Files
bl/logic/service/fight/effect/sterStatusEffects.go
昔念 99ef152434
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```
refactor(fight): 统一技能执行方法命名并修复战斗逻辑错误

- 将多个boss技能结构体中的OnSkill()方法重命名为Skill_Use()以保持一致性
- 修改fightc.go中的战斗回合逻辑,修复attacker和defender的执行顺序错误
- 将Effect126的TurnStart方法改为Skill_Use方法并返回bool值
- 为Effect499添加缺失的方法实现
- 移除effect_124_126.go中未
2026-03-09 17:42:52 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// -----------------------------------------------------------
// 通用状态效果(例如 麻痹 / 中毒 / 疲惫 / 混乱 等)
// -----------------------------------------------------------
type Effect10 struct {
node.EffectNode
Status info.EnumPetStatus // 要施加的状态类型
}
// 工厂函数
func newEffectStatus(status info.EnumPetStatus) *Effect10 {
return &Effect10{
Status: status,
}
}
func init() {
// 批量注册状态类技能
registerStatusEffects()
}
func registerStatusEffects() {
statusList := map[int]info.EnumPetStatus{
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,
103: info.PetStatus.Weakened,
114: info.PetStatus.Flammable,
}
for id, status := range statusList {
input.InitEffect(input.EffectType.Skill, id, newEffectStatus(status))
}
}
// -----------------------------------------------------------
// 技能触发时调用
// -----------------------------------------------------------
func (e *Effect10) Skill_Use() bool {
// 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
}
// 持续回合
// 获取状态效果
eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Status))
if eff == nil {
return true
}
if len(e.EffectNode.SideEffectArgs) > 1 {
// 持续回合
eff.Duration(e.EffectNode.SideEffectArgs[1])
}
e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
return true
}