124 lines
3.2 KiB
Go
124 lines
3.2 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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// ---- 全局函数表自动管理 ----
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var statusFuncRegistry = newStatusFuncRegistry()
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type statusFuncRegistryType struct {
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funcs map[int]func(*input.Input, *input.Input) bool
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}
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func newStatusFuncRegistry() *statusFuncRegistryType {
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return &statusFuncRegistryType{funcs: make(map[int]func(*input.Input, *input.Input) bool)}
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}
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func (r *statusFuncRegistryType) Register(id int, f func(*input.Input, *input.Input) bool) {
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r.funcs[id] = f
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}
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func (r *statusFuncRegistryType) Get(id int) func(*input.Input, *input.Input) bool {
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return r.funcs[id]
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}
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// Effect 96: 对手处于烧伤状态时,威力翻倍
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type Effect96 struct {
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node.EffectNode
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StatusID int
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}
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func (e *Effect96) SkillHit() bool {
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if f := statusFuncRegistry.Get(e.StatusID); f != nil && f(e.Ctx().Our, e.Ctx().Opp) {
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e.Ctx().SkillEntity.XML.Power *= 2
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}
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return true
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}
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// ---- 注册所有效果 ----
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func init() {
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registerStatusFunc(2, func(i, o *input.Input) bool {
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return o.CurPet[0].Info.Hp < (o.CurPet[0].Info.MaxHp / 2)
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})
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registerStatusFunc(30, func(i, o *input.Input) bool {
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return !i.FightC.IsFirst(i.Player)
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})
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registerStatusFunc(40, func(i, o *input.Input) bool {
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return i.FightC.IsFirst(i.Player)
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})
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registerStatusFunc(64, func(i, o *input.Input) bool {
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if i.StatEffect_Exist(info.PetStatus.Burned) {
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return true
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}
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if i.StatEffect_Exist(info.PetStatus.Frozen) {
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return true
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}
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if i.StatEffect_Exist(info.PetStatus.Poisoned) {
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return true
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}
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return false
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})
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registerStatusFunc(96, func(i, o *input.Input) bool {
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return o.StatEffect_Exist(info.PetStatus.Burned)
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})
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registerStatusFunc(97, func(i, o *input.Input) bool {
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return o.StatEffect_Exist(info.PetStatus.Frozen)
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})
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registerStatusFunc(102, func(i, o *input.Input) bool {
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return o.StatEffect_Exist(info.PetStatus.Paralysis)
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})
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initskill(129, &Effect129{})
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registerStatusFunc(132, func(i, o *input.Input) bool {
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return i.CurPet[0].Info.Hp < o.CurPet[0].Info.Hp
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})
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registerStatusFunc(168, func(i, o *input.Input) bool {
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return o.StatEffect_Exist(info.PetStatus.Sleep)
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})
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registerStatusFunc(401, func(i, o *input.Input) bool {
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return i.CurPet[0].PetInfo.Type == o.CurPet[0].PetInfo.Type
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})
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registerStatusFunc(431, func(i, o *input.Input) bool {
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return o.HasPropSub()
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})
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initskill(609, &Effect609{})
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}
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// Effect 129: 对方为{0}则技能威力翻倍
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type Effect129 struct {
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node.EffectNode
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StatusID int
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}
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func (e *Effect129) SkillHit() bool {
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if e.Ctx().Opp.CurPet[0].Info.Gender != e.SideEffectArgs[0] {
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return true
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}
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e.Ctx().SkillEntity.XML.Power *= 2
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return true
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}
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// 小助手函数,让注册看起来更自然
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func registerStatusFunc(id int, fn func(*input.Input, *input.Input) bool) {
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statusFuncRegistry.Register(id, fn)
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input.InitEffect(input.EffectType.Skill, id, &Effect96{StatusID: id})
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}
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// Effect 609: 若对手{0},技能威力翻倍
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type Effect609 struct {
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node.EffectNode
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StatusID int
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}
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func (e *Effect609) SkillHit() bool {
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if e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(e.SideEffectArgs[0])) {
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return true
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}
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e.Ctx().SkillEntity.XML.Power *= 2
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return true
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}
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