refactor: 重构 CurrentPet 为 CurPet
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@@ -55,7 +55,7 @@ func (e *EffectDefeatTrigger) SwitchOut(in *input.Input) bool {
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return true
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}
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if e.Ctx().Opp.CurrentPet[0].Info.Hp > 0 {
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if e.Ctx().Opp.CurPet[0].Info.Hp > 0 {
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return true
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}
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e.isd = true
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@@ -105,7 +105,7 @@ func (e *EffectDefeatTrigger) triggerByID(at model.AttackValue) {
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// triggerHealSelfOnDefeat:击败对方后,恢复自身最大体力的1/n(对应Effect66)
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func (e *EffectDefeatTrigger) triggerHealSelfOnDefeat(_ model.AttackValue) {
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// 计算恢复量:自身最大体力 / n(n=SideEffectArgs[0])
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maxHP := e.Ctx().Our.CurrentPet[0].Info.MaxHp
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maxHP := e.Ctx().Our.CurPet[0].Info.MaxHp
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healAmount := alpacadecimal.NewFromInt(int64(maxHP)).Div(alpacadecimal.NewFromInt(int64(e.SideEffectArgs[0])))
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// 执行回血
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, healAmount)
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@@ -114,7 +114,7 @@ func (e *EffectDefeatTrigger) triggerHealSelfOnDefeat(_ model.AttackValue) {
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// triggerReduceNextHPOnDefeat:击败对方后,减少对方下次出战精灵最大体力的1/n(对应Effect67)
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func (e *EffectDefeatTrigger) triggerReduceNextHPOnDefeat(_ model.AttackValue) {
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// 计算伤害量:对方下只精灵最大体力 / n(n=SideEffectArgs[0])
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nextMaxHP := e.Ctx().Opp.CurrentPet[0].Info.MaxHp // 假设CurrentPet为下次出战精灵
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nextMaxHP := e.Ctx().Opp.CurPet[0].Info.MaxHp // 假设CurPet为下次出战精灵
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damageAmount := alpacadecimal.NewFromInt(int64(nextMaxHP)).Div(alpacadecimal.NewFromInt(int64(e.SideEffectArgs[0])))
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// 执行伤害
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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