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feat(fight): 添加战斗攻击值获取接口并实现战斗规则系统 添加 GetAttackValue 方法到 FightI 接口,用于获取战斗中的攻击值信息。 新增 RuleI 接口定义战斗规则契约,包括 SetArgs 和 Exec 方法。 重构战斗规则系统: - 创建 RuleBase 基类提供通用参数存储和基础方法 - 实现 17
154 lines
3.2 KiB
Go
154 lines
3.2 KiB
Go
package rule
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import (
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"blazing/logic/service/common"
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"blazing/logic/service/fight/input"
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"blazing/modules/player/model"
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)
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func init() {
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// 注册战斗规则300-316(注册逻辑不变)
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input.InitRule(300, &Rule300{})
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input.InitRule(301, &Rule301{})
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input.InitRule(302, &Rule302{})
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input.InitRule(303, &Rule303{})
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input.InitRule(304, &Rule304{})
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input.InitRule(305, &Rule305{})
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input.InitRule(306, &Rule306{})
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input.InitRule(307, &Rule307{})
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input.InitRule(308, &Rule308{})
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input.InitRule(309, &Rule309{})
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input.InitRule(310, &Rule310{})
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input.InitRule(311, &Rule311{})
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input.InitRule(312, &Rule312{})
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input.InitRule(313, &Rule313{})
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input.InitRule(314, &Rule314{})
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input.InitRule(315, &Rule315{})
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input.InitRule(316, &Rule316{})
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}
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// RuleBase 规则基类:包含通用参数存储和基础方法
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type RuleBase struct {
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args []int // 通用参数存储,替代各个子类的 params
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}
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// Exec 基类默认执行方法(子类可重写)
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func (r *RuleBase) Exec(f common.FightI, t *model.FightOverInfo) bool {
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return true
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}
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// SetArgs 基类参数设置方法(所有子类继承使用)
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func (r *RuleBase) SetArgs(param ...int) {
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r.args = param
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}
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// ------------------------------
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// 所有具体规则都嵌入 RuleBase 实现继承
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// 移除所有 params 字段,统一使用父类的 args
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// ------------------------------
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// Rule300 致命一击击败后获取奖励
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type Rule300 struct {
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RuleBase // 嵌入基类,继承 args、SetArgs、Exec
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}
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func (r *Rule300) Exec(f common.FightI, t *model.FightOverInfo) bool {
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if t.WinnerId == f.Ownerid() { //获胜
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if f.GetAttackValue(false).IsCritical != 0 {
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return true
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}
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}
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return false
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}
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// Rule301 n回合内击败获取奖励
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type Rule301 struct {
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RuleBase // 继承基类的所有属性和方法
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}
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func (r *Rule301) Exec(f common.FightI, t *model.FightOverInfo) bool {
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if t.WinnerId == f.Ownerid() { //获胜
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if f.GetOverInfo().Round < uint32(r.args[0]) {
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return true
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}
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}
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return false
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}
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// Rule302 n回合后击败获取奖励
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type Rule302 struct {
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RuleBase
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}
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// Rule303 使用xx技能击败(攻击致死)获取奖励
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type Rule303 struct {
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RuleBase
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}
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// Rule304 使用xx技能后(属性技能)击败获取奖励
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type Rule304 struct {
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RuleBase
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}
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// Rule305 满血击败后获取奖励
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type Rule305 struct {
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RuleBase
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}
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// Rule306 对方在xx异常状态下击败后获取奖励
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type Rule306 struct {
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RuleBase
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}
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// Rule307 满足特定属性强化下击败后获取奖励
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type Rule307 struct {
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RuleBase
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}
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// Rule308 战斗中超过n伤害获取奖励
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type Rule308 struct {
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RuleBase
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}
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// Rule309 战斗持续n回合后获取奖励
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type Rule309 struct {
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RuleBase
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}
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// Rule310 不使用xx药剂击败获取奖励
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type Rule310 struct {
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RuleBase
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}
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// Rule311 偶数回合击败后获取奖励
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type Rule311 struct {
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RuleBase
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}
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// Rule312 奇数回合击败后获取奖励
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type Rule312 struct {
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RuleBase
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}
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// Rule313 特定回合击败后获取奖励
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type Rule313 struct {
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RuleBase
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}
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// Rule314 自身处于xx状态击败后获取奖励
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type Rule314 struct {
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RuleBase
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}
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// Rule315 自身不大于1/n血量击败
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type Rule315 struct {
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RuleBase
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}
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// Rule316 在自身所有技能都进入PP耗尽状态的情况下获胜获取精灵
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type Rule316 struct {
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RuleBase
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}
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