feat(fight): 重构状态效果处理器并激活睡眠状态清除逻辑
- 重构 Effect10 结构体及初始化逻辑,简化状态效果的注册方式 - 更新技能触发函数 OnSkill 实现,优化命中判定与持续回合计算 - 激活睡眠状态下受击清除效果的处理逻辑 - 移除未使用的 math/rand 包引用及冗余代码注释
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@@ -4,82 +4,68 @@ import (
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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"math/rand"
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)
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// -----------------------------------------------------------
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// 通用状态效果(例如 麻痹 / 中毒 / 疲惫 / 混乱 等)
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// -----------------------------------------------------------
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type Effect10 struct {
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node.EffectNode
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Status info.EnumBattleStatus // 要施加的状态类型
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Status info.EnumBattleStatus
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}
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// 工厂函数
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func newEffectStatus(status info.EnumBattleStatus) *Effect10 {
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return &Effect10{
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Status: status,
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func newp(t1 info.EnumBattleStatus) *Effect10 {
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t := &Effect10{
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Status: t1,
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}
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return t
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}
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func init() {
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// 批量注册状态类技能
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registerStatusEffects()
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}
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//n%令对方麻痹
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func registerStatusEffects() {
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statusList := map[int]info.EnumBattleStatus{
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10: info.PetStatus.Paralysis,
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11: info.PetStatus.Poisoned,
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12: info.PetStatus.Burned,
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14: info.PetStatus.Frozen,
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15: info.PetStatus.Fear,
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16: info.PetStatus.Sleep,
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22: info.PetStatus.Tired,
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94: info.PetStatus.Petrified,
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99: info.PetStatus.Confused,
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114: info.PetStatus.Flammable,
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}
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input.InitEffect(input.EffectType.Skill, 10, newp(info.PetStatus.Paralysis))
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for id, status := range statusList {
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input.InitEffect(input.EffectType.Skill, id, newEffectStatus(status))
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}
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// n%令对方中毒
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input.InitEffect(input.EffectType.Skill, 11, newp(info.PetStatus.Poisoned))
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//n%令对方烧伤
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input.InitEffect(input.EffectType.Skill, 12, newp(info.PetStatus.Burned))
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//n回合吸取对方最大体力的1/8(草系无效)
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//n%令对方冻伤
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input.InitEffect(input.EffectType.Skill, 14, newp(info.PetStatus.Frozen))
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//n%令对方害怕
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input.InitEffect(input.EffectType.Skill, 15, newp(info.PetStatus.Fear))
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//n%令对手睡眠
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input.InitEffect(input.EffectType.Skill, 16, newp(info.PetStatus.Sleep))
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//n%令对方石化
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input.InitEffect(input.EffectType.Skill, 94, newp(info.PetStatus.Petrified))
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//n%几率令对手混乱
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input.InitEffect(input.EffectType.Skill, 99, newp(info.PetStatus.Confused))
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//n%几率令对方易燃
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input.InitEffect(input.EffectType.Skill, 114, newp(info.PetStatus.Flammable))
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}
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func (e *Effect10) OnSkill(ctx input.Ctx) bool {
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t, _, _ := e.Input.Player.Roll(e.EffectNode.SideEffectArgs[0], 100)
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if t {
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// -----------------------------------------------------------
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// 技能触发时调用
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// -----------------------------------------------------------
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func (e *EffectStatus) OnSkill(ctx input.Ctx) bool {
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if !e.Hit() {
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return true
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}
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t1 := e.Input.FightC.GetRand().Int31n(3)
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// n% 触发概率(默认 SideEffectArgs[0])
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chance := e.EffectNode.SideEffectArgs[0]
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success, _, _ := e.Input.Player.Roll(chance, 100)
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if !success {
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return true
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}
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var duration int
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if len(e.EffectNode.SideEffectArgs) > 1 {
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// 持续回合
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duration = e.EffectNode.SideEffectArgs[1]
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}
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// 持续回合
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eff := input.Geteffect(input.EffectType.Status, int(e.Status))
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if eff != nil {
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eff.Duration(int(t1))
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if duration == 0 {
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duration = int(rand.Int31n(3) + 10) // 默认随机 1~3 回合
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}
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ctx.AddEffect(eff)
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}
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// 获取状态效果
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eff := input.Geteffect(input.EffectType.Status, int(e.Status))
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if eff == nil {
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return true
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}
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eff.Duration(duration)
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ctx.AddEffect(eff)
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return true
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}
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func (e *Effect10) OnMiss(opp *input.Input, skill *info.SkillEntity) {
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}
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@@ -286,12 +286,12 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, a *action.S
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})
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attacker.DamageZone.Damage = attacker.CalculatePower(defender, a.SkillEntity)
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//睡眠受击消除
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// if a.SkillEntity.Category() != info.Category.STATUS {
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// t := defender.GetEffect(input.EffectType.Status, int(info.PetStatus.Sleep))
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// if t != nil {
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// t.NotALive()
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// }
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// }
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if a.SkillEntity.Category() != info.Category.STATUS {
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t := defender.GetEffect(input.EffectType.Status, int(info.PetStatus.Sleep))
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if t != nil {
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t.NotALive()
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}
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}
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if attacker.AttackValue.IsCritical == 1 {
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//暴击破防
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