refactor: 重构战斗系统为统一动作包结构
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@@ -1,26 +1,25 @@
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package effect
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import (
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"blazing/logic/service/fight/input"
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)
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import "blazing/logic/service/fight/input"
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// 501. g1. 最后一个死 (只要有队友没死, 则自己又恢复hp和pp)
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// TODO: 需要了解如何判断队友状态并恢复HP和PP
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type NewSel501 struct {
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NewSel0
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}
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// SwitchOut 在拥有者死亡离场时触发;若仍有存活队友,则把自己回满留作后续再上场。
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func (e *NewSel501) SwitchOut(in *input.Input) bool {
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//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
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if e.ID().GetCatchTime() != e.Ctx().Our.CurPet[0].Info.CatchTime {
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owner := e.SourceInput()
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if owner == nil || in != owner || !e.IsOwner() {
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return true
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}
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currentPet := owner.CurrentPet()
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if currentPet == nil || currentPet.Info.Hp > 0 || !owner.HasLivingTeammate() {
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return true
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}
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// TODO: 检查是否有队友还活着
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// 如果有队友活着,恢复自身HP和PP
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// e.Ctx().Our.Heal(e.Ctx().Our, nil, e.Ctx().Our.CurPet[0].GetMaxHP())
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// TODO: 恢复PP值的方法
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currentPet.Info.Hp = currentPet.Info.MaxHp
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owner.HealPP(-1)
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return true
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}
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