Files
bl/logic/service/fight/effect/sterStatusEffects.go
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feat: 实现战斗效果逻辑和接口重构
2026-03-28 21:57:22 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// Effect 10: 命中后{0}%令对方麻痹
type Effect10 struct {
node.EffectNode
Status info.EnumPetStatus // 要施加的状态类型
}
// 工厂函数
func newEffectStatus(status info.EnumPetStatus) *Effect10 {
return &Effect10{
Status: status,
}
}
func init() {
// 批量注册状态类技能
registerStatusEffects()
}
func registerStatusEffects() {
statusList := []struct {
id int
status info.EnumPetStatus
}{
{id: 10, status: info.PetStatus.Paralysis},
{id: 11, status: info.PetStatus.Poisoned},
{id: 12, status: info.PetStatus.Burned},
{id: 14, status: info.PetStatus.Frozen},
{id: 15, status: info.PetStatus.Fear},
{id: 16, status: info.PetStatus.Sleep},
{id: 22, status: info.PetStatus.Tired},
{id: 94, status: info.PetStatus.Petrified},
{id: 99, status: info.PetStatus.Confused},
{id: 103, status: info.PetStatus.Weakened},
{id: 114, status: info.PetStatus.Flammable},
}
for _, item := range statusList {
input.InitEffect(input.EffectType.Skill, item.id, newEffectStatus(item.status))
}
}
// -----------------------------------------------------------
// 技能触发时调用
// -----------------------------------------------------------
func (e *Effect10) Skill_Use() bool {
// n% 触发概率(默认 SideEffectArgs[0]
chance := e.EffectNode.SideEffectArgs[0]
success, _, _ := e.Input.Player.Roll(chance, 100)
if !success {
return true
}
// 持续回合
// 获取状态效果
eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Status))
if eff == nil {
return true
}
if len(e.EffectNode.SideEffectArgs) > 1 {
// 持续回合
eff.Duration(e.EffectNode.SideEffectArgs[1])
}
e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
return true
}