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
This commit is contained in:
2025-11-03 19:31:17 +08:00
parent 88f4fa7c8f
commit e8776d9884
2 changed files with 50 additions and 64 deletions

View File

@@ -4,82 +4,68 @@ import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"math/rand"
)
// -----------------------------------------------------------
// 通用状态效果(例如 麻痹 / 中毒 / 疲惫 / 混乱 等)
// -----------------------------------------------------------
type Effect10 struct {
node.EffectNode
Status info.EnumBattleStatus // 要施加的状态类型
Status info.EnumBattleStatus
}
// 工厂函数
func newEffectStatus(status info.EnumBattleStatus) *Effect10 {
return &Effect10{
Status: status,
func newp(t1 info.EnumBattleStatus) *Effect10 {
t := &Effect10{
Status: t1,
}
return t
}
func init() {
// 批量注册状态类技能
registerStatusEffects()
}
//n%令对方麻痹
func registerStatusEffects() {
statusList := map[int]info.EnumBattleStatus{
10: info.PetStatus.Paralysis,
11: info.PetStatus.Poisoned,
12: info.PetStatus.Burned,
14: info.PetStatus.Frozen,
15: info.PetStatus.Fear,
16: info.PetStatus.Sleep,
22: info.PetStatus.Tired,
94: info.PetStatus.Petrified,
99: info.PetStatus.Confused,
114: info.PetStatus.Flammable,
}
input.InitEffect(input.EffectType.Skill, 10, newp(info.PetStatus.Paralysis))
for id, status := range statusList {
input.InitEffect(input.EffectType.Skill, id, newEffectStatus(status))
}
// n%令对方中毒
input.InitEffect(input.EffectType.Skill, 11, newp(info.PetStatus.Poisoned))
//n%令对方烧伤
input.InitEffect(input.EffectType.Skill, 12, newp(info.PetStatus.Burned))
//n回合吸取对方最大体力的1/8(草系无效)
//n%令对方冻伤
input.InitEffect(input.EffectType.Skill, 14, newp(info.PetStatus.Frozen))
//n%令对方害怕
input.InitEffect(input.EffectType.Skill, 15, newp(info.PetStatus.Fear))
//n%令对手睡眠
input.InitEffect(input.EffectType.Skill, 16, newp(info.PetStatus.Sleep))
//n%令对方石化
input.InitEffect(input.EffectType.Skill, 94, newp(info.PetStatus.Petrified))
//n%几率令对手混乱
input.InitEffect(input.EffectType.Skill, 99, newp(info.PetStatus.Confused))
//n%几率令对方易燃
input.InitEffect(input.EffectType.Skill, 114, newp(info.PetStatus.Flammable))
}
func (e *Effect10) OnSkill(ctx input.Ctx) bool {
t, _, _ := e.Input.Player.Roll(e.EffectNode.SideEffectArgs[0], 100)
if t {
// -----------------------------------------------------------
// 技能触发时调用
// -----------------------------------------------------------
func (e *EffectStatus) OnSkill(ctx input.Ctx) bool {
if !e.Hit() {
return true
}
t1 := e.Input.FightC.GetRand().Int31n(3)
// n% 触发概率(默认 SideEffectArgs[0]
chance := e.EffectNode.SideEffectArgs[0]
success, _, _ := e.Input.Player.Roll(chance, 100)
if !success {
return true
}
var duration int
if len(e.EffectNode.SideEffectArgs) > 1 {
// 持续回合
duration = e.EffectNode.SideEffectArgs[1]
}
// 持续回合
eff := input.Geteffect(input.EffectType.Status, int(e.Status))
if eff != nil {
eff.Duration(int(t1))
if duration == 0 {
duration = int(rand.Int31n(3) + 10) // 默认随机 1~3 回合
}
ctx.AddEffect(eff)
}
// 获取状态效果
eff := input.Geteffect(input.EffectType.Status, int(e.Status))
if eff == nil {
return true
}
eff.Duration(duration)
ctx.AddEffect(eff)
return true
}
func (e *Effect10) OnMiss(opp *input.Input, skill *info.SkillEntity) {
}

View File

@@ -286,12 +286,12 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, a *action.S
})
attacker.DamageZone.Damage = attacker.CalculatePower(defender, a.SkillEntity)
//睡眠受击消除
// if a.SkillEntity.Category() != info.Category.STATUS {
// t := defender.GetEffect(input.EffectType.Status, int(info.PetStatus.Sleep))
// if t != nil {
// t.NotALive()
// }
// }
if a.SkillEntity.Category() != info.Category.STATUS {
t := defender.GetEffect(input.EffectType.Status, int(info.PetStatus.Sleep))
if t != nil {
t.NotALive()
}
}
if attacker.AttackValue.IsCritical == 1 {
//暴击破防