Files
bl/logic/service/fight/effect/489.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/action"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// 489 - 若自身处于能力提升状态则每次攻击恢复自身体力的1/m
type Effect489 struct {
node.EffectNode
}
func (e *Effect489) SkillHit_ex() bool {
if e.Ctx().Our.HasPropADD() {
maxHp := e.Ctx().Our.CurrentPet.GetMaxHP()
healAmount := maxHp.Div(e.Args()[0]) // 1/m
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, healAmount)
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 489, &Effect489{})
}