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bl/logic/service/fight/effect/effect_104_109.go

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// -----------------------------------------------------------
// n回合内每次直接攻击都有m%几率附带衰弱效果
// -----------------------------------------------------------
type Effect104 struct {
node.EffectNode
Status info.EnumPetStatus // 要施加的状态类型
can bool
}
// 工厂函数
func newEffectStatusn(status info.EnumPetStatus) *Effect104 {
return &Effect104{
Status: status,
}
}
func init() {
// 批量注册状态类技能
registerStatusEffectsn()
}
func registerStatusEffectsn() {
statusList := map[int]info.EnumPetStatus{
104: info.PetStatus.Weakened,
109: info.PetStatus.Frozen,
}
for id, status := range statusList {
input.InitEffect(input.EffectType.Skill, id, newEffectStatusn(status))
}
}
// 默认添加回合
func (e *Effect104) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
}
// -----------------------------------------------------------
// 技能触发时调用
// -----------------------------------------------------------
func (e *Effect104) OnSkill() bool {
if !e.Hit() {
return true
}
if !e.can {
e.can = true
return true
}
// n% 触发概率(默认 SideEffectArgs[0]
chance := e.EffectNode.SideEffectArgs[1]
success, _, _ := e.Input.Player.Roll(chance, 100)
if !success {
return true
}
// 持续回合
duration := int(e.Input.FightC.GetRand().Int31n(2)) // 默认随机 2~3 回合
duration++
// 获取状态效果
eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Status))
if eff == nil {
return true
}
e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
return true
}