refactor: 重构战斗效果实现逻辑
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@@ -1,12 +1,9 @@
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package effect
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import (
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element "blazing/common/data/Element"
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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/alpacahq/alpacadecimal"
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)
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// 428 - 遇到天敌时附加m点固定伤害
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@@ -14,21 +11,15 @@ type Effect428 struct {
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node.EffectNode
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}
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func (e *Effect428) SkillHit_ex() bool {
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t, _ := element.Calculator.GetOffensiveMultiplier(e.Ctx().Opp.CurrentPet.Type, e.Ctx().Our.CurrentPet.Type)
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// evs := gconv.Uint32s(strings.Split(xmlres.PetMAP[int(e.Ctx().Our.CurrentPet.ID)].NaturalEnemy, " "))
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// _, ok := lo.Find(evs, func(t uint32) bool {
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// return t == uint32(e.Ctx().Opp.CurrentPet.ID)
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// })
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if t <= 1 {
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func (e *Effect428) Skill_Use() bool {
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if !e.ISNaturalEnemy() {
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return true
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}
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// 附加m点固定伤害
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additionalDamage := alpacadecimal.NewFromInt(int64(e.Args()[0].IntPart()))
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damageZone := &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: additionalDamage,
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Damage: e.Args()[0],
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}
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e.Ctx().Opp.Damage(e.Ctx().Our, damageZone)
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@@ -10,19 +10,15 @@ type Effect518 struct {
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node.EffectNode
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}
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func (e *Effect518) SkillHit_ex() bool {
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func (e *Effect518) Skill_Use_ex() bool {
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damageThreshold := int(e.Args()[0].IntPart())
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damageDone := e.Ctx().Our.SumDamage
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if damageDone.IntPart() > int64(damageThreshold) {
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effectType := int(e.Args()[1].IntPart()) // XX类型
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effectValue := int(e.Args()[2].IntPart()) // 等级+n
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effectType := int8(e.Args()[1].IntPart()) // XX类型
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effectValue := int8(e.Args()[2].IntPart()) // 等级+n
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statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, effectType)
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if statusEffect != nil {
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statusEffect.SetArgs(e.Ctx().Our, effectValue)
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e.Ctx().Our.AddEffect(e.Ctx().Our, statusEffect)
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}
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e.Ctx().Our.SetProp(e.Ctx().Our, effectType, effectValue)
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}
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return true
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