refactor(effect): 移除未使用的element导入并优化自然敌人判断逻辑 移除了NewSeIdx_14.go中未使用的element包导入,将自然敌人判断逻辑 提取到EffectNode基类中,通过ISNaturalEnemy方法统一处理。 ```
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@@ -200,6 +200,7 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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} else {
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attacker, defender = f.Second, f.First
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originalSkill = f.copySkill(secondAttack)
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//取消后手历史效果
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f.Second.ReactvieEffect()
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}
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@@ -214,28 +215,23 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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})
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canUse := canUseSkill && action.CanUse(currentSkill) && attacker.CurrentPet.Info.Hp > 0
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if i == 0 { //先手方被控,这时候应该算做未出手状态
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if canUse {
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f.TrueFirst = attacker
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} else {
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f.TrueFirst = defender
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}
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}
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if !canUse {
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attacker.RecoverEffect()
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currentSkill = nil
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if i == 0 {
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//不能使用,所以这时候取消后手
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defender.ReactvieEffect()
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firstAttack, secondAttack = secondAttack, firstAttack //互换先手权
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f.First, f.Second = f.Second, f.First
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//反转先后手
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originalSkill = f.copySkill(secondAttack)
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f.Second.ReactvieEffect()
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originalSkill = f.copySkill(firstAttack)
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currentSkill = originalSkill
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attacker, defender = defender, attacker
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}
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} else {
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f.processSkillAttack(attacker, defender, currentSkill)
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currentSkill = originalSkill //还原技能
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@@ -301,10 +297,6 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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})
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ff.GenInfo()
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})
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if f.TrueFirst != f.First {
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f.First, f.Second = f.Second, f.First
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}
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attackValueResult := info.AttackValueS{
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FAttack: *f.First.AttackValue,
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