refactor(effect): 更新状态枚举类型为 EnumPetStatus 将多个技能效果文件中的 EnumBattleStatus 类型统一更新为 EnumPetStatus, 以更准确地反映其用途。同时修改了相关函数签名和变量声明。 此外,清理了部分注释格式,并补充了关于被动效果不能被免疫的说明。 ```
125 lines
3.2 KiB
Go
125 lines
3.2 KiB
Go
package effect
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import (
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"blazing/logic/service/fight/action"
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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/gogf/gf/v2/util/gconv"
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"github.com/shopspring/decimal"
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)
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type BaseSataus struct {
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node.EffectNode
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Status info.EnumPetStatus
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}
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// /重写切换事件
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func (e *BaseSataus) Switch(*input.Input, info.AttackValue, *info.BattlePetEntity) bool {
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//状态如果是我方切换,那么就消除掉状态效果
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if e.Input == e.Ctx().Our {
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//下场,执行消回合效果
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// e.ctx.Our.CancelAll()
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///我放下场
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e.Alive(false)
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}
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return true
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}
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type StatusNotSkill struct {
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BaseSataus
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}
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// 不能出手
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func (e *StatusNotSkill) Skill_Hit_Pre(a, b *action.SelectSkillAction) 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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can bool
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}
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func (e *StatusSleep) Skill_Hit_Pre(a, b *action.SelectSkillAction) bool {
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e.can = true
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return e.StatusNotSkill.Skill_Hit_Pre(a, b)
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}
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func (e *StatusSleep) Skill_Use_ex() bool {
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if !e.can {
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return true
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}
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().Category() != info.Category.STATUS {
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e.Alive(false)
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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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BaseSataus
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damage decimal.Decimal
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}
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func (e *DrainHP) Skill_Hit_Pre(a, b *action.SelectSkillAction) bool {
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e.damage = decimal.NewFromUint64(uint64(e.Ctx().Our.CurrentPet.Info.MaxHp)).
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Div(decimal.NewFromInt(8))
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e.Ctx().Our.Damage(e.Input, &info.DamageZone{
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Type: info.DamageType.True,
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Damage: e.damage,
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})
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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(a, b *action.SelectSkillAction) bool {
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if gconv.Int(e.Input.CurrentPet.Type) == 1 {
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return true
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}
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e.DrainHP.Skill_Hit_Pre(a, b) //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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e.Ctx().Opp.Heal(e.Ctx().Our, 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.EnumPetStatus, 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.DrainedHP), &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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