```
feat(player): 添加 UseCoins 方法统一处理玩家金币消耗逻辑 重构购买物品和变更外观功能,使用 UseCoins 方法替代手动操作 Coins 字段, 确保金币扣除的安全性和一致性。同时修复可能因并发导致的金币超扣问题。 此外,调整部分战斗系统接口参数传递方式,将 DamageZone 指
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@@ -1,6 +1,7 @@
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package effect
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import (
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"blazing/logic/service/fight/action"
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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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@@ -11,6 +12,7 @@ import (
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type BaseSataus struct {
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node.EffectNode
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Status info.EnumBattleStatus
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}
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// /重写切换事件
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@@ -27,33 +29,26 @@ func (e *BaseSataus) Switch(in *input.Input, outpet, inpet *info.BattlePetEntity
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return true
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}
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// 施加一个基类effect
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type EffectStatus struct {
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BaseSataus
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Status info.EnumBattleStatus
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}
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type StatusNotSkill struct {
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EffectStatus
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BaseSataus
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}
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// 不能出手
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func (e *StatusNotSkill) Skill_Hit_Pre() bool {
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func (e *StatusNotSkill) Skill_Hit_Pre(a, b *action.SelectSkillAction) bool {
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return false
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}
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type StatusSleep struct { //睡眠不能出手 ,这个挂载到对面来实现对方攻击后解除睡眠效果
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BaseSataus
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StatusNotSkill
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can bool
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}
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func (e *StatusSleep) Skill_Hit_Pre() bool {
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e.StatusNotSkill.Skill_Hit_Pre()
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func (e *StatusSleep) Skill_Hit_Pre(a, b *action.SelectSkillAction) bool {
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e.can = true
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return false
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return e.StatusNotSkill.Skill_Hit_Pre(a, b)
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}
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func (e *StatusSleep) Skill_Use_ex() bool {
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@@ -71,12 +66,12 @@ func (e *StatusSleep) Skill_Use_ex() bool {
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// 扣血类
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type DrainHP struct {
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EffectStatus
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BaseSataus
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damage decimal.Decimal
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}
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func (e *DrainHP) Skill_Hit_Pre() bool {
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func (e *DrainHP) Skill_Hit_Pre(a, b *action.SelectSkillAction) bool {
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e.damage = decimal.NewFromUint64(uint64(e.Ctx().Our.CurrentPet.Info.MaxHp)).
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Div(decimal.NewFromInt(8))
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@@ -94,12 +89,12 @@ type DrainedHP struct {
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DrainHP
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}
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func (e *DrainedHP) Skill_Hit_Pre() bool {
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func (e *DrainedHP) Skill_Hit_Pre(a, b *action.SelectSkillAction) bool {
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if gconv.Int(e.Input.CurrentPet.Type) == 1 {
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return true
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}
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e.DrainHP.Skill_Hit_Pre() //先调用父类扣血
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e.DrainHP.Skill_Hit_Pre(a, b) //先调用父类扣血
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//TODO 寄生种子 给对面回血,待实现回血buff
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//这个回血不属于任何类型,所以不会被阻止回血
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