63 lines
1.8 KiB
Go
63 lines
1.8 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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)
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// -----------------------------------------------------------
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// 通用效果:n回合内,指定类型的攻击对自身必定miss
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// -----------------------------------------------------------
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type EffectAttackMiss struct {
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RoundEffectSideArg0Minus1CanStackBase
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targetCategory info.EnumCategory // 差异化:目标攻击类型(物理/特殊等)
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can bool
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}
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// 工厂函数:创建"指定攻击类型必定miss"效果实例
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func newEffectAttackMiss(category info.EnumCategory) *EffectAttackMiss {
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return &EffectAttackMiss{
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targetCategory: category,
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}
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}
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// 初始化:批量注册所有"攻击类型必定miss"类效果
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func init() {
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registerAttackMissEffects()
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}
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// 批量注册:绑定效果ID与对应的目标攻击类型
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func registerAttackMissEffects() {
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// 效果ID与目标攻击类型的映射
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categoryMap := map[int]info.EnumCategory{
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78: info.Category.PHYSICAL, // Effect78:物理攻击必定miss
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86: info.Category.STATUS, // Effect86:状态攻击必定miss
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106: info.Category.SPECIAL, // Effect106:特殊攻击必定miss
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}
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// 循环注册所有效果
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for effectID, category := range categoryMap {
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input.InitEffect(input.EffectType.Skill, effectID, newEffectAttackMiss(category))
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}
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}
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// -----------------------------------------------------------
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// 核心逻辑:技能命中时,若为目标攻击类型则强制miss
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// -----------------------------------------------------------
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func (e *EffectAttackMiss) SkillHit_ex() bool {
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// 技能为空时不处理
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skill := e.Ctx().SkillEntity
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if skill == nil {
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return true
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}
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// 若攻击类型匹配目标类型,则强制miss(设置AttackTime=0)
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if skill.Category() == e.targetCategory {
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skill.SetMiss()
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}
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return true
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}
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