Files
bl/logic/service/fight/effect/effect_13.go
昔念 f95fd49efd
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```
feat(fight): 新增疲惫状态并优化睡眠状态机制

- 实现疲惫状态(StatusTired),仅限制攻击技能,允许属性技能正常使用
- 重构睡眠状态,改为在被攻击且未miss时立即解除,而非技能使用后
- 修复寄生种子效果触发时机,改为回合开始时触发
- 调整寄生效果的目标为技能施放者而非
2026-04-13 21:06:45 +08:00

42 lines
997 B
Go

package effect
import (
element "blazing/common/data/Element"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/gogf/gf/v2/util/gconv"
)
// Effect 13: {0}回合吸取对方最大体力的1/8(对草系无效)
type Effect13 struct {
node.EffectNode
Status info.EnumPetStatus // 要施加的状态类型
}
func init() {
input.InitEffect(input.EffectType.Skill, 13, &Effect13{})
}
// -----------------------------------------------------------
// 技能触发时调用
// -----------------------------------------------------------
func (e *Effect13) OnSkill() bool {
if gconv.Int(e.Ctx().Opp.CurPet[0].PetInfo.Type) == int(element.ElementTypeGrass) {
return true
}
// 获取状态效果
eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(info.PetStatus.DrainedHP))
if eff == nil {
return true
}
eff.Duration(e.EffectNode.SideEffectArgs[0])
e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
return true
}