Some checks failed
ci/woodpecker/push/my-first-workflow Pipeline failed
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
38 lines
814 B
Go
38 lines
814 B
Go
package effect
|
|
|
|
import (
|
|
"blazing/logic/service/fight/info"
|
|
"blazing/logic/service/fight/input"
|
|
"blazing/logic/service/fight/node"
|
|
|
|
"github.com/alpacahq/alpacadecimal"
|
|
)
|
|
|
|
// 161 - n%降低自身当前体力值的1/m
|
|
type Effect161 struct {
|
|
node.EffectNode
|
|
}
|
|
|
|
func (e *Effect161) Skill_Use() bool {
|
|
chance := e.Args()[0].IntPart()
|
|
success, _, _ := e.Input.Player.Roll(int(chance), 100)
|
|
|
|
if success {
|
|
currentHp := e.Ctx().Our.CurrentPet.GetHP()
|
|
damageRatio := alpacadecimal.NewFromFloat(1.0).Div(e.Args()[1]) // 1/m
|
|
damageAmount := currentHp.Mul(damageRatio)
|
|
|
|
damageZone := &info.DamageZone{
|
|
Type: info.DamageType.Percent,
|
|
Damage: damageAmount,
|
|
}
|
|
e.Ctx().Our.Damage(e.Ctx().Our, damageZone)
|
|
}
|
|
|
|
return true
|
|
}
|
|
func init() {
|
|
input.InitEffect(input.EffectType.Skill, 161, &Effect161{})
|
|
|
|
}
|