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refactor(fight): 统一技能使用方法命名规范 将多个战斗相关的结构体中的技能使用方法名从不一致的命名 (SkillUseed, OnSkill)统一改为Skill_Use,提高代码一致性。 同时优化了Effect3效果处理逻辑,简化了属性遍历方式, 并修复了先手控制逻辑中的EffectCache处理方式。 BREAKING CHANGE: 技能使用
35 lines
681 B
Go
35 lines
681 B
Go
package effect
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import (
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/input"
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"github.com/alpacahq/alpacadecimal"
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)
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// 60.回复造成伤害的6%
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type NewSel700 struct {
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NewSel0
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}
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func (e *NewSel700) Skill_Use() bool {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().Our.SumDamage == alpacadecimal.Zero {
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return true
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}
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e.Input.Heal(
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e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.SumDamage.Mul(e.Args()[0].Div(alpacadecimal.NewFromInt(100))),
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)
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.NewSel, 700, &NewSel700{})
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}
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