新增 PetStatus.DrainedHP 状态用于处理寄生种子等吸血效果, 重构 Effect96 与 DrainHP、DrainedHP 类型及相关接口方法。 统一将部分状态伤害逻辑移至 DrainHP 基类中,并修复睡眠状态
96 lines
2.6 KiB
Go
96 lines
2.6 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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"github.com/shopspring/decimal"
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)
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// 施加一个基类effect
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type EffectStatus struct {
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node.EffectNode
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Status info.EnumBattleStatus
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}
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type StatusNotSkill struct {
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EffectStatus
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}
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// 不能出手
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func (e *StatusNotSkill) Skill_Hit_Pre(ctx input.Ctx) bool {
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return false
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}
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type StatusSleep struct { //睡眠不能出手 ,这个挂载到对面来实现对方攻击后解除睡眠效果
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StatusNotSkill
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}
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func (e *StatusSleep) Skill_Use(ctx input.Ctx) bool {
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if ctx.SkillEntity.Category() != info.Category.STATUS {
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t := e.Input.GetEffect(input.EffectType.Status, int(info.PetStatus.Sleep))
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if t != nil {
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t.Alive(false)
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}
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}
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return true
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}
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// 扣血类
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type DrainHP struct {
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EffectStatus
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damage decimal.Decimal
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}
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func (e *DrainHP) Skill_Hit_Pre(input input.Ctx) bool {
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e.damage = decimal.NewFromUint64(uint64(e.Input.CurrentPet.Info.MaxHp)).
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Div(decimal.NewFromInt(8))
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input.DamageZone = &info.DamageZone{
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Type: info.DamageType.True, //状态类扣除无法被减伤
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Damage: e.damage,
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}
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e.Input.Damage(input)
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return true
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}
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// 被寄生种子 扣血类
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type DrainedHP struct {
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DrainHP
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}
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func (e *DrainedHP) Skill_Hit_Pre(input input.Ctx) bool {
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e.DrainHP.Skill_Hit_Pre(input) //先调用父类扣血
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//TODO 寄生种子 给对面回血,待实现回血buff
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//这个回血不属于任何类型,所以不会被阻止回血
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input.Heal(nil, e.damage)
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// input.CurrentPet.Info.Hp = -e.Input.CurrentPet.Info.MaxHp / 8
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return true
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}
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func init() {
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//麻痹,疲惫,害怕,石化,都是无法行动
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tt := func(t info.EnumBattleStatus, f *StatusNotSkill) {
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f.Status = t
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input.InitEffect(input.EffectType.Status, int(t), f)
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}
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input.InitEffect(input.EffectType.Status, int(info.PetStatus.DrainHP), &DrainedHP{}) //寄生种子
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input.InitEffect(input.EffectType.Status, int(info.PetStatus.Poisoned), &DrainHP{}) //中毒
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input.InitEffect(input.EffectType.Status, int(info.PetStatus.Frozen), &DrainHP{}) //冻伤
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input.InitEffect(input.EffectType.Status, int(info.PetStatus.Burned), &DrainHP{}) //烧伤
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tt(info.PetStatus.Paralysis, &StatusNotSkill{}) //麻痹
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tt(info.PetStatus.Tired, &StatusNotSkill{}) //疲惫
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tt(info.PetStatus.Fear, &StatusNotSkill{}) //害怕
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tt(info.PetStatus.Petrified, &StatusNotSkill{}) //石化
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input.InitEffect(input.EffectType.Status, 8, &StatusSleep{}) //睡眠
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}
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