refactor(fight/input): 移除Damage_Post相关逻辑,清理伤害结算后触发代码
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@@ -22,7 +22,7 @@ type Effect interface {
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Damage_SUB(ctx Ctx) bool // 受击触发 这时候就是点数减伤
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Damage_Lock(ctx Ctx) bool //锁定伤害
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Damage_Post(ctx Ctx) bool // 伤害结算后触发(血量扣除后),克制等重写伤害
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//Damage_Post(ctx Ctx) bool // 伤害结算后触发(血量扣除后),克制等重写伤害
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Damage_Shield(ctx Ctx) bool // 护盾值变化时触发
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Damage_Use(ctx Ctx) bool // 伤害作用
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Skill_SubPP(ctx Ctx) bool //技能PP减少节点
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@@ -90,22 +90,13 @@ func (u *Input) Damage(ctx Ctx) {
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return true
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})
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}
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ctx.Input.DamageZone.BeforePost = ctx.DamageZone.Damage
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if ok {
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ok = ctx.Input.Exec(func(t Effect) bool {
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t.Damage_Lock(ctx)
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return true
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})
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}
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if ctx.DamageZone.Type == info.DamageType.Red {
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ctx.AttackValue.LostHp = uint32(ctx.DamageZone.Damage.IntPart()) //红伤落实
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}
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if uint32(ctx.DamageZone.Damage.IntPart()) > u.CurrentPet.Info.Hp {
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u.CurrentPet.Info.Hp = 0
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} else {
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u.CurrentPet.Info.Hp = u.CurrentPet.Info.Hp - ctx.AttackValue.LostHp
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@@ -26,7 +26,7 @@ type Input struct {
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BeforeDiv decimal.Decimal
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BeforeSUB decimal.Decimal
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BeforeLock decimal.Decimal //锁伤 先锁受击方,再锁攻击方 受击方免疫也是这么锁 免疫等于锁0
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BeforePost decimal.Decimal
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//BeforePost decimal.Decimal
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//OldAttack int //攻击伤害被挡前伤害记录
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} //伤害容器
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