refactor(fight): 重构战斗节点模块并添加效果管理
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@@ -1,24 +1,25 @@
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package node
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import "context"
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import (
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"context"
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)
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type Effect interface {
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OnBattleStart() bool
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OnBattleEnd() bool
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BeforeEffect() bool
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AfterEffect() bool
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OnSwitch() bool
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OnTurnStart() bool
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OnBattleStart() func()
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OnBattleEnd() func()
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OnActive() func()
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OnSwitch() func()
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OnTurnStart() func()
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Duration(int) int
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ID() int
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Stack(int) int
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MaxStack() int
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OnBeforeAddMark() bool
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OnAnyMarkAdded() bool
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Duration(int) int
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}
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///基础节点
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// 检查,激活,延后
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// /基础节点
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type Node struct {
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//Turn int // 当前回合数 ,回合数其实从战斗的上下文中获取
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//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
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@@ -43,7 +44,7 @@ func (this *Node) ID() int {
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return 0
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}
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func (this *Node) Stacks(t int) int {
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func (this *Node) Stack(t int) int {
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if t != 0 {
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this.stacks = t
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}
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@@ -51,7 +52,7 @@ func (this *Node) Stacks(t int) int {
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return this.stacks
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}
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func (this *Node) MaxStacks() int {
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func (this *Node) MaxStack() int {
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return this.maxStack
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@@ -61,36 +62,3 @@ func (this *Node) Duration(t int) int {
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return this.duration
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}
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//返回false阻止继续运行
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//回合开始
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func (this *Node) OnBattleStart() bool {
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return true
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}
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//回合结束
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func (this *Node) OnBattleEnd() bool {
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return true
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}
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//技能效果前
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func (this *Node) BeforeEffect() bool {
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return true
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}
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//技能效果前
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func (this *Node) AfterEffect() bool {
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return true
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}
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//精灵切换时
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func (this *Node) OnSwitch() bool {
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return true
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}
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