Files
bl/logic/service/fight/effect/sterStatusEffects.go
昔念 c4d0119129 ```
refactor(fight): 重构击败触发效果机制,优化代码结构

将 EffectDefeatTrigger 中的回调函数模式改为基于 effectID 的 switch-case 实现,
移除冗余的 defeatTriggerFunc 类型定义。统一通过 triggerByID 方法根据 ID 分发执行具体行为,
提高可维护性和扩展性。

同时更新 AddEffect 方法签名以支持传入主动方输入上下文,增强效果添加时的控制逻辑。
修复部分效果在添加状态时未正确传递施加者信息的问题。

此外,清理了部分注释和无用代码,使逻辑更清晰。
```
2025-11-14 03:21:00 +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,
//13: info.PetStatus.DrainedHP,
14: info.PetStatus.Frozen,
15: info.PetStatus.Fear,
16: info.PetStatus.Sleep,
22: info.PetStatus.Tired,
94: info.PetStatus.Petrified,
99: info.PetStatus.Confused,
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) OnSkill() bool {
if !e.Hit() {
return true
}
// 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
}
var duration int
if len(e.EffectNode.SideEffectArgs) > 1 {
// 持续回合
duration = e.EffectNode.SideEffectArgs[1]
}
// 持续回合
if duration == 0 {
duration = int(e.Input.FightC.GetRand().Int31n(2)) // 默认随机 2~3 回合
duration++
}
// 获取状态效果
eff := input.Geteffect(input.EffectType.Status, int(e.Status))
if eff == nil {
return true
}
eff.Duration(duration)
eff.SetArgs(e.Ctx().Our) //输入参数是对方
e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
return true
}