Files
bl/logic/service/fight/effect/200.go
昔念 611b284ade
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refactor(fight): 优化战斗效果中的属性检测逻辑

通过引入HasPropADD()和HasPropSub()方法来替代循环遍历,
简化了多处战斗效果代码,提高了可读性和性能。

- effect/200.go: 使用HasPropADD()替代循环检测
- effect/418.go: 使用HasPropADD()替代循环检测
- effect/437.go: 使用HasPropADD()替代循环检测
- effect/449.go: 使用HasPropSub()替代循环检测
- effect
2026-03-08 23:43:20 +08:00

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package effect
import (
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// 200 - 若对手处于能力提升状态n%几率令对手XX
type Effect200 struct {
node.EffectNode
}
func (e *Effect200) OnSkill() bool {
if e.Ctx().Opp.HasPropADD() {
chance := e.Args()[0].IntPart()
success, _, _ := e.Input.Player.Roll(int(chance), 100)
if success {
effectType := int(e.Args()[1].IntPart()) // XX类型
statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, effectType)
if statusEffect != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
}
}
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 200, &Effect200{})
}