fix(fight/boss): 修复技能实体空指针问题并优化必定秒杀效果实现 - 修复NewSeIdx_148中sks映射为空时的panic问题,在访问前进行nil检查并初始化 - 重构NewSeIdx_223必定秒杀效果的实现,将原有的ComparePre和DamageFloor方法 合并为OnSkill方法,简化逻辑并提高代码可读性 - 更新注释描述,使功能说明更加准确清晰 ```
This commit is contained in:
@@ -26,6 +26,9 @@ func (e *NewSel148) DamageDivEx(t *info.DamageZone) bool {
|
||||
if t.Type != info.DamageType.Red {
|
||||
return true
|
||||
}
|
||||
if e.sks == nil {
|
||||
e.sks = make(map[int]info.SkillEntity)
|
||||
}
|
||||
old, ok := e.sks[e.Ctx().SkillEntity.ID]
|
||||
if !ok {
|
||||
e.sks[e.Ctx().SkillEntity.ID] = *e.Ctx().SkillEntity
|
||||
|
||||
@@ -1,62 +1,25 @@
|
||||
package effect
|
||||
|
||||
import (
|
||||
"blazing/logic/service/fight/action"
|
||||
"blazing/logic/service/fight/info"
|
||||
"blazing/logic/service/fight/input"
|
||||
"math"
|
||||
|
||||
"github.com/alpacahq/alpacadecimal"
|
||||
)
|
||||
|
||||
// 223. , 每次(针对多宠)攻击必定秒杀对方, 且必定先手;
|
||||
// 223. 必定秒杀
|
||||
type NewSel223 struct {
|
||||
NewSel0
|
||||
}
|
||||
|
||||
func (e *NewSel223) ComparePre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
|
||||
|
||||
func (e *NewSel223) OnSkill() bool {
|
||||
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
|
||||
return true
|
||||
}
|
||||
|
||||
if fattack == nil {
|
||||
return true
|
||||
}
|
||||
//先手是自己
|
||||
if fattack.PlayerID == e.Ctx().Our.UserID {
|
||||
return true
|
||||
}
|
||||
if sattack == nil {
|
||||
return true
|
||||
}
|
||||
if sattack.SkillEntity == nil {
|
||||
return true
|
||||
}
|
||||
|
||||
//full32 := int(e.Args()[0])<<16 | int(e.Args()[1])
|
||||
if int(e.Ctx().Opp.CurrentPet.Type) == int(e.Args()[0].IntPart()) {
|
||||
sattack.SkillEntity.Priority = math.MaxInt
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
func (e *NewSel223) DamageFloor(t *info.DamageZone) bool {
|
||||
if t.Type != info.DamageType.Red {
|
||||
return true
|
||||
|
||||
}
|
||||
|
||||
if int(e.Ctx().Opp.CurrentPet.Type) == int(e.Args()[0].IntPart()) {
|
||||
|
||||
// e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
|
||||
// Type: info.DamageType.Red,
|
||||
// Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Opp.GetPetInfo().Info.MaxHp)),
|
||||
// })
|
||||
|
||||
t.Damage = alpacadecimal.NewFromInt(int64(e.Ctx().Opp.GetPetInfo().Info.MaxHp))
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed,
|
||||
Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Opp.GetPetInfo().Info.MaxHp))})
|
||||
|
||||
}
|
||||
return true
|
||||
|
||||
27
logic/service/fight/boss/NewSeIdx_323.go
Normal file
27
logic/service/fight/boss/NewSeIdx_323.go
Normal file
@@ -0,0 +1,27 @@
|
||||
package effect
|
||||
|
||||
import (
|
||||
"blazing/logic/service/fight/info"
|
||||
"blazing/logic/service/fight/input"
|
||||
|
||||
"github.com/alpacahq/alpacadecimal"
|
||||
)
|
||||
|
||||
// 323. 每损失N*100血就出手增加M点固伤
|
||||
type NewSel323 struct {
|
||||
NewSel0
|
||||
}
|
||||
|
||||
func (e *NewSel323) OnSkill() bool {
|
||||
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
|
||||
return true
|
||||
}
|
||||
r := e.Ctx().Our.CurrentPet.GetMaxHP().Sub(e.Ctx().Our.CurrentPet.GetHP().Div(e.Ctx().Our.CurrentPet.GetMaxHP())).Div(alpacadecimal.NewFromInt(100))
|
||||
dug := r.Mul(e.Args()[1])
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed,
|
||||
Damage: dug})
|
||||
return true
|
||||
}
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.NewSel, 323, &NewSel323{})
|
||||
}
|
||||
Reference in New Issue
Block a user