feat(fight): 添加新效果类型574并优化现有战斗逻辑 - 重命名NewSel409结构体的Action_end_ex方法为Skill_Use_ex - 将effect/523中HP检查改为Alive()方法调用 - 修复selfkill效果中的代码格式问题 - 新增效果类型574:消耗自身全部体力使下次技能必定先手、命中且暴击 - 实现Effect574的ComparePre和ActionStart方法处理先手、命中和暴击逻辑 ```
44 lines
1.0 KiB
Go
44 lines
1.0 KiB
Go
package effect
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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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"github.com/gogf/gf/v2/util/grand"
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)
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// {
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// "id": 549,
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// "argsNum": 1,
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// "info": "使对手随机进入烧伤、冻伤、中毒、害怕、疲惫、麻痹其中{0}种异常状态"
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// },
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type Effect549 struct {
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node.EffectNode
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}
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func (e *Effect549) OnSkill() bool {
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numStates := int(e.Args()[0].IntPart())
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// 定义可能的异常状态
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possibleStatuses := []info.EnumPetStatus{
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info.PetStatus.Burned,
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info.PetStatus.Frozen,
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info.PetStatus.Poisoned,
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info.PetStatus.Fear,
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info.PetStatus.Tired,
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info.PetStatus.Paralysis,
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}
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for i := 0; i < numStates; i++ {
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selectedStatuses := possibleStatuses[grand.Intn(len(possibleStatuses))]
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e.Ctx().Opp.AddEffect(e.Ctx().Our, e.Ctx().Our.InitEffect(input.EffectType.Status, int(selectedStatuses)))
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}
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 549, &Effect549{})
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}
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