refactor: 重构 CurrentPet 为 CurPet
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@@ -33,8 +33,8 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, skill *info
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var originalProps [2][6]int8
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var originalPetInfo [2]model.PetInfo
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//复制属性
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originalProps[0], originalProps[1] = f.Our[0].Prop, f.Opp[0].Prop //先复制能力提升
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originalPetInfo[0], originalPetInfo[1] = f.Our[0].CurrentPet[0].Info, f.Opp[0].CurrentPet[0].Info //先复制宠物信息
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originalProps[0], originalProps[1] = f.Our[0].Prop, f.Opp[0].Prop //先复制能力提升
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originalPetInfo[0], originalPetInfo[1] = f.Our[0].CurPet[0].Info, f.Opp[0].CurPet[0].Info //先复制宠物信息
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attacker.Exec(func(effect input.Effect) bool {
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//计算变威力
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effect.Ctx().SkillEntity = skill
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@@ -56,7 +56,7 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, skill *info
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//还原属性
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f.Our[0].Prop, f.Opp[0].Prop = originalProps[0], originalProps[1]
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f.Our[0].CurrentPet[0].Info, f.Opp[0].CurrentPet[0].Info = originalPetInfo[0], originalPetInfo[1]
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f.Our[0].CurPet[0].Info, f.Opp[0].CurPet[0].Info = originalPetInfo[0], originalPetInfo[1]
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if attacker.IsCritical == 1 { //命中了才有暴击
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//暴击破防
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@@ -234,7 +234,7 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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return effect.ActionStart(firstAttack, secondAttack)
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})
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canUse := canUseSkill && action.CanUse(currentSkill) && attacker.CurrentPet[0].Info.Hp > 0
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canUse := canUseSkill && action.CanUse(currentSkill) && attacker.CurPet[0].Info.Hp > 0
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if !canUse {
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@@ -257,7 +257,7 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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f.processSkillAttack(attacker, defender, currentSkill)
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currentSkill = originalSkill //还原技能
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_, skill, ok := utils.FindWithIndex(attacker.CurrentPet[0].Info.SkillList, func(item model.SkillInfo) bool {
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_, skill, ok := utils.FindWithIndex(attacker.CurPet[0].Info.SkillList, func(item model.SkillInfo) bool {
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return item.ID == currentSkill.Info.ID
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})
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if ok {
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@@ -270,7 +270,7 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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skill.Use(usecount)
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}
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}
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if defender.CurrentPet[0].Info.Hp > 0 {
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if defender.CurPet[0].Info.Hp > 0 {
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//技能使用后
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defender.Exec(func(effect input.Effect) bool { //技能使用后的我方效果
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effect.Ctx().SkillEntity = currentSkill
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@@ -279,7 +279,7 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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})
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}
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if attacker.CurrentPet[0].Info.Hp > 0 {
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if attacker.CurPet[0].Info.Hp > 0 {
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//技能使用后
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attacker.Exec(func(effect input.Effect) bool { //技能使用后的我方效果
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effect.Ctx().SkillEntity = currentSkill
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@@ -300,16 +300,16 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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return true
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})
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if defender.CurrentPet[0].Info.Hp <= 0 && attacker.CurrentPet[0].Info.Hp <= 0 { //先手方死亡,触发反同归于尽
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attacker.CurrentPet[0].Info.Hp = 1
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if defender.CurPet[0].Info.Hp <= 0 && attacker.CurPet[0].Info.Hp <= 0 { //先手方死亡,触发反同归于尽
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attacker.CurPet[0].Info.Hp = 1
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}
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if defender.CurrentPet[0].Info.Hp <= 0 {
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if defender.CurPet[0].Info.Hp <= 0 {
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f.TURNOVER(defender)
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break
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}
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if attacker.CurrentPet[0].Info.Hp <= 0 {
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if attacker.CurPet[0].Info.Hp <= 0 {
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f.TURNOVER(attacker)
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break
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