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refactor(fight): 统一技能执行方法命名并修复战斗逻辑错误 - 将多个boss技能结构体中的OnSkill()方法重命名为Skill_Use()以保持一致性 - 修改fightc.go中的战斗回合逻辑,修复attacker和defender的执行顺序错误 - 将Effect126的TurnStart方法改为Skill_Use方法并返回bool值 - 为Effect499添加缺失的方法实现 - 移除effect_124_126.go中未
37 lines
977 B
Go
37 lines
977 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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"github.com/alpacahq/alpacadecimal"
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)
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type Effect130 struct {
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node.EffectNode // 仅继承基础效果节点,不嵌入条件函数
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}
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// -----------------------------------------------------------
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// 核心共性逻辑:命中且满足条件时,附加固定伤害
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// -----------------------------------------------------------
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func (e *Effect130) Skill_Use() bool {
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// 1. 命中判定失败,不触发
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if e.Ctx().Opp.CurrentPet.Info.Gender != int(e.Args()[0].IntPart()) {
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return true
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}
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// 4. 附加固定伤害(从SideEffectArgs[0]获取伤害值)
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damageValue := alpacadecimal.NewFromInt(int64(e.SideEffectArgs[1]))
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: damageValue,
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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.Skill, 130, &Effect130{})
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}
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