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refactor(fight): 移除能力操作类型枚举并简化属性设置方法 移除了 info.EnumAbilityOpType 枚举类型及其相关常量定义, 重构了 SetProp 方法调用,不再传递操作类型参数, 通过检查等级正负值来判断是增加还是减少属性, 减少了代码复杂度并统一了属性变更的处理逻辑。 ```
36 lines
909 B
Go
36 lines
909 B
Go
package effect
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import (
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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)
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// 166 - n回合内,若对手使用属性攻击则m%对手XX等级k
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type Effect166 struct {
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node.EffectNode
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}
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func (e *Effect166) Skill_Use_ex() bool {
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if e.Ctx().SkillEntity != nil && e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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chance := e.Args()[0].IntPart() // m%
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success, _, _ := e.Input.Player.Roll(int(chance), 100)
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if success {
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effectType := int8(e.Args()[1].IntPart()) // XX类型
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effectValue := int8(e.Args()[2].IntPart()) // 等级k
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e.Ctx().Opp.SetProp(e.Ctx().Our, effectType, effectValue)
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}
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}
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return true
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}
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func (e *Effect166) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(a[0]) // 持续n回合
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 166, &Effect166{})
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}
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