refactor(fight): 统一DamageLock方法命名规范并修改方法签名

- 将DamageLock_ex方法重命名为DamageLockEx,统一命名规范
- 修改NewSeIdx_53、NewSeIdx_54、NewSeIdx_71的TurnEnd方法为TurnStart
- 为TurnStart方法添加fattack和sattack参数
- 修复NewSeIdx_5中的条件判断逻辑,将!ok改为ok
- 修正NewSeIdx_5中的Ctx().SkillEntity.Type为Ctx().Type
- 移除EffectNode.Alive方法中的调试打印语句
- 添加必要的action包导入
```
This commit is contained in:
2026-01-06 01:34:26 +08:00
parent b851ab9fdb
commit b964b14f1d
13 changed files with 18 additions and 15 deletions

View File

@@ -11,7 +11,7 @@ type NewSel37 struct {
NewSel0
}
func (e *NewSel37) DamageLock_ex(t *info.DamageZone) bool {
func (e *NewSel37) DamageLockEx(t *info.DamageZone) bool {
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
return true
}

View File

@@ -14,7 +14,7 @@ type NewSel5 struct {
NewSel0
}
func (e *NewSel5) DamageLock_ex(t *info.DamageZone) bool {
func (e *NewSel5) DamageLockEx(t *info.DamageZone) bool {
//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
if !e.IsOwner() {
return true
@@ -24,9 +24,9 @@ func (e *NewSel5) DamageLock_ex(t *info.DamageZone) bool {
}
_, ok := lo.Find(append(e.Args(), alpacadecimal.NewFromInt(8)), func(item alpacadecimal.Decimal) bool {
return int(item.IntPart()) == e.Ctx().SkillEntity.Type
return int(item.IntPart()) == e.Ctx().Type
})
if !ok {
if ok {
return true
}

View File

@@ -1,6 +1,7 @@
package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/input"
"github.com/alpacahq/alpacadecimal"
@@ -11,7 +12,7 @@ type NewSel53 struct {
NewSel0
}
func (e *NewSel53) TurnEnd() {
func (e *NewSel53) TurnStart(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) {
//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
return

View File

@@ -1,6 +1,7 @@
package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
)
@@ -10,7 +11,7 @@ type NewSel54 struct {
NewSel0
}
func (e *NewSel54) TurnEnd() {
func (e *NewSel54) TurnStart(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) {
//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
return

View File

@@ -1,6 +1,7 @@
package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
)
@@ -10,7 +11,7 @@ type NewSel71 struct {
NewSel0
}
func (e *NewSel71) TurnEnd() {
func (e *NewSel71) TurnStart(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) {
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
return
}

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@@ -26,7 +26,7 @@ func (e *Effect125) SetArgs(t *input.Input, a ...int) {
e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
}
func (e *Effect125) DamageLock_ex(t *info.DamageZone) bool {
func (e *Effect125) DamageLockEx(t *info.DamageZone) bool {
if t.Type != info.DamageType.Red {
return true

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@@ -29,7 +29,7 @@ func (e *Effect128) SetArgs(t *input.Input, a ...int) {
e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
}
func (e *Effect128) DamageLock_ex(t *info.DamageZone) bool {
func (e *Effect128) DamageLockEx(t *info.DamageZone) bool {
if t.Type != info.DamageType.Red {
return true

View File

@@ -27,7 +27,7 @@ type Effect131 struct {
// DamageDivEx 受击前触发(核心伤害拦截节点)
// 该方法在伤害计算前执行,适合修改/清零伤害实现免疫效果
func (e *Effect131) DamageLock_ex(t *info.DamageZone) bool {
func (e *Effect131) DamageLockEx(t *info.DamageZone) bool {
// 3. 获取配置的目标性别XArgs[0]存储X性别的数值
xGender := e.Args()[0].IntPart()

View File

@@ -15,7 +15,7 @@ type Effect68 struct {
StatusID int
}
func (e *Effect68) DamageLock_ex(t *info.DamageZone) bool {
func (e *Effect68) DamageLockEx(t *info.DamageZone) bool {
if e.Ctx().SkillEntity == nil {
return true

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@@ -168,7 +168,7 @@ func (our *Input) Damage(in *Input, sub *info.DamageZone) {
if ok {
our.Exec(func(t Effect) bool {
t.DamageLock_ex(sub)
t.DamageLockEx(sub)
return true
})

View File

@@ -29,7 +29,7 @@ type Effect interface {
DamageDivEx(*info.DamageZone) bool //受击前触发 这时候就是百分比减伤区间
DamageSubEx(*info.DamageZone) bool // 受击触发 这时候就是点数减伤
DamageLock(*info.DamageZone) bool //锁定伤害
DamageLock_ex(*info.DamageZone) bool //被动方锁定伤害
DamageLockEx(*info.DamageZone) bool //被动方锁定伤害
Damage_Shield(*info.DamageZone) bool // 护盾值变化时触发
//Damage_Use() bool // 伤害作用
Skill_Use_ex() bool //技能PP减少节点

View File

@@ -27,7 +27,7 @@ func (e *EffectNode) DamageLock(_ *info.DamageZone) bool {
return true
}
func (e *EffectNode) DamageLock_ex(_ *info.DamageZone) bool {
func (e *EffectNode) DamageLockEx(_ *info.DamageZone) bool {
return true
}

View File

@@ -32,7 +32,7 @@ type EffectNode struct {
func (e *EffectNode) Alive(t ...bool) bool {
if len(t) > 0 {
println("效果失效", e.id.GetEffectType(), e.ID().Suffix(), t[0])
// println("效果失效", e.id.GetEffectType(), e.ID().Suffix(), t[0])
e.alive = t[0]
}