fix: 修复宠物存活状态判定逻辑
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移除 `NotAlive` 字段,改用 `Alive()` 方法通过 HP 判断存活状态,修正相关效果触发逻辑。
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@@ -235,7 +235,7 @@ func initfightready(in *input.Input) (model.FightUserInfo, []model.ReadyFightPet
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func (f *FightC) IsWin(c *input.Input) bool {
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for _, v := range f.GetInputByPlayer(c.Player, true).AllPet {
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if !v.NotAlive { //如果存活
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if !v.Alive() { //如果存活
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return false
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}
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}
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