Files
bl/logic/service/fight/effect/effect_140.go
昔念 99ef152434
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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
2026-03-09 17:42:52 +08:00

36 lines
845 B
Go

package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// 140 - 降低对手1/n至1/m体力
type Effect140 struct {
node.EffectNode
}
func (e *Effect140) Skill_Use() bool {
maxHp := e.Ctx().Opp.CurrentPet.GetMaxHP()
// 随机降低1/n 到 1/m 的体力
minRatio := alpacadecimal.NewFromFloat(1.0).Div(e.Args()[0]) // 1/n
maxRatio := alpacadecimal.NewFromFloat(1.0).Div(e.Args()[1]) // 1/m
randDamage := minRatio.Add(maxRatio.Sub(minRatio).Div(alpacadecimal.NewFromInt(2)))
damageZone := &info.DamageZone{
Type: info.DamageType.Percent,
Damage: maxHp.Mul(randDamage),
}
e.Ctx().Opp.Damage(e.Ctx().Our, damageZone)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 140, &Effect140{})
}