```
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feat(fight): 添加效果工厂模式支持以解决闭包变量捕获问题

- 新增initskillFactory函数用于注册效果工厂
- 修改技能效果注册逻辑从直接实例化改为工厂模式
- 解决循环中闭包捕获变量导致的潜在问题

feat(fight): 实现对手输入获取逻辑优化回合处理

- 添加roundOpponentInput方法获取对手输入
- 重构enterturn方法中的先后手逻辑
- 确保攻击方和被攻击
This commit is contained in:
昔念
2026-04-12 22:44:13 +08:00
parent 82bb99d141
commit e1a994ba11
6 changed files with 87 additions and 8 deletions

View File

@@ -32,6 +32,7 @@ var EffectType = enum.New[struct {
}]()
var NodeM = make(map[int64]Effect, 0)
var NodeFactoryM = make(map[int64]func() Effect, 0)
func InitEffect(etype EnumEffectType, id int, t Effect) {
pr := EffectIDCombiner{}
@@ -41,6 +42,13 @@ func InitEffect(etype EnumEffectType, id int, t Effect) {
NodeM[pr.EffectID()] = t
}
func InitEffectFactory(etype EnumEffectType, id int, factory func() Effect) {
pr := EffectIDCombiner{}
pr.Combine(etype, 0, gconv.Uint16(id))
NodeFactoryM[pr.EffectID()] = factory
}
func GeteffectIDs(etype EnumEffectType) []uint32 {
var ret []uint32 = make([]uint32, 0)
@@ -60,6 +68,19 @@ func geteffect[T int | byte | uint16](etype EnumEffectType, id T) Effect {
pr := EffectIDCombiner{}
pr.Combine(etype, 0, gconv.Uint16(id))
if factory, ok := NodeFactoryM[pr.EffectID()]; ok {
eff := factory()
if eff == nil {
return nil
}
eff.ID(pr)
if etype == EffectType.Status {
eff.CanStack(true)
eff.Duration(grand.N(1, 2))
}
return eff
}
//todo 获取前GetEffect
ret, ok := NodeM[pr.EffectID()]
if ok {