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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。 ```
43 lines
872 B
Go
43 lines
872 B
Go
package effect
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import (
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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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// n 回合内,每次躲避攻击都有m%几率使自身XX等级提升1个等级
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type Effect110 struct {
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node.EffectNode
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}
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// 默认添加回合
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func (e *Effect110) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
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}
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func (e *Effect110) Skill_Use_ex() bool {
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if e.Ctx().SkillEntity != nil {
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if e.Ctx().SkillEntity.AttackTime != 0 { //没有闪避掉
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return true
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}
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}
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chance := e.EffectNode.SideEffectArgs[1]
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success, _, _ := e.Input.Player.Roll(chance, 100)
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if !success {
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return true
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}
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(e.SideEffectArgs[2]), 1)
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return true
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}
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// ---- 注册所有效果 ----
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func init() {
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input.InitEffect(input.EffectType.Skill, 110, &Effect110{})
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}
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