93 lines
2.0 KiB
Go
93 lines
2.0 KiB
Go
package node
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import (
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"blazing/logic/service/fight/info"
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"context"
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)
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// 检查,激活,延后
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// /基础节点
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type EffectNode struct {
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//Turn int // 当前回合数 ,回合数其实从战斗的上下文中获取
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//本质上ctx还要传入战斗双方数据来判断是否是本精灵切换
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ctx context.Context //节点上下文
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duration int // 默认为-1 持续回合/次(0 = 即时生效,>0 = 回合数 ,负数是永久) 次数相当于重写回合
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stacks int // 当前层数
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paramSize int
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maxStack int // 最大叠加层数 ,正常都是不允许叠加的,除了衰弱特殊效果 ,异常和能力的叠层
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SideEffectArgs []int // 附加效果参数
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Success bool // 是否执行成功 成功XXX,失败XXX
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}
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func (this *EffectNode) ID() int {
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return 0
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}
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func (this *EffectNode) Stack(t int) int {
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if t != 0 {
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this.stacks = t
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}
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return this.stacks
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}
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func (this *EffectNode) MaxStack() int {
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return this.maxStack
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}
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func (this *EffectNode) Duration(t int) int {
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return this.duration
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}
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func (this *EffectNode) SetArgs(args []int) {
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this.SideEffectArgs = args
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}
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func (this *EffectNode) ParamSize(t int) int {
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if t != 0 {
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this.paramSize = t
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}
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return this.paramSize
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}
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func (this *EffectNode) GetSkill() *info.BattleSkillEntity {
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pet, ok := this.ctx.Value(info.BattleSkillEntityCtx).(*info.BattleSkillEntity)
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if !ok { //effect不一定来自技能,也有特性 能量珠 boss effect
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return nil
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}
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return pet
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}
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// 获取对方精灵
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func (this *EffectNode) GetBattle() *info.BattleContainer1V1 {
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pet, _ := this.ctx.Value(info.BattleContainerCtx).(*info.BattleContainer1V1)
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return pet
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}
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// 获取自身精灵
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func (this *EffectNode) GetOwnerPet() *info.BattlePetEntity {
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pet, _ := this.ctx.Value(info.Pet_O_Ctx).(*info.BattlePetEntity)
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return pet
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}
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func (this *EffectNode) GetTargetPet() *info.BattlePetEntity {
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pet, _ := this.ctx.Value(info.Pet_T_Ctx).(*info.BattlePetEntity)
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return pet
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}
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