refactor(fight/effect): 重构伤害处理逻辑,统一使用DamageZone管理伤害值并优化Effect接口,移除过时方法

This commit is contained in:
1
2025-09-26 02:09:33 +00:00
parent 6a3a8ba20f
commit 728f3a52d6
10 changed files with 171 additions and 199 deletions

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@@ -2,7 +2,6 @@ package effect
import (
"blazing/common/utils"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
@@ -23,7 +22,7 @@ type Effect8 struct {
}
// 伤害落实前触发,限制最大伤害
func (e *Effect8) BeforeAttacked(opp *input.Input, skill *info.SkillEntity) {
func (e *Effect8) Attack(opp *input.Input, eff *input.EffectID) {
// //在这里修改伤害
// if opp.GetEffect(input.EffectType.Damage, 0).MaxStack() != 0 { //限制最大伤害
@@ -31,8 +30,8 @@ func (e *Effect8) BeforeAttacked(opp *input.Input, skill *info.SkillEntity) {
// }
opp.Pet(e.Input, func() { //我方取敌方属性
dg := utils.Min(e.Input.GetEffect(input.EffectType.Damage, 0).Stack(), int(opp.CurrentPet.Info.Hp)-1)
e.Input.GetEffect(input.EffectType.Damage, 0).Stack(dg)
e.Input.DamageZone[0] = utils.Min(e.Input.GetDamage(0), int(opp.CurrentPet.Info.Hp)-1)
})
}