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bl/logic/service/fight/effect/effect_EffectConditionalAddDamage.go
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chore: update fight logic and effect implementations
2026-04-05 02:25:44 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// -----------------------------------------------------------
// 通用效果满足特定条件时附加n点固定伤害
// -----------------------------------------------------------
// 条件回调函数判断对方是否满足触发条件返回true则触发伤害
type conditionFunc func(e *EffectConditionalAddDamage) bool
// 全局映射关联效果ID与对应的条件函数
var conditionMap = make(map[int]conditionFunc)
type EffectConditionalAddDamage struct {
node.EffectNode // 仅继承基础效果节点,不嵌入条件函数
}
// 工厂函数:创建"条件附加伤害"效果实例(无需传入函数)
func newEffectConditionalAddDamage() *EffectConditionalAddDamage {
return &EffectConditionalAddDamage{}
}
// 初始化:批量注册所有"条件附加伤害"类效果
func init() {
registerConditionalAddDamageEffects()
}
// 批量注册绑定效果ID与对应的条件函数可扩展
func registerConditionalAddDamageEffects() {
// 效果ID与条件函数的映射
effectMap := map[int]conditionFunc{
// 130: conditionIsTypeX, // 对方是X属性时
133: conditionIsBurned, // 对方烧伤时
141: conditionIsFrozen, // 对方冻伤时
162: conditionIsAbnormal, // 对方处于任意异常状态时
167: conditionPropDown, // 对方处于能力下降状态时
}
// 注册到全局映射,并初始化效果
for effectID, cond := range effectMap {
conditionMap[effectID] = cond
input.InitEffect(input.EffectType.Skill, effectID, newEffectConditionalAddDamage())
}
}
// -----------------------------------------------------------
// 核心共性逻辑:命中且满足条件时,附加固定伤害
// -----------------------------------------------------------
func (e *EffectConditionalAddDamage) OnSkill() bool {
// 1. 命中判定失败,不触发
// 2. 获取当前效果ID对应的条件函数
cond, ok := conditionMap[int(e.ID().Suffix())]
if !ok {
return true // 无对应条件函数,不触发
}
// 3. 检查是否满足触发条件
if !cond(e) {
return true
}
e.TargetInput().Damage(e.CarrierInput(), &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Args()[0],
})
return true
}
// -----------------------------------------------------------
// 差异化条件函数的实现(对应不同效果的判断逻辑)
// -----------------------------------------------------------
// conditionIsBurned判断对方是否处于烧伤状态
func conditionIsBurned(e *EffectConditionalAddDamage) bool {
return e.OpponentInput().StatEffect_Exist(info.PetStatus.Burned)
}
// conditionIsFrozen判断对方是否处于冻伤状态
func conditionIsFrozen(e *EffectConditionalAddDamage) bool {
return e.OpponentInput().StatEffect_Exist(info.PetStatus.Frozen)
}
// conditionIsTypeX判断对方是否为X属性对方为X性则附加n点伤害
func conditionIsTypeX(e *EffectConditionalAddDamage) bool {
// 示例假设Args[0]为目标属性值,判断对方属性是否匹配
return e.OpponentInput().CurPet[0].Info.Gender == int(e.Args()[0].IntPart())
}
// conditionIsAbnormal判断对方是否处于任意异常状态
func conditionIsAbnormal(e *EffectConditionalAddDamage) bool {
return e.OpponentInput().StatEffect_Exist_all()
}
// conditionPropDown判断对方是否处于能力下降状态
func conditionPropDown(e *EffectConditionalAddDamage) bool {
return e.OpponentInput().HasPropSub()
}