package effect import ( "blazing/logic/service/fight/action" "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" "github.com/gogf/gf/v2/util/gconv" "github.com/shopspring/decimal" ) type BaseSataus struct { node.EffectNode Status info.EnumPetStatus } // /重写切换事件 func (e *BaseSataus) Switch(in *input.Input, _ info.AttackValue, _ *info.BattlePetEntity) bool { //状态如果是我方切换,那么就消除掉状态效果 if in == e.Ctx().Our { //下场,执行消回合效果 // e.ctx.Our.CancelAll() ///我放下场 e.Alive(false) } return true } type StatusNotSkill struct { BaseSataus } // 不能出手 func (e *StatusNotSkill) Skill_Hit_Pre(a, b *action.SelectSkillAction) bool { return false } type StatusSleep struct { //睡眠不能出手 ,这个挂载到对面来实现对方攻击后解除睡眠效果 StatusNotSkill can bool } func (e *StatusSleep) Skill_Hit_Pre(a, b *action.SelectSkillAction) bool { e.can = true return e.StatusNotSkill.Skill_Hit_Pre(a, b) } func (e *StatusSleep) Skill_Use_ex() bool { if !e.can { return true } if e.Ctx().SkillEntity == nil { return true } if e.Ctx().Category() != info.Category.STATUS { e.Alive(false) } return true } // 扣血类 type DrainHP struct { BaseSataus damage decimal.Decimal } func (e *DrainHP) Skill_Hit_Pre(a, b *action.SelectSkillAction) bool { e.damage = decimal.NewFromUint64(uint64(e.Ctx().Our.CurrentPet.Info.MaxHp)). Div(decimal.NewFromInt(8)) e.Ctx().Our.Damage(e.Input, &info.DamageZone{ Type: info.DamageType.True, Damage: e.damage, }) return true } // 被寄生种子 扣血类 type DrainedHP struct { DrainHP } func (e *DrainedHP) Skill_Hit_Pre(a, b *action.SelectSkillAction) bool { if gconv.Int(e.Ctx().Our.CurrentPet.Type) == 1 { return true } e.DrainHP.Skill_Hit_Pre(a, b) //先调用父类扣血 //TODO 寄生种子 给对面回血,待实现回血buff //这个回血不属于任何类型,所以不会被阻止回血 e.Ctx().Opp.Heal(e.Ctx().Our, nil, e.damage) // input.CurrentPet.Info.Hp = -e.Input.CurrentPet.Info.MaxHp / 8 return true } func init() { //麻痹,疲惫,害怕,石化,都是无法行动 tt := func(t info.EnumPetStatus, f *StatusNotSkill) { f.Status = t input.InitEffect(input.EffectType.Status, int(t), f) } input.InitEffect(input.EffectType.Status, int(info.PetStatus.DrainedHP), &DrainedHP{}) //寄生种子 input.InitEffect(input.EffectType.Status, int(info.PetStatus.Poisoned), &DrainHP{}) //中毒 input.InitEffect(input.EffectType.Status, int(info.PetStatus.Frozen), &DrainHP{}) //冻伤 input.InitEffect(input.EffectType.Status, int(info.PetStatus.Burned), &DrainHP{}) //烧伤 tt(info.PetStatus.Paralysis, &StatusNotSkill{}) //麻痹 tt(info.PetStatus.Tired, &StatusNotSkill{}) //疲惫 tt(info.PetStatus.Fear, &StatusNotSkill{}) //害怕 tt(info.PetStatus.Petrified, &StatusNotSkill{}) //石化 input.InitEffect(input.EffectType.Status, 8, &StatusSleep{}) //睡眠 }