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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
82 lines
1.8 KiB
Go
82 lines
1.8 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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)
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// -----------------------------------------------------------
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// 通用状态效果(例如 麻痹 / 中毒 / 疲惫 / 混乱 等)
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// -----------------------------------------------------------
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type Effect10 struct {
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node.EffectNode
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Status info.EnumPetStatus // 要施加的状态类型
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}
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// 工厂函数
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func newEffectStatus(status info.EnumPetStatus) *Effect10 {
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return &Effect10{
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Status: status,
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}
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}
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func init() {
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// 批量注册状态类技能
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registerStatusEffects()
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}
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func registerStatusEffects() {
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statusList := map[int]info.EnumPetStatus{
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10: info.PetStatus.Paralysis,
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11: info.PetStatus.Poisoned,
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12: info.PetStatus.Burned,
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14: info.PetStatus.Frozen,
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15: info.PetStatus.Fear,
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16: info.PetStatus.Sleep,
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22: info.PetStatus.Tired,
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94: info.PetStatus.Petrified,
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99: info.PetStatus.Confused,
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103: info.PetStatus.Weakened,
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114: info.PetStatus.Flammable,
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}
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for id, status := range statusList {
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input.InitEffect(input.EffectType.Skill, id, newEffectStatus(status))
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}
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}
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// -----------------------------------------------------------
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// 技能触发时调用
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// -----------------------------------------------------------
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func (e *Effect10) Skill_Use() bool {
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// n% 触发概率(默认 SideEffectArgs[0])
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chance := e.EffectNode.SideEffectArgs[0]
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success, _, _ := e.Input.Player.Roll(chance, 100)
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if !success {
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return true
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}
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// 持续回合
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// 获取状态效果
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eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Status))
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if eff == nil {
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return true
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}
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if len(e.EffectNode.SideEffectArgs) > 1 {
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// 持续回合
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eff.Duration(e.EffectNode.SideEffectArgs[1])
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}
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e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
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return true
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}
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