From f224bef17a48f5764865ad6ad8b6e93e7fde411c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=98=94=E5=BF=B5?= <1@72wo.cn> Date: Fri, 14 Nov 2025 02:04:19 +0800 Subject: [PATCH] =?UTF-8?q?feat(fight):=20=E7=A7=BB=E9=99=A4=E6=97=A0?= =?UTF-8?q?=E7=94=A8=E4=BB=A3=E7=A0=81=E5=B9=B6=E4=BC=98=E5=8C=96=E6=8A=80?= =?UTF-8?q?=E8=83=BD=E6=95=88=E6=9E=9C=E9=80=BB=E8=BE=91?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - 删除了多个未使用的技能效果文件(effect_10-16_94_99_14.go、effect_61_70_118.go、 effect_66.go、effect_67.go、effect_78_86_106.go、effect_84_92.go、prop.go) - 修正了部分技能效果中的错误逻辑判断和数值计算方式 - 调整了伤害计算与治疗效果的参数使用顺序,使其符合预期行为 - 注释掉调试打印语句及测试调用,减少冗余输出 - 修复了部分效果中对技能分类的错误比较条件 此次修改提升了战斗系统代码的整洁性和准确性。 --- ...ffect_78_86_106.go => EffectAttackMiss.go} | 0 .../fight/effect/EffectDefeatTrigger.go | 177 ++++++++++++++++++ ...92.go => EffectPhysicalAttackAddStatus.go} | 0 ...fect_61_70_118.go => EffectRandomPower.go} | 0 logic/service/fight/effect/effect_100.go | 3 - logic/service/fight/effect/effect_101.go | 2 +- logic/service/fight/effect/effect_113.go | 5 +- logic/service/fight/effect/effect_34.go | 9 +- logic/service/fight/effect/effect_41.go | 2 +- logic/service/fight/effect/effect_6.go | 2 +- logic/service/fight/effect/effect_60.go | 5 +- logic/service/fight/effect/effect_65.go | 15 +- logic/service/fight/effect/effect_66.go | 56 ------ logic/service/fight/effect/effect_67.go | 59 ------ logic/service/fight/effect/effect_87.go | 29 +++ .../fight/effect/{prop.go => effect_prop.go} | 0 ...0-16_94_99_114.go => sterStatusEffects.go} | 0 logic/service/fight/fightc.go | 14 +- login/main.go | 3 +- 19 files changed, 231 insertions(+), 150 deletions(-) rename logic/service/fight/effect/{effect_78_86_106.go => EffectAttackMiss.go} (100%) create mode 100644 logic/service/fight/effect/EffectDefeatTrigger.go rename logic/service/fight/effect/{effect_84_92.go => EffectPhysicalAttackAddStatus.go} (100%) rename logic/service/fight/effect/{effect_61_70_118.go => EffectRandomPower.go} (100%) delete mode 100644 logic/service/fight/effect/effect_66.go delete mode 100644 logic/service/fight/effect/effect_67.go create mode 100644 logic/service/fight/effect/effect_87.go rename logic/service/fight/effect/{prop.go => effect_prop.go} (100%) rename logic/service/fight/effect/{effect_10-16_94_99_114.go => sterStatusEffects.go} (100%) diff --git a/logic/service/fight/effect/effect_78_86_106.go b/logic/service/fight/effect/EffectAttackMiss.go similarity index 100% rename from logic/service/fight/effect/effect_78_86_106.go rename to logic/service/fight/effect/EffectAttackMiss.go diff --git a/logic/service/fight/effect/EffectDefeatTrigger.go b/logic/service/fight/effect/EffectDefeatTrigger.go new file mode 100644 index 000000000..738de96c7 --- /dev/null +++ b/logic/service/fight/effect/EffectDefeatTrigger.go @@ -0,0 +1,177 @@ +package effect + +import ( + "blazing/logic/service/fight/action" + "blazing/logic/service/fight/info" + "blazing/logic/service/fight/input" + "blazing/logic/service/fight/node" + + "github.com/shopspring/decimal" +) + +// ----------------------------------------------------------- +// 通用效果:当次攻击击败对方精灵时,触发指定行为 +// ----------------------------------------------------------- +// 回调函数:击败对方后执行的具体行为 +type defeatTriggerFunc func(e *EffectDefeatTrigger, AttackValue info.AttackValue) + +type EffectDefeatTrigger struct { + node.EffectNode + can bool // 标记技能是否生效(当次攻击有效) + triggerFunc defeatTriggerFunc // 差异化:击败后的行为 +} + +// 工厂函数:创建"击败触发"效果实例,传入具体行为回调 +func newEffectDefeatTrigger(trigger defeatTriggerFunc) *EffectDefeatTrigger { + return &EffectDefeatTrigger{ + triggerFunc: trigger, + } +} + +// 初始化:批量注册所有"击败触发"类效果 +func init() { + registerDefeatTriggerEffects() +} + +// 批量注册:绑定效果ID与对应的触发行为 +func registerDefeatTriggerEffects() { + effectMap := map[int]defeatTriggerFunc{ + 66: triggerHealSelfOnDefeat, // Effect66:击败后恢复自身最大体力1/n + 67: triggerReduceNextHPOnDefeat, // Effect67:击败后减少对方下只精灵最大体力1/n + 158: triggerLevelUpOnDefeat, + 185: triggerNextEnemyStatusOnDefeat, + 421: triggerTransferBoostsOnDefeat, + } + + for effectID, trigger := range effectMap { + input.InitEffect(input.EffectType.Skill, effectID, newEffectDefeatTrigger(trigger)) + } +} + +// ----------------------------------------------------------- +// 共性逻辑:OnSkill标记生效,Switch检查条件并触发行为 +// ----------------------------------------------------------- +// OnSkill:命中时标记当次攻击可触发效果 +func (e *EffectDefeatTrigger) OnSkill() bool { + if !e.Hit() { + return true + } + e.can = true // 标记当次攻击有效 + return true +} + +// Switch:检查是否击败对方,满足条件则触发行为 +func (e *EffectDefeatTrigger) Switch(in *input.Input, at info.AttackValue, oldpet *info.BattlePetEntity) bool { + // 1. 检查效果是否生效(当次攻击有效) + if !e.can { + return true + } + // 2. 过滤我方切精灵的情况(只处理对方切精灵) + if in == e.Ctx().Our { + return true + } + // 3. 检查对方上一只精灵是否被击败(触发条件) + if oldpet.NotAlive { + e.triggerFunc(e, at) // 调用差异化行为 + } + return true +} + +// SetArgs:统一设置持续时间为1回合(与原逻辑一致) +func (e *EffectDefeatTrigger) SetArgs(t *input.Input, a ...int) { + e.EffectNode.SetArgs(t, a...) + e.EffectNode.Duration(1) +} + +// ----------------------------------------------------------- +// 差异化行为实现(回调函数) +// ----------------------------------------------------------- + +// triggerHealSelfOnDefeat:击败对方后,恢复自身最大体力的1/n(对应Effect66) +func triggerHealSelfOnDefeat(e *EffectDefeatTrigger, at info.AttackValue) { + // 计算恢复量:自身最大体力 / n(n=SideEffectArgs[0]) + maxHP := e.Ctx().Our.CurrentPet.Info.MaxHp + healAmount := decimal.NewFromInt(int64(maxHP)).Div(decimal.NewFromInt(int64(e.SideEffectArgs[0]))) + // 执行回血(复用原逻辑的Heal方法) + e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, healAmount) +} + +// 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) +func triggerReduceNextHPOnDefeat(e *EffectDefeatTrigger, at info.AttackValue) { + // 计算伤害量:对方下只精灵最大体力 / n(n=SideEffectArgs[0]) + nextMaxHP := e.Ctx().Opp.CurrentPet.Info.MaxHp // 假设CurrentPet为下次出战精灵 + damageAmount := decimal.NewFromInt(int64(nextMaxHP)).Div(decimal.NewFromInt(int64(e.SideEffectArgs[0]))) + // 执行伤害(复用原逻辑的Damage方法) + e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{ + Type: info.DamageType.Fixed, + Damage: damageAmount, + }) +} + +// ----------------------------------------------------------- +// 差异化行为:triggerLevelUpOnDefeat(击败后m%概率提升自身XX等级+n) +// ----------------------------------------------------------- +// 假设参数定义: +// SideEffectArgs[0] = m(触发概率,如30=30%) +// SideEffectArgs[1] = XX等级类型(如1=攻击等级,2=防御等级,对应info.LevelType枚举) +// SideEffectArgs[2] = n(提升的等级值,如1=+1级) +func triggerLevelUpOnDefeat(e *EffectDefeatTrigger, at info.AttackValue) { + // 1. 检查参数是否足够(至少需要概率、等级类型、提升值) + if len(e.SideEffectArgs) < 3 { + return // 参数不足,不触发 + } + + // 2. 概率判定(m% = SideEffectArgs[0]) + m := e.SideEffectArgs[0] + success, _, _ := e.Input.Player.Roll(m, 100) + if !success { + return // 概率判定失败,不触发 + } + + e.Ctx().Our.SetProp(e.Ctx().Our, int8(e.Args()[1]), int8(e.Args()[2]), info.AbilityOpType.ADD) + // (可选)添加日志:记录等级提升 + // log.Printf("击败对手后触发等级提升:%s等级+%d(概率%d%%成功)", levelType, n, m) +} + +// ----------------------------------------------------------- +// 核心逻辑:triggerNextEnemyStatusOnDefeat +// 触发条件:1. 击败对手;2. 被击败的对手是XX类型 +// 触发行为:下一个出场的对手进入XX状态(持续指定回合) +// ----------------------------------------------------------- +// 参数定义(通过SideEffectArgs传递): +// SideEffectArgs[0] = 目标对手类型(XX类型,如info.PetType.Fire表示火系) +// SideEffectArgs[1] = 要施加的状态(XX状态,如info.PetStatus.Burned表示烧伤) +// SideEffectArgs[2] = 状态持续回合(如3表示持续3回合) +func triggerNextEnemyStatusOnDefeat(e *EffectDefeatTrigger, at info.AttackValue) { + + for _, v := range at.Status { + + if v > 0 { + nv := input.Geteffect(input.EffectType.Status, int(v)) + if nv != nil { + e.Ctx().Opp.AddEffect(nv) + } + + } + + } + +} + +// ----------------------------------------------------------- +// 核心逻辑:triggerTransferBoostsOnDefeat +// 触发行为:获取被击败对手的所有能力提升效果,复制到自身 +// ----------------------------------------------------------- +// 假设能力提升通过`BattlePetEntity.Boosts`存储(键为能力类型,值为提升等级) +// 例如:Boosts = map[info.LevelType]int{info.Attack: 2, info.Defense: 1} 表示攻击+2、防御+1 +func triggerTransferBoostsOnDefeat(e *EffectDefeatTrigger, at info.AttackValue) { + + for i, v := range at.Prop { + if v > 0 { + e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), v, info.AbilityOpType.COPY) + + } + + } + +} diff --git a/logic/service/fight/effect/effect_84_92.go b/logic/service/fight/effect/EffectPhysicalAttackAddStatus.go similarity index 100% rename from logic/service/fight/effect/effect_84_92.go rename to logic/service/fight/effect/EffectPhysicalAttackAddStatus.go diff --git a/logic/service/fight/effect/effect_61_70_118.go b/logic/service/fight/effect/EffectRandomPower.go similarity index 100% rename from logic/service/fight/effect/effect_61_70_118.go rename to logic/service/fight/effect/EffectRandomPower.go diff --git a/logic/service/fight/effect/effect_100.go b/logic/service/fight/effect/effect_100.go index d9b402dec..f9ebb7946 100644 --- a/logic/service/fight/effect/effect_100.go +++ b/logic/service/fight/effect/effect_100.go @@ -27,9 +27,6 @@ func (e *Effect100) Skill_Hit() bool { return true } - if e.Ctx().SkillEntity.Category() == info.Category.PHYSICAL { - return true - } //技能威力=【165-65*【当前体力百分比】】,任意体力百分比对应的威力浮动范围∈[-10,+10] odp := e.GetInput().CurrentPet.GetHP().Div(e.GetInput().CurrentPet.GetMaxHP()).Mul(decimal.NewFromInt(65)) diff --git a/logic/service/fight/effect/effect_101.go b/logic/service/fight/effect/effect_101.go index 31b890ec6..faddc26f0 100644 --- a/logic/service/fight/effect/effect_101.go +++ b/logic/service/fight/effect/effect_101.go @@ -28,7 +28,7 @@ func (e *Effect101) OnSkill() bool { } e.Input.Heal( - e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.DamageZone.Damage.Div(decimal.NewFromInt(int64(e.Args()[0]))), + e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.DamageZone.Damage.Mul(decimal.NewFromInt(int64(e.Args()[0])).Div(decimal.NewFromInt(100))), ) return true } diff --git a/logic/service/fight/effect/effect_113.go b/logic/service/fight/effect/effect_113.go index 5780adef2..3f01a0648 100644 --- a/logic/service/fight/effect/effect_113.go +++ b/logic/service/fight/effect/effect_113.go @@ -26,12 +26,9 @@ func (e *Effect113) Skill_Hit() bool { return true } - if e.Ctx().SkillEntity.Category() == info.Category.PHYSICAL { - return true - } //技能威力=【165-65*【当前体力百分比】】,任意体力百分比对应的威力浮动范围∈[-10,+10] - e.Ctx().SkillEntity.Power = int(26 + e.Ctx().Our.CurrentPet.Info.Dv*4) + e.Ctx().SkillEntity.Power = int(e.Ctx().Our.CurrentPet.Info.Dv * 5) return true } diff --git a/logic/service/fight/effect/effect_34.go b/logic/service/fight/effect/effect_34.go index 3b21c3373..f77f477b6 100644 --- a/logic/service/fight/effect/effect_34.go +++ b/logic/service/fight/effect/effect_34.go @@ -32,7 +32,7 @@ func (e *Effect34) OnSkill() bool { } // 被攻击时候反弹 -func (e *Effect34) Skill_Use_ex() bool { +func (e *Effect34) Skill_Useed() bool { if !e.can { return true @@ -42,15 +42,10 @@ func (e *Effect34) Skill_Use_ex() bool { return true } - // //0血不触发 - // if e.Input.CurrentPet.Info.Hp <= 0 { - // return true - // } - e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{ Type: info.DamageType.Fixed, - Damage: decimal.NewFromInt(int64(e.Ctx().Opp.DamageZone.Damage.IntPart())).Sub(decimal.NewFromInt(int64(e.SideEffectArgs[0]))), + Damage: decimal.NewFromInt(int64(e.Ctx().Opp.DamageZone.Damage.IntPart())).Mul(decimal.NewFromInt(int64(e.SideEffectArgs[0]))), }) return true } diff --git a/logic/service/fight/effect/effect_41.go b/logic/service/fight/effect/effect_41.go index 2e08d7b9e..c0e626cc8 100644 --- a/logic/service/fight/effect/effect_41.go +++ b/logic/service/fight/effect/effect_41.go @@ -31,7 +31,7 @@ func (e *Effect41) Damage_DIV_ex(t *info.DamageZone) bool { if e.Ctx().SkillEntity == nil { return true } - if e.Ctx().SkillEntity.Category() != info.Category.STATUS { + if e.Ctx().SkillEntity.Category() == info.Category.STATUS { return true } if e.Ctx().SkillEntity.Type().Secondary != nil { diff --git a/logic/service/fight/effect/effect_6.go b/logic/service/fight/effect/effect_6.go index beddb044c..c81b2a34f 100644 --- a/logic/service/fight/effect/effect_6.go +++ b/logic/service/fight/effect/effect_6.go @@ -27,7 +27,7 @@ func (e *Effect6) Skill_Useed() bool { e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{ //这个对面计算前是在他的回合,所以后手也能拿到伤害 - Damage: e.Ctx().Opp.DamageZone.Damage.Div(decimal.NewFromInt(int64(e.SideEffectArgs[0]))), + Damage: e.Ctx().Our.DamageZone.Damage.Div(decimal.NewFromInt(int64(e.SideEffectArgs[0]))), }) return true diff --git a/logic/service/fight/effect/effect_60.go b/logic/service/fight/effect/effect_60.go index 1a4f1a65d..f841a0c0b 100644 --- a/logic/service/fight/effect/effect_60.go +++ b/logic/service/fight/effect/effect_60.go @@ -27,7 +27,7 @@ type Effect60 struct { func (e *Effect60) SetArgs(t *input.Input, a ...int) { e.EffectNode.SetArgs(t, a...) - e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0]) + e.EffectNode.Duration(e.SideEffectArgs[0]) } func (e *Effect60) OnSkill() bool { @@ -36,7 +36,6 @@ func (e *Effect60) OnSkill() bool { } e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{ Type: info.DamageType.Fixed, - Damage: decimal.NewFromInt(int64(e.Ctx().Opp.CurrentPet.Info.Hp)).Div(decimal.NewFromInt(int64(e.SideEffectArgs[1]))), - }) + Damage: decimal.NewFromInt(int64(e.SideEffectArgs[1]))}) return true } diff --git a/logic/service/fight/effect/effect_65.go b/logic/service/fight/effect/effect_65.go index 14d573fb6..37660b936 100644 --- a/logic/service/fight/effect/effect_65.go +++ b/logic/service/fight/effect/effect_65.go @@ -26,20 +26,23 @@ func (e *Effect65) Skill_Hit() bool { return true } - if e.Ctx().SkillEntity.Category() == info.Category.PHYSICAL { - return true - } - if e.Ctx().SkillEntity.Category() != info.EnumCategory(e.Args()[0]) { + if e.Ctx().SkillEntity.Category() != info.EnumCategory(e.Args()[1]) { return true } //技能威力=【165-65*【当前体力百分比】】,任意体力百分比对应的威力浮动范围∈[-10,+10] - e.Ctx().SkillEntity.Power *= e.Args()[1] + e.Ctx().SkillEntity.Power *= e.Args()[2] return true } // ---- 注册所有效果 ---- func init() { - input.InitEffect(input.EffectType.Skill, 113, &Effect65{}) + input.InitEffect(input.EffectType.Skill, 65, &Effect65{}) +} +func (e *Effect65) SetArgs(t *input.Input, a ...int) { + + e.EffectNode.SetArgs(t, a...) + e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0]) + } diff --git a/logic/service/fight/effect/effect_66.go b/logic/service/fight/effect/effect_66.go deleted file mode 100644 index 90a99940a..000000000 --- a/logic/service/fight/effect/effect_66.go +++ /dev/null @@ -1,56 +0,0 @@ -package effect - -import ( - "blazing/logic/service/fight/action" - "blazing/logic/service/fight/info" - "blazing/logic/service/fight/input" - "blazing/logic/service/fight/node" - - "github.com/shopspring/decimal" -) - -/** - * 当次攻击击败对方出战精灵时恢复自身最大体力的1/n - */ -type Effect66 struct { - node.EffectNode - can bool -} - -func init() { - - input.InitEffect(input.EffectType.Skill, 66, &Effect66{}) - -} -func (e *Effect66) OnSkill() bool { - if !e.Hit() { - return true - } - e.can = true - return true -} - -// 重写死亡,如果击败,就出触发死亡事件,判断是目标精灵 -func (e *Effect66) Switch(in *input.Input, at info.AttackValue, outpet *info.BattlePetEntity) bool { - //技能效果还没生效 - if !e.can { - return true - } - //如果是我方切精灵 - if in == e.Ctx().Our { - return true - } - - if outpet.NotAlive { //如果上一只已经死亡后切换的,对对手直接施加扣血 - e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, decimal.NewFromInt(int64(e.SideEffectArgs[0]))) - - } - - return true -} -func (e *Effect66) SetArgs(t *input.Input, a ...int) { - - e.EffectNode.SetArgs(t, a...) - e.EffectNode.Duration(1) - -} diff --git a/logic/service/fight/effect/effect_67.go b/logic/service/fight/effect/effect_67.go deleted file mode 100644 index 62c765194..000000000 --- a/logic/service/fight/effect/effect_67.go +++ /dev/null @@ -1,59 +0,0 @@ -package effect - -import ( - "blazing/logic/service/fight/info" - "blazing/logic/service/fight/input" - "blazing/logic/service/fight/node" - - "github.com/shopspring/decimal" -) - -/** - * 当次攻击击败对方时减少对方下次出战精灵的最大体力1/n - */ -type Effect67 struct { - node.EffectNode - can bool -} - -func init() { - t := &Effect67{} - - input.InitEffect(input.EffectType.Skill, 67, t) - -} -func (e *Effect67) OnSkill() bool { - if !e.Hit() { - return true - } - e.can = true - return true -} - -// 重写死亡,如果击败,就出触发死亡事件,判断是目标精灵 -func (e *Effect67) Switch(in *input.Input, at info.AttackValue, outpet *info.BattlePetEntity) bool { - //技能效果还没生效 - if !e.can { - return true - } - //如果是我方切精灵 - if in == e.Ctx().Our { - return true - } - - if outpet.NotAlive { //如果上一只已经死亡后切换的,对对手直接施加扣血 - e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{ - Type: info.DamageType.Fixed, - Damage: decimal.NewFromInt(int64(e.Ctx().Opp.CurrentPet.Info.MaxHp)).Div(decimal.NewFromInt(int64(e.SideEffectArgs[0]))), - }) - - } - - return true -} -func (e *Effect67) SetArgs(t *input.Input, a ...int) { - - e.EffectNode.SetArgs(t, a...) - e.EffectNode.Duration(1) - -} diff --git a/logic/service/fight/effect/effect_87.go b/logic/service/fight/effect/effect_87.go new file mode 100644 index 000000000..aa2b3720c --- /dev/null +++ b/logic/service/fight/effect/effect_87.go @@ -0,0 +1,29 @@ +package effect + +import ( + "blazing/logic/service/fight/input" + "blazing/logic/service/fight/node" + "math" +) + +/** + * 恢复自身所有PP值 + */ + +func init() { + input.InitEffect(input.EffectType.Skill, 87, &Effect87{}) + +} + +type Effect87 struct { + node.EffectNode +} + +func (e *Effect87) OnSkill() bool { + if !e.Hit() { + return true + } + + e.Ctx().Our.HealPP(math.MaxInt) + return true +} diff --git a/logic/service/fight/effect/prop.go b/logic/service/fight/effect/effect_prop.go similarity index 100% rename from logic/service/fight/effect/prop.go rename to logic/service/fight/effect/effect_prop.go diff --git a/logic/service/fight/effect/effect_10-16_94_99_114.go b/logic/service/fight/effect/sterStatusEffects.go similarity index 100% rename from logic/service/fight/effect/effect_10-16_94_99_114.go rename to logic/service/fight/effect/sterStatusEffects.go diff --git a/logic/service/fight/fightc.go b/logic/service/fight/fightc.go index 9b0bedda7..11365b434 100644 --- a/logic/service/fight/fightc.go +++ b/logic/service/fight/fightc.go @@ -215,9 +215,9 @@ func (f *FightC) enterturn(fattack, sattack *action.SelectSkillAction) { currentskill = oldskill //attacker.Initeffectcache() // fmt.Println("开始攻击威力", oldskill.Power) - if oldskill != nil { - fmt.Println("开始攻击威力", oldskill.Power) - } + // if oldskill != nil { + // fmt.Println("开始攻击威力", oldskill.Power) + // } //是否miss都应该施加解析effect canuseskill := attacker.Exec(func(t input.Effect) bool { //这个是能否使用技能 @@ -236,10 +236,10 @@ func (f *FightC) enterturn(fattack, sattack *action.SelectSkillAction) { f.processSkillAttack(attacker, defender, currentskill) currentskill = oldskill //还原技能 - if oldskill != nil { - fmt.Println("结束攻击_old", oldskill.Power) - fmt.Println("结束攻击_new", currentskill.Power) - } + // if oldskill != nil { + // fmt.Println("结束攻击_old", oldskill.Power) + // fmt.Println("结束攻击_new", currentskill.Power) + // } _, skill, ok := utils.FindWithIndex(attacker.CurrentPet.Info.SkillList, func(item model.SkillInfo) bool { return item.ID == currentskill.Info.ID diff --git a/login/main.go b/login/main.go index 64072806a..7ca3f21c4 100644 --- a/login/main.go +++ b/login/main.go @@ -3,7 +3,6 @@ package main import ( _ "github.com/gogf/gf/contrib/nosql/redis/v2" - element "blazing/common/data/Element" _ "blazing/contrib/drivers/pgsql" _ "blazing/contrib/files/local" @@ -26,7 +25,7 @@ import ( ) func main() { - element.TestAllScenarios() + // element.TestAllScenarios() //service.TestSendVerificationCode() cmd.Main.Run(gctx.New()) }