
|
||||
ctx.Effect = e
|
||||
c.executeWithPriority([]*EffectContext{ctx})
|
||||
}
|
||||
})
|
||||
c.Subs = append(c.Subs, sub)
|
||||
}
|
||||
}
|
||||
return c
|
||||
}
|
||||
|
||||
// done/next 执行队列,按优先级
|
||||
func (c *EffectContainer) executeWithPriority(queue []*EffectContext) {
|
||||
sort.SliceStable(queue, func(i, j int) bool {
|
||||
return queue[i].Effect.Priority() > queue[j].Effect.Priority()
|
||||
})
|
||||
var runNext func(idx int)
|
||||
runNext = func(idx int) {
|
||||
if idx >= len(queue) {
|
||||
return
|
||||
}
|
||||
ctx := queue[idx]
|
||||
if ctx.Available {
|
||||
ctx.Effect.Apply(ctx, func() {
|
||||
runNext(idx + 1)
|
||||
})
|
||||
} else {
|
||||
runNext(idx + 1)
|
||||
}
|
||||
}
|
||||
runNext(0)
|
||||
}
|
||||
@@ -1,117 +0,0 @@
|
||||
package effect
|
||||
|
||||
import (
|
||||
"blazing/logic/service/fight/battle/node"
|
||||
"sort"
|
||||
)
|
||||
|
||||
type Effect interface {
|
||||
Trigger() node.EnumEffectTrigger
|
||||
Apply(ctx *EffectContext, next func())
|
||||
Alive() bool // 是否还有效
|
||||
Tick() // 每回合开始/结束时调用,用来减少回合数或次数
|
||||
Priority() int // 优先级
|
||||
}
|
||||
|
||||
// ========================
|
||||
// 上下文:一次效果执行环境
|
||||
// ========================
|
||||
type EffectContext struct {
|
||||
Parent string // 上下文来源(比如 "Skill"、"Buff"、"Passive")
|
||||
Trigger EnumEffectTrigger // 当前触发的节点
|
||||
Container *EffectContainer // 效果容器(通常挂在 Actor 身上)
|
||||
Effect *Effect // 当前正在执行的 Effect
|
||||
Available bool // 是否可用
|
||||
Success bool // 是否执行成功
|
||||
Done bool // 是否中止后续执行
|
||||
}
|
||||
|
||||
// ========================
|
||||
// Effect: 单个效果
|
||||
// ========================
|
||||
type Effect struct {
|
||||
ID string // 唯一标识
|
||||
Trigger EnumEffectTrigger // 触发节点
|
||||
Priority int // 执行优先级,数值越大越先执行
|
||||
Duration int // 持续回合(0 = 即时生效,>0 = 回合数)
|
||||
Stacks int // 当前层数
|
||||
MaxStack int // 最大叠加层数
|
||||
Apply func(ctx *EffectContext) bool // 执行逻辑,返回 true 表示继续保留
|
||||
}
|
||||
|
||||
// ========================
|
||||
// 容器:存放多个效果
|
||||
// ========================
|
||||
type EffectContainer struct {
|
||||
Effects []*Effect
|
||||
}
|
||||
|
||||
// 添加效果
|
||||
func (c *EffectContainer) AddEffect(e *Effect) {
|
||||
// 如果已有同 ID 的效果,尝试叠加
|
||||
for _, eff := range c.Effects {
|
||||
if eff.ID == e.ID {
|
||||
if eff.Stacks < eff.MaxStack {
|
||||
eff.Stacks++
|
||||
}
|
||||
return
|
||||
}
|
||||
}
|
||||
// 否则新加入
|
||||
c.Effects = append(c.Effects, e)
|
||||
}
|
||||
|
||||
// 触发执行
|
||||
func (c *EffectContainer) Trigger(trigger EnumEffectTrigger, ctx *EffectContext) {
|
||||
var candidates []*Effect
|
||||
for _, eff := range c.Effects {
|
||||
if eff.Trigger == trigger {
|
||||
candidates = append(candidates, eff)
|
||||
}
|
||||
}
|
||||
|
||||
// 按优先级排序
|
||||
sort.SliceStable(candidates, func(i, j int) bool {
|
||||
return candidates[i].Priority > candidates[j].Priority
|
||||
})
|
||||
|
||||
// 执行
|
||||
for _, eff := range candidates {
|
||||
ctx.Effect = eff
|
||||
keep := eff.Apply(ctx)
|
||||
|
||||
if !keep {
|
||||
// 持续回合结束 / 返回 false 的 effect 删除
|
||||
c.removeEffect(eff)
|
||||
}
|
||||
|
||||
if ctx.Done {
|
||||
break // 被拦截
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 每回合结束时调用,用于处理持续时间
|
||||
func (c *EffectContainer) Tick() {
|
||||
var remain []*Effect
|
||||
for _, eff := range c.Effects {
|
||||
if eff.Duration > 0 {
|
||||
eff.Duration--
|
||||
}
|
||||
if eff.Duration != 0 { // 保留 (负数表示永久)
|
||||
remain = append(remain, eff)
|
||||
}
|
||||
}
|
||||
c.Effects = remain
|
||||
}
|
||||
|
||||
// 删除
|
||||
func (c *EffectContainer) removeEffect(e *Effect) {
|
||||
var remain []*Effect
|
||||
for _, eff := range c.Effects {
|
||||
if eff != e {
|
||||
remain = append(remain, eff)
|
||||
}
|
||||
}
|
||||
c.Effects = remain
|
||||
}
|
||||
@@ -1 +1,21 @@
|
||||
package impl
|
||||
|
||||
import (
|
||||
"blazing/logic/service/fight/battle/node"
|
||||
"blazing/logic/service/fight/battle/skill/effect"
|
||||
"fmt"
|
||||
)
|
||||
|
||||
var burn = &effect.Effect{
|
||||
Name: "Burn",
|
||||
Trigger: node.EnumEffectTrigger{
|
||||
Event: BaseEvent.Damage, // ✅ 类型安全
|
||||
Phase: HookPhase.After,
|
||||
},
|
||||
LifeType: LifeType.TurnBased,
|
||||
Duration: 3,
|
||||
Handler: func(ctx *EffectContext, next func()) {
|
||||
fmt.Printf("[%s] 灼烧 %s\n", ctx.Actor, ctx.Target)
|
||||
next()
|
||||
},
|
||||
}
|
||||
|
||||
@@ -1,46 +1,76 @@
|
||||
package effect
|
||||
|
||||
import "blazing/logic/service/fight/battle/node"
|
||||
import (
|
||||
"blazing/logic/service/fight/battle/node"
|
||||
|
||||
"github.com/tnnmigga/enum"
|
||||
)
|
||||
|
||||
type EffectManager struct {
|
||||
effects []Effect
|
||||
containers map[string]*EffectContainer
|
||||
}
|
||||
|
||||
func NewEffectManager() *EffectManager {
|
||||
return &EffectManager{}
|
||||
return &EffectManager{
|
||||
containers: make(map[string]*EffectContainer),
|
||||
}
|
||||
}
|
||||
|
||||
func (m *EffectManager) Register(e Effect) {
|
||||
m.effects = append(m.effects, e)
|
||||
// 添加效果
|
||||
func (m *EffectManager) AddEffect(owner string, e *Effect) {
|
||||
if _, ok := m.containers[owner]; !ok {
|
||||
m.containers[owner] = &EffectContainer{}
|
||||
}
|
||||
m.containers[owner].AddEffect(e)
|
||||
}
|
||||
|
||||
// 执行某时点效果
|
||||
func (m *EffectManager) Apply(trigger node.EnumEffectTrigger, ctx *EffectContext) {
|
||||
var next func(i int)
|
||||
next = func(i int) {
|
||||
if i < len(m.effects) {
|
||||
if m.effects[i].Trigger() == trigger {
|
||||
m.effects[i].Apply(ctx, func() { next(i + 1) })
|
||||
} else {
|
||||
next(i + 1)
|
||||
// 触发事件,按顺序链式执行效果
|
||||
func (m *EffectManager) Trigger(owner string, trigger node.EnumEffectTrigger, ctx *EffectContext) {
|
||||
container, ok := m.containers[owner]
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
|
||||
var idx int
|
||||
var next func()
|
||||
next = func() {
|
||||
if idx >= len(container.Effects) {
|
||||
return
|
||||
}
|
||||
e := container.Effects[idx]
|
||||
idx++
|
||||
// 判断触发器匹配
|
||||
if e.Trigger == trigger {
|
||||
e.Handler(ctx, next)
|
||||
if e.LifeType == e.LifeType {
|
||||
e.Duration--
|
||||
}
|
||||
} else {
|
||||
// 不匹配直接跳过
|
||||
next()
|
||||
}
|
||||
}
|
||||
next(0)
|
||||
|
||||
// 清理过期效果
|
||||
var alive []Effect
|
||||
for _, e := range m.effects {
|
||||
if e.Alive() {
|
||||
alive = append(alive, e)
|
||||
}
|
||||
}
|
||||
m.effects = alive
|
||||
next()
|
||||
container.Cleanup()
|
||||
}
|
||||
|
||||
// 回合 tick
|
||||
func (m *EffectManager) Tick() {
|
||||
for _, e := range m.effects {
|
||||
e.Tick()
|
||||
}
|
||||
}
|
||||
type EnumBaseEvent string
|
||||
|
||||
var BaseEvent = enum.New[struct {
|
||||
Attack EnumBaseEvent `enum:"attack"`
|
||||
Damage EnumBaseEvent `enum:"damage"`
|
||||
Heal EnumBaseEvent `enum:"heal"`
|
||||
Buff EnumBaseEvent `enum:"buff"`
|
||||
Turn EnumBaseEvent `enum:"turn"`
|
||||
Death EnumBaseEvent `enum:"death"`
|
||||
Skill EnumBaseEvent `enum:"skill"`
|
||||
}]()
|
||||
|
||||
// ================= HookPhase =================
|
||||
type EnumHookPhase string
|
||||
|
||||
var HookPhase = enum.New[struct {
|
||||
Before EnumHookPhase `enum:"before"`
|
||||
After EnumHookPhase `enum:"after"`
|
||||
}]()
|
||||
|
||||
Reference in New Issue
Block a user