```
refactor(effect): 更新状态枚举类型为 EnumPetStatus 将多个技能效果文件中的 EnumBattleStatus 类型统一更新为 EnumPetStatus, 以更准确地反映其用途。同时修改了相关函数签名和变量声明。 此外,清理了部分注释格式,并补充了关于被动效果不能被免疫的说明。 ```
This commit is contained in:
48
logic/service/fight/effect/effect_50.go
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48
logic/service/fight/effect/effect_50.go
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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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"blazing/logic/service/fight/node"
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"github.com/shopspring/decimal"
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)
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// n回合自身受到物理攻击伤害减半
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// ---- Effect50 ----
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type Effect50 struct {
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node.EffectNode
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StatusID int
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}
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func (e *Effect50) Damage_DIV_ex(t *info.DamageZone) bool {
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if !e.Hit() {
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return true
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}
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.Category() != info.Category.PHYSICAL {
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return true
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}
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//fmt.Println("Effect50_o", t.Damage)
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if t.Type == info.DamageType.Red {
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t.Damage = t.Damage.Div(decimal.NewFromInt(int64(e.Args()[1])))
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}
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//fmt.Println("Effect50_n", t.Damage)
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return true
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}
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func (e *Effect50) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
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}
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// ---- 注册所有效果 ----
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func init() {
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input.InitEffect(input.EffectType.Skill, 50, &Effect50{})
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}
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