示例#1
0
func main() {
	buildInEffect.RegBuiltInEffects()
	buildInChoosers.RegBuiltInChoosers()

	attackChooser := targetChoose.Create("ChooseByWeak")
	attackChooser.Config(1) //选择攻击范围里1个人

	//创建2个角色
	ch1 := character.NewCharacter("id1", "giveName1", "familyName1", nil)
	ch2 := character.NewCharacter("id2", "giveName2", "familyName2", nil)

	//设置基本属性
	ch1.SetAttr(attribute.NewAttribute(attribute.AGI, "敏捷", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.STR, "力量", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.INT, "智力", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.VIT, "体力", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.LUCK, "运气", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.AWARE, "感知", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.UNDERSTAND, "悟性", 10))

	warrior1 := battle.NewWarrior(ch1, nature.Physical, attackChooser, 12, 0, 200, 30, 200, 20, 12, 30)

	ch2.SetAttr(attribute.NewAttribute(attribute.AGI, "敏捷", 10))
	ch2.SetAttr(attribute.NewAttribute(attribute.STR, "力量", 10))
	ch2.SetAttr(attribute.NewAttribute(attribute.INT, "智力", 10))
	ch2.SetAttr(attribute.NewAttribute(attribute.VIT, "体力", 10))
	ch2.SetAttr(attribute.NewAttribute(attribute.LUCK, "运气", 10))
	ch2.SetAttr(attribute.NewAttribute(attribute.AWARE, "感知", 10))
	ch2.SetAttr(attribute.NewAttribute(attribute.UNDERSTAND, "悟性", 10))

	warrior2 := battle.NewWarrior(ch2, nature.Physical, attackChooser, 12, 0, 200, 30, 200, 20, 12, 30)

	//创建一个效果
	modifyEffect := effect.Create("AttributeModify")

	//配置该效果要修正的属性值
	modifyEffect.Config(attribute.STR, "力量", 20.0)
	//给角色2添加效果
	modifyEffect.PutOn(warrior1, warrior2)

	//检查属性
	if warrior2.GetAttr(attribute.STR).GetValue().Get() != 30 {
		panic(fmt.Sprintf("str must be 30,but now is %v", warrior2.GetAttr(attribute.STR).GetValue().Get()))
	}
	fmt.Printf("all attr is: %v \n", warrior2.GetAllAttr())
	fmt.Printf("warrior2 is: %v \n", warrior2)

	fmt.Printf("remove effect!---------- \n")
	//移除效果
	modifyEffect.Remove()

	//检查属性
	if warrior2.GetAttr(attribute.STR).GetValue().Get() != 10 {
		panic(fmt.Sprintf("str must be 10,but now is %v", warrior2.GetAttr(attribute.STR).GetValue().Get()))
	}
	fmt.Printf("all attr is: %v \n", warrior2.GetAllAttr())
	fmt.Printf("warrior2 is: %v \n", warrior2)

}
示例#2
0
func GetCharacter() *character.Character {
	seed_character++

	ch1 := character.NewCharacter("id"+strconv.FormatInt(int64(seed_character), 10), "giveName"+strconv.FormatInt(int64(seed_character), 10), "familyName"+strconv.FormatInt(int64(seed_character), 10), nil)
	//设置基本属性
	ch1.SetAttr(attribute.NewAttribute(attribute.AGI, "敏捷", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.STR, "力量", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.INT, "智力", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.VIT, "体力", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.LUCK, "运气", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.AWARE, "感知", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.UNDERSTAND, "悟性", 10))
	return ch1
}
func main() {
	builtIn.RegBuiltInEffects()
	buildInChoosers.RegBuiltInChoosers()
	//创建2个角色
	ch1 := character.NewCharacter("id1", "giveName1", "familyName1", nil)
	ch2 := character.NewCharacter("id2", "giveName2", "familyName2", nil)

	attackChooser := targetChoose.Create("ChooseByWeak")
	attackChooser.Config(1) //选择攻击范围里1个人
	//设置基本属性
	ch1.SetAttr(attribute.NewAttribute(attribute.AGI, "敏捷", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.STR, "力量", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.INT, "智力", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.VIT, "体力", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.LUCK, "运气", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.AWARE, "感知", 10))
	ch1.SetAttr(attribute.NewAttribute(attribute.UNDERSTAND, "悟性", 10))

	warrior1 := battle.NewWarrior(ch1, nature.Physical, attackChooser, 12, 0, 200, 30, 200, 20, 12, 30)

	ch2.SetAttr(attribute.NewAttribute(attribute.AGI, "敏捷", 10))
	ch2.SetAttr(attribute.NewAttribute(attribute.STR, "力量", 10))
	ch2.SetAttr(attribute.NewAttribute(attribute.INT, "智力", 10))
	ch2.SetAttr(attribute.NewAttribute(attribute.VIT, "体力", 10))
	ch2.SetAttr(attribute.NewAttribute(attribute.LUCK, "运气", 10))
	ch2.SetAttr(attribute.NewAttribute(attribute.AWARE, "感知", 10))
	ch2.SetAttr(attribute.NewAttribute(attribute.UNDERSTAND, "悟性", 10))

	warrior2 := battle.NewWarrior(ch2, nature.Physical, attackChooser, 12, 0, 200, 30, 200, 20, 12, 30)

	//创建一个效果
	modifyEffect := effect.Create("AttributeModify")

	//配置该效果要修正的属性值
	modifyEffect.Config(attribute.STR, "力量", -20.0)

	//模拟场景:角色1给角色2添加减力量效果
	modifyEffect.PutOn(warrior1, warrior2)

	//检查属性,看减力量效果是否生效
	if warrior2.GetAttr(attribute.STR).GetValue().Get() != -10 {
		panic(fmt.Sprintf("str must be -10,but now is %v", warrior2.GetAttr(attribute.STR).GetValue().Get()))
	}

	//添加一个抵抗减属性的 效果
	decResistanceEffect := effect.Create("AttributeDecResistance")
	//所有减属性类的效果,全部抵抗10
	decResistanceEffect.Config(10.0)
	//安装效果
	decResistanceEffect.PutOn(warrior1, warrior2)
	fmt.Printf(" 1.1 看减力量效果是否生效:all attr is: %v \n", warrior2.GetAllAttr())
	//检查属性,应该有变化
	if warrior2.GetAttr(attribute.STR).GetValue().Get() != 0 {
		panic(fmt.Sprintf("str must be 0,but now is %v", warrior2.GetAttr(attribute.STR).GetValue().Get()))
	}

	//todo:1.2 -- 再添加一个削弱效果少一点的效果,测试技能抵抗不能变成加成
	modifyEffect2 := effect.Create("AttributeModify")

	//智力-5,小于抵抗值,测试抵抗效果的修正
	modifyEffect2.Config(attribute.INT, "智力", -5.0)

	//模拟场景:角色1给角色2添加减力量效果
	modifyEffect2.PutOn(warrior1, warrior2)
	fmt.Printf(" 1.2 再添加一个削弱效果少一点的效果:all attr is: %v \n", warrior2.GetAllAttr())
	//检查属性,应该没有变化(被抵抗了)
	if warrior2.GetAttr(attribute.INT).GetValue().Get() != 10 {
		panic(fmt.Sprintf("INT must be 10,but now is %v", warrior2.GetAttr(attribute.INT).GetValue().Get()))
	}

	//todo:2 -- 移除抵抗效果,看什么情况
	decResistanceEffect.Remove()
	fmt.Printf(" 2.1 移除抵抗效果:all attr is: %v \n", warrior2.GetAllAttr())
	//检查属性被影响
	if warrior2.GetAttr(attribute.STR).GetValue().Get() != -10 {
		panic(fmt.Sprintf("str must be -10,but now is %v", warrior2.GetAttr(attribute.STR).GetValue().Get()))
	}
	if warrior2.GetAttr(attribute.INT).GetValue().Get() != 5 {
		panic(fmt.Sprintf("INT must be 5,but now is %v", warrior2.GetAttr(attribute.INT).GetValue().Get()))
	}

	//todo:3 -- 移除属性加成效果,看什么情况
	modifyEffect.Remove()
	fmt.Printf(" 3.1 移除抵抗效果 modifyEffect:all attr is: %v \n", warrior2.GetAllAttr())
	if warrior2.GetAttr(attribute.STR).GetValue().Get() != 10 {
		panic(fmt.Sprintf("str must be 10,but now is %v", warrior2.GetAttr(attribute.STR).GetValue().Get()))
	}
	if warrior2.GetAttr(attribute.INT).GetValue().Get() != 5 {
		panic(fmt.Sprintf("INT must be 5,but now is %v", warrior2.GetAttr(attribute.INT).GetValue().Get()))
	}
	modifyEffect2.Remove()
	fmt.Printf(" 3.2 移除抵抗效果 modifyEffect2:all attr is: %v \n", warrior2.GetAllAttr())
	if warrior2.GetAttr(attribute.STR).GetValue().Get() != 10 {
		panic(fmt.Sprintf("str must be 10,but now is %v", warrior2.GetAttr(attribute.STR).GetValue().Get()))
	}
	if warrior2.GetAttr(attribute.INT).GetValue().Get() != 10 {
		panic(fmt.Sprintf("INT must be 10,but now is %v", warrior2.GetAttr(attribute.INT).GetValue().Get()))
	}
}