refactor: 重构 CurrentPet 为 CurPet
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@@ -137,7 +137,7 @@ func (e *EffectNode) PropBefer(in *input.Input, prop int8, level int8) bool {
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func (e *EffectNode) ISNaturalEnemy() bool {
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t, _ := element.Calculator.GetOffensiveMultiplier(e.Ctx().Opp.CurrentPet[0].Type, e.Ctx().Our.CurrentPet[0].Type)
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t, _ := element.Calculator.GetOffensiveMultiplier(e.Ctx().Opp.CurPet[0].Type, e.Ctx().Our.CurPet[0].Type)
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if t <= 1 {
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return false
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@@ -39,7 +39,7 @@ func (e *EffectNode) OnSkill() bool {
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func (e *EffectNode) Skill_Can() bool {
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return e.Input.CurrentPet[0].HP != 0
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return e.Input.CurPet[0].HP != 0
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}
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func (e *EffectNode) GenSub(t input.Effect, Duration int) input.Effect {
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@@ -59,7 +59,7 @@ func (e *EffectNode) GenSub(t input.Effect, Duration int) input.Effect {
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// func (e *EffectNode) Skill_Use() bool {
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// // if e.Effect != nil {
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// // if e.Input.CurrentPet[0].Info.Hp == 0 {
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// // if e.Input.CurPet[0].Info.Hp == 0 {
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// // e.OnDefeat(ctx.Input, ctx.SkillEntity) //死亡
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// // } else {
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